insaniak wrote:Sorry, but you're not going to be able to get a rules summary from a forum that is comprehensive enough to actually be able to play the game. The rules section of the current rulebook is around 150 pages... And then you also need the codex for your specific army.
If you know anyone who plays, getting them to run you through a few games is probably your best bet. Otherwise, you're just going to have to pick up the rules before you can get started.
I dont think you guys are understanding his question.
He wants the rules for Battle for Macragge, the small booklet that let you play the 6 missions.
I believe the 1st mission was having the pilot start near the wreck, and have the 3 spore markers 18" away from him, and each turn a spore marker spawned a spore mine, but the game starts with the nid player having 3 spore mines next to each marker. They move randomly (
D6" and scatter die) and if they hit Varrus on a 4+ they kill him, and Varrus has a bolt pistol to kill them and his job is to get to the other side of the board.
Mission 2 is same scenario but with a squad of 5 space marines (with flamer) who have to get to varro before he is killed; mission 3 is having varrus and the 5 space marines make it to a board edge vs 6 incoming genestealers; mission 4 is bomb defusal vs incoming genestealers I think; mission 5 is clearing out a tyranid nest spawning termagants and genestealers using the other 5 men of the tactical squad (including the missile launcher) with the nest being able to spawn 4 Termagants and 2 Genestealers each turn, and mission 6 is basically all
SM stuff against all Tyranid stuff.