Added April 18 2003 - thanks to Svante for sending me these!

Svante Nagy's

SASL RANDOM EVENT TABLES

In April 2003 Svante Nagy was kind enough to send me the following Random Event Tables, having visited our web site. I have included them here with his permission. They are interesting, firstly because they are quite generic, and can therefore be applied to any side in SASL, and secondly because there is a touch of humour that comes through - "commander's lucky coin", anybody?

This section also includes Svante's alternative Artillery RE rules, which are generic but make for faster play.

Svante explains the tables as follows: "We apply the "extra" RE table when the RE DR is +1 of the RE-number, to get
more randomness out of the game. This also emphazises the need for a mobile reserve force to be managed by the player. These tables are never DR-modified, just pick your own choice on how to DR/dr-determine which one to use
."

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

11-12 Request granted. One FRIENDLY AFV of your choice (from x6) arrive as reinforcement on FBE. No armour leader.
13 Request granted. Three FRIENDLY MMC of your choice (from x3) arrive as reinforcements on FBE. No leader or SW.
14 Request granted. Two FRIENDLY SPG/TD of your choice (from x3a/x3c) arrive as reinforcements on FBE. No armour leader.
15 The general staff visits the front line. Place two FRIENDLY 6+1 leaders on a random HW/Gun (both on the same weapon!). They now direct ALL fire from that unit and any rally attempts from its manning MMC, and that's a direct order!
16 It's only a flesh wound. Remove a wound counter from one of FRIENDLY SMC or take a casualty reduced half-squad back up to a full strength squad. If not applicable roll for new RE.
21 Forced march training pays off. All FRIENDLY infantry units have their MF increased by 1 for the rest of this scenario.
22 Tank ace arrives. One random FRIENDLY AFV gets a leader. Determine the type (x3), reroll any "-" results, and put him in the vehicle. If not applicable roll for new RE.
23 The FRIENDLY closest to EBE discovers a Gun. Place one FRIENDLY broken crew, and one Gun (x5) in same or adjacent hex. Placement priority: Building, woods, any positive TEM, open ground.
24 Specialized tech training. Two repair attempts may be made on FRIENDLY malfunctioning equipment for the rest of the scenario.
25 Kung-fu black belt combat instructor. All FRIENDLY units gain -1 on close combat table attack roll for the rest of the scenario.
26 Extra smoke grenades. All FRIENDLY units have their smoke factor increased by one.
31 Extra AP/Heat grenades. All FRIENDLY units have their special ammo numbers increased by one.
32 "Without those stripes you are nothing". One random hex ENEMY MMC stacked with a leader starts a fist fight and the whole stack is marked with a "Final fire" counter.
33 Sgt Steiner (G) Sgt Rock (US) or Sgt Ivanov (R) is trying to get back to our lines. One FRIENDLY 9-2, one Fanatic (x2) MMC with one LMG (BAZ for US) enters anywhere on the EBE.
34 Messed up logistics. Towed ENEMY guns are almost trapped in the fighting. Determine the number (A6b), the type (x5) and transports (x7). Crews are passengers on the transports. Roll for Random Road hex where the lead vehicle is sighted, on ENEMY board and within LOS to FRIENDLY 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 quickly as possible, staying in column until one is destroyed. ENEMY exit VPs are awarded as well as any other VPs as dictated by scenario VP schedule.
35 Mechanic in the tank crew. One random immobilised FRIENDLY tank is repaired. If not applicable roll for new RE.
36 Look what I found! One random FRIENDLY infantry unit finds something: dr 1-4: SW= roll on (x4) "-" results are rerolled, dr 5: DC, dr 6: FT. The SW must be returned at the end of the scenario.
41 Saving Private Ryan (US), Larionov (R) or Fritz (G). One broken MMC (x2) with VPO chit is placed randomly within 10 hexes of the EBE in cover terrain. The unit cannot self-rally. The VPO is FRIENDLY controlled and worth 0 VP. Double FRIENDLY VP are awarded if this units survives.
42 Friendly mistaken paradrop. Line up 4 FRIENDLY MMC paratroopers from a randomly determined drop hex anywhere on the map, subject do normal drop rules (drift etc..). Leader and SW determined by roll on (x3) and (x4).
43 The sector must be cleared! Only used if ENEMY attitude is Advance otherwise roll for new RE. One FRIENDLY AFV-platoon and two infantry platoons arrive anywhere on FBE to participate in counterattack. Determine AFV number A6a (-1 DRM), type (x6). Determine infantry number A6a (-1 DRM) and type (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 type one MMC/transport. Game length increased by two turns. If all boards are cleared of Good order enemy units and "?" at game end, 5 extra FRIENDLY VPs are awarded. Every remaining ENEMY unit counts as ENEMY VP, "?" counts as 1 VP.
44 Successful infiltration. Player can choose to remove one FRIENDLY MMC with their SW and any same location leader from the board at the beginning of this turn. At the start of next turn they may be placed anywhere up to 8 hexes from their starting point.
45 One in a million. A FRIENDLY Hero SMC appears in the woods hex within LOS of most ENEMY units and "?". Random determination if several hexes are eligible. Armed with HMG (US gets HMG .50 cal on dr of 1-2). No VP are awarded for kills made by this unit.

