Wh40k - 40 mins II.pdf

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WD 284 UK 40K in 40 min
WD 284 UK 40K in 40 min 11/5/03 12:44 PM Page 28
Ever since the publication of White
Dwarf 274 containing Tim Eagling’s
‘40K in 40 Minutes’ article, players
from across the UK have been enjoying
this revolutionary approach to games
for Warhammer 40,000. Now that we
are ready to embark upon The Eye of
Terror campaign we felt it was time to
update those rules.
REVISITED
Eye of Terror Edition
WHAT’S IT
ALL ABOUT?
Patrol Clash
is short-form
Warhammer
40,000. The
games are
designed to take
around forty
minutes to play
(or less) and are
meant to be fast
and fun. This is a set of rules to help
players get a regular game when time
is the most limiting factor. This is
not a light set of rules but rather a
fresh way to use the armies you
already have.
RULES OF ENGAGEMENT: ARMY LIMITATIONS
Each player will need an army that
conforms to the rules below:
• Armies are no more than 400 points.
• You must have one Troop choice.
• You may have one HQ choice, but no
more than one.
• You may spend remaining points from
anywhere in the Codex.
• No model can have more than 2 Wounds.
• No Special Characters.
• No 2+ saves.
• No vehicles with a total Armour value
greater than 33. This is calculated by
adding the Front, Side and Rear armour
numbers. (Only count the Side once).
• All models must be WYSIWYG -
‘What you see is what you get’.
• All models must be painted
Citadel miniatures.
COMMANDERS
As you might not pick an HQ choice, the
patrol should still have a commander
who gives the orders and against which
Leadership tests are made. This, of
course, would be the most senior
ranking figure. In the case of two figures
being of an equal rank then the player
may choose which is the patrol’s leader,
and only that figure may confer its
Leadership bonus to friendly squads.
SCENARIOS
There are a number of scenarios in this
pack which you can use. See the scenario
sheets enclosed for more details.
TEAM PLAY
There is another way to use these rules
if you have around an hour to play a
larger game. Players can team up with
two armies allied together for the battle
and play against two other opponents.
TEAM ALLIANCES
Players will fight a battle with two armies
allied together. Each army may ally only
with the armies shown on the Alliances
chart shown opposite:
28 40K in 40 Minutes Revisited
40K IN 40 MINUTES
Che Webster
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WD 284 UK 40K in 40 min 11/5/03 12:44 PM Page 29
Space
Marines
Imperial
Guard
Eldar
Tau
Tyranids
Chaos Space
Marines
Dark Eldar
Ork
Sisters
of Battle
Daemon-
hunters
Necrons
Space
Marines
B
T
D
D
X
X
X
X
T
T
X
Imperial
Guard
T
B
D
D
X
D
X
D
T
T
X
Eldar
D
D
B
X
X
X
X
X
X
D
X
Tau
D
D
X
B
X
X
X
D
X
X
X
Tyranids
X
X
X
X
B
X
X
X
X
X
X
Chaos Space
Marines
X
D
X
X
X
B
D
D
X
X
X
Dark
Eldar
X
X
X
X
X
D
B
D
X
X
X
Ork
X
D
D
D
X
D
D
B
X
X
X
Sisters
of Battle
T
T
D
X
X
X
X
X
B
D
X
Daemon-
hunters
T
T
D
X
X
X
X
X
D
B
X
Necrons
X
X
X
X
X
X
X
X
X
X
B
Simply cross-reference the races with
whom you wish to ally. The following
notations represent:
B = Battle Brothers — same army, so no
problems.
X = Disallowed — cannot ally under any
circumstances.
T = Trusted allies — no special rules,
alliance is permitted.
D = Distrustful allies — permitted, but
allied units and characters within 6''
of each other suffer a -1 Leadership
penalty (after other modifiers).
You may only select to play with a
team-mate who has an army you are
permitted to ally with. Each player selects
an army using the above Patrol Clash
limitations. Taken together, the two armies
should total no more than 800 points.
