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THE BATTLE RAGES ON ADDITIONAL SCENARIOS FOR THE BATTLE FOR MACRAGGE, BY ADAM TROKE

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

B a good chance that you have already


fought your way through the six exciting
missions in Battle for Macragge and are
mission, roll a die for each Space Marine
model removed as a casualty. On the roll of a
3+, the model has overcome its injuries and
PRESERVE THE GENE-SEED
If Varras was killed during the Escape the
Crash Site scenario, the Tyranid player
thirsting for more ways to use the contents of is available for use later in the campaign. may place one extra Termagant on the
the box! No doubt your Ultramarines are board. The Ultramarine player may
Varras. Lieutenant Varras distinguished choose where this extra model starts the
steeped in Tyranid blood and battle weary himself in the events of the Battle for game. If Varras reached the exit zone
from hours of hard fighting across kitchen Macragge as a true hero of the Imperium. during Escape the Crash Site, the Tyranid
tables, living room floors, and even With devotion and zeal, he fought against player does not begin with any Spore
beautifully crafted gaming boards. Below, creatures no man could expect to take on and Mines in play at the start of this mission.
you'll find three new missions and a fun survive, and yet he lived.
campaign system to link all nine missions Despite his wounds, he always fought on to
and extend your battle into one great assist the Ultramarines in keeping the gene- advantages to a player who does well, or
narrative! seed from the Tyranid menace. After any penalties if he does badly. Be warned, though
The new missions found below can also mission in which Varras is removed as a just as Octavian and his warriors would
found in US White Dwarf 297, an issue of our casualty, roll a D6. On the score of a 4+, have struggled if they had made a big
monthly hobby magazine. Once you run Varras has overcome his injuries and is mistake, you too as the player could find
through the campaign, check out Missions 7 available for use later in the campaign. If this yourself in a sticky situation if you make a
special healing roll is failed, Varras has finally serious tactical error early on. However, the
and higher for more advanced missions that
succumbed to his wounds and dies. Varras "risk" is what makes campaigns fun!
let you explore the Warhammer 40,000
will not be available for use in the campaign,
universe even further.
but you should assume that another member MISSION 2: RESCUE VARRAS
If Varras was killed during the Preserve the
THE CAMPAIGN of the Ultramarines squad has gathered up
Gene-Seed scenario, the Tyranid player may
Squads Octavian and Atreus collectively form the gene-seed canister and they are carrying
on. make a free move with each Spore Mine in
Tactical Squad Octavian, led by Brother play as though he had rolled a HIT on the
Sergeant Octavian himself, a battle-hardened The Numberless Horde. The greatest threat Scatter Die. This move may not take a Spore
warrior who has fought the enemies of the that the Tyranids pose to the Imperium is the Mine into contact with Varras. This move is
Imperium for decades. Together, these 10 sheer size and scale of their hive fleets. They done immediately before the Ultramarines
Space Marines can take on almost any foe produce millions upon millions of different 1st turn. If Varras survived Preserve the
with nothing but their faith in the Emperor brood creatures at a rate no other race in the Gene-Seed, the Ultramarine player may make
and the weapons in their hands. The Tyranids galaxy is equipped to match. Tyranid models a free move with Varras and fire his bolt
that fight in the Battle for Macragge represent that are removed from play are always pistol once before the game begins.
the vanguard of a far greater menace. The available later in the mission and throughout
Spore Mines, Genestealers, and Termagants the campaign. MISSION 3:DISARM THE FUSION CORE
are only the very tip of the Tyranid war If the Tyranids were successful in the Rescue
CAMPAIGN SUGGESTIONS Varras scenario, the number of Genestealer
machine. Indifferent to casualties, these The missions that make up this campaign are
forward elements will disrupt the populace of kills the Ultramarines need to inflict in this
designed to be evenly balanced and give a scenario is raised from 12 to 15. If the
a world and cause havoc and fear while their fair chance for either side to achieve victory Ultramarines were successful, Lieutenant
hive fleet brings its power to bear. (although some missions are certainly harder Varras has 8 turns to disarm the fusion core
To play the Battle for Macragge as a than others). instead of 6.
campaign, simply play the missions from the Some veteran players of Warhammer 40,000
book plus these additional missions in order. like to emphasise the storytelling element of MISSION 4:
The extra three missions add even more the hobby over the competitive. As such, they THE INCESSANT XENO TIDE
depth to the story of Lieutenant Varras and like to add a narrative theme to the games. If the Ultramarines failed in their objectives in
Tactical Squad Octavian battling against the The suggestions below will allow players to the Disarm the Fusion Core scenario, the
Tyranid menace. recreate the missions so they give Tyranid player may deploy up to three

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

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