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13.06.2019 - 15:39
text dump of previous phase: https://pastebin.com/cLrMggJB



=Turn 21 Combat Phase 3/3=

This turn will last until combat is resolved
WAR!



Current Wars (2/3):


Numantine War
COMMANDER: Marcus Porcius Cato Minor
Legio V Hispana
Legio VII Germanica
Legio VIII Mortis
Legio XVI Maria
6 Legions
2 Fleets

  • Celtiberians have 8 armies, and Rome needs 2 fleets to support their armies in this campaign
  • Disaster Roll 14, Lesser Disaster 11,18
  • For every turn this war is not resolved -20 talents, and if ignored +1 unrest
  • Will invade Nearer Spain if not defeated or stalemated, gaining 1 allied army





    ELECTION RESULTS
    Tertius Fabius Magnus becomes Consul for Life!




    The Mithridatic War Games
    1 Gladiatorial Game is being Held

    *A game is being held in honor Sulla and Tertius Magnus. Rome is rather new to games such as this, many amateurs arrive from various up and coming ludus to fight as either romans or "greeks" although if the "greeks" start winning they are told to start surrendering and losing

    Prize Fights
    House Batiatius (Auctoritas)
    Virginius ''the repulsive Hispanic'' Piso
    Domius ''The savage Combrian'' Geltsringer
    Hasdrubal ''The Salty'' Barca
    Pausanias & Memnon ''Dioscuri''

    House Hypsaeus (Populares)
    Romulus
    Brennus



    Duels
    Romulus defeats Domius, gaining +1 skill
    Romulus kills Hasdrubal
    Virginius defeats Brennus +1 skill
  • 载入中...
    载入中...
    13.06.2019 - 15:39
    AUCTORITAS FACTION (Empirezz) (15 votes)
    3/5 cards


    Gens Cornelia - Faction Leader
    Lucius Cornelius Sulla (pc)
    Nullifies Social/Mithridatic War disasters

    Military Skill: 4
    Oratory: 4
    Age: 40
    Loyalty:5
    Personal Income: 6
    Wealth: [3]
    Popularity: [4]
    Influence: [15]
    Equites: [3]
    Gens Sempronia
    Lucius Sempronius
    Military Skill: 1
    Oratory: 3
    Age: 40
    Loyalty: 6
    Personal Income: 1
    Wealth: [-]
    Popularity: [-1]
    Influence: [4]
    Equites: [-]
    Gens Popillia
    Publius Popillius Laenas
    May Veto one Land Bill per turn without Tribune

    Military Skill: 2
    Oratory: 5
    Age: 60 ELDER
    Loyalty: 7
    Personal Income: 1
    Wealth: [-]
    Popularity: [-3]
    Influence: [8]
    Equites: [-]

    Governors:
    Gens Papiria
    Lucius Papirius
    Military Skill: 1
    Oratory: 2
    Age: 50
    Loyalty: 6
    Personal Income: 1
    Wealth: [-]
    Popularity: [-7]
    Influence: [3]
    Equites: [-]
    Gens Julia
    Tiberius Julius Cocles
    Military Skill: 4
    Oratory: 2
    Age: 25
    Loyalty: 9
    Personal Income: 1
    Wealth: [-]
    Popularity: [-1]
    Influence: [4]
    Equites: [-]




    POPULARES FACTION (pavle) (13 votes)
    0/5 cards


    Gens Fabia - Faction Leader
    Tertius Fabius Magnus(pc)
    Military Skill: 4
    Oratory: 2
    Age: 60 ELDER
    Loyalty: 7
    Personal Income: 4
    Wealth: [-]
    Popularity: [6]
    Influence: [40]
    Equites: [1]
    Ship Building+3 talents/fleet +3/1 fleet
    Armaments+2 talents/legion

    Gens Aurelia
    Titus Aurelius
    Military Skill: 2
    Oratory: 3
    Age: 20
    Loyalty:7
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [3]
    Equites: [-]
    Gens Porcia
    Marcus Porcius Cato Minor
    1 free tribune per turn

    Military Skill: 1
    Oratory: 6
    Age: 30
    Loyalty: 11
    Personal Income: 2
    Wealth: [-]
    Popularity: [-]
    Influence: [9]
    Equites: [1]

    Governors:
    Gens Fulvia
    Lucius Fulvius Ravilla
    Military Skill: 2
    Oratory: 2
    Age: 35
    Loyalty: 10
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [4]
    Equites: [-]
    Gens Terentia
    Maximus Terentius
    Military Skill: 2
    Oratory: 1
    Age: 60 ELDER
    Loyalty: 6
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [1]
    Equites: [-]




    LIBERTATEM FACTION (jesus) (7 votes)
    3/5 cards


    Gens Cassia - Faction Leader
    Faustus Cassius (pc)
    Military Skill: 3
    Oratory: 3
    Age: 55 ELDER
    Loyalty: 9
    Personal Income: 3
    Wealth: [-]
    Popularity: [-2]
    Influence: [20]
    Equites: [-]
    Tax Farmer 3 +2 talents
    Mining +3 talents
    Gens Quinticia
    Herius Quinctius
    Military Skill: 3
    Oratory: 2
    Age: 60 ELDER
    Loyalty: 6
    Personal Income: 1
    Wealth: [-]
    Popularity: [8]
    Influence: [17]
    Equites: [-]
    Legio Romanus
    Gens Acilia
    Gaius Acilius
    Military Skill: 2
    Oratory: 2
    Age: 25
    Loyalty: 7
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [8]
    Equites: [-]
    Legio Germanica





    COMMERCIUM FACTION (tunder3) (10 votes)
    2/5 cards


    Gens Licinia
    Marcus Licinius Crassus
    Doubles all his income

    Military Skill: 2
    Oratory: 2
    Age: 35
    Loyalty: 4
    Personal Income: 8
    Wealth: [-]
    Popularity: [-]
    Influence: [10]
    Equites: [2]
    Gens Calpurnia
    Lucius Calpurnius Piso (pc)
    Military Skill: 1
    Oratory: 2
    Age: 65 ELDER
    Loyalty: 9
    Personal Income: 2
    Wealth: [-]
    Popularity: [-]
    Influence: [12]
    Equites: [1]
    Gens Valeria
    Sextus Valerius Maximus
    Military Skill: 1
    Oratory: 2
    Age: 50
    Loyalty: 10
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [5]
    Equites: [-]
    Gens Plautia
    Gaius Plautius Caepio
    Military Skill: 2
    Oratory: 1
    Age: 35
    Loyalty: 6
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [2]
    Equites: [-]

    Governors:
    Gens Servilia
    Gaius Servilius Glaucia (pc)
    Mob Orator, may roll 3 dice in popular appeals

    Military Skill: 1
    Oratory: 4
    Age: 50
    Loyalty: 3
    Personal Income: 1
    Wealth: [-]
    Popularity: [3]
    Influence: [15]
    Equites: [-]
    Tax Farmer 4+2 talents
    Tax Farmer 5+2 talents
    Tax Farmer 6+2 talents






    CONCINNATORES FACTION (Zeph) (13 votes)
    1/5 cards


    Gens Tullia - Faction Leader
    Marcus Tullius Cicero
    1 free tribune per turn

    Military Skill: 1
    Oratory: 6
    Age: 30
    Loyalty: 10
    Personal Income: 2
    Wealth: [-]
    Popularity: [-]
    Influence: [3]
    Equites: [1]
    Gens Aelia
    Drusus Aelius
    Military Skill: 3
    Oratory: 4
    Age: 20
    Loyalty: 7
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [2]
    Equites: [-]
    Gens Aemilia
    Paullus Aemilius Lepidus
    Military Skill: 4
    Oratory: 2
    Age: 45
    Loyalty: 8
    Personal Income: 1
    Wealth: [-]
    Popularity: [-9]
    Influence: [-]
    Equites: [-]

    Governors:
    Gens Claudia
    Appius Claudius
    Military Skill: 2
    Oratory: 3
    Age: 40
    Loyalty: 7
    Personal Income: 1
    Wealth: [-]
    Popularity: [-]
    Influence: [4]
    Equites: [-]
    Gens Maria
    Gaius Marius Minor
    Military Skill: 4
    Oratory: 2
    Age: 20
    Loyalty: 9
    Personal Income: 3
    Wealth: [-]
    Popularity: [-]
    Influence: [4]
    Equites: [-]
    Legio Maria
    Legio ?
    Land Commissioner +3 talents



    unaligned in Rome:
    Gens Flaminia - Faction Leader
    Sextus Flaminius
    Military Skill: 4
    Oratory: 2
    Age: 30
    Loyalty: 6
    Personal Income: 3
    Wealth: [3]
    Popularity: [-]
    Influence: [4]
    Equites: [-]
    Legio V Hispana
    Legio VIII Mortis
    Gens Pompeia
    Gnaeus Pompeius
    Popularity gains/losses are doubled
    Popularity never fades

