Random Scenario Generator

New
Share
Load

Scenario Briefing

Deployment
Standard Deployment
Battlefield Archetype
Decimated Ruins
Victory Conditions
Sabotage
Glorious Deeds
Reaper
Head Hunter
Risk It All
Cast Them Down
Scenario Code: 215-2615

Battlefield Archetype

Decimated Ruins

Battles are frequently fought to capture cities, towns and villages located between, or just behind, the trench lines of the opposing Warbands. The constant warfare quickly reduces once-proud buildings to ruins, amongst which Warbands fight each other in brutal short-ranged engagements. Tactical and strategic success can be measured by who takes control of the ruined buildings, piles of rubble and wrecked vehicles that litter the shattered landscape.

Decimated Ruins 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 Decimated Ruins must be chosen from the following list:

  • Ruined Buildings
  • Ruined Corners
  • 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

You will need at least 6 ruined buildings and at least 2 pieces of each other sort of terrain. 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.

Terrain Setup

Any ruins that are going to be used for the game must be set up first. The first ruined building or corner can be set up anywhere on the Battlefield. Each subsequent ruined building or corner must be placed between 3" and 9" away from any other ruined building or corner. After all of the ruins have been set up, any other terrain can be added to the Battlefield. Terrain apart from ruins can be set up anywhere on the Battlefield that is at least 3" away from any other terrain pieces.

Victory Conditions

Sabotage

After the terrain has been set up, the players must set up 6 Objective Markers. The players roll-off, and then alternate setting up the Markers, one at a time, starting with the winner of the roll-off. Objective Markers must be set up more than 6" from the edge of the battlefield or a Deployment Zone, and more than 6" away from any other Markers. If this makes it impossible to set up all of the Markers, discard any that cannot be set up. The players then roll-off again. The winner is the attacker and the loser is the defender. All of the attacking models apart from Infiltrators that deploy using their special rules have Demo Charges and can take the following

Action
S (no Success Rolls are necessary):

  • Place Demo Charge ACTION: A model that has Demo Charges and is in contact with an Objective Marker can take an
    Action
    to place the Demo Charge on the Marker. Once it does so, it no longer has the Demo Charge but can now use the Detonate Demo Charge
    Action
    .
  • Detonate Demo Charge ACTION: A model that has set Demo Charges can take an
    Action
    to detonate the Demo Charge. It can take the
    Action
    at any time during the game, and can wait one or more Turns before it does so if desired (this gives the model a chance to move away so it does not get caught in the explosion). When it finally takes the
    Action
    , make an Injury Roll with the IGNORE ARMOUR Keyword for every model within 3" of the Marker. The Marker is then removed. Note that if a model that has placed a Demo Charge is taken Out of Action, it will not be possible to detonate the Demo Charge.

A player wins this scenario immediately if the opposing Warband flees. Otherwise, the player with the most Victory Points at the end of the game is the winner.

At the end of the game the attacker scores:

  • 5 VP for each Objective Marker that has been removed.
  • 1 VP for each Glorious Deed they completed.

At the end of the game the defenders scores:

  • 5 VP for each Objective Marker that has not been removed.
  • 1 VP for each Glorious Deed they completed.

Game Length

Roll a D6 at the end of the fifth Turn. On a 1 or 2, the game ends immediately. On a 3 or more, the game will end at the end of the sixth Turn.

Deployment

Standard Deployment

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 then alternate deploying their models one at a time, starting with the player who has more models in their Warband (roll-off if both players have the same number of models). Models must be set up wholly within their own Deployment Zone.

Infiltrators can deploy normally or by using their special deployment rules.

Glorious Deeds

Reaper

A friendly model takes three enemy models Out of Action.

Head Hunter

A friendly model takes two enemy models Out of Action with Ranged Attacks during the game.

Risk It All

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

Cast Them Down

A friendly model causes an enemy model to Fall from a height of at least 3" (e.g. by taking the enemy model Down near a ledge, or by forcing it off a ledge in some way).