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Rivi 1: Rivi 1:
1-22 no event
+
[[Empires_in_arms|Back to the main page]]
 +
----
  
23 October fest: If it is October, all forage rolls inside Bavaria are automatically successful. Otherwise treat as no event.
 
  
24 Grand royal party: Random major power loses 30$ in the next economic phase, but gains 1PP.
+
== Random Events Table ==
  
25 Kaikki olettivat että laivat eivät uppoa: Random major powers random fleet loses one random ship.
+
{|class="wikitable" border="1"
 +
|-
 +
!1
 +
!"We must laugh at man to avoid crying for him."
 +
|Roll on the disaster table found below.
 +
|-
 +
!2
 +
!Bandits
 +
|Any money given to another major power has 1 in 6 chance of being lost. Roll for each $.
 +
|-
 +
!3
 +
!Royal marriage
 +
|Two random major powers secretly choose if they accept. If both accept, both gain a PP and one (random) of them has to pay 15$ for royal wedding. If one accepts while the other does not, he loses two PP while the one who didnt accept gains a PP and loses 5$. If both refuse, both lose a PP. Next dow between these major powers costs 1 extra PP if both accept.<br>
 +
All money costs are paid in the next economic phase.
 +
|-
 +
!4
 +
!"The best way to keep one's word is not to give it."
 +
|All major powers that have no allies at all, gain 1PP.
 +
|-
 +
!5
 +
!"God fights on the side with best artillery."
 +
|All artillery damage rolls this turn cause maximum damage.
 +
|-
 +
!6
 +
!Civil unrest
 +
|Random major power, if in instability zone, has random city plundered. If in fiasco, all cities are plundered instead.
 +
|-
 +
!7
 +
!"From the heights of these pyramids, forty centuries look down on us."
 +
|Whoever controls Cairo gains 5$.
 +
|-
 +
!8
 +
!"England is a nation of shopkeepers."
 +
|GB cannot deny any trade to a random major power it is at peace with in the next economic phase.
 +
|-
 +
!9
 +
!Talleyrand politics
 +
|Each peace condition on this turn has 1 in 6 chance of being cancelled.
 +
|-
 +
!10
 +
!Casus belli
 +
|Random major power has one DOW cost reduced by 1PP this turn only.
 +
|-
 +
!11
 +
!Teoria torilla
 +
|Spain can convert 1d10 guerillas to militia.
 +
|-
 +
!12
 +
!USA sells ships
 +
|Silent auction for Phase I, 2fregates, after that 1H. Nations at war with USA cannot bid but may surrender immediately before the auction.
 +
|-
 +
!13
 +
!American trade blockade
 +
|No American trade for anyone at war with France in the next economic phase.
 +
|-
 +
!14
 +
!"Kaikki olettivat että kaupungit eivät pala."
 +
|Random area's random city is burned. [[EIA:List_of_provinces|List of provinces]]
 +
|-
 +
!15
 +
!"Investors have a very short memory."
 +
|British colonial trade is increased or decreased (equal chance of either) by 4d10$ for the next economic phase. Randomize each d10 individually between increasing and decreasing.
 +
|-
 +
!16
 +
!American invasion
 +
|If Mediterranean pirates is in effect, it is immediately cancelled (unless Knights of Malta). Else a random Ottoman nation is invaded by America. America has 6 SOL, 1T, 3FF. 8 Guards, American leaders and always has naval supply. If the Americans capture the capital or cancel the Mediterranean pirates as they appear, the controller loses 2$ and 3PP.
 +
|-
 +
!17
 +
!Feodals have more fun!
 +
|All Turkish feodals gain +0.1 morale this turn.
 +
|-
 +
!18
 +
!Feodals rock!
 +
|Turkey may immediately reset one feodal corps to full strength regardless of where it is or if it's home province is occupied.
 +
|-
 +
!19
 +
!Hot summer
 +
|If it is June, July or August, all corps lose 1 movement point for this turn only.
 +
|-
 +
!20
 +
!Low on horsepower
 +
|Random major power may not build any cavalry in the next economic phase.
 +
|-
 +
!21
 +
!Seasoned veterans
 +
|Any major power that wins a field battle this turn may convert up to 1d10 militia that took part in the battle to infantry.
 +
|-
 +
!22
 +
!"Saksalainen heteromies on ahtaalla."
 +
|Any major power at war with Austria gains 1PP.
 +
|-
 +
!23
 +
!Oktoberfest
 +
|If it is October, all forage rolls inside Bavaria are automatically successful.
 +
|-
 +
!24
 +
!Grand royal party
 +
|Random major power loses 30$ in the next economic phase, but gains 1PP.
 +
|-
 +
!25
 +
!"Kaikki olettivat että laivat eivät uppoa."
 +
|Random major power's random fleet loses one random ship.
 +
|-
 +
!26
 +
!Diplomatic victory
 +
|A random major power may do either a and a, a and b or b and b:<br>
  
