I thought I’d share a random scenario generator I was working on. It produces a deployment and objective for each side in a two-player game. It’s meant for 750-1500 point-a-side games on a 6’ wide by 4’ deep table but could probably be extended to higher points on similar or  larger tables: once tested properly, I’ll produce a different version for 500 point games.

This quick-and-dirty system is intended to produce games where you cannot be sure of your opponent’s objective and, initially, only really know that they are in the area in which the combat is to take place. It can often asymettric deployments which are interesting to address so the dice-draw deployment rules (p.140) are recommended.

Apart from the placing of three pieces of objective terrain, this scenario system uses all the standard rules for terrain, deployment and game length in the core rulebook on pages 138-141 unless the victory conditions in the objectives specifically state otherwise. That means that, for example:

  • on a 6’x4’ table there should be 12 ‘pieces worth’ of terrain or more (p.139) – see below for placing of three of these before any other;
  • units cannot be deployed closer than 10” from enemy (p.140);
  • units coming on from turn 2 onwards must make a command check (p.140);
  • at the end of turn 6, a further turn is rolled for (p.141).

Cards or dice for it?

I’ve provided a simple file with the objectives so players can print out two sets of the deployment options and objectives onto card. It is important to have two sets to make sure that each player has their own and that objectives can be duplicated. Deployment is drawn for or generated openly after terrain has been set up; objectives are drawn for/generated in secret.

Rather than draw cards, there is a way to generate a controlled and simple random number from 1-10 which we’ll highlight in an appendix. Of course, a tagged and logged, online dice roller could be used.

Definitions and Setup rules

There are a few of definitions and rules that need to be observed in order for the objectives and deployment options to work:

Sector: a sixth of the table, dividing it into two depth-ways and three widthways. This means on a 6’x4’ table, it is 2’x2’ square.

Physical objectives: These are three pieces of terrain set up before any other terrain but which are otherwise placed in turn as normal. These can be hills, ruins, buildings, a transmat, a crater in which is a crashed drone or ship, or could be a ruined vehicle or even a strange artefact.   The physical objectives should be placed such that a portion of them overlaps the centreline of the table in each of the three widthways sector divisions. No other piece of terrain can be placed within 5” of these physical objectives.

In case that wasn’t clear, a diagram of a valid physical objective deployment is as follows:


Control. A physical objective is controlled if a force has one of its own, non-sharded units within 5” of the objective and the opponent has none. A sector is controlled by a force if that force has more points worth of its own units in the sector than its enemy. In case of units spanning multiple sectors, a unit can only be used to control a maximum of two sectors and counts as half of its points total in each sector.

Objective Achieved: Some objectives state that the game length is ‘objective achieved’. All this means is that if, at the end of a turn, a force has achieved its stated objective then the game ends. This means that the game can continue after a force has been broken.

Determine Deployment

After positioning the three physical objectives, position the rest of the terrain as normal. Then decide on a long table edge for each force’s base edge (dice for it or choose). Only then should each force openly draw or roll for its deployment. Deployment options are as follows, together with a D10 roll:

1,2      Broad front     The force is advancing steadily and warily, aware of the existence of enemy in the area. On turn one, the whole of the force deploys from turn 1 within 1M of its own long table edge and more than 5” from each side table edge.

3,4      Vanguard         The force is merely the vanguard of a larger force or is a probing force operating on a narrow front. On turn one, half the force deploys in a 20” wide by 10” deep box in the centre of its own table edge (see p.143).

5,6      Left Flank        The force is approaching the enemy at an oblique but is still coherent. The force deploys at least half of its units within 1M of its centre and left sector base edges (sector edge 3-6 in the diagram) or can bring on units  from the left-hand sectors side table edge (sector edge 1,2) in the first turn. Forces brought on from the left table edge cannot enter within 10” of enemy and cannot enter within 5” of the centreline of the table.

7,8      Right Flank     As for left flank but mirrored onto the right using sector edges 5-10.

9         Drop                   Deployment is as for broad but any unit in drop pods (currently considered to cost 30 points apiece), with a homer drone or wearing AG chutes may be deployed anywhere within a force’s half of the table. When the unit’s dice is drawn, designate a point and roll the unit’s Co stat for homer drones or Ag stat for drop pods or AG chutes: success means the point specified is used as the landing spot whilst failure means the landing point diverges randomly 1d10+1” from the designated landing spot. A unit is deployed with a Run or Advance order (as for coming on the table, p.140) with the drop pod or at least one figure on the designated landing spot. The 10” rule (p.140) must still be observed. If the landing spot is off-table or on impassable terrain, then the unit lands off-table and can come on the following turn from the sector edge.

0         Confusion         There has been a horrendous mix-up in orders, enemy location and co-ordination. All units begin off-table but may enter from the first turn rolling a D10 to decide the sector edge from which they must enter (as in the diagram).

Whilst a force can elect to keep some of its force off-table and bring it on later turns, win-loss ratios are determined by the number of non-sharded units who entered the table. Unless specifically stated otherwise in its objectives, a unit that leaves the table is counted as lost.

Decide Objectives

Before deploying, a force should now draw or generate its objective without the opponent seeing. The possible force objectives are as follows (with D10 roll), remembering that sharded units cannot control sectors or physical objectives and that all members of a sharded unit must leave the table separately to count as having left.

1: Hold LeftWin: The centre and left-hand physical objectives must be controlled by friendly forces at the end of the game. Draw: Either the centre of left-hand objective is controlled. Game Length: Normal.

2: Hold Right -Win: The centre and right-hand physical objectives must be controlled by friendly forces at the end of the game. Draw: Either the centre of right-hand objective is controlled. Game Length: Normal.

3: Deny – Win: No enemy must be within your own force’s half of the table.

4: Stand – Win: At the end of the game your force is not broken and the enemy force has failed to achieve their own objective. Draw: Your own force is not broken. Game Length: Normal.

5-6: DominateWin: The enemy force is broken and your own forces are not broken. Draw: The enemy force is broken. Game Length: Objective achieved.

7: Spearhead – Win: At least half the friendly forces (in dice) have left the table by the enemy’s base table edge. Draw: At least a quarter of the friendly force (in dice) have left the table by the enemy’s base table edge but the friendly force is otherwise broken. Game Length: Objective achieved.

8: Overrun – Win: Control four (4) sectors. Draw: Control three (3) sectors. Game Length: Normal.

9: Control – Win: Control three (3) sectors and one physical objective irrespective of being broken or not. Draw: Control two sectors and one physical objective, irrespective of being broken. Game Length: Normal.

10: Destroy – Win: Destroy a larger percentage of your enemy’s forces (in order dice) than your own. Draw: Friendly forces are broken but otherwise the ‘Win’ objective is achieved. Game Length: Normal.

Winning and Losing

At the end of the game, determine whether either force has achieved their objective and by what degree. Give a force 2 points for an objective Win, 1 for an objective Draw. The force with the highest points has won the game; forces with equal points have drawn.

Printable cards (A4)


Printable rules


Appendix: D10 generator

To generate a controlled, but random, D10, secretly record (write down or send a text to yourself) a number between one and 10. Your opponent then rolls a D10 and records the result. Cross-reference the result on this table.