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SPACE CRUSADE

INSTRUCTIONS

Main menu

Start Campaign: Displays a list of the missions that begin a Campaign.


Play Mission: Displays a list of all the missions that can be played.
Create Mission: Create a mission (that you can play later) from scratch.
Edit Mission: Edit a previously created mission.
Continue Campaign: Play the next mission in a campaign.
Watch Intro Movie: Watch the Introduction movie.
Options: Display a list of options to configure the game.
Credits: Display credits.
Quit Game: Exit the game.

Aim of the game


The aim of the game is to outfit and control your squads to best be able to complete the primary objective of
the mission. Try to keep your squad Commander alive as if he dies, you will lose all gained rank and
experience. Once the squads have completed the mission, they will need to return to their docking claw. The
winner of the mission is the squad or Alien player who scores the most points.

Start Campaign
This option is similar to the “Play Mission” button except it will only display the first mission in a Campaign.
Campaigns allow the player to play a continuous series of missions that form a storyline.

Play a mission

Once you select “Play Mission”, a list of all available missions that can be played will be displayed. This
allows you to play missions without having to play through an entire campaign. Left click a mission to begin.
A Mission Briefing screen will appear which will inform you of what the mission is. Once you have read the
mission briefing, press SPACE or the Left mouse button to move on.

The next screen to appear will be the Squad selection screen. You may select up to four squads to
participate in the mission, you do not need to select all of them.

Selecting a squad button will display the Weapons selection screen. The units in the squad will be displayed
with their current weapon loadouts. If you have already selected this squad previously, your last weapon
selections will be remembered.

Click on a unit to display a list of weapons that they may equip themselves with for the mission ahead, then
click on the actual weapon to equip the unit member. A maximum of ONE type of each heavy weapon may
be carried per squad for marines, TWO for the Eldar squad. At least ONE heavy weapon must be taken. At
least ONE Bolter must be taken for marine squads, at least ONE Shuriken Catapult must be taken for Eldar
squads. Check each weapon’s stats when choosing. Note that a white damage die indicates a lower chance
of damage whilst a red damage die indicates a higher chance of damage. A unit carrying a red damage die
weapon will have it’s movement rate reduced. Click the “Done” button when you have finished equipping
your squad with weapons.

The “Orders and Equipment” screen will appear for marine squads, “Orders, Equipment and Exarch powers”
screen for Eldar squads. This screen allows you to further enhance your squad with additional orders and
equipment, and exarch powers for Eldar. Simply place the mouse cursor over one of these buttons to see it's
details. Left click a button to select the item, click it again to deselect it. The button will turn green to indicate
you have that item selected. Only a limited number of items can be taken per mission if you are participating
in a campaign. The number you can take depends on the squad Leader’s rank and experience level which is
indicated by the number in brackets after the title. As you progress from mission to mission, the squad
Leader’s rank and experience will grow and you will be able to select more items. Note: Some orders and
pieces of equipment require certain other items to be selected. Click the “Done” button to take you back to
the squad selection screen. Note: If you have selected “Play Mission”, then you are able to select as many
SPACE CRUSADE
orders, equipment and exarch powers as you wish with no restrictions. Any results from that mission will not
be saved.

The Squad button will now have changed to a green colour to indicate that you have selected that squad.
You may deselect the squad by clicking on the squad button again. Once you have selected all the squads
you wish to participate in this mission, click the “Done” button to proceed.

You will now see your squad(s) on an entry platform attached to the outside of the Space Vessel or starting
within the vessel. This is where the Mission truly begins.

Gameplay

All actions are done primarily by using the mouse with a few key commands.

To LOOK around the vessel, move the cursor to the edge of the screen. The screen will scroll in that
direction.

A squad will automatically have been selected for you to move. If you wish to select another squad, click on
that squad’s “squad selection” button in the bottom right hand corner of the screen. NOTE: If you use one
unit in a squad and then select a different squad, you can no longer go back to the first squad you selected
and finish using it’s units. It is therefore wise to finish using all the units in one squad before selecting
another squad.

