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presents

H E R OE S

OF

Ultra mar

Heroes of Ultra mar


Contents
Shadow of the Behemoth
Heroes of the Ultramarines

After math 20

3
6

Credits

21

New rules 8
Missions 10
I: Outer Bastions 10
II: Contingency 12
III: Waste Disposal 14
IV: Uplink 16
V: Last Stand 18

They have only one purpose and


there is nothing they will not do to
accomplish this, no matter how vile or
loathsome it might be.
These abominations mean to destroy
everything proud and noble, everything
we hold dear and have fought so long
to achieve.
-Inqisitor Agmar on Tyranids

Shadow
S
ha
ad
do
w of the Behemoth
ow
A NA
NAME
NAMELESS
MELE
ME
LE
E SS
SS H
HOR
HORROR
O RO
OR
Behemoth
was
major
hivefleet
that
Behe
Be
hemo
m th w
as tthe
he ffirst
i st m
ir
ajj orr hiv
i
invaded
Imperium,
its
detection
inva
vade
ded the Impe
perium
m , and it
t s de
e
Tyran
around
nd tthe
he T
y an
yr
n ssystem
y te
ys
e m gave
ve
e tthe
h xenos the
he
dread
Tyranid.
d
dr
e d na
ea
name
me
e Ty
Tyra
a ni
n id
d.
Under
the
auspices
and
of
U
Un
de
e r th
h e au
u sp
s icc es a
nd
d lleadership
e de
ea
ders
rs
Magos Varnak, the ocean planet of Tyran
housed a monitoring station with four
hundred staff. Swarmed by a cloud of living
ships, and mysteriously unable to send a
warning via astropath, Varnak ordered a
data codex made of all the information
garnered from the attackers before hiding
it deep in a bore shaft. A last garbled
message, of the skies of Tyran turned black
with beasts, escaped the horror, before the
planet shuddered and died.
INQUISITOR KRYPTMAN
The respected Inquisitor Kryptman received
word of the last message months after the
attack. After a journey buffeted by warp
phenomena, the Inquisitor's ship translated
into the system nearly a year later. Unable
to reconcile the dead, dry world he
found with oceanic Tyran, the Inquisitor
descended to the surface of the planet.
After a long search, the Inquisitor and
his team uncovered the data-codex hidden
by Varnak, and the terrible knowledge it
contained of this most alien of threats.
Returning to his ship, Kryptman then
discovered the acid-eaten hulk of the
Investigation, a ship declared missing
months before the attack.
Crew missing, and the ship drifting,
it was clear the same enemy that had
destroyed Tyran had been at work here. The
implications were grave: this threat was not
confined to one world.
RACE TO THANDROS
Shrouded beneath a shadow on the warp,
Kryptman's astropath was unable to send
a warning to the Imperium. Desperate
to contact his superiors and colleagues,
Kryptman forged for Thandros, the nearest
telepathica booster matrix.
On arrival, he found the planets of
Thandros as lifeless as Tyran, the poorlydefended miners long-gone and the worlds
themselves shrunken and dead. Salvaging
the remains of the matrix, the team sent
warning to the Imperium, and was ordered
to Ultramar, to rendezvous with the
mobilising Ultramarines chapter.

PRELIMINARY BATTLES
The planet Belios IV was the site of the
Ultramarines first contact with the Tyranid
menace. The Ultramarines 5th Company
launched a fierce assault, but were beaten
back. The Dauntless class light cruiser
Benedictio, along with her escorts, was
dispatched home ahead carrying geneseed
from the fallen marines.
After some initial skirmishing with Tyranid
vanguard flotillas, the main hive fleet
launched an assault on Prandium, a world in
the Ultramar region. The Ultramarine fleet
was engaged in a battle where the Battle
Barge Seditio Opprimere was reduced to
a near hulk, and Ultramarines units on the
ground were slowly whittled down. The
survivors, led by Chaplain Cassius, took to
just three Thunderhawk gunships to escape.

THE STORM GATHERS


In 745.M41, the soldiers and citizens of
Ultramar were amongst the first defenders
of the Imperium to encounter the emergent
Tyranid menace. Marneus Calgar, Lord of
the vaunted Ultramarines Chapter of Space
Marines, sent his fleet in a sally against
the bioships of Hive Fleet Behemoth, high
above their capital world of Macragge. The
ire of the Ultramarines had been raised,
and the entire might of the Chapter now
stood against them. No foe, in the tenthousand year history of the Chapter,
had ever prevailed against their gathered
might, and the marines spirits were high.
However, nothing in the annals of the
Chapter prepared the Ultramarines for
what they faced. A seething sea of living
ships lurked in the void, their numbers
breathtaking and horrifying. Undaunted,
the marines engaged the enemy in raking
salvoes, following the holy Codex Astartes.
However, such were the Tyranids numbers,
the Ultramarines tactics were futile.

INVASION OF MACRAGGE
Outrider vessels of the Tyranid fleet
soon attacked Macragge, sweeping aside
the Ultramarines Strike Cruisers. Soon,
thousands of spore-birthed beasts scurried
and ramped across Macragge, even as the
Ultramarines fleet rallied and counterattacked. The Vae Victus led the assault,
and five Strike Cruisers crippled two of the
larger Tyranid vessels. The Strike Cruiser
Cassius was destroyed, taking a dozen
Tyranid vessels with it as its plasma drive
went critical. The four remaining strike
cruisers destroyed the two crippled bioships and then shadowed the hive fleet
while conducting repairs.
The Benedictio, having met with trouble
en route from Belios IV, arrived in Macragge
orbit bereft of her escorts, damaged, and
with fighting raging aboard ship. The
ship broke up in the upper reaches of
Macragges atmosphere. Lieutenant Varras,
a Chapter serf, crash-landed an Aquila
lander bearing the precious gene seed.
Calgar dispatched the Second Company
to recover the geneseed, rescue survivors,
and terminate any Tyranids they found.
What was to follow would be the opening
skirmishes of the Battle for Macragge.
COLD STEEL RIDGE
The Battle of Cold Steel Ridge was fought
to delay the vast Tyranid swarm as it swept
across the frozen northern seas. Marneus
Calgar himself led this bold rearguard
action, deploying the Second Company
and elements of the First, Fifth, and Tenth
Companies to slow the aliens advance and
eliminate key hive control organisms. Their
vital goal was to buy time while the Polar
Fortresses, defended by the First Company,
were made ready to face the onslaught of
the Behemoth.
The Ultramarines stubborn defence
of Cold Steel Ridge cost them the lives
of many battle brothers for little gain.
Marneus Calgar himself was wounded
gravely at the height of the battle,

