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Scenario Briefing

Deployment
Chance Encounter
Battlefield Archetype
No Man's Land
Victory Conditions
Retrieve
Glorious Deeds
Bloodletting
Fickle Luck
Risk It All
Live Dangerously
Scenario Code: 154-1512

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

Action
(you do not have to make a Success Roll). Put the Relic Marker in contact with the model's base to show it is carrying it. The only thing a model carrying the Relic can do is take Move or Retreat
Action
S; it cannot do anything else or be moved in any other way (e.g. with teleportation, Puppet Master, Tormentor Chain, etc.). At the end of its Activation, you can say that a model that is carrying the relic can either keep it or hand it to a friendly model that is within 1". When a model hands the relic on, place the Marker in contact with the other model's base. A model that is handed the relic is treated as having been Activated, even if it has not yet been Activated this turn.

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).

Glorious Deeds

Bloodletting

An attack made by a friendly model results in the sixth
Blood Marker
being placed beside an enemy model.

Fickle Luck

A Warband spends 2 or more
Blood Markers
to penalise a Success Roll for an enemy model.

Risk It All

A friendly model takes two
Risky Success
Rolls in the same Activation, and both are a Success or Critical Success.

Live Dangerously

A friendly model takes two Retreat
Actions
during the game.