Sie sind auf Seite 1von 19
CREDITS Game Design: Richard H. Berg ‘Game Development: Stefan Patejak Graphic Design: Larry Catalano, Melanie Gottlieb Rules Editing: Eric Goldberg, Stephen Donaldson Cover Art: Ray Sternbergh Playtesting: David Angus, Charles Asbarnsen, Jordan Basseur, Robert Bersch, John Boardman, Ronald Finkelstein, Ivan Genad, Lou Giorgino, Wilbur Henry, Robert Kahn, Douglas Kaufman, Jim Kelley and Roger Kennedy TABLE OF CONTENTS. 1, INTRODUCTION 1.1. Historical Background 112. How These Rules Should Be Read 113 Questions? 2. COMPONENT DESCRIPTION 2.1. The Map 2.2 The Playing Pieces 2:3 Game Seale 3. GLOSSARY 4. THE SEQUENCE OF PLAY 5. OPERATIONS 5.1. Operations Chits 5.2 Determining Operations Points 5.3. Use of Operations Points 5.4 Operations Point Cost Chart 6. MOVEMENT 6.1 Basic Principles 2 Stacking ‘3 Civilians (Civitates) 4 Roman Forced March ‘5. Movement in Viroconium 6 7 Hidden Deployment and Movement Terrain Effects Chart 7.1 Interception Range 7:2. Mechanics of Interception 7/3. Interception Restrictions 7.4 Interception Table 8. COMBAT. 1 How Combat Occurs 2 Resolution of Combat 3 Exceptions and Example 4 Overrun 5 Withdrawal and Pursuit 6 Combat Results Table 7 Combat Adjustments Chart i 1 LITARY POSTS AND TOWNS. Military Posts 8. 8 8 8 8 8 8 MI 9 and Capitals ied Hexes 9.4 Viroconium 10. THE ROMAN LEGION 10.1 Legion Composition 10.2 Intact Legions 11, SUPPLY 11.1 Supply and its Sources 11.2 Out of Supply 12. REINFORCEMENTS 12.1 Legion Activation 12.2 Roman Garrisons, 12.3 Tribal Revolts, 12.4 Spontaneous Briton Revolt 12.5 Off-Map Roman Units 12.6 Activation Table 12.7 Tribal Revolt Table 12.8 Spontaneous Revolt Table 13, LEADERS 13.1 Restrictions on Leaders 13.2 Suetonius Paulinus 13.3 Boudicca 13.4 Druids 13.5 Briton Hordes 13.6 Druid Invocation Table 13.7 Berserk Unit Table 14. BRIDGES 14.1 Bridge Construction 14.2 Bridge Destruction 15, INITIAL DEPLOYMENT 15.1 Briton Deployment 15.2 Roman Deployment 15.3 Numerical information Summary 16. VICTORY 16.1 Briton Victory Points 16.2 Roman Victory Points 16.3 Automatic Victory 16.4 Tribal Summary DESIGNER'S NOTES TOWN GAZETTEER Copytight® 1984, WEST END GAMES, INC. 1. INTRODUCTION Druid is a two player game recreating the revolt of the an- cient Britons against their Roman overiords in 61 A.D. One player, who takes the part ofthe Britons, attempts to eliminate the Roman military presence while spreading revolt. His oman opponent must ty to crush the revolt in the time allot. ted while taking as few casualties as possible. (1.1) Historical Background Britain's introduction to the Roman Empire was Caesar's invasion of 57 B.C. Rome made no serious attemp to con Quer the island in the succeeding century. In 43 A.D. the Emperor Claudius, leading a force of four legions supported by elephants, landed in Britain and quickly subdued the tribes of the southeast. To celebrate his triumph, Ciaudius was declared a god, and _amagnificent temple was erected in his honor at the new set- tiomont of Camulodunum (modern Colchester). Roman miltary posts were established throughout the new province, ‘especialy onthe frontier. There strong, independent tribes Such as te Silures and Brigantes held say, owing allegiance ‘only tothe powerful Druid priesthood, Elsewhere, the Foman influence spread. flourishing trade developed withthe rest af the Empire, cantered onthe burgeoning port of Londinium, which soon became the largest and wealthiest ciy in the province N61 AD. the Roman governor, Gaius Suetonius Paulinus, set of forthe island of Mona, ofthe Welsh coast, to subjugate the Druids once and for all The Druids represented a source of divine authority to most Britons, and were always a threat tothe poltical supremacy of Rome. Furthermore, their prac- tice of human sactice disgusted the Romans. (What the Britons thought of glaciatoral combat remains unrecorded ) Paulinus mage short work of the Druids and marched back to what he expected would be a triumphant welcome. Meanwinile, on the opposite side of the British isles, Prasutagus, king of the leer, died. He had directed that his vast wealth be divided between his two daughters and the Emperor Nevo in the hope that the independence of his peo- ple would be preserved through this action. This was not to be. Roman tax collectors claimed the entire Iceni kingdom forthe Empire. When Prasulagus’ widow Boucicca(Boadicea) objected, she was whipped and her daughters were raped. Goaded to fury, she raised the standard of revolt Thousands of Britons, oppressed by high taxes and Roman cruelty, flock: fed toon her, Fist thoy advanced on Camulodunum, center ofthe hated imperial presence in Britain, In a few days the town was stormed is population was massacred, and its ple was leveled. Part ofthe Ninth Legion, summoned to quel the revolt, was repulsed and sutferea heavy losses, When word of the revolt reached Paulinus, he hastened to Londinium with only his personal bodyguard to organize the defense, Once there he realized thatthe sprawiing town, of some 20,600 people could not be held and, as the historian ‘Tacitus putt, “sacrificed the town to save the province.” The {ull force ofthe Britons’ wrath fell upon the hapless city. Lon- dinium was reduced to ashes and its citizens slaughtered, ‘many of them sacrificed to the Druld war gods. Boudioca’s army then leveled Verulamium, capital of the Catuvellauni, whose people were suspected of pro-Roman sympathies. By this time Paulinus had marshalled a force consisting of the Fourteenth and Twentieth legions and et off to do bate with Boudica. Tacitus, on whose account we rely for most ‘of our knowiadge ofthe revolt, neglects to tellus the site or feven the date ofthe climactic battle, Somewhere, most likely along the road from Verulamium to Venonae, Paulinus and about 8,000 legionaries met a Briton force perhaps ten times their strength. Asso often happens in the history of warfare, barbarian courage and ferocity proved no match for organiza: tion and discipline. The Britons were utterly defeated. Boucic- ca disappeared from history, probably taking poison. As for Paulinus his repression, which Tacitus described as “mak: ing a desert and calling it peace,” proved so extreme that he was eventually recalled lest he destroy a source of Rome's tax revenues. Under a milder regime Britain soon became a thoroughly Romanized province. (1.2) How These Rules Should Be Read “The rules to Druid a with other wargames, are fairly com- plex, particulary when compared to mare wel known games (Monopoly, for example). These rules have been kept as short &3 possibi, though cant and thoroughness of the rules ar the primary concern. The rules are writen within a special and highly organized system: 1 Each separate topic prosentod asan individual rules section, numbered consecutively from 1. Further divisions within the rules are made by specific cases, each of which explains an aspect of the major topic. 