Military Infrastructure:
Fortifications
Type of Town
|
Village
|
Town
|
Large Town
|
City
|
Large City
|
Type of Fortification
|
Palisade
|
Wooden Wall
|
Stone Wall
|
Large Stone Wall (Iron Gates)
|
Epic Stone Wall (Iron Gates)
|
Cost
|
400
|
800
|
1600
|
3200
|
6400
|
Bonus
|
+1 Defences
|
+2 Defenses
|
+3 Defenses
|
+4 Defense
|
+5 Defenses
|
Barracks
Type of Town
|
Village
|
Town
|
Large Town
|
City
|
Large City
|
Type of Fortification
|
Barracks
|
Town Barracks
|
Legion Barracks
|
Army Barracks
|
Urban Barracks
|
Cost
|
600
|
1200
|
2400
|
4800
|
9600
|
Bonus
|
Recruit: Town Watch
|
Recruit:
Auxillia
Specialty:
Roman Cavalry and Light Auxilia
|
Recruit:
Early Legionary Cohort
Specialty:
Auxillia Cavalry and War Dogs
Range:
Archer Auxiliary
|
Recruit
Legionary Cohort & Praetorian Cohort
Cav:
Legionary Cavalry and Incendiary Pigs
Range:
Scorpions
Onagers
|
Urban Cohort
Cav:
Praetorian Cavalry
Range:
Heavy Onagers and Repeating Ballistae
|
Roman Units
Infantry:
Town Watch (500 men)
Attack: 3
Defense: 7
Price: 150 Denari
Auxilia (200 Men)
Attack: 5
Defense: 7
Price: 430 Denarii
Early Legionary Cohort (500 Men)
Attack: 9 (11 Missile)
Defense: 16
Price: 610 Denarii
Legionary Cohort (500 Men)
Attack: 9 (13 Missile)
Defense: 22
Price: 740 Denarii
Praetorian Cohort (500 Men)
Attack: 12 (16 Missile)
Defense: 23
Price: 810 Denarii
Urban Cohort (500 Men)
Attack: 14 (18 Missile)
Defense: 24
Price: 860 Denarii
Cavalry:
Cavalry Auxilia (300 Men)
Attack: 7 (7 Missile)
Defense: 9
Price: 470 Denarii
Roman Cavalry (300 Men)
Attack: 7
Defense: 15
Price: 520 Denarii
Legionary Cavalry (300 Men)
Attack: 9
Defense: 22
Price: 790 Denarii
Praetorian Cavalry
Attack: 12
Defense: 22
Price: 840 Denarii
Ranged:
Light Auxilia (200 Men)
Attack: 5 (7 Missile)
Defense: 7
Price: 430 Denarii
Archer Auxilia (200 Men)
Attack: 4 (9 Missile)
Defense: 7
Price: 430 Denarii
Scorpions (4 Units)
Attack: 43
Defense: 10
Price: 380 Denarii
Onagers (2 Units)
Attack: 53 (70 vs Buildings)
Defense: 10
Price: 830 Denarii
Repeating Ballistae (4 Units)
Attack: 33
Defense: 10
Price: 460 Denarii
Heavy Onagers (2 Units)
Attack: 63 (110 vs Buildings)
Defense: 10
Price: 1050 Denarii
Wardogs (50 Dogs, 10 Handlers)
Attack: 12
Defense: 3
Price: 570 Denarii
Incendiary Pigs (30 Pigs, 10 Handlers)
Attack: 7
Defense: 4
Price: 200 Denarii
Naval Recruitment
Type of Town
|
Town
|
Large Town
|
City
|
Type of Port
|
Bireme
|
Trireme
|
Quinquereme
|
Cost
|
800
|
1600
|
3200
|
Bonus
|
+1 Across water
|
+2 Across water
|
+3 Across water
|
Army Upkeep Costs:
Armies aren't cheap. While the Senate and the Family can raise an army with ease keeping it there is a bit more difficult. The cost of moving and training troops weighs heavy on the Tax Collectors mind. It is easier to Retrain a depleted unit from something rather than creating something entirely new. Veterans can replace dead Centurions and a unit can be rebuilt rapidly.The cost to retrain also doubles as the cost to upgrade a unit of the same type from one level to another.
