THE RANDOM TACTICAL COMBAT SNAFU GENERATOR


A Gear Krieg play aid created by Scott Lynch


I. If something can go wrong, it probably will.
II. If something can go wrong on your watch, it certainly will.
III. If you can be blamed, you probably won't care, because you'll already be dead.
IV. It won't work.

Murphy's Laws, Revised and Expanded (Anonymous Multitudes)


Welcome to Heisenberg's Battlefield

Uncertainty is the heart of war, the lowest common denominator of the battlefield. Set-piece combat is a thing for the training field and the exercise book, a fantasy for the armchair generals who would reduce the great battles of history to simple numbers and clear outcomes. The Snafu Generator is, in its own small and inadequate measure, a way for adventurous Gear Krieg players to spice up their battlefields with some of the myriad complications and "acts of God" that are inescapable in a time of war.

There are two types of complication described here, pregame and surprise. A pregame complication is applied and worked out before initiative is rolled for the first turn of the scenario. Surprise complications may be enacted once a game is already in progress, generally at the beginning of a turn.

To randomly select scenario complications, players should consult the General Complication tables below. First, roll a six-sided die on either of these tables to discover what the general sort of complication will be. For example, a roll of 6 on the General Complications: Surprise table indicates an Idiocy complication. Another die roll on the Idiocy table yields a result of 1- the Lost V.I.P. complication.

Players are free to determine the number of complications they wish, and whether they're to be pregame, surprise, or a combination of the two. Beyond that, however, the complications themselves should be rolled randomly. Sometimes, this might yield a result that doesn't fit the scenario at hand (for example, ...In Peril on the Sea really has no explanation for a random artillery barrage). In such a case, roll randomly until an appropriate complication is arrived at.

The Rule of Reciprocity

The purpose of the Snafu Generator is to add variety to scenarios, not to cripple one side and favor the other. Thus, each side must receive the same number of complications. For example, if two players want a single pre-game complication, they should each roll separately on the General Complications: Pregame table. This means that each side will not necessarily have the same sort of complication(s).

Several categories of complication are special, and are marked with asterisks (*). These are Reinforcements, Weather and Deadly Coincidence, and they affect both participants. If either player rolls a result that grants one of these complications, there is no need for the other player to take an individual complication. In the case of Reinforcements, each player should roll once on the table. This is the only universally beneficial complication in the generator.

Special Note: Using Surprise Complications

Surprise complications should be applied at the beginning of a turn. Players may choose which turns they will roll for surprise complications, or they may roll dice to generate turn numbers randomly. Whichever method is used, the specific types of surprise complications should never be randomly rolled until the turn they are to be applied. A snafu just isn't a snafu if it can be accurately expected.


General Complications: Pregame

1.     Battle Damage
2.     Supply and Demand
3.     Weather*
4.     Reinforcements*
5.     Losses
6.     Illness

General Complications: Surprise

1.     Supply and Demand
2.     Deadly Coincidence*
3.     Weather*
4.     Reinforcements*
5.     Confusion
6.     Idiocy


Pregame Complications

Battle Damage

1. Fire Control Problems
1d6 units on your side suffer a -1 penalty to FC. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

2. Maneuverability Problems
1d6 units on your side suffer a -1 penalty to Maneuver. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

3. Effects of Attrition
1d6 units on your side suffer a -1 to their base Armor Rating (if vehicle) or 20% casualties (if infantry, minimum of 1). You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

4. Movement Problems
1d6 units on your side have their Move ratings cut in half, rounding down. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

5. Smoke and Noise
1d6 units on your side have their effective Size ratings increased by 3 for detection purposes due to smoke or noise from damage. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

6. Lingering Trouble
1d6 units on your side acquire the Random Shutdown flaw with a strength of 2. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

Supply and Demand

1. Short on Petrol
1d6 vehicles on your side acquire the Random Shutdown flaw with a strength of 2 to represent a lack of petrol. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

2. Ammunition Shortage
2d6 units on your side have their ammunition allotment cut in half. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. In the case of infantry, decrease the affected unit's attack multiplier by x1, due to the fact that they will be conserving their ammunition.

