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The
Battle For Macragge box set contains a wealth of missions
that allow new gamers to immerse themselves in the game
of Warhammer 40,000. For those of you who have already
exhausted those missions, we have three new missions
to add to the mix.
By the time you are reading this,
there is a good chance that you have already fought
your way through the six exciting missions in Battle
for Macragge and are thirsting for more ways to
use the contents of the box! No doubt your Ultramarines
are steeped in Tyranid blood and battle weary from hours
of hard fighting across kitchen tables, living room
floors, and even beautifully crafted gaming boards.
Below, you'll find three new missions and a fun campaign
system to link all nine missions and extend your battle
into one great narrative!
The new missions found below can
also found in US White Dwarf 297, an issue of
our monthly hobby magazine. Once you run through the
campaign, check out Missions 7 and higher for more advanced
missions that let you explore the Warhammer 40,000 universe
even further.
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Squads Octavian and Atreus collectively form
Tactical Squad Octavian, led by Brother Sergeant
Octavian himself, a battle-hardened warrior
who has fought the enemies of the Imperium for
decades. Together, these 10 Space Marines can
take on almost any foe with nothing but their
faith in the Emperor and the weapons in their
hands. The Tyranids as you know them in the
Battle for Macragge represent only the vanguard
of a far greater menace. The Spore Mines, Genestealers,
and Termagants are merely the tip of the Tyranid
war machine. Unfazed by casualties, these forward
elements will disrupt the populace of a world
to cause havoc and fear while their hive fleet
brings its power to bear.
To play the Battle for Macragge as
a narrative campaign, simply play the missions
from the book plus the additional missions in
the order shown below. The extra three missions
are included on this page. They add even more
depth to the story of Lieutenant Varras and
Tactical Squad Octavian battling against the
Tyranid menace. Download
the Narrative Campaign rules (PDF 335K).
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The missions that make up this campaign are
designed to be evenly balanced to give a fair
chance for either side to achieve victory (although
some missions are certainly harder than others).
Some veteran players of Warhammer 40,000 like
to emphasise the storytelling element of the
hobby over the competitive. As such, they like
to add a narrative theme to the games. The suggestions
below will allow players to recreate the missions
so they give advantages to a player who does
well, or penalties if he does badly. Be warned,
though just as Octavian and his warriors
would have struggled if they had made a big
mistake, you too as the player could find yourself
in a sticky situation if you make a serious
tactical error early on. However, the "risk"
is what makes campaigns fun!
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Ultramarines Casualties:
The Space Marine physiology is very different
from that of a "normal" human. Genetically
modified to be the most perfect of warriors,
Space Marines are more than capable of healing
from horrific injuries and fighting on despite
wounds that would kill a normal man many times
over. After each mission, roll a D6 for each
Space Marine model removed as a casualty.
On the roll of a 3+, the Space Marine has
overcome his injuries and is available for
use later in the campaign.
Varras:
Lieutenant Varras distinguished himself in
the events of the Battle for Macragge
as a true hero of the Imperium. With devotion
and zeal, he fought against creatures no man
could expect to take on and survive, and yet
he lived.
Despite his wounds, he always fought on
to assist the Ultramarines in keeping the
gene-seed from the Tyranid menace. After any
mission in which Varras is removed as a casualty,
roll a D6. On the score of a 4+, Varras has
overcome his injuries and is available for
use later in the campaign. If this special
healing roll is failed, Varras has finally
succumbed to his wounds and dies. Varras will
not be available for use in the campaign,
but you should assume that another member
of the Ultramarines squad has gathered up
the gene-seed canister and they are carrying
on.
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The Numberless Horde:
The greatest threat that the Tyranids
pose to the Imperium is from the sheer size
and scale of their hive fleets. These fleets
produce millions upon millions of different
brood creatures at a rate no other species
in the galaxy is equipped to match. Tyranid
models that are removed from play are always
available later in the mission and throughout
the campaign.
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If
Varras was killed during Mission
1, the Tyranid player may place one extra
Termagant on the board. The Ultramarines player
may choose where this extra model starts the
game. If Varras reached the exit zone during
Mission
1, the Tyranid player does not begin with
any Spore Mines in play at the start of Mission
1.1.
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If Varras was killed during Mission
1.1, the Tyranid player may make a free
move with each Spore Mine in play as if he
had rolled a "HIT" on the Scatter
Die. This move may not take a Spore Mine into
contact with Varras. This move is done immediately
before the Ultramarines' 1st turn. If Varras
survived Mission
1.1, the Ultramarines player may (before
the game begins) make a free move with Varras
and fire his bolt pistol once.
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If the Tyranids were successful in Mission
2 , the number of Genestealer "kills"
the Ultramarines need to inflict in this scenario
is raised from 12 to 15. If the Ultramarines
were successful, Lieutenant Varras has 8 turns
to disarm the fusion core instead of 6.
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If the Ultramarines failed in their objectives
in Mission
3, the Tyranid player may deploy up to
three Genestealers removed as casualties as
a new brood at the end of each Tyranid turn.
This new brood must be deployed farther than
12" away from any Ultramarines model.
If the Ultramarines were successful in Mission
3, the Ultramarines player may roll 3D6
and pick any two results when determining
how far the Ultramarines fall back each turn.
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Squad Atreus has not yet fought in the
Battle for Macragge, so neither the Tyranid
nor the Ultramarines player gets any advantage
in Mission
4.1.
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If the Tyranid player succeeded in Mission
4.1, there is no need to roll to determine
how many Termagants are deployed at the start
of this scenario. The number will be 10. If
the Ultramarines player succeeded, then the
Tyranid player cannot have more than eight
Termagants in play during Mission
5.
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At this point, Squads Octavian and Atreus
have joined forces to form cohesive force.
As a result, victories from both Mission
4 and Mission
5 will have a bearing on this mission.
If the Tyranids were victorious in Mission
4, any rolls of 1 on the chart
to determine where the Termagants may enter
the field of play are counted as rolls of
6.
If the Tyranids won in Mission
5, the Tyranid player may start with D6
Termagants on the board. The Ultramarines
player may choose, however, from which board
edge this brood initially enters play.
If the Ultramarines were victorious in Mission
4, any rolls of a 6 on the chart
to determine where the Termagants may enter
the field of play are counted as rolls of
1.
If the Ultramarines won in Mission
5, either Squad Octavian or Squad Atreus
may make a free 6" move before the game
begins (the Ultramarines player may choose
which squad).
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If the Tyranid player was victorious in Mission
5.1, the Tyranid player may place
up to three unused Spore Mines anywhere on
the table but no closer than 3" to any
Ultramarines model.
If the Ultramarines player was victorious
in Mission
5.1, one Ultramarines squad may fire once
under the normal shooting rules before the
1st turn.
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By combining the missions from the Battle
for Macragge together with these new missions,
players can have fun re-creating some of the
most deadly and exciting moments of the Tyranid
invasion.
You will have noticed that once one side
has won a mission it becomes easier for that
side to win consecutive missions. Mission
5, for example, is exceptionally tough
for the Ultramarines to win. However, if they
can get a victory in Mission
4.1, then Mission
5 will become that much easier for them.
So what are you waiting for? Gather up your
models, invite your regular gaming friends
round, and fight the Battle for Macragge
again, but this time as a part of an exciting
narrative campaign. Try swapping sides to
see who does the best with the various missions.
We're sure you'll agree, it's a lot more fun
when you're telling a story as you play!
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Macragge
has been overrun, and only
the Space Marines can vanquish
the alien threat.
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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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