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Sergeant
Octavian surveyed the scene before him, scowling at
the scattered wreckage and the slowly drifting Spore
Mines. Quickly, he ordered the squads into a battle
line with the vox-caster built into his helmet to broadcast
his orders.
"Brothers, our time is short, but we must
remove the xenos from this area before we proceed. Hunt
them down. Destroy the filthy taint of their infestation.
Leave none alive!"
With a shout of anger, the Ultramarines began their
advance. |
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| Squad
Octavian + Varras
Squad Atreus |
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| 3 Infestation markers
Spore Mines
Termagants |
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| Win: If all the
Tyranids are destroyed, and
four or less Ultramarines
have been killed. |
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| Win: If more than
four Ultramarines are slain. |
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| The wreckage is set up with no piece
closer than 12" from any board edge.
The pieces may not be closer than 6"
to each other. Squads Octavian and Atreus
are set up on one board edge, with one
squad starting in each board corner. The
Tyranid player may place three Infestation
markers on the board each must
be touching a piece of wreckage and cannot
be closer than 6" to one another.
Place one Spore Mine touching each Infestation
marker. Termagants will be placed on the
board based on the rules below. |
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Move:
The Ultramarines squads can move up to 6" a turn, but
may not move within 1" of Termagants unless assaulting
them. If the Ultramarines end their move within 6" of
a group of Termagants, they can assault.
Shoot: Each entire squad
of Ultramarines may shoot at one unit of Termagants per turn.
If the squad has not moved, it may fire the missile launcher
and all of the Space Marines with bolters may fire one shot
at targets up to 24" away, or rapid fire at targets
within 12". If they have moved, the missile launcher
cannot fire and the Space Marines with bolters may only rapid
fire at targets within 12".
The Missile Launcher:
The Space Marine with the missile launcher can only shoot
if the squad remains stationary he has to steady his
aim and brace himself. The weapon gets one shot per turn,
with whichever missile type the player chooses (see below)
and shoots up to 48". It hits on a roll of 3+ and fires
two kinds of missile, one designed to attack enemy troops
and one used to destroy heavily armoured targets.
Krak Missile: A high-explosive
anti-tank round, the krak missile is more than a match for
any living target. A krak missile wounds Infestation Markers,
Spore Mines, and Termagants on a 2+. None of these can take
an armor save against this shell, although they may take cover
saving throws as described in Mission
3 and Mission
5. In addition, the krak missile is so powerful that an
Infestation Marker wounded by it is killed outright.
Frag Missile: This missile
is an anti-personnel explosive round designed to shower an
area with razor sharp metal fragments. If the shot hits, place
the Small Blast Marker over one of the target models. That
model, and any others whose bases are covered by the marker,
are wounded on a 3+. Any model whose base is touched by the
marker but not covered by it will be hit on a 4+ if
they are hit, they may then also be wounded on a successive
roll of 3+.
Flamer:
To fire the flamer, use the Template when shooting with the
flamer-armed Space Marine. The Template may not touch any
friendly models. Any Termagant touched by the flamer Template
is incinerated on a D6 roll of 3+, while Infestation Markers
are destroyed on a 4+. When hit, Spore Mines detonate as described
in Mission
6.
Assault: If the Ultramarines
end their move within 6" of a Termagant unit and the
Space marines did not fire, they can charge into close combat.
Move each Space Marine up to 6" to make base contact
with the nearest Termagant. They can spread out and attack
different targets, so long as all models from the unit are
within 2" of another model from the same unit. They cannot
bypass unengaged models or move through gaps narrower than
their base width.
In close combat, each Space Marine rolls a D6 to hit, but
gains an extra attack from the charge. He therefore rolls
2D6 on the turn he charges into assault. He needs a 3+ to
hit and 3+ to wound the Termagants. If wounded, Termagants
may make an armour save on a D6 roll of 6, as their tough
hides and bone plates protect them. Any Termagants that fail
their armour save are removed.