    Military Skill: d6+1
    Oratory: 3
    Age: 30
    Loyalty: 9
    Personal Income: 2
    Wealth: [2]
    Popularity: [5]
    Influence: [8]
    Equites: [1]
    Gens Furia
    Lucius Furius Viator
    Military Skill: 3
    Oratory: 3
    Age: 20
    Loyalty: 8
    Personal Income: 1
    Wealth: [1]
    Popularity: [-]
    Influence: [3]
    Equites: [-]


    unaligned in provinces:
    Gens Junia
    Numerius Junius
    Military Skill: 1
    Oratory: 2
    Age: 55 ELDER
    Loyalty: 8
    Personal Income: 1
    Wealth: [7]
    Popularity: [-]
    Influence: [3]
    Equites: [-]
    载入中...
    载入中...
    13.06.2019 - 15:39
    Early Republic
    Turn 1 Year of Servius Cornelius (Empirezz) and Andertius Fabius(Pavle)
    Turn 2 Year of Vitam Cassius (jesus) and Hostus Furius (sutr), Dictator Publius Cornelius Scipio (Empirezz)
    Turn 3 Year of Drusus Claudius (Zeph) and Gaius Julius Asiaticus (Mrarmy)
    Turn 4 Year of Dictator Publius Cornelius Scipio Minor (Empirezz)
    Turn 5 Year of Suprius Valerius(jesus) and Lucius Flaminius (sutr)
    Turn 6 Year of Aulus Aelius (Zeph) and Hostus Aemilius (Empirezz)
    Turn 7 Year of Marcus Porcius Cato "The Wise" (Zeph) and Argentus Cassius Africanus (jesus)
    Most influential faction of Early Republic: Auctoritas
    Most militaristic faction of Early Republic: Auctoritas
    Most politically powerful faction of Early Republic: Concinnatores
    Most popular faction of Early Republic: Concinnatores


    Mid Republic:
    Turn 8 Year of Publius Acillius (sutr) and Lucius Julius
    Turn 9 Year of Aulus Aelius (Zeph) and Lucius Aemilius Paullus (Empi), Dictator Septimus Fabius (Pavle)
    Turn 10 Year of Drusus Claudius Minor (Zeph) and Argentus Cassius Africanus (jesus)
    Turn 11 Year of Aulus Aelius (Zeph) and Sextus Sulpicius (Empirezz), Dictator Publius Acilius (sutr)
    Turn 12 Year of Drusus Claudius Minor (Zeph) and Lucius Aemilius Paullus (Empirezz), Dictator Scipio Aemilianus(Empirezz)
    Turn 13 Year of Argentus Cassius Africanus (jesus)
    Turn 14 Year of Lucius Calpurnius Piso (Tunder) and Caius Aelius (Zeph), Dictator Tertius Fabius (pavle)
    Turn 15 Year of Tertius Fabius (Pavle) and Faustus Cassius (jesus), Dictator Decimus Flaminius Pisentus (sutr)
    Turn 16 Year of Gaius Sempronius Gracchus (Zeph) and Tiberius Servillius (Tunder), Dictator Scipio Aemilianus (Empirezz)
    Turn 17 Year of Dictator Decimus Flaminius Pisentus (sutr)
    Most influential faction of Mid Republic: Populares
    Most militaristic faction of Mid Republic: Optimatium
    Most politically powerful faction of Mid Republic: Concinnatores
    Most popular faction of Mid Republic: Optimatium


    Late Republic:
    Turn 18 Year of Gaius Servilius Glaucia (Tunder) and Flavius Porcius Carbo (pavle)
    Turn 19 Year of Flavius Porcius Carbo Macedonicus(pavle) and Gaius Marius (zeph), Dictator Herius Quinticius (jesus)
    Turn 20 Year of Gaius Marius (zeph) and Lucius Cornelius Sulla (Empirezz)
    Turn 21 Year of Marcus Porcius Cato Minor (pavle) and Gaius Acilius (jesus)

    Deceased Early
    Paulus Flaminius (-Turn 1) Died to plague
    Quintus Sulpicius (-Turn 1) Died to plague
    Leto Cassius (-Turn 1) Died to plague
    Quintus Aemilius (-Turn 1) Died to plague
    Alban Furius (-Turn 1) Died to plague
    Servius Cornelius (-Turn 2) Consul Twice, Retired
    Marcus Junius (-Turn 1) Executed as an assassin
    Hostus Furius (Turn 1-Turn 3) Consul once, Murdered
    Publius Cornelius Scipio (Turn 2-Turn 3) Dictator once, victor of the First Punic War, Loved by all, Murdered
    Titus Quinctius Flamininus (Turn 3-Turn 4) Killed by the roman mob
    Cnaeus Terentius (Turn 1-Turn 4) Killed by the roman mob
    Vopiscus Acilius (Turn 1-Turn 4) Killed by the roman mob
    Marcus Popillius (Turn 1-Turn 4) Killed by the roman mob
    Gaius Sulpicius (Turn 1-Turn 4) Killed by the roman mob
    Marcus Aemilius Paullus (Turn 2-Turn 4) Killed by the roman mob
    Mettius Porcius (-Turn 4) Retired in Massilia
    Lucius Aurelius Cotta (-Turn 4) Pontifex Maximus, Murdered
    Vitam Cassius (-Turn 5) Consul once, died of old age
    Julius Plautius (-Turn 5) Died of old age
    Marcus Calpurnius (-Turn 6) Consul once, Died of old age
    Andertius Fabius (-Turn 6) Consul once, Died of old age, alone and unloved
    Suprius Valerius(Turn 3-Turn6) Consul once, Executed as an assassin
    Faustus Manlius (-Turn 7) Died of old age
    Servius Fulvius Paetinus (-Turn 7) Died of old age
    Hostus Aemilius Dalmaticus (Turn 5-Turn7) Consul once, victor of the 2nd illyiran war, Retired
    Monetarius Fabius Superior (Turn 6-Turn7) Retired

    Deceased Mid
    Gaius Servilius( -Turn 8) Consul once, Died of old age
    Gaius Julius Asiaticus( -Turn 8) Consul once, Victor of the Syrian War, Died of old age
    Drusus Claudius (-Turn 9) Consul once, victor of the 1st illyrian war, Died of old age
    Quintus Fabius Maximus Verrucosus (Turn 7-Turn 9) Died to plague
    Augustus Furius (Turn 5-Turn 9) Died to plague
    Lucius Quinctius (Turn 5-Turn 9) Died to plague
    Gaius Valerius (Turn 8-Turn 9) Died to plague
    Marcus Sempronius(Turn 7-Turn 9) died in a barbarian revolt, known as a homo
    Vibius Popillius (Turn 7-Turn 9) died in a barbarian revolt
    Lucius Julius (Turn8-Turn 9) Consul and Dictator Once, Victor of the 1st Servile War, Murdered
    Marcus Porcius Cato (Turn 4-Turn 10) Consul once, died of old age
    Titus Calpurnius Flamma (Turn 6-Turn 10) Killed in Illyricum by a Germanic invasion
    Lucius Flaminius (Turn 3 -Turn 11) Consul once, Dictator once victor of the 1st Macedonian war, died of old age loved and a hero of Rome
    Publius Cornelius Scipio Minor (Turn 3 -Turn 11) Consul once, Dictator once, victor 1st Gallic war, and victorious against Macedon, retired loved and a hero of Rome
    Servius Quinctius Trogus (Turn 9-Turn 11) fell in battle against a slave revolt in sicily
    Marcus Junius (Turn 3-Turn 11) Pontifex, hated for murdering a tribune, died of old age
    Aulus Aelius (Turn 5-Turn 13) Consul a grand total of three times, died of old age
    Publius Acilius (Turn 5-Turn 13) Dictator once, defeated the germanic tribes, died of old age loved by the people and a hero of rome
    Gaius Valerius Tappo (Turn 12-Turn 13) Killed by the roman mob
    Drusus Claudius Minor (Turn 8-Turn 13) Consul twice, Killed by the roman mob
    Marcus Fulvius Flaccus (Turn 11-Turn 13) Killed by the roman mob
    Publius Porcius (Turn 10-Turn 13) Consul once, Killed by the roman mob
    Caeso Terentius (Turn 5-Turn 13) Was a good governor, died of old age, notable for never involving himself in politics
    Gaius Papirius Maltinus (Turn 5-Turn 13) Consul once, murdered
    Gaius Junius (Turn 12-Turn 13) Executed as an assassin
    Septimus Fabius (Turn 8-Turn 13) Dictator once, Murdered by Junius
    Argentus Cassius Africanus (Turn 5-Turn 14) Consul a grand total of 3 times, dictator, victor of the 2nd punic war, against rebels, died a hero of rome and loved
    Marcellus Popillius (Turn 10-14) Defeated Lusitani Revolt, Retired
    Lucius Aemilius Paullus(Turn 7-14) Consul twice, Victor of the 2nd Macedonian War, Died in battle as a rebel against the Senate
    Sextus Sulpicius (Turn 7-15) Consul once, died of old age
    Decius Claudius (Turn 14-Turn 15) Killed by the roman mob
    Proclus Manlius (Turn 7-Turn 16) Died of old age
    Tiberius Sempronius Gracchus (Turn 9-Turn 16) Governor of Cisalpine Gaul, died of old age
    Caius Plautius (Turn 5-Turn 16) Lived to a remarkable long age of 74
    Agrippa Furius Macrobius (Turn 13-Turn 16) Master of horse to the rebel Paullus, pardoned, killed in a cisalpine revolt
    Gaius Sulpicius (Turn 15-16) Killed by the roman mob
    Tiberius Servilius (Turn 9-16) Consul once, Pontifex Maximus, hated by the people, retired
    Gaius Sempronius Gracchus (Turn 9-17) Consul once, died of old age
    Publius Cornelius Scipio Aemilianus (Turn 11 -Turn 17) Dictator twice, reformed the roman army, joined the rebel Paullus and forgiven, died in battle against Viriathus

