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"Random Events" Topic


Battlesystem

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1,844 hits since 19 Oct 2016
©1994-2024 Bill Armintrout
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Personal logo Editor in Chief Bill The Editor of TMP Fezian19 Oct 2016 10:46 p.m. PST

After initiative has been determined (Step 2) and before First Movement (Step 3), both players roll d4 for each unit. On a roll of "1", that unit suffers a random event -- roll d100 to determine the exact result, and must follow the instructions as closely as possible. The result is shown to both players (it's more fun this way).

An M indicates that the random unit must be chosen among the player's missile units.

An I indicates that the random unit is only among non-missile units.

An F indicates that the random unit is only among flying units.

All results are in effect until the end of the turn, unless otherwise stated.

THE EVENTS


  1. Disturb a swarm of bees -- mandatory morale check at start of unit's move
  2. Commander gets ill -- unit is out of command
  3. Unit offered a bonus for good fighting -- plus 1 ML for rest of battle
  4. Unit has a personal grudge -- plus 1 ML for rest of battle, but must only fight nearest enemy
    unit until one or the other is destroyed or off-map
  5. Commander is hesitant -- unit is out of command
  6. Mixup in logistics -- no missile fire [M]
  7. Rumors abound -- non-missile unit charges nearest foe possible, if in charge range
    [I]
  8. Rumors abound -- unit will not advance to engage in hand-to-hand combat
    [I]

  9. Rumors abound -- mandatory morale check
  10. Rumors abound -- unit performs flight movement
  11. Rumors abound -- unit disengages from combat (player's choice of method)
  12. Rumors abound -- plus 1 ML
  13. Rumors abound -- minus 1 ML
  14. No orders from army commander -- unit performs identical movement as closest friendly
    unit
  15. No orders from army commander -- unit moves full movement straight ahead
  16. No orders from army commander -- unit moves full movement toward army commander (or
    unit with highest per-figure value if no army commander is present)
  17. No orders from army commander -- unit is out of command
  18. Miscommunication -- unit performs 45 degree pinwheel left full movement (force march if
    possible)
  19. Miscommunication -- unit performs 45 degree pinwheel right full movement (force march if
    possible)
  20. Miscommunication -- unit contracts to column formation and moves full movement straight
    ahead
  21. Miscommunication -- unit expands frontage as much as possible
  22. Miscommunication -- unit moves full movement straight ahead
  23. Miscommunication -- unit moves full movement in random direction (roll d8)
  24. Miscommunication -- unit expands to maximum frontage
  25. Miscommunication -- unit does not move this turn (may fight or fire missile weapons)
  26. Miscommunication -- unit performs a left flank followed by full movement
  27. Miscommunication -- unit performs a right flank followed by full movement
  28. Miscommunication -- unit performs a march to the rear
  29. Miscommunication -- unit charges nearest enemy unit, if possible
  30. Miscommunication -- missile unit must only shoot nearest enemy unit [M]
  31. Miscommunication -- missile unit does not fire [M]
  32. Miscommunication -- missile unit does not fire during owning player's movement
    phase [M]
  33. Miscommunication -- missile unit does not fire during enemy player's movement phase
    [M]

  34. Trepidation -- unit's base movement is halved
  35. Treachery -- unit must leave the battle field by nearest edge (Permanent)
  36. Treachery by unit commander -- opposing player moves this unit, instead of owning player, at
    any time during owning player's movement phase
  37. Treachery by unit commander -- unit is out of command
  38. Gusty Winds -- damage from any missile fire into or from this unit is halved
  39. Gust of Wind -- all ranges adjusted by 2" in random (d8) direction [M]
  40. Tailwind -- plus 1" for each range if firing at a unit directly in front of missile unit
    [M]

  41. Headwind -- minus 1" for each range if firing at a unit directly in front of missile unit
    [M]

  42. Strong Winds -- ALL flying units must land immediately and stay on ground for this
    turn [F]
  43. No more food/water -- damage done by this unit is halved for remaining of battle
  44. No more water -- entire unit moves into nearest woods/brush-scrub or adjacent to water to get
    water
  45. Tired -- unit uses next lower AD until it does not move, fight, or rally in a turn
  46. Exhaustion -- 1/2 movement and may neither force march nor charge
  47. Exhaustion -- flying unit must immediately land and stay on ground for this turn
    [F]

  48. Exhaustion -- unit uses next lower AD
  49. Exhilaration -- unit uses next higher AD
  50. Berzerk -- unit uses next higher AD for remainder of battle [I]
  51. Lack of confidence -- unit minus 1 ML for the remainder of the battle
  52. Stragglers -- unit takes one hit of damage immediately (no AR check)
  53. Stragglers -- unit loses one figure immediately
  54. Commander prepared army well for battle -- ignore any one subsequent event
  55. Spy in enemy's army -- ignore next random event
  56. Rabblerouser in enemy's army -- enemy must roll one extra event
  57. Unit well prepared for this situation -- may move first (even if enemy has initiative) before
    charges and rally attempts. May opportunity charge with no initiation check penalty.
  58. Unit ill-prepared for this situation -- must be the last unit moved on the table -- even if army
    moves first
  59. Rusty/old armor -- plus 1 AR for remainder of battle
  60. Battle frenzy -- treat all enemies as hated foes
  61. Battle weary -- Must make a morale check if any enemy unit moves within 1" of unit (as charge
    check)
  62. Unit banner dropped -- minus 1 ML
  63. Commander poorly prepared army for battle -- Roll again for each of two friendly units
  64. Caster Interrupted -- loses one spell selected at random
  65. Caster misplaced proper spell components -- cannot cast spell this turn

If none of the above numbers are rolled, no random event occurs.

For Example

On a given turn, side B wins initiative and decides to let side A move first. Then both sides roll d100.

Side A rolls a 42 (Strong Winds). Since none of side A's units are flying units, all of side A's units move normally this turn. Side B, however, has a dragon hero so it must land and stay on the ground the entire turn, since this particular event affects BOTH sides (very few events affect both sides).

Side B rolls a 33 (it doesn't make a difference who rolls first, since everything is random). Since this event (Miscommunication) only affects missile units and, of B's 6 units, only two are missile units, B then rolls d2 to determine which of his two missile units are affected. Both A and B now know which of B's two units may not fire during A's movement phase (first movement, in this example).

Side A may now proceed with his movement phase, knowing that B's one missile unit cannot shoot at him during this phase.

Personal logo Sgt Slag Supporting Member of TMP20 Oct 2016 2:47 p.m. PST

Interesting. Might have to try that out in a game. Cheers!

Personal logo Editor in Chief Bill The Editor of TMP Fezian20 Oct 2016 5:21 p.m. PST

I don't know who wrote this. It was in the old Rules Directory, with no credits – which usually would mean I wrote it, but I don't think I did. grin

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