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● Penalty: Centrals get a +1 bonus to get a Separate peace with Russia<br />
(See 106.A).<br />
If rolling for this event results in a failure: Russia automatically gets a<br />
Workers Strike and the Parliament goes down one box toward<br />
Defeatism.<br />
Effect on NW:<br />
Success: NW+5<br />
Failure: NW-5<br />
Polish General Government (Germany only)<br />
This Action may be used once per Interphase.<br />
Purpose: create a Polish client state.<br />
Condition: the 4 Polish cities (Warsaw, Lodz, Lublin and Brest-Litowsk)<br />
are conquered.<br />
Success Die Roll : 9+<br />
+/-? Parliament<br />
+1 whole Russian Poland is occupied<br />
-1 Nicolas II at GHQ<br />
Consequence:<br />
● Russia loses NW -2.<br />
● Germany gets the “Polska” Polish Corps 6-6-4 for free.<br />
● When the Polish unit is reduced, it is flipped back to the front side<br />
during the next reinforcement phase, with no RP spending.<br />
● Remember : this corps may be used only on the Russian front.<br />
Effect on NW:<br />
Success: NW+1<br />
Failure: NW-1<br />
Recognition of Bulgaria’s Rights (Allies only)<br />
This Action may be selected once per Interphase.<br />
Purpose: Bulgaria is no longer pro-Centrals.<br />
Condition: this Action may be selected by France, Britain or Russia (any<br />
one Allied power is enough).<br />
Success Die Roll: 7+<br />
+/-? Parliament<br />
Consequences :<br />
● Entente officially recognizes the rights to Bulgaria over “Macedonia”<br />
and “Thracia”.<br />
● Bulgaria is no longer “pro-Centrals” when its diplomatic level is within<br />
- 4 to +4. This Entente’s penalty is cancelled.<br />
In the other hand, there is a penalty with these following countries (roll a<br />
D6 for each one):<br />
Greece: +? boxes equal to D6<br />
Turkey: +2 boxes on 3–6, otherwise nothing<br />
Italy: +1 box on 4–6, otherwise nothing<br />
NB: Serbia never reacts (already at war).<br />
Effect on NW:<br />
Success: NW+1<br />
Failure: NW-1<br />
F. List of Technologies<br />
218 World War One: La Grande Guerre 1914-1918<br />
All technologies are numbered. In some cases, the same technology has<br />
more than one number, if there are several variants (e.g. gas and mortars).<br />
Also some technologies have a basic start chance to be discovered that is<br />
higher than the regular 17%, usually 33% instead. It is supposed to<br />
represent some kind of leadership by that side on that specific type of<br />
technology (e.g. Germany has an advance in combat gas warfare, so her<br />
Chlorine Gas tech has 33% chance of success instead of 17%)<br />
NB: the number of identical projects for each technology is listed below.<br />
Combat Gases: 1914<br />
Central Powers: 2 Chlorine (#1), 1 Phosgene (#2), 2 Mustard (#3)<br />
Entente: 1 Chlorine, 2 Phosgene, 1 Mustard<br />
Chlorine, Phosgene and Mustard Gas each represent a different combat<br />
gas. The “Combat Gas” tactic is a prerequisite for using any of them.<br />
The gases must be used in the following order: Chlorine (#1), Phosgene<br />
(#2), then Mustard Gas (#3).<br />
The combat gases may be researched in any order, but a later gas will be<br />
unavailable as long as the earlier gas has not been used (no matter by<br />
whom), with at least a 1-game turn delay.<br />
Special: this Gas #1 “Chlorine” is automatically available to the enemy as<br />
soon as it becomes Public Domain.<br />
Trench Mortars: one in 1914, one in 1915<br />
(public domain when discovered)<br />
There are two types of mortars, designated A and B<br />
Central Powers and Entente: 17% each (1 A and 1 B)<br />
Trench Level: +1 (per mortar type, A and B).<br />
Special: each technology is automatically available to the enemy as soon<br />
as it becomes Public Domain.