Random Event

A random event roll takes place after Unit Activation is calculated, but before any actions are undertaken. The impact of the random event is immediate. Both the player and then the AI, in their turn, will roll to see if a random event takes place. When testing roll a D6 and if a 6 is the result then draw from the card deck and apply the details below;

Ace – Inspiring leader – +1 morale this turn for the first unit who requires a morale test

2 – Quick March – All veteran units moving this turn add 3”

3 – Sharpshooter – A unit firing at inexperienced troops gains +1 to its roll

4 – Stubborn defence – A first unit to take a morale test defending will fight to the last man and gains +2 in its morale test

5 – Well fed – Before the fight a unit was well fed and gains +1 for the remainder of the game. Roll to determine which unit.

6 – Leadership disaster – Always the wrong choices – -1 this turn for the unit that requires a morale test

7 – Chaos on the march – All inexperienced units moving this turn do so at -3”

8 – Where did they go? – A unit firing at Veteran forces suffers a -1 effectiveness as the unit seems to disappear.

9 – No will to right – The first defending unit requiring a morale test suffers a -2 as they are keen to leave

10 – Poorly fed is poorly led – Roll to determine which of your units has not eaten in 24 hours. -1 to morale for the rest of the game.

Jack – Inspired +2 morale for the first unit to have a test this turn

Queen – Our Queen! +1 morale for a unit (roll for it) for the remainder of the game

King – King and country – All veteran units ignore a morale test this turn

Joker – Spy in the camp – All inexperienced units reduce morale -1 for the rest of the game.