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BROKEN ALLIANCE The leaders of three separate armies are meeting under truce when negotiations break down - violently! ‘The Warhammer 40,000 rules accommodate two ‘opposing sides, and itis normaly assumed that if you have extra players, you will assign them to one team or ‘another. However, itis possible to play with three (or ‘more!) different sides, with only a slight modffication to the rules. ‘Why would you want to do such a thing? Well, playing a three-way muliolayer battle con be enormously fun, a it opens up a whole range of opportunites for impromptu alliances, backstabbing and ganging up. ‘The game will be chaotic and tense, especially # you Use a system for randomly determining the order of play each turn, 2s we have in this example scenario, ‘The scenario could represent an allance gone bad, or thtee opposed forces fighting over the seme objective. In the case of a broken aliance, the leaders of the thiee armies have come to blows whilst meeting, and before anyone knows whats going on angry curses are filing the air and the bullets start fying, Meanwhile, each army is in is camo, not expecting there to be any trouble. There will be a moment of confusion white troops reach for weapons anc crews rush for their vehicies, before the batle really gets underway, It you enjoy the rules for playing a mukiplayer game, you could also try adapting any of the standard missions presented in the main rules section to incorporate extra sides. Athree-player battle could be fought with any ‘combination of forces, but we thought the scenario leant itself well to a fight between three armies of the same race. There are several races that, according to their background, are just as. likely to fight one another as the enemy. The most ‘obvious ones are the Orks, Chaos Space Marines, ‘and Dark Elder, but you could take inspiration from the backaround to justify almost any such internecine battle. DEPLOYMENT Place a marker or piece of terrain in the exact centre Oo the table. This represents the meeting place. ach player must place a marker terrain piece to represent his base camp. No base camp may be placed within 18° of the cenire of the table, or within 30” of ennother base cain, To deteririne the order in which bese camps are placed, each player rolis @ D6. The player that rolls highest places his, baze camp fire, followed by the other playars in order of their dio rolls. In the samo order, each player takes it in turn to place an HO unit within 6" of the centre of the table. The unit may not include a transport vehicle, Using the seme order again, each player takes it in turn to deploy their armies, within 12° of their camp marker. Modes must be placed more than 24” of an enemy. Units may be kept in reserve, entering playin the normal way, fom Une point on the table edge closest to their base camp. OBJECTIVE With the unexpected eruption of violence, each airy finds its encampment under threat. In order to win the day, they will have to protect their own camp, whilst destroying those of their enemies. The marker in the centre of the table, and the camp ‘markers of each army, must be controlled. At the tend of the game, you control a marker if there is at least one of your Scoring units, and no enemy units (wether scoring or not), within 3° of it. The player ‘conoling te most markers wins. MISSION SPECIAL RULES Deep Strike, Reserves, and use the Standard Mission Game Length. Confusion: The warriors of each army are initially ‘unprepared for the sudden battle. All units must roll D6 at the start of their first turn, Those that roll a 4 can act ormelly, but those that fall this 101 ‘cannot move, shoot, assault or use psychic povrers until theic second turn (elthough they can fall back and will fight normally if assaulted by an enemy). Three player rules: To determine the order of play in game Turn 1, all tree players roll off. Play goes in ‘order from the player who ralled highast to the lowest. In subsequent game turns, the player that \ent fist in the previous game turn goes last, with the other two players rolling off for first go. Paay proceeds as it would in a normal game of Wartiammer 40,000. When it comes to the Assault phase, only those assaults involving the player whose player turn it s are fought. Assaults may not be launched against ongoing combats involving the vartiors of both other armies, so three way close combat is not possible. ‘Shooting into close combat: In the shooting phase, a player may fre into an assault that does not include his ovn units. To do this, nominate the target unit as nermal Having rolled to hit, you will need to determine which of the units engaged in ‘the swirling melee are actualy struck. Rol ancther dice for each hit. Each dice that rols 4+ results in a Fit against the target unit, while any other result means the target’ opponents are hit instead.

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