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RULES CRUSADE COMMAND CENTRAL CLICK HERE FOR AN INTRODUCTION CLICK HERE FOR WHAT'S NEW... CLICK HERE TO SEE SEAN'S OTHER GAMES |
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The Basic Rules Set covers
movement, combat, cover, psyker rules, vehicle rules, etc. I recommend
you check out the basic rules before moving on to the more fascinating
rules. Also, be sure to make a set of Markers.
The Vehicle Rules Set includes rules for vehicles, a universal Damage Track for all vehicles, Vehicle Equipment cards, and statistics for all sorts of vehicles for every race in the 40K universe. To simplify Psyker rules, a single deck of Psyker Cards is used by all races (including Psyker gangs in Necromunda). Print both pages to make your deck! PSYCARDS 1 PSYCARDS 2 Rules for psykers can be found in the Basic Rules. |
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BAD GUYS: The Enemy Charts contain stats for Ork, Tyranid, Chaos, Eldar and other forces, suitable for use as "bad guys" in any Battle Campaign game. Also be sure to check the Vehicles rules for enemy vehicle stats. Necrons and Tyranids have their own sheet for troops and vehicles. You will also want to make a deck of Enemy Cards for those respective forces whenever they are used in a Battle campaign, as well as some generic enemy blips you will need to play campaign rules. You'll also get a certain number of "enemy" cards based on what enemies you are playing. Orks and monsters are easy-"Dey don' need no zoggin' kardz!". Check out the Imperial Forces Chart for using Imperial enemies in your Ork and Chaos campaigns. You can also find a link to Imperial Cards and Blips at the bottom of the Imperial Forces list. Be warned: they are quite deadly when their cards are played right! |
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The all-new IMPERIAL
CAMPAIGN rules include rules for SPACE
MARINES, Ministorum, Mechanicus, Arbites, Squat, Imperial Guard,
and Inquisition forces. The addition of Space Marines allow you to
field virtually ANY chapter you want. Run Explorators, or Marines
alongside other Imperial forces, or play a pure Space Marine crusade!
Orders cards provide Imperial leaders with unique abilities- print 3 copies of these. Skills can now be found in list form in the Explorator Campaign rules. The Grenades markers help track grenade purchase and use with the new grenade rules. The Explorator Missions and Explorator Enironments can be used to challenge your Imperial forces. You'll need one copy of the Explorator Blips for Explorator games. Print and photocopy Explorator Record Sheets to record your squad's progress. |
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RC rules for MORDHEIM are here! These include special rules for melee in Mordheim (be sure to read these!), weapons and equipment, advances, and a HUGE list of warbands from the Warhammer world, with special troops, equipment, abilities, and unique spells for each! Print up some Record Sheets and Blips and start your warband today! Special Scenarios are available too, with new ones being added all the time! |
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The Necromunda Campaign Rules
include a variety of gangs, gang creation and maintenance, special rules
for exploration, and buying your way out of the hive (the most noble conclusion
to any campaign).
The Necromunda Scenarios List is a huge list of scenarios that are designed to support any number of players, and are self moderated, so nobody has to "run" the game- everyone gets to play! Necromunda Skill and Loot Cards are also needed to play as well as some great "loot" blips. |
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The Ork Campaign
Rules include weapon and vehicle charts, clans, oddboyz,
boss promotion, racing rules, and other fun bitz for running Gorka Morka
and Waa-ork style games as a continuous campaign.
The Ork Scenarios List includes a number of necromunda and marine campaign style scenarios that allow any number of players and are mostly self moderated, so everyone gets to play! The Ork Cards and Blips includes all the other components you'll need for Ork Campaigns. |
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The Chaos
Campaign Rules have gotten a major overhaul! They include
weapon and equipment charts, five Chaos Powers, Warband members and Daemons
you can recuit, rules for creating your own demons, and other strange goodies!
WARNING:
The Chaos rules deal with some unpleasant (even "evil") concepts, so don't
take them too seriously.
