If the unpredictable nature of war was not already difficult for commanders to navigate, there are many factors associated with leading small forces in the wilderness that can have a dramatic impact upon the outcome of not only a single battle, but the direction of an entire campaign.
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The Chaos of WarURL Copied!
When using the Chaos of War in your games, from their second turn onwards, the player who took the first turn rolls a D6 at the beginning of each of their Start of Turn sub-phases. If the number rolled is equal to or lower than their current turn number, their opponent rolls a D6 on the table below, re-rolling any results rolled previously:
Chaos of War Table
D6 | Result |
1 | Aetheric Instability: For unknown reasons, the Winds of Magic bluster unpredictably. Whenever a player makes a Casting roll, any roll of a natural double 1, 2 or 3 will result in a miscast, and any roll of a natural double 4, 5 or 6 will result in a perfect invocation. |
2 | Misplaced Resources: In the chaos of war, supplies are easily misplaced. Roll a Scatter dice in the centre of the table and follow the arrow to the battlefield's edge. This is the point at which a lost baggage cart suddenly arrives upon the battlefield. The winner of a roll-off is the owner of this lost cart, tasked with reclaiming and defending it (see Attack the Baggage). Their opponent is tasked with attacking and destroying it. |
3 | Dwindling Ammunition: Whilst warbands patrol the wilderness, their ammunition becomes increasingly scarce. Units armed with missile weapons can only shoot them every second turn. In other words, if a unit shoots a missile weapon during its first turn, it cannot shoot that weapon again until its third turn. |
4 | Treasures of the Backcountry: The battle takes place in a region replete with natural resources. |
5 | Drawn-out Conflict: Whilst most small battles are short, some can become prolonged battles of attrition. Unless one side concedes or the agreed time limit is reached, this game will last for six rounds, rather than the usual five. |
6 | Wandering Mercenaries: A band of mercenaries approaches the battlefield, offering their services to the highest bidder. The winner of a roll-off gains a unit of ten Wandering Mercenaries, armed either with hand weapons and shields, or with hand weapons and shortbows. In the case of a tie, both players gain a unit of Wandering Mercenaries. Wandering Mercenaries arrive immediately as reinforcements from any point on the battlefield edge, not within either player's deployment zone. For the purposes of calculating Victory Points, this unit is worth 50 points. |