Random Scenario

These rules can be used to generate either one-off or Campaign scenarios on the fly. To Generate a Scenario, follow these steps:

1One player rolls for Scenario type on the chart below.
2One player rolls for Deployment type on the chart below
3Both players roll for Glorious Deeds on the charts below.
4Players set up Terrain according to the instructions.
5Players deploy their troops according to instructions.
6Determine the Length of the Game as detailed below.

Setting Up

Unless the scenario instructs otherwise, the players take it in turns to deploy one model at a time, starting with the player who has more models in their warband (rolloff if both have the same number of models.

Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, the other player sets up all their models afterwards. Once the players have set up their models, deployment ends and the battle begins.

When a model that is not set up on the playing area moves onto the table, measure the move from its entry point as determined in the scenario.

Terrain

Set up terrain as explained in the terrain section of the book. It is important for any battlefield to have enough terrain to block Line of Sight at regular intervals so that the game does not turn into a battle where only longrange weapons matter. Both players should set up an equal number of terrain pieces

Game Length

At the end of the fifth turn of the game, one of the players rolls a D6. If the result is 4 or more, the game ends. If the game continues, the game ends at the end of the sixth turn.

Roll For Scenario Type

After terrain has been placed, either player rolls a D6 and consults the chart below to determine the victory conditions for the game. Note that if you are playing the campaign, the winner always gains 5 Victory Points if otherwise the result would indicate less.

1Attritional Battle
2Take and Hold
3Sabotage
4Over the Top
5Breakthrough
6Retrieve

Attritional Battle

At the end of the game, each player totals up the ducat value of their enemy models that they have taken Out of Action and divides the number by 100, rounding any fractions up to find the number of Victory Points each player has scored. Troops bought with Glory Points are worth 30 ducats per Glory Point for this calculation. The highest scoring player wins. You gain +1 Victory Point for each enemy you kill on the opposing half of the table from your own.

Take And Hold

Each player rolls D3+1 and takes that many 1” radius Objective markers. The player with the most objective markers (or the winner of a roll-off, if both players have the same number of markers) begins by placing one of their Objective markers on the playing surface. Then the opponent does the same and they keep alternating until both players have placed all of their Objective markers. Objective markers can be placed anywhere on the playing surface outside Impassable Terrain, and more than 8” away from another marker, table edge or any Deployment Zone. If it becomes impossible to place any more markers, the remaining markers are discarded.

To hold an objective, a player must have a model within 3” of the marker and there must be no enemy models at all within 3” of the same marker. If either of these conditions is not met, that objective is not held by any player.

After the game ends, the players determine how many objectives they control. The player with the most objective markers wins. If they hold the same number of objectives, the game is a draw.

Sabotage

Each player places objectives, as described for Mission 2. Then the players roll-off and the winner decides to be the attacker or defender. During the game, the attacker can destroy the objectives by planting mines/demolition charges or other explosives on them.

To plant an explosive charge on an objective, any attacking model must first move into base contact with the objective marker and then use any melee attack ACTION they have on the objective – this automatically plants the charges and the Activation of the model ends. In any following turn, if the attacking model is activated and moves away from the marker, the objective is automatically destroyed and any other model (friends and foes) that is still in base contact with the objective must immediately roll on the Injury Chart while ignoring armour. If the model moves away from the marker or is taken Out of Action before its next Activation, the explosive charge does not go off.

After the game ends, if the attacker has destroyed more objectives than their opponent, the Attacker wins. If less, then the Attacker loses. If both players have destroyed exactly the same number of the objectives, the game is a draw.

Infiltrators must be deployed as normal troops.

Over The Top

Both players place four 8”+ long trench sections in their own deployment zone, at least 3” away from the nearest other trench. At the end of the battle, players score 1 Victory Point for each of their own trenches they hold where there are no enemy models in the same trench section. They gain 1 Victory Point for each enemy trench they have that has at least one of their own models and 2 VPs if there are no enemy models in the trench.

If you roll a Chance Encounter as a Deployment type, roll again until you get a different one.

Breakthrough

After rolling for setup type, and just before starting the Setup Warbands step, the players roll off and the winner picks any of the four table edges for their opponent to escape from. Then the opponent does the same, but they cannot pick the same table edge picked by the first player.

Any model that moves into contact with the ‘extraction point,’ which is the point in the exact centre of the chosen table edge, is removed and counts as escaped. If enemy models are placed to block the extraction point, models can escape as near as possible to the extraction point, on either side of the blocking models.

At the end of the game, each player totals up the ducat value of their own models that have escaped the battlefield and divides the number by 100, rounding any fractions up to find the number of Victory Points each player has scored. Troops bought with Glory Points are worth 30 ducats per Glory Point for this calculation. The highest scoring player wins.

Retrieve

Move the area of dense terrain (of at least 6” x 6” and that is closest to the centre of the table) so that it is in the centre of the table, and then place an objective marker on it, exactly in the centre of the table. This marker represents a small object, like relic or an artefact, lost experimental weapon etc.

During the game, any model that ends its move in contact with the marker picks it up. That model is now carrying the object and will carry it until it leaves the table or is destroyed. As long as it is carrying the object, the model cannot Attack and cannot Dash and no other method of movement (teleportation, Puppet Master etc.) can be used to move the model due the mystical effect of the relic! At the end of its activation, the model can pass the object to any friendly model within 1” range, as long as neither model is in melee combat with an enemy. The model receiving the object is considered to have ended their Activation this turn, if it has not have done so yet.

