Hey all, one of the erratas to the BitB rule set will be the Random Events Table: Instead of all results being on a single table each Player will choose a grouping from the list below and then roll a d6 to determine the result. Once a grouping has been selected it will be unavailable until the next turns events phase; additionally Wizard Towers will allow a reroll on the d6 with the second result standing.

Army
1 - Recalled From War: Remove one of your armies from play until the start of the next season.
2 - Stacking the Odds: In your next game your army is 25% larger.
3 - Unwritten Victories: Pick one of your armies and roll on the spoils of war table.
4 - Seige Force: If you win a battle this turn you automatically capture the tile.
5 - Scouting Force: In your next game, after both sides are deployed you may redeploy d3+1 units you control.
6 - Reinforcements From Home: For the rest of the season you gain an extra army.

Movement
1 - Embattled: When rolling for army movement roll 2 dice and use the lowest.
2 - Forced March: Move one of your armies.
3 - Swift Steeds: When rolling for army movement roll 2 dice and use the highest.
4 - Bad Intelligence: You may move an opponents army during the movement phase.
5 - Secret Tunnels: You may challenge any opponent this turn, regardless of location.
6 - Fog of War: Pick an opponents army, it cannot enter your territory this turn.

Characters
1 - Assassin: Pick one of your Heros of Legend and roll on the Character Injury table.
2 - Unfurl the Flag: One of your units counts as rolling "Beneath a Proud Standard" on the Spoils of War table.
3 - Blood Sacrifice: You may force your opponent to re-roll any results on the Character Injury table.
4 - Regiment of Renown: One of your units counts as rolling "Valorous Deeds" on the Spoils of War table.
5 - Cunning Commander: For the rest of the turn you count as having the smallest empire.
6 - Obsessive Paranoia: Pick an opponents army, it skips the Expedition Phase.

Economy
1 - Plague: Remove one of your tile improvements.
2 - Sappers: Remove one of your enemies tile improvements.
3 - Slave Labor: You may re-roll a dice for one of your mines.
4 - Treasure Map: Gain a Relic and place a mine anywhere on the map.
5 - Grab the Gold: Pick an enemies mine and place your flag in it.
6 - Arcane Leyline: Place a Wizards Tower on any tile in your territory.

Nations
1 - Deserters: Remove your flag from any tile in your territory.
2 - Stoking Unrest: Remove the flag from any tile in your opponents territory.
3 - Settlers: Place your flag in any unclaimed tile.
4 - Raiding Party: Pick an enemy tile without a Fortress and place your flag in it.
5 - Sieze the Crown: Pick an enemy Fortress, it does not add to Fortification Saves this turn.
6 - Diplomacy: Pick an Opponent, they may not challenge you this turn.

Intelligence
1 - Enemy Sympathisers: Your Fortification Saves get -1 this turn.
2 - Spies: You may look at your opponents list before you pick your own.
3 - Infiltraitors at Court: Pick an Opponent, you pick who they challenge this turn.
4 - Dawn Attack: Roll a d6 for each enemy unit in the opponents army, on a 1 they must enter via reinforcements.
5 - It's a Trap!: You may pick whether to deploy first or second and who has the first turn.
6 - Ambush: You may pick the scenario, whether to deploy first or second, and who has the first turn.

Mercenaries
1 - Enemy of my Enemy: Your opponents army may include an additional 20% from another books core section for free.
2 - Secret Alliance: You may add a single unit from another books core section, worth up to 20% of the army for free.
3 - Rogue Hero: You may purchase a single Hero from another book.
4 - Gloryseekers: You may purchase up to 20% of your army from another books special section.
5 - Renegade Specialists: You may purchase a single Monster or Warmachine from another book.
6 - Beloved Ronin: You may replace 1 of your Heros of Legend with a Character from another book (Who counts as a member of your race).

Relics
1 - Lose d3 Relics; the Player with the least Relics gains the same amount.
2 - Gain 1 Relic.
3 - Gain d3 Relics.
4 - Gain 2d3 Relics.
5 - The opponent with the most Relics looses d3 Relics.
6 - The opponent with the most Relics looses d3 Relics; you gain the same amount.

I tried to use as many of the events from BitB as I could, and added the Mercs and Relics section for variety/if we get to 8 players.