本帖最后由 lorricount 于 2012-6-25 08:39 编辑
16.20 Random Events for the Red Dragon Rising / Green Crescent Combined Campaign Game)
Note: Countries that either start the game allied with one side and which are subsequently out of the game due to either Random Event may not be brought back into the game later.
16.21 Random Event 1-1: Pakistan joins the war on the US side, unless India is already a US ally. If this event is rolled again, treat it as “no event.”
16.22 Random Event 1-2: The Philippines joins the war on the US side. Philippine units and bases are immediately available for full use according to all normal rules of play. If this event is rolled again, or if the Philippines had been earlier brought into play by other means, treat it as “no event.”
16.23 Random Event 1-3: The Gulf Arab states leave the war. Iran must be hostile for this to happen, otherwise ignore this event for the moment. If this event is rolled again, treat it as “no event.”
16.24 Random Event 1-4: The Suez Canal is sabotaged. Place the ‘Sabotage’ marker. US side naval units in the NATO Holding Box may no longer enter the game. Air and land units may still do so if eligible for rebasing (Op 16) or airlift (Op 7). If this event is rolled again, treat it as “no event.”
16.25 Random Event 1-5 / 1-6: Singapore joins the war on the US side. That nation’s units and its territory, including the base facility, are immediately available for full use according to all normal rules of play. If this event is rolled again, or if Singapore was earlier brought into play by other means, treat it as “no event.”
16.26 Random Event 2-1: A major Middle East War erupts. The Chinese player should roll a die: If that result is a six or more, the war has gone nuclear and the upshot is the game ends in a draw. Die roll modifier: If event “Iran in as PRC ally” has been rolled, add 1 to the die roll. Make a die roll check each time event 3-5 / 3-6 is rolled. Subsequent checks as mandated by this event are considered to mark a further expansion of the fighting across the Middle East. Meanwhile the Suez Canal is assumed blocked (see 16.24) and the game continues.
16.27 Random Event 2-2: Vietnam enters the war on the US side. Vietnam is henceforth available for use as a US/Allied base area for naval vessels and aircraft (no ground units). Place all Vietnamese units in Vietnam. If this event is rolled again, treat it as “no event.”
16.28 Random Event 2-3: If Iran is a Chinese ally, it drops out of the war. Turn marker to ‘Iran Out’. Ignore if Iran has not yet become an ally. If this event is rolled again, treat it as “no event.”
16.29 Random Event 2-4: Myanmar drops out of the war. Remove all Myanmar forces. Chinese forces in Myanmar are placed back into Southern China.
16.30 Random Event 2-5 / 2-6 / 3-1: India enters the war on the US side. If this event is rolled prior to event 3-5 / 3-6 / 4-1 bringing Iran in, and there is currently no Middle East War, The US player receives 1 x Indian CVL and 1 x Indian SAG at Singapore or in the Malacca Straits (See 7.18 for Indian movement restrictions). If Random Event 3-5 / 3-6 / 4-1 bringing Iran into the war is subsequently rolled, remove these Indian forces from play.
16.31 Random Event 3-2: Moslems in Sinkiang revolt against PRC. The Chinese player should roll a die, halve that result and round up any remainder. That number (one, two or three) is the total of Chinese ground and/or air units he must immediately and permanently remove from the map. (He picks them deliberately.) The removed units must generally be chosen from one or more of the three areas of the Chinese mainland. If, and only if, there are insufficient units on the Chinese mainland to meet the die roll requirement for withdrawal, he must then make up the difference by similarly choosing other Chinese units from elsewhere on the map. If this event is rolled again, treat it as “no event.”
16.32 Random Event 3-3 / 3-4: Venezuela and Cuba enter the war on the Chinese side. The US player should roll a die, halve that number and round up any remainder. That’s the number of units (one, two or three) he must now blindly draw from his reinforcement pool (representing forces permanently sent to the Caribbean front.) If there are insufficient units remaining in the US reinforcement pool at this time, he must make up the difference by deliberately choosing the appropriate number of US units from those already on the map. If this event is rolled again, treat it as “no event.”
16.33 Random Event 3-5 / 3-6 / 4-1: Iran enters the war on the Chinese side. Flip the marker to ‘Iran In’ and immediately place the ‘Level 2’ marker in the Persian Gulf. Chinese units may not base in Iran nor may Chinese and Iranian units move during the same Op. If Iran is already a Chinese ally or if this event is rolled again, treat it as “no event.”
16.34 Random Event 4-2 / 4-3: The Chinese corporation running the Panama Canal blocks that critical transit route. PRC will score one victory point. If this event is rolled again, treat it as “no event.”
