11,12 A Suitable Marriage: The affected player makes a good marriage, earning a net of 30 talents as a dowry. The first marriage of this type also gains 10 prestige, but subsequent marriages of this type cost 20 prestige as the player earns a reputation as a fortune hunter.
13 The March of the Cimbri: The Cimbri, a German tribe, enter central Long-haired Gaul. Friendly Gallic tribes ask for support from the Roman provinces (Gallia Narbonesis and Nearer Gallia and Further Gallia). Either governor can enter into a foreign war against the Cimbri. If a Roman army moves against the Germans, it has a Gallic ally-army on a die roll of 4,5,6. When this comes up again, the Cimbri and any allies move into southern Long-Haired Gaul, and then randomly move between Nearer Spain, the three Gallic provinces, and Illyria. If the host finishes a round undefeated in Nearer Gallia, it then enters Italy.
14Teutones join the Cimbri: Treat as 13 if 13 has not been played. Otherwise, the Teutones, a Germanic tribe of the Helvetii, join the march of the Cimbri. The Enemy of Rome may receive extra German armies if his battle aggression die roll is 5,6 and the Germans are the battlefield attacker. The die roll for number of extra German armies is +1. If the extra army occurs as a result of an aggression die roll of 5, or a second extra army is produced by the +1, one extra army is the Teutones as an ally army. The Teutones use the Early German list II/47a.
15 Ambrones join the Cimbri: Treat as 13 if 13 has not been played. Otherwise the Ambrones, a tribe of Long-Haired Gaul, joins the march of the Cimbri. Effect is the same as 14 but the required ally army is the Ambrones instead using Gallic list II/11. When in effect with 14, the Enemy of Rome receives extra German armies if his battle aggression roll is 4,5,6, and the Germans are the attacker, and the die roll for how many extra armies is +2. A result of a natural 6 for the extra armies produces 4 armies.. If only two armies German armies are produced but a +2 modifier was used on the number of extra armies die roll, the Enemy of Rome has the choice of using either Teutones or Ambrones. If the four army result occurs the Germanic army contains 2 List II/47a as one army, and an ally army of II/47a and an ally army of II/11. Once in effect, further rolls of this event are the same as subsequent rolls of 12.
16 Scythian Hordes: A Scythian host randomly enters either Thrace or Pontus. Friendly locals ask for Roman help. The Roman Governor of Macedon can fight a foreign war in Thrace, and the Governors of Asia or of Cilicia can fight a foreign war in Kappadokia against the Scythians. When fighting the Scythians the Romans will have a friendly ally army of Thracians in Thrace or Galatians in Kappadokia on die roll 4,5,6
17 Sarmatian Hordes: The Sarmatians cross the Danube and raid south. The Governors of Nearer Gallia or Macedon are permitted to wage foreign war against the Sarmatians.
18 Desert Invaders: Meroitic Kushites strike a randomly determined province or Friend and Ally in Africa. The governor of Africa or his legates may fight a foreign war to defeat them.
19 Death of the last king: A randomly determined nation or tribe in the potential enemies list of the affected province is the victim of a civil war over succession. The provincial governor may conduct a foreign war to settle the succession.
20,21 Wrath of Neptunis. The affected province is swept by coastal storms. Subtract 1d10 talents from the governor’s revenue due to the need to repair storm damage, and 2 elements of the provincial army are assigned the task of repairs for the duration of this round.
22 Grain Shortage: As a result of bad weather, grain shipments to Rome are disrupted. Unless a LEX or Senatus Consultum providing freezing grain prices and providing additional grain is passed, all players in Italy, Sicily, or Nearer Gallia lose 15 prestige. If the necessary law is passed, all players lose 10 talents.
23 Special Commission – Piracy: Disgusted with piracy, the Senate authorizes a foreign war against the pirates. The designated player takes his praetorian/consular army and either fights a battle against eastern pirates or western pirates. A naval battle is simulated by rolling 1D6 for each side with the difference being the number of land elements deducted from the lower side. After fighting the naval battle and a battle after landing in a littoral area, the player may attack the pirate stronghold by land. During the battle in the littoral area, the player who won the naval engagement may conduct landings even if not otherwise permitted by the rules. The pirate stronghold is simulated by a BUA defended by 2 x 7Hd, unlike a normal enemy town, plus the surviving pirates. After capturing the pirate stronghold, the player is given an ovation, and returns to normal play. If rolled a second time, the designated player must defeat both eastern and western pirates before returning to Rome, and a third roll results in an extend anti-pirate campaign requiring the designated player capture pirate capitals of both pirates before returning home. Once successful in this third campaign, future rolls of this are treated as the first time of 23, and the commission can never become more extended.


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