==================================================================== A D 6 9 The Megagame of the Year of 4 Emperors ==================================================================== CONTENTS I. Introduction 2 II. Player roles 3 III. The Umpire Team 4 IV. The Turn 5 V. Game Layout 6 VI. Communications 7 VII. Revenues 7 The Provinces 8 Other Income 9 VIII. Expenditure 10 Raising troops 10 Naval Fleets 11 Infrastructure 11 Conspicuous Consumption 11 Provincial Government & Taxation 13 IX. Warfare 14 Assumptions 14 Units 15 Limitations 15 Upgrading 15 Fleets 16 Land Movement 17 Sea Movement 18 Civilian Sea Transport 18 Weather 19 X. Combat Resolution 20 The Battle System 20 Combat Values 20 The Process of Battle 21 Battle Die Rolling System 21 Losses 22 Determining Victory 22 Risk to Characters 22 Combat Examples 23 The S iege System 27 Siege Combat Results 27 Reducing Defences 28 XI. The Roman Empire 29 The Roman Constitution 29 The Organisation In AD69 30 Social Classes 31 The Gods of Rome 32 XII. Description of the Provinces 33 XIII. Situation at Start of Game 36 XIV. Non-Roman World 37 XV. Military Forces of the Empire 39 XVI. Summary of Main Personalities 40 XVII. Selected Bibliography 42 XVIII. Credits 42 ==================================================================== I. INTRODUCTION ==================================================================== AD69 is concerned with the power struggle which resulted from the death of the Emperor Nero. Historically there were four attempts to take the throne but in this game anyone can aspire to the ultimate honour The game starts in September 68 AD and each turn will represent one month. Given the timescale military matters have been treated fairly simply but will hopefully still convey a little of the flavour of the period. The area covered is the entire Roman World The game system is essentially an open one. The map is divided into a number of areas which correspond, in most cases, to provincial boundaries. Within each area a number of locations such as prominent towns, cities, along with connecting roads, main rivers and significant terrain features are marked. Provincial areas are grouped on separate tables, with the tables/regions arranged geographically round the hall. A separate room will be used to house the Senate in Rome. Players will move their forces within and between areas as the movement system and the presence of the enemy permits. The important point to note is that the game will not wait for the players. As real time moves on so will the game. Each twenty minutes represents one month and if players have not completed their actions within the allotted time they have lost out; the game will proceed to the next monthly turn. Most umpires in this game will act as Region Control Umpires, who will remain at a Regional Table adjudicating as necessary, mainly battles and significant events. (The bulk of the adjudication will be carried out by the players, with players from opposing sides pairing off to check that each is operating the system correctly). There are few aspects of the game that are handled exclusively by umpires. Those that do include the responses of kingdoms and tribes on the borders of the empire, and the reaction of the Roman mob. Given the area covered and the difficulties of travel, most diplomacy will be carried out in the form of written messages with face to face meetings assuming their due significance (and rarity). This handbook describes the basic systems from the player point of view and a little of the historical background. Players will also get a a personal briefing which describes the starting position and the forces and finances available to each player. These briefings are personal to the player concerned and it may be to your disadvantage to let another player see it! Good Luck, Megagame Makers June 1997 ==================================================================== II. PLAYER ROLES ==================================================================== MAIN TYPES The players can take one of four types of roles: Senator : Member of the Senate in Rome. Governor of a province : The Governor is the person responsible for running the province. He is, in effect, the Emperor's deputy in this respect. The only things the Governor is not responsible for is the money - that is solely the Procurator's role. Governors are usually of Senatorial Rank. Procurator of a Province : Entirely responsible for the finances of a Province. Occasionally, in some minor provinces, the procurator can act as the Governor. A procurator is normally of equestrian rank. Legionary Legate : Commander of a Legion or other military formation. Whilst a Senator can be sent to command a Legion, a legate is not automatically of Senatorial rank. Commanders of multiple legionary armies must be of senatorial rank. These roles are somewhat interchangeable as legates and procurators can become members of the Senate and Governors and military commanders may change. CHARACTERISTICS Each player character has a number of charactistics: WEALTH: The number of talents amounting to the player's personal fortune. In some cases, characters may have a regular income from their own business or trading interests. SUPPORT: For political players (such as Senators in Rome), a level of personal political support in Rome, in particular the attitude of the feared Roman 'mob'. Political umpires will advise Senatorial players as and when this changes. MILITARY SKILL: This is a general military ability and experience. Some characters will have a high starting value to reflect their historically high military reputation. Of course reputation and ability are often separate things, and this too is reflected in the game. ==================================================================== III. THE UMPIRE TEAM ==================================================================== The game uses a number of umpires; the following is a summary of their roles and responsibilities. Players must try to refer any problems to the local Regional Umpire in the first instance and not just the first one who is to hand. If in doubt a Control Umpire will assist. CONTROL UMPIRES: These keep the game time moving on, police the game and generally deal with any problems which arise. REGION CONTROL UMPIRES: These control the Regional map table and resolve any actions with which the players are having difficulty, assist a player to operate the system if he is unable to find a player from the opposing side to do so and will run any major battles. SENATE UMPIRES: These will be responsible for monitoring events in Rome itself, and will reflect the reactions of things like the Roman Mob. NON-ROMAN WORLD UMPIRES: These will represent the non-played tribes and kingdoms that surround the civilised world. Whilst, as always, we strive for consistency between umpires there is likely to be room for interpretation on some aspects. If you find that umpires have differing interpretations that is something which you will have to accept. If you have a real problem consult a Control Umpire. ==================================================================== IV. THE TURN ==================================================================== Each game turn represents 1 month and will take 20 