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Warhammer 40,000: Battle for Macragge

Warhammer 40,000: Battle for Macragge Rulebook

Table of Contents

Table of Contents

  • Assembling Your Models
    • Removing the Models
    • The Squad
    • The Tyranid Broods
  • The Basics
    • Turn Sequence
    • Dice
    • Scatter Dice
    • Templates
    • Measures
    • Blast Markers
  • Mission 1: Escape the Crash Site
    • Set-Up
    • Objectives
    • Ultramarines Rules
    • Tyranids Rules
  • Mission 2: Rescue Varras
    • Set-Up
    • Objectives
    • Ultramarines Rules
    • Tyranids Rules
  • Mission 3: Disarm the Fusion Core
    • Set-Up
    • Objectives
    • Ultramarines Rules
    • Tyranids Rules
  • Mission 4: The Incessant Xeno Tide
    • Set-Up
    • Objectives
    • Tyranids Rules
    • Ultramarines Rules
  • Mission 5: Reinforcements
    • Set-Up
    • Objectives
    • Ultramarines Rules
    • Tyranids Rules
  • Mission 6: Purge the Xenos
    • Set-Up
    • Objectives
    • Ultramarines Rules
    • Tyranids Rules
  • Quick Reference: Profile Summary

Assembling Your Models

Before you can begin the missions in Battle For Macragge, you need to assemble your Citadel models. They can be quickly pushed together, though you can use plastic glue for a more permanent bond.

Removing the Models

Citadel plastic miniatures are fixed to a frame, which must be removed before construction. This is best done with modelling clippers or, with extreme care, a sharp craft knife. Any visible mould lines can be scraped clean with a knife or file.

The Squad

  • Space Marine with Missile Launcher — fires two types of missile: frag and krak missiles. Frag missiles are designed to shower razor sharp fragments in all directions, while krak missiles provide a tightly focused impact designed for cracking the armour of tanks, bunkers or other tough targets.
  • Space Marine with Bolter — the standard weapon of the Space Marine; the bolter is a short, compact gun that fires a small missile considerably larger than an ordinary bullet. It can be used to pick off enemies at a distance, or for rapid, short-ranged bursts.
  • Brother Sergeant Octavian — armed with a bolt pistol and the chainsword, a powered chainsaw edge studded with monomolecular teeth that makes him much more deadly in hand-to-hand combat.
  • Space Marine with Flamer — the flamer fires highly volatile liquid chemicals that ignite on contact with the air, throwing a cloud that finds its target no matter how well they try to hide behind cover.
  • Lieutenant Varras — the last survivor of the Benedictio, Varras is armed with a bolt pistol, the one-handed version of the standard bolter. He is also carrying an adamantium gene-seed canister, containing the vital element required for the production of more Space Marines.
  • Magna Power Field Projectors — these sturdy, short-ranged power field generators have been used for millennia to erect temporary barriers that protect against hostile environments and life forms. At full power, the field can resist even a charging bull grox for a few minutes.
  • Thunderhawk Locator Beacon — Space Marine squads requiring transport from a planet's surface hail an orbiting Thunderhawk gunship by activating a locator beacon, and awaiting the ship's arrival. Locator beacons require the constant presence of a Space Marine to maintain the signal and give the gunship a biological target to home in on.

The Tyranid Broods

  • Genestealers — one of the most feared Tyranid organisms, created to scout out and invade potential prey-worlds. Ferociously effective in close combat, they use prodigious strength, lightning fast reflexes and lethal rending claws to tear apart their foes.
  • Termagants — one of the most common Tyranid species, moving in numbers and stalking their prey with bio-organic weapons called fleshborers. These sharp-fanged weapons fire salvos of biting beetles that can eat through flesh and armour with equal ease.
  • Tyranid Hive Node — burrowed deep underground, the hive node is the visible orifice of a huge bio-production organism, part of the living Tyranid machinery that endlessly spews out a variety of new troops and bioengineered broods, carrying forth the Tyranid infestation.
  • Spore Mines — these floating bio-organic bombs are laden with poison, acid or explosive enzymes. They drift on air currents, attracted by heat, sound or movement. If their sensory tendrils make contact with a target, the bulging sac explodes, spraying out its deadly contents and further spreading their infestation.
  • Tyranid Infestation Markers — the infestation that the Tyranid threat spreads across a planet often manifests itself in pustulant, writhing sores upon the landscape, evidence of the alien blight permeating the very core of the world. They are one source of the loathsome spore mines.
  • Wreckage of the Dutiful — Lt. Varras boarded the Imperial Lander Dutiful to escape the doomed Benedictio, but the craft was caught in the blast of its mother ship's catastrophic destruction, and was forced to crash land, scattering wreckage over a vast area.
  • MK III Fusion Core — fusion cores form the basis of engines on many Imperial craft, though knowledge of their inner workings is restricted to the ancient brotherhood of the Adeptus Mechanicus. They can also become devastating fusion bombs if rigged to overload.

