Wild Surge Table
Aether Rules
NOTE: Aether affects can either positively or negatively affect a player’s wincondition in any given game. Whenever a unit interacts or is affected by an Aether effect. Whether by the game or another unit, they will have the opportunity to deflect if they so choose. If they do, they must perform a Resolve Check. If their check fails, the Aether effect resolves. If they pass, the Aether affect does not resolve for that player.
Aether Phase (Wild Surge Enabled)
This phase represents the planet’s wounded magic reacting — empowering some, punishing others.
Aether Phase Steps: Roll 1D6. On a result of 5–6, a Wild Surge occurs (see below).
Aether Chaos Activation: When Aether counter reaches level 15, ignore Wild Surge check. Wild Surges are now active until the level goes below 15, meaning, each round roll for a Wild Surge effect.
Wild Surge Table
1-2 Veil Fracture: All units lose cover benefits until end of next round.
3-4 Mental Backlash: Each unit must pass a Resolve Check or receive a Stress token.
5-6 Aetherstorm: Roll 1d6 for each unit below Initiative 5. On a 6, that unit takes 1d6 damage from elemental lash.
7-8 Flickerstorm: All Initiatives are reversed at the start of the next round.
9-10 Gravity Pulse: All flying units or units on elevated terrain fall and take 1d6 damage.
11-12 Corruption Leak: All relics deal 1D3 damage to all nearby units near a relic.
12-13 Mindquake: Turn player chooses one unit per player. Each must pass a Resolve Check or lose its next Activation.
14-15 Aether Warp: Each player must swap the positions of two random units on the battlefield. Does not apply to units immune to Forced Movement.
16-17 Aether Stirring: Each player must make a resolve check for each unit, starting with the player who went first this round. Roll a D20. Result must be 14 or higher. If pass fails, each unit that fails rolls a D6. Apply that result as damage to that unit.
18-19 Black Veil Tears: All units suffer -1 to all rolls until the next Aether Phase.
20 Judgement of the Aether: The player with the lowest total Command Tokens this round chooses one enemy unit to be immediately struck for 2d6 damage (no defense roll).