    Deceased Late
    Gnaeus Pompeius Strabo(Turn 18 -Turn 19) Slain in a barbarian raid upon Illyricum
    Titus Furius Brocchus (Turn 17-Turn 19) Executed as an assassin
    Decimus Flaminius Pisentus Numidicus (Turn 8-Turn 19) Defeated the celtiberians, Victor of the 2nd sicilian slave revolt, Jugurthine War, Sacked carthage, marched on Rome and ended the Cassian Conspiracy. Dictator twice, later implicated in a plot to kill Tertius Fabius Magnus and committed suicide.
    Gaius Julius (Turn 12-Turn 20) Renowned general in numerous wars and led Auctoritas back to relevancy,died of old age
    Titus Acilius (Turn 13-Turn 20) Died of old age
    Servius Sulpicius Rufus (Turn 19-Turn 20) Was killed in the asiatic vespers
    Flavius Porcius Carbo Macedonicus (Turn 14-Turn 20) Consul twice, strongest supporter of Fabius, victor of the 4th macedonian war, retired after the numantine war
    Lucius Tullius (Turn 16-Turn 20) Retired
    Oppius Manlius (Turn 16-Turn 20) Executed as an assassin
    Gaius Marius (Turn 16-Turn 20) Consul twice, victor against the Germanics, fell in battle against the Celtiberians
    Caius Aelius (Turn 13-Turn 21) Consul once, often Censor. Died of old age.
    Marcus Aurelius (Turn 12-Turn 21) Died of old age.
    Gaius Acilius (Turn 20- Turn 21) Consul once, Executed as an assassin
    Faustus Cassius (Turn 14- Turn 21) Consul once, censor, killed by a Fabian mob before a trial
    载入中...
    载入中...
    13.06.2019 - 15:39
    read these rules at your leisure, as GM I will manage most of the mechanics for you should understand how you make money, vote, and do politics at least. Much will become clear once you start to play.

    =PERSONAL AFFAIRS=
    Unlike in other games you start with 3 random historical families, each family is represented by its leading senator, you will pick one to be the leader of your faction. All senators generate personal revenue. Families cannot be disbanded or traded, you are stuck with them until they die. EXCEPTION: Rebel, and captive senators do not collect personal revenues.
    This revenue is collected as a lump sum for redistribution as the player sees fit. Revenues are generated from the following sources:
    • Base Income
    • Equites
    • Concessions
    • Governorships (Corruption)
    • Pontifex Maximus Collections (1d6 Talents)

    BASE INCOME
    Each senator collects 1 talent. Each faction leader collects 3 talents
    Equites
    Each senator collects 1 talent for each equite
    Concessions
    Each senator must generate revenue on each concession he controls. Concessions cannot be changed between senators once given.
    Governor Corruption
    Each governor has the option to roll a die or dice to generate that number of talents of personal revenue from his province that turn.


    Although the money dispensed technically belongs to each Senator who earned it, game consequences are such that it makes no difference to which Senator(s) of a Faction the money is given at this point so the money need not be given out in the exact amounts earned by each Senator, but can be given as a lump sum to one or to the Temple of Juno. This money, in addition to existing talents may be moved freely between senators and faction treasures within a player's faction. The exception to this rule is that Rebel Senators may not transfer money to non-Rebel Senators or their faction treasuries. Money may be transferred to or from senators who are not in Rome.

    Temple of Juno Moneta
    Talents may be deposited and withdrawn from the Temple of Juno Moneta. This is a way to prevent money being lost when a senator dies unexpectedly, and is secret only known to you and GM. To withdraw money however comes at a fee. 1 talent if 5 or less, 2 talents if 10 or less, 3 talents if 15 or less, etc.

    Money in the bank may be withdrawn for free if it is for the following purposes:
    • To defend against another faction's persuasion attempt.
    • To maintain or bribe legions in the event of a revolt by a senator of that faction.
    • To ransom a captive senator.

    Senator Traits
    Age
    Military- his military rating representing his ability as a general and admiral.
    Oratory - his oratory rating, representing his political skills and voting power.
    Loyalty - his loyalty rating, measuring the degree of allegiance the senator feels towards his faction.
    Popularity - his popularity with the people of Rome. Popularity may not go above 9 or below -9. A senator with 6 or more popularity must lose 1 point of popularity at start of every turn
    Influence - a fluctuating gauge of his prestige. This rating can be increased during the game by his public service or reduced by his misdeeds. A senator can never have less than 0 influence.
    Equites how many wealthy and influential merchant-class equites a senator controls.+1 talent/+1vote

    Voting
    Every Senate Phase the senators come to vote, proposals/elections are mostly passed by a majority.
    Senator's Votes = Senator's Oratory + Number of Senator's Equites + Bribes From Senator's Personal Treasury

    Bribes
    1 spent talent=1 vote, pm GM the max and min you are willing to bribe with a vote. Prosecutions may not be bribed.

    AGING & DEATH
    New Senators begin age 25 and age 5 years every turn. When he turns 55 and every turn thereafter, a dice roll is made to see if that Senator dies naturally A dr of 6 results in the death of that Senator. For each 5 years over 55, 1 is added to the dr roll.

    ELDER SENATOR: Any Senator with an age of 55 or older is considered an Elder Senator and cannot leave Rome (for example, to fight a war or govern a province) or attempt an assassination. This does not prevent him from becoming a Dictator or Field Consul; it merely prevents him from being sent to fight a War (or anything else that could make him leave Rome except joining a revolt). He is not forced to return to Rome if he is already away. An Elder Senator can go into Exile normally.If 20 influence or more he can retire voluntarily.

    OLD AGE DEATH RESULTS: Upon a natural death a "non-faction leader" Elder Senator his heir takes his place, he loses all his equites, concessions, but retains his money and the political position of his father without influence gain (excluding pontifex maximus). At this time his Faction may make an immediate one time persuasion attempt against the senator without subtracting the targets loyalty and assuming the senator is unaligned (but subtracting his money). This simulates that the Elder Statesmen's heir would be likely to continue to be loyal to his fathers/grandfather's existing faction and would have been groomed to do so.Any senator (even those not in Rome) may make the attempt. If the previous owner fails in the attempt the senator becomes unaligned in the senate.

    OTHER DEATHS: The family goes into decline loses everything and leaves the faction until they reappear later. The exception is the faction leader family, the heir (without money, equites, concessions etc) always remains with the faction unless he was killed as a caught Assassin or in the resulting prosecution.

    =POLITICS=
    PUBLIC AGREEMENTS
    During the course of the Game players will conduct negotiations and make deals. Deals made publicly, posted in forum, and quoted by the other, are considered binding and must be honored.Exceptions: Deals made about promises when switching rome/field consul, or agreements not to rebel or with rebels. These may be violated.

