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Maccrage - Mission 16 (Death From Above)

Mar 02, 2018

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  • 7/26/2019 Maccrage - Mission 16 (Death From Above)

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    W

    ith Squad Octavian under increasingpressure to defend its designated area

    against the Tyranid horde, moreUltramarines were dispatched to support theirbattle brothers. Sergeant Furiae and a handfulof Assault Marines were the first to answerthe call. Thanks to the increased mobility oftheir jump packs, the Assault Marines wereable to reach the beleaguered members ofSquad Octavian swiftly. What followed was aquick and bloody battle. The Ultramarines ofSquads Octavian, Atreus, and Furiae wereintent not only on holding the Tyranids backbut also on regaining lost ground. TheUltramarines seized the initiative and launcheda counteroffensive against the Tyranid force.

    OBJECTIVESUltramarines win if there are no scoringTyranid units and at least one scoringUltramarine unit within 12" of the Tyranidplayers starting edge.

    Tyranids win if the Tyranid player has at leastone scoring unit within 12" of hisstarting edge and there are no scoringUltramarine units within 12".

    The mission is a draw if neither playerhas scoring units within 12" of the Tyranidboard edge.

    SET UPSet up a board 48" x 48". Both players shouldroll a D6. Beginning with the player with thehighest result, the players then alternateplacing the wreckage on the board. Bothplayers should roll a D6. The player with thehighest result chooses his table edge.

    coherency, each model can move up to 12".As the Space Marines make powerful leaps

    and bounds, this move can take the modelsover intervening terrain, scenery, and evenother models.

    However, such tactical flexibility comes at arisk if any of the models wish to end theirmovement within difficult terrain. For eachmodel that finishes its move within difficultterrain, roll a D6. On the roll of a 1, thatmodel is wounded with no armor savesallowed. This rule represents somecomplication in landing that results in ahorrific injury.

    The Assault Marines may choose to movenormally without using their jump packs.

    Squad Furiae Shooting. Squad Furiae is notas deadly at shooting as Squads Atreus orOctavian. However, Squad Furiae still wieldsformidable bolt pistols. The bolt pistols canfire once each up to 12" and have the samechances of hitting and wounding as bolters.If the Assault Squad does not move at all(not even to assault), each member ofthe squad may fire his pistol twice instead ofjust once.

    Sergeant Furiae is armed with a plasmapistol, a deadly, short-ranged weapon.A plasma pistol has a range of 12" andrequires a 3+ to hit. Any Tyranid model struckby the plasma pistol will be wounded on aroll of a 2+ with no armor save allowed. If he

    and his squad remain stationary, SergeantFuriae may fire twice with his plasma pistol.

    Gets Hot. Plasma weapons are utterly deadly.However, their use poses a significant dangerto the firer. Whenever a plasma gun is fired,

    Beginning with the Ultramarine player, bothplayers alternate placing units within 12" of

    their table edge. The game lasts for 6 turns.

    SCORING UNITSScoring units are those that are in a position toclaim an objective or contest a pivotal area onthe battlefield at the end of the game. Anyinfantry unit that has at least 50% of its startingnumber still alive is a scoring unit. Moreinformation can be found about scoring unitson p. 85 of the Warhammer 40,000 rulebook.

    FORCESUltramarines Squad Octavian Sergeant

    Octavian, one flamer,three bolters

    Squad Atreus one missile

    launcher, four bolters

    Squad Furiae SergeantFuriae, four Assault Marines

    Tyranids 10 Termagants

    8 Hormagaunts

    1 Biovore

    3 Tyranid Warriors One venom cannon, onedevourer, one deathspitter

    ULTRAMARINES RULESSquads Octavian & Atreus. These modelsmove, shoot, and assault exactly as inprevious missions.

    Squad Furiae Move/Jump Packs. Jumppacks give Space Marines the ability tocover much greater distances than theircomrades on foot. Squad Furiae moves in thefollowing manner. If the squad retains unit

    MISSION SCENARIO

    DEATH FROM ABOVE

    Termagants

    Hormagaunts

    Biovore

    48" 48"

    172 WHITE DWARF

    SquadOctavian

    SquadAtreus

    SquadFuriae

    TyranidWarriors

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    there is a risk it will overheat. If any roll to hitis equal to or less than the number of shotsfired, the firer must pass an armor save orlose a Wound.

    Squad Furiae in Assault. If Squad Furiae iswithin 6" of a Tyranid brood after theShooting Phase, the Squad may launch anassault in the usual way. Each member ofSquad Furiae is armed with a chainsword anda pistol because of these weapons, the

    Assault Marines have 2 Attacks in closecombat and roll one die for each. Everymember of the squad gets an additionalAttack on the turn that he charges. Squad

    Furiae strikes after Tyranid Warriors,simultaneously with Hormagaunts, and beforethe Biovore and Termagants. Assault Marineswill hit Termagants and the Biovore on a 3+and the Tyranid Warriors and Hormagauntson a 4+. Hormagaunts and Termagants thatare hit will be wounded on 3+, while Tyranidsand Biovores will be wounded on a 4+.Tyranid Warriors may attempt armor saves ona 5+, and Termagants and Hormagaunts on a6+. The Biovore gets no save of any kindin combat.

    TYRANIDS RULESTyranid Force. All units in the Tyranid force

    function as described in previous missionswithin The Battle for Macragge.

    Shooting at Squad Furiae. Members ofSquad Furiae are hit and wounded by Tyranidshooting in exactly the same way as the otherSpace Marines described in previousmissions in the Battle for Macragge.Members of Squad Furiae take armor saveson a 3+ if permitted.

    Living Artillery.Biovores are created

    with the sole purpose of bombarding theenemy. Regardless of the mission, Biovorescan never claim objectives and are never ascoring unit.

    Squad Furiae rushes into combat with the Tyranid Warriors.

    BATTLE FOR MACRAGGE SCENARIOS

    WWW.GAMES-WORKSHOP.COM 173