After selecting the squad button, a number of “action” buttons will also be displayed at the bottom of the
screen. These buttons allow you to use the orders, equipment and exarch powers you previously selected.
An order can only be selected BEFORE any unit in the squad moves. Equipment and exarch powers can
generally be used at any time

There are a number of ways to select a unit from the squad: left click the unit, left click the unit’s stat box at
the bottom left of the screen or press the “number” keyboard buttons to select the respective unit (e.g. if
there are 5 marines in a squad, use the numbers 1 – 5 to select each one). The screen will centre over that
unit if they are not already on screen. The selected unit will be highlighted by a red selection box and it’s
corresponding stat box will be highlighted. NOTE: Be aware that if you select a different unit in a squad after
you have moved a unit or fired a unit’s weapon, you can no longer go back to the first unit you had selected.
E.g. If you move Marine 1 3 spaces and then select another marine, you can no longer go back to Marine 1
and fire his weapon.

When a unit is selected, a number of blue Movement squares will appear around the unit. When the mouse
is placed over a blue movement square, it will change to yellow. This indicates that the movement square
can be selected. A trail of yellow squares will indicate what path the unit is going to follow. Click on one of
the squares to make the unit walk to that square. If something new appears in the unit’s Line of Sight (LOS),
the unit will stop.

When a unit first moves onto a new section of the alien vessel, the mothership/craftworld will run a scan to
locate any aliens in that section of the vessel. Each alien discovered will be displayed as a radar blip. You
will not know what type of alien the blip is until you come into LOS of that blip. Once a unit comes into LOS
of a blip, the alien is revealed.

If a unit has LOS to an alien and the alien is in range of the unit’s weapon, a red TARGET symbol will
appear on the alien to indicate that you can shoot at it (Not all weapons work this way, see below for details).
Left click on the alien to fire the unit’s weapon. The different weapons all fire in different ways:

Missile launcher (Heavy weapon): The missile launcher can fire at any square in the unit’s LOS. Any target
that can be hit by the missile launcher will have a Target icon on top of it. To see all the squares you can
shoot at, click the 'Show all targets' button; all the squares that can be shot at will have a Target icon on
them. To shoot at a square, left click the target on the square. When the missile hits the targetted square, it
will use it's maximum destructive energy against anything in that square. Every square surrounding the
targetted square will also be hit with a smaller amount of destructive energy.
SPACE CRUSADE
Assault Cannon (Heavy weapon): The assault cannon can fire at any target in the unit’s LOS. To fire the
assault cannon, click the “Fire Cannon” button. The weapon will display the amount of ammo it can fire this
turn. Any target that can be hit by the assault cannon will have a Target icon on top of it.

Note: Due to the high rate of fire that the assault cannon can produce, it has a tendency to jam. When this
occurs, the unit will be unable to fire or conduct a melee attack as the unit is spending it’s time unjamming
the weapon.

Plasma Gun (Heavy weapon): The plasma gun fires a concentrated beam of energy in a direct line away
from the unit. This means the weapon can only fire in 8 directions (up, down, left, right, and the four diagonal
directions). Bear this in mind when positioning the unit to fire his weapon. The destructive energy of this
weapon will be applied to all targets in the path of the beam.

Fusion Gun (Extra heavy weapon): The fusion gun is a more powerful version of the plasma gun designed to
take down heavily armoured foes. Like the plasma gun, this weapon can only fire in 8 directions (up, down,
left, right, and the four diagonal directions). Bear this in mind when positioning the unit to fire his weapon.
Due to the fluctuating energy signature of the fusion beam, each target in the path of the beam will be hit by
a random amount of destructive energy.

Conversion Beam (Extra heavy weapon): The conversion beam weapon is unique in that the beam it fires
passes through all units without causing direct damage. Only when the beam strikes an impassable object,
such as a door or wall, does it’s full destructive power come forth. The energy unleashed will distribute it’s
power to all the surrounding squares and then recoil back towards the unit which fired the beam. Bear this in
mind as firing this weapon too close to a door or wall may cause the firing unit to get caught in the blast
radius! Like the plasma gun, this weapon can only fire in 8 directions. To fire the Conversion Beam, click the
“Fire Conversion Beam” button. Target icons will appear around the marine displaying the directions the
marine can fire at. Click a target to fire the beam in that direction.