2. The organization of these rules can be compared to an outline fora thesis. The sections describe topes, primary ‘cases describe subtopics, and secondary cases are afurtnor ‘ivision of the more complex subtopics. Primary cases are numbered docimaly (e.g, 6.3, Civiians), secondary cases are numbered centimally (0.g., 6.31). ‘Separate thoughts wthin 4 case are so indicated 3. The rules sections are prosented in roughly the order a player wil be likely encounter the particular topics when laying the game 1 Several ofthe rules ae labeled as optional. These rules add historical deta or features of particular interest to the designer ata slight cost in playability o the game, An op- tional rule is used anly wit the Consent of both players 5. The rules make Use o acetal jargon "gamospeak’ with terms that may not be familar tothe players, particulary those new to this sort of game. If confustion arises, the players should consult the glossary (3). 6. Wo have attempted to present the rules in a manner thatis both tear and thorough, Where a particular ule seems Unclear othe players, they may either write tothe publisher fora clantication (se0 below) or implement an acceptable Compromise. Afr all while Druid is designed tobe arecrea. tion of 1st Contury operational warfare, is stl intended (0 be an enjoyable game, and not an exercise in constitutional law. Players are encouraged to make whatover mutually ac- ceptable modifications they feel wil improve the game. (1.3) Questions? If the players are unsure of the meaning of one or mor rules, they may request a ruling from the publisher. All ques- tions must be phrased to be answered by a simple sentence, ‘ora few words or numbers. Questions must be accompanied by a stamped, self-addressed envelope, or they will not be answered. Please restrict yourself to no more than twenty- tive questions, and understand that queries about design in- tent or game theory will nt be answered. Send all questions to: Druid Fuules Questions West End Games, Inc. 251 West 30th Street, Suite 4FE New York, NY 10001 2. COMPONENT DESCRIPTION Each copy of Druid should contain (One rules booklet with chart sheet ‘One 200 die-cut countersheet, ‘One 22” by 34" mapsheet ‘One counter tray Two 6-sided dice One box {if any of the above components are missing or damaged, write to the publisher for replacement. Note: The publisher will not replace counters with slightly off-center printing. On- ly if individual counters are illegible will the countersheet be replaced. (2.1) The Map “The 22" by 34" game map portrays the area of Britain in which the campaign took place. itincludes all terrain signif- cant to that campaign. It also displays the Terrain Key, the Legion Holding Boxes, the Legion Supply Tracks, the Briton Horde Boxes, the Hidden Briton boxes, and the Turn Record Track ‘Anexagonal grids superimposed over the terrain features in order to regularize movement and clarity the position of the playing pieces. Each hexagon (or hex) on the map has its own four-digit identity number (e.g, 1511) “To make the map le flat, back-fold against the creases. ‘Small pieces of masking tape may be used at he comers of the map to hold i taut and in place (2.2) The Playing Pieces The 200 die-cut playing pieces represent Roman legionary units (colored biue) Roman auxiliary units (colored pale blue), Briton ibal units (colored red), andthe leaders for each side These playing pieces are referred to as units throughout the rules. Additionally, there are playing pieces representing bridges, sacked towns, and so on SAMPLE Xx E Pesinaton COMBAT UNIT : ~ Combat Strength Type ‘Movement Allowance Designation refers to the tribe or legion (if any) to which the Unit belongs. Combat Strength is the strength ofthe unit when engaged in combat with other units (see 8, Combat). Move- ‘ment Allowance is the number of Movement Points (see 6) that the unit may expend in one turn. Type refers to the type Of troops within the unit SAMPLE LEADER - operations Rating UNIT Battle Rating ‘ont Movement owence ‘The Battle Rating gives the player a favorable mosification to the die-roll when the leader is present in battle (s00 8.7) ‘The Operations Rating of the highest rated leader on one side {s added to that side's Operations Points (see 5.2). Movement Allowance is the number of Movernent Points (see 6) that the unit may expend in one turn. SUMMARY OF COUNTERS Front Back Legion Movement Marca Civiien wact J} inactiversackea | ch, Legionary Supply Bridge/Destroyed Bridge HEIL: WL — Hidden Britons . . our “a sily J] Ourct Suppyisacked | ag) Forced MarchiSacked & Disrupted/Sacked gk ProRomaniSacked | fay) InRoserve/sacres | (4) wore | woveusacee | 6 Operations Chits (Roman: blue ‘Briton: red) Unt ype symbols ae a fotows pwd soutonive Pauinus 3 fo Ben pale Givilian Foman Cavary fy ton intaniryYy Roman Infantry hy Briton Cavalry Be (2.3) Game Scale Each turn represents two days. Each hex represents roughly 5 miles across. Each Roman Strength Poin represents 106 men. Briton Strength Points vary wildly 3. GLOSSARY ‘The number in parentheses immediately following each definition refers the player to the rule in which terms are fully ‘elaborated upon. ‘Activation is the expenditure of an Operations Point (¢.v.) to allow a Roman legion to move and attack (12.1). Forced March is movement for the second time in a turn by ‘a Roman unit (6.4) Fortified Hex (or Fort) is a large, permanent (usually stone) defensive work built to withstand prolonged siege (8.3). Garrisons are Roman units which must be kept in specified hhexes to prevent Briton tribal revolts (12.2) Interception is movement in the other player's phase (a.v.) to attack his units (7). The Legion isthe basic fighting unit of the Roman army con- sisting of ten cohorts (including an elite cohort) and some at tached cavalry (10). Movement Points make up a unit's Movement Allowance (2.2) Allterrain costs are measured in Movement Points (6.7), (Odds isthe ratio between the attacking and defending forces; this is always