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Created: 2002.10.14
Updated: 2003.5.15
Viewed: 1142
Page Viewed: 1142

Warhammer 40,000

Warhammer 40,000
Brass Ring
OVERVIEW:
This mission is designed to accomidate 4 players. Each player’s forces are to defend an objective and attempt to claim another.
SCENARIO SPECIAL RULES:
Infiltrate, Deep Strike, Reserves (Special), Objectives, Night Fight (Special), Random Game Length.
SET UP:
Brass Ring Mission Board
  1. The table is divided into 4 quarters and deployment zones. Deployment zones are 24" from each other.
  2. Each player will roll a die. The player with the highest number rolled will choose the zone he wishes to defend. The player will place on objective in that deployment zone. Then the next highest, etc.
  3. Each player must attempt to control the objective clockwise from the objective they defend.
  4. Each player will place his HQ, 2 troop choices and a Fast Attack choice (if he has one). If the force has infiltrators, they may set up after normal units have set up, but must be at least 18" from an enemy unit. Units that can Deep Strike may be held in reserve and enter using the normal Deep Strike Rules. The remainder of the force that is not Deep Striking enters on turn 1 from the board edge of the deployment zone.
MISSION OBJECTIVES:
Each player’s force is to take the target objective and keep other forces from taking the objective in thier deployment zone. To win the game you need to control an objective. Controlling the objective you defend is worth 4 Mission Points. Controlling the objective clockwise from your deployment zone is worth 2 Mission Points. The other objectives are worth 1 Mission Point each. The player with the most Mission Points at the end of the game wins.
Controlling your Defended Objective: 1/2 the point limit of the game. To control an objective, you must have a unit at or above 1/2 strength, not engaged in HtH, be the only unit wihtin 6" of the objective. A shaken, stunned, damaged (immobilized or weapon destroyed), or vehicle without a WS do not count for purposes of controlling an objective.
Objectives should not be more than 6" diameter. They should not normally provide a cover save. If they provide a cover save (bunker, trees, etc.) all objectives should provide the same base cover save (i.e. if one is a bunker, all should be bunkers).
SPECIAL RULES:
At the beginning of the game roll a die. The number indicates the turn that night falls. At the beginning of that turn, and for the rest of the game, the Night Fight rules will be used.
GAME LENGTH:
The game will use the Random Game length rules on p. 135
LINE OF RETREAT:
A players forces will fall back toward thier defended objective as long as another player does not control it. A unit cannot be cross-fired in its own deployment zone. If the defended objective is controlled by another player, his forces will retreat toward the board edge of his deployment zone.

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