The Basics

Included in this set, along with the models and scenery, are other items that you will need in order to play the game — dice, templates and measuring rulers. These tools, and the accompanying rules, will allow you to play through the missions that follow, giving you the ability to move, shoot and fight with your warriors.

Turn Sequence

The two players alternate taking turns until the mission is complete. In their turn, players move all of their models, then shoot with all of their models, and finally assault with all of their models, as described in the rules for each mission. If either player achieves his objectives, the game ends with the completion of their turn.

Dice

The dice used in Battle For Macragge are regular six-sided dice that you would find in any board game. These are referred to as D6.

If a specific result is required, often it will be written as "4+", meaning a roll of 4, 5 or 6 is needed. Sometimes the rules will call for a player to roll a number of dice at a time, e.g. 2D6. In this case the player should roll two dice together and add the results (generating a number between 2 and 12).

Scatter Dice

A special Scatter dice is used for generating random movement direction. When rolled, it produces one of two results — an arrow or a crosshairs 'hit' marker.

A hit usually signifies a shot on target, or that the player gets to choose a direction for movement, whereas an arrow generates a random direction. It is a good idea to roll the Scatter dice close to the object or model it is affecting.

Templates

Templates represent great gouts of flame or sprays of acid. To use a Template, place the marker with the small end touching the source of the flame/acid, and the wide end covering the intended target. Any models whose bases are wholly or partially covered by the Template are considered to be 'hit'.

Measures

All measurements in Battle For Macragge are made in inches, and can be measured out either using the measuring rulers included in the set, or a tape measure. Most creatures in this game have a movement range of 6". Always measure movement distance from the front of a model's base.

When shooting, a player must declare his target before measuring to check the range. If they discover the intended target lies outside of the weapon's range, then the shot automatically misses.

Blast Markers

Blast markers work in a similar way to Templates, and represent explosions from missiles, shells, etc. Place the Blast marker so the small hole in its centre is directly over the target. Unlike Templates, only those models whose bases are completely covered are automatically 'hit'. Models whose bases are touched but not entirely covered by the Blast marker are 'hit' on the roll of a 4+ on a D6. If the marker does not touch any model, then the shot falls short and automatically misses.

Mission 1: Escape the Crash Site

Set-Up

You will need a playing area of roughly 4ft by 4ft. Varras is set up touching the cockpit wreckage, and all other wreckage is placed so no pieces are within 12" of each other. All Infestation markers must be set up within 3" of any wreckage, except for the cockpit, and one spore mine starts the battle in contact with each marker. Nothing can be set up in the Exit Zone, an area at least 36" away from Varras.

The Ultramarines player gets the first turn and performs all his actions, then the Tyranids player takes his turn. The Ultramarines player then takes his second turn, followed by the Tyranids second turn, and so on. This continues until one side wins.

Objectives

  • Ultramarines Win: Varras reaches the Exit Zone.
  • Tyranid Win: Varras is killed.

Ultramarines Rules

Move: Each turn, Varras can move up to 6" in any direction. He is trying to move quietly, so he must avoid the wreckage. His goal is to move off the table edge.

Shoot: Varras can shoot at one spore mine within 12" each turn. Roll a D6 every time he shoots — the mine is hit on a 4, 5 or 6 (referred to as 4+). If successful, roll again to see if the mine is wounded. On a 4+, the mine is wounded, and detonates.

Tyranids Rules

Move: Every turn, each spore mine moves D6". Roll the Scatter dice to see which direction the mine moves in. If the dice rolls a 'HIT', the Tyranid player can move the mine in any direction. If a spore mine is shot, or moves into base-to-base contact with Varras at any point during its movement, it detonates.

