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Rules of Engagement

(For Warhammer 40,000 5th Edition) Objective Markers Rules of engagement requires that each player has two objective markers. This gives players the opportunity to make items relating to their army. All measurements are taken from the center of the marker, so exact size does not matter. Objective markers are not considered difficult terrain and do not block line of sight, regardless of how the marker looks. Game Length Rules of engagement missions have a different game length then those in the main rulebook. Games last for 6 turns, at the end of turn 6 roll a d6, on a 4+ the game goes on to turn 7. At the end of turn 7 the game is over. Victory Conditions If one side completes all of their objectives while the opposing player has achieved half or none of theirs, then the game is a major victory. If one side completes half of their objectives (note, not requirements of an objective. The whole objective must be complete) while the opposing player has achieved none of theirs, then the game is a minor victory. If both players have achieved either all, half, or none of their objectives then the game is a draw. Who can score? Non-vehicle troop choices count as scoring regardless of how small the squad has become. (Unless specified in the codex or rulebook differently) Heavy, elite, fast or HQ units count as scoring as long as they are at or above half their starting strength. EX, a 4 wound monstrous creature that has 2 wounds left would count as scoring. As would a unit of devastators with 5 out of 10 models left. A vehicle counts as scoring as long as it is A) Not immobile and B) Not a dedicated Transport (note a squad inside of an immobilized or dedicated transport may be scoring)

Pre Battle Sequence: 1) 2) 3) 4) 5) 6) 7) Determine point values and construct army lists. Place terrain and roll for deployment zone measurements. Dice to select Deployment zones. Place objective markers. Determine mission for each player. Deploy Armies Roll for first turn and begin game.

1. Determine point values and construct army lists. Armies are chosen using the standard force organization chart to a point limit decided before the game has started 2. Place terrain and roll for deployment zone type The terrain should be set up in a mutually accepted way. 25% terrain on the table is recommended, with a good mix of LOS blocking and area terrain. Decided on how to treat all terrain before going any further so there are no complications. To decide on the deployment zone type each player rolls a d6 and adds the result together. Check the result on the Deployment Type Chart below.

3. Dice to select Deployment zones. Each player rolls a d6, the winner of the roll must choose the deployment zone they wish to deploy in, they will also place the first objective marker.

4. Place objective markers. Each player (starting with the player that won the deployment zone roll) takes turn placing objective markers. Players must place one objective marker within their deployment zone, and one in no mans land (area that is neither players deployment zone). No objective marker may be placed within 6 inches of a table edge, or 18 inches of another objective. After all objectives have been placed, use a scatter dice and scatter objectives d6 inches, If a roll to hit is rolled the objective does not move. Scattered objectives may break the above placement rules. 5. Determine mission for each player Each player rolls 2d6 and consults the mission chart located at the end of this list 6. Deploy Armies The person who chose the deployment zone begins deploying his army first. When deploying units or rolling for their arrival, the contents of one box on the force organization chart is considered to be a single entity. In practice, a single choice on the chart may be several units. It might be a squad and their transport vehicle or an imperial guard infantry platoon consisting of multiple infantry squads. If it is chosen together it is considered to be the same unit for deployment purposes. When deploying, players alternate placing units one at a time until all units are placed on the table. If both sides have infiltrating or scouting models, Roll a d6 to see who places infiltrating units first (high roll must infiltrate first). Then roll a d6 to see who does their scout move first (high roll must scout move first). Players deploy heavy support units first. Once there is no more heavy support to deploy they start deploying troops, then elites, then HQ, then fast attack. 7. Roll for first turn and begin game. Each player rolls a d6. The highest roll must go first. The person who finished deploying first gets +1 to their roll.

Missions: After rolling your 2d6 add the result together and find the mission that you must accomplish.