    During the Forum Phase
    You may then take any of the following actions:
    • Make one Persuasion Attempt
    • Make one attempt to attract an Equite or pressure multiple Equites (sell them)
    • Sponsor Games once; and/or Appoint a different Senator as Faction Leader
    • Propose one Land Bill with permission from Rome Consul

    PERSUASION ATTEMPTS
    A senator in Rome may attempt to persuade an unaligned senator an already aligned non-faction leader senator also in Rome to join his own faction. Announce this publicly in Forum Phase, but pm the GM the min and max of bribe money you are willing to spend. A target number is determined using the following table:

    ( + ) Add to Target Number
    Persuading senator's influence
    Persuading senator's oratory
    Persuading senator's bribes(+1 per talent)

    ( - ) Subtract from Target Number
    Target senator's loyalty(+7 if the senator is aligned to a faction)
    Target senator's personal treasury
    Counter-bribes from faction treasuries (all players may contribute)


    Roll 2d6. The result of the die roll must be less than or equal to the target number. Unmodified results greater than or equal to 10 always fail.

    Bribes and Counter Bribes
    The senator making the persuasion attempt may spend money from his personal treasury to aid the persuasion attempt. Each talent spent adds +1 to the target number. All players may interfere in a persuasion attempt made against a senator by spending money from their faction treasuries to resist (not aid) the persuasion attempt. PM GM max/min you are willing to spend on this if against a player senator. Whether or not the persuasion succeeds, the bribes are lost.

    When do Senators join your faction?
    Technically at the end of the turn, thus they do not immediately help your faction in Senate Phase. Whatever money they had at the start of the turn is also yours.

    EQUITES
    A player may attempt to attract one Equite to one of his aligned senators in Rome by paying talents from that senator's personal treasury and rolling a die during Forum Phase. If the sum of the die roll and the number of talents paid is equal to or greater than 6, a Equite is attracted. There is no limit to the number of knights that may eventually be controlled by a senator. For each Equite a senator attracts he gains an extra vote in the senate and an extra talent of income during the Revenue Phase (unless he is in revolt).

    SPONSORING GAMES
    Sponsoring games allows a senator to increase his popularity while lowering the Unrest Level of the populace. The senator pays the cost of the games he wishes to sponsor from his personal treasury. The senator need not be in Rome to sponsor games.

    Chariot Races - cost 7 reduces unrest by -1, gives you +1 popularity
    Gladiatorial Games - cost 13, reduces unrest by -2 gives you +2 popularity
    Gladiatorial Spectacle - cost 18, reduces unrest by -3, gives you +3 popularity

    In late era the state can also sponsor games for 2x cost and 1 less unrest reduction

    DONATING TO THE TREASURY
    Any Senator (even those not in Rome) may contribute money to the State Treasury regardless of the level of the Treasury during forum phase.
    10 talents =1 influence
    25 talents = 3 influence
    50 talents = 7 influence

    PROPOSING A LAND BILL
    The Senate may propose no more than one Land Bill of each Type per turn.

    Any senator WITH PERMISSION FROM THE ROME CONSUL may propose a land bill to gain popularity for themselves and their co-sponsor. Sponsors must be unique. Land bills take land away from the state and give it to the people, therefore they are quite costly to the treasury. There are three levels of land bill, giving increasing popularity to the sponsor and increasing cost to the state.


    max 2 Type II Land bills
    max 3 Type III Land bills

    ASSASSINATION (occurs during start of Senate Phase)
    Players may attempt to eliminate opposing Senators by pming the GM (or posting openly) an Assassination attempt which will be carried out by a specific senator belonging to the player attempting the assassination. They may add to their Assassination dr by playing one or more Assassin cards prior to the the roll, but possession of an Assassin card is not necessary to attempt an unaided Assassination. No Faction may be the target of more than one attempt per turn, and no Faction may attempt more than one Assassination per turn. A faction may not attempt to assassinate one of its own senators. Only people in Rome can be assassinated. Therefore governors can't be assassinated, nor can governors assassinate anyone else. Anyone being prosecuted is held under arrest and cannot assassinate anyone while being tried.

    RESOLUTION
    A result of "5", or more kills the target, while "6" keeps it secret. A result of "3" or "4" fails. A result of "2" or less results in the assassin being caught and implicating his Faction Leader. If the target Senator has one or more "Secret Bodyguard" cards, he may announce after the 1d6 how many of those cards he will play to defend against the Assassination attempt. Each Bodyguard so used subtracts "1" from the 1d6 and is discarded after use. The "Open Bodyguard" card must be in play prior to an Assassination attempt to have any effect.

    PUNISHMENT
    PUNISHMENT: A caught assassin is killed. In addition, his Faction Leader loses five Influence and is the subject of an immediate special Major Prosecution with an automatic 2d6 on the Popular Appeal Table. However, instead of adding his own
    popularity to the DR, the Accused Faction Leader must subtract the Popularity of the victim. In addition to his own death, if the Faction Leader is found guilty, a number of Mortality rolls equal to the victim's Popularity are drawn and any
    other members of the assassin's Faction currently in Rome are also implicated and killed. If the caught assassin was the faction leader he is automatically killed and mortality rolls still one as above to implicate further faction members. If the Faction Leader is not in Rome at the time he still suffers the loss of five Influence but does not undergo a Major Prosecution and no mortality rolls are done.

    TRIBUNES
    A Tribune may has two powers, to veto and propose
    Veto veto any candidate in an election (triggering a 2nd election round), a Prosecution, or other proposal [EXCEPTIONS: Consul for Life,
    Prosecutions of Assassins, the proposals of a Dictator]. note: vetoes veto something specific, a candidate, a legion, an exact proposal etc. They do not veto entire ideas. You cannot for example veto any deployment to a war. Exception to this is concessions/land bills/laws which may be vetoed for the turn to be distributed.
    Propose Bypass the Rome consul and propose any senator for nomination, or other proposal, while in forum phase

    =OFFICES=
    CONSUL- 2 people who lead the state +5 Influence
    Nomination: Current consuls pick two new pairs of people for next turn and the Senate votes for which pair they want. If someone has a tribune they can also state their nomination in forum phase.
    • Consuls cannot have consecutive terms
    • One will be randomly picked as Field Consul and the other as Rome Consul. They may switch if they both agree.
    Powers:
    Rome Consul: proposes nominations and all other proposals (although he should consult his fellow consul). Should any of his nominations or proposals be unanimously rejected he loses -1 influence and the field consul is tasked with doing a re-vote. If his candidates fail it goes to Censor and so on.
    Field Consul is always a candidate for command, decides recruitment/deployments

    PONTIFEX MAXIMUS - religious leader of the Roman religion +5 influence(-5 when lost)
    Nomination: If there is no pontifex maximus the consuls pick two people and the Senate will vote. If someone has a tribune they can also state their nomination in forum phase.

    Powers:
    • Double vote power when voting on any proposal that will send forces to War or change/retain their Commander.
    • He holds this office FOR LIFE or until stripped of it by Senate vote with 2/3 majority, Evil Omens, or Prosecution, but must stay in Rome. The Pontifex may not resign his office voluntarily.
    • May (once a turn) appoint a person as a priest giving them +1 influence and +1 votes when voting on any proposal that will send forces to War or change/retain their Commander.
    • The Pontifex Maximus receives income from temple collections equal to a dice roll
    • As an interpreter of the God's will, The Pontifex Maximus may use a veto once each Senate Phase without use of a Tribune card. He can veto anything that could normally be vetoed with a tribune.


    CENSOR- Supervises morality, prosecutor (must be a Prior Consul) +4 influence
    Nomination: Current consuls pick Censors candidates (must be an ex-consul) for next turn and the Senate votes for which one they want If someone has a tribune they can also declare themselves a candidate in forum phase

    Powers:
    PROSECUTIONS The Censor may conduct up to two Minor or one Major Prosecution each turn in addition to any special Prosecutions of Assassins. If the majority of votes are against conviction, the Accused goes free. If the Censor dies as a result of an assassination while the prosecutions are ongoing, all unresolved prosecutions fail. Only senators in Rome may be prosecuted.

    MINOR PROSECUTIONS To be eligible for a minor prosecution the Accused must fulfill one of the following conditions:
    A. Any Senator elected into a major office in the prior turn or a Senator who held a lifetime office for the entire previous turn. The eligible offices are Dictator, Master of Horse, Consul, Proconsul, Censor, and Pontifex Maximus.
    B. Collected income from a Concession this phase
    C. Collected income from the Armaments or Ship Building Concessions in the previous Phase.
    D. A Corrupt Governor returned to Rome
    E. Bribed Votes

    If convicted by a vote, the Accused loses -5 Popularity (which can become negative) and 5 Influence (to a minimum of 0) as well as any Prior Consul marker, and must return all of his Concessions to the Senate

    MAJOR PROSECUTIONS: To be eligible for a major prosecution the Accused must have been elected to a Major office in the prior turn. The eligible offices are Dictator, Master of Horse, Consul, Proconsul, Censor, and Pontifex Maximus. If convicted, the Accused is executed unless he has already gone into exile.