3. Crippling Ammunition Shortage
1d6 vehicles on your side have only 10% of their ammunition allotment. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

4. Out of Petrol
1d6/2 vehicles on your side are out of petrol and cannot move from their setup position. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

5. Irregular Ammo Distribution
Roll a single die for every vehicle on your side. If the result of any roll is 5 or 6, that vehicle suffers a 25% reduction in its ammunition allotment.

6. Lack of Food and Water
1d6 units on your side suffer a -1 penalty to FC and to Maneuverability due to poor crew health. In the case of odd numbers, your opponent chooses the majority.

Weather*

1. Absolute Clarity
The weather is startlingly, vividly clear. Not a cloud is in the sky and not a breeze is blowing. All units gain a +1 bonus to any detection rolls they attempt.

2. Heavy Fog/Dust
Heavy fog or dust covers the battlefield, adding 1 to the Obscurement Value of every MU.

3. Rain/Snow/Sandstorm
Depending on the setting, a rain storm, snow storm, or dust storm prevails throughout the scenario.

4. Effects of a Recent Storm
Due to the recent passing of harsh weather, all Hazardous Terrain tests conducted during the scenario suffer a -1 penalty.

5. Fog/Dust, Followed by Storm
Fog/dust (as per #2, above) prevails for 1d6 turns, after which a rain, sand, or snow (as appropriate) storm begins and will prevail for the rest of the scenario.

6. Harsh Weather, Chance of Clear
Rain, snow, or sandstorm (as appropriate) prevails at the beginning of the scenario. At the end of each turn, roll a single die. If the result is a 6, the storm will abate at the end of the following turn.

Note: Weather from this chart should override default weather described in a scenario.

Reinforcements*

1. Infantry Support
Add two Qualified Rifle Sections/Squads from your nation's standard layout provided in the back of the main GK sourcebook.

2. Anti-Tank Guns
Add three Qualified 37mm AT guns (or, in the case of the British Commonwealth, three 2 Lb. guns) as appropriate to your nation.

3. Walker Support
Add two Qualified light walkers of the following type, dependent on nationality:

Soviet Russia or U.S.A:M11A2 General Early Walker
Germany:PzKpf IV Aust B "Loki" Walker
UK/Commonwealth:MVIIIB Cavalier Walker
Japan:Shiki 38 Walker

4. Armored Support
Add tanks of the following types, dependent on nationality:

Soviet Russia:2 x Rookie T-34 Tank
Germany:1 x Qualified PzKpfw III Ausf E Tank
UK/Commonwealth:1 x Qualified Matilda Mk. II Tank
Japan:1 x Qualified Type 95 "Ha-Go" Tank
U.S.A:1 x Qualified M3A1 Stuart Tank

5. Heavy Weapons Support
Add three Qualified MG Teams (3 men, LMG/Rifle/Rifle).

6. Reinforcements of Choice
Add reinforcements of your choice, as appropriate to the year of the scenario, not to exceed a Threat Value of 50.

Losses

1. Vehicle Crew Casualties
1d6 vehicles on your side suffer a single crew casualty. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

2. Possible Unit Loss
1d6 units on your side suffer a chance of destruction before the scenario. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Once this is done, roll a single die for each chosen unit. If an odd number is rolled, the unit is destroyed.

3. Infantry Casualties
1d6 infantry units on your side suffer a x2 attack at a random (roll 1d6) Margin of Success (thus, 2-12 points of damage). You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Apply damage normally.

4. Replacement Units
1d6 units on your side have their quality reduced by one step from the default (Veteran becomes Qualified, Qualified becomes Rookie, etc.). You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Rookie units become "civilian" (Roll two dice and take the worst result).

