Campaign Random Events (1d36)

1d36 Event Description Effect

1

P.O.W

A unit was captured by a local militia and is now being held as prisoners of war.

Select one random unit, and remove it from play. At the end of hte mission it may be bought back for D3 * 50pts or else it's disbanded.

2

Bring me their Heads

A local warlord wants one of the armies dead, and is willing to pay for it.

Select one random army. Enemy armies get 25pts at the end of hte mission for every unit from it that they destroyed.

3

Fragile Blows

After walking through a magical field some weapons suddenly start breaking.

Select D3 random units, which can't use one random ranged weapon or upgrade until the end of the mission.

4

Monstrous Spawn

A unit accidentally walks into a beast's nest and is brutally mauled.

Select one random unit, which takes D3+3 automatic hits with AP(1)

5

Low Supplies

The army's supply routes have been cut, leaving some units without ammo.

Select D3 random units, which can't shoot until the end of the mission.

6

Combat Fatigue

One of the armies has been fighting for too long and has become exhausted.

All units from one random army get -1 to morale until the end of the game.

7

Carnivorous Fauna

The local terrain is infested with vicious creatures, always ready to attack.

Until the end of the mission whenever a unit enters terrain roll one die, on a 1 it takes a dangerous terrain test.

8

Toxic Fumes

Strange fumes start building in the area, choking anyone caught in them.

Select one random table quarter. All of the units within that table quarter take D3+4 automatic hits.

9

Rigged to Blow

Sometimes you might just walk into a ridiculous amount of explosives...

Select one random player, who may note down one piece of terrain in secret. The first unit to enter that terrain takes D3+3 automatic hits with AP(2).

10

Earthquake

A sudden earthquake makes everything crumble, burying units in the rubble.

All units within terrain must take a dangerous terrain test.

11

Dark Clouds

Magical clouds cover the area, reducing visibility to a minimum.

Select one random table quarter. All of the units within that table quarter get -6" range when shooting.

12

Finishing Them!

The armies are eager to finish the fight at all cost, even if it means killing the enemy with their bare hands.

All units get +1 attack in melee and earn +D3 XP when destroying enemies in melee until the end of the round.

13

Magical Anomaly

A magical anomaly has formed, casting electic bolts at anyone nearby.

Place an anomaly marker in the center of one table quarter. All units that move within 3" of it take D3+3 hits.

14

The Walking Dead

The battlefield is covered in corpses ready to rise again from the grave.

Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) in the center of one random table quarter. At the end of each round the zombies must charge or rush the nearest unit.

15

Crazy Sniper

A local farmer is sick of the fighting and has taken justice in his own hands.

Place a sniper on the highest piece of terrain with most line of sight on the table. Select one random unit, and at the end of each round if it is in line of sight of the sniper it takes D3 hits.

16

Honor Debt

An old friend that owes a debt of honor has joined the fight to help out.

Place a Mercenary (Qua 3+, Def 3+, Hand Weapon (A3)) as part of a random unit and that player may control it until the end of the mission.

17

Escort Mission

A unit was hired by a local warlord to take him through enemy lines.

Select one random unit. If it manages to exit the table through an opponent's deployment zone it gets D3 * 25pts.

18

Enemy Plans

A chest filled with enemy battle plans has been found, which could change the tide of this conflict.

Place a chest marker at the center of a random table quarter. Units can pick it up by moving into contact with it, and they drop it if they are destroyed or wavering. If a unit with it manages to exit the table through an opponent's table edge its army gets 1 VP.

19

Surprise Attack

A local militia has ambushed one of the units, trying to steal its gear.

Select one random unit that is inside a piece of terrain. That unit is wavering.

20

Grave Miscalculation

A stray shot accidentally hits a barrel of oil, setting everything on fire.

The first time during this round when a unit rolls a 1 to hit for shooting it takes D3 + 3 automatic hits with AP(2).

21

Berserker

One of the warriors is so enraged that he cuts his enemy's heads off clean.

The first time during this round when a unit rolls a 6 to hit in melee the target takes D3 automatic wounds.

22

No Mercy

Some warriors are ready to cut down their foes even when they surrender.

The first time during this round when a unit destroys an enemy unit that was wavering it receives +1 XP.

23

Weak Spot

If you hit your enemy where it hurts most you can kill even mighty giants with the smallest projectile.

The first time during this round when a unit with tough rolls a 1 to block from shooting or melee it takes +D3 wounds.

24

Countdown

High command has promised a large bonus if the battle can be ended quickly.

If an army manages to win the mission by the end of the round it gets a bonus of 5 XP, which must be split as evenly as possible amongst units.

25

Hearts & Minds

The locals are friendly to our cause, and are ready to take in our wounded.

Select one random army which may pay 50pts to re-roll results of 1 once per unit when checking for casualties.

26

Moral Victory

An enemy unit has managed to inflict enough casualties to become a priority target for everyone in the army.

Select one random player, who may note down one enemy unit in secret. If that unit is destroyed then all units in the army get +1 XP.

27

Light Potions

Nothing confuses the enemy more than a blinding light followed by a punch.

Select one random army. Enemy units get -1 in melee when attacking units from the selected army until the end of the round.

28

Hail of Arrows

Continuous fire is bound to take out even the most resilient of enemies.

Select one random unit with a shooting attack, which doubles its shooting attacks during this round.

29

Drums of War

In desperate times the drums of war can bring warriors back in fighting spirit.

Select one random unit that is wavering, which immediately stops wavering.

30

Covered in Blood

A unit is covered in blood from all the fighting, terrifying all enemies around.

Select one random unit. Enemy units within 6" of it get -1 to morale until the end of the mission.

31

Ancient Relic

In the midst of fighting a unit found an ancient relic, which provides the unit with unprecedented wisdom.

Select one random unit, which immediately gets D3 * 1 XP.

32

Abandoned Outpost

Intel from our scouts has revealed an abandoned outpost filled with gear, and one of the units decides to inspect it.

Select one random army, which may remove one unit that is not wavering from play and get D3 * 50pts.

33

Holy Sword

A unit dug up a mysterious crate whilst setting up defensive positions, revealing a very powerful weapon.

Select one random unit, which gets the Holy Sword (A6, AP(D3)).

34

Extortion

One of the armies has been getting a lot of gifts from the "happy" locals...

Select one random army, which immediately gets D3 * 25pts.

35

Critical Message

A unit randomly captured an enemy runner that was carrying critical information on enemy positions.

Select one random army, which immediately gets 1 VP.

36

Time Warp

A unit that was fleeing the battlefield ran into a magic anomaly and warped to a different time and dimension.

Select one random unit that was destroyed and place it in a warp zone. The warp zone should have an area of 2'×2' and 3-5 pieces of terrain, and the unit must be placed within 3" of one of the zone's adges. Then place a Time Beast (Qua 3+, Def 3+, Claws (A6, AP(2)), Tough (6)) within 3" of the opposing edge of the zone, which is controlled by an opponent. Roll to see who goes first and then play out the fight like a regular battle, until one of the two has been destroyed. If the Time Beast wins then the unit is dead and is removed from the army sheet. If the unit wins then it gets +3 XP and scavenges 150pts. The unit may then join its army again at the end of hte mission.