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The
terrible space battle fought between the Ultramar fleet
and the Tyranid hive fleet ended with shocking losses
for the Ultramarines. However, the strength of the Tyranid
invasion force was broken above the planet of Macragge
and hive ships burned apart under the intense fire of
the Imperial fleet. While the Tyranid forces were annihilated
in space, they still rampaged on the surface of Macragge.
Swarming over the beleaguered planetary defences, they
crushed the defenders with their matchless numbers.
Urgently, Marneus Calgar ordered all available forces
to make haste to the planet's surface and relieve the
doomed defenders. The 3rd and 7th Companies of the Ultramarines
Chapter reacted immediately and in force, sending their
hardened warriors racing towards the planet's surface
in howling Thunderhawk gunships. They were not alone,
however, for every able-bodied warrior of the Ultramarines
joined the attack, including the brave 2nd Company.
Desperate to aid their doomed brethren, all units that
could be spared boarded drop pods and plummeted towards
the planet and whatever fate awaited them. Squad Guardatus
was among them, and they were given a simple-but-deadly
mission. Hold the line at all costs.
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Squad Guardatus
4 bolters, 1 flamer.
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| 8 Termagants
1 Tyranid
Warrior with venom cannon
1
Tyranid Warrior with deathspitter
1 Tyranid Warrior with
devourer |
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| Win: If there
are any Ultramarines models
alive at the end of the game. |
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| Win: If Squad Guardatus
is wiped out. |
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Game Length: The game lasts for 6 turns.
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See the diagram to see how to set
up the scenery. In the centre of the
board, mark out an area that is 6"x6".
Squad Guardatus deploys within this
area. Feel free to make or use any terrain
that fits in this area – it's
supposed to represent a temporary fortification
for the Space Marines to defend. The
40K Ruined Buildings scenery set (available
from Games Workshop) would work well
here. Deploy the Termagant brood and
the Tyranid Warrior brood touching the
approximate centre of one board edge.
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Move:
The Ultramarines may move as described in Mission
2, with the following restrictions: all movement within
the ruins counts as being in difficult terrain. Therefore,
the Ultramarines must roll 2D6, and the highest result indicates
their maximum move in inches that turn. However, the Ultramarines
are making a desperate last stand in the relative safety of
the ruins and may not leave them for any reason.
Shoot: Squad Guardatus
may shoot as described in Mission
2, Termagants are affected as described in Mission
5. Bolters and flamers will wound Tyranid Warriors on
the score of 4+. Tyranid Warriors will not get an Armour Save
against these weapons.
Tyranids may make a cover save (see Mission
5 for cover save rules) to protect them from bolters if
they are touching wreckage or the ruins, but remember
cover offers no protection from the flamer!
Assault: Squad Guardatus
may assault as described in Mission
5, providing their assault move does not take them outside
of the ruins.
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Termagants: The Termagant
brood moves, shoots, and assaults as described in Mission
5.
Tyranid Warriors: Tyranid
Warriors are huge, bioengineered monsters that are capable
of ripping a man apart with nothing but their fangs and claws.
Each time a Tyranid Warrior brood suffers 2 Wounds, one of
the Tyranids in that brood is removed as a casualty. The model
to be removed is chosen by the Tyranid player.
Players
should place a counter or D6 next to the Tyranid Warrior brood
to remind them that the brood has suffered a wound.
| Venom
Cannon: The venom cannon is a massive, powerful
bio-weapon that fires salvoes of highly corrosive poison
crystals encrusted with a metallic residue. The symbiote
fires with an electrostatic charge to accelerate its deadly
ammunition to supersonic speeds. A target struck by the
venom cannon is either killed by the impact and blast
of electrical energy or by corrosive fragments from the
poison crystals when they shatter. Even vehicle armor
can be penetrated by the crystals, leading to poisoned
crew members and shattered equipment. See the Shoot
rule below for specifics on this weapon. |
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| Deathspitter: A
complex, multi-creature symbiote that launches a highly
corrosive, maggot-like organism with a powerful muscle
spasm. Wherever the creature strikes, gobs of volatile
fluid are splattered across a wide area that sear exposed
flesh and melt through armor with equal vigor. See the
Shoot rule below for specifics on
this weapon. |
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| Devourer:
The aptly named devourer is a conical lump of flesh infested
by writhing, worm-like organisms with black, shiny heads.
When the weapon is triggered, a bio-electrical jolt hurls
a shower of flesh-worms at the target they immediately
start burrowing inside the victim's body. A creature infested
by flesh-worms is driven mad with agony as they eat their
way through its nervous system to the brain and then devour
it. See the Shoot rule below for
specifics on this weapon. |
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Move:
Tyranids may move up to 6" each turn. If they wish to
move across difficult terrain, they must roll 2D6, taking
the highest score as their maximum move that turn.
Shoot:
The Termagants may shoot as normal. Space Marines are affected
as described in Mission
5.
A venom cannon is the most powerful ranged weapon a Tyranid
Warrior can wield. A Tyranid Warrior may fire its venom cannon
once per turn. Whether the Tyranid Warrior has moved or not,
it has a range of 36". Tyranid Warriors need a score
of 4+ to hit when shooting. If the venom cannon hits, place
the Large Blast Marker over the target model. Determine who
is hit in the same way described in Mission
1. Space Marines hit by the venom cannon are wounded on
the roll of 2+. They may make armour saves against wounds
from a venom cannon as described in Mission
5.
Of all the ranged weapons Tyranid Warriors employ, deathspitters
are probably the most common. Deathspitters may fire once
per turn whether the Tyranid Warrior moved or not and have
a range of 18". Tyranid Warriors need a score of 4+ to
hit when shooting deathspitters. Space Marines hit by a deathspitter
are wounded on the roll of a 2+. Space Marines may make armour
saves against wounds from a deathspitter as described in Mission
5.
The devourer is a deadly, short-ranged weapon often wielded
by Tyranid Warriors. A Tyranid Warrior may fire two shots
from its devourer whether it moved or not. The range of a
Devourer is 12". Tyranid Warriors need a score of 4+
to hit when shooting. Space Marines hit by a devourer are
wounded on the roll of a 4+. Space Marines may make armour
saves against wounds from a devourer as described in Mission
5.
Assault: Tyranid Warriors
are terrifying in assault. They bring their deadly skill and
bulk to bear on their victims with startling efficiency. Tyranid
Warriors may assault in the same turn as they fire their weapons.
Tyranid Warriors move 6" when they assault and get 2
Attacks these Attacks are increased to 3 if they charge.
Tyranid Warriors strike before Space Marines and hit on a
3+. Each hit will wound a Space Marine on the roll of a 3+.
Space Marines may make armour saves against wounds inflicted
by Tyranids in an assault as described in Mission
5. Any Space Marines that remain may strike back,
hitting Tyranid Warriors on a 4+ and wounding on a 4+. Tyranid
Warriors may make armour saves against wounds inflicted by
Space Marines in assault, saving on a 5+.
Endless Horde: The Tyranids
on the surface of Macragge are without number. Whenever a
Tyranid Warrior brood or Termagant brood is wiped out, it
may re-enter play at the end of the next Tyranid player turn.
Simply place the brood in contact with its starting edge
it is ready for action in the next Tyranid turn.
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| Tyranid
Warrior Boxed Set |
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Price
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Here are some of the new 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
lontano futuro ’, nomi, razze e immagini delle razze, personaggi,
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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