5. Force Deduction
Reduce the TV of your total force by 75 (or as close as you can possibly get to it) by any means you see fit. Individual units may not be lowered in quality to achieve this loss.

6. Possible Casualties
2d6 units on your side suffer a chance of casualties (whether crew or infantry) before the scenario. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Once this is done, roll a single die for each chosen unit. If an odd number is rolled, the unit suffers 20% casualties (minimum 1).

Illness

1. Combat Fatigue
1d6 units on your side suffer a -1 penalty to Morale checks. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

2. Vision Trouble
1d6 units on your side suffer a -1 penalty to FC and to Detection checks. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

3. Severe Fever
1d6-1 (minimum of 1) units on your side suffer a -1 penalty to every roll. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

4. Dysentery
1d6 units on your side suffer a -1 penalty to FC orto Morale checks. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. You may choose the penalty each unit is afflicted with.

5. Sick Leader
Lose 1 Initiative Point (of whatever appropriate type) every single turn due to infirmity on the part of your side's commanding officer.

6. Widespread Panic Attack
2d6 units on your side suffer a chance of a -1 penalty to Morale Checks. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Once this is done, roll a single die for each chosen unit. If an odd number is rolled, the unit suffers the penalty.

Surprise Complications

Supply and Demand

1. Widespread Petrol Problem
Roll a die for every vehicle of yours on the map. If the result of any die roll is a 5 or a 6, that unit acquires the Random Shutdown flaw with a strength of 4.

2. Critical Petrol Shortage
Roll a die for every vehicle of yours on the map. If the result of any die roll is a 1, that unit runs out of fuel and cannot move after this turn.

3. Widespread Ammo Problem
Roll a die for every unit of yours on the map. If the result of any die roll is a 5 or a 6, that unit has its current ammo allotment reduced by 25% (rounding down any fractions). Affected infantry units gain a -1 modifier to the MoS of any attacks they later make.

4. Critical Ammo Problem
Roll a die for every unit of yours on the map. If the result of any die roll is a 1, that unit's ammo allotment is reduced to 10% of its current supply (rounding down any fractions). In the case of infantry units, they may fire normally for only one more round. This will then exhaust their ammo supply.

5. General Logistics Problem
1d6+1 vehicles on your side gain either the Random Shutdown flaw with a strength of 3 or have their current ammuntion supply cut in half. You select the affected vehicles, and your opponent selects each handicap.

6. Oil and Maintenance Shortfall
Have every vehicle crew on your side make a general skill roll against a difficulty threshold of 4. Those that fail have their movement ratings cut in half due to engine and suspension malfunctions. If a vehicle has the Rugged Movement System perk, you may elect to scratch that out instead.

Deadly Coincidence*

1. Artillery Bombardment
The battlefield suddenly comes under heavy, mistaken artillery bombardment by one or possibly both sides. Roll a die for every unit on the board. For every roll that results in a 5 or 6, the unit in question suffers the result of a (single die) roll on the following table:

1. Unit is stunned by an airburst and may take no action whatsoever this turn;
2. Unit suffers an attack that does 6 points of damage;
3. Unit suffers an attack that does 12 points of damage;
4. Unit suffers an attack that does 18 points of damage;
5. Unit suffers an attack that does 24 points of damage;
6. Unit is blown sky-high in a catastrophic and picturesque explosion.

2. Minefields
Each player should get three paperclips or similarly-sized light objects. Take turns tossing these at the map from no less than three feet away. Missed throws should be retaken until all the clips are on the table. Mark the spot where each one landed. Any unit within 5 MU of where a clip landed has stumbled into a minefield. Roll a die for each such unit, and on an odd result, have it suffer a x5 attack at a random (1d6) Margin of Success.

3. Air Attack
A flight of aircraft enters the fray and attacks units on the battlefield without apparent regard for their identity. Roll a die for every unit currently in play. On a result of 1, that unit suffers a x4 attack at a random (1d6) Margin of Success.