26 Diplomatic victory: a random major power may do either: a+a, a+b or b+b:
+
a) Attempt to neutralize a free state controlled by another major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map.<br>
  
a) attempt to neutralize a free state controlled by another major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map..
+
b) Attempt to gain control of a neutral minor. Any major power may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.<br>
 +
|-
 +
!27-28
 +
!Diplomatic swing
 +
|As diplomatic victory, but you may only choose either a or b.
 +
|-
 +
!29-31
 +
!Mud
 +
|1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns. [[EIA:List_of_provinces|List of provinces]]
 +
|-
 +
!32-34
 +
!Good harvest
 +
|A random major power gains +20% (round up) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another major power gets good harvest.
 +
|-
 +
!35-38
 +
!Emancipation
 +
|A random major power gets +5 manpower during the next economic phase.
 +
|-
 +
!39-45
 +
!Trade surplus
 +
|A random major power gets double income from trade during the next economic phase.
 +
|-
 +
!46-47
 +
!Pope condemns agression
 +
|Any major power (except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.
 +
|-
 +
!48-49
 +
!King/Emperor studies Voltaire
 +
|A random major power gets +2 political points.
 +
|-
 +
!50
 +
!"Mutta sydämmissämme hän on kuollut."
 +
|Random leader killed in battle or disaster, returns.
 +
|-
 +
!51-58
 +
!Famine
 +
|1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.
 +
|-
 +
!59-61
 +
!Plague
 +
|1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months. [[EIA:List_of_provinces|List of provinces]]
 +
|-
 +
!62
 +
!Sudden sickness
 +
|A random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.
 +
|-
 +
!63
 +
!Early pension
 +
|A random major power loses a random leader to exile. May be returned for normal cost.
 +
|-
 +
!64
 +
!Cowards leave the army
 +
|A random major power loses 1d10 troops if at war. Any units may be chosen.
 +
|-
 +
!65
 +
!Low on manpower
 +
|A random major power has –5 manpower in the next economic phase.
 +
|-
 +
!66
 +
!"A brilliant idea, m'lord!"
 +
|A random major power loses 1 PP.
 +
|-
 +
!67
 +
!Corrupted generals
 +
|A random major power must pay double cost for all upkeep in the next economic phase.
 +
|-
 +
!68
 +
!Royal party
 +
|A random major power loses 15$ in the next economic phase.
 +
|-
 +
!69-70
 +
!Revolt
 +
|A random major power’s random conquered minor turns neutral, unless there is a corps in it.
 +
|-
 +
!71
 +
!Pirates
 +
|A random major power halves all trade income in the next economic phase.
 +
|-
 +
!72
 +
!Nobles rearrange government funds
 +
|A random major power immediately loses 30% (round up) of saved money.
 +
|-
 +
!73
 +
!Bad weather at Elba
 +
|A random exiled leader returns with no cost.
 +
|-
 +
!74
 +
!Jihad
 +
|Turkey may declare a war on any major power(s) that has African minors(s) or Turkish provinces for no cost and with no respect to enforced peace or alliances. Lasts 3 turns.
 +
|-
 +
!75-79
 +
!Minor war
 +
|A random minor war is triggered. Rules [[EIA:minorlaajennus|here]].
 +
|-
 +
!80-81
 +
!"Victory and disaster establish indestructible bonds between armies and their commanders."
 +
|A random major power's random corps may convert 1d4 infantry to guards if it has a leader and participated and lost factors in combat during the last turn. These guards remain in the corps as guard factors, replacing infantry factors from the maximum size for as long as the same leader stays in command of said corps or the factors are eliminated. If the guard factors are detached or moved to another corps or the leader leaves the corps they revert to regular infantry. If any of the guard factors die, they may only be replaced by infantry factors. If this event happens to Napoleon, the guard factors may be moved to the French Imperial Guard corps if available.
 +
|-
 +
!82-85
 +
!Effective bribes
 +
|Any major power targeted by minor war may immediately pay 10$ to win the war.
 +
|-
 +
!86-87
 +
!Bad harvest
 +
|A random major power loses 20% (round up) tax income in the next economic phase.
 +
|-
 +
!88
 +
!Lady Hamilton
 +
|A random major power loses 5$ and 1PP.
 +
|-
 +
!89
 +
!Pope excommunicates Napoleon
 +
|If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.
 +
|-
 +
!90
 +
!Diplomatic insult
 +
|A random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.
 +
|-
 +
!91-92
 +
!Resistance movement attacks
 +
|A random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.
 +
|-
 +
!93
 +
!Napoleon excommunicates the Pope
 +
|Whoever controls Papacy gains 2PP.
 +
|-
 +
!94
 +
!Mutiny
 +
|A random major powers random fleet counter may not move or intercept (except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.
 +
|-
 +
!95-97
 +
!Talented general
 +
|A random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. A roll of 6 in the first roll may be upgraded by rolling 1d6. On a six the value goes up by one point and may be upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.
 +
|-
 +
!98
 +
!Storms on the Atlantic
 +
|All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.
 +
|-
 +
!99
 +
!Cold winter
 +
|If it is winter, all Baltic ports, including Copenhagen and Christiana are frozen. All sea areas touching a Baltic port blockade box are frozen. All forage rolls on winter zone suffer an extra penalty of 1. Lasts until end of winter.
 +
|-
 +
!100
 +
!Twist of Fate
 +
|Roll twice.
 +
|}
  