necessitating
his withdrawal to his battle
barge, high in orbit above
Macragge. The Tyranid swarm was
barely slowed and now nothing stood
between it and the Polar fortresses.
Calgar withdrew to the orbiting Battle
Barge Octavius. Refusing all but the most
vital medical attention, the Master of
Macragge took command of the fleet, and
sought to save his world from destruction.
TERMINATORS
Crucially Calgar, master of strategy, had
prepared his defences well, leaving the
fortresses manned by the planetary defence
Auxilia and the awesome titans of the Legio
Praetor. The crown of this powerful force
were the elite Astartes of the Ultramarines
veteran First Company, led by the dauntless
Captain Invictus. Most of these staunch
warriors were formed into fearsome
Terminator squads, equipped with tactical
dreadnought armour and the best personal
weaponry in the Imperium.
W ith the bulk of the Chapter locked in
combat in the glittering vastness of space,
the First Company grimly looked to their
defences. Company upon company of
eager and well-trained guardsmen were
stationed behind a cunning and massive
nest of trenchworks, bastions and redoubts.
Facing invasion for the first time on their
home soil, and with a hundred heroes at
their head, the defenders were confident of
their victory.
Far out in the ice fields of the polar
regions, the hideous spore scracked open
as they hit the snowy ground, disgorging
a ghastly cargo of Genestealers and other
Tyranid shock organisms. Soon, thousands
of Tyranids were teeming across the wastes.
In space, their loads disgorged, the hive
ships turned about ponderously. Desperate
to prevent their escape, and with the
ancient wisdom of the Codex failing him,
Calgar reluctantly gave the order to pursue
the Behemoth into the deep.

SHADOW

OF THE

BEHEMOTH

Back on Macragge, the Tyranids gathered. As though


guided by some malign and monstrous intelligence, the
swarm turned as one and began to surge towards the polar
fortresses. Reaching weapon range, the defenders began
to fire. Sickle-clawed beasts bounded forward across
snowy plains pitted and scored by lasers, their numbers
blurring individuals into a shifting mass of sliced hooks
and piercing talons. Other monsters wheeled through the
bleak, grey skies on leathery wings and drooled their liquid
fire on the defenders below. The ear-splitting rattle of
bolters and the thump of artillery drowned out the bestial,
hate-filled screams of the swarming Tyranids, but they
The remaining First Company
swept on with alien ferocity.
detachments at the southern
fortress were wiped out late
The size and power of the implacable swarm was
in the battle, attempting
unbelievable; unprecedented in Ultramars ten-thousand
to recapture a vital bastion
year history. In spite of the arctic cold, weapon barrels
overrun by the Tyranids.
glowed red-hot and jammed,
and though the fortress
contained stockpiles for
months of siege, ammunition
began to run low after mere
hours. The snows around
the fortresses were stained
arterial purple with Tyranid
ichor for acres around, but
the horde stretched to the
horizon, and did not falter.
At the northern fortress the
beasts overran the walls
using the steaming piles of
their own dead for cover.
T itans were dragged down
and ripped apart by sheer
weight of numbers, like
lions being swarmed over by
solider ants.
Even the Terminators,
heroes of a hundred
campaigns, could not
stand against the Tyranids
in hand-to-hand fighting.
Six-limbed, armed and
armoured in shining chitin,
the creatures sprang forward
with blinding swiftness,
their claws lashing out to
rip through ceramite and
adamantium with impossible
ease. The Ultramarines had
to rely on the heavy shortrange firepower of their
storm bolters, heavy flamers
and assault cannons to bring
down the foe.
But it was not enough...
Slowly but surely, the First
Company were forced
back out of their defensive
positions and into the dark
tunnels below their fortress

H E R OE S

OF THE

U LT R A M A R I N E S

TEXT

C A P TA I N
INVICTUS

Viggo Invictus is the renowned Lion of


Macragge, Captain of the Ultramarines
first company, a veteran of hundreds of
campaigns and uncounted battles.
Noted from youth for his leadership
qualities and the ability to inspire those
under his command, Invictus is the
Regent of Ultramar, expected to lead
the Chapter should the Lord Macragge
ever fall in battle. Despite the honour of
such a calling, Invictus dreads such a day
due to his deep respect and love for the
Master of the Ultramarines.
As a sign of his favour, Calgar gifted
Invictus with an ancient and precious
archeotech weapon from the dark days
of Heresy; the sole extant plasma blaster.
Invictus is marked by his cold humour,
single-minded dedication to the
Chapter, and is possessed of a genius in
eliciting the best from those under his
command; never accepting setback, let
alone defeat...

As a young Obediator, Holon Arcadius


spent innumerable hours poring over
volumes of Chapter history in the
Librarium, and at every turn he has seen
the horror that the xenos breeds have
inflicted upon humanity.
A driven and gifted pyromancer,
Arcadius progressed to Epistolary, his
mind a fortress and a weapon.
He loathes the alien hordes to an even
greater level than is required of a
Marine by doctrine.
He especially hates those who employ
the power of the warp, spitting venom of
their dark perversion of his Emperorgiven gifts in frothing diatribes. The
opportunity to use his own powers
against xenos witches provides Arcadius
with particular satisfaction.

SERGEANT
DARDINIUS

Nero Dardinius is the sergeant of the


first squad of the first company of the
Ultramarines, a rank that brings the
honorific Brother-Captain. It is an
honour that he strives to live up to
every day of his life. He seeks to do
this by following the honoured words of
Guilliman to the letter, never straying
from his holy text of battle.
This bull-headed adherance has
served him and his men well over the
long centuries and made sergeant
Dardinius an excellent source of tactical
advice when it is needed most.
Softly spoken and conservative, his
personal qualities contrast with those of
the Lion of Macragge, and has led to a
fierce rivalry, kept from conflict only by
Neros dutiful and sanguine nature.