If the model carrying the object is taken Out of Action the object is immediately thrown D6” in a direction indicated by the opposing player, though never out of the battlefield. Stop if the object moves into contact with Impenetrable Terrain just outside it. If it lands on top of a model, the model immediately picks it up, except if there is also an enemy model in melee combat with it, in which case it is thrown again.

If the model carrying the object moves into contact with any table edge, it has escaped with the object and the player immediately wins the game

If the game ends while a model is carrying the object, the players roll off with D6 one last time. If the player controlling the model carrying the objective wins the roll-off, they win the game. In any other case, the game is a draw.

Infiltrators must be deployed as normal troops.

Roll for Deployment Type

The player that did not roll for Missions rolls a D6 and consults the chart below to determine how the warbands deploy for the game.

1Chance Encounter
2Standard Deployment
3Flank Attack
4Long Distance Battle
5Tunnels
6Fog Of War

Chance Encounter

The players roll-off and the winner chooses which long table side belongs to them (or any edge if you are playing on a square area). The opponent gets the opposite table edge (see diagram). Models are not set up on the table at the start of the game. Instead, on the first turn of the game, half of the warband (selected by each player) enters the battlefield. When one of the models is activated, it starts its move onto the table from any point along the player’s table edge, though it cannot be deployed directly into melee combat. In turn two, the rest of the warband is deployed exactly the same way.

The scenario with Chance Encounter deployment lasts for a minimum of six turns.

Standard Deployment

The players roll-off and the winner chooses which table edge belongs to them. The opponent gets the opposite table edge.

Flank Attack

Use the Flank Attack Deployment Map below. The winner of the roll-off then places one model anywhere within their Deployment Zone (see diagram). The opponent does the same. Then the first player places another model and the two keep alternating until all models have been set up.

Long Distance Battle

The players roll-off and the winner chooses which corner of the table belongs to them. The opponent gets the opposite corner. The winner of the roll-off then places one model anywhere within 12” of their table corner (see diagram). The opponent does the same. Then the first player places another model and the two keep alternating until all models have been set up. Battles with this deployment last a minimum of six Turns.

Tunnels

The players roll-off and the winner places a 1” Tunnel Marker anywhere that is more than 6” from the table’s middle line (see diagram), though not on Impassable Terrain. Their opponent does the same on the opposite side of the table’s middle line.

Not all models are set up on the table at the start of the game. Players must leave half of their models in reserve (rounding down). On the first turn of the game, the remaining models enter the battle through tunnels – when one of these models is Activated, it is placed anywhere within 6” of its Tunnel Marker, though not in melee combat. Models that enter the battlefield this way cannot Dash in the first turn of the game.

Infiltrators are deployed as normal troops in this deployment type.

Fog of War

The players roll-off and the winner chooses which table side belongs to them. Their opponent gets the opposite table edge (see diagram) and both deploy normally. Not all models are set up on the table at the start of the game. Players must leave half of their models in reserve (rounding down).

On the first turn of the game, the remaining models enter the battle at random locations – when one of these models is Activated, the player rolls a D6 and consults the Fog of War Chart below. The chart details from which table edge the model enters. Models entering the battle cannot be placed directly into melee combat.

1Your opponent chooses one of the results below.
2Enter from the centre of the North edge.
3Enter from the centre of the East edge.
4Enter from the centre of the South edge.
5Enter from the centre of the West edge.
6You choose one of the results above.

Glorious Deeds

To determine the Glorious Deeds for the scenario, each player rolls two D6, one after the other. If a player rolls the same result on both dice, roll one of the dice again until it shows a different result. Match each player’s results to their table below.

Finally, every scenario shares a fifth Glorious Deed: “Victorious: Win the Battle.” Completing any of these Glorious Deeds earns the player 1 Glory Point. Once a Glorious Deed is completed by a player, it cannot be completed again by either player.

Die Result - Player 1

Bloodletting

Make one of your enemies suffer a sixth BLOOD MARKER with an attack from one of your models.

Reaper

Take at least three enemies Out of Action with one of your models during the battle with any ACTION the model has.

Sharpshooter

Take out an enemy in Cover while shooting from Long Range. Auto-hit weapons, grenades and weapons with a blast radius do not count.

Feigned Retreat

Retreat from Melee Combat and then shoot and hit the enemy you escaped from during the same Activation.

Fickle Luck

Use 2+ BLOOD MARKERS on a single enemy to give one of their ACTIONS -2 DICE (or more).

Head Hunter

Take two enemies Out of Action with Ranged attacks with a single model.

Die Result - Player 2

Risk It All

Succeed in two or more RISKY ACTIONS with one model during a single Activation.

Live Dangerously

Retreat from Melee Combat twice with one model during the game.

Killer Instinct

Take two enemies Out of Action with one model in melee during the battle.

No Escape

Successfully charge an enemy you cannot see.

Cast Them Down

Make an enemy fall from a height of 3”+ due to your action (shooting, melee, Supernatural Power etc).

Show of Mercy

Retreat from Melee Combat with an enemy that is Down.

Deeds to Always Include

Victorious

Win the game.