    More about Prosecution
    • The Praetor oversees the trial. If the accused is prosecuted the Praetor gains ½ any lost Influence of his target as well as any prior consul marker.
    • Before the voting of a major prosecution ends, the accused can run into exile, where his family will remain until recalled by the Senate
    • During the vote the accused person gets an advantage, their influence is added to their vote in defense of themselves. One final note; if he refuses to run into exile the accused can do a popular appeal to the mob/plebs for support with a final 2d6 dice roll (2d6+Popularity)


    *for each number by which the modified roll exceeds 11 the GM will do a mortality roll to see if the mob kills the censor/hostile praetor*

    PRAETOR - Judge +1 Influence
    Nomination: Current consuls pick two candidates who they want to be a Praetor. If someone has a tribune they can also state their nomination in forum phase.

    Powers:

    • Praetors oversees any prosecution. If the accused is prosecuted the Praetor gains ½ any lost Influence of his target. Breaks ties.
    • They gain their oratory 2x bonus in the vote in a prosecution either for or against accusing.

    AEDILE - Mayor of Rome +1 Popularity
    Nomination: Current consuls pick two candidates who they want to be Aedile. If someone has a tribune they can also state their nomination in forum phase.

    Powers:
    • To accept this position requires 1 talent to simulate the offerings to the people of rome
    • If games are hosted at any time under your aedileship by you, gain an additional 1 popularity


    GOVERNOR Governor - runs a province (note: provinces require governors)
    Nomination: Rome Consul decides
    • During the term of his Governorship, a Senator is absent from Rome and cannot attend Senate meetings (can't vote, talk, or propose anything)
    • 3 turn term as opposed to 1
    • Corruption- Each Governor has the option to roll a die (as indicated on his Province card after "Personal Income") to generate that number of Talents of Personal Revenue for his Province that turn. A Governor need not pay a negative Personal Income result, but the State must pay for negative amounts collected by both Personal and State Income rolls. The corrupt governor may be prosecuted by the Censor upon in the turn he returns to Rome
    • Province Improvement (automatic): The Governor of each province has a 1/6 chance that Province has been "improved" by Roman control. If it is a 6 (or 5/6 if not corrupt) the current Governor of a Province when it is developed earns +3 Influence. A province can only be improved once.
    • Provincial Governors may use their local forces to revolt against the Senate.
    • See provincial management below for more info


    DICTATOR - Absolute Commander of the State +7 influence
    Nominations: The Consuls may nominate a Dictator only if Rome is currently facing three or more Active Wars or one with a combined land and fleet strength ≥ 20. the Consuls, acting together, may appoint any eligible Senator (who doesn't hold office, except Censor, Praetor, or Aedile) in Rome on whom they can agree, Dictator. If there is only one Consul present because the other has died, he may act alone to appoint a Dictator. This action may not be vetoed with a tribune. If they do not do this, the Rome Consul or someone who has a tribune they can also state their nomination in forum phase.

    Powers: He names elections and handles all the proposals by himself, may raise legions/fleets deploy etc with just one option. The senate still gets to vote but cannot veto any of his proposals. He must also appoint a master of horse.

    Master of Horse +3 influence
    Nomination: Appointed by dictator, may not be holding any office at present
    Powers: Accompanies the Dictator, cannot resign, adds his military power to the Dictator but cannot be used to nullify a Disaster or Lesser Disaster result in any battle

    CONSUL FOR LIFE
    Nominations: While NOT in an imperial civil war the Rome Consul or Tribune may nominate any Senator in Rome with an Influence of 21 "Consul for Life".The nominee may already hold office. For this vote, the nominee may add his Influence to his vote total. If the measure passes, that player wins the game should the Republic survive the current Game Turn Consul for Life can be proposed only once per turn (total) and cannot be vetoed.

    =AFFAIRS OF STATE=
    Finances
    State revenue (Talents) Italy +100 Talents
    +State Income
    -20T per active War/Revolt ­
    -2T upkeep non­rebel Legion and Fleet
    -­Land bills
    -/+ etc

    Unrest
    tl;dr
    +1 per Pirate, Drought or Un-prosecuted War

    The Unrest Level represents the degree of dissatisfaction of the populace with the government. The Unrest Level starts at "0". At the start of each Turn it is increased by one for each Pirate (whether active or not), Drought, or undefeated enemy that rome did not engage in battle with that turn. The Unrest Level is also increased by one whenever Rome suffers a Disaster in battle (even a naval battle) and by two whenever Rome suffers a Defeat. It is lowered immediately by Victory in War (including naval battles), sponsoring games, or passing Land Bills. There is no limit to how high the Unrest Level can go, but it can never go lower than 0.
    Important

    Note: When I roll for unrest events, the consul's popularity greatly helps prevent problems, however a very unpopular consul will likely cause great risk of revolts or worse….

    3d6 + Popularity of the Rome Consul - last turns Unrest Level


    =PROVINCIAL MANAGEMENT=
    Provinces need governors to pay taxes to the senate. If you are elected governor you can be corrupt and gain money. There is a +1 to the Improvement dice rollif the Governor does not attempt to gain Personal income from the Province that turn. Each province has a card, if you are governor you should understand what it means.


    dr=1d6
    DR=2d6

    Governors must raise/maintain local forces and command provincial armies which may be used to defend the Province. The Senate may choose to station Legions in provinces as well.

    Auxiliary Armies and Fleets are raised by the Governor using the Local Taxes during Forum Phase. It costs 10 Talents to build each Auxiliary Army or Fleet, Auxilla, they are free to maintain but cannot leave the province, they are built right before combat phase unless they are rebels. Leftover money is not saved.

    Governors may use their Auxillaries in a revolt against the state. In a revolt he may collect ALL taxes of his Province (Personal, State, and Local) to use as he sees fit. These taxes are transferred to his personal treasury.

    ARMY STRENGTH: Auxillary Armies/Fleets are counted at half value, rounded up. When losses are calculated if auxiliary are hit they lose twice as many.


    =WAR=
    MILITARY COMMAND
    Command automatically goes to the following people in this order
    1. Dictator
    2. Field Consul
    3. Rome Consul
    Rome cannot send any other commanders. Any of these commanders if they remain on the front because the war isn't beaten they becomes a Proconsul and remains in command of the Force and away from Rome through the next Combat Phase Phase, unless he becomes a Rebel or is recalled by the Senate.

    Multiple Commanders
    The Senate may send more than one Army under different Commanders(both Consuls for example) to fight the same War to give more chances to win or gain veterans. However, if they do so, each Army must attack separately, one at a time, until the War is defeated or all Armies have attacked. Commanders may split command army/navy too, like one consul commands the army, other the navy.

    MINIMUM FORCE: The Senate may not send a Senator to fight a War without his consent unless the combined strength of his force (including his military rating) is ≥ that of the War and any applicable Leader. If as a result of losses sustained in a previous turn, a Proconsul's force falls beneath that of the opposing War, he has no such right of refusal and must attack again the following turn unless he has no Legions or insufficient Fleets in which case he is automatically recalled. The Senate may not recall Legions from a Proconsul that will reduce the strength of his force to less that that of his War and any applicable Leaders without his consent.

    LAND BATTLES
    In land combat the commanding Senator adds his Military rating to the Strength of his army. Army Strength equals the number of Legions in the army; Veteran Legions count double. The points added by the Commander's Military rating cannot be > the Strength of his army. From this sum he subtracts the Strength of the enemy army. This number is then added to a triple dice roll. The result is found in table below




    STRATEGY
    In addition, the commander chooses a strategy before the battle, there are five strategies. If both commanders choose the same strategy there is no effect. If commander doesn't respond then I assume Balanced Formation. Note: player vs player strategies are allowed at GM's approval, commanders sabotaging battles are not allowed.