minutes to resolve. The game starts in September 68 AD and with the imminent arrival of Emperor Galba in Rome. Each turn will proceed as follows: 1. Forces moved immediately. This must be done in the first minute or two of the turn. 2. If this is the tax turn, calculate income and expenditure 3. Resolve any combats During the entire turn players may write to other players or, if geographically co-located, meet with other players. See the section on communication. The game turns will follow this pattern: Approx time Date Notes 1100-1120 Sept 68 Tax Turn 1120-1140 October 68 1140-1200 November 68 1200-1220 December 68 Tax Turn 1220-1240 January 69 1240-1300 February 69 1300-1320 March 69 Tax Turn 1320-1340 April 69 1340-1400 May 69 1400-1420 June 69 Tax Turn 1420-1440 July 69 1440-1500 August 69 1500-1520 September 69 Tax Turn 1520-1540 October 69 1540-1600 November 69 1600-1620 December 69 Tax Turn 1620-1640 January 70 1640-1700 February 70 1700-1720 March 70 Tax Turn 1720-1740 April 70 1740-1800 May 70 ==================================================================== V. GAME LAYOUT ==================================================================== For the purposes of the game the map of the Empire has been divided into areas which generally correspond to Provinces. The areas are grouped into Regions, and each Region has a separate table. Each Province Area has the following: * The Name of the area. * A map of that area showing cities, the road network and significant terrain features. * A map of the Empire showing where the area is located. * A Time Track/record sheet. [Diagram - Layout of Tables for the game] ==================================================================== VI. COMMUNICATIONS ==================================================================== GENERAL Each Region is represented by a map on a separate table. Players are not free to move around the hall but must move from table to table by the geographical links shown. Should they wish to communicate with other teams there are two methods, letter and face-to-face meeting. Of these, the letter will be the most important. (i) Letters. This will be the usual means of communication with other teams. Letters should be placed in the Region's post tray. Mail is delivered by players who may be traveling from region to region, or by other players who visit the other tables solely to carry mail. Make sure that the intended recipient is clearly identified by name and destination and the letter dated. Note that a player may no longer be in the stated destination - an effort will be made to forward mail! Only the Region's Area Umpire will ensure that mail is distributed on his or her table. Players may not take incoming mail out of the region's in-tray. (ii) Face-to-face meetings. These are only possible if the players are co-located in the same province or adjacent province in the same Region. POLICING The umpire team will not be actively policing the inter-communications rules here. We hope and expect players to work to the spirit of the rules and will not abuse the system - otherwise the umpires will be forced to take other game sanctions. ==================================================================== VII. REVENUES ==================================================================== COINAGE For convenience the monetary unit is the Talent in all areas. Game money is in the form of coins: 1 large 'gold ingot' = 50 Talents 1 large gold coin = 5 Talents 1 small gold coin = 1 Talent PROVINCIAL REVENUE Each province has a specific revenue per quarter. This assumes that tax collection and the infrastructure of the province is intact. Prolonged fighting in a province, or severe political disruption (such as a rebellion or looting) may serve to reduce the total revenue involved. The revenue and control of each province is as: Road Income/Qtr Cost Governor Type Achaea 10 Talents 1 Cornelius Blasio Senatorial Africa 40 Talents 4 Claudius Martius Macer Imperial Alpes Poeninae 0 Talents 1 } Mil District Alpes Cottiae 0 Talents 1 } Controlled from Italia Mil District Alpes Maritimae 0 Talents 1 } Mil District Asia 50 Talents 5 Fonteius Agrippa Senatorial Baetica 30 Talents 3 Cluvius Rufus Senatorial Belgica 70 Talents 7 Valerius Asiaticus Imperial Britannia 40 Talents 4 Trebellius Maximus Imperial Bithynia 30 Talents 3 Tuscus Caecina Senatorial Cappadocia 20 Talents 2 Munius Lupercus Senatorial Cilicia 20 Talents 2 Marcellus Epirus Senatorial Corsica 10 Talent 1 Decumus Picarius Senatorial Cyprus 5 Talents 1 Ruled from Syria n.a. Creta & Cyrenaica 20 Talents 2 Vipstanus Apronianus Senatorial Dalmatia 70 Talents 7 Pompeius Silvanus Senatorial Egypt 50 Talents 5 Tiberius Alexander Imperial Epirus 10 Talents 1 Antonius Macro Senatorial Galatia/Pamphylia 50 Talents 5 Calpernius Asprenas Senatorial Gallia Aquitania 50 Talents 5 Julius Cordius Senatorial Gallia Lugdunensis 50 Talents 5 Junius Blaesus Imperial Gallia Narbonensis 50 Talents 5 Marius Maturas Senatorial Germania Inferior 0 Talents 1 (mil gov) Aulius Vitellius Mil District Germania Superior 0 Talents 1 (mil gov) Verginius Rufus Mil District Italia 120 Talents 12 The Senate of Rome Senatorial Judea 0(40) Talents 4 (Mil Gov) Flavius Vespasianus Imperial Lusitania 30 Talents 3 Marcus Otho Senatorial Lycia & Pamphylia 10 Talents 1 Claudius Cotta Senatorial Macedonia 10 Talents 1 Fulvius Paetinus Senatorial Mauretania Tingitana 10 Talents 1 (proc) Sempronius Rufus Senatorial Mauretania Caesarensis 10 Talents 1 (proc) Lucceius Albinus Senatorial Moesia 50 Talents 5 Aponius Saturninus Imperial Noricum 40 Talents 4 Petronius Urbicus Senatorial Pannonia 50 Talents 5 Tampius Flavianus Imperial Raetia 20 Talents 2 (proc) Pocius Septiminus Senatorial City of Rome 200 Talents 25 The Senate of Rome Senatorial Sardinia 10 Talents 1 Caecilius Simplex Senatorial Sicilia 40 Talents 4 Apinius Tiro Senatorial Syria 40 Talents 4 (mil gov) Licinius Mucianus Imperial Tarraconensis 70 Talents 7 Sercius Sulpicius Galba Imperial Thracia 40 Talents 4 (proc) Claudius Julianus Senatorial (Shaded provinces have a player team at the start) (prov) = province run by a procurator and not a full governor. (mil gov) = the area is under the control of an army commander, and has no civil governor. In addition to the income figures quoted above, there is a very large Imperial Treasury, currently located in the Temple of Jupiter in Rome. OTHER INCOME Personal Income: Each player is assumed to have their own income derived from land owning and trading interests. This income is listed in their player's personal briefing. It can be increased if additional honours and lands are gained, or decreased if, for example, Italia is ravaged by war. Loot: Armies can loot towns and cities, which might generate income for the Army commander. The process is as follows: 1. Demand - a demand for tribute can be made by a Legionary force from a town/city. Roll 1d6 and score 4,5 or 6 for a successful demand (+1 for each Legion present after the first). This will yield 1d6 Talents. 2. Loot - if demanding fails, the army can be unleashed to loot the town anyway. This will yeild more loot overall, but little of it will find its way back to the Army commander. 