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The Battle For Macragge box Mission 1 Escape the Crash Site
Mission 1.1 Preserve the Gene-Seed
set contains a wealth of Mission 2 Rescue Varras
Mission 3 Disarm the Fusion Core
missions that allow new Mission 4 The Incessant Xeno Tide
Mission 4.1 Night Attack
gamers to immerse themselves Mission 5 Reinforcements
Mission 5.1 Destroy the Nests
in the game of Warhammer Mission 6 Purge the Xenos
40,000. For those of you who CAMPAIGN SPECIAL RULES
have already exhausted those Ultramarine Casualties. The Space Marine
physiology is very different from that of a
missions, we have three new normal human. Genetically modified to be the
most perfect of warriors, Space Marines are
missions to add to the mix. more than capable of healing horrific injuries
and fighting on, despite wounds that would
kill a normal man many times over. After each
MISSION 1.1:
y the time you are reading this, there is
82 WHITE DWARF
BATTLE FOR MACRAGGE NARRATIVE CAMPAIGN
Genestealers removed as casualties as a new anywhere on the table but no closer than 3"
brood at the end of each Tyranid turn. This force. As a result, victories from both the to any Ultramarine model.
new brood must be deployed further than 12" Incessant Xeno Tide and Reinforcements
scenarios will have a bearing on If the Ultramarine player was victorious in
away from any Ultramarine model. If the Destroy the Nests, one Ultramarine squad
Ultramarines were successful in Disarm the this mission.If the Tyranids were
victorious in the Incessant Xeno Tide, any may fire once per the normal shooting rules
Fusion Core, the Ultramarine player may roll before the 1st turn.
3D6 and pick any two when determining how rolls of 1 on the chart to determine where
far the Ultramarines fall back each turn. the Termagants may enter the field of CONCLUSION
play count as rolls of 6.
You will have noticed that once one side has
MISSION 4.1: NIGHT ATTACK If the Tyranids won in the Reinforcements won a mission, it becomes easier for that
scenario, the Tyranid player may start side to win subsequent missions. Mission 5
Squad Atreus has not yet fought in
with D6 Termagants on the board. The Reinforcements, for example, is exceptionally
the Battle for Macragge, so neither the
Ultramarine player may choose, however, tough for the Ultramarines to win. However, if
Tyranid nor the Ultramarine player gets
from which board edge this brood they can get a victory in Mission 4.1 Night
any advantages in this game.
initially enters play. Attack, the Reinforcements scenario will
If the Ultramarines were victorious in the become that much easier for them.
MISSION 5: REINFORCEMENTS Incessant Xeno Tide, any rolls of a 6 on So what are you waiting for? Gather up your
If the Tyranid player succeeded in the Night the chart to determine where the models, invite your regular gaming friends
Attack scenario, there is no need to roll to Termagants may enter the field of play round, and fight the Battle for Macragge
determine how many Termagants are count as rolls of 1. again, but this time as an exciting narrative
deployed at the start of this scenario, as the campaign. Try swapping sides to see who
number will be 10. If the Ultramarine player If the Ultramarines won in the
Reinforcements scenario, either Squad does the best at the various missions. Im
succeeded, then the Tyranid player cannot sure youll agree that its a lot more fun when
have more than 8 Termagants in play during Octavian or Squad Atreus (the
Ultramarine player may choose which) youre telling a story as you play!
this mission.
may make a free 6" move before the
game begins.
MISSION 5.1:
DESTROY THE NESTS MISSION 6: PURGE THE XENOS
At this point, Squads Octavian and Atreus If the Tyranid player was victorious in the
have joined forces to form cohesive Destroy the Nests scenario, the Tyranid player
may place up to three unused Spore Mines