expressed with “1” as the lowest common denominator (8.16). ‘An Operations Point is an abstract measure of each side's ability to wage the campaign (6). Overrunis the elimination of a vastly inferior force during the movement of the superior force (8.4) ‘A Phase is the basic division of a turn (4). ‘A Post is a small fortress (usually made of earth) offering limited protection (9.1). ‘The Reserve Roman legion cannot be activated until quite late in the game (12.18). ‘A Round is one combat between enemy units; a battle con- sists of a many rounds as are needed to decide the ‘engagement (8.2) ‘A Segments a division of the Operations Phase during which tone player uses his units (4) A Stack is made up of all friendly units in one hex (6.2). Strength Points make up a unit's Combat Strength (2.2) A Town is a settlement, which is either a Roman town or a tribal capital (9.2). The Tum is the basic division of time in the game, encom- passing all actions that may be performed by either player (4). 4, THE SEQUENCE OF PLAY Druid is played in a series of turns, which are broken up into phases. Phases are organized inio a sequence of play, Which is the strict order in which all actions must be under- taken. The Operations Phase is further divided into segments. The number of segments within an Operations Phase may vary from turn to turn (see 5.3). ‘The first segment within an Operations Phase is always. ‘a Briton Segment, ‘*The game can never exceed 20 turns in length (see 16). SEQUENCE OUTLINE ‘A. Operations Capability Phase: Each player randomly picks ‘an operations chit, with the Roman player picking first. Each player adds the Operations Rating of his highest rated active leader to the number on the chit, keeping the chit and the total secret until the end of the turn (see 5.2). B, Roman Supply Phase Tha Roman player notes which of his legions is not in an unsacked Roman town or mil post adjusting the Supply Track of each legion so noted. 8 legion has no supply left on its track, the Roman player dicates that that legion is out of supply (see 11.2). . Civilian Moverient Phase: The Roman player may move his civilians if they are eligible to do so (see 6.3). D. Druid Invocation Phase: The Briton player may, by ex- pending an Operations Point, use the Berserk Unit Table (13.7) or, i he has not done son the previous turn, the Druid Invocation Table (13. E, The Operations Phase: Players alternate segments (see '5.3), until both players pass in consecutive segments, at which ime the Operations Phase is completed. 1. Briton Segment ‘a. The Briton player moves units by expending Operations Points, If a Briton stack enters a Roman-occupied hex, combat occurs immediately, . The Briton player sacks towns, destroys bridges, etc., expending Operations Points to do so. orc. The Briton player may pass and do none of the actions. 2. Roman Segment The Roman segment is identical to the Briton ‘segment except that, prior to moving, the Roman player may use Operations Points to ty to activate his legions. The only actions which may be undertaken by the other player during a segment are interception (7) and combat, if his units are attacked. F. Tribal Revolt Phase: The Briton player may attempt to have inactive tribes revolt, if Boudicea or a Druid is in that tribe's capital and the Briton expends an Operations Point. Consult the Tribal Revolt Table (12.7). On even-numbered turns, the optional Spontaneous Revolt Table (12.8) is consulted, G. Tur Conclusion Phase: Both players reveal their Operations Chis for the turn to each other. Advance the Turn ‘marker one space on the Turn Record Track. Remove all Mov- fed markers, 5. OPERATIONS “The number of actions a player can undertake with his units is limited by the number of Operations Points he has for that turn, Most actions such as movement, trial revolts, sacking towns, etc., cost points. The points are received via an opera- tions chit, picked at the start of the turn, to which is added the Operations Rating of the player's best active leader, giv- ing a sum total of Operations Points * Operations Points cannot be saved from turn toturn. Those that have not been used by the end of a turn are lost. (5.1) Operations Chits ‘There are 10 operations chits provided in the game. (6.11) The red side of the chitis the Briton side, and the blue Side of the chit Is the Roman side. The player consults the appropriate side ofthe cit he has drawn to discover his base Operations Points for the turn. (6.12) Al operations chits are placed n an opaque cup atthe Beginning of the tur. In the Operations Capability Phase of teach turn, each player picks one chit, with the Roman player Picking fst. *Players do not look at their operations chit until they have removed the chits from the cup. (5.13) At the end of the turn the players return their chits to the cup, after showing their chit to each other for verifica tion purposes: (5.2) Determining Operations Points To determine the number of Operations Points a player has foratumn, the player adds the number on is side ofthe opera- tions chit he has picked to the Operations Rating of any one leader on the map. Thus if the Briton player gets a "4" chit and Boudieca isin play, he has total of 6 (4+ 2=6) points available for that turn, (6.21) The Briton player receives 2 extra Operations Points| fn the frst turn and 1 extra point on the second turn. This Simulates the advantage gained when the Romans were sur- prised by the Briton attack. (6.22) Suetonius Paulinus isnot in play until he enters the map as a reinforcement (see 12.51). (5.3) Use of Operations Points Certain actions in the game cost Operations Points; in order to pertorm these actions, the player must have available and ‘must expend the appropriate number of points. See the Opera tions Points Cost Table (8.4. (6.31) The Briton player always has the first segment in the Operations Phase. He may do aslitle or as much as he likes, depending on how many points he wishes to expend. When the Briton player does not want to or cannot expend any more points, it becomes the Roman segment. The Roman player expends points as desired, after which it again becomes the Briton segment. The players alternate segments until each passes in consecutive segments, (6.32) A player passes if he chooses not to expend Opera- tions Points in his segment. “*A player must pass ithe has no Operations Point leftwhen it becomes his segment (8.33) There is no minimum number of points spent in an