    Balanced Formation: The safest formation, strong vs none and only weak against surprise attacks (-5 added to the 3die roll)


    Direct Charge- A strategy where the commander puts almost all his forces into the center and relies on a single devastating attack to shatter the enemy, strong against flanking attacks because the center of that formation is left weak (+3 added to the 3die roll) -3 if facing an envelopment


    Flanking Manuever: A strategy where the commander focuses most of his forces on one flank in an attempt to overwhelm the enemy, this formation is best against an envelopment tactic because it annihilates one of the envelopment wings. (+3 added to the 3die roll) -3 if facing a charge


    Envelopment- A strategy where the commander leavees the center weak on purpose to focus on all sides and surround the enemy, this strategy is perfect against direct charges. (+3 added to the 3die roll) -3 if facing a flanking attack


    Surprise Attack- Balanced Formation being the safest also makes the enemy complacent and susceptible to surprise attacks. (+5 added to the 3die roll) Surprise Attacks however fare very poorly against any other strategy. (-3 added to the 3die roll)

    NAVAL BATTLES
    Enemy fleets must be defeated before his land forces may be attacked. Naval combat is the same as land combat except that the number of fleets rather than legions is counted. Once the enemy fleets are defeated, any legions still present may (at the discretion of the commander) immediately attack the land strength of the war in the same Combat Phase provided there are still sufficient fleets in the force to support the army.

    The senate may decide to send no legions to conduct such a war, endeavoring to defeat the enemy naval force in one turn and its land forces in a subsequent turn. If Rome sends a naval force with no land forces, a victorious commander returns to Rome immediately after winning the battle.
    If the senate attempts to win both the naval and land battles in the same turn, it must send a combined force of fleets and legions to defeat the naval force - which could result in legions taking losses during the naval battle.


    VICTORY: A Victory lowers the Unrest Level by -1. The victorious Senator increases both his Popularity and Influence by half the unmodified strength of the Army or Navy he fought.
    STALEMATE Consult Combat Results Table.
    DEFEAT: Consult Combat Results Table. The commander dies. +2 Unrest
    DISASTER: Lose half of all participating Roman forces. Fleet and Legion losses are each halved and rounded up separately. +1 Unrest
    LESSER DISASTER: Combat Results Table is ignored. Losses in a Lesser Disaster equal one-fourth for all forces.

    LEGION POPULARITY LOSS
    A commander loses popularity equal to half the number of legions lost in any battle and equal to a third of the legions lost (fractions round up) in a Victory.

    COMMANDER DEATH
    In any battle result other than a Defeat, a number of Mortality rolls equal to the number of lost units are done to see if the Roman Commander (and/or his Master of Horse) has been killed. If on the final roll the commander is hit, he becomes captured, and ransom 10 talents or 2 talents per influence of the captive, whichever is more. If the war is defeated before the captive is ransomed he is killed by the enemy.

    Veteran Legions
    One Legion from among the survivors of a Stalemate, Lesser Disaster, or Victory is transformed into a Veteran Legion. It will remain a Veteran Legion until eliminated or disbanded. The corresponding Legion allegiance will always be loyal to its commander, even if it is placed under the command of another Senator. When the commander dies, his heir will be able to attempt to claim their loyalty like how it is done in civil war. A loyal commander may freely disband a veteran legion for +1 Oratory & +1 Influence at the end of Combat Phase. For the Senate, Veteran Legions will not disband so easily, they require a "retirement package" of 5 talents in the early republic and 10 talents in mid-late

    =REVOLTING=

    There are 2 ways to revolt
    1. Victorious Commander (Imperial-Caesar style, or Republican-Sulla style)
    2. Rebel Governor

    In this game multiple provinces may revolt at once, or a victorious commander can have other governors in his faction also revolt with him in support

    VICTORIOUS COMMANDER - IMPERIAL/CAEASAR STYLE
    A victorious commander must either lay down his command and return his forces to Rome or declare himelf in revolt, beginning a civil war.
    Only one faction may be in revolt at a time. Should a faction that wishes to revolt field a stronger force (inclusive of the respective commanders' military ratings) than that of a previously declared rebel, the initial rebel's declaration is ignored, and the player with the stronger force is considered in revolt instead. Once a rebel has been determined, no other player may revolt until that rebel has been defeated.

    LEGION ALLEGIANCE
    Before announcing his decision, a commander considering revolt may roll 1d6 for each legion in his current command (unless they are veteran and belong to the rebel) to determine if it will follow him. Those that do not are returned to Rome. The roll required depends on the scenario being played:
    • Early Republic - 1d6 ≥ 5
    • Middle Republic - 1d6 ≥ 4
    • Late Republic - 1d6 ≥ 3

    ALLEGIANCE:
    Veteran Legions count double in combat regardless of which Senator owns their allegiance. If a Senator revolts, the Veteran Legions in his army require no maintenance. If the rebel Senator has Veteran Legions in an opposing army, they desert to his side before combat. Likewise, loyal Senators with Veteran Legions of in the army of the rebel Senator may decide if these Veteran Legions desert to the Senate before combat
    If the rebel has any Veteran Legions outside of italy, they immediately desert to him (regardless of where they are). If there are Veteran Legions of a loyal Senator in the rebel army, the loyal Senator may instruct his Legions to
    desert to the Senate's army at any time (even right before battle)

    Bribery
    Before making these die rolls, he may irrevocably spend money from his Personal Treasury (or the Personal Treasury of his Master of Horse with his consent) to buy modifications to those die rolls. For each Talent spent, the rebel Commander may add one to the Loyalty dr of one Legion (maximum modification +1 per Legion). Veteran Legions owing their allegiance to a Commander and Garrisons/Provincial Forces of a Governor follow their Commander automatically. Veteran Legions owing their allegiance to a non-rebel Senator must still be diced for, and their loyalty remains suspect..

    SECONDARY REBELS
    When a Senator revolts, each of the other Senators in his Faction must immediately declare their loyalty to the State or join him in revolt. Those who remain loyal to the State may continue to function and collect income normally. Those who join the revolt leave Rome and are therefore immune to Persuasion Attempts but lose all Senatorial income and share the fate of the rebel should he be defeated. The rebel can use any money in their Personal Treasuries as if it were his own. Veteran Legions owing allegiance to the rebel or secondary rebels will follow him in revolt without maintenance.

    MAINTENANCE
    Rebel legions cost 2 talents per turn to maintain. The rebel senator can pay this from his personal or faction treasury. Rebels cannot recruit legions
    Rebel governors may collect provincial spoils from provinces, as well as all State and local taxes as personal revenue before paying maintenance costs.
    Veteran legions owing allegiance to a rebel senator require no maintenance, while legions owing no allegiance must be maintained normally. If, during the Revenue Phase, the rebel cannot pay the required maintenance, he must release the legions he cannot afford. Any garrison legions/fleets that that are released in this manner immediately return to the senate, which may instead pay the maintenance.

    INCOME
    A senator in revolt:
    • Must return his concessions to the Forum
    • Loses all Equites
    • Loses aligned senator income
    • Has his personal treasury frozen:
    • Loyal senators of his faction may still contribute money to their faction treasury.


    MARCH ON ROME
    During the Combat Phase the rebel Senator must fight the army dispatched by the Senate to stop him. If the Senate fails to send an army against him, his coup is successful and he wins the game (provided the Republic survives the Turn)

    The Senate is the attacker and the rebel the defender. The normal combat procedure is followed. The Strength Number of the defender in this case being the sum of the Strength of the Legions in his army and the combined Military rating of the rebel Senator (which can never be higher than the strength of his armies). Any losses except "ALL" called for by the Combat Results table are applied equally to both armies. A result of "Victory" means the revolt has failed, the rebel Senator is killed, and all surviving rebel Legions are returned to Italy. The Commander of the Senate's Army increases both his Popularity and Influence by an amount equal to half of the Strength of the Rebel Army he has defeated. "Stalemate" means the Civil War is undecided, and must be continued during the next Combat Phase. "Defeat" means the revolt has succeeded and the rebel now rules Rome and wins the game, barring the collapse of the Republic (1.12.4). The number of Mortality rolls remains the same but can affect either Commander. All surviving Senate armies are returned to Rome and the rebel Army suffers no losses. A rebel also wins if the State is bankrupt or overturned by a "People Revolt". A rebel is considered defeated if all his legions are wiped out due to combat losses; however this cannot count as a Victory (e.g. for spoils) for the Senate player unless the losses were as a result of achieving a "Victory" on the Combat table. If all the Senate armies are destroyed via combat losses the rebel does not automatically win and the Senate will have a chance to attack him again next turn.