1d3 Talents will actually be gained in this case. There is a further problem - the Region Control Umpire will be forced to test for a rebellion in that province. The more oten this happens, the greater the chance of the natives becoming restless. ==================================================================== VIII. EXPENDITURE ==================================================================== GENERAL A clear distinction must be drawn between money which is in the 'central treasury' in a province and that which is with a player or military force. Note that if it is necessary to send funds to pay or supply an army then there is always the possibility that they may be intercepted if not adequately protected. RAISING TROOPS All forces are paid for on a quarterly basis (that is every three monthly turns). Costs are per Vexillation or fleet (see later for a definition of what these consist of). Raising and maintenance costs are: Upgrade/ Troop Type New Unit Maintenance cost/quarter Legionary Eagle (Aquila) 50 10 PRAETORIANS 8 6 LEGIONARIES 6 4 AUXILIARIES 4 3 RAW LEVIES 2 2 NAVAL FLEET (see below) 20 Example: a legion of 5 legionary and 5 auxilliary vexillations would cost 45 per quarter to maintain. Legions are more effective when operating at full strength, under their Eagle. Irrespective of the turn number within each quarterly sequence, on which a unit is raised, it will still need maintenance on the taxation turn. For example: a Vexillation raised in October will cost its maintenance in December, but a Vexillation raised in December will cost both maintenance and raising cost at the same time. Praetorians, Legionaries and Auxilliaries cannot be formed immediately (see later under 'Warfare' for the upgrading rules). Raw Levies may take the field in the same turn they are raised. Troop types and the way they are raised are defined later in 'Warfare'. Troops who are not maintained may refuse to move or fight, or change sides, disperse or start a rebellion of their own. NAVAL FLEET MAINTENANCE AND REPAIR New fleets are not created in the time frame of this game. However, a fleet can become damaged or depleted, and may need rebuilding. Type Cost Time to fix Serious storm damage 40 2 months Light storm damage 20 1 month Recruiting replacement fleet marines 36 2 months INFRASTRUCTURE COSTS Every province has certain infrastructure costs that should be met. Roads: See 'road cost' under the Provinces table. This is payable annually every March. Provincial Government Cost 1 talent per quarter CONSPICUOUS CONSUMPTION Whilst the army is probably the single most important expenditure of the empire (at least in the time scale of the game), there are plenty of other useful things you can spend money on. These include blatent political bribery, bread and circuses. Bribery: The loyalty of the troops can be influenced by bribery. The key factor is the number of talents per vexillation for a legion as a whole. Less than 1 talent per vexillation is regarded as ineffective, and only whole multiples are considered, rounding down. For example, Duplicitius Caddus bribes the Praetorian Guard (comopsed of 10 vexillations). He spends 18 Talents on this, which is only 1.8 talents per unit - the net bribery value is 1. (had he spend 20 talents, the value would have been 2). Unfortunately, Diccius Dastardus, had spent 40 talents on the guard, so Duplicitius fails in whatever cunning plan he had in mind. Note that when bribing (especially when bribing non-player characters or units) it is wise to specify exactly what they have been bribed to do. In the case of legions in the field, bribery is more difficult without the knowledge of the legionary commander concerned. Effective bribery could influence things like a legion's attendance at a battle, or their attitude to their commander. Some units require or expect this sort of incentive payment, the Praetorian Guard being the most obvious example. It was traditional for a new Emperor, on taking the throne to make such a payment to every legion in the Empire. Bread: In Rome there is a system whereby 200,000 certified citizens receive a corn dole. This is normally paid for by the Emperor, and costs (at current corn prices) 20 Talents per quarter. Failure to provide this in Rome is very likely to result in unrest. A corn dole can also be made in provincial city. Circuses and the Mob: The Roman mob is a considerable, if amorphous, political force. It can be influenced by providing distractions. One influencing factor is the corn dole (above), but that doesn't affect more than a proportion of the population. The other method is to build new circuses and hippodromes and to finance the entertainments in them, to keep the mob happy. Spending on this can and will placate the mob. Typical costs are: Time to build Cost or organise Entertainment Venue (1) 100 3 months Temple (2) 50 3 months A Circus Show (3) 10 1 month Religious Ceremony (4) 10 1 month Free Dinners (5) 20 Immediate General Public Works (6) 20 1 month+ Cash hand outs (7) 50 Immediate Notes: (1) Entertainment Venue: This includes hippodromes, circuses, amphitheatres etc. You must get permission from the Senate (in Rome) or the Governor (in the Provinces) to do this. Popular with the mob. (2) Temple: Piety is important, and the Gods are real. New temples will always impress the Gods. (3) A Circus Show: This includes animal shows, gladiators, chariot racing etc. There must be a venue available in that month. A list of existing venues is on the Rome map (which may be added to - see above). Popular with the mob. (4) A Religious Ceremony: This is a major show, with lots of glitz and bit ceremony, lots of virgins, attendants etc, big parade and so on. Needs a venue, and there is a list of major Temples suitable for major ceremonies on the Rome map. Popular with the mob and the Senate. (5) Free Dinners: These are handouts to the general population. The cost figure is the minimum that will be noticed. Additional multiples of this figure will have a proportional effect. Popular with the mob. (6) Minor public works can be done to increase political influence. They will not much influence the mob, but they are required of the Sentorial class to maintain their position. At least one of these works must be undertaken every six months if a Senator in Rome is to maintain his political credibility. Popular with the Senate. (7) A quick and easy way of influencing the mob - just (literally) chuck money at them. It isn't as effective or long term as the methods above, but does work. The cost figure is the minimum that will be noticed. Additional multiples of this figure will have a proportional effect. Popular with the mob. PROVINCIAL GOVERNMENT & TAXATION As shown on page 8 above, each provincial area generates a nominal tax revenue. The main use of this is to maintain the local infrastructure of the province and contribute to the imperial treasury for the upkeep of the Army. The amounts to be sent to Rome are normally the income of the province, less the normal infrastructre costs for roads and the upkeep of local legions. In some cases (where large military forces are present) the province will be receiving money from Rome rather than contributing. The provincial procurator is entirely responsible for the handling of money relating to the province. In game terms this means that the Region umpire will only hand out tax revenues to the procurator concerned. The Governor may not directly conduct any financial actions. Rome may call for an audit at any time, and could send a consul to inspect the provincial accounts. Income from provinces may be increased, but the provincials dislike change, and may become restless as a result. Provinces (other than Italy) contain sizable native populations together with Roman colonists. The provincial governors have a number of key things they will have to consider: 1. Local legal problems. The Governors represent Roman law in their province, and some of the most knotty legal and political problems will be brought to them for their decision. These may not be ignored, since the empire must continue to exert its authority, even in time of grave political crisis. Governors should consider these questions carefully, and consult their team members, and give a ruling. Every action has a consequence, even deferring a decision will have an impact. 