DMB Brawl 2016. Game #1
Black Crusade THE BATTLEFIELD
PRIMARY OBJECTIVES
Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
5 objectives; each worth 3 VPs if controlled at the end of the game.
OBJECTIVE MARKERS Deploy objective markers as shown on the attached diagram.
DEPLOYMENT Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
FIRST TURN The player that deployed first may choose to go first or second. If the player chooses to go first, the opponent may choose to roll for Seize the Initiative.
SECONDARY OBJECTIVES Assassination, First Blood, Linebreaker. Assassination: When you choose your War lor d tr aits, each player designates one of his opponent’s characters as The Target, and lets his opponent know. If the Target is destroyed or off the board at game's end, the player designated that character gets 1 VP. Who is your Target?: __________________________
MISSION SPECIAL RULES Night Fighting, Reserves
GAME LENGTH The mission uses Variable Game Length as described in the Warhammer 40,000 rulebook. Alternately, when time is called (2h 30m from round start), finish out the Phase then tally up victory points.
VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
Just because the last 12 have failed doesn’t mean this one will, right Abaddon? Secure the objectives, and slay the Imperial dog who is obstructing your grand schemes!
Preparing for Battle p. 128 1Night Fighting 2Psychic Powers 3Warlord Traits 4Deployment Roll Off
p. 135 p. 22 p. 124 p. 132
Winner choose 1st/2nd Deploy
5Deployment Infiltration (roll off)
p. 132 p. 167
61st Deploy choose 1st/2nd Turn Scout (roll off)
7Seize the Initiative
p. 171 P. 132
DMB Brawl 2016. Game #2
Exterminate! THE BATTLEFIELD
PRIMARY OBJECTIVES
Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
Kill Points: At the end of the game
OBJECTIVE MARKERS Deploy objective markers as shown on the attached diagram.
DEPLOYMENT Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
FIRST TURN The player that deployed first may choose to go first or second. If the player chooses to go first, the opponent may choose to roll for Seize the Initiative.
SECONDARY OBJECTIVES Assassination, First Blood, Linebreaker. Assassination: When you choose your War lor d tr aits, each player designates one of his opponent’s characters as The Target, and lets his opponent know. If the Target is destroyed or off the board at game's end, the player designated that character gets 1 VP. Who is your Target?: __________________________
MISSION SPECIAL RULES Night Fighting, Reserves
GAME LENGTH The mission uses Variable Game Length as described in the Warhammer 40,000 rulebook. Alternately, when time is called (2h 30m from round start), finish out the Phase then tally up victory points.
VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
The enemy is upon us! Don’t just stand there, EXTERMINATE! Extra points for the big ones!
Preparing for Battle p. 128 1Night Fighting 2Psychic Powers 3Warlord Traits 4Deployment Roll Off
p. 135 p. 22 p. 124 p. 132
Winner choose 1st/2nd Deploy
5Deployment Infiltration (roll off)
p. 132 p. 167
61st Deploy choose 1st/2nd Turn Scout (roll off)
7Seize the Initiative
p. 171 P. 132
DMB Brawl 2016. Game #3
Scouting Mission THE BATTLEFIELD
PRIMARY OBJECTIVES
Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
Achieve as many Tactical Objectives as possible. At the start of a player’s turn, they have fewer than 6 Active Tactical Objectives, they may generate a number of new Tactical Objectives for each objective marker that has one or more friendly models within 3” of the objective. This is not “scoring” and a model must simply be within 3” of the objective.
OBJECTIVE MARKERS Deploy objective markers as shown on the attached diagram. Objectives are randomly numbered.
DEPLOYMENT Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
SECONDARY OBJECTIVES Report Back!, First Blood, Linebreaker. Report Back!: you scor e this point if your War lor d is still alive at the end of the battle.
FIRST TURN
MISSION SPECIAL RULES
The player that deployed first may choose to go first or second. If the player chooses to go first, the opponent may choose to roll for Seize the Initiative.
Night Fighting, Reserves, Tactical Objectives
GAME LENGTH The mission uses Variable Game Length as described in the Warhammer 40,000 rulebook. Alternately, when time is called (2h 30m from round start), finish out the Phase then tally up victory points.
VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
Did you hear that? Yah, it’s a dickfur. What’s a dickfur? To pee with.
Preparing for Battle p. 128 1Night Fighting 2Psychic Powers 3Warlord Traits 4Deployment Roll Off
p. 135 p. 22 p. 124 p. 132
Winner choose 1st/2nd Deploy
5Deployment Infiltration (roll off)
p. 132 p. 167
61st Deploy choose 1st/2nd Turn Scout (roll off)
7Seize the Initiative
p. 171 P. 132
DMB Brawl 2016. Game #4
Pitching Battle THE BATTLEFIELD
PRIMARY OBJECTIVES
Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
Achieve as many Tactical Objectives as possible. At the start of a player’s turn, they have fewer than 3 Active Tactical Objectives, they may generate new Tactical Objectives to a maximum of 3.
OBJECTIVE MARKERS
SECONDARY OBJECTIVES
Deploy objective markers as shown on the attached diagram. Objectives are randomly numbered.
Slay the Warlord, First Blood, Linebreaker.
DEPLOYMENT
MISSION SPECIAL RULES
Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone.
Night Fighting, Reserves, Tactical Objectives
FIRST TURN The player that deployed first may choose to go first or second. If the player chooses to go first, the opponent may choose to roll for Seize the Initiative.
GAME LENGTH The mission uses Variable Game Length as described in the Warhammer 40,000 rulebook. Alternately, when time is called (2h 30m from round start), finish out the Phase then tally up victory points.
VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
Did you hear that? Yah, it’s a dickfur. What’s a dickfur? To pee with.
Preparing for Battle p. 128 1Night Fighting 2Psychic Powers 3Warlord Traits 4Deployment Roll Off
p. 135 p. 22 p. 124 p. 132
Winner choose 1st/2nd Deploy
5Deployment Infiltration (roll off)
p. 132 p. 167
61st Deploy choose 1st/2nd Turn Scout (roll off)
7Seize the Initiative
p. 171 P. 132
DMB Brawl 2016. Game #5
Flight of the Valkyries THE BATTLEFIELD Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone to use. The opposing player will deploy in the opposite zone. OBJECTIVE MARKERS
Victory Points for Tactical Objectives are not scored as usual for this mission. Whoever scores the most Tactical Objective VP at the end of the game receives 3 VP. The other player receives 0 VP. In the case of a tie, no player receives VP for Tactical Objectives.
Players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Plac- PRIMARY OBJECTIVES ing Objective Markers. Achieve as many Tactical Objectives as possible. At the start of a player’s turn, they have fewer than 3 Active Tactical Objectives, DEPLOYMENT they may generate new Tactical Objectives to a maximum of 3. Use the terrain as pre-setup. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which deployment zone SECONDARY OBJECTIVES to use. The opposing player will deploy in the opposite zone. Slay the Warlord, Hunt the Big One, Linebreaker.
FIRST TURN The player that deployed first may choose to go first or second. If the player chooses to go first, the opponent may choose to roll for Seize the Initiative.
GAME LENGTH
Hunt the Big One: if your opponents highest point cost unit, without including independent characters, is completely destroyed at the end of the game, gain 1 VP.
MISSION SPECIAL RULES
Night Fighting, Reserves, Tactical Objectives, 3,000,000 CanThe mission uses Variable Game Length as described in the War- dlelight Flashlights. hammer 40,000 rulebook. Alternately, when time is called (2h 3,000,000 Candlight Flashlights: Units that contr ol objectives 30m from round start), finish out the Phase then tally up victory may choose to use the Skyfire special rule when making any nonpoints. melee attacks (guns, grenades, sticks, throwing, shooting, bombing (is that possible?) VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
What could you possibly do with a fancy flashlight?
Preparing for Battle p. 128 1Night Fighting 2Psychic Powers 3Warlord Traits 4Deployment Roll Off
p. 135 p. 22 p. 124 p. 132
Winner choose 1st/2nd Deploy
5Deployment Infiltration (roll off)
p. 132 p. 167
61st Deploy choose 1st/2nd Turn Scout (roll off)
7Seize the Initiative
p. 171 P. 132