Space Crusade - Gameplay

Gameplay

The game is designed to be played with 2 to 4 players, taking turns until one wins. One player takes the role of the aliens, controlling all the aliens and monsters on the space hulk, which were a mixture of Chaos, Orks, Genestealers and other aliens from Warhammer 40,000. The alien player takes on a significantly reduced role compared with that of a Game Master in traditional role-playing games, with its sole role being to stop the marine players from accomplishing their missions.

The other players are marine players, and each controls a squad of 5 Space Marines in standard power armour, one of whom is a Commander. Each squad is further equipped with order commands as well as equipment cards. Marines can be armed with different weapons: light weapons allow marines to move faster at the cost of reduced firepower. Heavy weapons are represented by specialised red "Heavy Weapons dice" where the usual die numbers have been replaced; 4, 5 and 6 score 1, 2 and 3 damage points respectively. The white Light Weapons dice are similar, except that only 5 and 6 can score 1 and 2 points. Heavy weapons operate in special ways, such as being able to hitting all units in a horizontal line or attacking multiple targets.

The blue squad represents the Ultramarines, the red squad represents the Blood Angels, and the yellow squad represents the Imperial Fists. All three are founding chapters of the Space Marines, and the chapter can be recognized by the insignia on the slider board, and accurately represents the standard colors of the Warhammer 40,000 versions. Each of the chapters are identical, although the equipment cards for the Blood Angels are specialised in close combat, and the Imperial Fists in use of ranged heavy weapons.

Close range combat rules are enforced when two units engaging are next to each other; the controlling player of the two units in combat roll whatever number of dice allowed for that unit, and the highest wins. Otherwise, ranged combat rules are followed so long as there is line of sight between the two squares that each unit is occupying: the firing player rolls dice for the weapon being fired, and if the die total is above the armour value of the target, it is dealt hit points.

The squad-based system gives each player greater access for strategy and planning. Most of the game is careful calculations of avoiding line of sight, and rushing to attack either from around the corridor, through open doors, or close in with close combat. The mission based system sometimes allows a player to sacrifice units to score points in order to win.

The marine players have the advantage of heavy weapons, special equipment and high armour point values due to their power armour, while the alien player has the advantage of large numbers of pieces and random "Alien Event" cards which may be detrimental to his opponents. The marine Commanders have multiple Hit Points and special weapons, making them harder to kill.

Each game consists of the marine players receiving their primary mission, docking and entering the space hulk (and later dreadnought factories), completing their mission before the other marine players, and returning their team back to the docking claw. Points are scored for units killed and missions completed, deducted for units lost. Players with sufficient points at the end of the game (including the Alien Player) can be promoted to the next rank, which gives them access to additional order or equipments for the subsequent games.

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