Given that Space Crusade had no system for psychic powers, the inclusion of psychic power cards for all the marine players, albeit ones you have to cut out or photocopy, is particularly ambitious. The Space Crusade article is particular elaborate, featuring a five part campaign with rules for Genestealer Hybrids, Terminators and Librarians. The prominent logos could entice younger fans of the game while existing Games Workshop players could expand the games with a wider range of miniatures. It seems like a smart piece of marketing. This was White Dwarf's second special issue dedicated to these more mainstream board games (the first being 134). Chaos Space Marines and Chaos Androids (the fore-runners of the Necrons). I have written about HeroQuest before and Space Crusade was its Warhammer 40,000 inspired equivalent, in which players took control of squads of Space Marines battling Orks. The front cover of White Dwarf 145 comes as something of a shock, the main logo has been displaced to make way for the logos of HeroQuest and Space Crusade.
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