E P I S TO L A R
RY
Y
ARCADIUS

A N T I Q UA
S Q UA D D A R D I N I U S
Sergeant Dardinius:
Storm bolter and power axe
Brother Numinor:
Storm bolter and chainfist
Brother Gregorian:
Assault cannon and power fist
Brother Baltus:
Storm bolter and power fist
Brother Sericon:
Storm bolter and power fist

T H E L I B ATO R S
S Q UA D C O N J E C T U S
Sergeant Conjectus:
Storm bolter and power sword
Brother Vehemens:
Storm bolter and chainfist
Brother Locrian:
Heavy flamer and power fist
Brother Helicon:
Storm bolter and power fist
Brother Dardax:
Storm bolter and power fist

SERGEANT RUBICUS

THUNDERHEADS
S Q UA D I O N
Under-strength after disastrous
initial sallies, Ion and Falx are keen
to avenge their fallen comrades.
Sergeant Ion:
Lightning claws
Brother Falx:
Thunder hammer and storm shield

Regarded as the Chapters foremost


expert in the use and application of
Tactical Dreadnought Armour, Moriton
Conjectus won particular honour for
his squad during the purging of the
Space Hulk Tears of Rust. Conjectus
application of the doctrine contained
within the Codex Astartes to the fluid
situation of the cleansing saved days of
battle and many lives. His quick-witted
actions and surety of command earned
him a noted commendation from Lord
Calgar himself.
Since then, Invictus has never asked
the sergeant to deploy for battle
in anything other than his beloved
Terminator armour.

The most recent promotion to the first


company, Sinon Rubicus was advanced
to the veterans from his role as a line
sergeant of a tactical squad in the third
company.
Long held back by Captain Fabian for
his irreplacable experience, Rubicus
longed for many years to join the
greatest heroes of his chapter, fighting
alongside them in the holy armour of the
Terminator. As such he sees Sergeant
Conjectus as an inspirational figure, and
strives to emulate his mastery of combat.
Rubicus is unusual in having firsthand contact with the Tyranids,
having assisted in driving off what was
retrospectively-named Hive Fleet Perseus
a century before.

Ion is forever seeking to expand and


improve his mastery of the close-ranged
martial disciplines, customarily fielding
his squad as assault terminators or
vanguard veterans. This focus has
led to him being first choice for any
frontal assault; and winning him the
Victory Laurels in inter-company Honour
Combat no less than six times.
Although the doctrines of Guillimans
blessed codex espouse a range of
battlefield roles as having equal
weighting, Captain Invictus is happy to
allow Trojus Ion to indulge his passion
as it gives the first company a hard core
of close combat experts to draw on in
times of need.

SERGEANT
CON J E CT U S

IRONCL ADS
S Q UA D R U B I C U S
Sergeant Rubicus:
Storm bolter and power sword
Brother Lamens:
Storm bolter and chainfist
Brother Murdico:
Assault cannon and power fist
Brother Theodoton:
Storm bolter and power fist
Brother Ventris:
Storm bolter and power fist

SERGEANT ION

NEW RULES
This section contains rules for new models and equipment.
They are not used in every scenario in this campaign pack,
just in the scenarios indicated.
SPACE MARINE CAPTAIN
The Captains of the Space Marines are all
mighty champions of humanity; experienced
warriors with unmatched skill at arms and
hundreds of years of tactical experience to
draw upon.
Captains add +2 to their combat score.
Additionally, they follow the same rules
as Sergeants in respect to redrawing
command points.

AIR DUCTS
Some areas of the northern polar fortress
are riddled with air ducts large enough to
allow humanoid creatures passage. While
the marines of the First Company are not
agile enough to make use of them, they
allow Genestealers swift passage through
the fortress, unseen by human eyes.
Air ducts are marked on the appropriate
mission maps in brown and are treated like
corridors with the following exceptions.

PLASMA BLASTER
Plasma Blasters are ancient and rare
artefacts, few of which still function in the
41st millennium. Only the mightiest heroes
of a Chapter would be granted the honour
of carrying one into battle. These arcane
guns combine the portability of a Storm
Bolter with the destructive potential of a
plasma gun. Their only downside is their
comparatively slow rate of fire.
Plasma Blasters follow all the rules for
Storm Bolters, with the exception that they
kill on a 5+. Additionally, a plasma blaster
cannot fire on Overwatch as it cannot
sustain such a high rate of fire.

Genestealers, Lictors and Blips may enter an air


duct for 2APs and exit for 1AP. They must enter
and exit using the square directly in front of the
air duct: they may not move diagonally. Otherwise,
they move through them exactly like corridors.
Blips in corridors that convert adjacent to an air
vent may not place Genestealers in the air duct,
and vice-versa. Models that cannot be placed are
lost as normal.
Space Marines may not enter or draw line of sight
into or through an air duct.
Space Marines may not fire any weapons into the
air duct, with the single exception of the Heavy
Flamer. The Marine must be directly in line with the
air duct without any intervening models. Treat the
duct as a separate board section.
Psychic powers that do not require line of
sight may target the air ducts as though they
were corridors.
A Marine stood in the square directly in front of
the air duct exit may be attacked in close assault
by a Genestealer in the last square of the air duct.
Fight combat as normal, but if the result is a draw
then the Genestealer wins. In either case the
winning model is placed in the exit square.
Terminators attacked in close assault by a
Genestealer in the air vent will not be able to fire
any Overwatch shots before the combat, as he has
no warning before the Genestealer attacks!

LICTORS
Lictors are deadly Tyranid vanguard
organisms that specialise in infiltration
and scouting. They will infiltrate ahead of
the Tyranid swarm using their incredible
chameleonic powers to remain undetected,
then striking from the shadows before
disappearing once more, leaving only death
in their wake.
Lictors follow the rules for Broodlords in
all respects, although their survivability
should be attributed to their inhuman
reflexes and chameleonic scales rather than
the fighting prowess and psychic might of
the Broodlord.
A lictor vanguard organism regards the
carapace of a fallen Ultramarine veteran.

