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Friendly Random Event (if DR= RE#+1)

11. Request granted. One FRIENDLY AFV of your choice 35. Look what I found! One random FRIENDLY infantry unit
(from x6) arrive as reinforcement on FBE. No armor leader. finds something: dr 1-4: SW= roll on (x4) “-“ results are
rerolled, dr 5: DC, dr 6: FT. It is not retained at mission end.
12. Request granted. Three FRIENDLY MMC of your choice
(from x3) arrive as reinforcements on FBE. No leader or SW. 36. Saving private Ryan (US), Larionov (R) or Fritz (G). One
broken MMC (x2) with VPO chit is placed randomly within
13. Request granted. Two FRIENDLY SPG/TD of your
10 hexes of the EBE in cover terrain. The unit cannot self-
choice (from x3a/x3c) arrive as reinforcements on FBE. No
rally. The VPO is FRIENDLY controlled and worth 0 VP.
armor leader.
3 VP are awarded if this units survives.
14. The general staff visits the frontline. Place two
41. Friendly mistaken paradrop. Line up 4 FRIENDLY MMC
FRIENDLY 6+1 leaders on a random HW/Gun (both on the
paratroopers from a randomly determined drop hex anywhere
same weapon!). They now direct ALL fire from that unit and
on the map, subject do normal drop rules (drift etc). Leader
any rally attemps from its’ manning MMC, and that’s a direct
and SW determined by one roll each on (x3) and (x4).
order!
42. The sector must be cleared! Only used if ENEMY attitude
15. It’s only a flesh wound. Remove a wound counter from
is Advance and less than 6 turns played., otherwise roll for
one of FRIENDLY SMC or take a casualty reduced half-squad
new RE. One FRIENDLY AFV-platoon and two infantery
back up to a full strength squad. If not applicable roll for new
platoons arrive anywhere on FBE to participate in
RE.
counterattack. Determine AFV number A6a (-1 DRM), type
16. Forced march training pays off. All FRIENDLY infantery (x6). Determine infantery number A6a (-1 DRM) and type
units have their MF increased by 1 for the rest of this scenario. (x2). Two rolls on (x4) for SW and two rolls on x3 for leaders.
Infantery can enter in transport vehicles (x7), all of the same
21. Tank ace arrives. One random FRIENDLY AFV gets a
type one MMC/transport. Game length increased by two turns.
leader. Determine the type (x3), reroll any “-“ results, and put
If all boards are cleared of Good order enemy units and “?” at
him in the vehicle. If not applicable roll for new RE.
game end, 5 extra FRIENDLY VPs are awarded. Every
22. The FRIENDLY closest to EBE discovers a Gun. Place remaining ENEMY unit counts as ENEMY VP, “?” counts as
one FRIENDLY broken crew, and one Gun (x5) in same or 1 VP.
adjacent hex. Placement priority: Building, woods, any
43. Successful infiltration. Player can choose to remove one
positive TEM, open ground.
FRIENDLY MMC with their SW and any same location leader
23. Specialized tech training. Two repair attemps may be from the board at the beginning of this turn. At the start of next
made on FRIENDLY malfunctioning equipment for the rest of turn they may be placed anywhere up to 8 hexes from their
the scenario. starting point.
24. Jiu-Jutsu black belt combat instructor. All FRIENDLY 44. One in a million. A FRIENDLY Hero SMC appears in the
units gain -1 on close combat table attack roll for the rest of woods hex within LOS of most ENEMY units and “?”.
the scenario. Random determination if several hexes are eligible. Armed
with HMG (US gets HMG .50cal on dr of 1-2). No VP are
25. Extra smoke grenades. All FRIENDLY units have their awarded for kills made by this unit.
smoke factor increased by one.
45. Seeing the elephant. X enemy units panic even before the
26. Extra AP/Heat grenades. All FRIENDLY units have their Action rolls are made. X= the number of the current playing
special ammo numbers increased by one. turn. Random selection among all ENEMY units.
31. “Without those stripes you are nothing”. One random 46. One squad discovers a terrain feature in an unoccupied
ENEMY MMC stacked with a leader starts a fist fight and the hex and open ground. Make dr for distance and direction.
whole stack is marked with a “Final fire” counter. Must be in LOS, otherwise reroll. 1: Fox holes, roll for size, 2:
32. Sgt Steiner (G) Sgt Rock (US) or Sgt Ivanov (R) is trying woods; 3: empty bunker, roll for type and facing, 4: wrecked
