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Introduction

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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

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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.

 

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).

Mission 1: Escape the Crash Site
Mission 1.1: Preserve the Gene-Seed
NEW
Mission 2: Rescue Varras
Mission 3: Disarm the Fusion Core
Mission 4: The Incessant Xeno Tide
Mission 4.1: Night Attack
NEW
Mission 5: Reinforcements
Mission 5.1: Destroy the Nests
NEW
Mission 6: Purge the Xenos
Click on the links to view or download a mission.

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!

 

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.

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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).

 

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.

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!

Macragge has been overrun, and only the Space Marines can vanquish the alien threat.

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.