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At
the time of the Battle for Macragge, the serving Captain
of the Ultramarines’ Second Company was Agemman,
a stoic veteran of faultless service. As more reinforcements
from the Ultramarine fleet began to make landfall on
the planet’s surface, Agemman played a key role
in rallying various elements of the beleaguered forces.
What is called the Battle for Macragge was actually
hundreds of large-scale battles in which thousands of
warriors died every minute. In smaller, desperate skirmishes,
however, the actions of a few individuals forever changed
the course of events. One such clash took place around
a downed lander, as Agemman and a lone combat squad
desperately activated a locator beacon, urgently calling
in reinforcements to the sector he and his men fought
to hold.
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| Captain Agemman
Squad Guardatus
– 4 bolters, 1 flamer |
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| Win: Captain Agemman
is still alive, and the Ultramarines
are within 6" of the
locator beacon. |
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| Win: Captain Agemman
is dead, or the Ultramarines
are not within 6" of
the locator beacon. |
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Game Length: The game lasts for 6 turns. |
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The board is set up with locator
beacon in the center of the board and
the cockpit of the crashed Imperial
Lander touching it. All other sections
of wreckage are placed no closer than
6" to the cockpit section. Squad
Guardatus and Captain Agemman deploy
touching one board edge, after which
the Hormagaunts and Termagants deploy
touching the opposite edge. Victory
conditions are checked after the 6th
complete turn. |
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| Squad
Guardatus: The squad moves, shoots, and assaults
as described in Mission
8.
Shooting the Hormagaunts:
Providing the Hormagaunt brood is in range, Squad Guardatus
may shoot its bolters at the Hormagaunts as described in Mission
8. Squad members will hit on 3+ and wound on a 3+. Hormagaunts
get no armor save against bolter shots but may attempt cover
saves on a 5+ provided that they are touching a piece of wreckage.
The flamer works as normal against Hormagaunts and will kill
them on a 3+.
Assaulting the Hormagaunts:
Squad Guardatus may assault the Hormagaunts if Squad Guardatus
is within 6" of them and has not fired its bolters, and
Sergeant Guardatus has not fired his bolt pistol twice. Sergeant
Guardatus gets 2 Attacks, while the other Space Marines get
1 each. If Space Marines charge, each model gets 1 additional
Attack. They will hit the Hormagaunts on a 4+ and wound on
a 3+. The Hormagaunts may attempt an armor save of 6+. Space
Marines and Hormagaunts fight simultaneously.
Captain
Agemman: Captain Agemman is a heroic warrior with
enormous willpower. As such, he can suffer 2 Wounds before
he dies, instead of 1.
Move:
Captain Agemman is operating on his own in this scenario and
does not need to maintain unit coherency with Squad Guardatus.
Captain Agemman moves 6", unless he enters difficult
terrain (i.e., wreckage), in which case, roll 3D6 and choose
the highest result as his maximum move in inches. Agemman
may only roll 3D6 if he is unaccompanied. If he is with his
Command Squad, he must move at its speed.
Shoot:
Rare and devastating, plasma weapons fire shells of bright
glowing plasma. When a plasma shell hits, tremendous heat
and energy are released, destroying the target in an almighty
explosion. The victim suffers the dual effects of searing
heat and explosive force. However, plasma weapons are not
used without risk. They frequently overheat, venting scorching
hot gases and liquid plasma onto their operators. Only the
bravest of warriors dare carry these weapons.
Captain Agemman is armed with a deadly plasma
pistol, which works similarly to a bolt pistol. Agemman may
fire once if he moves or twice if he stands still. If he fires
twice, he may not make an Assault Move that turn. A plasma
pistol has a range of 12", and Agemman hits on a 2+.
Any hits will wound Tyranid Warriors, Termagants, and Hormagaunts
on a 2+. No armor saves may be taken against hits from a plasma
pistol, although cover saves may be taken as described in
previous missions.
Gets Hot:
Plasma weapons are utterly deadly. However, firing one poses
a significant danger to the firer. Whenever a plasma gun is
fired, there is a risk it will overheat. If the roll to hit
is equal to or less than the number of shots fired, the firer
must pass an armor save or take a Wound. Captain Agemman has
a 3+ armor save, even against an over-heated plasma pistol.
Assault:
Sheathed in the lethal haze of a disruptive energy field,
a power weapon eats through armor, flesh, and bone with ease.
Wielded only by heroes or specialist warriors, power weapons
are among the most deadly items in the arsenal of any army.
Captain Agemman fights with 3 Attacks in close
combat, unless he charges, in which case, he fights with 4.
He may assault as normal, moving 6" and treating difficult
terrain as described in the Move
section above. Agemman is fast and strikes before Termagants
and Hormagaunts. He hits and wounds them on a 3+. Agemman
and Tyranid Warriors strike simultaneously in close combat.
Agemman hits and wounds them on a 4+. Because of the deadly
power of his lightning claw, any die that fails to wound in
assault may be rerolled once. Thanks to his lightning claws
(which are power weapons), there are no armor saves against
Wounds inflicted by Captain Agemman in combat.
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| Termagant
Brood: The Termagant
brood moves, shoots, and assaults as described in Mission
8 with the same chances of hitting and wounding as detailed
there.
Hormagaunt Broods:
A Hormagaunt is single-minded in its engineered purpose of
closing with the foe and eviscerating it with its scythe-like
claws. Hormagaunts are very fast and seemingly indefatigable,
constantly moving in restless swarms that appear to be made
of nothing but rippling claws and ridged armor plates. Another
manipulation of the Gaunt genus, this bio-form is more upright,
with two sets of upper limbs equipped with well-developed
claws. Its lower legs are long and powerful. They tuck up
beneath the creature when at rest and then flick out to drive
it forward in a series of bounding leaps.
Move: Hormagaunts
may move up to 6". If they wish to move across difficult
terrain (i.e., wreckage), they must roll 3D6 and take the
highest score as their maximum move in inches that turn.
Fleet of Claw:
During the Shooting Phase, a Hormagaunt brood may use Fleet
of Claw as described in Mission
5.
Assault:
Hormagaunt
broods fight in a unique style that brings their numbers to
bear with deadly force. A Hormagaunt brood may assault 12"
instead of the normal 6". If an Assault Move takes them
into difficult terrain, roll 3D6 as usual and double the score
on the highest die to determine their maximum move that turn.
In combat, a Hormagaunt fights with 2 Attacks, unless it charges,
in which case, it fights with 3. All Hormagaunts within 4"
of an enemy can strike, as they leap into the fray. Hormagaunts
strike after Captain Agemman but simultaneously with other
Space Marines. Hormagaunts require scores of 4+ to hit and
5+ to wound. Space Marines may take their armor saves on 3+
as normal.
Wave Attack:
The Tyranid activity in the area is intense with great swarms
racing about and doing the bidding of the Hive Mind. The Tyranid
player may bring on reinforcements from his casualties to
represent this fact. At the start of each Tyranid turn, the
controlling player may create one new brood of Termagants
or Hormagaunts, with a minimum size of three models. This
unit may enter play, per the normal Movement rules, from any
table edge. Remember that there can never be more than 10
Termagants and 8 Hormagaunts in play at once.
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| Space
Marine Tactical Squad Boxed Set |
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$35.00
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| Space Marine Commander
Boxed Set |
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$15.00
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| Tyranid
Gaunts Boxed Set |
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$35.00
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$35.00
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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. 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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