However, Termagants are as fast as the Space Marines and
strike back at the same time even those that would
have been removed after being wounded (lay these models down
to remind you to remove them after they have attacked). The
Termagants roll one D6 each, and they need a 4+ to hit and
5+ to wound the Space Marines.
Wounded Space Marines must roll 3+ for their armour save
or be removed. Once the Ultramarines are in close combat with
a Termagant unit, they may not move away until all Termagants
in the unit are dead.
The Space Marines can assault Spore Mines, but they do so
at their own peril. The Spore Mines will detonate when the
Ultramarines come into base contact with the Mines.
Space Marines can assault Infestation Markers, which have
2 Wounds. Since the Markers are stationary, all the Ultramarines'
attacks hit when in base contact. However, the Infestation
Markers are almost as tough as Hive Nodes Space Marines
need a 5+ to wound an Infestation Marker in assault.
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Spore Mines: The Spore
Mines in this scenario work as described in Mission
6. The Tyranid player may use Acid, Poison, or Exploding
Spore Mines as determined by their models.
Termagants:
Drawn either by the sound of violence or by some strange alien
communication, Termagants are swarming the area, hunting down
the Ultramarines warriors. At the start of the 2nd Tyranid
turn, and during each turn afterwards, roll D6. The result
indicates the number of Termagants that the Tyranid player
can move onto the board. These Termagants are considered a
brood, so each model must maintain unit coherency. There may
never be more than 10 Termagants in play. To determine from
which edge the Termagants enter play, roll a D6 and refer
to the chart below. Termagants always enter play from the
centre of a board edge.
Shoot: Termagants are
different from Genestealers. Termagants hunt their prey with
bio-organic weapons called fleshborers rather than tooth and
claw. Termagants can shoot up to 12". Each Termagant
rolls a D6 when they shoot (whether they moved or not), and
they hit on a 4+ and wound on a further roll of 4+. Wounded
Space Marines must roll 3+ for their Armour Save or be removed.
The Ultramarines player chooses which models are removed.
Fleet
of Claw: Instead of firing its fleshborer, a Termagant
may make a special move if it wishes. Simply roll a D6 instead
of shooting. This result is the number of inches the model
may move, representing it scurrying across the ground as fast
as possible. Termagants may even use Fleet of Claw
to move across wreckage, without any additional penalty.
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Assault: Termagants
that end their move within 6" of the Space Marines
may assault. They may do this even if they fired their
fleshborers. They follow all the Genestealer rules for
moving into base contact from Mission
3, and Termagants gain 1 extra attack on the turn
they charge into assault. The Termagants and Space Marines
will fight simultaneously, as detailed in the Space
Marine Assault section above. If there is a combat left
from the Ultramarines’ turn, fight again in the
Tyranid turn. Once in close combat with the Ultramarines,
Termagants may not move away until all enemy models
in the unit are dead.
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1
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The Ultramarines player
may choose which board edge the
Termagants enter play. |
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2-5
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The D6 roll falls under the diagram
(right) the number corresponds
to the side where the Termagants
enter.
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6
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The Tyranid player may choose
which board edge the Termagants
enter play. |
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Copyright © Games
Workshop Ltd 2005. All Rights Reserved. Battle For Macragge, the Chaos
factions and logos, Codex, Games Workshop, the Games
Workshop logo, GW, Citadel and the Citadel device, ’Eavy Metal, Eldar
symbol devices, Eye of Terror, Warhammer, Warhammer 40,000 device, Double-Headed/Imperial
Eagle device, 40K, Space Marine, Space Marine Chapters and Space Marine
Chapter insignia, Eldar, Tyranid, Genestealer, Golden Demon, the Tau caste
designations, Tau, Fire Warrior, Kroot, Necron, Ork, Ork devices, Chaos
and all associated marks, the ‘In the Grim Darkness of the Far Future’ tagline,
names, races
and race insignia, characters, vehicles, locations, units, illustrations
and images from the Warhammer 40,000 universe are either ®
, TM and/or © Games Workshop Ltd 2000-2005, variably registered in
the UK and other countries around the world. All Rights Reserved. |
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