Advanced Space Crusade Errata
Corrections for the 1990 Games Workshop board game.
Jervis Johnson cleared up some of the errors in the pages of White Dwarf magazine.
White Dwarf 132 ☠
Unfortunately, the first few rulebooks printed for Advanced Space Crusade have a number of errors. The necessary corrections are listed below with our apologies.
On the Space Marine force list, the heavy plasma gun carried by the Space Marine tactical squad is actually a plasma gun. The gun's characteristics are unchanged but the Space Marine is manoeuvrable (delete the U in the manoeuvrability column). The heavy plasma gun description on page 49 actually refers to the plasma gun.
Also on the force list, note 4 for the Space Marine assault squad is wrong. Space Marines can't fire both weapons simultaneously - they fire one or the other weapon, not both!
On the Tyranid force list, the weapon characteristics for the Genesrealer Hybrid with laspistol are wrong: the range should read 8 for snap fire and 16 for aimed fire. The Hybrid with plasma gun can't snap fire - delete snap fire and to hit roll.
On page 45, some of the strangers' stats are wrong: the Squat and Eldar weapon characteristics should both read 12 for snap fire range, 1D for snap fire to hit roll, 24 for aimed fire range and 1D+2 for aimed fire 10 hit roll; the Imperial Guardsman should read 7 for exposed armour rating and 9 for in cover armour rating; the Ogryn should read 6 for movement, 5 for reaction, 12 ror both armour ratings and 1D+7 for close combat to hit roll.
Finally, the rules for frag grenades on page 51 give the wrong to hit roll. A frag grenade attacks targets in the square where it lands with a to hit roll of 1D+3, and targets in adjacent squares with 1D+1.
White Dwarf 134 ☠
We missed out the range for grenades in the Advanced Space Crusade rulebook - our apologies for any inconvenience this has caused. All grenades have a range of 8 squares (melta bombs are still placed on targets in an adjacent square as previously stated).