Exploding Spore Mine: When it detonates, place the central hole of the large Blast marker over the mine. If Varras is completely covered by the Blast marker, he is automatically hit, and if partially covered, he is hit on a D6 roll of 4+. If hit, Varras is killed on a roll of 3+. Other spore mines hit by the detonation are wounded and explode on a 4+. The exploding mines are removed.

At the end of his turn, the Tyranid player may put one spore mine not in play onto the table, touching any Infestation marker.

Mission 2: Rescue Varras

Set-Up

Terrain as for Mission 1. Place Varras anywhere within 12" of the cockpit wreckage. One spore mine starts in contact with each Infestation marker and one spore mine is placed 1" from Varras. Squad Octavian — Brother Sergeant Octavian with a bolt pistol and chainsword, three Space Marines armed with boltguns and one armed with a flamer — must be placed in the marked area, with no more than 2" between each model.

The Ultramarines player gets the first turn and performs all his actions, then the Tyranids player takes his turn. This continues until one side wins.

Objectives

  • Ultramarines Win: Destroy all Infestation markers and keep Varras alive.
  • Tyranid Win: Varras and at least three Space Marines killed.
  • Draw: Any other result.

Ultramarines Rules

Move: Squads (or Units) are a group of models that move, shoot and assault together. All models in a squad must always end their move within 2" of another model from the same unit.

The squad may move up to 6" in any direction in the Ultramarines' turn. If they move over wreckage roll two D6, the higher scoring dice is the maximum distance they can move this turn. Varras may move as before, treating wreckage in the same way as the Marines.

Shoot: To avoid drawing more enemy to the area, neither Varras nor the Space Marines can fire their guns on this mission — only the flamer can be fired. Use the Template when shooting with the flamer-armed Space Marine. The Template may not touch any friendly models. Anything touched by the Template is incinerated on a D6 roll of 4+. When hit, mines detonate and Infestation markers are removed. Detonation follows the rules from the previous mission.

Tyranids Rules

Move: The mines move as before. If one is hit by the flames, or moves into contact with a Space Marine or Varras, it detonates as detailed in the previous mission. Any Space Marine hit by the Blast marker is wounded on a 4+. Their power armour is capable of protecting them from the blast. Each wounded Space Marine can roll a D6, and on a result of 3+ they are saved by their armour. The spore mine is then removed from play.

Note: The Ultramarines player can decide which casualties to remove from the squad when any Space Marines are killed. This represents the survivors picking up the flamer or the Brother Sergeant's weapons.

At the end of his turn, the Tyranid player may put one spore mine not in play onto the table, touching any Infestation marker, to a maximum of eight mines.

Mission 3: Disarm the Fusion Core

Set-Up

Terrain as for Mission 1. Squad Octavian and Varras are set up touching the wreckage piece containing the removable fusion core. The four power field projectors are formed into a square around the wreckage, 8" along each side. Set up a unit of three Genestealers behind any other wreckage.

The Ultramarines player gets the first turn and performs all his actions, then the Tyranids player takes his turn. This continues until one side wins.

Objectives

  • Ultramarines Win: Kill 12 Genestealers and remove the fusion core.
  • Tyranid Win: Move into contact with any enemy model.
  • Draw: The fusion core explodes.

Ultramarines Rules

Move: The Ultramarines and Varras do not move.

Shoot: The Ultramarines may shoot at one Genestealer unit per turn. When not moving, the Space Marines with boltguns may fire one shot at targets up to 24" away, or may rapid fire at targets within 12", firing twice rather than once. Roll a D6 for each shot, any result of 3+ hits the Genestealers. All shots that hit may wound the Genestealers. A subsequent roll of 4+ wounds and kills those targets. However, potentially wounded Genestealers that are touching wreckage may be able to duck behind cover and save themselves. Roll a D6 for each of these wounding hits and, on a roll of 5+, the shot bounces harmlessly off the wreckage instead.

Both Octavian and Varras may fire twice up to 12" with their pistols. Octavian, being the better shot, has the same chances of hitting and wounding the Genestealers as the other Space Marines. Varras needs a roll of 4+ to hit his target, but still wounds on a D6 roll of 4+. When shooting with the flamer-armed Marine, roll a D6 for each Genestealer touched by the Template. On a 4+ they are killed — the broiling flames mean that even those hiding behind wreckage cannot save themselves.