MISSION I OUTER BASTIONS

SERGEANT DARDINIUS

SOMEWHERE

COULD NOT BELIEVE

THE SCENE UNFOLDING BEFORE HIS EYES AS HE


D I S C H A R G E D H I S S T O R M B O LT E R T H R O U G H T H E V I S I O N
SLIT OF THE BUNKER.

SEETHING, ROLLING TIDE

OF LIVING BODIES WAS FLOODING ACROSS THE ICE


PLAINS TOWARDS HIS POSITION, DRAGGING DOWN

LAND RAIDERS
DOWN. NOTHING IN

ELSE IN THE BUNKER COMPLEX,

SOMEONE SCREAMED.

S U S TA I N E D

F I R E , O R D E R E D

DARDINIUS,

ENCOURAGING HIS SQUAD TO KEEP SHOOTING.

EVERY

B O LT R O U N D B L A S T E D A PA R T A L I E N F L E S H

A N D S H AT T E R E D C H I T I N , A N D A S E A C H

TYRANID

S C O U T T I TA N S A N D C R A C K I N G O P E N

COLLAPSED HE EXPECTED TO SEE CHINKS OF

WITHOUT SO MUCH AS SLOWING

D AY L I G H T S P I L L I N G I N B E H I N D T H E M , B U T A L L H E S A W

A L L H I S L O N G Y E A R S O F W A R H A D P R E PA R E D H I M F O R
THIS, BUT HIS TRAINING AS A

U LT R A M A R I N E

DIDNT

ALLOW IT TO SHOW.

W A S A N E V E N F O U L E R C R E AT U R E R E A D Y T O TA K E T H E
PLACE OF THE ONE HED JUST KILLED.

T H U N K . T H U N K . THUNK. BOOM! S O M E W H E R E

M A I N TA I N F I R E D I S C I P L I N E , H E R E M I N D E D H I S
SQUAD, BUT THE ORDER WAS POINTLESS, EVEN

IN THE BASTION THE MACHINE SPIRIT OF AN AUTO-

UNDISCIPLINED FIRE COULD NOT MISS THE XENOS

INTENSIFIED AND THE COMM-NET TRAFFIC SPIKED

SWARM.

D A R D I N I U S L O O K E D D O W N AT H I S S C A N N E R .
+++300 M +++ B E S T I A L R O A R S S P L I T T H E A I R ,

S O U N D I N G S T R A N G E LY D I S T O R T E D T H R O U G H H I S
A U T O S E N S E F I LT E R S .

+++200 M +++ T H E

D R A M AT I C A L LY .

THE

SOUND OF GUN FIRE

DARDINIUS

STRUGGLED TO PICK OUT

H I S O R D E R S F R O M T H E S TAT I C .

S Q U A D ,

A S S U M E TA C T I C A L W I T H D R A W A L

F O R M AT I O N B E TA , H E S A I D S U D D E N LY ,

TREMOR OF THE GROUND

B E N E AT H H I S F E E T W A S N O T I C E A B L E N O W .

+++100 M +++ C L I C K . H I S S T O R M B O LT E R R A N
DARDINIUS RELOADED IN A FLASH.
+++C O N TA C T +++ T A L O N S S L A S H E D L E F T A N D
RIGHT THROUGH THE BUNKERS VISION SLITS, AS
S W I F T A S Q U I C K S I LV E R A N D A S T O U G H A S S T E E L .
B E S T I A L FA C E S R O A R E D A N D T R I E D T O S Q U E E Z E
T H E M S E LV E S T H R O U G H T H E FA R - T O O - N A R R O W
V I E W I N G P O R T S . D A R K I C H O R A N D B I L E S P R AY E D
I N , H I S S I N G O F F T H E T E R M I N AT O R S A R M O U R .
DRY.

B L A S T D O O R FA I L E D .

B R O T H E R
G R E G O R I A N , L AY D O W N C O V E R W I T H Y O U R A S S A U LT
C A N N O N . C A P TA I N I N V I C T U S H A S O R D E R E D U S T O
FA L L B A C K A N D A S S U M E S E C O N D L I K E D E F E N S I V E
P O S I T I O N S I N T H E L O W E R L E V E L S .

FIRIRING

ONE LAST BURST INTO THE MASS OF

ALIENS APPENDAGES AND BODIES STILL PRESSING


THROUGH THE FIRE SLITS,

DARDINIUS

TURNED AND

M O T I O N E D H I S S Q U A D T O W A R D S T H E H AT C H T H AT
L E D T O W A R D S T H E L O W E R L E V E L , W A R I LY R E G A R D I N G
T H E B L I P S T H AT C I R C L E D A R O U N D T H E M O N H I S
MOTION SCANNER.

OBJECTIVES
The Space Marines must escape by exiting through the
stairs, marked X, in the lower right-hand corner of the map.
FORCES
Marines
The Marine player has the following forces:
Squad Dardinius
1 Marine Sergeant with Storm Bolter and Power Sword
2 Marines with Storm Bolter and Power Fist
1 Marine with Storm Bolter and Chain Fist
1 Marine with Assault Cannon and Power Fist
Genestealers
The Genestealer player starts with 1 blip and receives 1
blips as reinforcements per turn.
DEPLOYMENT
Marines
The Marine player may deploy his Marines in the rooms
marked A, B and C, in any square and facing any direction.
There must be at least one Marine in each of the rooms.
Genestealers
The Genestealer reinforcements can enter at any of the
marked entry points.
SPECIAL RULES
Escape: Any Marine model may use the stairs marked X
on the map to escape to safety.
ENDING THE MISSION
The mission ends when there are no more Marines left in
play. If three or more Marines escaped then the Marines
win. Any other result is a draw.

M I S S I O N II C O N T I N G E N C Y

SERGEANTS CONJECTUS

AND

RUBICUS

MOVED

WAS PILED FROM FLOOR TO CEILING, ENOUGH FOR

THEIR SQUADS THROUGH THE TUNNEL NETWORK

MONTHS OF SIEGE.

AT D O U B L E - PA C E .

D I R E C T LY A H E A D O F T H E M .

TYRANIDS? HE WONDERED.
S I R , I D E T E C T M O V E M E N T , R E P O R T E D B R O T H E R
S T R O M B O S U D D E N LY , I N D I C AT I N G T H E A P P R O X I M AT E

ONE HUNDRED METRES BELOW

DIRECTION OF APPROACH WITH THE BARREL OF HIS

AT T H E N O R T H E R N

A S S A U LT C A N N O N .