16.35 Random Event 4-4: Taiwan leaves the war. Remove all Taiwanese units from the map and award the Chinese player six VP. If this event is rolled again by either player, treat it as “no event.” Any US/Allied units that may be on Taiwan at this instant are immediately rebased to Guam & Saipan or the US/Allied Off-Map Bases Holding Box (US player’s choice on a unit-by-unit basis). That rebasing doesn’t cost the US player an Op. Surrendered Taiwan is subject to possible attack and/or reinvasion by US/Allied forces. If this event is rolled again, treat it as “no event.”
16.36 Random Event 4-5: Tibet revolts against the Chinese. No further land reinforcements may be sent by PRC to Myanmar by Op 3. If this event is rolled again, treat it as “no event.”
16.37 Random Event 4-6: Tensions rise in Europe. Ignore if event 6-1 has previously been rolled. Otherwise, concerned that the Russians may enter the war, the Europeans hold back on sending further reinforcements. The US may not execute an Op 9 to bring either France or Italy in. If the additional UK units have not yet arrived, they never do. Diego Garcia remains a US base. If this event is rolled again, treat it as “no event.”
16.38 Random Event 5-1 / 5-2 / 5-3 / 5-4: Whichever player rolled this event may conduct two Ops in a row. Don’t make another random events pre-check or check at the start of the second Op. This event may be rolled any number of times per game by either player. This twinned Op counts as only one Op for purposes of rule 4.1 and may be taken on either map at player’s choice.
16.39 Random Event 5-5 / 5-6: The government of the player who rolled this event is floating a ‘peace feeler’ at the UN. The effect of that is to prohibit the rolling player from choosing any kind of attack as his upcoming Op. This event may be rolled any number of times per game by either player.
16.40 Random Event 6-1: Russia drops out of the war. If Russia had previously been brought in the war by the Chinese player, immediately and permanently remove all those forces from the map. The Russian land area is out of play for the rest of the game; any Chinese units that may be there at this instant are immediately rebased to Northern China. That rebasing doesn’t cost the Chinese player an Op. If Russia wasn’t brought into the war prior to rolling this event, Russia is now no longer eligible to be brought into the war in any way. If this event is rolled again, treat it as “no event.”
16.41 Random Event 6-2: Japan drops out of the war. Immediately and permanently remove all that nation’s forces from the map. All four Japanese islands (Okinawa, Honshu, Kyushu and Shikoku) are out of play for both sides for the rest of the game; any US/Allied units that may be in those areas at this instant are immediately rebased to friendly-controlled Guam & Saipan or the off-map holding box (US player’s choice on unit-by-unit basis). That rebasing doesn’t cost the US player an Op. If any Chinese ground units are on Okinawa, immediately rebase them to Northern or Central China (that player’s choice). If the Chinese player had earlier gained a VP for securing uncontested control of Okinawa, he keeps that point through the end of the game. All Japanese units and territory are permanently and fully out of play for both sides for the rest of the game. If this event is rolled again, treat it as “no event.” Also see rule 7.12.
16.42 Random Event 6-3: Australia drops out of the war. Immediately and permanently remove all that nation’s forces from the map. If this event is rolled again, treat it as “no event.”
16.43 Random Event 6-4: The US has successfully executed a “Special Action” raid. That player should immediately examine the map and then eliminate any one Chinese air or naval unit from anywhere on it. If the Chinese player had begun a ground war on the Korean peninsula prior to this, and that war is still going on, the US player may choose to eliminate one North Korean unit instead. If the Chinese player had earlier brought Russia into the war, and event 6-1 hasn’t been rolled, the US player may choose to eliminate one Russian air or naval unit instead. This event may be rolled any number of times per game.
16.44 Random Event 6-5: Successful US “Rods From God” strike. The US has successfully executed a strike with some kind of new weapon. That player should immediately examine the map and permanently eliminate any one enemy unit of any type—including ground units—from anywhere on it. The same restrictions apply as given above in 16.43, though, in regard to his ability to choose a North Korean or Russian target unit in place of a Chinese unit. If the elimination of a unit results in the total elimination of the Chinese garrison force on some previously invaded and conquered land area, the Chinese player keeps the VP he earned there until such time as one or more US/Allied grounds units is sent to actually reclaim the place. This event may be rolled any number of times per game.
16.45 Random Event 6-6: The Chinese have successfully executed a “Special Action” raid. That player should immediately examine the map and permanently eliminate any one US or Allied air or naval unit. Neutral units and units in the US/Allied Off-Map Bases Holding Box may not be chosen by the Chinese player. This event may be rolled any number of times per game.