Forlorn Hope
Into the Breach

Random Event List

by Jim Birdseye


SPADES

Ace: French guns may fire grape before any movement by the British players.
Two - Five: French musketeers may fire one shot each after British movement.
Three - Six: French guns may fire canister after British player has moved.
Seven: French light infantryman fires one shot at British officer of French player's choosing. The officer will be hit on D6 roll of five or six.
Eight - Nine: French light infantrymen take two shots at the lead British soldier or officer. If two are equally close than take one shot at each. They will be hit on a five or six.
Ten: French guns may fire canister before the British moves.
Jack: French musketeers fire one shot each before British moves.
Queen: French player fires the straw in the trench, it will burn for three turns and spread at the rate of six inches a turn in both directions. Wounded in the straw must be helped out. British soldiers crossing the burning straw are killed on a roll of five or six.
King: French player holds fire for one turn in order to measure the progress of the attack. At the end of the turn all French guns are loaded.

HEARTS

Ace: One of your men falls into a hole and doesn't come back out roll for each man until you roll a six, that man is removed from play..
Two - Three: Two of your men skulk to the rear, the last two men in the group that rolls the lowest move to the rear while everyone else behaves heroically.
Four - Five: Move every man two extra inches.
Six - Seven: Move half speed this turn.
Eight - nine: The lead man in the lead group gets a double move.
Ten - Jack: Close up formation, move all figures to withinfive inches of the leader. The group may still move forward as long as the above conditions are met.
Queen: The lead group goes to ground and peers ahead for one turn. The other groups may continue to go forward.
King: Take a morale check, roll one D20 and if the roll is higher than the number of men plus fivethen the group goes to ground. All groups check.

CLUBS

Ace: One man falls roll a D6 until a one is rolledthat figure falls down; on a second roll of a six he stays down for good.
Two - Five: Every French Grenadier on the wall may throw one grenade. The French player selects the direction, rolls a D10 and adds it to six to get the number of inches that the grenade travels. He then rolls a D6, on a roll of 1-3 the grenade goes off, on a roll of 4 - 5 treat it like a rock; on a roll of 6 it explodes in the grenadier's hand. Every figure within two inches of an exploding grenade rolls a D6, a roll of 1-2 no effect, roll of 3-5 one wound, roll of six killed. Six - Seven: Two French infantry arrive on the wall as replacements, they can be used for the artillery.D6 roll odd left side, even right side.
Eight: One French officer arrives on the wall. D6 roll odd left side, even right side.
Nine - Ten: French may fire all infantry on the wall an extra time due to extra loaded muskets beingon hand.
Jack: French must withdraw two men from the battle, they may be wounded.
Queen: All French units take a morale check. Roll one D10, if the roll is a nine or ten then the unit must withdraw to the nearest steps. If it comes within two inches of a French officer it will re-take the morale check subtracting one from the die roll. If it passes the check it returns to the control of the French player if it fails, then it continues to move off the wall.
King: Straw near the powder in one of the batteries catches fire. Roll one D6 for each man available to put it out. A roll of five or six and the fire goesout. If the fire does not go out roll a D6 at thestart of the next turn, a roll of one the fire goes out on its own, a roll of two or three it keeps burning a roll of five and the crew panics and flees the area, the fire still burns, a roll of six and the powder explodes. If the powder explodes every figure within six inches is killed, All figures within six to twelve inches are receive one wound on a roll of 1, 2, 3 or 4 and the French check morale as above and add two to the die roll.

DIAMONDS

Ace: French players may taunt the English and make remarks about the nature of English cooking. .
Two - Three: Two Portuguese join the last group and become part of it for the duration of the game.
Four - Six: Remove one wound from an officer in one of the groups, battle lust!.
Seven - Ten: Allow one rifleman to take one long range shot at any Frenchman exposed to fire. He will hit on a D6 roll of 4, 5,or 6.
Jack: A British shell lands short. It lands D10 inches at a direction of D12 from the center of the middle two boards. It has the same blast radius as a grenade, see two of clubs.
Queen: One of the enlisted swine catches a glimpse of moon light reflected off what he believes to be the softer spots of a well-endowed prostitute behind the breech, actually a French grenadier showing the English dogs his rude parts. He shouts a "huzzah" and the rest of the lads rush forward to see. Add two inches to the movement of all members of the first group unless they are Scots.
King: The lead group discovers that what they thought was a buxom wench is actually the tail end of a French grenadier and the group halts to hurl insults at the swine. Unless, of course, they are Scots and find it an interesting observation and move two inches further to get a better look.
Ace: The "Hope" stops and the lead group may fire a volley at the French in the breach.

Joker: Matrix event designed by the players.

NOTE.: If a card comes up that can not be executed due to the situation then place it back in the deck, reshuffle and select another card.

Game Rules
Introduction


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