2. Maintaining the glory of Rome. The natives are usually impressed by the benefits of Roman civilisation, but only so long as those benefits are apparent. The Roman mob has comparatively sophisticated tastes, but the natives can be swayed by bread and circuses too. Use the costs given above , but in the case of provincial entertainments, you can get away with halving the costs involved. 3. General Maintenance. In the short timeframe of the game, the roads, bridges etc will probably not deteriorate too much, but constant maintenance is always required, especially after the winter. Each province will have a 'road cost' marked on the map. This is the amount required each spring for maintenance of the existing road net. It could be deferred, but that would look as though Rome doesn't care any more! 4. Maintaining Order. In the event that the natives become restless, some sort of action might be necessary to 'pacify' them. The best way is to ensure they don't become restless in the first place. ==================================================================== IX. WARFARE ==================================================================== ASSUMPTIONS We have made a number of assumptions about the nature of the first century Roman Army, its recruitment, training and organisation. The key issue is of the numbers of additional troops that might be raised. The Legion is regarded as more than just a military unit. The creation of new legions was sufficiently rare as to indicate that they also represent the major focus for the administrative infrastrucure and training organisation of the whole Army. So, we have reflected this in the game by making the creation of a new legion expensive and time consuming. Additional military forces are created as reinforcements and additions to existing Legions. The process goes thus: Raw levies are raised from the locale. These are mainly local tribesmen (outside Italy) or a variety of folk when raised in Italy. Levies can fight, but their combat value is limited. Those levies can be upgraded to 'Auxiliaries', implying a period of basic training and organisation. In this upgrading process, some of the levies may fall by the wayside, so there is a reduction in numbers. Auxilia have a good combat value. The Auxiliaries can be upgraded to full Legionaries, again at a cost in equipment and training. This upgrading process has limits. There are only certain numbers of people suitable to become Legionaries, and the Legion can only fit a maximum number of units into its infrastructure, so there is a ceiling on the size of a legion, and restrictions on its composition. These are, obviously, something of a game fudge to keep things under control. The Praetorians are a special case, in that they can only be Legionaries, and are more expensive due to their politically important role. Their combat value might be better than normal Legionaries, but (like many 'imperial guard' type forces through history) since this is rarely put to the test, who can tell? Praetorians are the only units (other than the Urban Cohorts) permitted within the walls of Rome itself. A further important point is the experience of units. Any unit that has fought in a battle, and won is automatically upgraded to 'Veteran', and a 'V' written on the counter. Experience in battle makes a difference. UNITS The main sub-unit of the legion is the vexillation (meaning, 'detatchment'). This is roughly equivalent to about 1000 men or 2 cohorts. We have adopted this definition to keep the number of units in play to a manageable level. LIMITATIONS Most legions are under-strength to some degree when the game starts A Legion cannot consist of more than 5 vexillations of Legionaries plus 5 vexillations of Auxiliaries plus 10 vexilations of Raw Levies Making a total of 20 vexillations as the maximum number of sub-units a legion can control. UPGRADING To upgrade raw levies to Auxilliaries takes 2 units of levies to make one unit of auxilia, and the raising cost of auxilia. This takes one month. To upgrade Auxilia to Legionaries takes one month and costs the raising cost of Legionaries. To upgrade Legionaries to Praetorians, takes no time, but costs the raising cost of Praetorians. This upgrade can only be done in Rome and with the approval of the Emperor. Upgrades can only be done if the legion is standing still and not conducting any active operations and fights no battles or seiges. Legionary Legates will be given a chart to help keep track of the status of units under the control of their Legion. ==================================================================== UPGRADING EXAMPLE The XLV Legion consists of : Unit Maint cost Combat Value 1 Aquila 10 n.a. 3 Vex. of Legionaries 12 18 2 Vex. of Auxilia 6 8 10 Vex. of Levies 20 20 Total maint 48 46 It can upgrade its 10 levies to make 5 auxilia, taking one month (= one turn) and costing 4 per vex of auxilia = total cost 20 talents. BUT This would put it above its limit of auxiliary units, so at the same time it upgrades it 2 auxilia to 2 Legionaries, taking one month. This costs 6 per unit = 12 talents. So at the end of a month, and at a cost of 32 talents, Leg. XLV is upgraded to: Unit Maint Cost Combat Value 1 Aquila 10 n.a. 5 Vex. of Legionaries (max. strength) 20 30 5 Vex. of Auxiliaries (max. strength) 15 20 0 Vex of Levies. 0 0 TOTAL MAINT 45 50 If the legion then recruited 10 more levies the following month, at a cost of 20 Talents, bringin it up to its maximum strength possible, then the picture would look like this: Unit Maint Cost Combat Value 1 Aquila 10 n.a. 5 Vex. of Legionaries (max. strength) 20 30 5 Vex. of Auxiliaries (max. strength) 15 20 10 Vex of Levies. 