Disasters

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**Disasters** are rare events that give the player a few turns to meet a prerequisite or face a system-wide consequences, typically including tremendous loss of resources or planets, or greatly increased enemy presence.

## List of Disasters

### Cosmic Storm

A cosmic storm has been forecast for this sector: unless prevented, owned Crystals may shatter and all cards will be lost! How will you manage this wave of psychic forces?

* PANIC!!!
	+ Naked before the storm, your only hope is to manually gather crystal energy before it hits!
* Psionic 2: Resist the psychic storm
	+ 10% ???
	+ 80% Reduced (2 Reserve Tank cards) - With a few subtle psychic twists you manage to disrupt the leading edge of the storm. Use that time to manually gather crystal energy!
	+ 10% ???

Prevent by capturing or oppressing crystal-generating planets 3 times in the next 4 turns.

### Market Crash

A galactic economic bubble is at its breaking point and threatening to crash your whole economy along with it. Massive losses are predicted, including not only the imperial treasury but the ecnomies of entire worlds!

* PANIC!!!
	+ Unable to stem the economic meltdown you are forced to use harsher measures. Gain new income in the next few turns or your economy will collapse!
* Mogul 2: Invest in TyrantCoin!
	+ 10% Crash - TyrantCoin fails to catch on and you must resort to harsher measures. Gain new income in the next few turns or your economy will collapse!
	+ 80% Diversion (2 Reserve Tank cards) - TyrantCoin is successful in diverting attention from the looming problem. Use that time to "correct" your economy.
	+ 10% ?

Prevent by capturing or oppressing income-generating planets 5 times in the next 4 turns. If failed, lose all

### Mega Virus

Cascading alerts on your Tyrant Console bear a grim tiding: a crippling virus has invaded the imperial research network. Steps must be taken immediately or labs could be damaged and all tech of your most advanced ship will be corrupted!

* PANIC!!!
	+ You start smashing every button you can reach but to no avail. Looks like you will need to oppress this virus out from your labs manually.
* Hacker 2: Deploy ICE
	+ 10%
	+ 80% ICE (2 Reserve Tank cards) - Countermeasures unfold in virtual space and impede the spread of the virus. Use your fleets to stamp the remaining traces out of your labs.
	+ 10%

### Military Aid

A prominent Senator has put forward a bill that intends to send direct military aid to border planets. If the bill passes, conquering nearby planets will be much harder!

* PANIC!!!
	+ With no major opposition the full bill is set to pass in a few turns. The only option now is to terrify worlds into refusing help by destroying as many ships as possible.
* Diplomatic 2: Smear Campaign
	+ 10% Passed (nothing) - Efforts to smear bill fail and it will pass in a few turns. The only option now is to terrify worlds into refusing help by destroying as many ships as possible.
	+ 80% Stockpile (Cap Ship Missiles and Tachyon Torpedoes cards) - Smearing the bill as an infringement of sovereignty gives you time to stockpile heavy munitions for the coming conflict. To fully prevent its passing, a show of force is required: destroy as many ships as possible in the next few turns.
	+ 10% ?

Prevent by destroying 45 enemy ships in 4 turns (this includes your own ships being destroyed by exploration events).

### Rogue Monster

Forced into migration due to overcrowding, a rogue Space Monster is heading towards the imperial capital. Dangerous under normal conditions, the thought of a direct attack on your homeworld is chilling!

* PANIC!!!
	+ Unless you cull the monster population in the next few turns, there is certain to be an attack on your homeworld!
* Destructive 2: Mine its path
	+ 10% ???
	+ 80% Mined (Antimatter Mine card) - Mines slow the monster's progress, giving you time to develop countermeasures. To prevent the attack completely, it is still possible to directly cull the population in the next few turns.
	+ 10%: ???

### Saboteurs!

Military Police have uncovered an incipient campaign of sabotage targeting the imperial fleet. All the enemy agents must be hunted down, before any ships can be damaged or destroyed!

* PANIC!!!
	+ Unable to find the agents with their current resources, the MPs request additional cruisers to help in the search. If they cannot be added in the next few turns there is sure to be losses!
* Psionic 2: Probe the crews
	+ 10% ???
	+ 80% Diversions (2 Strike Patrol cards) - Several saboteurs are captured and promptly brainwashed to act as diversionary targets for their fellows. To prevent the disaster completely the MPs must be bolstered with several cruisers in the next few turns.
	+ 10% Hosts (1 Strike Patrol, 1 Picket Ships, 1 Carrier Command Card) - Several saboteurs are captured and promptly brainwashed to act as diversionary targets for their fellows. To prevent the disaster completely the MPs must be bolstered with cruisers in the next few turns.

Prevent by purchasing 12 cruisers in 4 turns.

Failure means a random ship in each fleet will be destroyed this turn, and at the start of the next 4 turns.

### Sleeper Cells

Without warning, sleeper cells placed by the Senate begin instigating unrest. This is no simple rebellion - the entire empire could be at risk!

* PANIC!!!
* Sadistic 2: Torture suspected leaders
	+ 10% Failure - Unable to extract any additional data about the network you are forced to rely on tried and true methods. Oppress all resistance in the next few turns or there is certain to be a massive rebellion!
	+ 80% An Edge (2 Secret Police cards) - Partial data is extracted from several "willing" subjects, giving your secret police an edge. Howver, you must still oppress all the remaining cells in the next few turns to prevent the rebellion!
	+ 10% ?