Operations Phase, The maximum number of points is limited by the total points available to the player. (6.34) When the players pass in two consecutive segments, the Operations Phase is over. Any Operations Points remain- ing to the players are lost (6.35) Most points willbe spent to move units. It costs 1 point to move one stack of units. The point applies to all units in any one hex that start the Operations Phase in that hex. Each Unit in that hex can move separately, or the stack can move together. (6.36) A stack cannot pick up other units during movement or combine movernent with units from another stack. (6.37) Only 1 Operations Point may be expended and one ‘stack moved at any one time,-meaning that all units in a stack ‘must finish movement before another stack begins movement. (The chief effect of this rule is to limit attacks to one stack ata time, as combat is part of movement.) (5.38) Movement of civilian units (during the Civilian Phase) and leaders does not cost Operations Points (5.4) Operations Point Cost Chart (see page 16) 6. MOVEMENT (6.1) Basic Principles (6.11) Units are moved one stack or part ofa stack) at ti: regardless of the numberof units in that stack (see also 8.38 through 6.37). (6-12) No player is required to move his units, but in order to move a given stack he must expend Operations Points. Place a Moved marker on a stack after it moves. (6.13) Units may be moved in any direction of combination Ol directions, limited only by their Movement Allowances, the terrain, and other applicable rules. Units that begin ina siack may move in different directions. (6.14) Moving units trace a path of contiguous hexes, expen- Ging Movement Points for each hex entered and for each river hexside crossed, The cost fo enter a hex or cross a river is listed on the Terrain Effects Chart (6.7). *A unit's Movement Points may not be saved from turn to turn nor lent to other units. (6.15) A stack of units may not enter ahex occupied by enemy Units nies its going to attack those units ‘Briton unis in revolt may not enter a Roman military post or forties town unless they are going to attack (or sack) that town or post, even ifthe town or post is nat Romar-occupied (see 9.1 and 9.3). (6.16) Once astack of units has moved within agiven Opera tions Phase, it may not move again. However: *Aunit may intercept enemy units after regular movement (see 7). “Roman units may perform a second movement known as forced march (see 6.4) (6.17) Aunit may move a minimum of one hex during a seg- ‘ment of phase, regardless of terrain cost, by spending an (Operations Point ‘*Howaver, unit may never enter or cross prohibited terrain, (6.18) No unit may cross an unbridged river hexside into a hex occupied by enemy units. A unit can cross an unbridged. river hexside into a military post, town, etc, hex unoccupied. by enemy units (6.19) There are no zones of control in Druid . (if you don’t know what these are, they can't hurt you.) (6.2) Stacking Stacking refers tothe numberof units a player may place in agiven hex. The only limits othe numberof units that ean stack in a hex are in the folowing four cases. (6.21) Briton tribes in revolt may not stack together unless Boudieca or a Druid is present inthe hex *Similarly, unts of diferent Roman-allied Brton tribes may not stack together in a hex unless Paulinus is present in the hex (6.22) Units of citterent Roman legions may not stack together Unless Paulinus is present in the hex (6.23) Roman-alled tribal units may not stack with Roman Units, unioss Paulinus is present in the hex, and at least one intact legion is also in that hex. (6.24) No more than 10 Roman auxiliary units may be pre- sent in a hex with an intact legion or at least § cohorts of that legion (6.25) The stacking limitations apply at the end of a stack’s movement and during combat. ‘Enemy units have no effect upon stacking limits (6.26) the death of leader leaves a stack containing several legions, tribes, etc, in violation of the stacking rule, the own- ing player is obliged to spend an Operations Point to correct the infraction as soon as legally possible. (6.3) Civilians (Civitates) Civilian counters represent Romans and those Britons whom the tribes perceived as friendly to the Romans. (6.31) Civilian units may move only during the Civilian Move- ment Phase. Standard movement rules apply, except as below. (6.32) Any civilian unit that bogins its phase in @ hex adja Cent to that of Briton unit in revolt may move that phase. (6.33) Any civilian unit within 6 Briton Movement Points of— Butnot in a hex adjacent to—a Briton unitin revolt ay move on a diewoll of 1 through 4 (6.34) Any civilian unit outside this 6 Movement Point radius may move only on a dio-roll of 1 or 2. (6.35) Civiian units have no Combat Strength, stack freely with Roman units (but may not move with them), and are eliminated if atfacked while not stacked with Roman miltary units by Briton units in revot. sit a Briton stack attacks a stack composed of Roman miltary and eiviian units, and all Roman rniitary units are eliminated, the civiian units are also eliminated, (6.36) An attack against only civilian nits is considered an fverrun at 10-1 odds (see 8.42), (6.37) Tho Briton player can elect notto eliminate civilian units ‘even though his units have fulfiled the conditions for doing so (6.4) Roman Forced March (6.41) The Roman player (only) may force march his legions. ‘Auxiliaries may not force march, unless stacked with a legion. (6.42) To force march a stack (.