Blow The Nest Apart
After battling beyond the initial wave of swarm creatures, the Marines had reached their objective point. To silence the Hulk, they needed to destroy a beacon that was continually transmitting the location of the Hulk back to the Hive Fleet. In addition, they must blow apart two access ducts that will severely limit the amount of fresh air being circulated to the lower, densely populated levels of the Hulk.
The presence of the foe was obvious, and the combined raw power was almost visible, even to those without the second sight. The Tyranids ahead of them were going to be dangerous, but not unstoppable. Not for as long as they have the strength to squeeze their triggers, and the fortitude to lay down their lives in service of the Emperor.
The Librarians marked the attack signal, and sang praises of death as the squads smashed into the fray of screaming alien horror.
OBJECTIVES
The Marines need to destroy the beacon, and to blow apart the two disposal chutes.
The Tyranid player is trying to prevent the Marines from destroying their essential equipment on the Hulk.
FORCES
Marines
The Marine player has 80 Points
to spend on his Force. He may be faced with powerful enemy
psykers, so he should consider his purchases carefully.
Tyranids
The Tyranid player uses the
Expanded Blip set and Ambush Blips. Refer to the table below to
see what each blip represents.
| Blip |
Model |
| 1 | 1 Termagant with Devourer |
| 2 | 2 Hormagaunts with Small Scything Talons |
| 3 | 3 Termagants with Fleshborers |
| 4 | 1 Termagant with Strangleweb |
| 5 | 1 Termagant with Strangleweb |
| 6 | 1 Squig Base |
| A | 2 Tyranid Warriors |
| B | 2 Tyranid Warriors |
| C | 2 Tyranid Warriors |
| D | 2 Tyranid Warriors |
| E | 2 Tyranid Warriors |
| F | 2 Tyranid Warriors |
| G | 1 Zoanthrope |
| H | 1 Zoanthrope |
| I | 1 Zoanthrope |
| J | 1 Zoanthrope |
| Ambush | 1 Lictor |
The Tyranid player also begins the game with one Carnifex which may be placed anywhere that it will fit. He also begins the game with one Hive Tyrant which begins play anywhere in the room with the beacon. The Tyranid Warriors may be armed with whatever appropriate models are available.
DEPLOYMENT
Marines
The Marines set up by squads on
the marked yellow entry corridors. Any excess Marines are placed
off the map, and must be moved in on the next Marine turn. The
Marine player must place at least one squad at each entry area at
the start of the game.
Tyranids
The Tyranid player places the
Carnifex anywhere that it will fit. He also places the Hive
Tyrant in the room with the beacon. The Tyranids begin play
without any blips, but they receive two blips per turn for the
rest of the game.
The Marines move first.
SPECIAL RULES
The beacon occupies the square that it is in, blocking movement and LOS. It is as strong as a door and can be destroyed in the same way required to destroy a door. The Tyranids know the beacon is fragile, and will do anything to prevent it from being destroyed.
The disposal chutes lead to lower levels of the Hulk. They can be destroyed automatically by any section effect weapon (or psychic effect) being fired into them. Target effect weapons do not have the destructive force required to rip apart the machinery at the bottom of the chutes. The Marines will not enter the chutes, doing so would be certain death. The Tyranids can not use the chutes for entry points at all.
The room with only one door has a blip entry area through the hatch in the floor.
VICTORY
If the Marines manage to destroy the beacon and blow up both disposal chutes, they win.
If the Marines manage to destroy the beacon, but not both disposal chutes, they gain a draw.
If the Marines do not destroy the beacon, regardless of the disposal chutes, they lose.
Note that if the Marines lose all of their models that are capable of delivering a section effect hit on any un-destroyed chutes, then at best they can only draw the mission, unless the Tyranid player stupidly blows up the chutes himself with a stray Vortex...
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Last revised: November 12, 2005.