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: Every unit must make a Resolve check. 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).