4. Exploding Ammo Cache
Each player should get a single paperclip or similarly-sized light object. Toss these onto the map from no less than three feet away. Any unit within 4 MU of where a clip has landed suffers a x8 attack at a random (1d6) Margin of Success, as two connected underground ammuntion caches are blown sky-high by a stray round.

5. Chemical Accident
Each player should get a single paperclip or similarly-sized light object. Toss these onto the map from no less than three feet away. Use a string or ruler to make a line between the two clips, and on the midpoint of this line stage a chemical accident. One side or the other has foolishly hidden (or forgotten) a cache of poison gas shells in a barely-protected trench. A stray shot has set them off.

At the beginning of the turn, the affected area will encompass 1 MU around the site of the accident. Any unit touching this MU is overwhelmed before it can react and removed from play. For the following three turns, expand the radius of the effect by 1 MU in every direction from the site of the accident. Any unit caught within or passing through this area suffers a x2 attack at a random (1d6) Margin of Success. Vehicles may not use armor to resist this. Instead, make a x1 attack at a random (1d6) MoS against the vehicle's crew.

The area of the accident will remain affected for the rest of the scenario.

6. Smokescreens
An accidental smoke barrage from a nearby artillery battery covers most of the battlefield in haze. Add 1 to the Obscurement Value of every single MU for this turn and the next three turns, after which the smoke will dissipate.

Weather*

1. Sudden Clarity
At the beginning of the next turn, the weather will suddenly clear and remain that way for the rest of the scenario (or until another roll on this table).

2. Sudden Haze
A haze of fog or dust blows up, adding 1 to the Obscurement Value of every MU on the map, beginning immediately.

3. Violent Wind Storm
A powerful wind gusts and rattles across the battlefield. Apply a -1 modifier to all Detection rolls due to the noise and distraction caused by the wind.

4. Violent Weather
A sudden downpour of rain, snow or sand (as appropriate) adds 1 to the difficulty of any Dangerous Terrain tests for the remainder of the game, and adds 1 to the Obscurement Value of every MU on the map, beginning immediately.

5. Electrical Storm
The clouds are crackling with lightning and the air is hot with static discharges. Perhaps this is a freak natural occurrence, or perhaps it is the result of a super-scientific experiment gone awry. All radios and infrared detectors in the scenario are rendered useless. Any Tesla or laser weapons receive a -1 penalty to FC and - 2x to their damage rating. All walker crews must immediately make a driving test against a Threshold of 4 or lose all actions for this round, as their Computators start to go fuzzy.

6. Tornado or Waterspout
Not content merely to hamper the efforts of the soldiers on the battlefield, the weather now begins actively trying to kill them. Roll a die for every unit on the board as a lethal column of air whipsaws across the landscape. For every roll that results in a 1, have that unit suffer a x6 attack at a random (1d6) Margin of Success.

Reinforcements*

Note: All of these reinforcements should be immediately placed on the map, within 2 MU of the proper side's edge, or within a designated reinforcement zone as per scenario setup.

1. Infantry Support
Add two Qualified Rifle Sections/Squads from your nation's standard layout provided in the back of the main GK sourcebook.

2. Light Walker Support
Add two Qualified walkers of the following types, as appropriate to nationality:

Soviet Russia: Captured PzKpf IV Aust A "Loki" orLend-Lease M11A1 General Early
Germany: PzKpf IV Aust A "Loki"
UK/Commonwealth: MVIIIA Cavalier
Japan: Shiki 38
USA: M11A1 General Early

3. Medium Walker Support
Add one Qualified walker of the following type, as appropriate to nationality:

Soviet Russia: Captured PzKpf IV Aust B "Loki" orLend-Lease M12A1 General Longstreet
Germany: PzKpf V Ausf B "Valkurie"
UK/Commonwealth: MV12B Roundhead orMV12C Roundhead
Japan: Shiki 41
USA: M12A1 General Longstreet orM12A2 General Longstreet