Las-Cannon (Extra heavy weapon): The las-cannon can be considered to be an upgrade of the assault
cannon. Rather than firing shells, the las-cannon fires laser beams that strike a 2x2 square area. This
weapon can fire 3 individual shots or the shots can be combined to create a whirlpool of destructive energy
in one area. To fire the las-cannon, click one of the “Fire Las-Cannon” buttons. Four target icons will appear
grouped together. This is where the shots of the Las-Cannon will hit. Move the mouse around to see where
the las-cannon can fire, then click the left mouse button to fire. If the target symbols are faded, then the unit
does not have LOS into that targeted square and will not be able to hit anything in that square. If you have
selected a “Fire Las-Cannon” button, you can cancel the shot by right clicking.

Tarantula (Extra heavy weapon): The tarantula is a heavy duty mobile support weapon. It consists of 2 Las-
Cannons twin-linked to provide an awesome amount of firepower. Similar to the las-cannon, the tarantula
fires laser beams that strike a 2x2 square area. This weapon can fire 3 individual shots (however since it has
2 mounted las-cannons, the destructive power is doubled for each shot) or the shots can be combined to
create a whirlpool of destructive energy in one area. To fire the tarantula, click one of the “Fire Tarantula”
buttons. As the tarantula is not very manoeuvrable, a Firing Area will appear in front of the tarantula. This
area dictates where the tarantula can shoot if the gunner manning it has a clear LOS. Four target icons will
also appear grouped together. This is where the shots of the tarantula will hit. Move the mouse around to
see where the tarantula can fire, then click the left mouse button to fire. If the target symbols are faded, then
the unit does not have LOS into that targeted square and will not be able to hit anything in that square. Be
aware that the gunner may not be able to shoot into every spot of the firing area as his LOS is from the rear
of the tarantula. If you have selected a “Fire Tarantula” button, you can cancel the shot by right clicking.

Besides the “Fire Tarantula” buttons, 2 other buttons are also associated with the tarantula. These are the
“Man Tarantula” and “Detach Tarantula” buttons. A gunner who is manning the tarantula may want to leave it
for some reason. Press the “Detach Tarantula” button and the gunner will no longer be controlling the
tarantula. This marine will now be equipped with a Bolter. If a tarantula does not have a gunner, you can
move any member from the same squad as the tarantula (except the Commander) to the gunner position at
the rear of the tarantula. Press the “Man Tarantula” button and the marine will now become the tarantula’s
gunner. Be aware that any heavy or extra heavy weapons carried by this marine will be lost when becoming
a gunner. Note: Aliens will be able to walk through an unmanned Tarantula.

The tarantula is unlike other weapons in that it is a Move or Fire weapon. That is, you cannot fire the
tarantula and move it in the same turn. The only exception is when using the “Fire!” and “Move it!” orders.
The standard Move value of the tarantula is 6.
SPACE CRUSADE
Due to the size of the tarantula, it moves differently to all other marine equipped weapons. During a mission,
to select the tarantula marine, you can click on either the main body of the tarantula or the marine gunner.
Once you have clicked the tarantula, instead of the normal blue movement squares appearing, you will see a
large number of yellow triangles. These triangles dictate the facing of the tarantula once it reaches it’s target
square. For example, if you click on a triangle pointing to the top of the screen, when the tarantula reaches
that spot, it will turn to face that direction. You will also see some pink triangles around the tarantula. These
are facing buttons. Simply click on a pink triangle to face the tarantula in that same direction.

One final point about the tarantula, the size of the tarantula grants it’s gunner extra protection from incoming
fire, but only when alien’s shoot at the gunner from the front of the tarantula. Any gunner being fired at from
within the tarantula’s firing area will receive an Armour value of 4 rather than his normal value of 2.

Bolter, Heavy Bolter (Commander), Bolt pistol (Commander): These weapons all fire standard bullets at a
target. The Heavy Bolter has a larger calibre bullet that does more damage than a standard Bolter. Standard
marines can only select the Bolter. Commander’s also have a selection of melee weapons to adjust their
attack power.

