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Even
as the Benedictio was hammered by the Tyranid
vanguard, and the Dutiful plummeted to the surface
of Macragge, another Imperial Lander struggled to make
a safe landing. With Tyranid creatures infesting its
cargo hold, and mycetic spores raining to the ground
beside it, the Steadfast crashed into one of
Macragge’s most inhospitable regions with the
force of a blazing comet. All hands were lost as the
lander broke apart on impact, and the fuel load detonated
in a blistering fireball.
With the Tyranid horde approaching closer to the Ultramar
fleet and Macragge, the defenders did not hesitate in
sending a small force of Ultramarines, led by Sergeant
Galonis, to investigate the crash site. Their mission
was vital – within every Imperial Navy vessel
is a small, armoured cogitator that records all communications
and sensor information gathered by the vessel. With
the Tyranid menace drawing ever closer, any intelligence
that could be gathered about their fleet could be of
pivotal importance to the Ultramarines. As Galonis and
his squad closed on the ruined lander, they quickly
realised that they were not alone – Tyranids,
survivors of the crash landing or vanguard elements
deposited by mycetic spores, scuttled forth from fissures
in the ground, eager to slay the blue-armoured warriors. |
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| Squad Galonis –
Sergeant Galonis (armed with
a bolt pistol & chainsword),
3 Space Marines with bolters,
1 with flamer
Squad Quintis – 4
Space Marines with bolters,
1 with missile launcher |
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| Brood of 6 Genestealers
Brood of 10 Termagants
3 Infestation Markers &
3 Spore Mines |
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| Win: Squad Galonis
must secure the cogitator
from the wreckage of the Steadfast.
If there are five or more
Ultramarines models within
3" of the cockpit section
by the end of Turn 6 the Ultramarines
player wins. |
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| Win: If more than
five of the Ultramarines are
slain, then the Tyranids are
victorious. |
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| Game Length: This mission
lasts for 6 turns.
Draw: If there are five or less
Ultramarines models within 3" of
the cockpit, the game ends as a draw.
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Deploy the Ultramarines within 12"
of one corner of the 48"x48"
board. Place the Hive Node within 12"
of an adjacent corner to the Ultramarines'
zone and deploy the Termagant brood
within 3" of the Node. The Hive
Node is there as a marker only –
it has no role in this mission other
than to serve as the Termagant starting
point. Place the cockpit 18" from
the Ultramarines. Deploy the Genestealers
within 3" of the cockpit. Array
the Infestation Markers between the
Ultramarines and the cockpit, with no
Infestation Marker closer than 12"
to any other, and they cannot be within
6" of the Ultramarines. Place one
spore mine in base contact with each
Infestation Marker. Lastly, arrange
the remaining Battle for Macragge
scenery pieces in between the Ultramarines
and the cockpit, with at least 4"
separation between these pieces and
any other board element. Note:
the board shown in the diagram below
has terrain features built into it that
you can choose to imitate with your
own scenery creations. However, these
features shown below are for inspiration
only and are not required to play this
mission.
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Move:
Squads (or units) are a group of models that move, shoot,
and assault together. All models in a squad must always end
their move within 2" of another model from the same unit.
Each Space Marine squad may move up to 6" in any direction
in the Ultramarines’ turn. If they move over wreckage
(or any other difficult terrain you may have added), roll
2D6 – the higher scoring D6 is the maximum distance
they can move this turn in inches.
Shoot: Each Space Marine
squad may target a single Brood, Spore Mine, or Infestation
Maker for shooting each turn. An Infestation Marker can sustain
2 Wounds from bolter fire before it is removed. Both Infestation
Markers and Spore Mines can attempt Cover Saves as described
in the Battle for Macragge providing they are touching
a piece of wreckage.
Bolt Pistol: Sergeant
Galonis is armed with a bolt pistol. If his squad remains
stationary, he can fire twice up to 12", rolling a D6
for each shot and requiring 3+ to hit on each. If any member
of the squad moved in that turn, Galonis may only fire once.
