Old World Random events chart
Lähetetty: Ti 25.04.2006 14:12
Jooh, tällaisen tein. Yritin tasapainottaa niin, ettei mitään rotua syrjittäisi, mutta en ole varma onnistuinko täydellisesti. Kommentointi vapaa.
Roll before the game.
2d6:
2 Malady of the New World
A strange disease has spread through the area. Scholars blame the native lizardmen for this sexually transmitted terror.
Both players pick two units of their own. The models make a T test. Failure means death.
3 Snotling Sabotage!
A group of marauding snotlings has been stealing bits and pieces from your camp.
Both players roll a die. Winner may pick one of his opponents war machines or chariots. The model has only one wound left. If the player has no models in request, pick a unit with armour. If it is heavy, it becomes light, if it is light the unit looses it. If the player has none of these units, the snotlings join his cause (the player gets 2 swarm bases of snotlings. Use a proxy if you must).
4 Ghost tales
A tale tells that an evil spirit haunts the battle field, slaying any mortal who defiles his grave.
Pick a random piece of terrain. The terrain causes terror. (note: moving into the terrain counts as charging)
5 Hungry Wolves
Packs of ravenous wolves lurk within the woods.
At the start of a turn, any unit even partially in a forest suffers d6+1 S3 hits.
Note: wizards with the Lore of Life or Beasts suffer no hits. Wood elves know how to deal with wild creatures, so they take only one S3 hit.
6 Mists of Twilight
A thick weil of mist hangs on the battlefield.
Shooting is with -1 in the first 2 turns.
7 Blood enemies
The generals have both bitter memories and grudges from the time they first met.
The generals hate each other.
8 Liquid Courage
The friendly Inns have supported your troops with plenty of beer and booze.
Random player chooses two units of his own. They are drunken (Centigor rules). Note: with Dwarves, all units but war machine crews and characters are drunken. Undead and daemonic units cannot be drunken. If the player has only such units, one of his heroes has sacrificed the Inn staff and drunk their blood and essence. He has an additional wound.
9 Elven path
Secret paths run through the woods and forests of Old World.
Before the start of the first turn, a random player may move one of his non-scout infantry unit d6+1" forwards.
Note: elves move d6+3", wood elves d6+6".
10 Good Omens
The gods favour their children.
Both players are allowed two re-rolls in the game. May cancel miscast or cause irresistable force.
11 Epic Speech
"Words are far mightier than swords"
A random player chooses one unit. The unit may benefit from the generals LD anywhere on the battlefield.
12 Cursed Soil
In the bygone ages, evil sorcerers casted foul incantations upon the face of the Earth, so the winds of magic could run free and wild.
Double 1's n' 2's cause Miscast. Double 5's and 6's are Irresistable.
Roll before the game.
2d6:
2 Malady of the New World
A strange disease has spread through the area. Scholars blame the native lizardmen for this sexually transmitted terror.
Both players pick two units of their own. The models make a T test. Failure means death.
3 Snotling Sabotage!
A group of marauding snotlings has been stealing bits and pieces from your camp.
Both players roll a die. Winner may pick one of his opponents war machines or chariots. The model has only one wound left. If the player has no models in request, pick a unit with armour. If it is heavy, it becomes light, if it is light the unit looses it. If the player has none of these units, the snotlings join his cause (the player gets 2 swarm bases of snotlings. Use a proxy if you must).
4 Ghost tales
A tale tells that an evil spirit haunts the battle field, slaying any mortal who defiles his grave.
Pick a random piece of terrain. The terrain causes terror. (note: moving into the terrain counts as charging)
5 Hungry Wolves
Packs of ravenous wolves lurk within the woods.
At the start of a turn, any unit even partially in a forest suffers d6+1 S3 hits.
Note: wizards with the Lore of Life or Beasts suffer no hits. Wood elves know how to deal with wild creatures, so they take only one S3 hit.
6 Mists of Twilight
A thick weil of mist hangs on the battlefield.
Shooting is with -1 in the first 2 turns.
7 Blood enemies
The generals have both bitter memories and grudges from the time they first met.
The generals hate each other.
8 Liquid Courage
The friendly Inns have supported your troops with plenty of beer and booze.
Random player chooses two units of his own. They are drunken (Centigor rules). Note: with Dwarves, all units but war machine crews and characters are drunken. Undead and daemonic units cannot be drunken. If the player has only such units, one of his heroes has sacrificed the Inn staff and drunk their blood and essence. He has an additional wound.
9 Elven path
Secret paths run through the woods and forests of Old World.
Before the start of the first turn, a random player may move one of his non-scout infantry unit d6+1" forwards.
Note: elves move d6+3", wood elves d6+6".
10 Good Omens
The gods favour their children.
Both players are allowed two re-rolls in the game. May cancel miscast or cause irresistable force.
11 Epic Speech
"Words are far mightier than swords"
A random player chooses one unit. The unit may benefit from the generals LD anywhere on the battlefield.
12 Cursed Soil
In the bygone ages, evil sorcerers casted foul incantations upon the face of the Earth, so the winds of magic could run free and wild.
Double 1's n' 2's cause Miscast. Double 5's and 6's are Irresistable.