Skip to main content

Space Crusade (A solo mode): Basic rule summary and Ork faction

A bit more like HeroQuest...

This will play more like the Quests offered up in HeroQuest, with little intros (And conclusions in my more lore friendly version!) for each Mission. Since (Much like my HQ) I'll be keeping to one faction for each Mission, it means I'll have to introduce more models for variety.

A very quick rule run down (Not final!): You'll choose a team (Ultramarines, Blood Angels or Imperial Fists) and seek out the enemy Squad Leaders, they will be for the weaker units (Such as Gretchen/Orks or Cultists/Chaos Marines) and once eliminated, you will face down an enemy commander to win the day! Of course, the idea is that whilst your unit is battling here, your brothers are also clearing other parts of the ship (Or in the case of the new -yet old style- boards I'm adding; Jungle or Ruined Streets) so it doesn't feel too small. There will be 3 types of units in each Mission (As well as the 2 different types of Squad Leaders and a single Commander), but 1 will be unique to each Mission (Specialists). It's not quite as simple as laying all the figures out on the board and spotting where they are, though... You will be using the blip tokens (Adding more for the new units) and shuffling them before hand, then laying a number of them out in each room, according to the Mission Log pages. So, you will have NO IDEA where the Squad Leaders are. However, when the Squad Leaders have been eliminated, you will then read the set up for the final encounter (Which will be definite) in the Mission Log. This final encounter will always be placed in a definite room (And any tokens in there -if any- removed), too AND all bulk head doors will now be considered opened, which means that any blip tokens you appraoch must be flipped (Before you enter line of sight) and they can readily attack you if you walk past. There's a decent element of luck here, but the difficulty will be balanced so it's not impossible to finish the Mission if you have to mow down EVERY enemy before the final encounter (but a bit harder for sure) but not too easy should you face the 4 Squad Leaders too quickly (Due to randomness). Over all, there will be 9 Missions (3 for each faction), which is 5 less than HeroQuest, but I'll still include the rules for Versus play as well, probably revamped a little. I'm not too sure on the details of how the original game plays yet (I have a copy, but had this idea in mind and realised the game plays nothing like it!), but I will CERTAINLY incorporate those rules in with mine and blend them into the best mix possible (I have already done so with HeroQuest and Advanced HeroQuest).

Which factions are involved and which old models will play the parts?

All models involved will be either from the old Rogue Trader range or 2nd Edition... Or at least within the years those models were made ('93 - '97), but I'll point out any that may not be GW/Citadel. I did want to limit it more to anything released around Space Crusades time/before hand but it was just too limiting in 40k (Though I was able to achieve this in my AHQ modifications). Also (And this may be a turn off for some), I decided to remove Tyranids faction, as well as Chaos Androids and replace one of those with Eldar. I made this decision due to the fact I will be moving these factions forward into Space Hulk and Tyranid Attack/ASC. See, HeroQuest had 3 factions anyway (Undead, Orks and Chaos) and then later AHQ introduced Skaven, so this is basically what I will be doing, too (Except the Tyranids will be the new blood in Space Hulk). In particular, though, Chaos Androids were a terrible fit and don't exist within 40k lore, either and the Necrons didn't receive very many models until the end of 2nd Edition, so it makes much more sense for them to get the boot. However, like I said, more models will be introduced for each faction so the game remains varied. See below.

First up we have our Orks!

1. Gretchin

These are in the base game and will remain in my version.










2. Gretchin Squad Leader

If any Gretchin are in the room with this unit, they will receive buffed stats! He is from 2nd edition (Can't recall the year, but before '98!)









3. Space Orks

Also included in the original, these slightly strange looking greenskins will remain. Though, there ARE some nice RT models out there which I contemplated using instead.








4. Orky Squad Leader

This 2nd edition "boy 6" proved hard to find a good painted example of. He will most likely have a plasma pistol (from 2nd edition) and will definitely buff any Orks in the room with him.








5. Mission 1 Ork Specialist Unit (Snakebite Boy)

I found it impossible to find a painted example of this guy. It surprises me, because he looks EXCELLENT. I will possibly add some feathers from one of the other models to unify his look with his leader.








6. Mission 1 Ork Commander (Snakebite Boy leader)

Another unpopular model, it seems. The only painted Snakebite Boyz I can find are riding boars! This guy will be your main objective and threat. Finish him to win the first Mission.








7. Mission 4 Ork Specialist Unit (Goff Boy)

Ahh. 2nd edition starter set plastics, these bring back memories!










8. Mission 4 Ork Commander (Goff Noble)

Watch out for this one, he packs a punch with his melee abilities!










9. Mission 7 Ork Specialist Unit (Death Skull Boy)

Another tough one to find a painted example of. Very cool knee pads!










10. Mission 7 Ork Commander (Death Skull Leader)

The final Ork fight will be with this guy. He will be your toughest challenge yet. Chances are I'll mod his feet with the cool skull shoes donned by another of his 2nd edition ilk to make him really stand out.








That's all for now! I'll be back soon to introduce the next faction; The Eldar.

Comments

Popular posts from this blog

HeroQuest: A More Detailed Story

I've been working on HeroQuest alongside Advanced HeroQuest for quite some time now. I tend to have some down periods as I'll either end up busy doing music projects or having problems with my mental health. However, I wrote a story I was mostly satisfied for HeroQuest and I consider it to be mostly finished. Ideally, I wanted to finish up redoing the maps (For co-op/solo) for the base game and release the story alongside each one. Also, each map will now have just Orcs/Goblins/Orc Champions or Chaos Warriors/Marauders/Chaos Champions or Skeletons/Zombies/Skeleton Champions. There is also one boss for each map now. I've picked out models from the early 90s/late 80s for each of these roles (Most of them GW). The reason I did all of it is to bring HeroQuest more in line with the rearranging of Warhammer Fantasy during the 90s. I've moved Castle of Mystery to the front and used it as a tutorial quest and merged the Orc Warlord/A Race Against Time and also The Rescue of Sir...

Space Crusade (A solo mode): Chaos

The Chaos triplet... Wait, triplet? In HeroQuest, I was really only able to turn 3 of the official quests into what would feel like Chaos quests, so I picked what felt right for them as well and it ended up being Slaanesh, Tzeentch and Khorne (I did however brings Nurgle in as a faction in the modified Wizards of Morcar expansion). I decided this time to do something similar, but this time include Nurgle instead of Khorne (But the blood god WILL return in the far future, too!). 1. Cultists Now... Since I decided to use no models from anything beyond 1998, it was a real challenge to find anything of a decent fit for the cultists, but these Dragon Fire board game miniatures were the best I could muster. I'll add some spikes and modify the weapon set to make them feel much more 40k (Probably a smaller shank and a bolter pistol). 2. Cultist Squad Leader Again, really tough to find anything useful. I decided to use this Blood Berets chaos looking fella. I'll mod...