to get back to our lines. One FRIENDLY 9-2, one Fanatic (x2) large truck, 5: wood building, 6: stone building.
MMC with one LMG (BAZ for US) enters anywhere on the 51. Some civilians seek protection from enemy soldiers, guide
EBE. them to safety. The squad closest to the EBE gets a “prisoner”
33. Messed up logistics. Towed ENEMY guns are almost counter. Escort them off FBE for 1 VP. –1 VP if they are
trapped in the fighting. Determine the number (A6b), the type killed. They will not try to escape/CC etc.
(x5) and transports (x7). Crews are passengers on the 52. “Friendly fire”. One random hex with enemy units is hit
transports. Roll for Random Road hex where the lead vehicle by their own artillery fire. 1-2: 50 mm, 3-4: 80 mm, 5: 100
is sighted, on ENEMY board and within LOS to FRIENDLY mm: 6: 120 mm. Melee hexes are eligible.
unit. Add one escort (x7a) to the end of the column All are in
motion, column and under orders to move off the EBE as 53. Enemy field manual found by a leader. All leader
quickly as possible, staying in column until one is destroyed. promotion die rolls at the end of this mission gains a -1 drm.
ENEMY exit VPs are awarded as well as any other VPs as
54. Enemy rations found. Extra cigarettes and candybars for
dictated by the scenario VP schedule.
the whole company will give -1 bonus on the squad seasoning
34. Mechanic in the crew. One random FRIENDLY malf. table dr at the end of this mission provided it is a victory.
MG, Gun or immobilized tank is repaired. If not applicable
roll for new RE.
55. Fly sheets propaganda has worked. One broken enemy 63. Enemy transport problems has caused their rations to be
squad in LOS of Friendly units changes to prisoner status and non-existent for two days. All enemy infantry units expend
will move to the closest Friendly unit to surrender. After that it
½ MF extra per hex entered for the rest of this mission.
is treated as any other prisoner unit.
64. Place a one-hex bridge in any hex of your choice across a
56. An abandoned sidecar motorcycle is found by a random
stream/gully anywhere on the map.
Friendly SMC. If it is reatined at mission end it will be part of
company´s OOB until lost (not ending a mission in same hex 65. Ambush training. All Friendly infantry gain -1 drm on
as Friendly unit) or destroyed. Ambush rolls this mission.
61. Atrocities against civilians witnessed. One squad in LOS 66. Clumsy medic. One random broken Enemy squad suffers
of enemy rolls on the Heat of Battle table, no DRM applicable. casualty reduction.
62. Leightweight radios on field trials. Group level radios
have some qualities and leader radius is increased from 2
hexes to 3 hexes for the rest of this mission.
ENEMY Random Event (if DR= RE#+1)
11. Propaganda pamphlets. One random broken
34. Show of force. “Hundreds” of enemy fighter-bombers pass
FRIENDLY MMC assumes prisoner status. If not in CC or
low over the frontlines. Each FRIENDLY unit muts take a
adjacent to ENEMY Good order infantery, they are
2MC (subject to leader modification). If MC is failed, the unit
“escaped prisoner”.
is broken but not DM and can be Rallied in this turn.
12. Battle rage in the enemy ranks. All ENEMY units gain
35. Wonder weapons. All enemy ordnance have +1 To Kill/+4
+1 ML for the rest of the scenario.
FP on IFT. The scientists still have some problems with these
13. Rising spirits. All broken enemy units are prototypes though, To hit DR of 10-12 means ordnance is
automatically rallied. broken and crew must take a MC.
14. General’s airplane is shot down. Place a glider, an 36. Lucky coin found by enemy commander. ENEMY gets
ENEMY (x2) MMC and a Enemy owned VPO-chit in a two automatic random events this turn. Roll each separately.
randomly determined hex. VPO value is determined( A6a)
41. Stray bullet. One random FRIENDLY infantry unit suffers
at game end.
a casualty reduction (MMC)/is wounded (SMC).
15. Infiltration unit. Place one ENEMY (x2) MMC in a
42. No FRIENDLY leader is in command this turn.
random hex containing FRIENDLY units. Units in this hex
are considered locked in melee. 43. Excellent leadership. No enemy units panic this turn, reroll
any “Panic” Action roll.
16. Dwindling supplies. No special ammo is allowed for
