“Decimo”
Part 2

Chance Events

By John Barnard

CHANCE EVENTS

EVERY 10 YEARS

  • Take a standard pack of playing cards plus two jokers. Do this in the winter of the ninth year.
  • Draw 1 card per Triban, 2 Kingdom, Empire draw 4.
  • Ace & joker means "DECIMO" a chance event. Dice for the year of occurrence.
  • Dice for which event from the list in the winter before the year of occurrence.

Non-Character Tribans

  • Surrounding the character Tribans are non-character Tribans who attack frequently if they are raiders.
  • Draw a card from the pack for each non-character Triban Ace to 9 denotes an attack.
      Diamonds Raiding
      Hearts Nomadic Movement
      Clubs War
      Spades Invasion

    Raiding

      The Triban affected is identified by die roll 1D6 or other means. 1D6 again determines units lost.

    War/Constant Raiding

      Each year draw a card - if value is less than number of years war has been fought then war ends.

      Each year the Triban affected allocates units involved, draw playing cards until one between 2 & 9 is drawn.

      Raider 1D6 roll

        1,2 attacks with 4 units
        3,4 8
        5,6 12

      Draw card

        Ace If raider outnumbers defender, defender loses nearest Triban.
        2-9 Number of units lost by defender.
        10,J,Q If defender exceeds raider, raider becomes tributary 1D4 TCs per year
        K If defender exceeds raider, raider Triban is conquered.

    Invasion

    Attacker die roll 1D6

      1,2: 7-12 units in army
      3,4: 12-16 units in army
      5,6: 16+ D6 units in army

    Defender must respond and fight normal campaign to conclusion.

    Nomads on Warpath
    Can be bought off 1D20 = TCs to be paid.
    If not bought off roll (1D4 x 1D6) + 10 for horde.
    Horde deploys 20 units per Triban.
    Every year roll 1D6

      6 Horde disperse to their own Tribans.
      4,5 Horde stay put.
      3 Horde go left )
      2 Horde go straight on) to next Triban
      1 Horde go right )

    For each Triban occupied each year roll 2D6 to determine blight incurred.

    Sea Raiders

    Roll 1D6

      1 Raiders defeated.
      2-4 Army losses inflicted, 1D6 for numbers.
      5,6 Navy destroyed.

    Sea Invaders - See land invaders.

CHANCE EVENTS LIST

1. Triban leader deposed - re-roll for new character.
2. Triban leader rebels against superior - fight civil war.
3. Plague destroys value of Triban - 4 blights for Triban affected.
4. Earthquake destroys Triban - 20 blights.
5. Drought damages Triban value 1D6 + 2 = number of blights.
6. Your nearest enemy makes peace with by offering a marriage.
7. Any Triban leader who is a potential threat marries into your ruling family.
8. Improved trade - increase Triban value by 2 permanently.
9. Gold is discovered - 1 D10 decides volume of business, 8,9,10 = TC Draw 1 card each year - if card value less than attackers, no change. If card value is greater than attackers, roll 1D6 for campaign duration.
10. Technical development increases production permanently by 1D4 units per Triban.
11. Holy sign causes Triban to rise up in name of new order. Roll 1D6

    1,2 Triban movement
    3,4 Warrior leader lead
    5,6 Other leader lead

For warrior leader rating becomes 20 immediately if less than that. Roll 1D6 for extra units raised. These have double their value but are irreplaceable.

