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Lieutenant
Varras shook his vox-caster furiously, hoping that his
desperate message was heard by someone...anyone. Clutching
the gene-seed canister close to him, Varras checked the
load on his bolt pistol. From the raised ground he could
see the hideous spore mines vile bloated sacks
of ichor and bile drifting in the soft breeze.
Until help came, he would have to stay close to the downed
lander that was laying in a smoking wreck below him. Then,
with a start, he saw them: small, ugly creatures with
chitinous plates and bright, evil eyes. Termagants! Lieutenant
Varras racked his bolt pistol and prayed that the Emperor
would send help soon. Until it arrived, Varras would have
to fight for his life. |
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| 2 Termagants
3 Infestation Markers
Spore mines |
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| Win: Varras is
still alive after 10 turns. |
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| Win: Varras has
been killed before 10 turns
have expired. |
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| The wreckage is set up as Mission 1.
Varras is placed touching the cockpit
wreckage. The Termagants are all placed
on the board edge furthest from the cockpit,
one in each corner. |
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Move:
Each turn Lieutenant Varras may move up to 6" in any
direction in the Ultramarines’ turn. Varras may move
over wreckage if he wishes. To do so, the Ultramarines player
rolls 2D6 and moves Varras up to the number of inches rolled
on the highest D6 result.
Bolt Pistol: Varras
can shoot his bolt pistol at one Termagant or Spore Mine per
turn. If Varras does not move, he may shoot twice instead
of once. However, both shots must be at the same target. Varras
hits on a roll of 4+ and wounds Termagants on a score of 3+.
Bolt rounds are too powerful for the armour plates of a Termagant
to protect against.
However, if the Termagant is touching wreckage, it may save
itself on the roll of a 5+ to represent it ducking into safety
with the wreckage deflecting the shot. Spore Mines are affected
by shooting as described in Mission
1.
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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.
Move: Every Tyranid
turn, each spore mine moves D6". Roll the Scatter dice
to see which direction the mine moves in. If the dice rolls
a "HIT," the Tyranid player can move the mine in
any direction. If a spore mine is shot or moves into base-to-base
contact with Varras at any point during its movement, it detonates.
Assault: Termagants
that end their move within 6" Varras 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 will strike first, needing
4+ to hit and 4+ to wound. Varras may take armour saves as
described in Mission
4. If he survives, Varras may strike back with 1 attack
that hits on a 4+ and wounds on a 4+. If there is a combat
left from the Ultramarines’ turn, fight again in the
Tyranid turn. Once in close combat with the Ultramarines,
the Termagants may not move away until all enemy models in
the unit are dead.
Fleshborers: Termagants
carry deadly fleshborers, lethal weapons that spit live ammunition
at their victims. Termagants can fire once each up to 12",
even if they move. Due to the way they work, fleshborers do
not get extra shots if the Termagant remains stationary. Termagants
hit Varras with their fleshborers on a 4+, and they wound
him on a 3+. Varras will be saved from any wounds inflicted
by fleshborers on a roll 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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Copyright © Games
Workshop Ltd 2004. 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 2000-2004, variably registered in
the UK and other countries around the world. All Rights Reserved. |
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