On Striga - a Planet in the Hex system - the ancient Witches of the Brikverse met after centuries to summon an unspoken evil. At the same time several factions arrived at the spot for a secret meeting of Warlords Intending To Control Hex. Also some Construction Workers and a StarCorps squad show up. What will happen next?

Overview
- There are 12 teams with 3 pretty standard units each, and 5 witches with the stats of heroes.
- 6 teams are fighting against the witches, the other 6 teams have been cursed and now serve the witches.
Main goals:
-The 6 teams try to stop the witches and their servants from completing their ritual.
-The cursed defend the witches and attack the 6 teams.
-The witches want to complete their ritual to summon something really evil.
While the witches mumble their spells and put potions into the cauldron, several strange things can happen on the battlefield. To determine what that is, and to bring a little fun and randomness to the battle, I invented the...

Wheel of the Witches!
How it works: The wheel is spun and points to a symbol on the outer ring. for several actions it is spun again to determine directions with the inner ring.

Each symbol has its own effect. For later use they can be exchanged and other actions can be defined.
from left to right the actions are:
-Spell cast! (x2) the witches proceed in their summoning (a stud is put in the cauldron, 5 studs mean: the witches win!)
-Fire! (x2) a random fire spawns in 2d6 inches range of the cauldron, direction determined by spinning the wheel again!
-Lightning! (x2) a lightning (1d10 dmg) strikes from the cauldron, direction determined by spinning the wheel again!
-Spicy! (x2) nothing special, the witches put some flavour to the cauldron. No effect.
-Teleport! (x1) a random figure (chosen with the coloured dice) is teleported 2d6 inches away from its position, direction determined by spinning the wheel again. If the figure would leave the battlefield this way, it dies.
-Oink! (x1) a random figure (chosen with the coloured dice) is turned into a pig.
-Cake! (x1) a cake appears in 2d6 inches range from the cauldron. What`s it good for? Dunno, had the tile and some cakes, wanted to see where that leads

-Exitus! (x1) a random figure (chosen with the coloured dice) dies instantly. period.
At the beginning of each turn, the wheel is spun and the action is executed. Then the coloured dice determine which team`s turn it is. One die has the 6 colours of the teams, the other has black and white sides, together they determine which side of the team can act as next. I know this can lead to teams getting several turns in a row and others getting no action, but hey, I thought it could be fun!
So, let`s get it started!

The Witches Wheel has no effect (Spicy!).The dark grey die determines IMA-Mercenaries, the white die that it`s the "original" teams turn (black die is the witches` servants).

1 Merc hides cowardly behind a rock, 2 Mercs open fire, both hit, one with an unlucky 4, the other...

...with a 6, getting an additional 6 and a 3, doing 15 dmg to his target...

Phantom soldier bursts into pieces!

Witches Wheel does a "Spicy!" again... then it`s StarWraiths turn. They use grenade launchers (1d10) on different opponents, one misses, one hits, only causing knockback, not overcoming the Heavy armor.

The Wheel points to "Exitus!"

the dice determines the pumpkinmen. which of them I decide with a d6 (1-2 left, 3-4 middle, 5-6 right)

InstaDeath!

Phantom Soldiers turn. Both shoot nearest merc, both hit with acceptable dmg rolls...

...taking out both Mercs.