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| With
Squad Octavian under increasing pressure to defend its
designated area against the Tyranid horde, more Ultramarines
were dispatched to support their battle brothers. Sergeant
Furiae and a handful of Assault Marines were the first
to answer the call. Thanks to the increased mobility
of their jump packs, the Assault Marines were able to
reach the beleaguered members of Squad Octavian swiftly.
What followed was a quick and bloody battle. The Ultramarines
of Squads Octavian, Atreus, and Furiae were intent not
only on holding the Tyranids back but also on regaining
lost ground. The Ultramarines seized the initiative
and launched a counteroffensive against the Tyranid
force.
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| Squad Octavian (3 bolters,
1 flamer, Sergeant Octavian)
Squad Atreus (4 bolters,
1 missile launcher)
Squad Furiae (4 Assault
Marines, Sergeant Furiae) |
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| 8 Hormagaunts
10 Termagants
1 Biovore
3 Tyranid Warriors ( 1 venom
cannon, 1 devourer, 1 deathspitter) |
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| Win: If there
are no scoring Tyranid units
and at least one scoring Ultramarine
unit within 12" of the
Tyranid player’s starting
edge. |
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| Win: If the Tyranid
player has at least one scoring
unit within 12" of his
starting edge and there are
no scoring Ultramarine units
within 12". |
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Draw: If neither player has scoring
units within 12" of the Tyranid board
edge.
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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.
Both players should roll a D6. Beginning
with the player with the highest result,
the players then alternate placing the
wreckage on the board. Both players
should roll a D6. The player with the
highest result chooses his table edge.
Beginning with the Ultramarine 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.
Squad Furiae Move/Jump
Packs: Jump packs give Space Marines the ability
to cover much greater distances than their comrades on foot.
Squad Furiae moves in the following manner. If the squad retains
unit coherency, each model can move up to 12". As the
Space Marines make powerful leaps and bounds, this move can
take the models over intervening terrain, scenery, and even
other models.
However, such tactical flexibility comes at a risk if any
of the models wish to end their movement within difficult
terrain. For each model that finishes its move within difficult
terrain, roll a D6. On the roll of a 1, that model is wounded
with no armor saves allowed. This rule represents some complication
in landing that results in a horrific injury.
The Assault Marines may choose to move normally without
using their jump packs.
Squad Furiae Shooting: Squad
Furiae is not as deadly at shooting as Squads Atreus or Octavian.
However, Squad Furiae still wields formidable bolt pistols.
The bolt pistols can fire once each up to 12" and have
the same chances of hitting and wounding as bolters. If the
Assault Squad does not move at all (not even to assault),
each member of the squad may fire his pistol twice instead
of just once.
Sergeant Furiae is armed with a plasma pistol, a deadly,
short-ranged weapon. A plasma pistol has a range of 12"
and requires a 3+ to hit. Any Tyranid model struck by the
plasma pistol will be wounded on a roll of a 2+ with no armor
save allowed. If he and his squad remain stationary, Sergeant
Furiae may fire twice with his plasma pistol.
Gets Hot: Plasma weapons
are utterly deadly. However, their use poses a significant
danger to the firer. Whenever a plasma gun is fired, there
is a risk it will overheat. If any roll to hit is equal to
or less than the number of shots fired, the firer must pass
an armor save or lose a Wound.
Squad Furiae in Assaults:
If Squad Furiae is within 6" of a Tyranid brood after
the Shooting Phase, the Squad may launch an assault in the
usual way. Each member of Squad Furiae is armed with a chainsword
and a pistol – because of these weapons, the Assault
Marines have 2 Attacks in close combat and roll one D6 for
each. Every member of the squad gets an additional Attack
on the turn that he charges. Squad Furiae strikes after Tyranid
Warriors, simultaneously with Hormagaunts, and before the
Biovore and Termagants. Assault Marines will hit Termagants
and the Biovore on a 3+ and the Tyranid Warriors and Hormagaunts
on a 4+. Hormagaunts and Termagants that are hit will be wounded
on 3+, while Tyranids and Biovores will be wounded on a 4+.
Tyranid Warriors may attempt armor saves on a 5+, and Termagants
and Hormagaunts on a 6+. The Biovore gets no save of any kind
in combat.
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| Tyranid Force: All
units in the Tyranid force function as described in previous
missions within the Battle for Macragge.
Shooting at Squad Furiae:
Members of Squad Furiae are hit and wounded by Tyranid shooting
in exactly the same way as the other Space Marines described
in previous missions in the Battle for Macragge. Members
of Squad Furiae take armor saves on a 3+ if permitted.
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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| Space
Marine Assault Squad |
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$25.00
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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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