| 
View
 

MOCB - Random Event Cards

Page history last edited by Si Tyler 12 years, 7 months ago

Some of these are originals, some from movies and one or two are actually real.  Try as you see fit 

 

 “Hey Sarge, I’m down to my last Magazine!!!”. 

Due to high US ammo use during a firefight the VC player nominates one US command to fire at –1 for this turn. 

 

 

 

US GAMBLE

 1=Resupply not forthcoming, the VC player nominates a command to fire at –2 for this turn   

 

5,6=US re-supply arrives together with extra Frags. All US commands fire at +1 for this turn

A FNG collapses under the strain of all the extra kit he is humping. 

One command can only move cautiously while his Squad leader sorts  it out. 

 

 

US GAMBLE 

1=A FNG is bitten by Fire Ants and needs DUSTOFF. The US command cannot move this turn 

 

5,6=A Slick, to carry the platoons rucks, appears at one table corner and is available until the VC player rolls for a successful gunship removal roll.

The tunnels of Chu Chi are even more extensive than first thought. 

A VC zone activated this turn ignores normal placement rules for US movement.

 

 

US GAMBLE

 1=All Anti Ambush attempt receives +1 DRM for the remainder of the turn   

 

 

5,6=LLDB scout is extremely effective.  Zone must be placed as normal and the VC player is not permitted a zone swap attempt this turn. 

The Platoon Sergeant loses it in the village. Any US squad in contact with a civilian must interrogate for two turns.  

 

   

 

 

US GAMBLE 

1=”Well he was running” – Conduct one SA fire at one civilian stand.  Roll for collateral check on any civilian stands.  

 

5,6=Civilian gives positive info on the contents of two zones.

BROKEN ARROW call heard over the radio.  No Gunship or Air Strike rolls for the next three turns. (Once played this card is discarded) 

   

 

US GAMBLE

1=No Gunship or Air Strike rolls permitted for the remainder of the game.    

 

 

5,6=The US player receives replacement artillery support for the remainder of the game from the nearest FSB.

  The point man locates a tunnel entrance/bunker.  All elements not moving cautiously must take a morale check to continue moving normally

  

 

US GAMBLE 

1=VC player may place D6/2 groups within 6” of a US squad it nominates. These groups activate as normal   

 

 

5,6=US player destroys the tunnel entrance/bunker and discovers High Value stores counter (capture as normal)

The NVA deploy the 130mm M-46 gun early.  This gun out ranges all US/ARVN artillery except the M107 and M110 guns. US artillery ceases fire for one turn.

   

US GAMBLE

1=VC player causes the US to receive no support for 2 turns.    

 

 

5,6=US player counter battery fire knocks out the gun and adds one additional card to the artillery strike 

  A vehicle commander not only traverses his commander's hatch, but the whole turret and spooks the nearest VC marker into attempting a self activation   

  

VC GAMBLE

1=US player nominates an additional zone to attempt self activation.    

 

5,6=VC player may attempt to de activate any two zones.  It may also be used to re roll for any failed de activation rolls 

VC Player places all Cards of an air or artillery strike except the first. If rolls 4 + then may also reposition the first card after all other cards have been placed. 

 

US GAMBLE

1=VC player places all of the cards for this mission anywhere on table. US player receives no support this turn 

 

5,6=US player adds three additional cards to the air or artillery strike 

 The VC nominates a zone to receive +1 to it’s firing factors for this turn 

 

 

US GAMBLE

1=VC player nominates a zone to receive +2 to it’s firing for this turn       

 

 

5,6=US player nominates a VC zone to receive –2 to it’s firing for this turn 

 The VC player nominates a zone’s movement as Double movement    

 

 

US GAMBLE

1=VC move any US group on 4+ (up to 6) before any other US movement. The US player designates which type of movement the VC attempts 

 

5,6=No VC movement anywhere on the table this turn 

Any VC groups killed or pinned are replaced with peasants on 4+

 

 

US GAMBLE

 1=VC player carries out 3 fire attacks against any target.    

 

 

 

5,6=US get +1 to firing for all groups and equipment this turn 

 ARVN/MIKE troops do not move this turn

 

US GAMBLE

1=ARVN/MIKE groups will not move or fire this turn         

 

 

5,6=ARVN/MIKE groups get +1 to firing this turn and may move 

 Higher Command demands results         

 

US GAMBLE

1=VC player may have a second attempt at end game point scoring       

 

5,6=US may have a second attempt at end game point scoring 

 

 

 

 

 

 

 

 

Comments (0)

You don't have permission to comment on this page.