Eldar Missile launcher (Heavy weapon): Works in the same way as the previously mentioned missile
launcher.

Eldar Las-Cannon (Heavy weapon): Works in the same way as the previously mentioned Las-Cannon,
however the Eldar version only fires a maximum of 2 shots.

Shuriken Cannon (Heavy weapon): This weapon is a more powerful version of the Shuriken Catapult. It is
able to fire 3 powerful blasts of small star shaped projectiles. Unlike most weapons, these shots can be split
up so that the unit can fire before and after they move.

Shuriken Catapult: Similar in power to a standard Bolter, this weapon fires a single group of small star
shaped projectiles at it’s target.

Force sword & Shuriken pistol: This weapon combo is the only weapon selection for the Eldar squad’s
leader, the Exarch. It gives him good melee power with the ability to fire 2 shots at ranged targets. These 2
shots can be split up similar to the Shuriken Cannon.

Melee (Hand to hand) combat: To attack an alien in melee (hand to hand) combat, move the unit adjacent
(not diagonal – Note: some equipment allows diagonal attacks) to an alien and then right click on the alien.
You can also right click on an alien that isn’t next to a unit. The unit will walk over to the alien and attack it if
it is within the unit’s movement range. Tarantula gunner’s cannot attack in melee combat.

Note: Order and equipment cards for heavy weapons cannot be used for Extra heavy weapons.

Note: Press the ‘Show all targets’ button to target friendly units.

When you have finished moving and fighting with a unit, a red cross will appear in it’s stat box to show that
you can’t use them again this turn.

Once you have finished moving and fighting with ALL the units and squads, click on the “End Turn” button
on the bottom right of the screen to end your turn and start the alien's turn. If you haven’t used some of the
units in your squads, a warning message will appear when the mouse is over the “End Turn” button.

After clicking the “End Turn” button, a special event will occur. These special events can hinder or help your
squads. There are a limited number of special events that will occur throughout the mission. Each special
event progresses time within the vessel. The amount of time left will be displayed near the “End Turn” button.
If the squads are unable to complete their primary objective before the time runs out, they will fail the
mission objective. Marines and Eldar have different events that occur to each group. If both marines and
elder are used in the same mission, two special events will occur rather than one.

Click the “OK” button to proceed with the alien’s turn. When all of the alien's have finished their moves, it is
the player’s turn again.
SPACE CRUSADE
Miscellaneous

After completing the primary objective, generally the squad will need to get back to their entry point before
the mission will end. When a unit moves onto their entry point, they will be removed from the game and will
no longer be selectable. This will be shown by the chapter icon replacing the unit’s stats on their stat box.

Right clicking anywhere on the screen where there is no unit or alien will centre the screen on the currently
selected unit.

Screenshots = To save a screenshot of the game, press “Ctrl S” on your keyboard. You will then be given a
choice where to save the screenshot. The screenshot will be saved as a PNG image file.

All marine and elder units have an armour value of 2.

Doors = Can be opened by clicking on the door when a unit from the currently selected squad is standing
next to it. Units will automatically open doors if they travel through them. Note: Doors cannot be closed once
opened except when the "Master Controls" event occurs or the elder use the “Telekinesis” exarch power.
When the "Master Controls" event occurs, the player can click on any door within the vessel and use this
ability to open or close any individual door. You can also close all doors or open all doors at once. The
“Telekinesis” power allows the Exarch (Eldar leader) to open and close any door in their LOS.

Bulkheads = Bulkheads are reinforced doors that cannot be opened by squad units. To get through a
bulkhead, it must be destroyed. Units must score more than the Bulkheads Armour value to destroy it. A
bulkhead has an Armour value of 4. To shoot at a bulkhead, click the target icon that is on the bulkhead. For
Plasma & Fusion guns, the target will appear next to the bulkhead. Bulkheads can be destroyed in melee
combat only by Commanders & Exarchs, who must roll greater than the Bulkhead’s armour value to destroy
it.