¢., legion or legion plus aux- liaries), the Roman player moves that stack a second time within an Operations Phase, expending a second Operations Point. Place a Forced March counter on top of such a stack ‘as soon as it starts to move. (6.43) The second, forced march movement may be perform- {ed either immediately after the first, normal movement, or in any lator oman segment curing the same Operations Phase. (6.48) Force marching units must use road hexes. They may not enter any other type of hex (6.45) Roman units that have been in comb during or before ‘heir first move may not force march “Force marching units may attack (6.46) Ifa Roman unit that is or has force marched during a given Operations Phase is attacked, the Briton player adds ‘fo is combat cievol forthe frst round of combat (ony) (he rationale for this rue is that Romans built camps when they stopped marching atthe end of the day; unts that are foree marching have no time to take these defensive precautions sit the foree marching units attack, there is no moder (6.47) The Forced March counter is removed at the end of the turn (6.48) Cavalry units that are force marching move at the in- fantry movement rate (i.e. 8 hexes along & road) (6.5) Movement in Viroconium (6.51) Viroconium hex 4501) is Roman-occupied at the begin- hing of the game, fortified, and the capital of the Cornovi. If no Roman units occupy Viroconium, Comovii units may tenter or move through that hex freely. (6.52) Ifthe Comovil are in revolt and no Roman units oc Ccupy Viroconium, any Briton unit in revolt may enter or move through the town, (6.6) Hidden Deployment and Movement (Optional) This optional rule requires a bit of honesty and some minor bookkeeping, but grealy adds tothe flavor and historicity of the game. I also helps the Briton player (6.61) Only Briton units may use hidden deployment and movement. (6.62) Any Briton unit ina forest or wooded hills hex may use hidden movement, as long at stays in forest or wooded hills hexes. Any time such a unit moves into @ hex which is not {orest or wooded hills, t must be placed back on the map. “For convenience, all references to “forest "in ule 6.6m ply “and wooded his” (6.63) 1a Briton stack enters a forest hex and decides to use hidden movement, place a numbered Hidden Briton marker anywhere in that forest, unll the stack leaves. The Briton player must Koop track, on papor, of where the stack is each tur. The Briton units are placed nthe hidden Briton boxcor- responding to the number on the counter ‘if another stack later hides inthe same forest, its counters are putin the same box, though its movement must be plot ted Separately. (6.54) Movement cots for hidden movernent are greater than those for normal movement (see 6.7). (6.65) Use of hidden movernent does not affect a stack’ ability to intercept. (6.56) Ifa Roman stack moves into a forest hex in which a Briton unit is hidden, the Briton player must inform the Roman player (which Is where honesty is required) ‘Tris is, a8 always, an automatic combat. However, the oman player subtracts 2 fram his combat deol forthe fst round (only), (6.67) Briton stacks may remain hidden indefinitely as long 28 they remain in forest hexes (6.7) Terrain Effects Chart (see chart sheet) 7. INTERCEPTION Interception allows the non-moving player (.e., the player whose segment it isn’t) to react to enemy movement during the enemy player's segment of the Operations Phase by "‘in- tercepting’” and attacking his moving units. The ability of a stack of units to intercept and attack an enemy stack while it is moving depends on its location as well as whether it in- cludes cavalry, Interception is always a voluntary action, and itis only undertaken by the player who is not moving. (7.1) Interception Range (7.41) Any stack of units containing at least one combat unit an intercept an enemy stack. Its abit todo so is exoress- fd in terme ofa range of hexes, measured trom the orginal hex ofthe intercepting units tothe current hex ofthe moving units. ‘The hex containing the intercepting unt is not counted towards the interception range (7.42) A stack’ interception range does not extend through Siny hex or hexside through which could not move including tenomy-occupied hexes, fortified towns, unbridged river hex: Sides, ete). (7.13) The interception range of Roman units extends into 0 through no more than 1 forest or wooded hills hex. ‘This restriction does not apply to Briton units, whether enemy t0 oF allied with Roman units (7.14) The maximum interception range is 3 hexes. (7.2) Mechanics Of Interception Whenever a stack enters the interception range of enemy units, it as a chance of being intercepted. The non-moving player, should he wish to intercept with his eligible units, an- ‘ounces his intention to do so and expends 1 Operations Point “The moving player halts his stack and the intercepting player notes the range, location of intercepting units, and presence tr absence of cavalry in his intercepting stack, as noted on the Interception Range Table. He then rolls one die (unless interception automatically succeeds). Ifthe die-oll falls within the listed range, interception succeeds. If not, it fails—the i tercepting units remain in their original hex and the moving units continue to move. (7.21) If interception is successful, the intercepting player im- ‘mediately moves the intercepting stack to the hex of the mov- ing units for immediate combat. (7.22) The intercepting player needs not move all units from the original hex of the intercepting stack (7.23) A successful interception requires the intercepting player to move a minimum of 1 combat unit to the moving stack's hex. ‘If the cavalry portion of the Interception Range Table is used, one intercepting unit must be a cavalry unit. (7.3) Interception Restrictions (7.31) There is no cost in Movement Points to intercept. (7.32) Successful interception immediately precipitates com- bat. This combat is resolved in normal fashion. (7.33) Successful interception of a stack of moving units prevents further movement of those units during that segment, regardless of the outcome of combat. (7.34) No more than one stack of units at atime may attempt to intercept a given enemy stack. Thus, one stack cannot aid another in intercepting an enemy stack (7.35) A given stack of units may attempt only one intercep- tion in an enemy segment of the Operations Phase. ‘*Whether or not such interception fails, the owning player ‘may not try to intercept again with that stack until the enemy player's next Operations Segment. (7.36) A stack which begins the segment within interception range of enemy units and ‘sdoes not move may not be intercepted; ‘smoves into a hex further away from the enemy stack may rnot be intercepted; but ‘moves into a hex equidistant from or closer to the enemy stack may be intercepted, (7.37) Briton units using hidden movement in forest or wood- edhills hexes may, of course, intercept. This makes Roman ‘marches through forests quite interesting, (7.38) Leader units moving alone may not be intercepted, ‘Civilian units may be intercepted during the Civilian Move- ‘ment Phase, (7.39) Retreating units may not be intercepted during the seg- ‘ment in which they retreat. “*Units which retreat cannot attempt interception until the following turn. Place a Moved marker on units which retreat. (7.4) Interception Table (see page 16) 8. COMBAT _ Combat occurs the instant one stack of units enters a hex ‘occupied by enemy units. The resulting battle is resolved im- mediately; no further movement or interception may take place until that combat is resolved. Combat is either a major battle or skirmish (i.