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Scenario_Generator

The document outlines rules for generating scenarios for tabletop gaming, including steps for scenario and deployment type selection, terrain setup, and game length determination. It details various scenario objectives such as Attritional Battle, Take and Hold, and Sabotage, along with specific deployment types like Chance Encounter and Fog of War. Players earn Glory Points through completing Glorious Deeds during the game, influencing the overall outcome and victory conditions.

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Ignacio Flores
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0% found this document useful (0 votes)
16 views

Scenario_Generator

The document outlines rules for generating scenarios for tabletop gaming, including steps for scenario and deployment type selection, terrain setup, and game length determination. It details various scenario objectives such as Attritional Battle, Take and Hold, and Sabotage, along with specific deployment types like Chance Encounter and Fog of War. Players earn Glory Points through completing Glorious Deeds during the game, influencing the overall outcome and victory conditions.

Uploaded by

Ignacio Flores
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RANDOM SCENARIO GENERATOR

These rules can be used to generate either one-off or Campaign scenarios on the fly. The
Generate a Scenario for you to play, use the following steps:
1. One player rolls for Scenario type on a Chart below
2. One player rolls for Deployment type on a Chart below
3. Both players roll for Glorious Deeds on the charts below.
4. Players set up the Terrain according to instructions
5. Players deploy their troops according to instructions
6. Determine the Length of the Game as detailed below

Setting up
Unless the Scenario instructs otherwise, the players then take it in turns to deploy one model at
a time, starting with the player who has more models in their Warband (roll-off 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 long-range weapons matter.
Both players should set up an equal number of terrain.

Length of the Game


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

Scenario Chart (roll a D6)

1 ATTRITIONAL BATTLE

2 TAKE AND HOLD

3 SABOTAGE

4 OVER THE TOP

5 BREAKTHROUGH

6 RETRIEVE

Scenario Objective 1 – 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 are worth 30 ducats
per Glory Point for this calculation. The highest scoring player wins.

Scenario Objective 2 – 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 his Objective markers on the playing surface. Then his
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 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” distance of the marker, and there
must be no enemy models at all within 3” distance 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.
Scenario Objective 3 – 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.

Scenario Objective 4 – Over the Top


Both Players place 4 Trench Sections 8”+ long 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 1 of their own
models, and 2 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.

Scenario Objective 5 – Breakthrough

After rolling for Set-up type, and just before starting the Set-up Warbands step, the players roll
off and the winner picks any of the four table edges, for his opponent to escape from. Then his
opponent does the same, but he 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 are worth 30 ducats
per Glory Point for this calculation. The highest scoring player wins.

Scenario Objective 6 – Retrieve

Move the area of dense terrain of at least 6”x6” 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 in it, exactly on 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’s carrying the object, the model cannot Attack and cannot Dash, for fear of damaging the
delicate and precious item! 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. Stop if the object moves into contact with
Impenetrable terrain just outside of 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, he wins 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.

Deployment Type Chart (roll a D6)

1 CHANCE ENCOUNTER

2 STANDARD DEPLOYMENT

3 FLANK ATTACK

4 LONG-DISTANCE BATTLE

5 TUNNELS

6 FOG OF WAR
1) Chance Encounter
The players roll-off and the winner chooses which long table side belongs to him (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 2, the rest of the Warband is deployed
exactly the same way.

The Scenario with Chance Encounter Deployment lasts for 6 Turns at minimum.
2) Standard Deployment
The players roll-off and the winner chooses which table side belongs to them. The opponent
gets the opposite table edge.

Standard Deployment Map


3) 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.

Flank Attack Deployment Map


4) 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 a 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 6 Turns.

Long-distance Deployment Map


5) Tunnels
The players roll-off and the winner places a 1” Tunnel marker anywhere more than one 6” from
the table’s middle line (see diagram), though not on impassable terrain. The opponent does the
same on the opposite side of the table’s middle line (see diagram below).

Not all models are not 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 one 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.

Tunnels Deployment Map


6) Fog of War
The players roll-off and the winner chooses which table side belongs to the winner The
opponent gets the opposite table edge (see diagram) and both deploy normally. Not all models
are not 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 For 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.

Fog of War Chart -Roll D6


Score Result

​ 1 The opponent chooses one of the results below.


​ 2 Enter from the centre of the North edge.
​ 3 Enter from the centre of the East edge.
​ 4 Enter from the centre of the South edge.
​ 5 Enter from the centre of the West edge.
​ 6 You choose one of the results above.
​ Glorious Deeds
Both players roll D6 twice to determine 2 of the 5 Glorious Deeds the Scenario has. If you roll
the same Glorious deed, roll again until you get a different one.Completing each of the listed
conditions earns 1 Glory Point. First player completing a Glorious Deed gains the Glory Point, it
cannot be gained repeatedly.

In addition, winning a game earns the winner 1 Glory Point and is always the 5th Glorious Deed.

DIE RESULT PLAYER 1

1 Reaper: Take at least 3 enemies Out of Action with one of your models during the
Battle using any ACTIONS the model has.

2 Sharpshooter: Take out an enemy in Cover while shooting from Long Range.

3 Bloodletting: Make one of your enemies suffer the 6th BLOOD MARKER with an attack
from one of your models.

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

5 Fickle Luck: Use 2+ BLOOD MARKERs on a single enemy to give one of their ACTIONS -2
DICE (or more).

6 Headhunter: Take 2 enemies Out of Action with Ranged attacks with a single model.

DIE RESULT PLAYER 2

1 Risk it All: Succeed in 2+ Risky Actions with one model during a single Activation.

2 Live Dangerously: Retreat from Melee Combat twice with one model during the
game.

3 Killer Instinct: Take 2 enemies out of Action with 1 model in melee during the battle.

4 No Escape: Successfully charge an enemy you cannot see.

5 Cast them Down: Make an enemy fall from a height of 3”+ thanks to your action
(shooting, melee, Supernatural Power etc.)

6 Show of Mercy: Retreat from Melee Combat with an enemy that is Down.

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