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RULES OF ENGAGEMENT

A new objective-based scenario generation system for Warhammer 40,000

B
ored of playing the Cleanse In the grim darkness of the 41st millennium, generating missions and building army lists.
mission? If youre anything like countless armies fight pitched battles across The Rules of Engagement system is intended
us here at White Dwarf the vast a war-torn galaxy. From massive, planet-wide to create missions that cater to fun, eventful
majority of our Warhammer 40,000 sieges to surgical raids against isolated games that are rarely the same. The focus of
games revolve around this default outposts, the armies of the far future are our system is on pitched battles between
mission and after a while it can seem a often called upon to complete difficult desperate forces, requiring your army to
bit bland. And its not always possible missions under terrible conditions. Warfare in engage in strategic movement rather than
for players to decide ahead of a this dark time is not for the armchair wholesale slaughter if they are to achieve the
game what scenario theyd like to commander, but for the relentless general objectives set out before them.
play, especially if youre pitting who pursues victory at any cost and under
yourself against new foes at a club or any condition. Rules of Engagement also brings the
in a Gaming Room. Ryan Powell, Kurt opportunity for some atmospheric narratives.
Periolat and Chris Hutchings took this The scope for gaming is huge. Imagine The objectives given here can help inspire a
as a challenge and have come up small-scale fighting for a bunker complex, story for your games, from the protection of
with a set of rules for generating or a desperate attempt to recover lost plans. a comms station, attempting the
scenarios on the day. Even better So why, when we gamers turn up to our assassination of the enemy commander to
than that their objective-based local Gaming Room or club, do we always surviving a bombardment or retrieving vital
system brings a great new dynamic to end up playing Cleanse? documents from behind enemy lines.
your games set in the 41st
millennium adding even more As veterans of innumerable Cleanse battles, The following rules detail how to generate a
atmosphere to battles. Read on as the three of us decided that the game could scenario for Warhammer 40,000, set up and
the three of them spill the beans benefit greatly from a new, alternate way of play a game using the Rules of Engagement.


M
aintain barrage! Captain command bastion and the vox tower. of Termagants dragging down the first
Landeer of the Gundam Heavy Landeer had watched from this vantage line of Guardsmen like a swarm of
Infantry bellowed to his point in horror as his men were massacred, malevolent ants. He was certain now, they
mortar crews. The tell-tale crump, torn apart by terrible claws and dissolved were headed for the bastion.
crump of their weapon platforms, dug in by the alien hordes horrific bio-weapons.
behind the thick walls of the Imperial The 8th and 16th platoon were in full Landeer tapped his microbead.
Bastion, answered. Smoke and fire erupted flight, dragged down and consumed as the
like incandescent blooms upon the nearby rampaging mass overtook them. All platoon commanders, Captain
killing fields, kicking up vast clods of Landeer bellowed above the awesome din
snow and ice with every impact. And yet there was still hope. Corvar and of the heavy artillery thundering from the
his crack units could still achieve their bastion walls, Fall back and consolidate at
They were almost overrun. objective. Landeer just had to keep the the Bastion.
aliens at bay for long enough.
The Tyranids had crashed through the first The signal only just prevailed. Compliance
of the outer barricades like a furious and Landeer looked out to the land at the came back through frenetic static.
unrelenting storm. The Gundam defences fringe of the fighting. The barren waste
were spread thin across a wide plain and of arctic tundra and frozen chemical lakes The heavy weapons continued to pound,
yet the aliens advance was precise, made for a bleak vista. punctuated by the staccato crack of lasfire,
seemingly geared toward penetrating the but the alien horde did not slow and even
He looked at Stannard, his vox operator. as the last of the platoons mobilised and
The man was at his station, one ear withdrew to the shelter of the Bastion,
cupped by the headset, tweaking the dials the Tyranids threw themselves against the
frantically for a signal. first wall with frenzied abandon.

Landeers head pounded from the sub- Landeer looked back to the vox.
sonic throb of the nid bio-construct that
was scrambling the vox somewhere out Stannard rubbed his temples from the
there on the field of battle. He felt its neural interference that had scrambled the
presence crushing his skull and sapping long-range vox.
his will, even at this distance.
Nothing sir, he returned.
Stannard? Landeer ventured.
Landeer turned back. He gripped the
Stannard shook his head. aquila at his breast.