20 20 TOTAL MAINT 65 70 ==================================================================== FLEETS Assumptions: The fleets at this time had no real naval opponents in the battle fleet sense. For this reason we have assumed that a fleet consists of two main elements. There would be an element of patrolling warships, working as a sort of coastguard and dealing with pirates and other minor irritants. The other part, and probably most significant, is the transport element. This is used for ferrying military formations and managing critical sea and riverine communications. We are therefore treating fleets as geographical operational areas, and not military units than can be moved about. Their main base illustrates the centre of their operation, and the map will show their areas of responsibility. This means there will be no fleet versus fleet actions in this game. An individual Fleet may use its shiping to create a bridge of boats to cross a narrow waterway such as the Hellespont or The Straits of Messina. This takes one month, and obviously hampers other actions. A fleet can transport up to 14 vexillations to or from any part of its operational area in a turn. For the purposes of sea transport, a legionary Aquila counts as 4 vexillation equivalents, representing baggage and supplies etc. Fleets may also be stripped of their manpower to form Marine Legionary vexillations, this will create 6 Auxiliary vexillations, and, of course, cause the fleet to cease its anti-pirate operations, since the marines are a key part of the striking power of the warships of the fleet. LAND MOVEMENT The map is divided into areas (which are usually a province) and movement is from map point to map point. These points are usually towns or the equivalent, but they can also be way-stations in difficult country such as mountains or deserts. A force may move up to 6 map points per turn. It is possible that forces from adjacent areas may leave at corresponding exit and entry points and theoretically meet inbetween area tables. In such an instance players should roll 1d6 each, the player with the higher score moves to his target area where the contact will be resolved. Players may only enter or leave an area along the designated routes (which may be either a road or river valley). On doing so they must move to the relevant table Players must move at the start of each turn if they wish to do so at all. If an action is particularly critical then the two sides should write down and then declare their intentions. Legionary forces (i.e. those with an Aquila present) must have a player with them to move. Individual vexillations may be sent on separate missions or left as garrisons without a player. In this case the local Region Umpire will determine the detached unit's actions in the absence of their controlling player. Exceptionally, units may conduct a forced march of 8 map points, but their combat power is reduced as a result. Units may only force march on alternate moves. If contacted by an enemy force a player may withdraw from contact if the full movement allowance has not been used. SEA MOVEMENT The sea map is divided into a number of mainly coastal sea areas. In a turn a fleet may transport units to any location within its area of responsibility. This is with only slight risk even in winter, because the movement is mainly coastal. There are a number of higher risk open sea crossings that may be attempted if time is short (see map). On these crossings roll 1d6, and score 1 (1 or 2 in winter months) for something awful to happen. Worse Things Happen At Sea Roll : Roll 1d6: 1 Entire fleet lost with all hands 2-5 Serious losses, fleet capacity halves, and half the transported troops lost 6 You lucky devil, whilst the ships were damaged, most of the transported troops got there ok. +1 to your die roll, if you made a 10 talent offering to Neptune before the voyage. CIVILIAN SEA TRANSPORTS Additional civil sea transport may be hired to move units. However, movement through areas controllect by a Naval Fleet requires the agreement of that fleet, since the civilian ships simply will not attempt to engage the Navy. Also civilian charters will only load and unload at a port or coastal town. Civilian sea transport costs as follows, and must be booked one month in advance of use: 1 talent per vexillation per sea area moved on coastal routes 4 talents per vexillation per sea area moved on open sea routes. If the movement is in the winter x4 the above cost values, since ships are usually laid up for the winter. There is also a limit to transit times (since civilian charters can move though several fleet areas). A civilian charter can transit 8 sea areas per month. WEATHER Winter is defined as the following periods, depending where you are: Region Land Sea Northern Oct-Feb Sept-Apr Gaul Oct-Feb Sept-Apr Alpes Nov-Jan Oct-Mar Spain Nov-Jan Oct-Mar Italia /Rome Nov-Jan Oct-Mar Illyria Oct-Feb Oct-Apr Eastern Med Dec-Jan Oct-Apr North Africa none Sept-Mar ==================================================================== X. COMBAT RESOLUTION ==================================================================== There are two methods for resolving combat: 1. The Battle system - for open combat between armies. 2. The Siege system - when a defended place with walls is being attacked. THE BATTLE SYSTEM Legion vs Legion battles must be with an Umpire present, if at all possible. Local battles involving detached vexillations (minor garrisons etc), can be dealt with by players. This is fought out on a Battleboard. Each side is given one half of the battleboard, and deploy their Legion(s) as they wish. Each legionary player will have a counter/marker representing their legion's frontage in battle (this will obviously vary according to the strength of the Legion) The two forces will face off, and where possible, legions will face off one to one (this may be a bit unrealistic, but helps the combat resolution). Look at the opposing legionary combat values. The legionary commanders involved will do some die rolling based on the matching off of forces. If a legion has more than one opposing legion, the combat values are combined. COMBAT VALUES Calculate combat values as follows: Normal Veteran Legionaries 6 10 Auxiliaries 4 6 Raw Levies 2 3 Barbarian Warbands 1 1 Non-Roman Regiment 4 6 (eg Dacians) (Eg. a full strength legion with maximum levies would have a combat value of 70, if veteran would be 110). THE PROCESS OF BATTLE 1. The army commanders decide whether to fight at all. 2. Determine who has the better Military Skill, and therefore who has the tactical advantage for the battle (if equal, dice for it) 3. The army commanders (if any) determine the order of battle for the armies. 4. Army deployment 5. The commander with the tactical advantage can choose whether to attack or defend. 6. If the commander with the tactical advantage has chosen to defend, his opponent can choose whether to attack or defend themselves. If both defend, then the first phase of the battle is passes in inaction. Return to step 5. 