THE

N AV I G AT I O N I N S I G N I A O N

T H E W A L L S I N D I C AT E D T H E R E S E R V E A R M O U R Y W A S

THEY WERE WELL OVER


EAGLE BASTION
DEFENCE FORTRESS, MARCHING

THROUGH TUNNELS HEWN FROM THE ICY GRANITE OF

MACRAGGES

POLAR CONTINENT.

SOUNDS

O F B AT T L E

DRIFT DOWN FROM ABOVE, SOUNDING MUFFLED AND


D I S TA N T ; A W H O L E W O R L D A W AY .

C A P TA I N I N V I C T U S

HAD ORDERED THE WITHDRAWAL

SQUADS CONJECTUS

AND

REBICUS

WOULD BE MOVING TO JOIN THE REST OF THE FIRST


C O M PA N Y S H O R T LY , B U T T H E Y H A D B E E N O R D E R E D T O
DETOUR VIA THE RESERVE ARMOURY AND SECURE AS
MUCH AMMUNITION AND EQUIPMENT AS POSSIBLE.

S P R E A D

WOULD IT BE ENOUGH TO

RUBICUS
IT

L O O K E D D O W N AT H I S S U I T S S C A N N E R .

WAS TRUE, A SERIES OF BLIPS WERE CLOSING IN

ON THEIR POSITION.

THE TYRANIDS

WERE SWARMING

T H R O U G H T H E F O R T R E S S FA R FA S T E R T H A N H E W O U L D

TO THE SECONDARY DEFENSIVE LINES IN THE


LOWER LEVELS.

BUT

STOP THE NIGHTMARISH

O U T , O V E R W AT C H P O S I T I O N S , O R D E R E D

C O N J E C T U S A S T H E Y R E A C H E D T H E I R D E S T I N AT I O N .
THE ARMOURY WAS SPLIT ACROSS EITHER SIDE OF THE
C O R R I D O R , T H E T W O S Q U A D S S E PA R AT I N G T O S E C U R E
EACH ALL APPROACHES TO THE ROOMS.
G AT H E R A S M U C H A S Y O U C A N , O R D E R E D
RUBICUS, SURVEYING THE ROOM. AMMUNITION

H AV E T H O U G H T P O S S I B L E .

H U R R Y , G AT H E R A S M U C H A S Y O U C A N - B E G A N
RUBICUS, BUT HIS FELLOW SERGEANT CUT HIM OFF
MID-SENTENCE.
N O , S A I D C O N J E C T U S , B R O T H E R , T H E
APPROACHES TO THIS ARMOURY ARE VOID FIELD
P R O T E C T E D , A N D T H E A C T I VAT I O N C O N T R O L S A R E
N O T FA R F R O M H E R E .

WE

WILL NEVER BE ABLE TO

CARRY ALL THIS AMMUNITION TO THE REST OF THE


C O M PA N Y A N D A L S O F I G H T A G A I N S T T H E S E F O U L
A B O M I N AT I O N S .

LET

U S A C T I VAT E T H E S H I E L D S T O

B U Y O U R S E LV E S M O R E T I M E .

A S O U N D P L A N , B R O T H E R ,
S Q U A D , M O V E O U T !

NODDED

RUBICUS,

OBJECTIVES
The Space Marines must secure the armoury area and
eliminate the Genestealer threat.
FORCES
Marines
Squad Conjectus
1 Marine Sergeant with Storm Bolter and Power Sword
2 Marines with Storm Bolter and Power Fist
1 Marine with Storm Bolter and Chain Fist
1 Marine with Heavy Flamer and Power Fist
Squad Rubicus
1 Marine Sergeant with Storm Bolter and Power Sword
2 Marines with Storm Bolter and Power Fist
1 Marine with Storm Bolter and Chain Fist
1 Marine with Assault Cannon and Power Fist
Genestealers
The Genestealer player starts with 2 blips and receives 2
reinforcement blips per turn.
DEPLOYMENT
Marines
The Marine player may deploy one squad in the rooms
marked A, and the other squad in the room marked B.
Marines may be deployed in any square and facing
any direction.
Genestealers
The Genestealer reinforcements can enter at any of the
marked entry points.
SPECIAL RULES
Armoury Lockdown Protocol: The entire armoury area is
designed to enable its complete isolation from the rest of
the fortress in the event of an emergency. A Marine may
activate this protocol by standing on the square marked
o in the far right room and spending 4APs. These points
must be spent in one go on the same turn, but can include
command points.
If a Marine successfully manages this then the area has
been sealed. For the rest of the game the Genestealer
player may not bring on any more Genestealers or blips
from any of the marked entry points. Remove the spawn
point marker arrows to remind you of this.
ENDING THE MISSION
The mission ends if there are no Genestealers or blips
remaining in play at the end of any Genestealer turn.
If all the Marines are killed before they can achieve this,
then the Genestealer player wins. Any other result is a
Marine victory.

You wish to best me?


I am an Ultramarine.
I have already won.
Anon.

M I S S I O N III W A S T E D I S P O S A L

THE

T E R M I N AT O R S

FIVE HULKING

SPLASHED

ARCADIUS

W A S L E A D I N G T H E B AT T L E - S C A R R E D

P U R P O S E F U L LY F O R W A R D T H R O U G H T H E P U D D L E S O F

AND WEARY SURVIVORS OF SEVERAL SQUADS

B R A C K I S H W AT E R .

THROUGH THE WASTE CONDUITS TO REACH THE

THESE

WASTE DISPOSAL CONDUITS

H A D P R O B A B LY N E V E R F E LT T H E T R E A D O F A N

RENDEZVOUS POINT.

U LT R A M A R I N E S I N C E T H I S F O R T R E S S W A S F O U N D E D ,
B R O T H E R -L I B R A R I A N A R C A D I U S T H O U G H T R U E F U L LY
TO HIMSELF, YET HERE THEY WERE SLINKING THROUGH
T H E M L I K E R AT S I N A D R A I N .
T H E Y H A D L I T T L E C H O I C E I N T H E M AT T E R ; T H E

AND THEIR

SECOND LINE POSITIONS HAD BEEN OVERRUN AND

WAS NOT EASY TO DETECT

C A P TA I N I N V I C T U S

H A D O R D E R E D A FA L L B A C K T O

THE VERY HEART OF THE FORTRESSES SUB LEVELS.