¢., minor bat tle). depending on the size of the forces involved ‘One side may withdraw as the battle proceeds, or both sides ‘may fight until one is completely victorious. (Many ancient battles were fought to the total annihilation or dispersion of the enemy.) ‘Toa.certain extent, combat is of the odds/ratio variety (e.g, 2.4, 1), although the Combat Results Table does not direct. ly reflect these odds. Rather, the Table simply shows losses inflicted; the player with the odds in his favor rolls more times than his opponent. (8.1) How Combat Occurs A battle occurs whenever one stack of units enters a hex ‘occupied by an enemy stack, whether as a result of mave- ment or interception. The battieis resolved immediately, and no further action may take place until that battle is finished. (8.11) Once battle has been joined, each player totals the Strength Points in his stack. ‘Units may not be withheld from battle. (8.12) A player may not examine the contents of an enemy ‘tack until he commits units to battle against it. (8.13) The players determine the odds by comparing Strength Point totals. Thus, 42-20 would be 2-1, etc. After simplifying the odds, players determine if the combat is a major battle (or a skirmish. * Fractions are always rounded to favor the defender, who is the player who did not initiate combat or interception. Thus if 19 Strength Points attack 10, the odds are 1-1. f 10 points attack 11, the odds are 1-2. (8.14) If both sides contain 10 or more Strength Points, the battle is considered a major battle, ‘if one side has less than 10 points and the other has 10 ‘or more, itis a major battle unless the odds are 1-1 of 1-2 (in which case the battle is a skirmish), (8.15) If both sides have less than 10 Strength Points, the battle is a skirmish, Thus, 15:9 is a skirmish; 16-5 is a major battle; 8-15 is a skirmish; 19-11 is a major battle; 8-7 is a skirmish, (8.16) A battle's status as a major battle or skirmish does not ‘change. The reduction of either or both side's Strength Point totals has no effect on this status, (8.17) Abattle consists of rounds with no set limit. The players engage in one round, subtract losses, recompute the odds (alter each round), and then continue to the next round— Unless the weaker side withdraws, *A battle rages until one side is totaly eliminated or the woaker side withdraws, (8.18) Combat die-rolls for a round are considered simultaneous; that is, each player rolls his combat die-rlls, for a round before any combat losses are removed. (8.2) Resolution Of Combat To resolve each round of combat the players frst compute the odds and then roll a die one or more times. (8.21) The player with the greater force rolls the die as many times as his ratio of superiority; the other player rolls the die once. (Odds are always reduced to a factor of "1”—2-1, 6-1 4-4, etc.) Thus, ifthe odds are 3-1, the player with the greater force rolls the die three times, while the other player rolls, only once. (8.22) Combat die-rolls can be affected by factors such as terrain and leaders. All these factors are listed on the Com- bat Die-Roll Adjustments Chart (8 ‘All relevant die-oll adjustments are cumulative, (8.23) The results on the Combat Results Table are in steps Most units have two steps: full strength and half strength. A one step loss reduces a full strength unit to half strength and, eliminates a halt strength unit. ‘Units with only 1 Strength Point have only 1 step and are of course, eliminated by a step loss. (8.24) The owning player may choose to take losses from any Unit in a stack unless the combat result indicates “High” “In this case, the player must take a step loss from the unit with the most Strength Points, (8.25) A “disrupted” result means that 1 enemy unit is disrupted. Disruption has no effect upon the odds, but the Player must subtract 1 from each of his die-rolls for each disrupted unit in his stack. (8.26) Additional disruption results must be applied to un- Gisrupted units, sif every unit in a stack is disrupted, further results of “disrupted” have no effect. (8.27) Ifa disrupted unit is eliminated to satisty a step loss result, the disruption goes away. (8.28) At the conclusion of a batt, all disrupted units return to normal. There is no other effect. (8.29) At the end of each round of battle, players take losses land then recompute their total Strength Points. Uniess the weaker side withdraws, the player recomputes the odds for the Next round and rolis again, using the new odds ratio, (8.3) Exceptions And Example (8.31) Ithe odds are 1-1 but one side has atleast 50% more Strength Points than the other (say, 18-10), than the player with the greater force rolls twice on the fst round of bale (only). (8.32) Each Roman legion contains an elite cohort with 8 ‘Strength Points I this cohor suffers a stop loss, its lipped to its 6 Strength Point side. Ii sutfers a second step toss itis replaced by a4 Strength Point cohort, which may in turn be fipped to its 2 Strength Point side, Thus, ete cohort uns may suffer up to 4 step losses, rather than be limited to 2 as most other units are (8.33) Elite cohor units need not be selected by the Roman player when applying "High combat result another cohort Unit is present *An lite cohort units affected by a "High" result only it no other cohort units are present in its stack (6.38) Example Boudicca and all Briganti units attack Paulinus and an in- tact legion in a town. The odds are 72-45, which are reduced to 1-1, wth the Briton player rolling two dice during the frst round ‘The Briton player rolls a "2" which, with Boudicca’s + 1 bonus and the town's -1 penalty, remains a 2 and inflicts a disruption. The second Briton die-ollis''5”,-1 for the town, Which is reduced to 4 and eliminates a high step; that is, 1 ‘rom a cohort, (Notice that Boudicca’s battle rating affects only fone die-roll in the round.) The Roman player rolis a "3" which, with Paulinus’ +2 and intact legion’s + 1, becomes 26, causing two step losses, ‘one of which must be a high step. The Briton player reduces ‘one Briganti cavalry unit for a loss of 2 Strength Points, and fone Briganti infantry unit for a loss of 8 points. The odds are now 62-43, which stil reduces to 1-1. In the second round, both