Turning his attention back to the Come on, come on, he urged with quiet
battlefield Landeer watched as the last desperation, beneath him the frenzied tide
outer barricade was overwhelmed, a mass was growing
62 RULES OF ENGAGEMENT

Necrons protect a crystal communication node from an attack by the Word Bearers Chaos Space Marines.

OBJECTIVE MARKERS decided by both players beforehand. While deploying their objective markers until all four
Rules of Engagement requires that each Rules of Engagement works for any size of them are placed.
player has two objective markers. This gives game, it has been our experience that 1,000
players the opportunity to make items points is the optimum for exciting, well-paced After all markers have been placed, each
relating to their army (check out our games. After you have selected your army, player rolls a Scatter dice for their markers,
examples at the end of this article Ed). All terrain should be placed by any mutually on a hit result the marker will remain where
measurements are taken from the centre of agreed upon manner. it was placed, otherwise roll a single dice for
the marker, so exact size does not matter. We the number of inches the marker scatters.
recommend a 60mm round base. Objective DEPLOYMENT Note that markers may scatter out of
markers are not considered difficult terrain To determine deployment zones, both players deployment zones and may end up within 18"
and do not block line of sight, regardless of should roll a die and add the two results of each other after they scatter. Players
how the marker looks. together to find the total, then consult the should keep in mind that you will be
Rules of Engagement Deployment Chart. randomly determining (explained below)
ARMIES AND TERRAIN which, if any, of the objective markers you
Armies are chosen using the standard force Once the type of deployment zone has been will need to control to win the game.
organisation chart. Point values should be determined, each player then rolls dice equal Placement of markers is crucial, as you may
to their strategy rating, choosing the highest end up defending the markers you place, and
RULES OF ENGAGEMENT STEPS: result. The player with the highest roll may likewise you may be assaulting the enemys.
1. Determine point values and construct choose which deployment zone to set up in. It would be wise to place markers in a
army lists. position where they cannot be easily captured
SETTING UP OBJECTIVE MARKERS by the enemy, but could potentially be
2. Place terrain and roll for deployment Each player takes turns placing their objective defended by you.
zone measurements. markers. Each player rolls a dice to determine
3. Dice to select deployment zones.
who places a single marker first, with the CONTROLLING OBJECTIVE MARKERS
winner getting to choose first or second Many of the scenarios used in Rules of
4. Place objective markers. placement. Each player must place one Engagement require you and/or your
objective marker within their deployment opponent to control various objective
5. Determine Mission for each player. zone and one in the No Mans Land outside markers at the end of the game. To control an
6. Deploy armies. both deployment zones. These objective objective you must have more models than
markers must be farther than 6" from any the enemy within 3" of the objective
7. Roll for first turn and begin game. table edge, and no closer than 18" to another (measured from the exact center of the
objective marker. The players alternate marker a good reason to put them on