Disarming the Fusion Core: On every Ultramarines' turn, Varras can try to disarm and remove the core by rolling a 5 or 6 on a D6. While attempting to remove the core he cannot shoot. If the core is not disarmed by the end of the sixth Ultramarines' turn, it detonates, ending the game.

The Power Field: The power field allows the Space Marines to shoot out, but nothing can move between the projectors unless one of them is disabled.

Tyranids Rules

Move: In the Tyranid player's turn, he can move any Genestealer unit up to 6" in any direction. Every model in a unit must remain within 2" of another model from the same unit. The Genestealers are much quicker and more agile than the Space Marines; if they move over wreckage, roll three D6 and take the highest number as their maximum move distance.

Assault: If any Genestealer unit is within 6" of either a projector or an enemy model after their move, it may assault. This allows a second move that places them into base contact with their target. Each Genestealer in contact with a projector after movement rolls two D6 — a result of 6 disables the projector and removes the effect of the power field. A Genestealer moving into contact with an enemy model ends the game.

At the end of the Tyranid player's turn, place any dead or unused Genestealers, as a new unit of at least two models, behind any piece of wreckage, more than 12" from any projector.

Mission 4: The Incessant Xeno Tide

Set-Up

Terrain as Mission 1. The Ultramarines and Varras are placed as in Mission 3. The opposite table edge is the Exit Zone, 36" from the Space Marines. Place two units of three Genestealers next to two other pieces of wreckage. This time the Tyranid player goes first.

Objectives

  • Ultramarines Win: All Space Marines reach the Exit Zone with the fusion core and gene-seed canister.
  • Tyranid Win: More than two Space Marines and Varras killed.
  • Draw: Any other result.

Tyranids Rules

Move: As previous.

Assault: Any Genestealers whose Assault move brings them into base contact with the Space Marines or Varras will fight in close combat. When moving the Genestealers into contact, they can spread out and attack different targets, so long as models from the same unit are no more than 2" apart. They cannot bypass unengaged models or move through gaps narrower than their base width.

Genestealers are very fast and so get to strike first. They have two attacks, but on the turn they charge into assault, they gain a bonus attack, giving them three for that turn. D6 rolls of 3, 4 or 5 hit their target and have a chance to wound them. Varras is wounded on a subsequent roll of 3+, while the Space Marines are wounded on a 4+. Any To Hit roll that produced a 6 means the Genestealer instantly rends their opponent apart, tearing through their armour and killing them outright.

Saving throws: Wounded models can make an Armour Save roll, to see if their armour prevents the wound. The Space Marines need to roll a 3+ to have their power armour save them, but Varras needs a 5+. Remember, saves cannot be made against Genestealers that roll a 6 to hit — their claws can punch straight through armour! Remove any Space Marine who fails his save. If Varras is incapacitated, he is picked up by the closest Space Marine (lie his model on the Space Marine's base as a reminder). If that model is later killed, move Varras to the next closest and so on — the squad will not leave him or the gene-seed canister behind.

Fighting Back: Any models that survive an assault strike back by rolling one attack each — Sergeant Octavian rolls an extra attack for his chainsword. The Space Marines hit the Genestealers on a 4+ and inflict a wound on a subsequent roll of 4+. Varras needs a roll of 4+ to hit and a subsequent roll of 5+ to wound. Genestealers have their own natural armour, and can avoid being wounded on a roll of 6 for their Armour Save. Genestealers that fail to save are removed.

Ultramarines Rules

Move: The Ultramarines player is falling back, giving them a rapid, fighting retreat. Each turn the squad (including Varras) move 2D6" in a direction chosen by the Ultramarines player, remaining within 2" of each another. They will even break off from combat with the Genestealers in order to continue falling back. The squad must move as directly towards the Exit Zone as possible, but may go around Genestealers and wreckage. If they wish to move over wreckage, cut the squad's move to half what they rolled (rounding up).

Shoot: The Ultramarines may shoot at one Genestealer unit per turn, as detailed in Mission 3. However, as they are on the move, they may only rapid fire. Varras and Octavian get a single shot with their pistols and the flamer Marine fires as normal.

Carrying the Fusion Core: Varras or any Space Marine can carry the core but it may not be passed from model to model while moving. If the carrying model is killed, the core is picked up by the closest friendly model. If that model is later killed, move the core to the next closest and so on.

Mission 5: Reinforcements

Set-Up

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 two pieces of wreckage more than 6" 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.