players roll a 5. (Notice that the Briton player loses his second die-roll.) For the Briton, the roll re- mains a 5 and destroys two steps. For the Roman, the roll becomes a7 (+2 for Paulinus, +1 for the intact legion, and 1 for the disruption) which destroys two steps, one of which must be the high step. The Roman player removes the legionary cavalry (which is aone step uni), which was assign: ed the disruption in the last round, and reduces another cohort. The Briton player removes his previously reduced units. ‘The odds are now 52-40, which is stil 1-1, and the Roman player has regained his net +3 die-roll modifier. Both players roll a 6. The Roman player reduces two cohoris (4 Strength Points) and the Briton player, suffering from a die-oll modified ta 9, loses a second cavalry unit (two steps) and a second infantry unit (two high steps) for a total loss of 20 Strength Points “The odds are now 32-36, reduced to 1-2. At this point, the Briton player decides to withdraw. Since the Roman player has sacrificed his cavalry unit, there is no pursuit Note: Since the Briton steps usually have more Strength Points than the Roman steps a Briton force will usually take casualties at a faster rate. This simulates combat between. disciplined soldiery and an armed mob. (8.4) Overrun (2.41) tf stack of units atacks an enemy stack at ods of ft least 7-1 but loss than 10-1, the dofonding stack is ‘utomatically eliminated, andthe attacking unitmay not move further during that segment (8.42) Ifa stack is attacked at 10-1 oF greater odds, the defender is automaticaly eliminated. ‘sll the overrunning stack has any Movement Poin cemain- ing ater2 Movernent Points have been subractedfr the over- ‘un tse, may continue moving (€.43) Ita stack attacks at odds of +5 or worse, the stack 'S automatically eliminated without casualties tothe defen ding units ‘However, the defending units may not move in the cu rent segment (6.44) Roman units in military posts may only be overrun at ‘odds of 10-1 or oreter. ‘The overrunning Units may move no further during that segment ‘The Roman player rolis one die on the Major Battle col umn of the Combet Results Table, applies all relevant modifies, and then eliminates his stack (8.45) Afortiied nex ay neverbe overrun tandits occupy: Ing units must be ettacked normaly regardless of the odds (8.5) Withdrawal And Pursuit (6.51) Withdrawal ota stack may not occur unt after the frst round of bate (€.52) Only the player with ewer Strength Points may withdraw his unite ‘if bath sides have exactly the same number of points, neither may withdraw. (6.53) Withdrawal isa voluntary action. Onee announced, it ‘must be immediately undertaken, (8.54) Withdrawing Roman units move their full Movement Aliowance towards the nearest friendly military post or for- tified hex. '*Such units may stop movement once they have entered such alhex even if they have used less than their full allowance. (8.55) Withdrawing Briton units move their full allowance towards their capital, each unit moving towards its tribal capital. “If the tribal capital is enemy-controlled, the units move towards the nearest friendly capital or post (8.56) Withdrawing units may not move or attempt intercep- tion for the rest of the turn. ‘*Place a Moved marker on units which have withdrawn. Previous withdrawal from battle does not prevent withdrawal from succeeding battles. (8.57) Withdrawing units may be “pursued” by the victor, if the victorious units have greater cavalry strength than the withdrawing units. The pursuing units do not actually move; the pursuit is resolved as an additional round of battle. ‘*For every 2 Strength Points of cavalry that the victorious stack has above that of the withdrawing stack (round down), the victor rolls one die on the skirmish column of the Com- bat Results Table. ‘*No adjustments are made to a pursuit die-oll Thus, if the victor has 7 cavalry Strength Points and the withdrawing units 2, the difference is §, and the victor rolis twice on the skirmish column, (8.58) Losses resulting from pursuit combat are chosen by the pursuing player. (8.6) Combat Results Table (see chart sheet) (8.7) Combat Adjustments Chart (see chart sheet) 9. MILITARY POSTS AND TOWNS ‘There are two types of urban locations on the map: towns land (oman) military posts. Some towns are tribal capitals, and are indicated as such The military posts of Lindum (hex 5118) and Glevum (hex 3405), and the capital of the Cornovi, Viroconium (hex 4501), are fortified (9.1) Military Posts (2.11) Al military posts are considered Roman, unless 0¢- Supied by Briton units or sacked (and destroyed). (0.12) Miltary posts have no intrinsic defensive value, Stisough they do benefit Roman units in such hexes, (0:13) Roman and Romamalled units may treely enter and pass through miltary post hexes. (8.14) Briton units in revolt which enter a military post hex must expend an addtional Operations: Point to sack (and Gestroy) the mitary post. Place an appropriate marker on the hx to indicate the sack 208 course, Briton units may always enter a military post hex to attaek'a Roman stack there (2.2) Towns And Capitals (8.21) Towns and capitals provide a defensive benetitto unite Insuch a hex. (0.22) Units of either side may freely enter and oxit an unoe- ‘upied town or capital hex (2.28) Towns may be sacked by astack which ends its move- ment in that hex the owning player expends an Operations Point to do so, Place a marker indicating destruction Sack of a town may be performed in the same segment that tho sacking units enter, na subsequent segment, of oven ina subsequent turn, provided the unite remain In place ‘(Camurodunum (hex 3031) or Londinium (hex 2523). *The sack of either town also requires a fullturn. This means that a Briton unit must enter the hex during a first turn, re= main in the hex until the end of a second turn (not segment), and only then is the town sacked. (9.3) Fortified Hexes (9.31) At the start of the game, all three fortified hexes are Roman ‘These hexes remain Roman unless occupied solely by Briton units. When Briton units leave a foriieg hex, reverts to oman conto. (0.32) Any Roman or pro-Roman Briton units ina fortified hex have thelr Combat Strength doubled (2.33) Briton units in revolt may not enter an unoccupied for- ied hex, except Viroconium, without attacking it (0.34) An unoccupied foritied hex has 3 Sttength Points, each point being a step. *A battle against an unoccupied for is always considered ‘a major