Melee combat = Melee combat is decided by the damage dice of the weapons of both the attacker and
defender. Both attacker and defender roll their damage die. Whomever scores the higher roll inflicts damage.
The amount of damage is calculated by taking the value of the highest roll and subtracting the value of the
lowest roll. This damage bypasses any Armour! As you can see, melee combat is extremely dangerous.

Ranged combat = When a weapon is shot at a target, the damage dice of the weapon are rolled. If the rolled
value is higher than the target’s armour value, damage is inflicted on the target. The amount of damage
inflicted is the value of the dice roll minus the target’s armour value. E.g. If the damage rolled is 3 and the
target’s armour is 2, the damage inflicted is 1 (3 – 2).

Points: Every alien and squad unit is worth a specific point value when they are killed. Squad units without
heavy weapons = 5 points, with heavy weapons = 10 points and Leaders = 10 points. Alien point values are
shown in the table on the next page. The current point total of a squad is displayed during their turn in the
bottom right corner of the screen under the time remaining. The alien’s point total is displayed during the
alien turn. The squad that completes the Primary objective will receive 30 points whilst the squad that
completes the Secondary objective will receive 15 points.
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Aliens = This point total will be displayed at the end of the mission. Each alien has only 1 health point. The
exception to this is the Dreadnaught, which has multiple health points depending on how many weapons it
has. For every health point that the Dreadnaught loses, one of it’s weapons will no longer function.

Here are the stats for the aliens:

Alien name Point value Movement rate Armour Ranged Melee


Gretchin 2 8 0
Ork 3 6 1
5 6 2
Chaos marine
(10 with heavy (4 with heavy with heavy
weapon) weapon) weapon
Chaos marine 10 6 2
Commander
Android 10 4 2
Dreadnaught VII 25 4 4 Dread VII & VII All
Dreadnaughts
plus 2 heavy
Dreadnaught VII 30 6 4
weapons

Dreadnaught IX & X
Dreadnaught IX 40 4 4
plus 4 heavy
Dreadnaught X 50 6 4 / extra heavy
weapons
Genestealer 0 8 3 None

Unit health = Each unit has only 1 health point. There are two exceptions to this: the marine Commander
who has 6 health points and the Eldar Exarch who has 1 health point plus 1 health point for each exarch
power they have. When an exarch is wounded, each wound point results in the loss of an exarch power.
When a unit’s health reaches 0, they die.

Unit stat box = Each unit has a corresponding stat box located at the bottom of the screen. Clicking a unit’s
stat box will have the same effect as clicking that unit. The stat box displays the unit’s designation
(Commander, Marine 1, etc), the unit’s current weapon it is carrying and the unit’s health status. The health
status will change from green to yellow to red depending on the health of the unit.

Objective buttons = At the top left of the screen there is one Objective button. Clicking on the “Pri Objective”
button will display the primary objective for the mission you are on. When the Secondary objective has been
revealed, a second objective button will appear. Clicking on the “Sec Objective” button will display the
secondary objective for the mission you are on.

Press SPACE to skip the slow reveal of text messages.

Mission end

After a mission is complete, a text box will appear that displays the concluding statements of the mission.
These statements will be different depending on whether you completed or didn’t complete the primary
mission objective.

Clicking “OK” will display the Mission Summary window where you can view how well the different squads
did on the last mission. First the Alien’s performance will be displayed, then each of the squads that
participated in the mission.

In this window, you will see how many points each squad has earned and whether the squad’s Leader has
gone up in rank or experience. A reminder: the winner of the mission is the squad or Alien player who scores
the most points. If a marine squad has earned a total of 8 honour badges, a “Promote” button will appear.
Clicking this button will promote the Commander of that squad up one rank at the cost of 4 honour badges.
A promoted Commander will receive one extra Order card.
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Once you have finished viewing this information, click the “Next” button. Once all the squads have been
viewed, 2 buttons will be displayed: “Mission” and “Exit”. “Mission” will start the next mission in the campaign,
whereas “Exit” will exit to the main menu. If you choose “Exit”, you can continue the campaign at a later time
by selecting “Continue Campaign” from the main menu.

