RANDOM EVENTS
At the beginning of each turn, roll a D6. If the result is a ‘1’ or a ‘6’, then a random
event has occurred.
If a random event has occurred, then roll a D6. If the result is odd, then the event will
affect the attacker. If the result is even,
then the event will affect the defender.
Roll a D20, and check the corresponding event number
to the die roll, to determine which event has occurred.
1) Urgent
Assistance
During the player’s activity phase, the player must
move their Commander, to within 4BW of the furthest friendly unit from the Commander’s
initial position.
2) Anxious
During the player’s activity phase, the player must
move one of their units (chosen randomly), their full movement allowance, or as
much as can be used, forward.
3) Hesitant
One of the player’s units (chosen randomly), may not
attempt any activities during the entire turn, including recovery attempts.
4) Retrograde
One of the player’s units (chosen randomly), performs
a retrograde maneuver to its fullest movement available. The player can perform a retrograde wheel, if
they so wish.
5) Disorganized
One of the player’s units (chosen randomly), suffers
1DISR, unless that would cause the unit to break. The disruption occurs during the player’s
reaction phase.
6) Limited
Ammo
One of the player’s artillery units (chosen randomly),
cannot fire this turn.
7) Rough
Going
One of the player’s units (chosen randomly), treats
open terrain as rough terrain, and rough terrain as impassable, for this turn.
8) Bad Aim
One of the player’s artillery units (chosen randomly),
suffers a -1 penalty to hit on all die rolls, for this turn.
9) Valiant
Charge
The player chooses which unit will receive a +1 to hit
on all die rolls in combat, for this turn.
10) Rally to the Flag
The player rolls a D6.
If the result is odd, then add 1 to their army morale. If the result is even, then add 2 to their
army morale.
11) Well
Disciplined
The player chooses which unit will receive a reduction
of 1DISR. The reduction occurs during
the player’s reaction phase. The unit cannot
try for a separate recovery attempt, during this turn.
12) Heroic
Rally
The player chooses which unit gets to use two dice for
a recovery attempt, this turn.
13) Stirrups
In
The player chooses which cavalry unit will receive +1
to hit on all dice, in a charge or counter charge, for this turn.
14) Whiff of
grape
The player chooses which artillery unit will receive
+1 to hit on all dice using canister, for this turn.
15) Rally to
the Colours
The player chooses which unit will ignore disruptions
to how many dice they use in combat, for this turn.
16) Deadly
Fire
The player chooses which infantry unit will receive +1
to hit on its dice, if it elects to fire during its reaction phase.
17) Thick Smoke
One of the player’s infantry units (chosen randomly),
receives -1 to hit on its dice, if firing during its reaction phase.
18) Find the Way
The player chooses which unit will treat rough terrain
as open terrain, for this turn.
19) Hold the Line
The player chooses which infantry unit will receive an
extra die roll during combat, for this turn.
20) Impetuous
One of the player’s units (chosen randomly), and which
is in a legal charge range, performs a charge, during its activity phase, or a
counter charge during its reaction phase, which ever is applicable.
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