imperius rules
TRANSCRIPT
-
8/3/2019 Imperius Rules
1/8
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.
-
8/3/2019 Imperius Rules
2/8
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.
-
8/3/2019 Imperius Rules
3/8
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
-
8/3/2019 Imperius Rules
4/8
-
8/3/2019 Imperius Rules
5/8
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.
-
8/3/2019 Imperius Rules
6/8
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]
-
8/3/2019 Imperius Rules
7/8
-
8/3/2019 Imperius Rules
8/8
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]