7. Conduct the die rolling for the battle 8. If there is no clear victory at this point, continue die rolling until the battle is finished. A battle can only last for a maximum of 4 rounds of combat (including rounds of 'inaction' caused by mutual defence). In the event of any doubt, the umpires will rule on who has been the victor. BATTLE DIE ROLLING SYSTEM Each legion rolls 1d12 and applies the following factors: +5 if all the Legions involved have their Aquila present in the same province +1 for every 10 points of combat value. -2 pushed back in last round of combat +2 if the Legionary Commander has joined the battle in person. +2 if outflanking the enemy force by more than half its frontage, + Military Skill of Army Commander (not Legion commander if subordinate). +1 Defending -2 for each part of the force that has force marched last turn. Then compare the final scores and take the difference Difference Result +7 or more Enemy defeated outright +4/+6 Enemy pushed back +3 or less Indecisive combat - continue fight After any round any troops who have pushed back their enemy may be ordered to withdraw or break off the battle if they wish; those who remain engaged must await the outcome of their combat. LOSSES Losses in battle in ancient times seem to have been quite high. Losses are calculated at the end of the battle, once the victor is known. There is a bit of a calculation needed here: Take the combat value of the winning army and divide it by 10. That is the number of units the loser loses. Take the combat value of the losing army and divide it by 20. That is the number of units the winner loses. In the event of a draw, both sides take casualties as if they had won. If the legion taking losses consists of a mixture of troop types, then the losses should be divided proportionately among the consitituents. In the case of a split, it is the owning player's choice. DETERMINING VICTORY If at the conclusion of the battle (four rounds of combat), a clear victor is not established, the umpires will consider the following factors to judge victory: 1. Relative casualties 2. Tactical advantage 3. Combat value The umpire's decsion, no matter how arbitrary and unfair (which of course, it will be), is final. RISK TO PLAYER CHARACTERS IN BATTLE Any player taking an active part in a battle, i.e. gaining a bonus for personally joining the combat, must dice each round of combat he does so; a 1 on a d6 indicates that he has fallen in battle. This may not be fatal, but prevents further involvement in the battle. After the battle, dice again for the fallen. A 1 on 1d6 means that the injuries were fatal. Otherwise the character is wounded and may not take an active role in battles for 1d6 months thereafter. ==================================================================== COMBAT EXAMPLES Example 1 : Bigius Diccus Triumphant ------------------------------------------------ Legion XLV (Full Strength Legion) Vs Legion XLVI (Full Strength Legion) Each composed of 5 vex. legionaries and 5 vex. auxiliaries with their Aquila present. Combat values are: 5 legionaries 30 5 auxiliaries 20 TOTAL 50 each. The Legion XLV has the famous commander, Bigius Diccus, with a +1 military skill. He chooses to attack. He rolls a 10 +1 for his military skill +5 for the Aquila +5 for his legion's combat value Total score 21 His opponent, Flatulius Butus has to defend He rolls 2 +1 for defending +5 for the Aquila +5 for his legion's combat value Total Score 13 Bigius wins the first round by a difference of 8 This is an outright win for Bigius and signals the end of the battle. Losses are: 50 divided by 10 = 5 units from Flatulius's Legion 50 divided by 20 = 2 units from Bigius's Legion Flatulius loses 3 auxiliary vexillations and 2 legionary vexillations. Bigius loses 1 auxiliary vexillation and 1 legionary vexillation. A great Triumph for Bigius Diccus! ==================================================================== Example 2 : Bigius Holds His Own ------------------------------------------- Legion XLV has been ordered to defeat a horde of barbarian tribesmen from across the German border. The Legion, having gained a victory against the rebel Flatulius is now veteran, but consists of : 4 vex. legionaries (vet.) and 4 vex. auxiliaries (vex) with their Aquila present. Combat values are: 4 legionaries 40 4 auxiliaries 24 TOTAL 64 He is fighting the German tribal leader Euphoric, who has crossed the Rhine with 20 units of Barbarians, total combat value 20. Euphoric is a wily chieftain and has a military skill of +5. Euphoric has the advantage and, being wily, chooses to defend. Bigius Diccus, decides to attack: Euphoric rolls a 4 +5 for his military skill +1 for defending +2 for his barbarian horde +2 for outflanking Total score 14 Bigius rolls 6 +5 for his Aquila +1 for his skill +6 for his legion Total score 18 Difference of 4 in favour of the Romans. At the end of the first round, Euphoric has been pushed back. Bigius decides to continue rather than break off the attack. Euphoric rolls a 10 +5 for his military skill +1 for defending +2 for his barbarian horde -2 for having been pushed back last round +2 for outflanking Total score 18 Bigius rolls 3 +5 for his Aquila +1 for his skill +6 for his legion Total score 15 Difference of 3 in favour of the Barbarians, an indecisive result. Both must continue fighting now. Euphoric decides to join the battle personally to inspire his men Euphoric rolls a 7 +5 for his military skill +2 for his presence in battle +1 for defending +2 for his barbarian horde +2 for outflanking Total score 19 Bigius rolls 4 +5 for his Aquila +1 for his skill +6 for his legion Total score 16 Again, Difference of 3 in favour of the Barbarians, still an indecisive result. Euphoric rolls a 3 on 1d6, and finds he has not been wounded in the battle. The battle must now go on to its final round: Euphoric rolls a 5 +5 for his military skill +1 for defending +2 for his presence in battle +2 for his barbarian horde +2 for outflanking Total score 17 Bigius rolls 5 +5 for his Aquila +1 for his skill +6 for his legion Total score 17 Equal scores, still an indecisive result. Euphoric rolls again for personal risk, and rolls a 6 - he is unharmed. At the end of the epic battle, the barbarians have held a veteran legion under one of Rome's finest commanders for a full four rounds of combat, when only outnumbering the Romans less than 3 to 1. The umpire is called to adjudicate, and awards the victory to the Romans (that's history for you). Losses are: 60 divided by 10 = 6 units of the Barbarian horde wiped out. 20 divided by 20 = 1 unit from Bigius's Legion Euphoric loses 6 units. Bigius loses 1 auxiliary vexillation. Another great Triumph for Bigus Diccius! ==================================================================== Example 3 : Bigius Diccus is Undone! ---------------------------------------------- Straight from its victory against the Germans, Veteran Legion XLV has to march to Spain to defeat yet another rebelion, this time Bigius Diccus encounters two rebel legions, the LX and the LXI. Each of the rebel legions are composed of 5 vex. legionaries and 5 vex. auxiliaries with their Aquila present, but they are not veterans. Combat values are: 5 legionaries 30 5 auxiliaries 20 TOTAL 50 x 2 = 100 The Legion XLV has 4 vex. legionaries (vet.) and 3 vex. auxiliaries (vex) with their Aquila present. Combat values are: 4 legionaries 40 3 auxiliaries 18 TOTAL 58 Bigius chooses to defend. The rebels attack. To help the situation Bigius joins the battle. He rolls a 9 +1 for his military skill +2 for his personal intervention +5 for the Aquila +5 for his legion's combat value Total score 22 His opponent, Flatulius Butus (for it is he) rolls 2 +5 for the Aquila +2 for outflanking his enemy +10 for his legions' combat value Total Score 29 Flatulius wins the first round by a difference of 7 This is an outright win for Flatulius and signals the end of the battle. Bigius Diccus rolls 1 on 1d6 and falls in battle, wounded. Losses are: 100 divided by 10 = 10 units from Bigius's Legion 50 divided by 20 = 2 units from Flatulius's Legions Flatulius loses 