Termagants are wounded on a 3+, while Genestealers, Spore
Mines, and Infestation markers are wounded on a 4+. Genestealers
and Termagants that are wounded are removed as casualties
unless they are touching a piece of wreckage or within a crater,
in which case the Tyranid player may make a Cover Saving throw
of 5+ for each wound inflicted. If this is failed, the models
are removed. Tyranids get no armour saves against bolt pistol
or bolter fire as the shells are so powerful they punch right
through the Tyranids' armored exoskeletons. Spore Mines that
are wounded will detonate following the rules for Spore
Mines below.
Bolters: Most of the
Space Marines with Sergeant Galonis are carrying bolters.
They function in much the same way as a bolt pistol. Space
Marines with bolters may fire once up to 24" if the entire
squad remains stationary, or twice up to 12" whether
or not they move. Each shot will hit on a 3+ and has exactly
the same effect as a bolt pistol (see above). A squad that
fires bolters may not assault in the same turn.
Flamer:
The Space Marine armed with the flamer may always fire. To
fire the flamer, place the flamer template with the thin end
touching the firer’s base, and the thick end covering
as many enemy models as possible. The template must not touch
any friendly models. Any Termagant touched by the flamer template
is incinerated on a D6 roll of 3+. Genestealers are killed
on the roll of a 4+. Infestation Markers are destroyed on
a 4+. When hit, Spore Mines detonate. Detonation follows the
rules for Spore Mines below. No model can make cover
saves or armour saves against the flamer.
Missile Launcher: A missile
launcher can only shoot if the whole squad remains stationary
– the Space Marine has to steady his aim and brace himself.
The weapon gets one shot per turn with whichever missile type
the player chooses and shoots up to 48". It hits on a
roll of 3+ and can fire one of two kinds of missile each turn,
either Krak or Frag missiles.
Krak Missile: A high-explosive
anti-tank round, the krak missile is more than a match for
any living target. A Krak shell wounds Infestation Markers,
Spore Mines, Genestealers, and Termagants on a 2+. None of
these get armour saves against it, although they may take
cover saves as normal. In addition, the krak missile is so
powerful that an Infestation Marker wounded by it is killed
outright.
Frag Missile: An anti-personnel
explosive round designed to shower an area with razor-sharp
metal fragments, the frag missile is the bane of foot troops.
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 automatically hit. Any model
whose base is touched by the marker but not covered will be
hit on a 4+. Termagants are wounded on a 3+, while Genestealers,
Spore Mines, and Infestation Markers are wounded on a 4+.
Models within or touching cover may attempt cover saves on
a 5+.
Assault: If the Ultramarines
end their move within 6" of a Tyranid unit and did not
fire, they can charge into close combat. Move each Space Marine
up to 6" to make base contact with the nearest Tyranid.
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 one die to hit.
However, on the turn they charge into assault, each Space
Marine gains an extra attack and therefore rolls two dice
for that turn. They need a 3+ to hit and 3+ to wound the Termagants,
and Space Marines need a 4+ to hit and a 4+ to wound a Genestealer.
Sergeant Galonis, on the other hand, normally rolls two dice
to hit in close combat because he carries a chainsword (he
gets 3 Attacks on the charge). Galonis hits and wounds in
the same manner as regular Space Marines.
If wounded, Termagants or Genestealers may make an armour
save on a D6 roll of 6, as their tough hides and bone plates
protect them. Any 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). Termagants
roll one dice each needing a 4+ to hit and 5+ to wound the
Space Marines.
Genestealers, on the other hand, are even faster than Termagants
and Space Marines, and the Genestealers will strike first
in close combat (even if the Space Marines charged). Genestealers
need a 3+ to hit and a 4+ to wound a Space Marine.
Wounded Space Marines must roll 3+ for their armour save
or be removed. Obviously, removed Space Marines cannot make
their attacks, even if they charged. Once the Ultramarines
are in close combat with a Tyranid unit, they may not move
away until all Tyranids 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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Assault:
Tyranids that end their move within 6" of the Space Marines
may assault. They follow all the rules for moving into base
contact as described in previous missions. Termagants fight
with 1 Attack in close combat, while Genestealers fight with
2. Both get 1 extra Attack on the turn they charge. Termagants
and Space Marines will fight simultaneously, as detailed in
the Assault rule for Space Marines above. If there
is a combat left from the Ultramarines’ turn, fight
again in the Tyranid turn. Termagants hit Space Marines on
the score of 4+ and wound them on a 5+. Space Marines may
make an armour save against wounds from Termagants, saving
on a 3+.
