random evens and snafu chart

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D100 SNAFU Chart - When a double odd number (11, 33, 55, 77, 99) is rolled on the MPI Dispersion Chart. 1-2 Ooops! Your gunner hits the coaxial machine gun switch rather than the main gun. You fire a short burst from your coaxial machine gun at the target. If within range it may hit the tank commander or any riders. Fire main gun normally in 3 phases. 3-6 Enemy Driver Panics: Driver moves in reverse at max speed for D6+3 phases. This can result in a crash or accident. Lose all targeting information. 7-15 Gunner Aiming Error: Your gunner fails to aim the gun correctly for this shot. Increase MPI distance: Ace/Veteran 0.1xD3, Trained 0.1xD6, Green 0.1xD10. 16-25 Tank Commander Distracted: He failed to spot the tracer and can’t correct on next shot. Use same fire control and MPI on next shot even if it was a hit. 26-27 Driver Miscommunication: Roll a D20: 113 your driver thought he heard a command to move out and takes D6 + 3 phases of movement. Gunner loses all targeting information but target remains spotted. On a 14-17 he moves in reverse. On 18-20 engine is stalled. 28-30 Loader Mistake: The Loader loaded the wrong ammo type for this shot, not the next one. If you had AP then HE is fired. If you had HE then AP is fired. 31-35 Great Shot! Your gunners aim is right on: Decrease MPI distance: Modify this die roll on MPI Chart: Ace/Veteran -25, Trained -15, Green -10 36-37 Gunner Miscommunication: The gunner targets the next closest target in his Field of View. Rotate turret D6 + 3 turns. Lose all targeting information. 38-45 Loader Slips: Loader slips while reloading. Add D6 + Crew DRM for additional reload time or next shot: Crew DRM: Ace/Vet 0, Trained +2, Green +5 46-50 Gunner’s foot crushed in turret mechanism: Gunner is WIA. MPI Accuracy +3 column shift for all shots and +5 second delay when rotating turret. 51-55 Gunner used wrong range input on this shot: Modify this die roll on the MPI Chart: Ace/Veteran +15, Trained +20, Green +30 56-60 Enemy Tank Commander Flinches: If he is currently unbuttoned he ducks down for D6 + Crew DRM Phases: Ace/Vet 0, Trained +3, Green +5. If buttoned up he is distracted for that many turns and cannot spot shots or conduct Situational Awareness Checks. 61-82 Shell Jammed: Shot is fired but shell is jammed in the chamber. At the end of each 5 phase turn roll a 5 or less D20 to see if it is fixed. Crew modifier: Ace/Vet -1, Trained +1, Green +2 83-85 Do I smell smoke? Crew thinks the tank is on fire and bails out. They can return on a later turn. 86-90 Turret Rotation Malfunction: Turret inoperable. At the end of each 5 phase turn roll a 3 or less D20 to see if it is fixed. Maintenance Level modifier: Green -1, Yellow +1, Red +2 91-94 Electrical Power Failure: Turret rotation and radio failure. At the end of each 5 phase turn roll a 3 or less D20 to see if it is fixed. Maintenance DRM: Green -1, Yellow +1, Red +2. If Turret maximum rotation by hand is 6 degrees per phase. 95-99 Round Misfires! You can attempt to reset the firing mechanism and fire again in D6 + Maintenance DRM: Maintenance DRM: Green +2, Yellow +5, Red +10. To unload and reload (double reload time) a new round. 00 Loaders arm caught in gun recoil: Loader is WIA. Double the base reload time for all reloading with no crew delay. Double reload time for ready rack rounds.

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Page 1: Random Evens and Snafu Chart

D100 SNAFU Chart - When a double odd number (11, 33, 55, 77, 99)

is rolled on the MPI Dispersion Chart.

1-2 Ooops! Your gunner hits the coaxial machine gun switch rather than the main gun. You fire a short burst from your coaxial machine gun at the target. If within range it may hit the tank commander or any riders. Fire main gun normally in 3 phases.

3-6 Enemy Driver Panics: Driver moves in reverse at max speed for D6+3 phases. This can result in a crash or accident. Lose all targeting information.

7-15 Gunner Aiming Error: Your gunner fails to aim the gun correctly for this shot. Increase MPI distance: Ace/Veteran 0.1xD3, Trained 0.1xD6, Green 0.1xD10.

16-25 Tank Commander Distracted: He failed to spot the tracer and can’t correct on next shot. Use same fire control and MPI on next shot even if it was a hit.

26-27 Driver Miscommunication: Roll a D20: 1–13 your driver thought he heard a command to move out and takes D6 + 3 phases of movement. Gunner loses all targeting information but target remains spotted. On a 14-17 he moves in reverse. On 18-20 engine is stalled.

28-30 Loader Mistake: The Loader loaded the wrong ammo type for this shot, not the next one. If you had AP then HE is fired. If you had HE then AP is fired.

31-35 Great Shot! Your gunners aim is right on: Decrease MPI distance: Modify this die roll on MPI Chart: Ace/Veteran -25, Trained -15, Green -10

36-37 Gunner Miscommunication: The gunner targets the next closest target in his Field of View. Rotate turret D6 + 3 turns. Lose all targeting information.

38-45 Loader Slips: Loader slips while reloading. Add D6 + Crew DRM for additional reload time or next shot: Crew DRM: Ace/Vet 0, Trained +2, Green +5

46-50 Gunner’s foot crushed in turret mechanism: Gunner is WIA. MPI Accuracy +3 column shift for all shots and +5 second delay when rotating turret.

51-55 Gunner used wrong range input on this shot: Modify this die roll on the MPI Chart: Ace/Veteran +15, Trained +20, Green +30

56-60 Enemy Tank Commander Flinches: If he is currently unbuttoned he ducks down for D6 + Crew DRM Phases: Ace/Vet 0, Trained +3, Green +5. If buttoned up he is distracted for that many turns and cannot spot shots or conduct Situational Awareness Checks.

61-82 Shell Jammed: Shot is fired but shell is jammed in the chamber. At the end of each 5 phase turn roll a 5 or less D20 to see if it is fixed. Crew modifier: Ace/Vet -1, Trained +1, Green +2

83-85 Do I smell smoke? Crew thinks the tank is on fire and bails out. They can return on a later turn.

86-90 Turret Rotation Malfunction: Turret inoperable. At the end of each 5 phase turn roll a 3 or less D20 to see if it is fixed. Maintenance Level modifier: Green -1, Yellow +1, Red +2

91-94 Electrical Power Failure: Turret rotation and radio failure. At the end of each 5 phase turn roll a 3 or less D20 to see if it is fixed. Maintenance DRM: Green -1, Yellow +1, Red +2. If Turret maximum rotation by hand is 6 degrees per phase.

95-99 Round Misfires! You can attempt to reset the firing mechanism and fire again in D6 + Maintenance DRM: Maintenance DRM: Green +2, Yellow +5, Red +10. To unload and reload (double reload time) a new round.

00 Loaders arm caught in gun recoil: Loader is WIA. Double the base reload time for all reloading with no crew delay. Double reload time for ready rack rounds.