Before each battle the Command HQ
must be decided using the following rule:
• Each player on the team rolls a D6,
with the opponents witnessing the roll
– re-roll any ties.
• The highest rolling player will lead the
army in this battle. They are the
Command HQ player.
• The Command HQ player will
determine the sequence in which the
combined armies’ units move and fight.
SCENARIO 1: RECON
• Use the scenario on Warhammer
40,000 rulebook page 142.
especially in Team Play battles, which
you need to sort out ‘on the fly’. The best
way to resolve these issues is to ask
yourself the following:
1. Is there any existing Warhammer
40,000 rule you can use as
a precedent?
2. What is the most reasonable thing
that would happen in this situation?
3. What are the two most likely outcomes
and then roll a D6: 1-3 = Go with
solution 1; 4-6 = Go with solution 2.
SCENARIO 2: CLEANSE
• Use the scenario on Warhammer
40,000 rulebook page 139.
SCENARIO 3: PATROL
• Use the scenario on Warhammer
40,000 rulebook page 141.
Models will be deployed in an order
decided by the respective Command HQ
player in each team.
PARTING WORDS
All that remains to be said is that we
hope you enjoy the Patrol Clash stuff
and we challenge you to try it out. Even
if you are a hard-bitten veteran player
we think there is something for you to
experience that will stretch your mind
more than you might expect. Enjoy!
BEWARE ODDITIES
When you play Patrol Clash it’s important
to remember that these games approach
Warhammer 40,000 in a way that was
not originally conceived by the designers.
This means odd stuff will crop up,
TEAM SCENARIOS
Each game can use one of the following
scenarios. To determine the scenario
played, roll a D6 and consult the
following table:
D6 Roll
Result
1-2
Recon
3-4
Cleanse
5-6
Patrol
Simon and Warren battle it out in Games Workshop Bluewater.
www.games-workshop.com/clubs 29
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WD 284 UK 40K in 40 min 11/5/03 12:44 PM Page 30
FORWARD PATROL
by Tim Eagling
OVERVIEW
Both sides have unexpectedly collided with an enemy force whilst patrolling a disputed area.
SCENARIO SPECIAL RULES
Patrol missions use the Random Game Length and Infiltrators scenario special rules.
Both players roll a D6; the winner gets to
choose his deployment zone. Units must be
deployed within 12" of the table edge. The player
that scored the lower result now deploys one unit in
his deployment zone. The players take it in turns
deploying a unit at a time until both their entire
forces are on the table.
Deployment zone
12"
No unit can be deployed within 24" of the
enemy at the start of the game (unless the
board is less then 4' deep, then no unit may deploy
within 18").
12"
Deployment zone
If either side has any infiltrators, they may
make one move after deployment but before
the game starts.
Table size for this mission is usually between 4'x4'
and 4'x3'. If using a rectangular table then deploy
along the long edges of the table.
4
Roll for who gets the first turn. Highest score
may choose whether to go first or second.
MISSION OBJECTIVE
Both players must attempt to eliminate the enemy
without losing too much of their own strength.
RESERVES
None.
When a patrol takes 50% casualties (based on
numerical strength) it must start to take Leadership
tests based on the commander’s ability at the start
of its turn, or break and lose the battle. If neither
force breaks at the end of the game then the patrol
inflicting the most damage in points wins.
GAME LENGTH
The game lasts for a variable number of turns or until
one side is broken.
LINE OF RETREAT
Troops which are forced to fall back will do so
towards the nearest board edge of their deployment
zone, using the normal fall back rules.
SET-UP
1
2
3
5
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WD 284 UK 40K in 40 min 11/5/03 12:44 PM Page 31
THE CAMP
by Paul Bridges, Warren Crowhurst and Simon Odd
OVERVIEW
One force has bunked down for the night in no man’s land, little realising that their foes have their position and are
lying in wait for their opportunity to spring an attack.