    VICTORIOUS COMMANDER - REPUBLIC/SULLA STYLE
    Occurs like above but with the following differences
    • A successful returning Republican Rebel does not win, nor does his success end the game.
    • If Military reforms have already been passed may a general gets a +1 for his allegiance DRs. Additionally, the commander may (as usual) spend up to 1 talent per legion to recieve a FURTHER +1 bonus for his allegiance roll. Legionaries are more amenable to support a 'legal' march on Rome than one with imperial ambitions. Immediately return any Legions which did not stay loyal to the general to Rome.
    • The rebelling commander and any senators joining the rebellion are eligible for major prosecutions

    Resolve the Civil war normally as per EXCEPT

    • If the Rebel loses (by having all his legions defeated), do mortality rolls as if the losses were incurred in battle (i.e. 1 chit per lost legion). Each rebel (primary or secondary) receives a major prosecution corruption--this denotes that in the following turn, each former rebel is eligible for a special prosecution which the censor may conduct which is treated a major prosecution. These prosecutions do not count towards the 1 major/2minor proseuction limits for the Censor. If the prosecution is successful, the former rebel is tossed from Tarpeian rock (killed) as a traitor. If acquitted, the Rebels' actions are considered to have been taken with noble intentions and legally (despite its extreme nature).
    • If the Republican Rebel wins, the successful Rebel IMMEDIATELY takes a -5 penalty in popularity. For the following turn, instead of following the normal election procedure, immediately appoint the successful Rebel dictator who has every power of including censor power and praetor power. Proceed through the turn normally. Additionally, the successful Rebel may attempt up to 2 special assassination attempts (Proscriptions) during the Senate phase, with no consequences of failure (attempting senator is not killed, nor does the implicated dictator become eligible for a special prosecution). If the assassination attempt is successful, any funds held by the dead senator may be confiscated by the dictator and transferred to his personal treasury. Any Concessions owned by the dead senator may be transferred onto the dictator. The assassination attempts must be against different senators (you can't try twice against one senator). For each assassination attempt (regardless of success or failure), the successful Rebel takes a -2 blow to popularity.
    • The Dictator MAY demand all players discard 1 tribune card in their hands (if they have one). IF the dictator invokes this power, NO tribune cards may be used to make proposals during the duration of the dictator's term (i.e. for that turn). The dictator has succeeded in temporarily strengthening the power of the senate, while reducing the influence of the masses. Plebian assemblies' tradition powers are temporarily eroded.


    REBEL GOVERNOR
    Governors may use their Provincial forces in a revolt against the state by revolting during the Revolution Phase. Declarations of revolting by Governors are made at the same time as the revolt announcement of victorious returning generals at the end of Combat Phase. As per the standard Revolution rules, there may only be one Rebel Faction. Should a Faction that wishes to revolt field a stronger total force (inclusive of the respective Commanders' Military ratings) than that of a previously declared Faction (considering both victorious returning generals and rebel governors), the initial rebel's declaration is ignored, and the player with the stronger force is considered the Primary Rebel and in revolt instead. Provincial Armies and Fleets are always loyal to the Governor. The Rebel may remain in his Province or march on Rome but must declare his decision at the time of revolt, but once landed that he must remain in Italy until defeated or victorious.

    SECONDARY REBELS:
    When a players declare Rebel Senators in revolt, the forces of only one of his Senators exercising an independent command may land in Italy to attack the Senate at a time. If the faction contains both rebelling governors and a rebelling victorious commander the rebelling victorious commander MUST land in Rome immediately - Rebel governors may not. Other Senators belonging to the same faction that join the revolt in support of the head rebel may add no forces other than their personal Veteran Legions on the first turn. On each subsequent turn that the Rebellion exists; an additional rebel of his Faction with an independent command (presumably a Governor with Provincial forces) may attempt to add his forces to those of the Primary Rebel. Those Provincial forces that he can land in Rome may reinforce the rebel army. However, each Province thus brought into the revolt does not count as a separate War, but rather as an enlargement of the Civil War. Senators from opposing factions may not declare themselves Secondary Rebels.

    REBEL PROVINCIAL MAINTENANCE:
    A Primary Rebel must pay two Talents per Provincial army/fleet and Garrison Legion/Fleet (including his Province's base Legions) for maintenance. He may pay using Talents from his personal Treasury, his Faction Treasury, or the Personal Treasuries of other Rebel Senators. Veteran Legions owing allegiance to a rebel Senator require no maintenance.

    LEGION ALLEGIANCE: Provincial units and Garrison units automatically owe allegiance to the rebelling Governor. If the rebel Governor has any active Veteran Legions, they immediately desert to him (regardless of where they are).

    FLEET ALLEGIANCE A Commander attempting to revolt must dice for the loyalty of the Fleets under his command as if they were Legions and pay maintenance for those that remain loyal to him. He may forfeit their control to the Senate if he prefers not to pay for them. A declaring rebel may still land his army in Italy before declaring his revolt and in doing so avoid a Naval Interception Check so a fleet is not always necessary.

    MARCHING ON ROME If the Governor elects to march on Rome he may not ever return to his Province (though he still collects income and taxes). His revolt counts as one of the four Active Wars needed to destroy Rome and costs the
    State 20 Talents per turn. His strength is equal to his Provincial units, loyal Veterans and garrison Legions he has. If he marches on Rome, he may not use his Province's printed Strength, which remains behind on the Province. The revolt itself is resolved as in the standard rules except for Reinforcements & Naval Interceptions. There is no Naval Interception check provided he decides to immediately march on Rome in his initial declaration (though future reinforcements must make a Naval Interception Check).

    REINFORCEMENTS After the first combat phase of the revolt, ONE secondary rebel governor may attempt to reinforce the Primary Rebel's army with any forces he currently has. The auxila reinforcements are automatically added to the primary rebel's army if that province is in the western roman empire (excluding Africa and Corsica). Armies from these regions can walk through provinces on the way to Rome but senate governors forces may intercept. Provinces from the eastern empire must do Naval Interception during combat phase. Only one secondary rebel may reinforce the primary rebel each turn.

    NAVAL INTERCEPTIONS When a Governor from a Rebel Province attempts to land on Italy and either attack the Senate or reinforce the Primary Rebel, the forces are subject to a Naval Interception by the Senate if its provinces printed naval strength is greater than 0. The sole exception to this rule is if the attacking Governor declares he is immediately attacking Rome during his initial declaration of Revolt he is not subject to a Naval Interception. A province's printed fleet strength is used in Naval Interception battles, in addition to any Provincial and Garrison Fleets. All Naval Interception battles are resolved before any other battles are during the Combat Phase. Provincial fleets are always counted at full strength unlike provincial armies. If the Rebel loses the naval interception battle all his forces remain in the rebel province, minus those lost in the naval battle, otherwise they land on Italy to attack/reinforce.

    STAYING IN THE PROVINCE If a rebelling Governor remains in his Province, he cannot win due to the failure of the Senate to send an Army against him or even for defeating the Army the Senate sends against him but his Revolt counts as one of the four Active Wars needed to destroy Rome and costs the State 20 Talents per turn. He can, however, still win if the People Revolt or the State Treasury is exhausted. His strength is equal to the Province's Strength plus all Provincial units, loyal Veterans, and garrison Legions he has. If, in the future Revolution Phase, this Rebel decides to march on Rome and the province has a printed fleet strength greater than 0; the Senate can attempt to prevent the rebel from landing in Italy by Naval Interception.

    =GLADIATORS=
    During late game people may invest in gladiators. Max of 5.
    Every time a gladiator game or spectacle is hosted people may prize fight or duel their gladiators.

    Prize Fighting
    Every time a Gladiator Game/Spectacle is hosted:

    Amateur gladiator (0-2 skill) will roll a die if
    1 loses and dies
    2 shameful loss -1 skill (if skill is negative, dies of wounds)
    3 loses
    4-5 wins 1 talents prize
    6 glorious win 2 talents money and gets +1 skill

    Pro gladiator (3-4 skill) will roll a die if
    1 loses and dies
    2 shameful loss -1 skill
    3 loses
    4-5 wins 2 talents
    6 glorious win 3 talents and gains +1 skill



    Gladiator Spectacles are only time when Champions can roll:
    Champion Gladiators (5 skill) will roll a die if
    1 shameful loss -1 skill (if go below 5 they lose champion status)
    2-3 loses
    4-6 wins win 5 talents

    Famous Champions (skill 6+)
    1 shameful loss -1 skill (if go below 5 they lose champion status and unique skill)
    2-3 loses
    4-6 wins win 7 talents



    Duels
    People may duel their gladiators during spectacles or games. You can't duel your own gladiators against each other or owned by people in your own faction. This occurs in combat phase.

    Fighting is done like game battles. Both gladiators roll a 3d6; "skill" is like command and adds + to the roll. The one who gets the higher number wins.