Objectives

  • Ultramarines Win: Squad Atreus reach the rendezvous point.
  • Tyranid Win: All Space Marines dead.
  • Draw: Any other result.

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.

Frag Missile: An anti-personnel explosive round designed to shower an area with razor sharp metal fragments. If the shot hits, place the small Blast marker over one of the target models. That model, and any others whose bases are covered by the marker, are wounded on a 3+. Any model whose base is touched by the marker but not covered will be hit on a 4+, and if hit may then also be wounded on a successive roll of 3+.

Krak Missile: A missile with a more concentrated blast, designed for cracking the armour of tanks and bunkers. It is also capable of damaging the hive node on a 3+. The squad may not split its fire between the hive node and Termagants — all of the squad must choose the same target. If the hive node is targeted, the other Space Marines' bolter fire need 3+ to hit and then a 6 to wound, as their weapons lack the same destructive punch as the missiles.

Assault: If the Ultramarines end their move within 6" of a Termagant unit, and did not fire, they can charge into close combat. Move each Space Marine up to 6" to make base contact with the nearest Termagant. They can spread out and attack different targets, so long as all models from the unit are within 2" of another model from the same unit. They cannot bypass unengaged models or move through gaps narrower than their base width.

In close combat, each Space Marine rolls one dice to hit, but gains an extra attack, and therefore rolls two dice, on the turn they charge into assault. They need a 3+ to hit and 3+ to wound the Termagants. If wounded, Termagants may make an Armour Save on a D6 roll of 6, as their tough hides and bone plates protect them. Any that fail their Armour Save are removed.

However, Termagants are as fast as the Space Marines, and strike back at the same time — even those that would have been removed after being wounded (lay these models down to remind you to remove them after they have attacked). They roll one dice each needing a 4+ to hit and 5+ to wound the Space Marines. Wounded Space Marines must roll 3+ for their Armour Save or be removed. Once the Ultramarines are in close combat with a Termagant unit, they may not move away until all Termagants in the unit are dead.

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 doesn't 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 section. If there is a combat left from the Ultramarines' turn, fight again in the Tyranid turn. Once in close combat with the Ultramarines, they may not move away until all enemy models in the unit are dead.

The Hive Node: The node is a living entrance to an underground organism busily creating more Tyranids. It is incredibly tough — it takes four wounds to completely disable the node. When the hive node takes two of its four wounds, it is damaged, and will be less effective at creating replacement Tyranids.

If the hive node has taken less than two wounds, at the end of the Tyranid's turn any Termagants not in play are placed touching the hive node. If the node is damaged but not disabled, the Tyranid player may return just two Termagants per turn. Whenever there are four or more Termagants at the node, they form a new unit and may move off. Until then, they can shoot but may not move. Once disabled, the hive node stops reproducing Tyranid replacements altogether.

Termagants are returned touching the hive node if possible, but must always be more than 1" away from any enemy models that may be close to the hive node.

Mission 6: Purge the Xenos

Set-Up

Terrain as in Mission 5. Squad Atreus and Squad Octavian are placed on one table edge, 12" apart. The locator beacon is put in the centre of the opposite table edge. The hive node is placed as in Mission 5, with one unit of six Genestealers and one unit of ten Termagants touching it. The Tyranid player places three Infestation markers touching any wreckage, no closer than 12" from the Space Marines. One spore mine, of any type, is placed by each marker. The Ultramarines player goes first and must escape the planet by the end of his twelfth turn.

Objectives

  • Ultramarines Win: Major — Hive node destroyed, all Space Marines escape with the gene-seed.
  • Ultramarines Win: Minor — Hive node destroyed, at least five Space Marines escape with the gene-seed.
  • Tyranid Win: Major — Hive node intact, all Space Marines dead.
  • Tyranid Win: Minor — Hive node intact, more than two Space Marines dead.
  • Draw: Any other result.

Ultramarines Rules

Move: Both squads move as in Mission 5.

Shoot: Each squad can shoot at one unit of Tyranids per turn. They can target either Termagants, Genestealers, spore mines or Infestation markers. Bolters and frag missile hits need a 4+ to detonate mines and destroy markers.

Assault: Either or both squads can choose to charge into assault as detailed previously. Remember a squad cannot charge if it shoots, and gains one additional attack for each model that moves into base contact with an enemy model on the turn it charges.

