Random Scenario Generator
Scenario Briefing

Battlefield Archetype
No Man's Land
No Man's Land is the area that lies between the trench systems of the Great War. It is a stark and deadly place, criss-crossed with fire from machine-guns and artillery, and with only occasional ruined buildings, craters, fallen trees, wrecked tanks or cannons, and pockmarked shrines to provide cover. This makes it a dangerous place to enter in daylight, so most Scenarios that take place in No Man's Land will be night-time raids where the cover of darkness can be used to provide some measure of protection against enemy gunfire.
No Man's Land Terrain Pieces
The players roll-off, and the winner sets up the terrain for the game. The terrain pieces for a game taking place in No Man's Land must be chosen from the following list:
- Trenches
- Ruined Buildings
- Ruined Corners
- Hills
- Areas of Dangerous Terrain (barbed wire, swampy ground, etc)
- Area of Difficult Terrain (craters, rubble, fallen trees, etc)
- Landmarks (statues, shrines, altars, etc)
Number of Terrain Pieces
We recommend that you use at least 2 pieces of each terrain type if you can. Count pieces that are more than 8" across or more than 8" long as being 2 pieces of terrain towards this number rather than only 1. However, this is only a guideline, and you can use any number of terrain pieces in a No Man's Land scenario, from there being almost no terrain at all, to there being as much terrain as can be fitted onto the Battlefield (without breaking any of the following restrictions on how terrain pieces can be placed, of course!)
Terrain Setup
The terrain pieces must be set up in such a way that each piece of terrain is at least 6" away from any other pieces of terrain. Trenches can only be set up if they are wholly within one of the Deployment Zones shown on the map for the scenario that is being played.
Victory Conditions
Retrieve
Place a Relic Marker at the midpoint of the battlefield. In addition, everywhere within 6" of the centre of the battlefield is covered by a dense unearthly fog. Models wholly within the fog are treated as being in cover, and movement within the fog is treated as if it were being made across difficult terrain. Infiltrators cannot use their special rules to set up within 12" of the Relic Marker.
A model within 1" of the Relic Markers takes a Pick Up Relic
If a model carrying the relic is taken Down or Out of Action, or is chosen as the target of a Melee Attack, it immediately drops the relic. When a model drops the relic, place it within 1" of the model and not in contact with any other models.
If the model carrying the relic moves into contact with a battlefield edge, it escapes with the Objective Marker and the controlling player immediately wins the Battle.
A player wins this scenario immediately if the opposing Warband flees or if a friendly model carrying the relic finishes a move in contact with the edge of the battlefield. Otherwise, the player with the most Victory Points at the end of the game is the winner.
At the end of the game each player scores:
- 10 VPs if a friendly model has the Relic Marker.
- 1 VP for each Glorious Deed they completed.
Game Length
The game ends at the end of the sixth Turn.Deployment
Chance Encounter
The players roll-off. The winner of the roll-off chooses which Deployment Zone will be theirs. The other Deployment Zone is their opponent's. The players must then split their Warbands into two groups with an equal number of models. If a player has an odd number of models in their Warband, the extra model must go in the second group. The first group is the player's Turn 1 reinforcements, and the second group is their Turn 2 reinforcements. Infiltrators must deploy normally (they cannot use their special deployment rules).
In the first Turn, the players can only Activate the models from their Turn 1 reinforcements group. When they Activate a model, they must deploy it wholly within their Deployment Zone, in contact with the edge of the battlefield, and more than 1" from any enemy models, even if it is an Infiltrator. The player can then carry out the rest of the model's Activation normally. Note that both players must Activate all of the models in their reinforcement group and they cannot choose to hold any back. In the second Turn the players must Activate models from their Turn 2 reinforcements group in the same way, and they can also Activate the models they deployed during Turn 1 (the reinforcements and previously deployed models can be Activated in any order).
Infiltrators must deploy normally (they cannot use their special deployment rules).