63
round bases) at the end of the game. Models add the results, and consult the Rules of
who are broken or falling back may not be
counted for the purpose of controlling
Engagement scenario table (to the right of
these pages) to determine their mission. Both
RULES
objectives. Vehicles with a base front armor players should tell each other which mission Each player rolls two dice and consults
value of 12 or more count as two models for they rolled. In addition to the basic objectives the table below to determine their armys
the purpose of controlling objective markers. needed to achieve victory, the mission you mission and victory conditions.
Multi-wound models such as Ork Nobs, Eldar roll may also offer additional rules, such as
Wraithlords, and Space Marine Commanders Infiltrate or Deep Strike, that are in effect for 2D6 MISSION
still count as a single model for this purpose. your army.
Additionally, any unit that specifically states 2 Assassinate
that it may not hold table quarters or Since each player rolls separately, any special 3 Sabotage
objectives (such as Nurglings) obviously rules for their mission apply ONLY to their
cannot control an objective marker. army and not their opponents force. This 4 Lightning Raid
means that one army may have the ability to
5 Foothold
SCENARIO MISSIONS use deep striking units such as Terminators,
After terrain and objective markers are set while the other army may only have the 6 Hold Out
up, it is time to determine what your orders option of infiltrators or no special rules at all.
are. Each army will have orders from their These rules are detailed in the Rules of 7 Firebase
high command detailing what their purpose Engagement Mission Chart opposite. 8 Bridgehead
on the battlefield will be. These may or may
not be the same as the enemy and may or GAME LENGTH 9 Rescue
may not affect what your enemy does during All games have a fixed length of six turns. 10 Unconventional Warfare
the game. Each player should roll two dice,
DEPLOYMENT AND FIRST TURN 11 Hold the Line
The player who won the dice roll for
12 Bombardment
choosing deployment zones must place a
DEPLOYMENT CHART unit first. Players alternate deploying a single
unit/vehicle in the following order: Heavy ASSASSINATE
Halfway across board Support, Troops, Elite, HQ, and Fast Attack Your army has been given strict orders to
Deployment zone
14" until both sides are setup. assassinate the enemy command in order
to cause disarray and hopefully rout the
14" If the mission allows, infiltrators are placed opposing army.
last, anywhere on the table so long as they Objective 1: You must destroy the enemy
are at least 18" away from any enemy model general. If a player has more than one HQ
14" and in or behind cover. If allowed, units that choice that may act as the general, they
Deep Strike may be held in reserve as per must nominate before the game which
14" Deployment zone their normal rules. model is their army general.
Halfway across board Objective 2: You must control any one
After all the units have been set up each enemy objective marker.
player rolls a single dice, the player with the Special Rules: Deep Strike, Infiltrate
2-4 highest roll may choose whether they want to
go first or second. SABOTAGE
Deployment 18" Equipped with explosives, your army has
zone VICTORY CONDITIONS been tasked with the thankless job of
If one side completes all of their objectives sabotaging enemy objectives, be they fuel
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 while the opposing player has Sergeant Corvar and his men moved
Deployment achieved none of theirs, then the game is a like silent shadows across the tundra, a
18" zone minor victory. If both players have achieved drift cloaking their advance.
either all, half, or none of their objectives,
then the game is considered a draw. To his left he was acutely aware of the
5-8 EXPANDING RULES OF ENGAGEMENT
surging alien horde rampaging past, a
mere 100ft from their position. Corvar
Although the Rules of Engagement are felt the slick chemicals daubed over his
12" Deployment zone excellent for one-off games, you can just as skin to ward off the effects of the
easily use the system to help you build bitter cold and interfere with the alien
scenarios for narrative battles, or campaigns. acute olfactory senses.
Use the table to randomly determine
objectives for the battles in your campaigns. They were close to acheiving their goal.
See this months Warhammer 40,000 battle Only one more objective to neutralise.
report for an example of how weve used a He could feel the pressure of the bio-
randomly generated scenario in the context construct upon his skull. He stopped
Deployment zone 12" of a narrative campaign. If your campaign is and made a fist in the air. The rest of
run by a Gamesmaster they can alternatively his men replied, punching upwards in
select the missions in the table opposite to perfect unison. Sergeant Corvar tapped
9-12 drive the campaign storyline. his microbead.

