Place a RE marker (any unused marker, for example an aircraft counter FOW side) anywhere in the map, roughly between the two sides, by mutual agreeing. RE are triggered only during the Fire & Movement Segment. Whenever using the HPT, or directly the Casualty Table, if DR = 0, reroll; if eligible, resolve a critical hit normally; if not and DR is 7, there is a RE. Resolve the fire having triggered the RE, then stop momentarily all actions in the game. Roll a D100 on the RE table to determine the RE. Resolve the scattering of the RE marker if required, then resolve the RE. If it cant be resolved, it is cancelled. The game then continues normally. RE TABLE: Roll 1D100 (colored D10 is the tenth) and consult the RE table below. The term enemy used there indicates the side suffering the fire that have triggered the RE. A (V) following the RE indicates that Vehicles can be affected as well as other units; otherwise, only Personnel units can be affected. A (S) means that Scattering is required, resolving the RE on the closest hex concerned.
SCATTERING: When the RE specifies a (S), resolve the
scattering of the RE marker. Roll 1D100; without any modifier, using the Artillery Accuracy table and move the RE to the new hex. It will be used to determine the closest hex concerned (see below). RANDOM SELECTION: Unless specified otherwise, the RE is resolved on the enemy or friendly (as specified) occupied hex CLOSEST to the RE marker, after resolving scattering if required. Move the RE marker in that closest hex. If more than one equidistant closest hex applies, roll a die for each; the hex concerned is the one obtaining the greatest result. In case of tie, reroll. If only one unit is concerned in a stack by the RE, roll a die for each; the unit(s) obtaining the greatest result is the unit concerned by the RE; in case of tie, all units rolling the greatest results are concerned. RANDOM DIRECTION: If the RE asks for a random direction (R), roll a die. A result 1-6 indicates a direction (the 1 is the top of the hex); a result of 7-0 indicates no direction, the move is done in the location.
RANDOM EVENTS TABLE
EVENT Booby-Traps! (S): One enemy Personnel unit suffers a casualty (C1) and checks Morale. Sniper (S): One enemy Leader is hit. Roll a die; on a 1-5, he suffers a wound (C1); on a 6-0, He is eliminated. All surviving units in the hex check Morale (no C# DRM). Unexploded Bomb Detonates! (V) (S): One enemy hex is attacked by a 150mm bomb. Resolve the attack as a one hex FFE (GF 40). Unseen Enemy Field Piece Opens Up! (V) (S): One friendly hex is attacked by an enemy 75mm howitzer. Resolve the fire as if a 75D gun, using Direct Fire, at 20 hexes range (terrain cover state only as DRM). Blue On Blue (V): The friendly firing Personnel stack triggering the RE is attacked by the one closest friendly unit in LOS (but unstacked with it), and eligible to fire. Resolve the attack normally (using all eligible weapons, carried if Personnel, no more than one ROF expended). This unit is marked by a F marker. Fear! (S): One unbroken enemy unit is automatically Broken (and Surrendered if eligible). Battle Fatigue (S): One unwinded enemy unit receives two Winded markers, one being removed during the next End of Turn Segment. Air Strike! (S): A marauding plane decides to strafe One enemy hex. Resolve the attack on the F2 Table (8 GF). Ammo Shortage (V) (S): One friendly unit, eligible to fire this turn, suffers momentarily from ammo shortage: This unit, with all its weapons, may not fire this turn but is marked as Fired. Jam! (S): One friendly L or M Weapon is removed from the game. Fire! (S): One burnable hex is marked by a Fire. Confusion (S): One enemy unit, eligible to move, expend all its MP, using Assault Move (R). It must stop before entering enemy hex or uncrossable terrain. It cant fire during this Segment. Looting! (S): One enemy squad/reduced-squad eligible to move spends all its MP allotment in its hex, using Assault Move. Artillery Fire! (S) (V): Resolve a 105mm FFE in the hex where the RE marker stands; the FFE is automatically removed after resolution. Berzerk: One enemy personnel unit targeted by the friendly fire momentarily receives a courage marker for this turn only (and any Move/Broken/Winded/F marker is removed); if the unit is a leader, all non-leader units in the stack receive this courage marker too and follow their leader. During the following impulse of its side (or this one, if during movement), this unit (or stack) must run to the closest enemy hex in LOS (in term of MP), then must use the first action of its side to infiltrate it (if possible) during the Close Assault segment. If it cant reach this enemy hex, it will stop upon spending all its MP toward it. The courage marker is then removed at the end of the turn. Errand Soldiers Returning (S): One friendly squad/reduced squad/crew recovers one casualty step. Achtung, Minen! (S): Place a randomly chosen Mine counter (Not AT mine counter), face down, on a enemy occupied hex. No attack is resolved. That mine counter doesnt belong to any side. Gusts: Remove any smoke counters. Any plane loitering must return to base. Any fire propagates automatically in an adjacent hex (R). Scout Returning (V) (S): A hidden or FOW enemy unit must reveal itself. Repair (S): One eliminated MG (the lowest GF) is repaired and placed with a friendly unbroken squad (for L MG) or crew (for MMG) eligible to carry it. Light Wounds (S): A friendly wounded leader becomes unwounded. Last-Minute Reinforcements: A friendly squad (the most numerous type in the OB) is placed next to a friendly map edge, able to enter as reinforcement.