Chapter 4: "Metastasize"
BACKGROUND: A black new day dawns for the humans of Knossos. The substructure of Murru has been completely undermined and the human hive is now a non-man’s land. The Shadow in the Warp is preventing astropathic calls for help, and the swarm has spread into the surrounding countryside. As the planetary militia fights desperately to hold back the tide of alien bodies, evacuation transports are assembling at staging areas across the continent. As the planet itself begins to rebel, whispered rumors hint affrightedly that the dreaded Swarmlord has taken command of the hive. Rumor of its coming has set the people of Knossos Prime into a panic, further adding to the overwhelming load of the human defenders. If something is not done soon, Hive Fleet Minotaur will consume all!
SCENARIO: Seize Ground
DEPLOYMENT: Dawn of War
SETUP: Place three transport shuttles on agreed upon points. These are the mission objectives.
RECOMMENDED TERRAIN: Tyranid terrain such as spore chimneys and capillary towers recommended.
TYRANID FORCE: 2500 points. Swarmlord is a preferred HQ unit. Mawlocs, trygons, and/or raveners highly recommended.
PREFERRED DEFENDING FORCE (optional): Any imperial force of 2500 points. Imperial Guard is ideal.
WINNING CONDITIONS: Per Seize Ground
* “Seismic Horror” – Slithering nightmares are tunneling beneath the ground, scenting the prey and causing men and women to lose heart as well as their footing. At the close of the Tyranid player’s assault phase, the Tyranid player places a small blast template over as many enemy units as possible. Template scatters with a BS of 2. All affected units must treat all terrain as difficult until the start of the Tyranid player’s next turn.
* "Bio-Bolt" – Massive living exhaust chimneys are seeding the atmosphere with Tyranid microbes. Violent thunderstorms are now frequent, lightning forks striking indiscriminately. Divide the game board into six equally sized sections. At the close of the Tyranid player's turn, roll 1d6 and place a small blast template over the center of the section corresponding to the number rolled. This blast scatters the full 3d6 inches and inflicts ST6 AP3 damage to all models under the template. Armor saves are allowed.