Wargame Random Event Cards (WREC)

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The document describes a set of random event cards created by the author to add unpredictability and humor to wargames. The cards feature events that can help or hinder units on the battlefield each turn.

The random event cards are intended to 'spice up' wargames and keep players on their toes. They add a random element to each turn to make the game more unpredictable and fun.

One card is drawn each turn after the first and applied to a unit of the card drawer's choice. The effects supersede the normal rules and are resolved before discarding the card at the end of the turn.

Wargame Random Event Cards (WREC)

Designed by DeadGuy (AKA Shay Walsh) www.dgditch.blogspot.co.uk

Play testers: Sam Walsh,

I decided that I wanted to ‘spice’ up the occasional wargame, both commercial and
free rules.

I decided that some sort of random event would befall a unit each turn and keep
myself and my opponent on our toes and also have a little chuckle.

I did find some random events suggested on one website and also sets of cards, but
these were specific to a rule set or period. I needed a set that would be very
generalised. To cover all rules and any period. There were none so I decided to make
my own and here they are.

Card Rules;

1. One card to be drawn each turn AFTER the first turn.

2. To be acted on by the drawer.

3. ANY soldier/unit of the card drawer can undertake the action stated.

4. The rules/actions on the cards supersede any rules you are using.

5. To be discarded at the end of that turn.

If you don’t want to draw a card each turn, another option is to roll d6 and on 5, 6 to
draw a card.

As they are not rule specific obviously use your common sense when interpreting them
for the rules you are using and the specific action mentioned on the card.

Again as I wanted them to be used for all types of wargames I have used the following
in the text;

Soldier / unit which means the following;

Soldier = for skirmish and/or individually based figure games.

Unit = for larger games and/or figures grouped on bases.

Soldier / unit applies to infantry, cavalry, artillery, armour.

Unless stated all actions are for ONE soldier or ONE unit.

NOTE: Last page is card backs; print this page out six times.
“Run Away!” “I can’t do this, I need to
“Where you lot going?”
get the hell out ‘a here!”

A soldier/unit
A soldier / unit Retreats one full move
A soldier / unit becomes over
Retreats one full move Any other soldier / unit
zealous and moves forward
Within 6” roll 1d6 on 5-6
another move.
does the same

Discard at end of turn


Discard at end of turn Discard at end of turn

“More ammo over here!” “Another life Saved”


“Their over there, sir”

Medic /Surgeon nearby


Enemy unit spotted
A soldier / unit has run out of A soldier / unit wound or
ammo and unable to fire this dead result is ignored
On firing at an enemy soldier
turn.
/ unit their cover is NOT
accounted for.

Discard at end of turn Discard at end of turn


Discard at end of turn

“Were all doomed!” "Go again Sir?" “Blessed be…


(incert deity name here)!”

A soldier / unit A soldier / unit which failed


believes they are being out morale this turn. The unit A soldier / unit is blessed by
flanked and panics. Fails automatically rallies and is their God/ Gods with good
any moral test and retreats so inspired that it may take a luck. One dice roll may be
one full move. free move outside the normal rolled again, and the better of
turn sequence. the two results chosen.

Discard at end of turn Discard at end of turn


Discard at end of turn
“Watch where you’re “Get a move on there!”
“Can’t see for S**T”
going!”

A soldier / unit has wandered


A soldier / unit has off the battlefield and
encountered an area of A slacking soldier / unit is
become lost. Roll 1d6, the
forced to take another
unseen rough terrain. Their soldier / unit will arrive back
movement turn.
movement rate is halved this at the player’s table edge on
turn. this turn.

Discard at end of turn Discard at end of turn


Discard at end of turn

"I’m off home lads" "The Commander is a


"Three Cheers for the
blithering idiot"
Commander"

A soldier / unit which failed


its morale check this turn. A commander who proves to
A commander who proves to
be incapable and very
Scatters with no chance of be capable and popular. A
unpopular. A soldier / unit
being rallied and is removed soldier / unit automatically
automatically fails any moral
from play. pass any moral test.
test.

Discard at end of turn Discard at end of turn


Discard at end of turn

"Don’t shoot!" "The Commander has been “Who’s with me?”


hit!"

In the smoke and confusion A commander has collapsed


The commander has inspired
of battle, A soldier / unit or lightly wounded at a
his men with a heroic
mistakenly fires at a friendly critical moment, causing
speech. A soldier / unit gains
soldier / unit. Either in front great confusion. A soldier /
an extra movement and pass
or on its flanks. The fire unit may not move this turn,
any morale for that turn only.
effect against the friendly unit although they may carry out
is calculated normally. all other actions as normal.

