BATTLESYSTEM:
Random Events

The New Rule

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).

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 offerred 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. Rumours abound -- non-missile unit charges nearest foe possible, if in charge range [I]

  8. Rumours abound -- unit will not advance to engage in hand-to-hand combat [I]

  9. Rumours abound -- mandatory morale check

  10. Rumours abound -- unit performs flight movement

  11. Rumours abound -- unit disengages from combat (player's choice of method)

  12. Rumours abound -- plus 1 ML

  13. Rumours 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.


Last Updates
19 June 1996reformatted
16 April 1996reorganized
4 May 1995update from author
Comments or corrections?