The Fusion Core: Both Varras and the core can be carried as detailed in Mission 4. The core is the only thing that can completely destroy the hive node. To do this the squad with the core must assault the node. The model carrying the core must move into contact with the node and, on a D6 roll of 3+, drop it down the oozing gullet. If the attempt fails, the model can try again in the next round of close combat. Once the core is successfully dropped into the node, it will explode after two more complete Ultramarines' turns, utterly destroying it and removing it from play.

Retrieval: An Ultramarine who remains in contact with the beacon for a whole turn without moving can activate the locator signal; they can still shoot or fight but must maintain contact with the beacon. At the end of the following Tyranid turn, the Thunderhawk gunship Cestus arrives to pick up the survivors. Any Space Marines not within 6" of the beacon at the end of the next Ultramarines' turn cannot get aboard in time and are considered casualties.

Tyranids Rules

Move/Shoot/Assault: Termagants and Genestealers will move, shoot and assault exactly as described in previous missions.

Infestation markers: At the end of the Tyranids turn, each Infestation marker is able to return a spore mine not in play. The type of mine returned is determined by whichever model is chosen. Infestation markers can be destroyed by one flamer wound or two other wounds of any kind. Spore mines in this mission are either explosive, acid or poison mines, as represented by their models. Whatever their type, spore mines return to play using the same method as in Mission 1.

Acid Spore Mine: Acid spore mines, when they make contact with an enemy or are detonated by being shot, spray out gouts of concentrated acid. Roll the Scatter dice. If an arrow is rolled, place the Template with the small end touching the mine, pointing in the direction rolled. If a 'HIT' is rolled, the Tyranid player can choose the direction of the Template. Any non-Tyranid model wholly or partially covered by the Template is automatically hit. Varras is wounded on a roll of 3+ and Space Marines on a 4+. The acid is so strong that it burns through any armour, even power armour, allowing no saves. The spore mine is then removed from play.

Poison Spore Mines: When a poison spore mine detonates, place the central hole of the small Blast marker over the mine. Any non-Tyranid model covered by the Blast marker is hit, and will be wounded on a D6 roll of 4+. Wounded models must check to see if their armour saves them. Varras saves on a D6 roll of 5+, while the Space Marines need a 3+. The spore mine is then removed from play.

Exploding Spore Mine: When it detonates, place the central hole of the large Blast marker over the mine. If Varras is touched by any part of the Blast marker, he is killed on a D6 roll of 3+. Any Space Marine touched by the Blast marker is wounded on a 4+, and has an Armour Save of 3+. The spore mine is then removed from play. Other spore mines under the marker are detonated on a 4+. The mine is removed from play.

The Hive Node: Functions as in Mission 5. It begins the mission with four wounds and will return dead or unused Tyranids at a rate of three Termagants and two Genestealers per turn. Once it has taken two wounds, it is damaged, and will return just two Termagants and one Genestealer per turn. If disabled, the hive node stops reproducing Tyranid replacements altogether. Once four Termagants or two Genestealers are reproduced by the hive node, they operate as a unit with all previous rules. Until they have enough models to form a unit, they may not move, but can shoot or fight in close combat and count as in cover if shot at. Termagants and Genestealers are returned touching the hive node if possible, but must always be more than 1" away from any enemy models that may be close to the hive node.

Quick Reference: Profile Summary

ModelShooting — To HitWound TermagantWound GenestealerWound Spore MineWeapon RangeClose Combat — To Hit/Wound GenestealerClose Combat — To Hit/Wound TermagantAttacks
Lieutenant Varras4+3+4+4+12"4+/5+4+/4+1
Brother Sgt. Octavian3+3+4+4+12"4+/4+3+/3+2
Space Marine (Flamer)—3+4+4+Template4+/4+3+/3+1
Space Marine (Missile Launcher)3+3+4+4+48"4+/4+3+/3+1
Space Marine (Bolter)3+3+4+4+12"/24"4+/4+3+/3+1
ModelShooting — To HitWound Lt. VarrasWound Space MarineClose Combat — To Hit/Wound Lt. VarrasClose Combat — To Hit/Wound Space MarineAttacks
Genestealer———3+/3+3+/4+2
Termagant4+3+4+4+/4+4+/5+1

Tyranid spore mines come in three types, each represented by its own model: Exploding Spore Mine, Poison Spore Mine, and Acid Spore Mine.