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==Multiplayer with Tactical Objectives== Using a mission with Tactical Objectives, you can play balanced multiplayer games with 3+ players. During deployment, consider including an extra two tactical objectives for each player over 3 (i.e. 8 objectives for four players, 10 for five). Divide the table into the appropriate number of deployment zones, you may need to alter the size and shape of the table to accommodate a 24" gap between any two deployment zones. Roll off for choosing deployment zones, then roll off for first turn order (with a cumulative -1 penalty for every superheavy vehicle or gargantuan creature in your army). This writer's favoured method for generating tactical objectives in multiplayer is that each player receives six face-down cards, generating up to six at the end of their turn. After the first game turn, players 'bid' victory points accumulated so far. Again, the preferred method is to hold dice hidden in the player's hands. Bid points are expended, ties roll off, and the game continues in the new turn order- re-bidding after every turn. The mission uses variable game length (ending after turn five on a 1-2, turn six on 1-3, and automatically on turn seven), and the player with the most remaining victory points when the game ends is the victor. Deny the Witch/Dispel Dice from the active player's roll are split evenly between each player, rounding up. Only one player may attempt to nullify any given power. Weapons fired with the interceptor rule cannot be fired again until the end of the controlling player's next turn. Finally, models locked in combat with models that you do not control are considered to be out of combat for the purposes of shooting, so Vindicator away! [[Category:Warhammer Homebrew]] [[Category: Homebrew Rules]]
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