4. Armored Support
Add vehicles of the following types, dependent on nationality:

Soviet Russia:1 x Rookie KV-1C Tank, 1 x Rookie BA-10 Armored Car
Germany:2 x Qualified SdKfz 231 (8-Rad) Armored Car
UK/Commonwealth:1 x Qualified Crusader Mk. III Tank
Japan:1 x Qualified Type 97 "Chi-Ha" Tank
U.S.A:1 x Qualified M3A1 Stuart Tank

5. Heavy Weapons Support
Add three Qualified MG Teams (3 men, LMG/Rifle/Rifle).

6. Reinforcements of Choice
Add reinforcements of your choice, as appropriate to the year of the scenario, not to exceed a Threat Value of 60.

Confusion

1. Friendly Fire
Widespread confusion on the battlefield leads to several incidents of "friendly fire." Roll a die for every one of your units currently in play. On a die result of 5 or 6, that unit will attack the nearest friendly unit within range with its most powerful weapon. If no friendly units are within range, the unit will be unaffected.

2. Command Confusion
Your opponent gains two free Command Points usable only on this turn, taking advantage of a momentary lapse on the part of your force commander.

3. Misunderstood Signals
Most of your forces receive erroneous orders to withdraw, even if dug in and under fire. Roll a die for every one of your units currently in play. On a die roll of 4, 5 or 6, that unit will spend this turn moving at its combat rate back toward your map edge. If hull-down or dug in, it will withdraw from that position.

4. Hesitation
1d6 units on your side hesitate and take no action whatsoever this turn. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority.

5. Misplaced Aggression
Most of your forces receive erroneous orders to charge madly, even if dug in and/or under fire. Roll a die for every one of your units currently in play. On a die roll of 4, 5, or 6, that unit will spend this turn moving at its combat rate toward the enemy edge of the map, by the most expedient route possible. If hull-down or dug-in, it will withdraw from cover and advance.

6. Misread Maps
1d6 units on your side are caught completely off guard and lose momentary track of where they are. You and your opponent should each choose half of the affected units. In the case of odd numbers, your opponent chooses the majority. Each affected unit must make an immediate Dangerous Terrain test, before the turn begins.

Idiocy

1. Lost V.I.P.
A small scout car or jeep suddenly appears in the thick of battle, carrying a very startled and very important officer of your general staff. Your opponent may place a Qualified scout car or jeep of yours anywhere he desires within 15 MU of your map edge, though not within 5 MU of one of his units. If this unit is destroyed, your opponent will win at least a minor victory regardless of what else happens. Your V.I.P. must be guarded, but is also too curious and headstrong to leave the immediate field of battle. Move him around as you wish, but not off the map.

2. Command Failure
Your force commander makes a catastrophic error. You will automatically lose the Initiative next turn, and your opponent gets 1d6 temporary Command Points, while you get none whatsoever.

3. Overconfident Attack
Roll a die for every unit of yours that makes an attack this turn. On a roll of 4, 5, or 6, the unit will make the attack with its least capable weapon (such as a coaxial MG rather than a turret cannon, for example). If the opponent it was attacking is effectively out of range of the least capable weapon, no attack will be made.

4. Friendly Fire
Widespread confusion on the battlefield leads to several incidents of "friendly fire." Roll a die for every one of your units currently in play. On a die result of 5 or 6, that unit will attack the nearest friendly unit within range with its most powerful weapon. If no friendly units are within range, the unit will be unaffected.

5. Cover, Take It or Leave it
Roll a die for every unit of yours currently on the map. On a result of 5 or 6, that unit will leave cover (if already dug in, though it need not leave its MU) or take no further actions until it has gone completely hull-down. Once it has done so, it will revert to your control.

6. Absolute Confusion
Chaos reigns on the battlefield, and although your units may fire, none of them may move this turn, save one. Those moving at top speed will slow down. You are free to choose the unit that gets to move. Choose wisely.


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