DYING

W H E R E T H E Y S T O O D W O U L D H AV E S E R V E D N O

P U R P O S E , I T M A D E FA R M O R E TA C T I C A L S E N S E T O
REGROUP AND POOL THEIR FIREPOWER ONCE MORE.

B E FA R
IN THE

H E K N E W T H AT T H E T Y R A N I D S
G E N E S T E A L E R VA N G U A R D C O U L D N O T
BEHIND. SOMETHING NEW HAD APPEARED
L A S T W AV E O F T H E S W A R M T O O , G I A N T ,

L I T H E K I L L E R S W I T H M A S S I V E M A N T I S TA L O N S A N D
FLICKERING, CHAMELEONIC SCALES.

LIBRARIAN

THEIR

APPROACH

EVEN FOR THE

AND HE KNEW THEY COULD BE METRES

A W AY A N D H E W O U L D N E V E R K N O W

OBJECTIVES
The Marines must pass through the waste processing area
and link up with their brothers on lower levels.
FORCES
Marines
The Marine player has the following forces:
1 Marine Librarian with Storm Bolter and Force Axe
1 Marine with Lightning Claws
1 Marine with Storm Bolter and Power Fist
1 Marine with Storm Bolter and Chain Fist
1 Marine with Heavy Flamer and Power Fist
Genestealers
The Genestealer player starts with 1 blip in either of the
two rooms and receives 1 reinforcement blip per turn.
DEPLOYMENT
Marines
The Marine player sets up his forces as he wishes in the
marked corridor.
Genestealers
The Genestealer reinforcements can enter at any of the
marked entry points.
SPECIAL RULES
Escape: Any Marine model may use the stairs marked X
on the map to escape to safety.
Lictor: The Lictor is available for the Genestealer player to
use in this mission.
ENDING THE MISSION
The mission ends when there are no Marines left in play.
If the Librarian and one additional Marine managed to
exit the map via the stairs marked X then this is a Marine
victory. If two or more Marines exited to safety but the
Librarian did not then this is a draw. Any other result is a
Genestealer victory.

To admit defeat is
to blaspheme against
the Emperor.
Roboute Guilliman

M I S S I O N IV U P L I N K

B R O T H E R S , I W I L L S P E A K P L A I N LY . T H E S I T U AT I O N
I S D I R E , B U T W E A R E N O T W I T H O U T H O P E , S A I D
INVICTUS, ADDRESSING THE ASSEMBLED SURVIVORS OF
T H E F I R S T C O M PA N Y I N T H E R O O M . T H E T Y R A N I D
S W A R M H A S T E M P O R A R I LY B E E N H A LT E D I N F R O N T
O F O U R F I N A L D E F E N S I V E L I N E , A LT H O U G H
N O T D O U B T T H AT A S

DO

SPEAK THEY ARE REGROUPING

F O R A N O T H E R AT TA C K .

BUT WE NOW KNOW THEIR


AT TA C K S C A N B E H A LT E D . W E H AV E D O N E I T O N C E
A N D W E C A N D O I T A G A I N !
T H E B A N D O F R E M A I N I N G T E R M I N AT O R S C H E E R E D
L O U D LY AT T H E I R B R AV E C A P TA I N S W O R D S . T H E
S I T U AT I O N W A S L O O K I N G G R I M , B U T U LT R A M A R I N E S
N E V E R D E S PA I R E D .
I H AV E R E C E I V E D W O R D T H AT L O R D C A L G A R H A S
VA N Q U I S H E D T H E T Y R A N I D F L E E T , S C AT T E R I N G I T S
BLASPHEMOUS SHIPS TO THE FOUR CORNERS OF THE
WARP.

EVEN

NOW HE RETURNS TO OUR HOME WORLD

W I T H A L L AVA I L A B L E H A S T E .

THE MARINES CHEERED AGAIN, LOUDER THIS TIME.


W H AT F O E C O U L D H O P E T O S TA N D B E F O R E T H E
AWESOME MIGHT OF THE LORD MACRAGGE?
B U T O U R TA S K I S N O T Y E T D O N E . A S W E L L A S
FENDING OFF THE TYRANIDS UNTIL HE ARRIVES, IT

I S V I TA L W E A P P R A I S E H I M O F O U R S I T U AT I O N .

THE

MACHINE SPIRIT OF THE VOX-UNITS ON THIS LEVEL OF


T H E B A S T I O N C A N N O T P E N E T R AT E T H E T H I C K R O C K
A B O V E U S W I T H O U T T H E A I D O F A V O X - U P L I N K R E L AY .

T H E

N E A R E S T U P L I N K I S N O T FA R F R O M H E R E ,

AND IF WE CAN RETRIEVE IT AND UNITE IT WITH


T H E C O M M - U N I T H E R E T H E N W E C A N E S TA B L I S H
C O M M U N I C AT I O N S W I T H T H E F L E E T .

R E T R I E V I N G

I T W I L L B E N O E A S Y TA S K , A S I T W I L L

M E A N L E AV I N G T H I S P O S I T I O N A N D H E A D I N G I N T O
TERRITORY HELD BY THE

TYRANIDS. I

WOULD NOT ASK

ANY MAN UNDER MY COMMAND TO DO SOMETHING


T H AT

W A S N O T P R E PA R E D T O D O , S O

THE MISSION.

HOWEVER

WILL LEAD

T H I S I S N O T A TA S K

A C C O M P L I S H S I N G L E H A N D I LY .

IS

CAN

THERE A SQUAD

W H O W I L L V O L U N T E E R T O A C C O M PA N Y M E ?

M Y

MEN AND

REPLIED SERGEANT

W I L L A C C O M PA N Y Y O U , S I R ,

CONJECTUS

I N S TA N T LY , C U T T I N G

OFF THE RAISED VOICES OF ALL THE OTHER MARINES.

V E R Y

W E L L , A N S W E R E D

INVICTUS, NODDING HIS


L E T U S D E PA R T
T I M E T O L O S E !

