| Squad Guardatus :
The Space Marines of Squad Guardatus move, shoot, and assault
as described in Mission
8.
Command
Squad Agemman: In this mission, Agemman and his
Command Squad act as a single unit and must maintain unit
coherency.
Move: Command Squad
Agemman may move 6". When the squad moves through difficult
terrain (i.e., wreckage), roll 2D6 and treat the highest score
as the maximum move in inches that turn.
Shoot: The Command Squad
can carry a variety of weapons, including flamers, bolt pistols,
plasma guns, and mastercrafted bolters. In this scenario,
the members of Command Squad Agemman are armed as follows:
one Space Marine with plasma gun, one sergeant with mastercrafted
bolter, Apothecary with bolt pistol and chainsword, Standard
Bearer with bolt pistol, and a Company Champion with power
sword, combat shield, and bolt pistol.
Of all the relics and artifacts a Chapter possesses, perhaps
the most precious and revered are the Company Banners. When
a Company goes to war, it proudly displays its banner, filling
its warriors with pride. The duty of carrying a Company Standard
is given only to a proven warrior, and those about him will
fight like men possessed to keep their honor intact.
Plasma Gun: The plasma
gun is a rapid fire weapon and thus may fire twice up to 12".
If the squad remains stationary, it may fire once up to 24".
Any Tyranid hit by the plasma gun is wounded on a 2+. There
are no armor saves against Wounds caused by a plasma gun.
A plasma gun Gets Hot as described in Mission
10.
Mastercrafted Bolter:
A mastercrafted weapon works in exactly the same way as a
normal weapon of its type except that the firer may reroll
one failed to hit roll each turn to represent the weapon’s
superior workmanship and crafting.
Bolt Pistols: Bolt pistols
work as described in previous missions and have the same chances
of hitting and wounding as bolters. The Company Standard Bearer,
Company Champion, and the Apothecary all carry bolt pistols.
Assault: Providing Command
Squad Agemman does not shoot twice with pistols or shoot a
bolter, it may make an Assault Move as normal. In combat,
the Standard Bearer and plasma gunner each fight with 1 Attack
or 2 if they are charging. The Veteran Sergeant and the Apothecary
each fight with 2 Attacks or 3 if they are charging. The Company
Champion fights with 2 Attacks or 3 if charging. In addition,
he is armed with a power weapon. Thus, any Wounds he inflicts
cannot be prevented by armor saves.
COMMAND
SQUAD SPECIAL RULES
Apothecary:
Whenever a Chapter goes into battle, the Apothecaries go too.
Formidable warriors in their own right, Apothecaries are charged
with the sacred duty of protecting the Chapter’s gene-seed.
When a brother warrior falls in battle, it is the duty of
the Apothecary to determine whether the wounds will prove
fatal or not, for within every Space Marine are two progenoid
glands, the key to the creation of further battle-brothers.
So precious are these organs that the Apothecary will not
hesitate to administer the Emperor’s peace to a fallen
comrade in order to harvest the progenoid glands for the good
of the Chapter.
While the Apothecary is alive, he may perform field first
aid on the members of his squad. The squad may ignore one
failed saving throw caused by shooting (or Spore Mines) each
Tyranid turn as long as the Apothecary is alive.
Iron Halo: This item
offers additional protection from attack. The wearer may use
the Iron Halo to make a saving throw on a 4+ instead of using
his armor. Thus, Agemman can even make a saving throw against
Genestealers who roll a 6 to hit him and against acid spore
mines.
Combat Shield: These
items are light, versatile shields with energy fields built
into them. The fields are too small to be much use against
ranged attacks but are very useful in close combat. Even the
dreadful attacks of a power weapon can be turned aside with
the skillful use of a combat shield. Fastened to the forearm,
the shield leaves the hand free to wield a pistol or other
weapon.
Like Agemman’s Iron Halo, the combat shield gives its
bearer a special saving throw. The Company Champion can make
an invulnerable saving throw against any close combat attack
instead of using his armor. This save succeeds on a 5+ and
may be used only in assault.
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