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| As
part of the defensive cordon established by the Ultramarines
Chapter, Squad Octavian found itself in the midst of
the Ultramarine battle line facing significant Tyranid
forces. The Space Marines attempted to keep the alien
hordes at bay and deny the Great Devourer further gains
on the surface of Macragge.
As the fighting reached its peak on the surface, the
Ultramarines and Tyranids fought a series of desperate
battles. Both sides competed to gain ground. This clash
between Sergeant Octavian’s squad and the menacing
Tyranid force is just one of those tense and hard-fought
encounters.
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| Squad Octavian (3 bolters,
1 flamer, Sergeant Octavian)
Squad Atreus (4 bolters,
1 missile launcher) |
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| 8 Hormagaunts
10 Termagants
1 Biovore |
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| Win: If the Ultramarine
player has at least one scoring
unit within 3" of the
fusion core wreckage section,
and there are no scoring Tyranid
units within 3" of it. |
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| Win: If the Tyranid
player has at least one scoring
unit within 3" of the
fusion core wreckage section,
and there are no scoring Ultramarine
units within 3" of it. |
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Draw: If neither player has or
both players have scoring units within 3"
of the objective.
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| Scoring units:
Units are those that are in a position to claim
an objective or contest a pivotal area on the
battlefield at the end of the game are called
scoring units. Any infantry unit that has at
least 50% of its starting number still alive
is a scoring unit. More information can be found
about scoring units on p. 85 of the Warhammer
40,000 rulebook. |
Game Length: The game lasts for 6 turns.
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Set up a 48" x 48" board.
Place the wreckage section with the
fusion core in the center of the board.
Both players should roll a D6. Beginning
with the player with the highest result,
the players then alternate placing the
remainder of the wreckage on the board.
Both players should roll a D6. The player
with the highest result chooses his
table edge. Beginning with the Tyranid
player, both players alternate placing
units within 12" of their table
edge.
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| Squads Octavian & Atreus:
These models move, shoot, and assault exactly as in previous
missions.
Shooting the Biovore:
The Biovore can be targeted by shooting in the same way as
any other unit. Space Marines with bolters will hit the Biovore
on the result of a 3+ and wound it on subsequent rolls of
a 4+. The Biovore gets no armor save against bolters but may
take cover saves (providing it is in or touching any wreckage
piece) on a 5+. The flamer will hit the Biovore as long as
any part of the template touches it. The Biovore is wounded
by the flamer on a 4+. Remember, models cannot take cover
saves against the flamer. The missile launcher will hit the
Biovore on a 3+ as usual. A frag missile will require a 4+
to wound, while a krak missile will only need a 2+. The Biovore
can suffer 2 Wounds before it is destroyed, unless wounded
by a krak missile, in which case, it is slain outright. The
Biovore may take cover saves against the missile launcher
as normal.
Assaulting the Biovore:
As long as they have not fired their bolters or missile launcher
in the Shooting Phase, Ultramarines may assault the Biovore.
The Space Marines will strike first and require a 3+ to hit
and a 4+ to Wound. The Biovore has no armor save. If it survives,
the Biovore will strike back with 1 Attack that hits on a
4+ and wounds on a 5+. Ultramarines may take their normal
3+ armor saves against this Attack.
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| Termagants,
Spore Mines, and Hormagaunts: These models act
as described in previous missions in the Battle for Macragge.
Moving the Biovore: The
Biovore can move 6" in the Movement Phase. If it wishes
to move across wreckage, roll 3D6 and take the highest scoring
D6 as its maximum move that turn.
Shooting with the Biovore:
If it has not moved that turn, the Biovore can launch a Spore
Mine in the Shooting Phase. The Biovore has a maximum range
of 48". Place the Spore Mine on its intended target and
then roll the Scatter Die and 2D6.
If an arrow is rolled on the Scatter Die, move the Spore
Mine the distance rolled in the direction indicated. If a
hit is rolled, the Spore Mine is bang on target and doesn’t
scatter. The final location of the Spore Mine represents where
it lands. If it lands touching an Ultramarine model, the Spore
Mine detonates immediately per the normal rules.
If a representative model is available, the Biovore can
fire any kind of Spore Mine.
Living Artillery: Biovores
are created with the sole purpose of bombarding the enemy.
Regardless of the mission, Biovores can never claim objectives
and are never a scoring unit.
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| Tyranid
Biovore |
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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. 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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