12. Famine strikes the Triban 1D10 for duration, 2 blights per year.
13. Bad harvest the Triban 1D6 for blight.
14. Bumper harvest, 1D6 for trade cards earned.
15. Efficient administrators treasury yields 2 trade cards.
16. Riots over religion, 2 blights.
17. Food riots, 3 blights.
18. Mineral wealth discovered 1D6 for duration 1D4 for TCs annum.
19. Treasury peculation lose 2 TCs.
20. Betrayal of enemy spy network - exceptional politicians can force a war to start or finish automatically.
21. Fraudulent supply contractors - your next attack campaign must test for out of supply at all times.
22. Success by own intelligence network - exceptional politicians can force a war to start or finish automatically.
23. Treachery in high places - Triban leader is overthrown by colleagues 1D6

    1-4 One of their other two character colleagues
    5 Junior non-character colleague
    6 The army or navy (whichever is dominant force)

24. Outbreak of banditry - Triban becomes desolate for 1D6 turns.
25. Forest fires 1D4 reduction in Triban army value.
26. Scandal among nobility - Triban affected discovers illicit relationships at high level with nearest enemy, die roll to determine characters involved.
27. Assassination of character in Triban, 1D6 to discover assassins, 1,2,3 true culprit known, 4,5 no-one identified, 6 wrong Triban accused or acted against.
28. Triban leader dies - re-roll for new leader.
29. Triban leader murdered 1D6 a 1-5 affair was internal, 6 go to 27.
30. Piracy outbreak trade route disrupted 1D6 turns. No trade cards earned by Tribans on that route.
31. Collapse of kingdom - Tribans all become autonomous, any kingdom assets are re-allocated but kingdom level reinforcements etc cease.
32. Collapse of empire - kingdoms all become autonomous, any empire assets are re-allocated to kingdoms but empire level reinforcements etc cease.
33. Non-character raiders become peaceful traders and create a trade route.
34. Non-character traders become warlike and trade route ceases.
35. Oracle become famous Triban earns 1 TC per annum.
36. Conquered mountain Tribans rebel 1D4 blight on adjacent Tribans - fight civil war.
37. Rebellion in empire 1D6 1-4 newest Tribans, 5 random selection Triban, 6 capital.
38. Rebellion in empire fails 1D6 for kingdom - peoples are transferred to empire home Tribans and replaced with colonists. In future kingdom is only affected by internal causes of rebellion.
39. Tyrant leader is deposed by people - popular rising leads to democracy/republic.
40. Independent Tribans create federation for protection.
41. Rebellion of Triban, dice for lead Triban then 1D4 for passive supporters.
42. Rebellion of Tribans dissatisfied with ruler - 1D4 for conspiracy 1D4 again for leader.
43. Rebellion of kingdom against the empire - 1D4 for passive supporters.
44. Rebellion of kingdoms against the empire - 1D4 for conspiracy, 1D4 for leader.
45. Trade war - change of trade route causes Tribans who lose out to attack kingdom/Triban who altered the trade route.
46. Corruption in the empire - dice for kingdom if necessary. Kingdom leader has been embezzling income 1D10 for years x 1D4 amount = war chest. Red card kingdom breaks from empire, black card empire attacks.
47. Independent Tribans/kingdoms create a federation to stop the empire from dictating value of tradable goods. Red play card = federate, heart = will fight. Empire 1D4 for years before dispute become war each year before the war starts the empire loses 25% of its banded trade cards.
48. The empire's best general decides he should rule, deal 4 cards - each different suit joins with general. Deal 1 card per unit or army which is separated at the time of rebellion to see who remains loyal. Where all units/armies rebel, the empire can employ mercenaries if it can afford them and still fight the rebel general.

Notes

    1. For each chance drawn it applies to the Triban who drew it, or its neighbours.
    2. If a Triban draws a kingdom, empire event dice to see who it is if there is a choice.
    3. For all kingdom/empire events which lead to internal conflict dice for and created a temporary diplomacy chart.

49. Mercenary troops raised do not disperse but take over 1 Triban, gather 1D6 of Tribans troops in addition. They appoint a warrior leader who is on a 1D6

    Known 1,2
    Notable 3,4
    Famous 5
    Legendary 6

The mercenaries make war on anyone until destroyed, they do no settle and can be bought off with trade cards. 1, 2, 3 on 1D6 Triban buys them off, 2D6 = TCs paid there and then.

Decimo Part 2

More Decimo Part 1

Decimo Part 3


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