b) attempt to gain control of a neutral minor. Any major power may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.
+
=== Disaster Table ===
  
27-28 Diplomatic swing. As diplomatic victory, but you may only choose either a or b.
+
{| class="wikitable" border="1"
 
+
|-
29-31 Mud, 1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns.
+
!1-84
 
+
!All is well
32-34 Good harvest, a random major power gains +20% (roundup) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another majorpower gets good harvest.
+
|No disaster. Do not roll again.
 
+
|-
35-38 Emancipation, a random major power gets +5 manpower during the next economic phase.
+
!85
 
+
!Worldwide emancipation
39-45 Trade surplus, a random major power gets double income from trade during the next economic phase.
+
|All countries gain +5 manpower.
 
+
|-
46-47 Pope condemns agression, any major power(except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.
+
!86
 
+
!Extra Horses
48-49 King/Emperor studies Voltaire, a random major power gets +2 political points.
+
|Cavalry costs $2 less for this turn only.
 
+
|-
50-58 Famine, 1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.
+
!87
 
+
!Super plague
59-61 Plague, 1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months.
+
|1d10 random areas have plague. Lasts for 3 months.
 
+
|-
62 Sudden sickness, a random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.
+
!88
 
+
!"The bullet is a fool, the bayonet is a fine chap."
63 Early pension, a random major power loses a random leader to exile. May be returned for normal cost.
+
|All chit choices except Escalated assault and Escalated counter-attack cost the choosing leader's major power 1PP. If Esc. assault vs Esc. counter-attack is fought or until the end of next December economic phase, this event is cancelled.
 
+
|-
64 Cowards leave the army, a random major power loses 1d10 troops if at war. Any units may be chosen. If chosen major power is not at war, no event.
+
!90
 
+
!Very cold winter
65 Low on manpower, a random major power has –5 manpower in the next economic phase..
+
|A cold winter sets in (as per event Cold winter) and there is a crossing arrow from Åbo to Sweden and from Sveaborg to Narva if it is winter. Lasts until the end of winter.
 
+
|-
66 Stupid politics, a random major power loses 1 PP.
+
!95
 
+
!Worldwide pacifism movement attacks!
67 Corrupted generals, a random major power must pay double cost for all upkeep in the next economic phase.
+
|1d10 random cities are burned. First randomise a province for each city, then randomise a city in that area if necessary.
 
+
|-
68 Royal party, a random major power loses 15$ in the next economic phase.
+
!97
 
+
!"Let the path be open to talent."
69-70 Revolt, a random major power’s random conquered minor turns neutral, unless there is a corps in it.
+
|Random major power's (or minor, minors count as one random major for this roll) random leader gets a promotion and gains 1 in each stat, to a maximum of 556A. If an A-ranked leader is promoted, he becomes a royal.
 
+
|-
71 Pirates, a random major power halves all trade income in the next economic phase.
+
!98
 
+
!Military breakthrough
72 Nobles rearrange government funds, a random major power immediately loses 30% (round up) of saved money.
+
|Random major power gets another copy of one random corps or fleet.
 
+
|-
73 Bad weather at Elba, a random exiled leader returns with no cost.
+
!100
 
+
!"The best government is a benevolent tyranny tempered by an occasional assassination."
74 Jihad, Turkey may declare war on a major power that has African province(s) for no cost, Lasts 3 turns.
+
|Random leader of random major power is killed.
 