The Chaos Scenarios List includes Adventure and Battle style campaign scenarios that will keep up to five different Chaos powers and any number of players quite busy and at odds with each other... |
Rules Crusade is a Skirmish style wargame that handles the forces seen in 40K, Necromunda, Gorka Morka, Space Hulk, and Mordheim. RC is based on Milton Bradley's Space Crusade board game, itself a GW licensed product that was only available in Europe and Australia (and now out of print, sadly- though you might try to get components for it HERE). The basic rules set appealed to me, and my friends and I have since expanded the rules set to support all the fantastic models and background found in other Games Workshop products. While the official 40K rules are oriented towards large, one-off battles, you'll find that Rules Crusade has more detail and thus is better for campaigns and skirmish level conflicts. Many people can't afford to field more than a squad of miniatures at a time these days!
NOTE: Cards particularly require strict formatting to maintain consistent size from one card to the next. If a sheet of cards is too big to print, try changing the resolution of your printer or downloading the file and printing from any art program- some of the images are higher resolution.
HOW RULES CRUSADE WORKS
In Battle Campaigns, such as Space Marine crusades or Eldar campaigns, several players team up, running a squad each against a common foe (similar to the old Players Vs. Gamemaster method seen in many RPGs). This format avoids the time consuming arguments and lack of moderation seen in a 1 Player vs. 1 Player environment. As a result, most of the statistics and abilities given for various forces are defined in terms of "good guys" (forces the players play) and "bad guys" (forces the GM sets up for the players to fight).
Adventure Campaigns such as Necromunda or Mordheim, on the other hand, are very competetive, but in the Rules Crusade version, any number of teams (usually at least three) are involved in a fight at a time, yielding highly entertaining and very political games. Full campaign rules exist for team creation, maintenance, promotion, skills, etc.
Ork and Chaos Campaign games start out like Necromunda, with different clans or warbands fighting each other. Eventually the clans accumulate enough to build a ship or capture a drifting Space Hulk, and begin an Off-world campaign consisting of raids and invasions in the Battle Campaign style, with the players teaming up against a common foe.
A WORD ABOUT DICE
Rules Crusade uses two kinds of dice- Red dice and White dice. These unusual dice are a by-product of the original Milton Bradley Space Crusade game. They are shaped like ordinary six-siders, but have an alarmingly low number of dots on them. Whites are numbered 0, 0, 0, 0, 1, 2. Reds are numbered 0, 0, 0, 1, 2, 3. So whites average about 1/2, and Reds average about 1- but it seems they never roll average! If you don't own a copy of Space Crusade (and who does, these days), you'll need to make yourself some dice. I recommend visiting your local gaming supplier and inquiring about blank six siders. Purchase them in Red and White color obviously, unless those colors are not available (substitute as you like). Then, simply drill the corresponding number of dimples into the numbered sides and ink them in with a permanent marker. Now you're ready to fight! Dice are represented throughout the rules like so: o= white, O= red.
2/04/05: Added a bonus page of missions for Marine / Explorator campaigns, since we came up with some cool mutant hunting games for our latest campaign...
1/06/05: I've actually been making a lot of changes and additions to the Marine Campaign rules, including allowing Mechanicus and Sororitas join the fun under the marine campaign framework...
1/06/04: Added a new Mordheim Scenario, and tweaked some of the other scenarios.
10/14/03: Added some tweaks to weapons and advances for Mordheim.
09/08/03: Added a new, as yet untested warband to Mordheim, the Dark Carnival. Expect some tweaks...
12/17/02: PSYKER CARDS (Page 1)(Page 2) have gotten a major update! Rules for Psykers and their cards have also been updated in the main rules. In addition, there have been numerous updates to the Chaos Campaign rules. And finally, there's a decent hand full of Chaos Scenarios available for the chaos campaign...
10/14/02: Updated main rules-- Psykers cannot attack non-psykers in Mind War unless they have a special ability now. This is to keep Tzeentch from ruining the Chaos Campaign.... These rules have also been updated with more daemon examples, powers, flaws, etc.
10/06/02: Trying out a whole new system for vehicle actions and damage. Also in the process of giving the Chaos Campaign rules a MAJOR overhaul in preparation for our upcoming campaign... Haven't updated the scenarios yet though.
