Yeah, what he said above...
The Eldar commander is a bit like that, but still only 1 BP... so do you keep your psyker cards and stay alive, or use them to win and risk dying like one of your men?
I see that you lose your "campaign progress" if your 6 Life point commander dies.
I guess you could mod the game and play it more "Heroquest Style" by having three commanders and no marines to command vs. the Alien (Zargon) player. The Eldar Exarch could be the fourth "hero" player (their faction adds a fifth player, normally, but could also be used as the sole good guy combatants, or could fight along-side the Space Marine players).
I like how they implement a form of competition here as the Space Marine teams are competing for points/ranks even while working together to defeat the aliens. At first I thought this game would be boring for a HeroQuest fan, seeming to just be pure combat (one skirmish after another).
No corridors [correction: there are corridors, not sure why I wrote that], no searching for things, no buying, etc. but an "evil wizard deck" and "combat cards" as well as "magic spells" in another form, plus customizable weapons.
A crossover game would either combine both sorts of rules, or it would be more like a story connection (the HQ heroes enter the new universe and disguise themselves as parts of the military to gain the Emperor's trust, etc). I already assumed a kind of Chaos incursion into the "De-Magicified world" of aliens that were highly destructive not just for their advanced technology but also their superior durability (think of a milder version of Superman coming from Krypton to earth). The heroes entering the Space Crusade version of the 40K world would gain strength to make them equivalent to their high tech counterparts. The Wizard would be mistaken for a psyker and the Elf for an Eldar, etc.
Aren't you a little short for a Space Marine?
Don't ya think you'd better rephrase that laddie?