+
|}
75-81 Minor war
 
 
 
82-85 Effective bribes: Major power targeted by minor war may immediately pay 10$ to win the war.
 
 
 
86-87 Bad harvest, random major power loses 20% (round up)tax income in the next economic phase.
 
 
 
88 Lady Hamilton, random major power loses 5$ and 1PP.
 
 
 
89 Pope excommunicates Napoleon: If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.
 
 
 
90 Diplomatic insult, a random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.
 
 
 
91-92 Resistance movement attacks, a random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.
 
 
 
93 Napoleon excommunicates the Pope: Whoever controls Papacy gains 2PP.
 
 
 
94 Mutiny, a random major powers random fleet counter may not move or intercept(except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.
 
 
 
95-97 Talented general, a random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. Any value of 3 may be upgraded by rolling 1d6. On a six the value goes up by one point and maybe upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.
 
 
 
98 Storms on the Atlantic: All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.
 
 
 
99 Cold winter (only during winter, during summer treat as no event):All Baltic ports, including Copenhagen and Cristina are frozen. All sea areas touching a Baltic port BB is frozen. All forage rolls on winter zone suffer penalty of 1. Lasts until end of winter.
 
 
 
100 roll twice
 
  
 
[[Category:EiA]]
 
[[Category:EiA]]

Nykyinen versio 24. elokuuta 2016 kello 17.14

Back to the main page



Random Events Table

1 "We must laugh at man to avoid crying for him." Roll on the disaster table found below.
2 Bandits Any money given to another major power has 1 in 6 chance of being lost. Roll for each $.
3 Royal marriage Two random major powers secretly choose if they accept. If both accept, both gain a PP and one (random) of them has to pay 15$ for royal wedding. If one accepts while the other does not, he loses two PP while the one who didnt accept gains a PP and loses 5$. If both refuse, both lose a PP. Next dow between these major powers costs 1 extra PP if both accept.

All money costs are paid in the next economic phase.

4 "The best way to keep one's word is not to give it." All major powers that have no allies at all, gain 1PP.
5 "God fights on the side with best artillery." All artillery damage rolls this turn cause maximum damage.
6 Civil unrest Random major power, if in instability zone, has random city plundered. If in fiasco, all cities are plundered instead.
7 "From the heights of these pyramids, forty centuries look down on us." Whoever controls Cairo gains 5$.
8 "England is a nation of shopkeepers." GB cannot deny any trade to a random major power it is at peace with in the next economic phase.
9 Talleyrand politics Each peace condition on this turn has 1 in 6 chance of being cancelled.
10 Casus belli Random major power has one DOW cost reduced by 1PP this turn only.
11 Teoria torilla Spain can convert 1d10 guerillas to militia.
12 USA sells ships Silent auction for Phase I, 2fregates, after that 1H. Nations at war with USA cannot bid but may surrender immediately before the auction.
13 American trade blockade No American trade for anyone at war with France in the next economic phase.
14 "Kaikki olettivat että kaupungit eivät pala." Random area's random city is burned. List of provinces
15 "Investors have a very short memory." British colonial trade is increased or decreased (equal chance of either) by 4d10$ for the next economic phase. Randomize each d10 individually between increasing and decreasing.
16 American invasion If Mediterranean pirates is in effect, it is immediately cancelled (unless Knights of Malta). Else a random Ottoman nation is invaded by America. America has 6 SOL, 1T, 3FF. 8 Guards, American leaders and always has naval supply. If the Americans capture the capital or cancel the Mediterranean pirates as they appear, the controller loses 2$ and 3PP.
17 Feodals have more fun! All Turkish feodals gain +0.1 morale this turn.
18 Feodals rock! Turkey may immediately reset one feodal corps to full strength regardless of where it is or if it's home province is occupied.
19 Hot summer If it is June, July or August, all corps lose 1 movement point for this turn only.
20 Low on horsepower Random major power may not build any cavalry in the next economic phase.
21 Seasoned veterans Any major power that wins a field battle this turn may convert up to 1d10 militia that took part in the battle to infantry.
22 "Saksalainen heteromies on ahtaalla." Any major power at war with Austria gains 1PP.
23 Oktoberfest If it is October, all forage rolls inside Bavaria are automatically successful.
24 Grand royal party Random major power loses 30$ in the next economic phase, but gains 1PP.
25 "Kaikki olettivat että laivat eivät uppoa." Random major power's random fleet loses one random ship.
26 Diplomatic victory A random major power may do either a and a, a and b or b and b:

a) Attempt to neutralize a free state controlled by another major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map.

b) Attempt to gain control of a neutral minor. Any major power may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.