9/15/02: Main rules now allow most models to charge with a half move! Revised the Chaos Campaign so it's much cheaper to replace casualties.
3/09/02: Made more revisions to the Mordheim SCENARIOS and RULES, including improved spells for Orcs and Witch Hunters!
2/13/02: Made a few more revisions on the MORDHEIM rules. Added a link to a site that claims to sell Space Crusade components!
6/28/01: A first pass of the core rules for the MORDHEIM campaign is complete. Also, updated the Enemies Chart and the Cards for Chaos (yes, they're nasty!).
4/10/01: Minor tweaks to the Marine Campaign. Major tweaks to the Marine skills , particularly Devastator skills.
3/30/01:Posted a sneak peek preview of MORDHEIM campaign rules, obviously still in development.
3/02/01:Added Grenade counters to the Explorator and Marine campaign rules- makes it easier to track grenade rations (rather than erasing holes in your record sheet). Also, put all the Necron enemy stats together here, rather than being spread across the enemies chart and vehicles chart.
1/19/01: Lowered cost of rationed items for Marine Campaign and Explorator campaign. Made minor changes to Enemies Chart for orks, Necrons, Tyranids.
1/4/01: Changed rations rules in Marine Campaign and Explorator campaign to work more like requisition. Updated Explorator record sheet to reflect this change (and some others). Also, replaced Marine scout skill "Infiltrate" with Stealth, and Explorator war skill "Ambush" with Marksman.
12/01/00: Trying out a revised wound chart in the Marine Campaign, plus made MAJOR changes to the Explorator Skills cards.
10/26/00: More minor adjustments to the Marine Campaign and Orders cards, plus some clean up on this page. Also modified the Vehicle Damage Card.
10/19/00: Made more adjustments to the Marine Campaign rules, and added links to my Planets, Chapters, and Timeline background pages.
9/6/00: Added a new rule to the Basic Rules for Zone of Control, to help keep models from "escaping, " or rushing past your good melee troops to kill your heavy weapons in melee. Also added rules to the Latch on ability that affect movement. Made several minor changes to the Marine Campaigns including moving bionics back into the CMD items, granting more CMD items to high ranking officers, encouraging the use of more variety on CMD items, and minor tweaks to the Chapter gimmicks.
5/9/00: Added a new rule to the Basic Rules that makes melee more appealing for attackers- the maximum amount of damage an attacker can take from a defender is a graze result! This makes melee weapons that kill even more appealing to defenders, and gives models with multiple hits more incentive to attack opponents, even if they do not have vastly superior melee.
4/20/00: Revised the rules for Marine Campaigns, using the Explorator Rules model, including new skills. New missions coming soon...
1/1/00: Welcome to the new millenium! We've been busy play testing Robert Calfee's nightmarishly detailed Mordheim rules. Once Robert converts them to HTML, I will post them! Until then, stay tuned for revised Marines rules and (hopefully) Eldar campaign rules.
10/22/99: The revised (and as yet untested) Vehicle Equipment Cards are available (sorry for the high resolution- bitmap text is a pain).
9/29/99: Vehicle Damage Cards and Vehicle Stat Charts are now updated. Also, made changes to the Explorator Rules and the Enemies Chart.
9/24/99: Revised vehicle rules are now available, thanks to Robert Calfee. Note that the Vehicle Cards have not been revised yet- they will come soon!
7/27/99: Edited Necron Cards to make them more reasonable. Also, made changes to the Explorator Team Campaign Rules .
7/22/99: Added Necron Cards to the Enemies. Made minor changes to Enemies Chart after test playing them (ouch, they're nasty!).
6/11/99: Added several new Necron troop types to Enemies Chart. Cards for Necron enemies coming soon!
4/14/99: Created Tyranid Specific Blips, made some revisions to Tyranids in the Enemies Chart.
4/6/99: Added Drop Pods and Dreadnoughts to the Vehicle rules, made some changes to Tyranids in the Enemies Chart.
2/28/99: Made more adjustments to the Explorator Team Campaign Rules, including removing scanners, adding taxes, and other oddness. Also clarified rerolls a bit in the main RC rules.
