Extremely rare, but caught unaware, the Troupe were about to fight.
Swamped by the Brood, still keeping their cool, there was no chance for flight.
Stop them from sinking, from scuttling and slinking, further into the fortress below.
They'll harness the ride, the Merry-Go-Round, and put all of their skills on show.
(Ok, I suck at rhymes.)
The Harlequins are trying to defend the three drop chutes that lead to the lower sectors of their compound.
The Genestealers are trying to infiltrate the Harlequin compound after freakishly breaching their warning systems and perimeter defences. The lower levels offer the Genestealers far more protection where they can cause damage to different vital systems of the compound.
The Harlequin player has 40 points to choose his force.
The Genestealer player uses the Expanded Blip set. No Ambush Blips are allowed. Numbered Blips are normal Genestealers. Refer to the table below for the lettered Blips. The Genestealer player has 40 blips to complete the mission. After that he gets no more reinforcements and must use the remaining models he has left on the board.
|A||1 Hybrid with Autocannon|
|B||1 Hybrid with Missile Launcher|
|C||1 Hybrid with Las-Cannon|
|D||1 Hybrid with Bolter|
|E||1 Hybrid with Lasgun|
|F||1 Hybrid with Plasma Gun|
|G||1 Hybrid with Heavy Plasma Gun|
|H||1 Hybrid with Bolt Pistol|
|I||1 Hybrid with Laspistol|
|J||1 Hybrid with Plasma Pistol|
The Harlequins set up in the marked blue rooms.
The Genestealer player has 2 starting blips. He receives 3 reinforcement blips per turn. The blips may be placed at either entry area as the Genestealer player desires.
The Genestealers move first.
The yellow room in the centre of the map is the Merry-Go-Round room. At the start of play it is placed as shown on the map. However, as its name suggests; the Merry-Go-Round room can spin to face the other three corridor sections that lead towards it. At the end of every Harlequin turn (before the start of every Genestealer turn), roll a dice to determine where the Merry-Go-Round room faces. 1 = spin 90 degrees clockwise, 2 = spin 90 degrees counter-clockwise, 3 = spin 180 degrees, 4, 5 or 6 it stays where it is. When the Merry-Go-Round room spins, the board section must be physically spun so that the entry square faces the direction determined by the dice roll. Take care when you are spinning the board section so models within and around the room are not knocked over.
A spinning room has no ill effect on models within or around it. If the room spins away from a corridor, then the dead end of the corridor is filled with an impenetrable vortex shield that effectively blocks all access to and from the corridor. The Merry-Go-Round room's spin is instantaneous, and takes place between the end of the Harlequin turn and the start of the Genestealer's next turn. Remember to convert blips if they appear in a Harlequin's LOS as a result of the spinning Merry-Go-Round room. The Merry-Go-Round room can not be destroyed.
Any Harlequin model standing on a red control square, or within the Merry-Go-Round room at the end of the Harlequin turn can control the Merry-Go-Round room. There is no need to roll the dice, as the Harlequin player simply chooses where he wants the Merry-Go-Round to face.
The Genestealer player needs to exit his models through the three drop chutes. If a Genestealer (or Hybrid) pays 1 AP to jump into a chute, then it is removed from play as it penetrates the lower levels.
Feel free to experiment with the initial number of points/blips for each force.
The mission ends when there are no more remaining models of either force left to fight.
|Number of Drop Chutes Penetrated||Result|
|0||Total Harlequin Win. Genestealers are pathetic.|
|1||Partial Harlequin Win.|
|2||Partial Genestealer Win.|
|3||Total Genestealer Win. Harlequins are a disgrace.|
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Last revised: November 12, 2005.