Options
Move speed: Adjust the movement speed of the units.
Projectile speed: Adjust the movement speed of the projectiles.
Alien move: Make the aliens move smoothly from square to square or move instantly from square to square.
Scroll speed: Adjust the speed the map scrolls when placing the mouse near the edge.
Sound: Turn sound on or off.
Music: Turn music on or off.
Fullscreen/Window mode: Play the game in a window or fullscreen.
Exit: Exit the options menu.

Mission editor
On the main menu, there are two buttons that access the mission editor, “Create Mission” and “Edit Mission”.
Selecting either one of these buttons will take the player to the Mission editor. The main difference between
the two buttons is that “Create Mission” will have a completely empty mission for the player to create,
whereas “Edit Mission” will have pre-existing mission data.

When the mission editor first starts, a window will be displayed on the right hand side of the screen. This
window contains a number of tabs containing buttons that affect a certain part of the mission. Note: When
trying to place an item, it will turn red if it cannot be placed at the spot you specify. You cannot place
anything on the areas where there are red crosses. These tabs are as follows:

Board and Door Tiles: Boards - (otherwise referred to as Tiles) are the areas of the mission where the units
in a squad, and aliens, can move. There are a variety of space vessel tiles and entry points to choose from.
The space vessel tiles can be placed anywhere within the mission editor except the extreme edges. Left
click a tile button to select it. The tile will be displayed and will follow the mouse. Middle click to rotate the tile,
left click to place the tile. Once a tile has been placed, right click the tile to display options to rotate the tile,
remove it, close all doors, open all doors or remove all doors from the tile. You cannot place a tile on top of
another tile. The tiles that can be placed are the Command room, Machine room, Reactor room, Loading
bay, Docking claw, Dreadnaught Factory, Eldar board, Corridor and Exit ramp. There are also three door
placement buttons.

Dreadnaught Factory – This tile is different from all the other tiles in that during a mission, it will start to
manufacture various dreadnaught designs. The dreadnaughts it produces are determined randomly. If 2 or
more squad members end their turns in the factory, the factory will stop building Dreadnaughts.

Exit ramp – This tile acts as another exit for the squad members. When a squad member steps onto the Exit
ramp, they will be removed from the game just as if they had stepped onto a docking claw.

Docking claws - Are the areas of the mission where the squads start and finish. Docking claws MUST be
placed with the front end connected to a space vessel tile. As above, middle click to rotate a docking claw,
left click to place it. Once placed, right click a docking claw to display a list of squads that this docking claw
can be owned by (selecting this option will display a number of start icons on the docking claw), or choose
that the docking claw is owned by all squads. Only the units that belong to the squad chosen can enter the
docking claw. There is also the option to remove the docking claw.

Vertical door – Select this button to have a vertical door appear. The door will move wherever you move the
mouse. Doors can only be placed on top of an existing wall. Right click a placed door to display the following
options: open at the start of the mission, closed, permanently open (cannot be closed even with “Master
Controls” special event or “Telekinesis”), whether this door is a bulkhead, or remove it.

Horizontal door – As above except for horizontal doors.


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Central wall doors – If the main space vessel tiles (Command room, Machine room, Reactor room, Loading
bay) are placed in a 2x2 configuration, you can automatically place doorways connecting all 4 tiles using this
option. Select the button and a Target icon will appear. Place the target over the corner connecting all 4 tiles
and left click to create the connecting doors.

Aliens: This tab allows the player to edit a number of alien specific variables as described below.

“Reinforcement entry” button – During a mission, alien reinforcements can be sent to bolster the alien’s
numbers. Reinforcement entry points are the areas on the vessel where these reinforcements appear.
Select this button and a “R” square will appear. Left click anywhere on a tile to set that square as a
reinforcement entry point. Right click to remove it.

The 3 “Blips” buttons will display the aliens that show up when a squad unit first enters a space vessel tile.
The 1, 2, 3 & 4 refer to the amount of aliens you wish to include on this mission for that number of squads.
E.g. If you want to edit the amount of aliens for a 2 squad mission, select the “Blips – 2” button. Once you
press a “Blips” button, a number of aliens will appear. Each alien has a number beneath it, this is the number
of this type of alien that will appear during the mission. Click on the + or – buttons beneath each alien to
increase or decrease the amount of this specific alien. Pressing the “Default” button will reset the alien
amounts to a default number. Press “OK” when you have finished.