2/8/99: Made some minor adjustments to the Explorator Team Campaign Rules, including revised shield rules and tweaks to Arbites equipment.
1/4/99: After a bit of playtesting, made revisions to Explorator Team Campaign Rules, including new Inquisitor rules (Appropriation) and Requisition rules.
12/21/98: Added more Missions and Record Sheets to Explorator campaign- EXPLORATORS are now ready to play! Added Necrons and other enemies to Enemies Chart. Burn weapons are now required to roll at least a 1 (including range modifiers) to reveal models.
12/17/98: Added blips for Explorator games. Uploaded preliminary Explorator campaign Mission Rules. More are on the way.
12/10/98: Finished Explorator campaign Environment Rules. Missions are still in development. Added points conversion chart for comparing campaign points values- this allows you to use the environment rules for other campaigns, for example.
12/3/98: Explorator Team Campaign rules! Establish and build your emissary force of Ministorum, Mechanicus, Arbites, Squat, Imperial Guard, or Inquisition troops as you explore new worlds, reclaim lost ones, and fight all manner of foes of the Imperium! Skill cards are also available for perusal. Scenarios are still in development...
11/30/98 Did more balancing on several Chaos Reward Cards, including Rod of Command, Suicide Bomb, Insanity, Blood Rage, Branded, Cannibals, and Alchemy (some are toned down, some are improved).
11/23/98 After testing Snap Fire rules, made it a special ability. Instead, pistols are now more effective in melee, rolling their full dice instead of just 1 white. Also, Meltaguns now roll OO+1 and flamers are no longer +P. Look for these changes in the Basic Rules and other campaign rules. Also, Dreadnoughts are now treated as Vehicles for damage tracking purposes.
11/9/98 Added Snap Fire rule to Basic Rules- allows defender to fire a pistol before being meleed! Included rules for sacrifices in the Chaos Campaign.
10/26/98 Revised the rules for using vehicles in the Chaos Campaign. Improved the Vehicle Equipment Cards.
10/20/98 Tidied up the Imperial Enemies chart. Minor adjustments to rationed items in the Chaos campaign. Major revisions to the advanced Chaos Scenarios (awarding more to the players, mostly- the games have been tough!). Tidied up the Main Rules, including revised rules for awkward melee, artillery rules, and some clean up. Updated the Vehicle rules with minor tweaks, particularly the stats on vehicle class weapons.
10/10/98 Made more tweaks to the Chaos campaign rules and Reward cards.
9/9/98 Updated the Chaos campaign rules- now any chaos power can take Terminator armor (see Enhancers). Added minor clarification to light Vehicle rules. Added two new Chaos Campaign Scenarios and tweaked existing scenarios.
7/28/98 Updated the Chaos campaign rules again, particularly lowering the Sorcerer psy level to 1 and tweaking the Succubus daemons. Added some clarifications to the Vehicle rules for light vehicles. Revamped many of the Psyker cards to make all of them worthwhile!
6/29/98 Included rules for Parrying in the Basic Rules, and made clarifications to the Range rules and Psyker rules. Cleaned up the wording on some of the Psyker cards. Also, made more tweaks to Chaos campaign rules (including rules for spikes on scenery) and chaos Reward cards (PAGE 3).
5/12/98- After playtesting, tweaked Chaos campaign rules (chaos pts, etc.) and chaos Reward cards (PAGE 3).
2/19/98- Finished draft of Chaos campaign rules, Reward cards, Blips, and Scenarios. Now to playtest...
2/2/98- Added Chaos campaign rules PREVIEW. Revamped Vehicle rules to better cover Light vehicles like Bikes. Added "badguy" Chart and Cards for Imperial Forces, so you can use them as foes in your Ork and Chaos campaigns!
11/05/97- The Ork campaign rules are DONE! Drastically improved the Necromunda Blips.
10/20/97- Added Ork campaign rules and scenarios PREVIEW. Tweaked Rules Crusade basic rules, and Enemy charts. Made minor updates to Necromunda Rules, Scenarios, and Tech cards.
Pre-History- The Necromunda campaign rules are formed, starting the beginning of a long tradition of Rules Crusade campaigning...
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