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Battle
Brother Atreus peered into the gloom, his enhanced vision
allowing him to discern shapes and features in the darkness
that no normal man could ever hope to see. Squad Octavian
had been dropped off near the objective area, while
Atreus and his brethren had to march through the night.
The mission imperative was to rendezvous with Octavian
in all haste, even if that meant a forced march through
Macragge's nocturnal cycle.
In the dark, he saw the alien. A filthy xeno, one with
four sinewy arms and a hunched, armoured back. With
a few curt orders, the squad was ready for battle, bolters
raised.
"Squad," Atreus bellowed, "choose your
targets carefully show no mercy."
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| Win: Three or
more Ultramarines can move
into the objective area. |
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| Win: Three or
more Ultramarines are killed. |
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| Place Squad Atreus in the centre of
one table edge. The Tyranid player sets
up the wreckage with no piece closer than
12" to any board edge. The pieces
also may not be closer than 6" to
each other. The Tyranid player may place
the Genestealers in two broods
of three touching any piece of
wreckage as long as no Genestealer is
within 18" of any Ultramarine model. |
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Move:
Squads (or units) are a group of models that move,
shoot, and assault together. All models in a squad must always
end their move within 2" of another model from the same
unit. The squad may move up to 6" in any direction in
the Ultramarines' turn. If they move over wreckage, roll 2D6
the higher D6 result indicates the maximum distance
in inches the unit can move this turn.
Night Fighting: The
darkness of Macragge’s nocturnal cycle makes shooting
difficult, even for Space Marines. Once the Ultramarines player
has chosen a target, but before measuring range and rolling
dice to determine hits, that player must determine how far
his Space Marines can see in the dark.
Roll 2D6 and multiply the result by three. This calculation
produces a number between six and 36. This score is the distance
that the Ultramarines can fire this turn (although the maximum
ranges for bolters and the missile launcher still apply).
If their intended target is outside of this range, those shots
are wasted. Roll to determine this range each turn
otherwise, shooting (including the missile launcher and its
various rounds) works as described in Mission
5.
Assault: Ultramarines
may assault as described in Mission
4.
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Move:
Each Genestealer brood may move up to 6" in any direction
in the Tyranid turn. If they move over wreckage, roll 3D6
and the highest scoring D6 is the maximum distance in inches
they can move this turn.
Assault:
Any Genestealers whose assault move brings them into base
contact with the Space Marines will fight in close combat.
When moving the Genestealers into contact, they can spread
out and attack different targets, so long as models from the
same unit are no more than 2" apart. They cannot bypass
unengaged models or move through gaps narrower than their
base width.
Genestealers are very fast, and so they get to strike first.
They have 2 attacks. However, on the turn they charge into
assault, they gain a bonus attack, giving them 3 for that
turn. D6 rolls of 3, 4, or 5 hit their target and have a chance
to wound them. Space Marines are wounded on a 4+. Any "To
Hit" roll that produced a 6 means the Genestealer instantly
rends its opponent apart, tearing through his armour and killing
him outright.
"The darkness of
Macragge's nocturnal cycle makes shooting difficult, even
for Space Marines."
Saving Throws: Models
wounded in assault can make an Armour Save roll, to see if
their armour prevents the wound. The Space Marines need to
roll a 3+ to have their power armour save them. Saves cannot
be made against Genestealers that roll a 6 to hit their
claws can punch straight through armour! Remove any Space
Marine who fails his save.
Genestealers have their own natural armour, and can avoid
being wounded on a roll of 6 for their Armour Save. Genestealers
that fail to save are removed.
Fighting Back: Any models
that survive an assault strike back by rolling one attack
each. The Space Marines hit the Genestealers on a 4+ and inflict
a wound on a subsequent roll of 4+.
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Continual Tide:
At the end of each Tyranid turn, on the roll of a 4+
the Tyranid player may create one new brood using three
Genestealers previously removed as casualties. These
are deployed touching the centre of a board edge that
is determined based on the chart to the right. The Tyranid
player should roll a D6 and consult the chart. If there
are not enough Genestealers available to create a new
brood, then no reinforcements are brought into play
that turn.
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1
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The Ultramarines player
may choose which board edge the
Genestealers enter play. |
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2-5
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The D6 roll falls under the diagram
(right) the number corresponds
to the side where the Genestealers
enter.
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6
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The Tyranid player may choose
which board edge the Genestealers
enter play from. |
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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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