The Dark Moon/TWW1

==Overview==
The text changes from event to event:
Solar Eclipse:
* Morrslieb is ascendant, usurping the sun's revered place in the firmament! The world is awash with its sick and terrible hue. Such an event is almost unheard of - It is a call to the Beastmen, a sign that the herd has an opportunity to dominate. Lead them Beastlord, sieze the glory!
* +15 Chaos corruption (all characters) for one turn (the turn the dilemma occurs)
Lunar Eclipse
*The moon is suffused with a deep, dark crimson - a sign of the rage of the Ruinous Powers, and a call to the Beastmen to see this rage manifested. It is you, Beastlord, who must channel this hatred and direct it upon our enemies.
* +10 Chaos corruption (all characters) for that turn.
Green Moon
* The great, weird moon Morrslieb hangs low in the sky, casting its eerie and singular green incandescence over the canopies of the twisted forests. It's rise is a portent of greatness for the Beastmen, who now look to you, Beastlord. How will you direct them?
==Choices==
Bonuses granted from the choice scale based on the type of moon but the penalties are fixed. Solar Eclipse grants the greatest benefits whilst Green Moon grants lesser versions.
===When One Falls...===
The herd can replace their fallen with alacrity, yet the newcomers are reluctant to fight.
* Duration: 2 turns
* Solar Eclipse: All damaged units will be fully replenished.
*Lunar Eclipse: +50% Casualty Replenishment Rate
*Green Moon: +10% Casualty Replenishment Rate.
* Penalty: Horde growth -20 (all armies)
===No Matter How Far===
The herd moves, going where you tell them until their legs give out from exertion.
* Duration: 3 turns
* All: Campaign movement range +50% (all armies)
* Penalty: Vigour in battle: Tired (all armies)
===Endless Herd===
The herd swells and grows, endlessly it seems. In a herd of such size each beast demands much recompense.
* Duration: 6 turns
* Solar Eclipse: Horde growth +10 (all armies)
*Lunar Eclipse: Horde growth +8 (all armies)
*Green Moon: Horde growth +6 (all armies)
* Penalty: None of your units will replenish
===All Must Fight===
Gors of all strengths and ages are welcome here. All have their place, even those whose fighting strength is less... developed.
* Duration: 3 turns
* Solar Eclipse: Recruitment cost -90% (all armies)
*Lunar Eclipse: Recruitment cost -50% (all armies)
*Green Moon: Recruitment cost -25% (all armies)
*Penalty: Melee defense -25 (all armies)
===Ruinous Incentive===
By currying favour with the Ruinous Powers, the herd grows ever stronger. However dark power comes at a price...
* Duration: 3 turns
*Solar Eclipse: Bestial rage +10 (all forces)
* Lunar Eclipse: Bestial rage +7 (all forces)
*Green Moon: Bestial rage +4 (all forces)
* Penalty: Upkeep +33% (all units)
===Beastly Inclination===
The herd is incensed and ready for war! Provided, that is, the war comes to them.
* Duration: 3 turns
*Solar Clipse: Weapon strength +15% for melee infantry units (all forces) Melee attack +50 (all forces)
*Lunar Eclipse: Weapon strength +10% for melee infantry units (all forces) Melee attack +25 (all forces)
* Green Moon: Weapon strength +5% for melee infantry units (all forces) Melee attack +10 (all forces)
*Penalty: Campaign movement range -50%
===The Cost of Skill===
In the darkest forests dwell the mightiest grizzled beasts. They only fight for a Beastlord who enjoys the darkest favour...
* Duration: 5 turns
*Solar Eclipse: Unit experience +6 for unit recruits
*Lunar Eclipse: Unit experience +4 for unit recruits
Category:Beastmen
Category: unique game mechanics
*Green Moon: Unit experience +2 for unit recruits
* Penalty: Recruitment cost +100% (all forces)