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Mission 13 (Leaping Death)

The Death Leaper!

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Paul Thompson
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100% found this document useful (1 vote)
445 views

Mission 13 (Leaping Death)

The Death Leaper!

Uploaded by

Paul Thompson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MISSION 10

LEAPING DEATH
t the time of the Battle for Macragge, the
serving Captain of the Ultramarines
Second Company was Agemman, a stoic
veteran of faultless service. As more
reinforcements from the Ultramarine fleet
began to make landfall on the planets surface,
Agemman played a key role in rallying various
elements of the beleaguered forces. What is
called the Battle for Macragge was actually
hundreds of large-scale battles in which
thousands of warriors died every minute. In
smaller, desperate skirmishes, however, the
actions of a few individuals forever changed
the course of events. One such clash took
place around a downed lander, as Agemman
and a lone combat squad desperately
activated a locator beacon, urgently calling in
reinforcements to the sector he and his men
fought to hold.

FORCES
Ultramarines

Tyranids

OBJECTIVES

Captain Agemman
Squad Guardatus
4 bolters, 1 flamer
10 Termagants
8 Hormagaunts

Ultramarines win Captain Agemman is still


alive, and the Ultramarines
are within 6" of the locator
beacon.
Tyranids win
Captain Agemman is dead,
or the Ultramarines are not
within 6" of the locator
beacon.

48"
48"

Squad
Guardatus
Captain
Agemman

Hormagaunts

Termagants
Copyright Games Workshop Ltd. 2004. Permission is granted to print this page for personal use only to play a Games Workshop game; all further rights reserved.

SET UP
The board is set up with locator beacon in the
center of the board and the cockpit of the
crashed Imperial Lander touching it. All other
sections of wreckage are placed no closer than
6" to the cockpit section. Squad Guardatus and
Captain Agemman deploy touching one board
edge, after which the Hormagaunts and
Termagants deploy touching the opposite
edge. Victory conditions are checked after the
6th complete turn.

ULTRAMARINE RULES
Squad Guardatus. Moves, shoots, and
assaults exactly as in previous missions.
Shooting the Hormagaunts. Providing it is in
range, Squad Guardatus may shoot its bolters
at the Hormagaunts as normal. Squad
members will hit on 3+ and wound on a 3+.
Hormagaunts get no armor save against
bolter shots but may attempt cover saves on a
5+ provided that they are touching a piece of
wreckage. The flamer works as normal against
Hormagaunts and will kill them on a 3+.
Assaulting the Hormagaunts. Squad
Guardatus may assault the Hormagaunts after
the Shooting Phase if Squad Guardatus is
within 6" of them and has not fired its bolters
and Sergeant Guardatus has not fired his bolt
pistol twice. Sergeant Guardatus gets 2
Attacks, while the other Space Marines get 1
each. If Space Marines charge, each model
gets 1 additional Attack. They will hit on a 4+
and wound on a 3+. The Hormagaunts may
attempt an armor save of 6+. Space Marines
and Hormagaunts fight simultaneously.
Captain Agemman. Captain Agemman is a
heroic warrior with enormous willpower. As
such, he can suffer 2 Wounds before he dies,
instead of 1.
Move. Captain Agemman is operating on his

own in this scenario and does not need to


maintain unit coherency with Squad
Guardatus. Captain Agemman moves 6" in the
Move Phase, unless he enters difficult terrain,
in which case, roll 3D6 and choose the highest
result as his maximum move. Agemman may
only roll 3D6 if he is unaccompanied. If he is
with his Command Squad, he must move at its
speed.
Shoot. Captain Agemman is armed with a
deadly plasma pistol, which works similarly to
a bolt pistol. Agemman may fire once if he
moves or twice if he stands still. If he fires
twice, he may not make an Assault Move that
turn. A plasma pistol has a range of 12", and
Agemman hits on a 2+. Any hits will wound
Tyranid Warriors, Termagants, and
Hormagaunts on a 2+. No armor saves may
be taken against hits from a plasma pistol,
although cover saves may be taken as usual.
Gets Hot. Plasma weapons are utterly deadly.
However, using one poses a significant
danger to the firer. Whenever a plasma gun is
fired, there is a risk it will overheat. If the roll
to hit is equal to or less than the number of
shots fired, the firer must pass an armor save
or take a Wound. Captain Agemman has a 3+
armor save.
Assault. Captain Agemman fights with 3
Attacks in close combat, unless he charges,
in which case, he fights with 4. He may assault
as normal, moving 6" and treating difficult
terrain as described in the Move section
above. Agemman is fast and strikes before
Termagants and Hormagaunts. He hits and
wounds them on a 3+. Agemman and Tyranid
Warriors strike simultaneously in close
combat. Agemman hits and wounds them on a
4+. Because of the deadly power of his
lightning claw, any die that fails to wound in
assault may be rerolled once. Thanks to his
lightning claws, there are no armor saves
against Wounds inflicted by Captain Agemman
in combat.

TYRANID RULES
Termagant Brood. The Termagant brood
moves, shoots, and assaults as described in
Battle for Macragge with the same chances of
hitting and wounding as detailed there.
Hormagaunt Broods Move. Hormagaunts
may move up to 6" in each Movement Phase.
If they wish to move across difficult terrain,
they must roll 3D6 and take the highest score
as their maximum move that turn.
Fleet of Claw. In the Shooting Phase, a
Hormagaunt brood may use Fleet of Claw
as described in Mission 5 of Battle
for Macragge.
Assault. Hormagaunt broods fight in a
unique style that brings their numbers to bear
with deadly force. A Hormagaunt brood may
assault 12" instead of the normal 6". If an
Assault Move takes them into difficult terrain,
roll 3D6 as usual and double the score on the
highest die to determine their maximum
move that turn. In combat, a Hormagaunt
fights with 2 Attacks, unless it charges, in
which case, it fights with 3. All Hormagaunts
within 4" of an enemy can strike, as they leap
into the fray. Hormagaunts strike after Captain
Agemman but simultaneously with other
Space Marines. Hormagaunts require scores
of 4+ to hit and 5+ to wound. Space Marines
may take their armor saves on 3+ as normal.
Wave Attack. The Tyranid activity in the area
is intense with great swarms racing about
and doing the bidding of the Hive Mind. The
Tyranid player may bring on reinforcements
from his casualties to represent this fact. At
the start of each Tyranid turn, the controlling
player may create one new brood of
Termagants or Hormagaunts, with a
minimum size of three models. This unit may
enter play, per the normal Movement rules,
from any table edge. Remember that there can
never be more than 10 Termagants and 8
Hormagaunts in play at once.

Agemman rallies his men to fend off the Tyranids, as a lone Space Marine rushes to activate the beacon.

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