imperius rules

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    IMPERIUS Roleplay/Strategy Game set in Ancient Rome

    The aim in this role-play is to have your faction become the most powerful faction in Rome.

    You play as your family and a selection of its leaders. You have to try and lead your family to

    glory through economic, political and military aims. You get 3 characters.

    TURN

    The Strategic Turn:

    Collect Income for the turn Build and Recruit Move Units Combat Place Bought Units and build buildings that are being created this turn. Senate

    Above is shown how the game pans out, each player: collects the income for his family, uses it to

    build buildings and recruit units, moves the units to where he wants them and resolves any

    combat. Each turn takes a month, and within this family members may role-play at any time

    for example if let us say the house ofScipii was at war with Carthage, and was losing a battle, if

    the Scipii player controlled a member of his family nearby he could try and role-play his way to

    peace, e.g. by trying to persuade the Carthaginians not to kill him. Alternately he could send one

    of his NPC characters, but obviously the level of success might be altered due to this.

    INCOME

    Money is key to your rise to power. Without it you cannot hire armies, cannot build cities,

    cannot bribe enemies etc etc. The list is endless. How much money you gain depends on a few

    main things:

    - How many territories you control. [Every territory has an income that can be upgradedas the territory is upgraded.]

    - Trade. Trading with nations will give you money, from duty imposed on imports, andeconomy created by trade.

    - Your influence and popularity in the senate. As well as your own income that you drawup from territories and trade, the senate will give you a certain amount of income a year.

    Depending on whether you have fulfilled senate missions, your skills of diplomacy,

    whether your characters are popular in the eyes of the senate and your influence within

    the senate will all affect the income that you receive.

    BUILD AND RECRUIT

    With the income you have just received, one of the main things you can do is build new

    buildings to upgrade your cities, and recruit men to take more territories and protect your

    existing ones. Different units take different amounts of time to produce, and some buildings will

    be built quickly, while others will take a long time.

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    Buildings

    We will do role-play micromanaging of your cities: You do not have a set buildings that you

    build instead you will notify the GM what you want to build and he will tell you how much it

    costs and its benefits in this way every city will be very different depending on the owners own

    tastes and choices.

    Units

    With units there is less choice so simplify the campaign element of the game units have been

    simplified to the following:

    Light Combat Infantry HeavyCombat Infantry Missile Infantry Light Cavalry HeavyCavalry Missile Cavalry General CavalryArtillery Fleet

    Each of these units has its own rules, which are detailed below:

    Unit AttackScore Damage Hit PointsLight Combat Infantry 3 [40 men] D4 3HeavyCombat Infantry 3 [40 men] D4 4Missile Infantry 3 [40 men] D6 3Light Cavalry 2 [30 troops] D6 3HeavyCavalry 2 [20 troops] D10 4Missile Cavalry 2 [30 troops] D8 3General Cavalry 3 [10 troops] D10 4

    Artillery 2 [2 siege engines] 2D6 1Fleet 3 [3 ships] D6 4

    The AttackScore in the table is how many attacks that unit has: this depends on the size of the

    unit. Hence large units of infantry generate more attack score than a unit of artillery. The

    Damage is self explanatory: this is how much damage a unit can deal. The hit points is how

    much damage the unit can soak up before it is destroyed artillery, consisting of few lightly

    armoured men, are easily destroyed, whereas heavy units such as heavy cavalry have thick armourthat allows them to soak up punishment.

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    Special Rules of Units:

    Light Combat Infantry:These can be upgraded to Light Combat Stealth Infantry: this costs a

    100 Denarii fee, but gives the unit a few bonuses:

    - The unit cannot be seen on the campaign map- The unit always gains the ambush special rule.

    General Cavalry

    These cannot be recruited, however if any of your 5 characters are chosen to command armies

    within your forces, or at any point command an army, these General Cavalry are joined to your

    army. They have the following bonuses:

    - Morale boost. This allows you to reroll any 1s rolled by your dice in the first turn ofcombat. [Except combat resolution] This represents your men being uplifted by the

    presence of their general, and so fighting with more zeal than usual

    Artillery

    Artillery are built for attack, especially on cities. They take time to prepare for battles, and so are

    unsuited to being ambushed. They have the following modifiers:

    - Unsuited to ambush. If you are ambushed the artillery will need time to set up andprepare to fight. As a result if you are ambushed and have artillery in your army they

    cannot fight for the first turn. After this they can fight.

    - Siege Weapon. If attacking a settlement with walls your army has to destroy/capture thewalls. If you choose to destroy the walls, your need artillery in your army. These destroy

    walls on a roll chosen by the GM [e.g. 16+ on a D20]

    When an army is built it is represented as a small flag on the map. For each army you have you

    have a sheet upon which you write the details of the army.

    MOVE

    Each turn in the game counts as one month, and units move in respect to this. Simply notify the

    GM where you wish to go, and he will tell you how many turns it will take you to reach there.

    Armies can set up an ambush at the end of their turn if they end their turn in woodland, or do

    not move for that turn. They then have their army figure moved somewhere else to represent a

    decoy making people think the army is elsewhere, while the real army remains hidden. Armies

    consisted solely ofLight Combat Stealth Infantry always count as ambushing. You move at thepace of the slowest and armies movement is limited to this:

    Cavalry 6 per turn Light Infantry 5 Heavy and Artillery 4 Fleets 10

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    You write on your sheets new buildings, and add to existing armies in the city/create new armies.