The 3 “Reinforce” buttons dictate how many aliens will appear as reinforcements throughout this mission
dependant on the number of participating squads, similar to the “Blip” buttons described above. A screen
similar to the “Blips” window will appear. Press the + or – buttons beneath an alien to increase or decrease
the number of aliens of that type that will be sent as reinforcements during this mission. (A red cross on an
alien means it will not be included as a reinforcement). Press “OK” when you have finished.

“Task Force” button – There is an alien special event called “Alien Task Force”. When this event occurs, 2
random aliens will be added to the reinforcement pool. Pressing the “Task Force” button displays an alien
screen where you can create a group of aliens that these 2 aliens will be randomly selected from.

“Extra Genestealers” button – Select this option to have more than 1 Genestealer appear when the
Genestealer alien event card from the marine alien event deck is played. The amount of Genestealers that
appear is random.

“Blips on Vessel” button: This option only works if a squad is starting on the vessel. With this option selected,
during a mission where squads start on the vessel, blips will appear on the same board as the squad as
soon as one of the squad members move. If this isn’t selected, then no blips will appear on the same board
as the squad members when they first move.

Squads: This tab allows the player to edit a number of squad specific variables as described below.

“BA on Vessel”, “IFIST on Vessel”, “UM on Vessel”, “Eldar on Vessel” buttons: Selecting one of these
buttons will cause a number of rooms in the space vessel to be displayed as different colours. Left click a
coloured room to designate it as the starting room for the respective squad. A number of squad start icons
will appear inside the room you have selected. When a player plays this mission, the squad will start in the
room you have selected rather than the squad’s docking claw. If you select this option again, the squad’s
start icons will be removed from the board and placed onto the squad’s docking claw, if there is one.

“Starting loadout” button – Due to the difficulty of some of the campaigns you are likely to create, the default
starting loadout for each squad may be insufficient to meet the challenge of your campaign. This option will
allow you to change the default amount of orders and equipment (and exarch powers for Eldar) that a squad
may choose from at the start of a campaign as well as the number of members in each squad. Clicking this
button will display a screen listing all 4 available squads. Next to each rank symbol, the amount of orders
and equipment (and exarch powers for Eldar) for that squad will be displayed as well as how many members
that squad has. Left click a squad’s rank symbol to display a menu where you are able to choose how many
orders and pieces of equipment this squad starts with at the beginning of a campaign, along with the size of
the squad. For the Eldar squad, as the number of orders, equipment and exarch powers are dependent on
the rank of their leader (the Exarch), you cannot individually adjust these options, however you can change
the size of the Eldar squad. The “Starting loadout” button will only work on missions that have been
designated as a “Campaign start” mission. Click “OK” when you have finished selecting the default loadout
for each squad.
SPACE CRUSADE
Text: The text tab is where the player gets to edit the text boxes that appear throughout the mission.

Mission title - The text that appears at the top of the mission briefing window.
Mission text - The text that appears in the main body of the mission briefing window.
Secondary text – The text that appears when the Secondary special event occurs.
Win mission text – The text that appears at the end of the mission if a squad completes the primary objective.
Lose mission text – The text that appears at the end of the mission if the squads do not complete the
primary objective.

Primary objectives / Secondary objectives: These 2 tabs display almost exactly the same options and
allow the player to tailor both the primary and secondary mission objectives.

