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NIGHT ATTACK
INTRODUCTION
Battle Brother Atreus peered into the gloom,
his enhanced vision allowing him to discern
shapes and features in the darkness that no
normal man could ever hope to see. Squad
Octavian had been dropped off close to the
objective area, while Atreus and his brethren
had to march through the night. The mission
imperative was to rendezvous with Octavian
with all haste, even if that meant a forced
march through Macragges nocturnal cycle.
In the dark, Atreus saw the alien, a filthy xeno
with four sinewy arms and a hunched,
armored back. With a few curt orders, the
squad was ready for battle, its bolters raised.
Squad, Atreus bellowed. Choose your
targets carefully. Show no mercy.
2
GENESTEALER
ENTRY CHART
1
FORCES
OBJECTIVES
Ultramarines win Three or more
Ultramarines move into the
objective area.
Tyranid win Three or more Ultramarines
are killed.
SET UP
Place Squad Atreus in the center of one table
edge. The wreckage is set up by the Tyranid
player, with no piece closer than 12" to any
board edge. The pieces may not be closer
Squad Atreus
3 Genestealers
Exit Zone
ULTRAMARINE 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 the squad moves
over wreckage, roll 2D6. The higher die
indicates the maximum distance in inches the
squad can move this turn. Varras may move
as before, treating wreckage in the same way
as the Space Marines.
Night Fighting. The darkness of Macragges
nocturnal cycle makes shooting difficult, even
for Space Marines. Once the Ultramarine
player has chosen a target, but before
measuring range and rolling dice to determine
hits, the player must determine how far his
Space Marines can see in the dark.
Roll 2D6 and multiply the result by three to get
a number between 6 and 36. This score is the
distance that the Ultramarines can fire this turn
(although the maximum ranges for bolters and
the missile launcher still apply). If the intended
target is outside of this range, the shots are
wasted. Roll to determine this range each turn
otherwise, shooting (including the missile
launcher and its various rounds) works as
described in Mission 5.
Assault. Ultramarines may assault as
described in Mission 4.
TYRANID RULES
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