Macragge Mission 7 (Reinforcements)
Macragge Mission 7 (Reinforcements)
REINFORCEMENTS
he distinctive roar of bolter fire and the
shrill screeches of dying Tyranids told
Brother Atreus that his reinforcements were
not too late to aid his brother Space Marines.
SET UP
OBJECTIVES
Deploy Squad Atreus four Space Marines with boltguns and one with a missile launcher on one table
edge. Put a large piece of wreckage 18" away from the
Space Marines, with the Tyranid hive node directly
behind it. Place another four pieces of wreckage 12"
away from the hive node, and four to ten Termagants
(four plus an extra D6 worth of Termagants), touching
the node. The Ultramarines player goes first.
Squad Atreus
D6+4 Termagants
48"
18"
18"
At least 6"
At least 6"
6"
12"
Rendezvous point
Hive node
ULTRAMARINES RULES
Move: The Ultramarines squad 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: The 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 Space Marines with bolters hit the Termagants on a
roll of 3+. However, as these creatures are smaller and
weaker than Genestealers, they are wounded on a roll of
3+. Termagants touching wreckage or the hive node can
try to make a Saving throw on a roll of 5 or 6 against
each potential wound they take, representing them
ducking behind cover.
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 a turn, with whichever missile
type the player chooses, 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.
TYRANIDS RULES
Move: As Genestealers in previous missions.
Shoot: Termagants are different to Genestealers,
hunting their prey with bio-organic weapons called
fleshborers rather than tooth and claw. Termagants can
shoot up to 12". Each Termagant rolls one dice when
they shoot (whether they moved or not) hitting on a 4+
and wounding 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 lost.
If a Termagant unit doesnt shoot, it can scuttle to a new
position, moving an extra D6" (just make one roll for the
whole unit). This additional distance is not reduced by
moving through wreckage.
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 previous
rules for moving into base contact, and gain one extra
attack on the turn they charge into assault.
The Termagants and Space Marines will fight
simultaneously, as detailed in the Space Marine Assault
After this mission your next steps are to play your own
variants of the missions in this book, download the
additional missions from the website, or move on to the
main rulebook included in this set. There you will find all
of the rules used in standard Warhammer 40,000
games, which are a simple step up from those youve
just learned.
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