Kill alien – This objective will be won by the squad that kills the selected alien. Click this button and select
an alien from the Blip and Reinforcement sections of the displayed window.
Most aliens killed – This objective will be won by the squad which kills the most aliens of a specific type.
E.g. Select Gretchin and Orks to have the squad who kills the most greenskins win the objective.
Most points – This objective will be won by the squad who scores the most points during the mission.
Retrieve equipment – Selecting this option will place a piece of equipment somewhere on the alien vessel.
This objective will be won by the squad who gets one of their members to exit the vessel whilst carrying this
piece of equipment. During a mission, upon finding the equipment, the squad member must stop on the
same square as the equipment to pick it up. When this occurs, a small equipment icon will appear on the
squad member indicating they are carrying the item.
Kill everything – This objective will be won only when ALL the blip and reinforcement aliens have been
killed. The squad that kills the most aliens is the winner of this objective.
First to return - This objective will be won by the squad who manages to get all of it’s remaining squad
members back to it’s starting point first.
Destroy item - This objective will be won by the squad who destroys the specified item during the mission.
When you select this button, a star will appear that will follow the mouse. Left click on a space vessel tile to
place the item. Once placed, right click the item to change it’s appearance, determine how difficult the item
to be destroyed is or remove it.
Arrive in room - This objective will be won by the squad who manages to get one of it’s members to a room
first during the mission. Selecting this button will display all the rooms in the space vessel different colours.
Left click a room to designate it as the target room. A number of target icons will appear inside the room you
have selected. A label will also be displayed that will dictate which objective that room is for with the
following letters: T = Target room, 1 = 1st squad member to arrive, P = Primary, S = Secondary. E.g. T1P.
Most survived - This objective will be won by the squad who manages to get the most surviving members
back to it’s entry point during the mission.
Unstable ammo - This is not an objective as such, rather it is a special event. Selecting this button will
display the three heavy weapons available to squads. Select one of the weapons to have it run out of ammo
during a mission. This can occur at the start of the mission (if you select this option as the primary objective)
or when the secondary objective event occurs.
2 arrive in room - This objective will be won by the squad who manages to get two of it’s members to a
room first during the mission. If you choose this option for both Primary and Secondary objectives, 1 squad
cannot claim both objectives, e.g. If the Blood Angel’s squad wins the “2 arrive in room” primary objective, it
cannot also win the “2 arrive in room” secondary objective. Selecting this button will display all the rooms in
the space vessel different colours. Left click a room to designate it as the target room. A number of target
icons will appear inside the room you have selected. A label will also be displayed that will dictate which
objective that room is for with the following letters: T = Target room, 2 = 1st 2 squad members to arrive, P =
Primary, S = Secondary. E.g. T2P.
No Objective – Select this option if you don’t wish to have a secondary objective action. The Secondary
mission text must still be filled out as it will be displayed during the “Mothership Commo” event.
SPACE CRUSADE
Miscellaneous: This tab lists all other buttons that don’t fit under the other tabs.

Next mission - Win – Missions can be linked into a longer campaign. Click this button to display a list of all
available missions. Select a mission to assign it to the Winning path. When a player finishes the mission, if
they have completed the primary objective, this mission will be the next one they play. Click “None” to
indicate that no mission will play after this one.
Next mission - Lose – As above except choose a mission if the player does not complete the primary
objective for the losing path.
Campaign start – Select this option to assign this mission as the first mission in a Campaign. This mission
will be available when the player selects the “Campaign start” button from the main menu.
Music – Select this option to choose the background music for this mission. A list of songs will appear that
you can scroll through. Select a song and click the “Play” button to hear it. Click the “Stop” button to stop the
song. Click “OK” to use the song you have selected. Click “Abort” to cancel your selection. Click “Clear” to
remove your selection and have no song played.
Save mission – Save any changes made in the mission editor.
Quit – Quits the mission editor without saving any changes.

CREDITS

Graphics:

Morphosis for his loader graphic


Vassal40K team for the miniature sprites
Danjaman for the Dreadnaught sprite
Nafyus for the board images
Otaku Mike for the card pictures
Mortis the Lost for the card templates
and also to all the free graphics sites on the internet for my other graphics.

Sounds & Music: Thanks to all the free sound and music sites on the internet. If anyone is able to identify
the music that I’ve used, please let me know so I can credit the song maker.
Speech from Electronic Arts Space Hulk.

Thanks to all the people at the Game Maker Forum, without all your handy tips and tricks this project never
would of got off the ground.

And also thanks to all the people who spent time playtesting this game and providing excellent feedback,
especially Andreas Wagener, Gold Bearer and the guys at the “Lost and the Damned” website.

Please let me know if you recognise anything that I haven't credited, especially the sound effects & music.

Everything Else: LurchBrick

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