Twists
1: Mad Scribbles
Starting with the defender, both players take turns selecting a terrain feature on the battlefield. During this battle, that terrain feature is covered with mad scribbles and all fighters have access to the following ability:
[Double] Study the madness: A fighter can use this ability while within one of the selected terrain pieces. Roll (X/2) dice. For each result of 4+, add 1 wyrd dice to your saved wyrd dice. For each result of 1, allocate (X/2) damage points to this fighter.
2: The Haunt
At the end of each battle round, before checking warband morale, each player can pick 1 enemy fighter that is more than 3” from all other visible fighters. Each time a fighter is picked, roll a dice. On a 1-5, nothing happens. On a 6, that fighter is taken out of action.
If a fighter has any damage points allocated to them, it is taken out of action on a 5+.
3: Cloying Mists
Fighters 4" or more from each other are not visible to each other. At the start of each combat phase starting from the second battle round, one player rolls a dice. If the score is less than the number of the current battle round, the mists clear and this twist no longer has any effect on the battle.
4: Falling Fish
At the end of each battle round, roll a dice for each fighter whose base is not wholly underneath a platform. On a 4+, allocate 2 damage points to that fighter.
5: Nightfall
No ability or attack action can be used to target an enemy fighter more than 12" away in the first battle round, 9" away in the second battle round, 6" away in the third battle round, and 3" away in any subsequent battle rounds.
6: Wyrdcry
Players roll 7 initiative dice in each initiative phase instead of 6. In addition, at the end of each combat phase, roll a dice for each wyrdstone token carried by a fighter. On a 1, allocate 3 damage points to that fighter.