Genestealers are far deadlier than Termagants and will strike
their blows before Space Marines. Genestealers hit on a 3+,
and wounds on a 4+. Space Marines may take armour saves against
wounds inflicted in this manner – they save on a 3+.
However, any to hit roll of a 6 means the Genestealer has
torn through the Space Marine's armour killing him outright
with no to wound roll or armour save needed.
Infestation Markers:
At the end of each Tyranid turn, one Spore Mine not currently
in play may be placed touching each Infestation Marker. The
number of Spore Mines in play may never exceed eight.
Spore
Mines: Every turn, each spore mine moves D6".
Roll the Scatter Die to see which direction the mine moves.
If the die rolls a "HIT," the Tyranid player can
move the mine in any direction. If a spore mine is wounded
or moves into contact with an Ultramarines model at any point
during its movement, it detonates. Resolve the detonation
and remove the spore mine from play.
Exploding Spore Mine:
When it detonates, place the central hole of the large blast
marker over the mine. Any models completely covered by the
blast marker are automatically hit – any partially covered
models are hit on a D6 roll of 4+. Any Space Marines that
are hit are wounded on a 4+. Those wounded must pass armour
saves of 3+ or be removed as casualties. Tyranid models can
also be wounded by exploding spore mines. Termagants are wounded
on the score of 3+, while Genestealers, other Spore Mines,
and Infestation Markers are wounded on a 4+.
However, none of these get armour saving throws against
Exploding Spore Mines if they are in, or touching, cover –
they may attempt a cover save of 5+. If another spore mine
suffers a wound from an exploding spore mine, it will immediately
detonate following the normal rules for Spore Mines of its
type.
Acid Spore Mine: When
they come into contact with an enemy or are detonated by being
shot, Acid Spore Mines spray out gouts of concentrated acid.
Roll the Scatter Die. If an arrow is rolled, place the flamer
template with the small end touching the mine, pointing in
the direction rolled. If a "HIT" is rolled, the
Tyranid player can choose the direction of the flamer template.
Any non-Tyranid model wholly or partially covered by the template
is automatically hit. Space Marines are wounded on a 4+. The
acid is so strong that it burns through even Space Marine
armour, thus allowing no saves.
Poison Spore Mines:
When a poison spore mine detonates, place the central
hole of the small blast marker over the mine. Models covered
by the blast marker are automatically hit, while those partially
covered are hit on a 4+. Space Marines that are hit will be
wounded on a 4+. Space Marines wounded by the poison must
pass an armour save of 3+ or be removed as casualties.
Fleshborers:
Termagants can shoot up to 12". Each Termagant rolls
one D6 when they shoot (even if they moved), and they hit
on a 4+ and wound on a further 4+. Wounded Space Marines must
roll 3+ for their armour saves or be removed. If touching
wreckage, a Space Marine may attempt a cover save of 5+.
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. The 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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| Space
Marine Tactical Squad |
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Price |
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| Space
Marine Sergeant |
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Price |
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| Tyranid
Guants |
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Price |
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| Tyranid
Genestealers |
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Price |
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Here are some of the models used in this
scenario that you can buy.
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Copyright ©
Games Workshop Ltd 2004. Tutti i diritti riservati. Battaglia di Macragge,
la fazione e i loghi Chaos, Codex, Games Workshop, il logo Games Workshop,
GW, Citadel e il marchio Citadel, ’Eavy Metal, i simboli Eldar,
Occhio del Terrore, Warhammer, Warhammer 40,000, il simbolo dell'acquila
imperiale bicefala, 40K, Space Marine, Capitoli degli Space Marine e Insegne
Capitolari degli Space Marine, Eldar, Tiranidi, Genestealer, Golden Demon,
le caste Tau, Tau, Guerrieri del Fuoco, Kroot, Necron, Orki, simboli Orki,
Chaos e tutti i marchi associati, il ‘Nella tetra oscurita` del
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veicoli, locazioni, unita`, illustrazioni e immagini dell'universo di
Warhammer 40,000 sono tutti ® , TM e/o © Games Workshop Ltd 2000-2004,
registrati in UK e in tutte le altre nazioni del mondo. Tutti i diritti
riservati.
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