- [23.0]? RANDOM EVENTS
- Random Events occur during the game to account for unique historical activity that doesn't neatly fit into the game's basic system structure. They also serve to inject an element of unpredictability that might otherwise be absent from the game. A Random Event (RE) may have a beneficial or harmful effect for one side. Random Events are categorized in one of two ways: those that affect movement, and those that affect combat. The RE procedure is two-fold. First, the location and type of RE is determined. Next, the actual results of that RE are applied to the affected units. The presence of leaders may negate a Random Event (see 22.1.5).
- [23.1.0]? Generating a Random Event
- When resolving a Ground Assault, if both players roll doubles (the tens and the ones are equal, 99, for example) a Random Event is generated. This is before any DRMs? are applied to the roll. When this occurs, a RE marker is placed in the hex that the defender was located in. Next, (before resolution of the combat), the players must determine if the RE is a combat RE, or a movement RE. Roll a d10. If the result is 0-4, it is a combat RE, otherwise it is a movement RE. The RE affects the side that rolled the dice generating it.
- [23.1.1a]? Combat Event
A combat RE immediately affects the combat that generated the RE and must be resolved immediately. Ignore any RE generated by the new dice-rolls.
To determine the effect of the RE the affected player consults the Random Event Table, rolls 2d10, modifies the result according to the modifiers found on the table. Next, find the RE effect that belongs to that dice-roll result (it is located in the same row to the left side of the dice-roll ranges). Apply that effect immediately and then remove the RE marker.
- [23.1.1b]? Movement Event
- A movement RE will affect units that are in or adjacent to the hex the RE is located in; the actual effect of that RE will not be determined until those units are about to move. Just before this occurs, the RE effect is determined in the same manner as the combat RE was, except the results to the right side of the dice-roll ranges are used. After all units that could have been affected are done moving, remove the RE marker. Note that sometimes an RE requires that the marker (and its effects) remain until the end of that movement phase.
- [23.1.2]? Random Event Restrictions
- No more than two RE markers per side may be on the game map. Ignore any RE results that would require more than two such markers to remain placed on the map for more than one phase.
