Space Crusade - "EXplore, EXpand, EXploit and EXterminate"

A lot of people complain that Space Crusade isn't enough like Civilization, or even Starcraft. That you don't get to "EXplore, EXpand, EXploit and EXterminate", just EXterminate! EXterminate! EXterminate! EXterminate!

TLDR: 12 cards to give you tech research centers to find and capture in Space Crusade.

Why don't the Marines just nuke the ship? Because it is full of lost technology the Imperium desperately needs. We must find this tech, research it and use it to expand.

So let's explore the ship, find resources, research tech, and so on:
Each Board has a Research Center with special graphics "A", "B", "C" and "D".

Make 12 Tech cards (see below), just write the text on an index card. You don't have to use them all, you can make up new ones. C'mon, 10 minutes work for a new game.

The first time a miniature (not a blip) appears in a Research Center, place a random Tech Card in the room and reveal it. That room controls that one technology for the rest of the game.

A Player captures a Research Center as soon as they have a miniature in the room, with no other player's miniatures in the room. They hold the room (even if it is empty) as long as no-one else captures it. You can place an unused weapon or order card in the room to mark it as yours. If you hold the Center at the start of 3 consecutive turns (Rotate the card 90° at the start of each turn) you have researched a Technology. You may use that Technology only as long as you control the Center, although "Permanent" modifications (Psycho-Surgery, Genestealer) persist if the Center is lost.

12 Tech Cards:
  • Apothecary: Every time one of your miniatures dies (Not Androids), roll a white die. If the result is 1 or 2, the miniature's life is saved. The miniature cannot move or attack in its next turn, but if it wins in defending Hand to Hand, that counts as a draw.
  • Hydrogen Weapon Prototype: Your Marines, Chaos Marines and Commanders get the option of shooting any target with 2 red die instead of their normal attack. If the target takes no damage, the shooter suffers a Missile Launcher attack on his own square (39% chance of killing a Marine, 20% chance of killing yourself. Better than Hand to Hand, great against Orcs). 
  • Forceshield: Pick only one non-Commander Marine. After he spends a turn in the Forceshield Center, he gets armor of 3, and 2 red dice in hand-to-hand. The Forceshield bonus is lost if the Center is lost. If he is killed, a new Marine can visit the Center for a turn to get a new Forceshield.
  • Smoke Grenades: Instead of a normal attack, any non-Commander Marine or Chaos Marine can place a marker on a square in his line of sight. That square, and the 8 squares around it become Smoke squares until the start of your next turn, when the marker is removed. Nothing entirely in the center Smoke square can shoot or be attacked by Miniatures or Alien Event cards. All 9 Smoke squares block LOS and Plasma fire.
  • Meth Lab: All your miniatures get to move 2 squares further each turn, to a limit of 8 squares.
  • Ship Systems : At the start of your turn you may open or close any 2 of the individual doors.
  • Sacred Artifact: If you have a Marine Commander or Chaos Commander, that Commander gets an attack method with psychic energy. They can attack any miniature within 6 squares (diagonally OK) with 1 red dice and 1 white dice combined, Line of Sight is not required.
  • Psycho-Surgery: Any 1 miniature (not Androids) in this Center at the start of your turn can be Permanently converted to a Berserker. The surgery takes 1 complete turn, the patient may neither move nor fire. The Berserker rolls an extra red die in Hand-to-Hand, but must always move towards the nearest enemy by the most direct route at the start of its owners turn. If the Center is recaptured, the miniature keeps its Berserk status.
  • Transporter: Roll a red die to lock on to any miniature (Friend or Foe) on the board at the end of your turn. If the result is 1-3, beam the miniature to any unoccupied square on the same board at the start of your turn.
  • Sentry Gun Center: At the start of your turn, attack one miniature on any corridor square on the same board as the Center with a total of 1 red die and 1 white die.
  • Power Armor Upgrade: All your Marines or Chaos Marines your Marines get improve armor control software, they can fight multiple opponents. If they win in Hand-to-Hand, all enemies adjacent to the Marine die. Heavy weapons have a move of 5.
  • Self Destruct Center: Announce 1 target board (from the 4), and "Self Destruct Sequence Initiated 4" at the start of your turn. At the start of your next turn announce "Self Destruct Sequence Initiated 3", and so on.  When you announce "Self Destruct Sequence Initiated 0", every miniature on the target board is immediately killed. Once started, the sequence is aborted only when the Self Destruct Center changes hands. (Everyone on the target board will have to leave by 1 of 2 exits, where ambushes may await. The Center on the abandoned sector is open to capture.)
So there you have it, the Player who holds key terrain will tech up and dominate the game.

The Alien starts a Self Destruct sequence on the last board it occupies. "To the last, I grapple with thee; From Hell's heart, I stab at thee; For hate's sake, I spit my last breath at thee". Will the Marines try for a transporter lock on the Dreadnought in the Self Destruct Controller Room, or will the Marines flee for the Docking Claw? You decide!

Make up some cards of your own. Plague, Nothing, Skull Probe, whatever.