T H A N K S T O T H E B R AV E O F F I C E R ,
I M M E D I AT E LY , T H E R E I S N O

OBJECTIVES
The Marines must retrieve the vox-uplink relay, then exit
the map via the Imperial entry point.

FORCES
Marines
1 Marine Captain with Plasma Blaster and Power Fist
1 Marine Sergeant with Storm Bolter and Power Sword
(Squad Conjectus)
2 Marines with Storm Bolter and Power Fist
1 Marine with Storm Bolter and Chain Fist
1 Marine with Heavy Flamer and Power Fist
Genestealers
The Genestealer player starts with blip in either of the two
rooms and receives one reinforcement blip per turn.
DEPLOYMENT
Marines
The Marine player may deploy in the marked corridor.
Genestealers
The Genestealer reinforcements can enter
at any of the marked entry points.
SPECIAL RULES
Vox-uplink Relay
The vox-uplink relay is an object, and
follows all the rules for objects. It is
deployed on the square marked o.
ENDING THE MISSION
The mission ends when a Marine carrying
the vox-uplink relay exits the board via the
Imperial controlled entry point at the top
of the map.

M I S S I O N V L A S T S TA N D

INVICTUS

INDEED REGROUPING FOR

S E E M I N G T O C O M E F R O M A L L D I R E C T I O N S AT O N C E .
I N T R U T H , I T P R O B A B LY D I D .
I N V I C T U S T U R N E D B A C K T O FA C E T H E B A R R I C A D E S ,
DONNING HIS HELMET. HE KNEW A CHALLENGE WHEN
HE HEARD ONE, REGARDLESS OF LANGUAGE. AS
T H E R O A R D I E D A W AY , T H E C L AT T E R A N D R AT T L E O F

G R I N N E D R U E F U L LY T H AT

H A R D C L A W S A N D H O O V E S B E AT I N G O U T A N I N S A N E

REGARDED THE MASSIVE SWARM OF

BLIPS SURROUNDING THEIR POSITION WITH COLD


D E TA C H M E N T .

HE

HAD BEEN CORRECT: THIS LAST

PA R T O F T H E P O L A R B A S T I O N S T I L L I N

U LT R A M A R I N E

H A N D S H A D B E E N S A F E F O R O N LY A S H O R T P E R I O D O F
TIME

THE

TYRANIDS WERE
INVICTUS

A N O T H E R AT TA C K .
THE

PENITORIUM

WOULD BE THE LAST STRONGHOLD

OF HE AND HIS MEN.

P R E PA R E

IT

S E E M E D G R I M LY P O E T I C .

Y O U R S E LV E S , B R O T H E R S H E

C L E A R LY B E H E A R D .

THE

B L I P S D R E W I N E X O R A B LY

CLOSER, MERGING AS ONE MASS.

C O M M A N D E D , T U R N I N G A W AY F R O M H I S A U S P E X
TO REGARD EACH OF HIS WARRIORS IN TURN,

R H Y T H M O N M E TA L F L O O R S A N D W A L L S C O U L D

THE

E N E M Y M A S S E S F O R T H E F I N A L AT TA C K , A N D O N LY
O N E S P E C I E S W I L L L E AV E T H E S E C O R R I D O R S A L I V E .

L O R D C A L G A R T H E E M P E R O R B L E S S H I S
N A M E N O W K N O W S O F O U R S I T U AT I O N A N D H A S
D E S PAT C H E D C A P TA I N F A B I A N A N D H I S T H I R D
C O M PA N Y T O A S S I S T U S S O O N . W E N E E D M E R E LY
H O L D B A C K T H E X E N O S T I D E U N T I L T H E N .
A MASSIVE ALIEN ROAR ECHOED DOWN THE
C O R R I D O R S S U R R O U N D I N G T H E T E R M I N AT O R S ,

N O

M AT T E R W H AT H A P P E N S T H I S D AY , A LW AY S

R E M E M B E R W H O Y O U A R E , S A I D

INVICTUS

INTO THE

VOX-NET, HIS POWERFUL AND REASSURING VOICE


REACHING INTO THE SOUL OF EVERY MAN PRESENT,
Y O U A R E S PA C E M A R I N E S ; S O N S O F G U I L L I M A N ;
H E R O E S O F U LT R A M A R !
THE FIRST GENESTEALER BURST INTO VIEW,
LEAPING OVER THE BARRICADES FROM THE DARKNESS.

INVICTUS

TOOK AIM AND SQUEEZED THE TRIGGER OF

HIS PLASMA BLASTER.

OBJECTIVES
The Marines have little hope of surviving the waves of
Genestealers assaulting them without reinforcements, but
every minute they survive brings Captain Fabian and the Third
Company relief force nearer to Macragge.
FORCES
Marines
1 Space Marine Captain with Plasma Blaster and Power Fist
2 Marine Sergeants with Storm Bolter and Power Sword
6 Marines with Storm Bolter* and Power Fist
2 Marine with Storm Bolter and Chain Fist
Genestealers
The Genestealer player starts with 2 blips and gains 2
reinforcement blips a turn.
DEPLOYMENT
Marines
The Marine player may deploy his Marines in the rooms marked
A, B, C and D, in any square and facing any direction. There
must be at least one Marine in each of the rooms.
Genestealers
The Genestealer reinforcements can enter at any of the marked
entry points.
SPECIAL RULES:
Last Stand: The Marines may have additional forces to aid
them depending on how well they performed in the previous
missions.
If they won Mission I, replace one of the Storm Bolters marked
* with a Heavy Flamer.
If they won Mission II, replace one of the Storm Bolters marked
* with an Assault Cannon.
If they won Mission III, the Marines gain a Librarian armed with
Storm Bolter and Force Axe.
If they won Mission IV, the Marines gain a Marine Sergeant
armed with Lightning Claws and a Marine armed with Thunder
Hammer and Storm Shield.
If there are more than 12 or 13 Marines present at the start of
the game (see Last Stand below) then the Genestealer player
starts with 3 blips instead of 2. If there are 14 Marines present
at the start of the game then the Genestealer player starts with
4 blips instead of 2.
Lictor: The Lictor is available for the Genestealer player to use
in this mission.
All out attack!: Genestealers, Lictors and Blips are not forced
to Lurk in this mission.
ENDING THE MISSION
The mission ends after 20 turns. If there are any Marines still
alive at the end of turn 20 this is a Marine victory. Any other
result is a Genestealer victory.