27-28 Diplomatic swing As diplomatic victory, but you may only choose either a or b.
29-31 Mud 1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns. List of provinces
32-34 Good harvest A random major power gains +20% (round up) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another major power gets good harvest.
35-38 Emancipation A random major power gets +5 manpower during the next economic phase.
39-45 Trade surplus A random major power gets double income from trade during the next economic phase.
46-47 Pope condemns agression Any major power (except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.
48-49 King/Emperor studies Voltaire A random major power gets +2 political points.
50 "Mutta sydämmissämme hän on kuollut." Random leader killed in battle or disaster, returns.
51-58 Famine 1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.
59-61 Plague 1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months. List of provinces
62 Sudden sickness A random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.
63 Early pension A random major power loses a random leader to exile. May be returned for normal cost.
64 Cowards leave the army A random major power loses 1d10 troops if at war. Any units may be chosen.
65 Low on manpower A random major power has –5 manpower in the next economic phase.
66 "A brilliant idea, m'lord!" A random major power loses 1 PP.
67 Corrupted generals A random major power must pay double cost for all upkeep in the next economic phase.
68 Royal party A random major power loses 15$ in the next economic phase.
69-70 Revolt A random major power’s random conquered minor turns neutral, unless there is a corps in it.
71 Pirates A random major power halves all trade income in the next economic phase.
72 Nobles rearrange government funds A random major power immediately loses 30% (round up) of saved money.
73 Bad weather at Elba A random exiled leader returns with no cost.
74 Jihad Turkey may declare a war on any major power(s) that has African minors(s) or Turkish provinces for no cost and with no respect to enforced peace or alliances. Lasts 3 turns.
75-79 Minor war A random minor war is triggered. Rules here.
80-81 "Victory and disaster establish indestructible bonds between armies and their commanders." A random major power's random corps may convert 1d4 infantry to guards if it has a leader and participated and lost factors in combat during the last turn. These guards remain in the corps as guard factors, replacing infantry factors from the maximum size for as long as the same leader stays in command of said corps or the factors are eliminated. If the guard factors are detached or moved to another corps or the leader leaves the corps they revert to regular infantry. If any of the guard factors die, they may only be replaced by infantry factors. If this event happens to Napoleon, the guard factors may be moved to the French Imperial Guard corps if available.
82-85 Effective bribes Any major power targeted by minor war may immediately pay 10$ to win the war.
86-87 Bad harvest A random major power loses 20% (round up) tax income in the next economic phase.
88 Lady Hamilton A random major power loses 5$ and 1PP.
89 Pope excommunicates Napoleon If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.
90 Diplomatic insult A random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.
91-92 Resistance movement attacks A random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.
93 Napoleon excommunicates the Pope Whoever controls Papacy gains 2PP.
94 Mutiny A random major powers random fleet counter may not move or intercept (except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.
95-97 Talented general A random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. A roll of 6 in the first roll may be upgraded by rolling 1d6. On a six the value goes up by one point and may be upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.
98 Storms on the Atlantic All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.
99 Cold winter If it is winter, all Baltic ports, including Copenhagen and Christiana are frozen. All sea areas touching a Baltic port blockade box are frozen. All forage rolls on winter zone suffer an extra penalty of 1. Lasts until end of winter.
100 Twist of Fate Roll twice.

Disaster Table

1-84 All is well No disaster. Do not roll again.
85 Worldwide emancipation All countries gain +5 manpower.
86 Extra Horses Cavalry costs $2 less for this turn only.
87 Super plague 1d10 random areas have plague. Lasts for 3 months.
88 "The bullet is a fool, the bayonet is a fine chap." All chit choices except Escalated assault and Escalated counter-attack cost the choosing leader's major power 1PP. If Esc. assault vs Esc. counter-attack is fought or until the end of next December economic phase, this event is cancelled.
90 Very cold winter A cold winter sets in (as per event Cold winter) and there is a crossing arrow from Åbo to Sweden and from Sveaborg to Narva if it is winter. Lasts until the end of winter.
95 Worldwide pacifism movement attacks! 1d10 random cities are burned. First randomise a province for each city, then randomise a city in that area if necessary.
97 "Let the path be open to talent." Random major power's (or minor, minors count as one random major for this roll) random leader gets a promotion and gains 1 in each stat, to a maximum of 556A. If an A-ranked leader is promoted, he becomes a royal.
98 Military breakthrough Random major power gets another copy of one random corps or fleet.
100 "The best government is a benevolent tyranny tempered by an occasional assassination." Random leader of random major power is killed.