1 auxiliary vexillation from each legion. Bigius loses his entire legion, and is captured by Flatulius, and does not die of his wounds. Outnumbered 3 to 1 he was overwhelmed. Oh, how the mighty are fallen! THE SIEGE SYSTEM This is to be used when a unit is planning to take a walled city or defended fort (or even outpost). Each place has a defence value, representing the strength of its walls etc. Places must have garrisons if they expect to hold out for long. All places have local forces to defend them, but these are regarded as inadequate to mount a proper defence against a legion. Also there is a maximum number of units that a defended place can hold, and a maximum number of units that can be usefully deployed against it. These figures are in the following table: Max Max Strength Capacity Assaulters Min multiplier (units) (units) Engines z Huge Mountain Fortified City 20+(1) 100 Unlimited 4 n [JW1]Major fortified city 8 (2) 100 Unlimited 3 l Minor fortified city 5 50 80 2 u Fortified town 2 25 60 1 o Legionary fort 6 20 40 1 (1) this varies, but includes Jerusalem and Masada (2) Eg, Rome All Legions carry with them the ability to mount sieges. It just takes time to deploy. An immediate assault without preparation will be more costly than a slower, prepared siege where the Legion prepares siege engines and perhaps bombards the target. SIEGE COMBAT RESULTS When conducting assaults, do not count raw levies - all other troop types count (including barbarian warbands). Calculate the combat value using the scores in the battle system above. Defenders are similarly head counted, except that raw levies can be included. A fortified place with no garrison units has a combat value of 3. Multiply the combat value by the fortification value to get the Defence Combat Value. Roll 1d12 per side, using the following additional factors: There is only one round of combat per month in a siege. +1 for every 10 points of combat value or Defence Combat Value +2 if the Legionary Commander has joined the assault in person. + Military Skill of Army Commander (not Legion commander if subordinate). Use the following combat results table for sieges: Difference Result +8 or more ASSAULT VICTORIOUS - Place falls. +4/+7 Bloody Repulse +3 or less Repulse Calculate losses in a siege as follows: If the assault is victorious, the defenders are wiped out. Divide the defender's combat value by 20 for the number of attackers lost. If the assault is Bloodily repulsed, divide the defender's combat strength by 10 for attacker's losses. Divide the attacker's strength by 10 for the defender's losses. If the assault is Repulsed, divide the defender's strength by 20 for the attacker's losses. The defenders take no losses in this case. REDUCING DEFENCES A legion (of at least half strength) working for one month and doing nothing else can prepare a single set of siege engines suitable for one legion to use. They can only build one set per legion, and the Aquila must be present. Some large places require more than one set of siege engines to effectively reduce. The umpires will advise on the minimum requirement. One month of 'reduction' by an army with enough siege engines reduces the strength multiplier of a defended place by one. Siege engines and equipment cannot be moved from place to place. ==================================================================== XI. THE ROMAN EMPIRE ==================================================================== THE ROMAN CONSTITUTION In this section we outline the basic legal framework of the Roman state. This is not to say that, at various stages, the Emperor has not exercise supreme executive power - or that an Emperor could not do so. But, in periods of power vacuum and political uncertainly many, including the senate, will fall back upon the constitutional forms as a guide to further action. Although thought of as an Empire (in fact the epitome of an Empire on which many others, both real and fictional have since been modeled), as far as the ordinary Roman was concerned it is still, in theory at least, a Republic - ruled by the 'Senate and People of Rome'. It is still the case, however, that wide executive powers are vested in one man, the Emperor. Constitutionally the Emperor is in control of the armed forces - all legions swear allegiance to him and no one else. He is also the holder of tribunician power, he represents the Roman people and is personally inviolable. The Emperor convenes the Senate and can initiate legislation. Further powers might be granted to an Emperor by special enactment or assumed by him to deal with a particular crisis. Those provinces that require legions are administers for the Emperor by his representatives. The peaceful provinces (that is those with no Legions in them) are left to the Senate to control, but the Emperor may intervene at his discretion if the situation warrants it. Rome and Italy are under the control of the Senate. In this case the Emperor has some special duties, including: Control of the Corn Supply Control of the city's Night Watch Major public roads Supervision of public morals The Emperor has his own treasury, and control of the military treasury for paying the Legions. The Emperor can dispense justice in other courts and in his own personal High Court. Expression of Imperial will is in the form of edicts, which do not have the full force of law, but may gain that force by being ratified by the Senate. As Chief Priest, the Emperor is head of the state religion. On his death the Emperor, unless his memory is condemned, is consecrated and becomes a deity. Supporting the Emperor are the: Senate - (the 'nobility') which as well as acting as the legislature also provides personnel to become provincial governors and sometimes legionary commander. Equitates - (the 'landed gentry') this class provides legionary legates, junior officers and provincial procurators. Freedmen - provide many of the Roman civil servants. [Game Note: This group will not be represeented by players in this game - but, they should not be ignored, and where necessary umpires will reflect their interests and actions.] The Senate operates in a sort of partnership with the Emperor. The Senate control Rome itself, Italy and the peaceful provinces and conducts the basic administration of law and the state. It administers the state treasury. It controls the election of magistrates and sits as a High Court of Justice. The Senate alone can make the Emperor's position constitutional. The Roman people look to the Emperor to represent and protect them. It is said that the people of Rome have two main requirement of life: Bread and Circuses. THE ORGANISATION IN AD69 To keep things controllable we have simplified the Roman system of provincial government. This has, in effect, removed the complex 2-tier system of quaesters, pro-praetors and pro-consuls for Senatorial provinces and modelled the system mainly on the Imperial provinces. So, every province has: Governor: Appointed by the Emperor in the Imperial Provinces. Appointed by the Senate in Senatorial Provinces. Responsible for the general management of the province and acting as the Emperor/Senate's representative in the province. Procurator: Appointed by the Emperor in the Imperial Provinces. Appointed by the Senate in