2) Assassination Your army has been given strict orders to assassinate the enemy command in order to cause disarray and hopefully rout the opposing army. Your opponent must nominate one independent character from his HQ section to act as his armies general. If for some reason your opponent does not have an independent character in his HQ section, they must choose a monstrous creature or vehicle from their HQ to act as general. Objective 1: You must kill or remove your opponents general from the game Objective 2: You must control any one objective marker. Special Rules: Deep strike, Infiltrate 3) Sabotage Equipped with explosives, your army has been tasked with the sabotaging enemy objectives, be they fuel dumps, ammunition piles or monoliths to the dark gods. Every non-vehicle or independent character infantry unit carries the charges needed to destroy an enemy objective marker. To destroy an objective, you must end your movement in base-to-base contact with it and spend your entire assault phase doing nothing other than setting the charges. At the end of your assault phase, the objective is destroyed. The destroyed objective marker may not be controlled by either side once it is destroyed and should be removed from the table after the assault phase. A unit may not destroy an objective marker after making a Run roll, unless the unit has the fleet USR. Objective 1: You must destroy an enemy objective marker in close combat. Objective 2: You must destroy a second enemy objective marker in close combat. Special Rules: Infiltrate. (You must infiltrate further then 12 away from an enemy objective marker)

4) Lightning Raid

By concentrating your attack, you hope to push through the enemy lines and strike deep into enemy territory. Objective 1: You must have two scoring units in the enemy deployment zone at the end of the game Objective 2: You must control any one enemy objective marker. Special Rules: Deep strike, Infiltrate 5) Foothold You must secure a path through the enemy lines in this sector so that reinforcements may break through and carry the battle to the enemy. Objective 1: You must control the enemys objective marker that was placed in no mans land. Objective 2: You must control the enemies objective marker that was placed in their deployment zone. Special Rules: Deep strike, Infiltrate. 6) Hold Out Your army finds itself pinned down by suppressing fire. As the opposing force approaches, you hope to simply hold out long enough for reinforcements to arrive. Objective 1: You must hold your objective marker in your deployment zone at the end of the game Objective 2: You must hold your objective marker that was placed in no mans land at the end of the game. Special Rules: None 7) Fire Base Often during the heat of battle, exact and precise orders are impossible to follow. Finding yourself under the heel of the enemy you strive to take whatever land you can during the ensuing combat. Objective 1: You must control any one objective marker on the table. Objective 2: You must control any second objective marker on the table. Special Rules: None. 8) Bridgehead Your army has been tasked with securing a foothold on this territory. By controlling this bridgehead, you hope to provide a clear route to allow the rest of your forces through to assault the enemy. Objective 1: You must control any one of your own objective markers. Objective 2: You must control any one of your enemys objective markers. Special Rules: Infiltrate.

9) Rescue Your army has been ordered to rescue a vital military item from the field. This could be a wounded soldier, military document, intelligence source or any number of other things. To rescue the item, any non vehicle unit in your army must spend one full movement phase in base to base contact with an enemy objective. An infantry unit may not recover the item while embarked in a transport. Once an item has been rescued the objective marker is removed from play. If the unit that captured the item is destroyed, place the objective marker back on the table in the location of the last surviving member of the unit. It must be re-rescued! Objective 1: You must rescue one strategic military item. Objective 2: You must control any one of your own objectives Special Rules: Infiltrate 10) Unconventional Warfare Contact with high command has been broken, and you find yourself forced to work with the last intelligible message you received, praying that the objective becomes clear once the mission is underway.. Assign a number (1-4) to each objective on the table. Roll 2d6; re-roll a d6 if doubles comes up. If a 5 is rolled you may choose an objective that must be control, on a 6 your enemy picks one objective that you must control Objective 1: You must control one of the objectives selected from the dice roll. Objective 2: You must control the second objective selected from the dice roll. Special Rules: Deep Strike 11) Hold the Line The enemy is pushing into your territory. You must blunt their advance in order to prevent further attacks. Objective 1: You must have more friendly units than enemy units in your own deployment zone at the end of the game. Objective 2: You must control one of your own objective markers. Special rules: None 12) Bombardment You have your opponent pinned down. The distant support weapons of your heavy artillery rain a constant hail of high explosive death upon the beleaguered enemy. The pure definition of war lies before you! Grind your opponent into the dirt! Objective 1: You must reduce all enemy units to under 50% Objective 2: You must control one of your own objective markers Special Rules: Preliminary Bombardment Before the first game turn, but after all infiltration and scout moves happen, you may make D6artillery/orbital strikes. Each strike uses the Ordnance template, and is resolved at S9, AP2. Templates may be placed anywhere on the table and scatter 2D6, though you may not subtract BS from them. Units that take at least 1 casualty from the strike must test against Ld or will start the game pinned.

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