Unit Name
|
Cost to Maintain Full
|
Cost to Retrain Depleted
|
Town Watch
|
100 Denarii
|
5 Denarii per 100
|
Auxilia
|
170 Denarii
|
10 Denarii per 100
|
Early Legionary Cohort
|
200 Denarii
|
20 Denarii per 100
|
Legionary Cohort
|
210 Denarii
|
30 Denarii per 100
|
Praetorian Cohort
|
320 Denarii
|
40 Denarii per 100
|
Urban Cohort
|
330 Denarii
|
50 Denarii per 100
|
Cavalry Auxilia
|
110 Denarii
|
50 Denarii per 100
|
Roman Cavalry
|
120 Denarii
|
55 Denarii per 100
|
Legionary Cavalry
|
190 Denarii
|
60 Denarii per 100
|
Praetorian Cavalry
|
240 Denarii
|
65 Denarii per 100
|
Light Auxilia
|
170 Denarii
|
20 Denarii per 100
|
Archer Auxilia
|
180 Denarii
|
30 Denarii per 100
|
Scorpions
|
100 Denarii
|
25 Denarii per Unit
|
Onagers
|
120 Denarii
|
60 Denarii per Unit
|
Repeating Ballistae
|
160 Denarii
|
40 Denarii per Unit
|
Heavy Onagers
|
130 Denarii
|
65 Denarii per Unit
|
War Dogs
|
50 Denarii
|
Free Dogs are Cheap
|
Incendiary Pigs
|
50 Denarii
|
Free Pigs are Cheap
|
Fighting a Battle
Battles in Heart of Rome will be done on the battle map. This is where the generals will pit their forces against each other. The attack and defense values shown on Roman Units represents the quality of their training and is reflective of their potential in battle. If you were to put this in perspective of a D20 dice roll a unit has to roll under their attack value in order to inflict significant damage to an enemy unit. That unit would then have to roll under their defense value in order to stand their ground.
Exp:
Legionary Cohort vs. Iberian Infantry
Legionary Cohorts have an attack value of 9 and a Missile Value of 13 representing their pilum. The Legionaries will first throw their pilum into the Iberian Infantry. The D20 roll must be under or even to a 13 in order to disorganize the Iberians. The Iberians can resist the attack by rolling under or even to their defence value. The Iberian Defense value is an 8. In this example the Iberians fail their defense test. The are now disorganized. This inflicts a -2 modifier to future defense rolls. The Legionnaires now charge home into the Iberians. Julii Infantry have a +2 Modifier for their veteran status this is added to the Legion Attack value. The Legionnaires must now roll under an 11 in order to break the Iberians. The Iberians will get a chance to hold their ground but at a -2 modifier for being disorganized.
Battle Modifiers:
Veteran Status: +1 for every battle survived.
Family Bonus: Dependent on Family.
Pikemen/ Spear Men: +1 Attack +3 Defense against Cavalry
Wedge Formation (Cavalry): +1 Attack and Disorganize
Testudo: +3 Defense to Legionaries from Missile Attack
Inspiring Commander: +1 Defense
Disorganized: -2 Defense, -1 Attack
Fear: -5 Defense
Poor Training: -1 Defense
Friends Routing: -1 Defense
Fire Attack: -1 Defense Chance to Disorganize
General Killed: -3 Army Wide Defense
Rear Attack: -3 Defense
Flank Attack: -2 Defense
There can be infinite modifiers on a battlefield. It is up to the players to decide what they do to a unit.
Casualties:
The number of casualties sustained by a unit is counted up at the end of a battle. It is incumbent of the game master to realistically deduct casualties from units. Units that slaughtered the enemy before them are less likely to take casualties from units that can barely succeed in their attack rolls.
Recruitment Caps:
Each Faction is capable of recruiting up to ten legions. Each legions is made up of ten cohorts. But can be supplement with up to fifteen cohorts worth of auxiliary units, this includes cavalry, archers, artillery, and auxilia. Each city at a given level can only recruit a given number of units at any one time. Chart Below:
Level of Settlement
|
Number of Cohorts Recruitable
|
Number of Garrison Units Recruitable
|
Recruitment Queue
|
Village
|
2
|
4
|
1
|
Town
|
4
|
6
|
2
|
Large Town
|
6
|
8
|
3
|
City
|
8
|
10
|
4
|
Large City
|
10
|
12
|
5
|
Campaigning:
An invasion into a territory will involve at a minimum of two battles. One in which the defending territory will fight in the field and the other where the remaining defenders fight from the walls of the settlement. The number of defenders at each battle would vary depending on circumstances within the territory. A settlement in case of siege can hold out a number of turns equal to its level plus one.
Starting Armies:
Julii
Lvl 3 Settlement
x3 Early Legionary Cohorts
x1 Bireme
Lvl 2 Settlement
x1 Roman Cavalry
x1 Light Auxilia
Brutii
Lvl 3 Settlement
x3 Early Legionary Cohorts
x 1 Bireme
Lvl 2 Settlement
x2 Roman Cavalry
x1 Bireme
Lvl 2 Settlement
x1 Auxilia
x1 Light Auxilia
Scipii
Lvl 3 Settlement
x3 Early Legionary Cohorts
x2 Bireme
Lvl 2 Settlement
x1 Roman Cav
x1 Light Auxilia
x1 Bireme
Unit Movement Chart:
A note on this chart. An army can only advance as its slowest Unit type. That means in order to move an entire army as fast as a cavalry unit the entire army must be composed of cavalry units. But if that cavalry Army has even one unit of artillery then it can only advance 3 cm a turn. This does not however stop a commander from breaking up his or her forces and sending out recon elements.
These are all the base movement of each type. For example a Bireme gets +1 Naval Movement and thus moves 8cm.
Unit Type
|
Centimetres in Movement
|
Infantry
|
4cm
|
Cavalry
|
5cm
|
Siege Equipment
|
3cm
|
Naval Units
|
7cm
|
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