Copplestone Marine Scout

some of the early marine chapters have some great colour schemes... but.. and I might get hit for this, early Rogue Trader marines, before gearing up to 2nd (with what is referred to as '1.5') are... pretty much all the same bar colours. Space Marine chapters didn't really have too much favour to them, though we do see some Greco-roman for Ultra marines, that's about it really. in fact, I think the ultra marines are the only ones who's colour ideas in the original RT book, isn't just a recolour. It has added roman crown.

we don't see some chapters like the Fire Hawks (Yellow with Red flames), the Tiger Claws (ugh.. Black and orange tiger strips if you wanna paint that up), Slamanders in there original outfit (yellow with black ... wiggly lines). Then we get some various colour versions for special missions.
 
"Advanced Space Crusade" was one of the first 40K I saw in stores. I've never had it, but shortly after I got into GW I bought the "Terminators and Tyranids" box, which was the plastics from OG Space Hulk, Deathwing, and ASC. I still have most of the Scouts from that set.
 
"Advanced Space Crusade" was one of the first 40K I saw in stores. I've never had it, but shortly after I got into GW I bought the "Terminators and Tyranids" box, which was the plastics from OG Space Hulk, Deathwing, and ASC. I still have most of the Scouts from that set.
As a game, it tries to do too much. The skirmish rules are quite fun. The ship exploration is quite fun. Together, it's a bit of a mess. Its creator has described it as too complicated. You can read my review here. Space Hulk is much better.
 
I've seen the rulebook, I love the ideas of it, like having Recon, Main Body, and Reserve as a force.
It is full of ideas that are great in isolation that do not work in aggregate. I have thought about creating a high level software simulation of the Space Marine Strategic Display. Just drawing cards & allocating counters.

The miniature half of the game has its own merits. It is the only game I've played where you can bounce a grenade off a wall.
 
I like your line "a campaign of skirmishes", which is a perfect description of something I'd like to do, but do it more open than just boarding Hive Ships.
 
^I love the Bolt Action activation sequence, and I think it works really well with Rogue Trader. I expect it would work just as well with 2e. There are two entirely different game systems that I quite like that you might enjoy if what you want is a thing to use for new space games with old miniatures.

Stargrunt II is a rather crunchy game that plays quite quickly and handles things like command and communications very quickly. Best part? You can download it as a free PDF. (From Ground Zero Games.) Small arms fire tends not to do injury, so much as it pins units down, and in order to move you need to make command rolls. Command and communication can also be used to call in things like offboard artillery or detach elements. Injury really begins to occur when small arms is combined with support weapons, or when a unit begins taking fire from multiple directions. But it doesn't really make space for the comic book "heroics" or magic that are a part of the 40K universe, so if you want them you'll have to find a way to add them back. And it uses a staggered activation where the side with more units always gets to go first. (And last.) I think the Bolt Action draw would make it even better.

A very different game indeed is Pulp Alley. PA really leans into the comic hero dynamic, playing more like a TV show than a simulation. It simulates pulp action sequences very nicely. If you want Indiana Jones fighting Nazis for control of the truck with the Arc of the Covenant, PA has you covered. If you want Saving Private Ryan . . . look elsewhere. That said, the initiative is quite novel and works very very well indeed. The player with the initiative simply chooses who goes next. You want to accomplish something fast? Go first. You want to see what your opponent is going to do? Go last. You gain the initiative by accomplishing something impressive: completing a plot point (goal) or clearly winning in a direct, contested action. (Wounding your opponent while yourself remaining unwounded, say.) And once you get the initiative you retain it until the other player wins it back through the above dynamic. It makes for a deliciously fast and furious cinematic skirmish.

Anyway, I look forward to hearing what you find as you journey through modern skirmish rules with 80s style lead.
 
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