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.
Either player can decide to keep the random event in
their hand as it were, and have it occur later on in the game, when they
choose. If a player takes this option,
the event must be played at the beginning of their turn or the opposing
player’s turn, before any other actions are taken. Each player can only keep one random event at
a time, and if a random event occurs later on in the game that would be
beneficial to that player, that event will not occur. All random events that would be a detriment
to that player, will still occur.
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 by the opposing player), their full movement
allowance, or as much as can be used, forward.
3) Hesitant
One of the player’s units (chosen by the opposing
player), may not attempt any activities during the entire turn, including
recovery attempts.
4) Retrograde
One of the player’s units (chosen by the opposing
player), 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 by the opposing
player), 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 by the
opposing player), cannot fire this turn.
7) Rough Going
One of the player’s units (chosen by the opposing
player), 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 by the
opposing player), 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. This bonus is only
performed once per game.
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 by the
opposing player), 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 by the opposing
player), 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.
No comments:
Post a Comment