FRIENDLY ordnance. Smoke, AP, Heat etc is depleted. 44. A friendly bomber is attacked by enemy fighters and
Infantry smoke factors are reduced by one. jettison it´s load, unfortunately hitting one random hex with
Friendly units in it. Decide FP (IFE) of bomb, dr: 1: 6, 2: 8, 3:
21. Enemy camouflage experts help them blend in. All
12, 4: 16, 5: 20, 6: 24.
ENEMY units > 4 hexes away from FRIENDLY units gain
Concealment counters this turn. 45-46. One random Enemy leader is immediately promoted to
next level. (8-1=>9-1)
22. Reinforcing the sector. All ENEMY MMC currently
on board are reinforced by an unbroken hs of the same 51. New attitude. Enemy side receives altered orders and
type. This does not apply to prisoners or units in immediately changes attitude. From Hold to Attack or vice
CC/Melee. versa.
23. Experimental improved armor. All ENEMY AFVs 52. Unexpected fire. Place a fire-counter in a random
have an Armor Factor +1 added to the printed values. unoccupied, non-open, non water hex.
24. Here comes the real attack! Only used if enemy is in 53. Faked minefield. One random Friendly MMC is TI in the
Advance attitude, otherwise roll for new RE. ENEMY S? next two player turns. H
waiting to enter are refilled up to starting level. Then back
54. Hung over. If the last mission was a loss for the Friendly
the number of turns by 50% FRU of already played (i.e. if
side only. All Enemy units are still hung-over from a victory
mission starting turn 6 or 7 now, you restart on turn 3).
party for this mission. If one unit Panics during the ENEMY
25. Enemy pincer attack.. As A11 #36, but dr+2 enter on turn, all same hex or adjacent units Panic.
both flanks moving towards the opposite board edge.
55. Testing a new hand-signal system makes all Friendly
Additional reinforcements: one dr on each flank.
personnel confused. FRIENDLY Leader Command radius for
26. Recon vehicle platoon arrives on EBE. Determine the rest of the mission is decreased from 2 hexes to 1 hex.
number of ENEMY vehicles (A6a), all are of the same
56. Company has been issued sub-standard combat boots.
type (x6b). On road and using platoon movement until
Friendly units cannot CX for the rest of the mission.
FRIENDLY unit is in LOS.
61-62. Map problems. Add one large terrain feature (more
31. Misunderstood orders. One random FRIENDLY unit
than 3 hexes). Roll randomly from the overlays you own. Roll
that moved during the preceeding turn has strayed. Roll for
for map and approximate placement, but only on unoccupied
it’s new hex, random direction and distance (dr/2 FRU)
hexes. “S?” covered by the overlay are transferred and placed
and place it there.
in the corresponding hex on the overlay. Place it so that it
32. Lousy supply. All FRIENDLY B# are decreased by 1 causes the FRIENDLY side the most inconvenience.
(i.e. B12 =>B11).
63. Excellent leadership. No enemy units panic this turn, reroll
33. One hero is generated from a random ENEMY MMC. any “Panic” Action roll.
64 My god, they are everywhere! Increase Enemy SAN by 1.
65-66 Defaitism. All FRIENDLY units lose -1 on their
Command rolls this turn, leaders too.
When normal ENEMY RE table calls for artillery, use one of these instead and resolve during Prep Fire:
dr 1-3 Enemy Artillery strike. Decide one random hex. Place FFE on closest FRIENDLY unit hex.
DR 2-4: SMOKE, 5: 60 mm, 6: 70 mm, 7-8: 80 mm, 9: 100 mm, 10-11: 120 mm, 12: 150 mm.
On subsequent dr of 5-6, do not roll for ENEMY RE next turn, instead apply this RE again!

dr 4 Air strike. Select one random hex. Bombs hit closest FRIENDLY unit(s) in one open ground hex.
DR 2-5: 60 mm, 6: 70 mm, 7-8: 80 mm, 9: 100 mm, 10-11: 120 mm, 12: 150 mm. No effect on adjacent hexes.

dr 5 Enemy rocket artillery. Decide one random hex. Place FFE on closest FRIENDLY unit hex. Fire 200 mm
only on center hex, no effect on adjacent hexes.

dr 6 Forward observer specialist. Place an ENEMY FFE on hex to cover as many FRIENDLY units as possible.
Fire artillery as per dr 1-3 above.

When normal FRIENDLY RE table calls for artillery, use this instead and resolve during Prep Fire :
Artillery strike. Place an FFE anywhere within LOS of a FRIENDLY leader and resolve during Prep fire.
dr 1: 60mm, 2: 70 mm, 3: 80 mm, 4: 100 mm, 5: 150 mm, 6: SMOKE.

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