Discard at end of turn Discard at end of turn Discard at end of turn


“Where did this junk come “What the?” “Damn pen pushers!
from?”

An administration error. Your


Faulty ammo. A soldier / unit misinterpret ammo has been sent to
A soldier / unit fire effect is its orders and will do the another part of the
halved. opposite of what was country/planet. A soldier /
intended. unit May not fire this turn

Discard at end of turn Discard at end of turn Discard at end of turn

“Brew Up?” “Hit the Dirt!”


“Bloody turncoat!”

An enemy deserter reveals


vital information. The owning
A soldier / unit spends a turn A soldier / unit panics at a
player may look at the NEXT
taking a well earned brake. flock of birds thinking that
Random Event card. Either
Can only defend this turn. they are incoming projectiles.
takes it or discards and
NO actions this turn.
draws another.

Discard at end of turn


Discard at end of turn Discard at end of turn

“He was my friend!” “He not dead yet!” “Holy Crap!”

The last soldier / unit that A soldier / unit seams to


A soldier / unit goes berserk.
died has been found to be have a case of dysentery.
An extra close combat action still alive. A miracle or just Can only defend this turn
is taken. bad medical care. They will while he/they find some
arrive back at the player’s relief.
table edge on this turn.

Discard at end of turn


Discard at end of turn Discard at end of turn
“Did you see that?” “Where did that come “Hunker Down lads”
from?”

A sudden lightning Soldier/unit moves to the


One fired shot, whether it hits strike/toxic cloud descends nearest piece of cover and
an enemy or not carries on to and causes a hit/wound cowers behind it. Can only
another target. On a soldier/unit defend. Any hits are
automatically void.

Discard at end of turn


Discard at end of turn Discard at end of turn

“Yipeee!” “Phwoar, look at that!” “Oh that smell”

A soldier/unit screams its war There is a terrible smell


cry as it moves/charges into A soldier/unit notice a young wafting around a soldier/unit.
um... lady and spends the We think it may come from
combat. Another
turn ogling and jeering. Can ’Dirty Ned’.
charge/movement is taken. only defend The soldier/unit moves one
Another combat attack is full move in any direction.
taken.

Discard at end of turn


Discard at end of turn Discard at end of turn

“Their coming!” “The Sneaky Bas***ds!” “Cease Fire!”

You see movement of to Both sides call a halt in


Rumours of a new enemy your Right flank. Move at proceedings for one turn.
soldier/unit approaching your least one soldier/unit to your Any wounded have their
left flank. Move at least one right flank, NOW. wounds healed and all moral
soldier/unit to your left flank, Damn it was only the local and rally checks succeed.
NOW wildlife!

Discard at end of turn Discard at end of turn


Discard at end of turn
“Should you be looking at “Cheap and nasty”
“Look what we found!” that?”

A set of sketches / pictures /


holographic images of a A soldier/unit weapon has
dubious nature are being exploded causing a
An ammo supply has been past around. A soldier/unit hit/wound on a soldier/unit
found / liberated. A passes any moral this turn. and anyone within 2” radius
soldier/unit can fire again this But only half movement as
turn. trying to see said items.

Discard at end of turn Discard at end of turn.


Discard at end of turn

“Nothing to Report” “Nothing to Report” “Nothing to Report”

No events have occurred this No events have occurred this No events have occurred this
turn. Carry on men. turn. Carry on men. turn. Carry on men.

Discard at end of turn Discard at end of turn Discard at end of turn

“Nothing to Report” “Nothing to Report” “Nothing to Report”

No events have occurred this No events have occurred this No events have occurred this
turn. Carry on men. turn. Carry on men. turn. Carry on men.

Discard at end of turn Discard at end of turn Discard at end of turn


“Nothing to Report” “Nothing to Report” “Nothing to Report”

No events have occurred this No events have occurred this No events have occurred this
turn. Carry on men. turn. Carry on men. turn. Carry on men.

Discard at end of turn Discard at end of turn Discard at end of turn

“Nothing to Report” “Nothing to Report” “Nothing to Report”

No events have occurred this No events have occurred this No events have occurred this
turn. Carry on men. turn. Carry on men. turn. Carry on men.

Discard at end of turn Discard at end of turn Discard at end of turn

“Nothing to Report” “Nothing to Report” “Nothing to Report”

No events have occurred this No events have occurred this No events have occurred this
turn. Carry on men. turn. Carry on men. turn. Carry on men.

Discard at end of turn Discard at end of turn Discard at end of turn

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