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

11 Propaganda pamphlets. One random broken FRIENDLY MMC assumes prisoner status. If not in CC or adjacent to ENEMY Good order infantry, they are "escaped prisoner".
12 Battle rage in the enemy ranks. All ENEMY units gain +1 ML for the rest of the scenario.
13 Rising spirits. All broken enemy units are automatically rallied.
14 General's aeroplane is shot down. Place a glider, an ENEMY (x2) MMC and a Enemy owned VPO-chit in a randomly determined hex. VPO value is determined( A6a) at game end.
15 Infiltration unit. Place one ENEMY (x2) MMC in a random hex containing FRIENDLY units. Units in this hex are considered locked in melee.
16 Dwindling supplies. No special ammo is allowed for FRIENDLY ordnance. Smoke, AP, Heat etc. is depleted. Infantry smoke factors are reduced by one.
21 Enemy camouflage experts help them blend in. All ENEMY units > 4 hexes away from FRIENDLY units gain Concealment counters this turn.
22 Reinforcing the sector. All ENEMY MMC currently on board are reinforced by an unbroken HS of the same type. This does not apply to prisoners or units in CC/Melee.
23 Experimental improved armour. All ENEMY armour have an Armor Factor +1 added to the printed value.
24 Here comes the real attack! Only used if enemy is in Advance attitude, otherwise roll for new RE. All enemy unused "?" are replaced up to starting level. Back the number of turns by 50% FRU of already played (i.e. if you should be starting turn 6 or 7 now, you restart on turn 3).
25 Enemy pincer attack.. As A11 #36, but dr+2 enter on both flanks moving towards the opposite board edge. Additional reinforcements: one dr on each flank.
26 Recon vehicle platoon arrives on EBE. Determine the number of ENEMY vehicles (A6a), all are of the same type (x6b). On road and using platoon movement until FRIENDLY unit is in LOS.
31 Misunderstood orders. One random FRIENDLY unit that moved during the preceding turn has strayed. Roll for it's new hex, random direction and distance (dr/2 FRU) and place it there.
32 Lousy supply. All FRIENDLY B# are decreased by 1 (i.e. B12 =>B11).
33 One hero is generated from a random ENEMY MMC.
34 Show of force. "Hundreds" of enemy fighter-bombers pass low over the front lines. Each FRIENDLY unit must take a (subject to leader modification). If MC is failed by 2 or more, the unit is broken but not DM and subject to Rally in this turn.
35 Wonder weapons. All enemy ordnance have +1 To Kill/+4 FP on IFT. The scientists still have some problems with these prototypes though, To hit DR of 10-12 means ordnance is broken and crew must take a MC.
36 Lucky coin found by enemy commander. ENEMY gets two automatic random events this turn. Roll each separately.

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. Air strike hits closest FRIENDLY unit(s) in open ground hex. 2-5: 60 mm, 6: 70 mm, 7-8: 80 mm, 9: 100 mm, 10-11: 120 mm, 12: 150 mm.

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

dr 6 Forward observer specialist. Place an ENEMY FFE on hex to cover most FRIENDLY units. Fire 80 mm.

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.

Copyright Svante Nagy 2003.

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