For grid/hexmap 22x17, roll the following to determine the location of the random event:
To determine the nature of the random event, roll a d66 and consult the following chart:
| d66 roll | effect | ||||||||||||||||||||||||||||||
| 11 | Warpstone dust plague! Each unit in every army within
d6 squares of the target location is affected. Determine the number of wounds
each unit suffers as per the following table:
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| 12 | Gold Deposit At the location specified, a gold deposit worth 10d6x10 points is discovered. To dig the gold out, the first army to the square places a "digging" icon on it. As long as this army has not lost a battle, the digging icon remains. If this digging icon remains on the square for five turns in a row, the gold has been extracted. The army that extracts the gold may use it to bolster his forces up to the rolled value. | ||||||||||||||||||||||||||||||
| 13 | Plague Rat Swarms Every army on the map with a unit strength of 20 or less is attacked by d3 bases of plague rat swarms (see the skaven book). The attacked army must fight the rats until they are dead, they may not flee off the table. | ||||||||||||||||||||||||||||||
| 14 | Ambush. The army nearest to the target location with a unit strength of 20 or less gets ambushed by 3d6 archers led by a marksman. If two players have an army of 20 unit strength or less the same distance away, roll randomly to see who is ambushed. If any doubles are rolled on the 3d6 roll, then, instead of archers, they are huntsmen. | ||||||||||||||||||||||||||||||
| 15 | Stash. There are rumors of a stash of weapons and equipment at the
location specified. Roll a d6 and consult the following chart:
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| 16 | Giant in need. In the location specified, a giant is caught in a trap. The first person who makes it to the square and spots the giant (unit strength 6) rescues him. As payment, the giant will fight in one battle for the player that rescues him. In the battle that the giant fights in, if the giant's side wins, and the giant suffers no wounds, then he will fight for the player again. He will continue in this fashion until his side loses or he suffers at least one wound. | 21-23 | Orc horde! Each player creates an orc/goblin army of 1d6x100 points, consisting of only core and special units. The player who rolls the highest may add 2 characters to his army. The players will have 5 minutes to create their armies. After the armies have been created, they will be combined in one big horde in a single square determined randomly as above. Until they have lost a battle, they will move randomly at their full move, engaging any enemies they can sight. They will not engage neutral towns, cities or forces. Once they have lost a battle, the orc horde will disperse. | ||||||||||||||||||||||||||||
| 24-26 | Reinforcements. Roll 2d6x100. Each player gets this amount of points to reinforce lost troops or add new troops. If the points are used to replace lost troops, they are spent normally. If they are spent to obtain new troops, then all the points must be spent to create one fully valid army (as per the regular warhammer army creation rules). Each player must make a location roll. The reinforcements appear in the square nearest the location rolled where the player has at least one army. The reinforcements appear as a distinct army. | ||||||||||||||||||||||||||||||
| 31-33 | Storm. A thunderstorm appears centered at the randomly
determined location. The thunderstorm extends d6 squares from its center.
For example, on a roll of 1, it will extend one square (10 miles) beyond
its center. In the area of the storm, all flying is impossible, and
all movement is halved. If a unit meets all of the following criteria, then
it is lost, and may not move this turn at all:
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| 34 | Ogres for Hire At the location specified, there are 4 ogres for hire. The first army that makes it to the location and makes a sighting roll (unit strength 12), finds and recruits the ogres to fight for his side. The ogres will continue to fight for the player until they have become a casualty in battle or until they switch sides. See the rules for the Ogres for Hire scenario in the warhammer skirmish book on page 35. | ||||||||||||||||||||||||||||||
| 35 | Unmarked Graveyard. The army closest to the target location with a unit strength of 20 or less stumbles upon an old graveyard. They are ambushed by zombies. Place them in the middle of the board, no more than 6 inches from the center of the table. Every turn, before the zombies movement phase, a zombie will push its way to the surface for every model in the ambushed force. For each model in the ambushed force, roll a scatter die and an artillery die. Measure the direction and distance from this model, and place a zombie at that location. The zombies have the first turn. On the turn that they emerge, they may move normally and declare charges. | ||||||||||||||||||||||||||||||
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| 41-42 | Small Stash There is a small collection of underground caves where a small stash of equipment is kept at the location specified. Each side that has at least one army in the square may send one army of no more than 20 unit strength to find the stash. When the skirmish is played, roll a die at the beginning of each player's turn, if the die roll is equal to or above the turn number, a small stash worth 5d6 points has been found at a random location on the battlefield (eg 1+ on turn 1, 2+ on turn 2, etc). The first model to end his movement phase on the stash has picked it up. After turn 6, no more stashes will appear. The skirmish concludes when one side flees and leaves the map. Total up all the points of all the stashes collected by all sides. The total is the number of points they may spend on additional models, weapons, etc. | ||||||||||||||||||||||||||||||
| 43 | Chaos Cult. At the city/town/fort closest to the designated
location, a chaos cult has gained power and influence. This landmark
must be outside of a player's starting territory (not one of a players
starting landmarks). Within the chosen landmark, the force listed below
appears and attacks the controlling player (described under 'Defending
Force'). If there is
no controlling player, the landmark is automatically under the
control of the chaos cult. Until the landmark is brought under the
control of a player, the landmark will send out a random force described
under 'Raiding Forces'. At most ONE raiding party will be active at any
given time, no matter how many settlements are under the control of chaos.
The force will be sent out in the following movement phase, and will go toward the nearest settlement (city or town, not a fort) and attempt to engage it. If it is a neutral landmark it will automatically be converted to a chaos cult. If it is a player controlled landmark, the defending forces must fight the chaos cult, but they must fight within the city walls (that is, don't use the siege rules, use the normal warhammer battles rules). If the raiding force sights an enemy army in the same square en route to a settlement, it will fight the opposing army, but it will not pursue if the opposing army flees. If the raiding force is victorious, continue moving it towards the nearest settlement. If the raiding force loses, begin moving it back to the chaos settlement where it came from. When it reaches its "home" settlement, it will be disbanded. On the beginning of the next turn, generate a new raiding force using the same rules for generating raiding forces. This force will then set out again to the nearest enemy/ neutral settlement. All chaos forces will have a randomly generated mark as follows: roll a d6: 1-2=Chaos Undivided, 3=Nurgle, 4=Khorne, 5=Tzeentch, 6=Slaanesh. Once the mark is determined, all armies and raiding forces will have the same mark until the city is brought under control of a player.
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| 44-46 | Skirmish Battle.
Determine which of the following criteria is met. If an army anywhere on
the table meets the specified set of criteria for that item, that army must
participate in the selected skirmish battle. If several armies meet several
criteria, randomly select one to play in the skirmish battle. If no armies
meet any of the criteria, randomly generate
a skirmish battle, the army or armies closest to the
location specified must select models to participate in the skirmish.
If the given scenario cannot be adapted to fit the campaign, you may roll
another skirmish scenario.
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| 51 | Fog. Roll a location, and determine a radius as per the storm random event. Any armies within this radius must move at half their normal movement rate. All sighting is at a -6 within this radius. | ||||||||||||||||||||||||||||||
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