    SENATE

    Senate is completely role play you merely say what you wish to discuss in the senate, and other

    character and NPCs will debate and discuss on your character. However read the extra rules for

    this as there are lots of special rules to add to the Senate part of the game

    RULES

    Income: Trade.To Trade with someone you must send a diplomatic embassy to their country,

    or meet one of their characters somewhere. For every trade agreement you gain you gain a +1 to

    your trade modifier for all cities [see cities] For example if a player was trading with 4 other

    nations his trade modifier would be 4. To then work out how much money each place if gaining

    from trade you merely multiply the trade value of the region by the trade modifier. For example

    if you controlled Carthage, whose trade value is high [meaning there are lots of valuable goods to

    sell such as Ivory and Camels] and you were trading with 2 players you would gain 4 times the

    trade value in Carthage in Denarii per turn.

    Income from territories:Your territories give you money which consists of the tax you gain

    from the territory, and the trade in the territory

    Cities: Cities have the following main statistics:

    Public Order S

    anitationTrade IncomeTax Income This is worked out by dividing the population by 10. This gives you a Tax

    Income population rank. This is then multiplied by one of the following values

    depending on your tax rate:

    1. Low Tax x1 Modifier2. Medium Tax x23. High Tax x34. V. High Tax x4 Population Population Growth

    Public Order and Sanitation are ranked on a score out of 10 10 being incredibly happy/healthy,

    and 1 being rebellion, self-immolation, and rabies.

    SENATE

    The Senate is where your fates shall be decided, here is where your influence matters play your

    cards right and youll get huge rewards, and play them wrong and well, youll die.

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    In the senate there are many set actions you can do, but if you think of anything really you can

    do it if you want, and the GM agrees.

    Set actions:

    Vote: Here you cast your vote alongside the senate on key issues: for example tradeembargoes, elections, and taxation.

    Speech: You can role-play a speech in an attempt to sway the senate to your side. Debate: Here discussions shall be held on many key mattersAlso you can role-play anything you want within the senate

    Senate decisions will depend on how much influence you hold in the senate, which depends on a

    few things:

    Who you are at war with/friends with this will be decided at the GMs discretion howmuch influence you gain/loss from diplomatic relations. [Only foreign nations will affect

    the senate disposition you are expected to always be a friend of Rome]

    How many senate missions you have completed Every senate mission completed/lostwill also affect your influence, again chosen by the GM.

    Who much political power your man has This score is generated once your characterhas been completed, and is worked out by his intelligence and charisma modifiers, plus

    any special traits.

    How powerful your faction is for every 3 territories you hold, every 2,000 Denarii youaccumulate, and every 10 battles you win your families influence bonus goes up by 1.

    Whatever action you do in the senate will be received by a certain response. This response

    will be generated by the roll of a D20, plus your influence modifying. [Each character has an

    individual influence modifier] The GM will then decide if your action is successful or not.

    Example: A player from the Julii makes a speech campaigning for higher tariffs on Greek

    imports, as he wishes to damage the Greek Economy. The Julii are at war with Gaul which

    grants them a +5 bonus to influence, however they are also at war with Spain, with which the

    Senate is friendly, and so this removes 4 from their influence, leaving them with a +1

    modifier. However the Julii have completed two important senate missions, and this earns

    them +10 to their influence. Their man is a boring speaker, and this has a -5 modifier,

    leaving them on +6. Finally they have 3000 Denarii, 3 territories, and have won 6 battles

    this adds 2 to their score. His influence modifier is +8.

    The GM decides a roll of 14 or more will be sufficient for the bill to be passed, and the D20

    rolls a 12 a score of 20 with the modifier! The bill is passed.

    If a player does not wish an action to go ahead he can counter the move in which case his

    influence is compared to the others player influence. His influence is taken away from the

    other players influence before the roll affecting the result. E.g. A Scipii player with

    influence 12 tries to pass a bill, needing 24 to succeed. A Brutii player with influence 5

    counteracts this bill and as such, the Scipii players influence is reduced to 7. The Scipii player

    rolls 19, and so the bill is still passed. [19+7=26]

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    GARRISONS

    For every 1000 people in the city you gain 50 town watch. These cost nothing, and have the

    following stats:

    AttackScore 2. Damage D4. Hit points 2.OTHER EVENTS

    The GM rolls a D6, for every country.

    On a 1-2, that Nation makes peace with a Nation.

    On a 3-4, that Nation makes an Alliance with a Nation.

    On a 5-6, that Nation goes to war with someone.

    CITY DEFENCES

    The different city defences will allow you to destroy enemy siege equipment on differentroles, as shown here in the table:

    Siege WeaponType

    WoodenPalisade

    Wooden Wall Stone Wall Large StoneWall

    Epic StoneWall

    Ladders 6+ 5+ 4+ 3+ 2+ Wooden Ram N/A 6+ 4+ 3+ 2+Siege Tower N/A N/A 6+ 5+ 4+Sap Point N/A N/A N/A N/A N/A

    UNIT UPKEEP

    For Every unit you own you must pay a sum of 50 Denarii to pay them per turn [each turn is

    a month]