Try a Little Chaos
in your Next
ACW Naval Game

Random Events for Smoke on the Water

by Ray Garbee


The random events table is designed to add some flavor and the occasional "random act of chaos" to the best laid plans of the players. The table allows for odd accidents and events not necessarily covered in the rules. The exact rate at which these events happen is left to the referee's discretion. I've found that a 10% chance per turn is a fair. The procedure is roll 1D10. On a result of 1, a random event occurs. Roll another die - odd the event effects the Union, even the Confederates. Then roll on the event table. Feel free to adjust the percentage rate to meet your needs. In larger games, a higher percentage would be warranted.

Random Acts of Chaos or Divine Intervention

% Roll Event
01-02 Magazine - A spark went where it should not have gone - roll 1d10. On a roll of 10, the magazine explodes. Failing that, place two fire tests on the stricken vessel.
03-10 Rudder - treat as a rudder critical hit.
11-15 Flooding - a section of hull gives way: 1d3 flooding points
16-25 Machinery hit - ships speed drops by one level.
26-35 Sniper! Roll 1d10 on the officer wounded table.
36-75 Fire Check - place a fire check on the target ship.
76-89 Boom! - A gun crew commits a fatal mistake. Treat as a gun critical hit
90-96 Run away! - Crew panics. Ship may not fire any guns and rolls a morale check in the next morale phase at -2 in additional to all other modifiers.
97-00 Boiler explodes. A substandard repair or part fails resulting in a boiler explosion. In sail vessels, treat this is a magazine.

Officer Wounded Table

1d10 Roll Event
1-2 Captain mortally wounded. Ships takes morale check with captain killed modifier.
3-5 Helmsman killed. No change in speed or course for one turn.
6-7 Captain wounded - take a normal morale check.
8-10 "It's only flesh wound" - no effect.


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