Hold Tight
Part 4 - Expunge Campaign
Reports from Sergeant Brayden indicated that his Squad still had presence in their sector. Sergeant Tuscarny was killed, along with most of his squad. They died for the greater glory. Brayden never mourned a battle brother lost in true service to the Emporer of Humankind. He worshipped their death with the mystical ceremony that it deserved. For the fallen brothers were those who would greet their Father at the moment of their deaths. Brayden also managed to relay back some crucial information - there were Hybrids surfacing. One of his finest warriors was taken by surprise and cut down with Autocannon fire. Brayden sent the word to Sergeant Forst to expect the worst, heavily armed Hybrids approaching his sector.
Captain Nashemrarod was not a gambling man, he would never squander the lives of his Marines on a whim. Knowing that Forst was about to be assaulted by Hybrids heading for the surface, he decided to end the battle swiftly. The Terminators were ready and he would lead them himself.
Sergeant Forst heard his orders above the static - "Hold tight, the Terminators are coming." Sergeant Forst's squad were spread throughout their sector performing routine search operations. Now they were about to be overrun with Hybrids making a dash to the surface through all of their secret, hidden passageways.
"Hold tight." Thought Forst, "The Terminators are coming..." No other thought could possibly comfort him more.
OBJECTIVES
The Marines are about to be overrun with a powerful force of Hybrid Genestealers. They must try to retain a presence in the sector for enough time to allow the Terminators to approach.
The Genestealer player must try to kill all of the Marines so that he can ambush the approaching Terminators.
FORCES
Marines
The Marine player has 15 Points
to spend on his Force. He may ONLY purchase POWER ARMOUR Marines.
He must have only one Sergeant (Forst) who is in charge of the
mission.
Genestealers
The Genestealer player uses the
Expanded Blip set. He may not use Ambush Blips. Entry Areas can
not be sealed by the Marines. The table lists
the result of drawing a lettered blip.
| Blip |
Model |
| A | Hybrid with Autocannon |
| B | Hybrid with Conversion Beamer |
| C | Hybrid with Missile Launcher |
| D | Hybrid with Bolter |
| E | Hybrid with Lasgun |
| F | Hybrid with Plasma Gun |
| G | Hybrid with Heavy Bolter and 1 Hellfire Shell |
| H | Hybrid with Las-Cannon |
| I | Hybrid with Bolt Pistol and Chain Sword |
| J | Hybrid with Heavy Plasma Gun |
DEPLOYMENT
MarinesGenestealers
The Genestealer player has 3 starting blips. He
receives 3 reinforcement blips per turn for the first 10
turns. After that he gets no more blips.
The Marines move first.
VICTORY
If at the end of 15 complete turns there is still a Marine model alive on the board, then the Marines win.
If at the end of 12 complete turns there is still a Marine model alive on the board, then the mission is drawn.
If there are no surviving Marines on the board at the end of 12 turns, then the Genestealers win.
CAMPAIGN NOTES
If the Marines won the mission, then the Genestealers lose 2 random lettered blips from A - I (chosen by the Marine player) for the final mission.
If the Genestealers won the mission, then the Marines have 5 less points to spend on their force for the final mission.
If the mission was drawn, then the Genestealers lose 1 random lettered blip from A - I, and the Marines have 3 less points to choose their force for the final mission.
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Last revised: November 12, 2005.