Senatorial Provinces. Responsible for all the finances of the province. Legionary Legate: Appointed by the Emperor. Commander of a Legion. Rome Has: The Senate Commander of the Praetorian Cohorts (must be from Equitates) Commander of the Urban Cohorts (must be from Equitates) Senatorial Players The key senators that start in Rome are Arrius Antonius Cadius Rufus Caelius Sabinus Cornelius Dollabella Flavius Sabinus Galerius Trachalus Marius Celsus Pedius Blaesus Piso Licinianus Pompeius Vopiscus Scaevinus Propinquus Titus Vinius Vibius Crispus SOCIAL CLASS Rome had a complex and formal class structure. The key classes we will be considering are the Senators and the Equitates. Each of these classes has a rigid career structure, in which only permits movement by clearly defined promotion steps. In theory and in practice, movement from the Equitates class to the Senatorial class, placed the incomer at the bottom of the Senatorial progression. There were exceptions to this, but usually only by Imperial decree. Senators were a largely hereditary body drawn from sons of senators, sons of some provincial nobles (drawn by lot), and the sons of those favoured by the Emperor. In AD69 we have simplified this progression to make things a bit easier to follow: Career Progression ==================================================================== Equitates Senators TOP Praetorian Prefect Proconsul / Governor Prefect of City Watch Consul / Army Commander Prefect of Rome's Corn Supply Praetor*/Legionary Commander Provincial Procurator Magistrate Senator in Rome Legionary Tribune BOTTOM ==================================================================== * Minimum rank for a minor provincial governor GODS OF ROME The Gods Are Real The first thing to realise is that the Gods of Rome are a working religious system. Strange though it might seem to the modern, largely secular world we live in, the Romans believed that the gods actually existed, and were literally capabale of interveneing in the lives and fates of mankind. We aim to encourage this in AD69. The Umpire team will be looking out for realistic Roman piety, and rewarding players accordingly. Swearing Swearing an oath is very important. It should not be done lightly. There are a number of degrees of severity of oaths. 1. Swearing on your honour or some such flimsy object. This will not be treated with that much respect by anyone - although making such promises to the Roman Mob might be dangerous. 2. Swearing in the name of a specific god. Be careful, the god's don't like people who take their names in vain. 3. Swearing in the name of a specific god in that god's temple. In this case the diety concerned will definately notice the oath, and certainly punish a transgressor. Swearing allegiance is a bit like this, especially since it is traditional for Legions to swear allegiance to the Emperor. Whilst the legionary commander might change his mind about who he wishes to support, the troops will need a very good reason before they alter allegiance, once sworn. Making Offerings Players may wish to appease the gods by dedicating temples to their honour, making sacrifices at their temples or funding and organising a major festival in their honour. The gods will almost certainly be impressed by this. They will be even more impressed by appropriate appeasement (for example particular sacrifice to Mars before going to war). The Pantheon We have not included the entire pantheon, but just the most important gods that figure most prominently in the politcal life of Rome. JUPITER the Best and Greatest, father of the Gods and Men. Jupiter is the most important god, and of all of them best represents the power and majesty of Rome. JUNO, the wife of Jupiter and therefore also of great importance. Goddess of women and femininity. MINERVA. Goddess of war, wisdom and crafts. MERCURY. God of travellers, tradesmen and messenger of the gods. Also the god of frontiers. MARS. God of war, and a god much called upon by the legions. NEPTUNE. God of the Seas (and something of a rival to Jupiter). CONCORDIA Godesss of plenty prosperity and peace. There has been a temple to Concordia in Rome for the last five hundred years. The Imperial Cult. The spirit of Rome is reflected in the Emperor. After death, Emperors are normally elevated to dieties in their own right. In the provinces, the current living Emperor is revered also. ==================================================================== XII. DESCRIPTION OF THE PROVINCES ==================================================================== Africa (includes Africa, Mauretania Tingitana & Mauritania Caesarensis). Rome's first province in Africa was acquired after the destruction of Carthage in 146 BC. It consisted of a relatively small area but Julius Caesar later added a new province formed from the kingdom of Numidia. The two were combined into one by Augustus in 27 BC. As the province has no natural borders a chain of forts is maintained. Extensive Imperial estates extend through out the province. The client kingdom of Mauretania was annexed in 40 A.D. and formed into two provinces in 44 A.D. The province is important for its supply of corn to Rome. Alpes Maritimae, Alpes Poeninae and Alpes Cottiae. Establised by Augustus after he had subdued the western Alps and eased overland communication between Gaul and Italy. Asia, Bithynia, Pontus and Galatia. Victory in 190 BC after the war against Antiochus III established Rome as arbitor of the peninsual. The Seleucids were generally cconfined to Cilicia while native kings were retained in control of Cappadicia and the northern seaboard. In 133 Attalus III of Pergamum bequeathed his kingdom to Rome and its richer and more accessible parts became the province of Asia. In 74 a similar bequest by Nicomdes III led to the province of Bithynia. After the defeat of Mithradates of Pontus by Pompey most of his kingdom was added to Bithynia. In 25 BC Amyntas of galatia bequeathed his kingdom to form the new province of Galatia. Cappadocia was annexed in 17 AD. Cilicia was set up to curb pirates but there was no continuous and effective Roman presence until Pompey's campaigns in 67. Cyprus. Rome annexation of this Greek island in 58 BC followed two and a half centuries of Ptolemaic rule. Caesar and Anthony returned it to Egypt but Octavian claimed it permanently for Rome after his victory at Actium in 22 BC. Salamis, with its harbour and fertile hinterland, is a large and cosmopolitan city. It is the main export centre for the island's principal products - copper, timber and corn and is well situated to exploit trading opportinites with Syria, Judea and Egypt. Cyrenaica-Crete. The Greek settlements in Cyrenica were annexed in 74 BC and combined with Crete to form a province. Eygpt was annexed by Octavian in 30 BC and has always been closely controlled by the Emperor acting through equestrian officals. A substantial garrsion and fleet are based in Alexandria. The River Nile and its fertile strip is the focus of the proivnce and its prosperity. Egypt is valued and exploited chiefly for its agricultural produce, mainly cereals in sufficient quantities to fill enitre convoys, but additionally vegetables, olives, vines and flax. The province's trade with Arabia and India via the Red Sea was high