
|
 |
|
|
The
Tyranid horde has broken through the hastily raised
outer defenses and is implacably advancing on the small
outpost established by the Ultramarines' 2nd Company.
The defenses that the Ultramarines have erected are
proving no obstacle to the vile xenos. Ancient Ferrox,
a Dreadnought of the 2nd Company, strides forth, determined
to stem the xenos tide or die once again in the service
of the Emperor.
|
|
|
|
|
|
|
Ferrox, Ultramarines Dreadnought,
with assault cannon and heavy
flamer
Squad Guardatus
(4 bolters, 1 flamer) |
|
|
|
|
| 10 Termagants
1 Tyranid
Warrior
with venom cannon
1 Tyranid Warrior
with deathspitter
1 Tyranid Warrior
with devourer
6 Genestealers |
|
|
|
|
|
|
|
|
Win: Ultramarines
win if the Ultramarines player
can destroy all the Tyranid
models before
the end of the game.
|
|
|
|
|
|
Win: Tyranids win
if there are any Tyranid models
alive on the board at the
end of the game.
|
|
|
Game Length: The game lasts for 6 turns.
|
|
|
|
See the diagram to see how to set
up the scenery. In the centre of the
board, mark out an area that is 6"x6".
Squad Guardatus deploys within this
area. Feel free to make or use any terrain
that fits in this area – it's
supposed to represent a temporary fortification
for the Space Marines to defend. The
40K Ruined Buildings scenery set (available
from Games Workshop) would work well
here. Deploy Ferrox within 12"
of the Ultramarines board edge, which
is opposite to the Tyranid board edge.
Deploy the Tyranid models within 6"
of the Tyranid board edge.
|
|
|
|
|
|
|
Squad
Guardatus : The Space Marines of Squad Guardatus
move, shoot, and assault as described in Mission
8. Dreadnought Ferrox, however, follows the special rules
described below.
Move: Ferrox may move
6" each turn. If he wishes to move into difficult terrain
like wreckage, the Ultramarine player must roll 2D6, with
the highest result being the distance he may move that turn.
A Dreadnought may fire both of its weapons and move in the
same turn.
Assault Cannon: Ferrox
is armed with two ranged weapons and may fire both, even if
he moves. His primary weapon is an assault cannon. An assault
cannon has four shots and hits on a 3+. Any rolls of a 6 to
hit will wound automatically with no armor save allowed. Other
hits will wound Tyranid Warriors, Termagants, and Genestealers
on rolls of 2+. Tyranid Warriors, Genestealers, and Termagants
may not make armor saves against the assault cannon. If they
are touching cover, they may make a cover save as described
in Mission 8.
Heavy Flamer: Ferrox
is armed with a heavy flamer as his secondary weapon. This
weapon works in the same way as the flamer in Squad Guardatus
as described in MIssion
2 and Mission
8. However, it is far more deadly than its smaller cousin.
Tyranids and Genestealers touched by the heavy flamer template
are wounded on a 3+, while Termagants are wounded on a 2+.
Tyranid Warriors, Genestealers, and Termagants cannot make
armor saves or cover saves against a heavy flamer.
Assault: The Dreadnought
can assault in the same turn as it shoots. In assault, the
Dreadnought makes 2 Attacks (3 if it charges). Genestealers
and Tyranid Warriors are hit on a 4+, while Termagants are
hit on a 3+. Any Tyranid hit by a Dreadnought in close combat
is killed on a 2+. Even the incredible resilience of Tyranid
Warriors is no protection against the crushing fist of Ferrox,
and one Tyranid Warrior is removed for each Wound inflicted
by the Dreadnought, rather than every 2.
|
|
|
Tyranids:
All the Tyranids move, shoot, and assault in this scenario
as explained in Mission
8. However, there are some special rules for shooting
at and assaulting the Dreadnought.