A F T E R M AT H
ARRIVAL OF BAKKA
Battlefleet Bakka of Segmentum Tempestus, composed of
over two hundred ships, emerged from the warp in front
of the Tyranid fleet. The Ultramar fleet clumped into a
tight wedge to keep the Tyranids at bay with their massed
batteries while the Tempestus vessels spread into a broad
avellan cross. As the Tyranids engaged Calgars ships the
arms of the cross formed by Lord Admiral Raths fleet
closed in around them like the jaws of a trap. The battle
was short and brutal as the Tyranids were caught in the
crossfire between the two fleets. Though outnumbered
by over three to one the Imperial ships blasted their way
through the hive fleet and scattered the bio-ships into
small groups, making the Tyranids piecemeal counterattacks easy to drive off. Calgar had lost half of his
remaining ships and several Imperial ships had to be
scuttled as they were overrun by Tyranid boarding parties.
The Imperial fleets headed toward Macragge, but another
hive fleet, composed of hundreds of large bio-ships along
with their smaller companions, emerged from the warp
behind them.
THE FATE OF THE FIRST
The survivors of the First Company were still fighting
underground amongst the coolant stores and capacitors of
the northern citadels defense lasers, but contact was lost.
The remaining First Company detachments at the southern
fortress were wiped out attempting to counter-attack
against a vital bastion captured by the Tyranids, but small
pockets of Ultramar resistance held out in bunkers.
Calgar sent the Third and Seventh Companies ahead
to Macragge in their strike cruisers while the rest of the
Ultramar fleet limps slowly after them.
Lord Admiral Rath declared that too many of his ships
would be caught before they reached Macragge and
turned away towards Circe. The greater part of the Tyranid
fleet followed Battlefleet Bakka, while the remaindered
dogged the Ultramar fleet with such numbers that to turn
back would be suicidal.
THE BATTLE OF CIRCE
Battlefleet Bakka achieved a defensive position over Circe.
The Tyranid fleet swept toward and were gunned down in
their hundreds. Finally, when only a fraction of the Imperial
ships remained operational, Lord Admiral Rath gave the
order for his remaining ships to scatter, and overloaded
his warp engines, dragging all of the nearest Tyranid ships
into the warp with him. Those further away were smashed
in the swirling storm of dust, rocks and other detritus
swept into the ships wake. Great flares of incandescent
gas gouted up from Circe to incinerate the handful of
surviving ships that remained in a holocaust of flame. Only
a dozen other ships of the proud Tempestus fleet survived
the battle of Circe. These limped away towards Macragge,
though the battle for the Ultramarines homeworld would
be long over by the time they arrived.

As the Dominus Astra dragged the heart


of the hive fleet to oblivion the bio-ships
pursuing Calgar started to split up, the
smaller vessels rushing after the Ultramar
ships while their larger companions turned
back and left the Macragge system.
RECLAIMING THE FORTRESSES
The Seventh Company landed in the south
unopposed, and linked up with survivors
above ground. They pushed on to clear
the underground passages of Tyranids. The
surviving Tyranids are uncoordinated, and
while the seventh took casualties, resistance
was not too great.
The Third Company, however, came under
attack as soon as they landed in the north.
The landing zone was almost overrun by
hundreds of Nids before Thunderhawk
gunships arrived to support the companys
Devastator squads.
The Third pushed into the northern
fortress, flushing out lone organisms with
flamers, and suffering attack after attack.
Two full squads were wiped out in a single
flank attack. Only one of the companys
dreadnought was able to block the Nids
rampage, having its arm ripped off before
destroying the Tyranids with its assault
cannon. The Third Company was assailed
from all sides in a great chamber below Silo
8. Three marines were killed by a Hive Tyrant
before Ironclaw and Fabian got involved.
The dreadnought Ironclaw and Captain
Fabian won laurels for the first accredited
kill of a Hive Tyrant in close combat.

At the end of the fight below


Silo 8, barely a quarter of the 3rd
company remained alive, and all
three dreadnoughts were damaged.
The 3rd Co. finally fought their way to
the Penitorium where the First Company
had made their last stand. Tyranid bodies
were piled six deep around the doors and
within the room a circle of Terminators
lay where they had fought back to back.
The First Company had been wiped out to
a man. A hundred heroes had been lost
forever, and it would take centuries to
rebuild the Chapter.
HIVE FLEET BEHEMOTHS FINAL ATTACK
In space the survivors of the Ultramar fleet
easily destroyed the last wave of bioships. The Tyranids drove straight forward
against the fleet and Macragges defenses,
and each successive wave was destroyed
before it came anywhere near the planet.
Hive Fleet Behemoth had been defeated.
AFTERMATH
W ith the advent of the first, failed
hivefleet invasion of Ultramar. Many
strange vessels and organisms are still
reported especially in the Talassar system.
Rumours of a alien nest on one of its
moons are still uncollaborated.

Eagle Bastion, Northern


Defence Fortress, as it
stands today. The remains
of each of the veterans lost
in the Battle for Macragge
were interred with full
honours in the Hall of
Heroes, so that they will be
forever remembered.

Scott Aleric. (http://striogi.deviantart.com). Used with permission.

Credits:
Space Hulk, Ultramarine, Space Marines, Genestealers and associated imagery
and concepts are trademarks of Games Workshop PLC. No challenge is intended
to their intellectual property or copyrights. The authors of this document created
it as a fan-work and challenge no rights whatsoever.
Sincere and lasting thanks to:
CRasterImage of Warseer, for his fantastic map-making program;
Scott Aleric (http://striogi.deviantart.com),
Rhodri (http://rhodri.deviantart.com),
Fantasy Stock (http://fantasystock.deviantart.com),
Nikolaus Ingeneri (http://www.ingeneri.com)
and
Lord Hannu (http://lordhannu.deviantart.com) for their awesome artwork.
...and of course to Games Workshop for creating this wonderful game in the first
place, and to the Space Hulk community.

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