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Introduction

Missions

List of Missions
Campaign
Mission 1 - PDF only
  Mission 1.1
  Mission 2 - PDF only
  Mission 3 - PDF only
  Mission 4 - PDF only
  Mission 4.1
  Mission 5 - PDF only
  Mission 5.1
  Mission 6 - PDF only
  Mission 7
  Mission 8
  Mission 9
  Mission 10
  Mission 11
  Mission 12
  Mission 13

Painting

Terrain

Collecting

Shopping





 


Sergeant Octavian surveyed the scene before him, scowling at the scattered wreckage and the slowly drifting Spore Mines. Quickly, he ordered the squads into a battle line with the vox-caster built into his helmet to broadcast his orders.

"Brothers, our time is short, but we must remove the xenos from this area before we proceed. Hunt them down. Destroy the filthy taint of their infestation. Leave none alive!"

With a shout of anger, the Ultramarines began their advance.

 
ULTRAMARINES
  • Squad Octavian + Varras
  • Squad Atreus
  • TYRANIDS
  • 3 Infestation Markers
  • Spore Mines
  • Termagants
  •  
    ULTRAMARINES
  • Win: If all the Tyranids are destroyed, and four or less Ultramarines have been killed.
  • TYRANIDS
  • Win: If more than four Ultramarines are slain.
  •  
    The wreckage is set up with no piece closer than 12" from any board edge. The pieces may not be closer than 6" to each other. Squads Octavian and Atreus are set up on one board edge, with one squad starting in each board corner. The Tyranid player may place three Infestation Markers on the board – each must be touching a piece of wreckage and cannot be closer than 6" to one another. Place one Spore Mine touching each Infestation Marker. Termagants will be placed on the board based on the rules below.

    Move: The Ultramarines squads can move up to 6" a turn, but may not move within 1" of Termagants unless assaulting them. If the Ultramarines end their move within 6" of a group of Termagants, they can assault.

    Shoot: Each entire squad of Ultramarines may shoot at one unit of Termagants per turn. If the squad has not moved, it may fire the missile launcher and all of the Space Marines with bolters may fire one shot at targets up to 24" away, or rapid fire at targets within 12". If they have moved, the missile launcher cannot fire and the Space Marines with bolters may only rapid fire at targets within 12".

    The Missile Launcher: The Space Marine with the missile launcher can only shoot if the squad remains stationary – he has to steady his aim and brace himself. The weapon gets one shot per turn, with whichever missile type the player chooses (see below) and shoots up to 48". It hits on a roll of 3+ and fires two kinds of missile, one designed to attack enemy troops and one used to destroy heavily armoured targets.

    Krak Missile: A high-explosive anti-tank round, the krak missile is more than a match for any living target. A krak missile wounds Infestation Markers, Spore Mines, and Termagants on a 2+. None of these can take an armor save against this shell, although they may take cover saving throws as described in Mission 3 and Mission 5. In addition, the krak missile is so powerful that an Infestation Marker wounded by it is killed outright.

    Frag Missile: This missile is an anti-personnel explosive round designed to shower an area with razor sharp metal fragments. If the shot hits, place the Small Blast Marker over one of the target models. That model, and any others whose bases are covered by the marker, are wounded on a 3+. Any model whose base is touched by the marker but not covered by it will be hit on a 4+ – if they are hit, they may then also be wounded on a successive roll of 3+.

    Flamer: To fire the flamer, use the Template when shooting with the flamer-armed Space Marine. The Template may not touch any friendly models. Any Termagant touched by the flamer Template is incinerated on a D6 roll of 3+, while Infestation Markers are destroyed on a 4+. When hit, Spore Mines detonate as described in Mission 6.

    Assault: If the Ultramarines end their move within 6" of a Termagant unit and the Space marines did not fire, they can charge into close combat. Move each Space Marine up to 6" to make base contact with the nearest Termagant. They can spread out and attack different targets, so long as all models from the unit are within 2" of another model from the same unit. They cannot bypass unengaged models or move through gaps narrower than their base width.

    In close combat, each Space Marine rolls a D6 to hit, but gains an extra attack from the charge. He therefore rolls 2D6 on the turn he charges into assault. He needs a 3+ to hit and 3+ to wound the Termagants. If wounded, Termagants may make an armour save on a D6 roll of 6, as their tough hides and bone plates protect them. Any Termagants that fail their armour save are removed.

    However, Termagants are as fast as the Space Marines and strike back at the same time – even those that would have been removed after being wounded (lay these models down to remind you to remove them after they have attacked). The Termagants roll one D6 each, and they need a 4+ to hit and 5+ to wound the Space Marines.

    Wounded Space Marines must roll 3+ for their armour save or be removed. Once the Ultramarines are in close combat with a Termagant unit, they may not move away until all Termagants in the unit are dead.

    The Space Marines can assault Spore Mines, but they do so at their own peril. The Spore Mines will detonate when the Ultramarines come into base contact with the Mines.

    Space Marines can assault Infestation Markers, which have 2 Wounds. Since the Markers are stationary, all the Ultramarines' attacks hit when in base contact. However, the Infestation Markers are almost as tough as Hive Nodes – Space Marines need a 5+ to wound an Infestation Marker in assault.

    Spore Mines: The Spore Mines in this scenario work as described in Mission 6. The Tyranid player may use Acid, Poison, or Exploding Spore Mines as determined by their models.

    Termagants: Drawn either by the sound of violence or by some strange alien communication, Termagants are swarming the area, hunting down the Ultramarines warriors. At the start of the 2nd Tyranid turn, and during each turn afterwards, roll D6. The result indicates the number of Termagants that the Tyranid player can move onto the board. These Termagants are considered a brood, so each model must maintain unit coherency. There may never be more than 10 Termagants in play. To determine from which edge the Termagants enter play, roll a D6 and refer to the chart below. Termagants always enter play from the centre of a board edge.

    Shoot: Termagants are different from Genestealers. Termagants hunt their prey with bio-organic weapons called fleshborers rather than tooth and claw. Termagants can shoot up to 12". Each Termagant rolls a D6 when they shoot (whether they moved or not), and they hit on a 4+ and wound on a further roll of 4+. Wounded Space Marines must roll 3+ for their Armour Save or be removed. The Ultramarines player chooses which models are removed.

    Fleet of Claw: Instead of firing its fleshborer, a Termagant may make a special move if it wishes. Simply roll a D6 instead of shooting. This result is the number of inches the model may move, representing it scurrying across the ground as fast as possible. Termagants may even use Fleet of Claw to move across wreckage, without any additional penalty.

    Assault: Termagants that end their move within 6" of the Space Marines may assault. They may do this even if they fired their fleshborers. They follow all the Genestealer rules for moving into base contact from Mission 3, and Termagants gain 1 extra attack on the turn they charge into assault. The Termagants and Space Marines will fight simultaneously, as detailed in the Space Marine Assault section above. If there is a combat left from the Ultramarines’ turn, fight again in the Tyranid turn. Once in close combat with the Ultramarines, Termagants may not move away until all enemy models in the unit are dead.

    1
    The Ultramarines player may choose which board edge the Termagants enter play.
    2-5

    The D6 roll falls under the diagram (right) – the number corresponds to the side where the Termagants enter.

    6
    The Tyranid player may choose which board edge the Termagants enter play.
     
     
    Space Marine Tactical Squad Find out more about the Space Marine Tactical Boxed Set $35.00
    Here are some of the new models used in this scenario that you can buy.

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