SCENARIO SPECIAL RULES
The Camp uses the Strongpoint Attack scenario, with these modifications: The Camp uses the Night Fighting rules, and does
not use the Deep Strike rules. Instead of only the Defender’s Troops, HQ and Heavy Support deploying in the Camp, all his
army is deployed in the Camp. No side uses more than 6 sentries. Every sentry has the stats of an Imperial Guardsman; just
assume the ‘sentries’ are Guardsmen, slaves, servitors, drones, psychic projections of the army’s psyker, etc.
SET-UP
1
Attackers Deployment Zone
The Camp is a 15" zone in the centre of the
table. The defender sets up his camp as a
15" square zone in the middle of the table. Any
amount of scenery can be placed to represent the
camp.
15"
The Defender positions his sentries. These
are placed within 15" of the outside of the
camp.
15"
The Camp
15"
15"
The Camp itself is a collection of loose
fortifications and picket lines, coupled with a
central billet building in the centre of the camp
itself. The Defender can place as many obstacles
and defendable obstacles in that 15'' zone as he
likes. This building counts as a bunker, but has an
Armour value of 9, and no parapet or firing holes.
15"
Attackers Deployment Zone
MISSION OBJECTIVE
There are no Victory points for destroying/keeping the
Camp; instead, victory conditions are amended as
follows: The Attacker has one aim, and that is to
eliminate or drive off all enemy forces on the table.
The Defender has to hold out fighting until the Attacker
takes 50% casualties and is driven off. To aid him, the
Defender does not have to roll Leadership tests if his
army is reduced to 50% casualties.
RESERVES
None.
GAME LENGTH
The game lasts for five turns once the alarm is raised;
if neither side has been driven off or wiped out in five
turns, the scenario is decided by Victory points.
LINE OF RETREAT
Troops which are forced to fall back will do so towards
the nearest board edge of their deployment zone, using
the normal fall back rules.
2
3
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WD 284 UK 40K in 40 min 11/5/03 12:44 PM Page 32
SEARCH AND RETRIEVE
by Paul Bridges, Warren Crowhurst and Simon Odd
OVERVIEW
A lost item – an artefact, a holy relic, a high-ranking official – has been lost in no man’s land, and both sides are here
to find it/him and retrieve it/him at all costs!
SCENARIO SPECIAL RULES
Search and Retrieve is a version of Rescue, but has the following two modifications: There are only three objective
markers on the table, and each one is exactly 15" from the other, as close to the centre of the table as possible.
SET-UP
Deployment zone
6"
Before choosing table edges or deploying
any forces the players place 3 counters,
numbered 1 to 3, face down anywhere on the
table, (without looking at the numbers on the
counters!).
Determine which one of these counters is the
objective by rolling a D6. The counter with
that number on it is the real objective and must be
discovered by the armies during the battle.
6"
Both players roll a D6, the player that rolls
highest chooses where he will deploy. He
can choose to either deploy from a corner or a
long board edge; he may not choose a short
board edge. He may deploy up to 12" onto the
board. His opponent gets the opposite deployment zone,
so either both forces start in the corners or along either long board edge.
Deployment zone
6"
Half the table
RESERVES
None.
Both players roll a D6, the lowest roll deploys first. He may set up
any or all of the units from his Troops allowance in his deployment
zone. He does not have to deploy all his Troops, but he must deploy at
least one unit. Any Troops not deployed are in reserve, as is the rest of
his force. The winner then deploys his force.
GAME LENGTH
The game lasts for five turns once
the alarm is raised; if neither side
has been driven off or wiped out
in five turns, the scenario is
decided by Victory points.
5
Both players roll a D6; the highest score may choose whether to
take the first or second turn.
MISSION
OBJECTIVE
Exit the nearest board edge of your deployment zone with the item.
If one side pulls out due to a failed Leadership test for having less than
50% of his army left, then that side does not win; it abandons the item
on the field, believing it will slow their retreat.
LINE OF
RETREAT
Troops which are forced to fall
back will do so towards the
nearest board edge of their
deployment zone, using the
normal fall back rules.
1
2
3
4
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