    If one gladiators roll is 6 or higher than the other, they may kill them.
    If equal skilled gladiators fight, the winner gets +1 skill
    If a lesser skilled gladiator beats a better one, his skill improves to the level of the one he beat while the loser is -1.
    People may bet on the gladiators duel outcomes
    The loser must pay the winner the value of his gladiator or give him the gladiator to keep if he can't afford that penalty. If their gladiator died the winner can force them into debt.


    All gladiators may be sold back to the market for half their value (rounded down).

    Amateur Gladiator (give them a name and bio if you want)
    Skill:0
    Cost: 1


    Pro Gladiator (give them a name and bio if you want)
    Skill:3
    Cost: 4

    Champion Gladiator (give them a name and bio if you want)
    Skill:5
    Cost: 8


    Unique Champions (limit of 2):

    Arkadios
    Skill 8
    Cost: 11
    Arkadios, the Scourge of Athens, and the Champion of Rome. He has a tattoo on one shoulder, which was given to him by a band of pirates he served with for a time. He craves praise by the crowd and will often pause to give showmanship to them, especially when he is truly besting an enemy

    "The Libyan"
    Skill 6
    Cost: 12
    Special: rolls twice in a doll, highest number is what is picked, but skill can never exceed 6
    The Libyan is brutal in his fighting, preferring to use two daggers to slice and gut his opponents, as they are swifter weapons. He would also use a khopesh—an Egyptian sickle-like sword. He is a dangerous fighter and covered in scars from shoulder to shoulder, one for each life he takes then carved into his flesh.

    Spartacus
    Skill: 7
    Cost: 9
    Special: Resilient, cannot die in duels, this trait never disappears...but has a desire for freedom…
    Ambitious: When fighting against an equal or better fighter he gains an extra +1 skill
    Spartacus is a former thracian auxiliary who allegedly deserted after the invasion of Mithridates. He has swiftly risen through the ranks to become the Champion of Capua, mercilessly cutting down all in his path. Beneath this martial prowess he but hides a dark hatred for romans and a powerful intelligence.

    Ludovic
    Skill 6 (+2/-2)
    Cost: 8
    Special: skill varies depending on energy level
    A former gallic slave, Ludovic has risen through the ranks to become a legendary gladiator who has almost limitless stamina and prefers to batter his enemies into submission with his energy.

    Flamma
    Skill 7
    Cost: 8
    Special: Cannot lose skill, Rudiarius (this is a free man) Requires a salary of 2 talent a year
    Flamma is a Celtic gladiator of remarkable ability. His talent is his extreme skill and athleticism, able to perform stunningly fast moves, and is a showman, crowd favorite. He won his freedom after being the last one standing in a championship game, but still plays in the Arena since he loves the game.

    Mannus
    Skill:5
    Cost: 9
    Special: Trainer - if not used to fight, can train your pros and amateurs by +1 a year until upper pro status (4). Hates Arkadios +2 vs him
    Mannus is an older Gaulic gladiator who used to be the best in the republic until he was wounded fighting Arkadios. He can train but he wants his revenge against Arkadios

    =VICTORY CONDITIONS=
    WINNING
    The game ends with a win for the player who fulfills any of the following victory conditions:
    • A loyal Senator achieves a total of 35 Influence becoming Consul for Life and both he and Rome survives the turn.
    • A rebel Senator while marching on Rome defeats the Senate in battle and both he and Rome survive the turn.
    • The Senate declares a Senator Consul For Life and both he and Rome survives the turn
    • The State is bankrupt or felled by a "People Revolt" result during a Civil War. The declared rebel wins the game unless overcome by four Wars
    • If other victory/defeat conditions do not intervene, the Faction with the most combined Influence at the end of the game wins.


    LOSING
    The game ends in defeat for all players if one of the following conditions occurs:
    • There are four or more active War cards in play at the end of a Combat Phase.
    • A result of "People Revolt" , the mob overthrows the Senate and no civil war in effect
    • The Senate is unable to pay the fine for any Natural Disaster or Evil Omens card with no Civil War in effect.
    • The State Treasury has insufficient funds to meet all the Republic's obligations
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    13.06.2019 - 16:18
     Alex
    in if not full
    ----
    Orcs are a horde, much like Turks. Elves and Men are light skinned, Orcs are often darker/sallow skinned, like Turks.

    Istanbul?Thats not how you pronounce Constantinople
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    13.06.2019 - 16:36
    Count me IN!!! start early
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    13.06.2019 - 17:45
     Witch-Doctor (版主)
    In. Time for round 3.
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    13.06.2019 - 18:03
     Oleg
    Preferred Start: Early Republic
    Leader: Andertius
    Faction: "Populares"
    Faction goals: Expansionism, Romanisation, Populism, Economic and political supremacy.
    ----

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    13.06.2019 - 18:04
    Just tested my iq, and it looks like I reach the requirement. I'm in!
    ----
    Happiness = reality - expectations
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    13.06.2019 - 19:10
    In
    ----
    https://prnt.sc/W3aEpwbpEwEU
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    13.06.2019 - 19:58
    In
    ----
    sirivann (King Louen Leoncoeur): nigga im dwarfs
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    13.06.2019 - 20:29
    In
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    13.06.2019 - 21:36
    If its not full , id like to learn and join since ive always been curious
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    13.06.2019 - 21:51
    I would like to join if isn't full and if honorable aetius wills it
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    13.06.2019 - 22:01
    I want in.
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    14.06.2019 - 07:04
     4nic
    In if its not full

    last game i took a back seat ended up being pavles pegboy...wont happen this time
    ----
    ''Everywhere where i am absent, they commit nothing but follies''
    ~Napoleon


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    14.06.2019 - 10:04
    INNNNNNNNNNN
    edit:
    early plox
    claim "Libertatem" as faction name
    ----



    >playing atwar:

    Furthermore, I consider that NWE must be destroyed
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    14.06.2019 - 10:37
    Preferred Start: Early Republic
    Leader: Servius Cornelius
    Faction: "Auctoritas"
    Faction goals: Authoritarianism, Militarism, Pragmatism, Romanisation
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    14.06.2019 - 11:11
    In
    ----
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    14.06.2019 - 14:41
    Damn aetius u needa make one with like 15 picks so we can all join xD
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    14.06.2019 - 15:11
    4/7 slots were reserved by vets, the other 3 players were rolled fairly in a lottery

    congrats to

    1) woojoo
    2)Small tits
    3) m0s

    Any of you three can give your place to another if you want. If there is activity issues you will be dropped in favor of someone else. Thanks for applying

    作者: Skarbrand, 13.06.2019 at 19:58

    In

    作者: woojoo, 13.06.2019 at 19:10

    In

    作者: BigAssGoth, 13.06.2019 at 17:36

    Nvm in
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    14.06.2019 - 15:36
    Hot
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    14.06.2019 - 18:54
    For you newbies, pick which family is the leader of your faction, and give names to your senators, first names.
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    14.06.2019 - 20:15
     Witch-Doctor (版主)
    I'm I playing? I can't tell.
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    14.06.2019 - 20:50
    Yeah haha, let me know if its not full, I'm down to make a return
    ----

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    15.06.2019 - 10:53
    Aetius said there would be 8 spots if the game was popular, yet I only see 7.
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    15.06.2019 - 11:47
    I think im too retarded to play that shit but iq doesnt mean anything too cuz got 137 iq and im retarded so get tu fuk
    ----
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    15.06.2019 - 13:20
    Small tits failed the test, he loses his position to mrarmy
    m0s and woojoo have little time left, placement into the game is highly competitive, any sign you are lagging and will be dropped

    作者: Tundy, 15.06.2019 at 10:53

    Aetius said there would be 8 spots if the game was popular, yet I only see 7.

    8 too much will ruin balance, 6 ideal 7 is okay.

    作者: Froyer, 15.06.2019 at 11:47

    I think im too retarded to play that shit but iq doesnt mean anything too cuz got 137 iq and im retarded so get tu fuk

    Did you get that result on freeiqtest.com? There is less than 1% chance to have an iq of 135 or greater, and yet seems like half of ppl online claim it
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    15.06.2019 - 13:42
     4nic
    作者: Froyer, 15.06.2019 at 11:47

    I think im too retarded to play that shit but iq doesnt mean anything too cuz got 137 iq and im retarded so get tu fuk


    14% of people have 100 to 125 iq
    1% have 125+
    ----
    ''Everywhere where i am absent, they commit nothing but follies''
    ~Napoleon


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    15.06.2019 - 17:03
    Seems Pavle still can't get over it he failed to appropriate my name
    ----
    If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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