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.