64 RULES OF ENGAGEMENT

OF ENGAGEMENT MISSION TABLE


dumps, ammunition tenders, or monoliths long enough for fresh reinforcements. your own objective markers.
to the dark gods. Objective: You must control both of your Special Rules: Infiltrate
Objective: You must destroy both enemy own objective markers.
objective markers in close combat. Every Special Rules: None UNCONVENTIONAL WARFARE
non-vehicle infantry unit carries the charges Contact with high command has been
for this task but you can only use them to FIREBASE broken. Your exact orders may or may not
destroy enemy objective markers. To Often during the heat of battle, exact and have been determined correctly. Without
destroy an objective, you must end your precise orders are impossible to follow. further contact, you find yourself forced to
movement in base-to-base contact with it Finding yourself under the heel of the work with the last intelligible message you
and spend your entire assault phase doing enemy, you strive to take whatever land you received, praying that the mission is
nothing other than setting the charges. At can during the ensuing combat. somehow a success.
the end of your assault phase, the objective Objective: You must control any two Objective: You must control two randomly
is destroyed. The destroyed objective objective markers. determined objective markers to win the
marker may not be controlled by either side Special Rules: None game. Randomise by numbering the
and should be removed from the table after markers one to four then rolling a die. On a
the assault phase. BRIDGEHEAD roll of a 5 or a 6 you may choose which of
Special Rules: Infiltrate Your army has been tasked with securing a the objective markers to control.
foothold on this territory. By controlling this Special Rules: Deep Strike
LIGHTNING RAID bridgehead, you hope to provide a clear
By concentrating your attack, you hope to route to allow the rest of your forces HOLD THE LINE
push through the enemy lines and strike through to assault the enemy. The enemy is pushing into your territory.
deep in enemy territory. Objective 1: You must control any one of You hope to stop their advance in order to
Objective 1: You must have two units above your objective markers prevent further attacks.
50%, or two mobile vehicles, in the enemy Objective 2: You must control any one of Objective 1: You must have more friendly
deployment zone at the end of the game. the enemy objective markers. units than enemy units in your own
Objective 2: You must control any one Special Rules: Infiltrate deployment zone at the end of the game.
enemy objective marker. Objective 2: You must control one of your
Special Rules: Deep Strike; Infiltrate RESCUE own objective markers.
Your army has been ordered to rescue a Special Rules: None
FOOTHOLD vital military item from the battlefield. This
Orders are clear: secure a path through the could be a wounded soldier, military BOMBARDMENT
enemy lines in this sector so that documents, or intelligence. Whatever the You have your opponent pinned down. The
reinforcements may break through and carry item may be, you must secure it and ensure distant support weapons of your heavy
the battle to the enemy. its safe extraction from the battlefield. artillery rain a constant hail of high
Objective: You must control both enemy Objective 1: You must rescue one strategic explosive death upon the beleaguered
objective markers. military item. To rescue the item, any non- enemy. The pure definition of war lies before
Special Rules: Deep Strike; Infiltrate vehicle unit in your army must spend one you, grind your opponent into the dirt.
full movement phase in base to base with an Objective 1: You must reduce all enemy
HOLD OUT enemy objective to recover the data, gather units to under 50%.
Your army finds itself pinned down by information, etc. Once this has been Objective 2: You must control one of your
suppressing fire. As the opposing force achieved the item is considered rescued. own objective markers.
approaches, you hope to simply hold out Objective 2: You must control any one of Special Rules: Preliminary Bombardment

Objective bio-construct ahead, he said, and regroup within the tower. then unsheathed his chainsword.
swallow inhibitors.
The aliens were fighting hard to get in at Keep trying Stannard, he said grimly and
There was a sharp crack in Corvars them and suddenly Landeer was aware that descended from the wall to join his troops.
mouth as he split the plastic casing the vox tower might not be their only
around the neural inhibitor capsule that mission. As a field Captain he was privvy
would enable them to get close enough to to war plans concerning the Guard push on
the Tyranid bio-construct to strike. this planet. He heard of the alien taking
captives, of them boring into mens minds
Swallowing the chemical within, Corvar for information...
and his unit advanced
Fall back, fall back! Landeer yelled from
* * * * * the tower wall into his microbead. The
chaos of men dying punctuated by the
The first wall had fallen, only the inner chittering of the enemy was the only reply.
tower of the bastion remained. Men of
the Gundam 5th, 14th and 21st platoons The long-range vox screeched with
were fighting a desperate rearguard with persistent static.
short-range fire and fixed bayonets to give
the rest of the army a chance to fall back Landeer took out and primed his laspistol,