Shooting the Dreadnought:
A Dreadnought is designed to be hard to kill. Its front and
sides are heavily armored and can resist all but the most
punishing attacks. Even its rear armor is proof against many
things. For each damaging hit, roll a D6 on the relevant
table below and apply the result. Any hits that do not
cause damage are wasted.
Venom cannon: A venom
cannon is able to harm the Dreadnought from the front, side,
or rear. From the front and side, any hit will require a score
of a 5 to do a glancing hit or a 6
to do a penetrating hit. From the
rear, a venom cannon will inflict a glancing
hit on the roll of a 3 and a penetrating
hit on a 4+.
Deathspitter: A deathspitter
can harm the Dreadnought from the front, side, or rear. From
the front and side, any hit will require a score of a 6 to
do a glancing hit. From the rear,
a deathspitter will inflict a glancing
hit on the roll of a 4 and a penetrating
hit on a 5+.
Fleshborers/Devourer:
A fleshborer or devourer can only harm a Dreadnought from
the rear. Any hit on the rear armor will require a result
of a 6 to do a glancing hit.
Assault the Dreadnought: In
assault, the Dreadnought is even harder to damage. Termagants
and Tyranid Warriors cannot harm the Dreadnought in any way
in close combat. Genestealers are able to damage the Dreadnought,
although the risk is great. Genestealers are faster than the
Dreadnought, so they strike first but need a 3+ to score a
hit. Because of their deadly claws, there is a chance that
the Genestealers may rend and tear the Dreadnought apart.
Roll all the hits again only results of a 6 can harm
the Dreadnought. Re-roll any scores of a 6 any of these
results that score a 2 are glancing hits,
while any that are 3+ are penetrating
hits.
|
Glancing
Hits:
Every time Ferrox takes a glancing hit, roll once
on this table and apply the result. |
| 1-2 |
Shaken – Ferroxs
targeting matrix is scrambled by the damage for
a moment, and he may not use his ranged weapons
next turn. |
| 3 |
Stunned – Ferrox is rocked by the
impact and may not move or shoot next turn. |
| 4 |
Weapon Destroyed – The blow has
disabled one of Ferroxs weapons. The Tyranid
player may choose either the assault cannon or
the heavy flamer. The chosen weapon may no longer
be used. If Ferrox has no eligible weapons left,
treat this result as an Immobilized
result instead. |
| 5 |
Immobilized – The gyros that enable
Ferrox to move are destroyed. Ferrox may no longer
move, although he may turn on the spot. If Ferrox
suffers a second Immobilized
result, treat this result as Weapon Destroyed
instead. If Ferrox has no eligible weapons remaining
and suffers a subsequent Immobilized
result, then he is Destroyed. |
| 6 |
Destroyed – The attack has critically
damaged Ferrox. He may not be used any further
this game. |
|
|
Penetrating
Hits:
Every time Ferrox takes a penetrating hit, roll
once on this table and apply the result. |
| 1 |
Stunned – Ferrox is rocked
by the impact and may not move or shoot next turn. |
| 2 |
Weapon Destroyed – The blow has disabled
one of Ferroxs weapons. The Tyranid player
may choose either the assault cannon or the heavy
flamer. The chosen weapon may no longer be used.
If Ferrox has no eligible weapons left, treat this
result as an Immobilized result
instead. |
| 3 |
Immobilized – The gyros that enable
Ferrox to move are destroyed. Ferrox may no longer
move, although he may turn on the spot. If Ferrox
suffers a second Immobilized result,
treat this result as Weapon Destroyed
instead. If Ferrox has no eligible weapons remaining
and suffers a subsequent Immobilized
result, then he is Destroyed. |
| 4-6 |
Destroyed – The attack has critically
damaged Ferrox. He may not be used any further this
game. |
|
|
|
|
| Space
Marine Dreadnought |
|
$40.00
|
|
| Tyranid
Warriors Boxed Set |
|
$35.00
|
|
|
Here are some of the new models used in
this scenario that you can buy.
|
|
|
|
 |
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. |
|
|
|