I posted this over in the Deathwatch Forums in response to a question about creating random encounter tables; it occurred to me that it might be useful to Only War GMs as well:
Ideally, a random encounter table should be created to reflect the specific location and the opponent being faced- but that’s easier said than done. Another option is to come up with broad, flexible random encounter tables, which can be applied to a number of different planets and opponents, with the results kept vague enough that the GM can adapt it to the situation at hand. Here’s one example, based on a ‘warzone’ setting for the mission- it doesn’t do all the GM’s work, but it should provide a general framework for encounters:
WARZONE-
01) Agent- An elite member of the allied forces (an Inquisitor [possibly with retinue], Temple Assasin, spy, etc) is encountered while on a mission.
02-04) Bastion*- A major fortification with heavy weapons and a substantial troop compliment.
05-08) Bombardment*- Artillery shells begin to rain from the sky for the next 1d10 minutes; if it is an Allied bombardment, the PCs might be able to contact someone via vox-link who can call it off…
09-12) Boobytrap- The enemy has left a carefully hidden trap for the unwary (Challenging Awareness Test required to spot the device).
13-17) Bunker- A heavy weapon nest covering a specific approach.
18-20) Civilian Refugees- A group of 2d10 ragged citizens are trying to flee from the carnage of the battlefield.
21-25) Convoy*- A line of transports carrying troops and supplies, plus armed outriders.
26-29) Deserters*- A group of 1d10 troops who have abandoned their positions and are trying to escape (if Tyranid, they have simply lost contact with the Hive Mind).
30-39) Difficult Terrain- Knee-deep mud, rocky crags, or other terrain features slow the Kill-Team.
40-41) Flyers*- 1d5 flyers pass overhead; they require a -10 Awareness Test to spot the PCs below (unless they take actions to alter the chance).
42-43) Impassable Terrain- Unless the whole unit has jump-packs (or a flyer), they will have to spend valuable time going around this area.
44) Listening Post*- This is a small, carefully camouflaged base used for collecting intelligence on the opposition.
45-48) Mercenaries- A squad of hired soldiers, who present the squad with a different type of enemy than they were expecting to fight- Kroot, Sslyth, Loxotl, human renegades, etc (if the enemy is the Tyranids, substitute enslaved Genestealer Cultists).
49-53) Minefield*- An expanse of the battlefield has hidden explosives within a 2d5x100 square meter area.
54-60) Outpost*- A small fortification with a few squads of troops.
61-87) Patrol*- A squad of troops looking for opposing forces.
88-90) Scavengers- 1d5 minor criminals looting the battlefield. They may have useful information…
91-92) Sniper- An enemy marksman has a hidden position from which to harry the Kill-Team.
93-95) Tank Column*- A group of 1d5+2 tanks moving to a new staging area.
96-99) Wreckage*- The shattered remains of a vehicle- transport, tank, or flyer. 25% chance it contains a wounded survivor.
100) Xenos- A warband of aliens, unrelated to the conflict at hand- Dark Eldar looking for slaves, lost Ork Boyz, scavenging Hrud, etc.
*Randomly determine if this encounter involves an Ally or Enemy: I recommend 60% Enemy and 40% ally on the ‘front lines’, and 90% Enemy, 10% Ally in ‘enemy territory’.
This table is certainly not intended to replace set encounters and fixed positions; rather it is meant to help 'fill in the blanks' between key plot points- especially useful if the PCs have to cover a lot of ground during the course of a mission.
Edited by Adeptus-B