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CLEANSE THE INFESTATION!
CHOOSE FORCES
Brute Squads. All of the Brutes are Tyranids, but no one knows which ones! Instead of placing models, the brute player uses “blips.” Each blip counter is a round, 40-mm base that represents one brute squad. Blips indicate sensor readings the Kill Team’s HQ Servitors have found and are transmitting to the Team. Convert blips into models when they are detected by the Kill Team. CHOOSE OBJECTIVES
The Hive Node counts as a Synapse Creature, but can only detonate Spore Mines within its Synapse Range of 12”. Don’t forget the Target Priority rules for shooting at it! You can use the Hive Node model in the Battle for Macragge boxed set for your Hive Node. However, if you don’t have access to this item, use something that will fully cover a 60-mm round base and is no taller than 2”. MISSION SPECIAL RULES There are a few special rules for this mission shown below. Otherwise, use all the normal Kill Team rules for this mission. Starting the Game. The brute player starts with D3+2 blips, each one placed D6+6” in a random direction from the Hive Node (use Scatter dice). If you roll a “hit,” the brute player chooses the scatter direction. Then, the Kill Team player enters the table as normal (remember, the team must have coherency at the start of the game) to start Turn 1. All new blips must appear more than 6” away from any Kill Team member (place the blip more than 6” away in any direction chosen by the brute player). Blips are controlled and moved just like regular brute squads, and blips count as having moved already in the turn they appear. Blips cannot be shot at or assaulted because the scanner data is just that: data. No self-respecting soldier of the Imperium would waste ammo on a sensor ghost – he has to see something first! As such, blips also do not count as a possible target for Target Priority checks. Any blips that move off the edge of the table are considered lost. Blip Conversion. Each blip represents one or more Tyranids moving through the terrain. Convert them into models when either a Kill Team member has line-of-sight (LOS) to it or is within their Initiative range (based on the table below). Kill Team members with Acute Senses or an Auspex/Scanner reroll to see if the blip converts.
The Kill Team player rolls for conversions at the end of each Movement Phase. Immediately replace any converted blip with the appropriate model(s). Place one model where the blip counter was on the board and any others within 2” of that location. Each blip can only be checked once per player turn, and the Kill Team player can chose which member makes the detection effort. However, any blip that the Kill Team has LOS on or is within Initiative Range for must be checked. That means that sometimes one Kill Team member may be checking multiple blips. Blips can also be converted in the brute player’s turn. Roll in the same way described above at the end of that Movement Phase for each blip that has moved into a detection area.
If the brute player doesn’t have the appropriate model(s) for the converted blip, treat the result as a False Alarm. Once revealed, each model or group of models forms a regular brute squad (except for Spore Mines, which will always move as per their regular Codex rules). Note that converted blips are not Aware but are considered to be automatically Activated for the rest of the game. They become Aware in the normal manner for a Brute Squad. Battlefield. The denser the better! Lots of jungle foliage or heavy urban ruins are the idea – bring out everything you’ve got. The table should be 4’x4’ at the most, with the Hive Node in the centre. Expanded and Experienced Kill Teams. If the Kill Team breaks the creation rules, then the brutes gain benefits. However, it’s a little different in this mission than normal, as they can’t get any upgrades. Instead, use the following chart to see what the brutes get:
- Mission by Tim Huckelbery; playtesting and other contributions by Ross Watson
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