65
USING RULES OF ENGAGEMENT FOR 40K IN 40 MINUTES
Although Rules of Engagement were Lightning Raid: By concentrating your opposing force approaches, you hope to
designed with big armies in mind, there is attack, you hope to push beyond the enemy simply hold out long enough for fresh
no reason why you cannot use them for lines and strike deep into enemy territory. reinforcements to arrive.
smaller games. The following rules should Objectives: In order to win, you must have Objectives: You must control your own
be used when playing games smaller than one unit above 50% or two mobile vehicles objective marker to win the game.
1000pts. They are also ideal for games of in the enemy deployment zone at the end of Special Rules: None
40K in 40 Minutes. the game.
Special Rules: Deep Strike; Infiltrate Foothold: Orders are clear: secure a path
All of the standard Rules of Engagement through enemy lines in this sector so that
steps should be used, with the following Sabotage: Equipped with explosives, your reinforcements may break through and
modifications: army has been tasked with the thankless job carry the battle to the enemy.
of sabotaging enemy objectives, be they fuel Objectives: You must control the enemy
OBJECTIVE MARKERS - Players should only dumps, ammunition tenders, or monoliths objective marker to win the game.
use one objective each, placed within No- to the dark gods. Special Rules: Deep Strike; Infiltrate
Mans land as normal. Objectives: You must destroy the enemy
objective marker in hand-to-hand combat. Firebase: Often during the heat of battle
SCENARIO MISSIONS Each player should Every non-vehicle infantry unit carries the orders are impossible to follow. Finding
roll a single die and consult the following charges for this task but you can only use yourself under the heel of the enemy, you
reduced chart for their mission. them to destroy enemy objective markers. strive to take whatever land you can during
To destroy an objective, you must end your the ensuing combat.
movement in base-to-base contact with it Objectives: You must control any one
D6 MISSION and spend your entire assault phase doing objective marker to win the game.
1 Lightning Raid nothing other than setting the charges. At Special Rules: None
the end of your assault phase, the objective
2 Sabotage is destroyed. The destroyed objective Hold the Line: The enemy is making a push
marker may not be controlled by either side for victory, and is advancing into your
3 Hold Out
and should be removed from the table after territory in great force. You hope to stop
4 Foothold the assault phase. their advance before they get too far.
Special Rules: Infiltrate Objectives: You must have more friendly
5 Firebase units than enemy units in your own
6 Hold the Line Hold Out: Your army finds itself pinned deployment zone at the end of the game.
down by enemy suppressing fire. As the Special Rules: None

A Termagent exploded in a mass of alien mouth pinched into an expression of down the vox in the comms tower above
flesh and viscera. loathing as it regarded them. his head.

Grenade launcher barrel smoking, trooper McIntyre, Corvar shouted, feeling After a few moments, the sound of
McIntyre didnt stop firing. suddenly light-headed. thundering engines could be heard on the
breeze, faint at first but growing with
Corvar and his storm troopers waded in It was trying to repel them. They had to intensity with each passing second.
like men possessed, destroying the be quick.
bodyguard protecting the bio-construct A great roar exploded over the sounds of
with furious lasfire. McIntyre nodded and blasted a series of battle and a squadron of Imperial aircraft
holes in the creatures fleshy body. soared across the sky above, scorching the
Charges! he cried, hefting a tube-charge air with twisting contrails.
from his stripped down field kit. The rest Corvar and the rest of his men threw
of the men did the same. their explosive charges in through the The Marauders surged over the Tyranid
gaping wounds. horde, forming up into a bombing pattern,
The bio-thing was immense. Like a huge preparing to discharge their payload onto
and throbbing intestine, it pulsed with Okay, Corvar said, spitting the charges the enemy.
sentient menace. Its flesh-pink body-sac ignition tape from between his teeth. The
dripped with fluids and its tiny eye and wailing screams of the bio-construct Landeer looked up to the sky as the fury
resounded in his ears. of the Imperial Navy made its awesome
presence felt.
Ten seconds. Lets move!
Theyd done it. The vox was back up and
They turned and ran like hell. the horde was overstretched and vulnerable.
They had protected the bastion from the
* * * * * alien assault and the Imperial battle plans
were not compromised. Landeer muttered a
The explosion lit up the sky. For a quick prayer to the Emperor for Corvar
moment the battle seemed to stop. and his men then saluted the Marauders,
as fire exploded in their wake.
Landeer felt his headache ebb and heard
Stannard frantically shouting co-ordinates Give em hell boys.

66 RULES OF ENGAGEMENT

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