battle (8.35) ita fortified hex is occupied, and the occupying units are destroyed, the fort would stil retain its 3 stops. These would have tobe eliminated before the for could be destroyed (9.36) Once a foritied hex is reduced to 0 Strenath Points (ie, 3 stop losses are taken), It may be sacked (se0 9.23). sit the hex is not sacked, and the Briton units leave, the fortified hex reverts to its 3 step status. (9.37) The intrinsic defensive value of a fortified hex (3 Strength Points and steps) apples only when itis unoccupied ‘and aitacked by Britons. It is not added to any occupying Roman or Romarallied units (9.4) Viroconium Because ofits dual status as @ Roman fort and the Cor- novi capital, Viroconium (hex 4501) is something of an anomaly. (241) the Comovi tribe is neural or pro-Roman, Viroconium functions as any other fortified hex. (8.42) If tne Cornovi tribe is in revolt, and the Roman units ‘occupy Viroconium, i functions as any other fortified hex. (9.43) Ifthe Cornovi tribe isin revolt and Viroconium is not ‘occupied by Roman units, place an Inactive marker on the hex. It Viroconium is occupied by Roman units, the fort becomes active for as ong as Roman units remain inthe hex. if Roman units leave the hex or are eliminated, the fort again becomes inactive (0.48) The inactive for may be destroyed as describedin case 9.34. *if the for is destroyed replace the Inactive marker with 1 Disrupted marker. *Fort destruction is permanent. (0.45) Briton units in eevot are attacked in Viroconium, they ay use the defensive bonus for a town, but they may not Use the fort, ‘Conversely, the Romans may sack Viroconium and stil seis fortifications. i they eave, the for becomes inactive. (£48) No Vietory Points are awarded for destroying this fort and Vireconium is not necessarily considered sacked by the Britons *0f course, Viroconium may be sacked by units which are enemies of the Comnovi (0.47) See 6.5 for the rules for movement in Viroconium. 10. THE ROMAN LEGION ‘There were four legions active in Britannia at the time of ‘sand KX (Wolertep. (10.1) Legion Composition Each legion (at full strength) consists of ten cohorts and one cavalry unit. Nine cohorts have afl strenath of "4", one has a strength of "8", and the cavalry has a strength of The total Strength Points of a full-strength lagion is thus "45 (10.2) Intact Legions Hall units from a given legion are in she same hes, sie legion is represented by the corresponding legion counter. The units are placed in the appropriate Legion Holding Box. (10.21) A legion represented by a legion counter is treated ‘as a stack containing the units n its Holding Box, The counter is a convenience; stacks eleven high are, to put it mildly, awkward to move. (10.22) A legion that has ail ofits cohors in the same hex is considered “intact”; if any ofits cohorts are elsewhere on the map, the legion is not intact. ‘if a legion’s cavalry unit is eliminated or elsewhere, the legion can stil be intact if the ten cohorts stack together. (10.23) The XX Legion starts the game not intact. (10.24) If the strength of a legion falls below 20 points or 10, Cohorts, the legion can not be intact. “if all of such a legion’s units are in the same hex, it may siill be represented by the legion counter. (10.25) Ifa Roman legion is attacked or attacks while intact, the Roman player receives a die-roll benefit while in battle (see 8.7) *This benefit applies as long as at least one intact legion is present in the hex of battle. 11. SUPPLY ‘Supply applies only to Roman legions. Briton units and Roman auxiliaries ignore the supply rules. Floman legions need supplies to operate at full effec- tiveness. These supplies come trom Roman-controlied military posts and towns. (11.1) Supply And Its Sources A legion can operate without stopping for supplies for 7 turns. (11.11) Each legion which starts the game on the game-map has 7 turns of supply. Indicate this by placing the supply marker for that legion in the "7" box of that legion’s supoly track, *The supply status of reinforcing legions is given in 13.4 (11.12) Ifa legion is not intact, all units within the legions are ‘considered to be at the supply level for the unit with the /east ‘supply. Thus, the six cohorts of the XX Legion, which start the game at Viroconium, may be considered to have a supp- ly level of no higher than ‘'4" when the rest of the legion ar. rives (see 12.53) (11.13) A legion uses 1 point of supply every turn, unless it ‘spends the Supply Phase ofthat turnin a Roman post or town. In those cases, it uses no Supply Points. (11.14) Legions can increase their supply level by starting @ turn in a Roman post or town. ‘*Sacked posts or towns cannot be usedto increase supply. (11.15) For the supply level of a split legion to be raised, the egion must come together; supply levels of split legions can- not be raised. (11.16) During the Supply Phase, the Roman player spends 4 Operations Point for each legion he wishes to replenish, This raises the supply level of one legion by 3 Supply Points ‘Adjust the appropriate supply track accordingly. 10 (11.17) Legions which have a supply level reduced to "0" are out of supply. (11.2) Out Of Supply (11.21) Roman legions in a friendly post or town hex which hhas not been sacked suffer no ill effets from being out of ‘supply as long as they are in such a hex during the Supply Phase. (11.22) Otherwise, legions which are out of supply suffer the following ettects: ‘All Movement Allowances are halved; ‘No forced marching is allowed; If there are any out of supply legions in a battle, the Roman player subtracts 1 from all diexolls; and ‘*At the end of each turn that a legion is out of supply (i2.. its supply level is at "0" and at least one units not ina friendly, unsacked post or town), the Roman player rolls one die. On 21103, that legion loses a step; on a4 106, there is no effect. 12, REINFORCEMENTS ‘Aside from the units that start the game on the map, the players have other units available to them through a variety of means. The Roman player must activate reinforcements. (and legions on the map) to bring them into play, while the Briton player receives his reinforcements through tribal revolts against Roman authority. “Thore is no replacement of units. Once a unit is eliminated it may never be returned to play. (12.1) Legion Activation (12.11) The four Roman legions andall oft map combat units Start the game inactive, These nits cannot do anything unt activated sinactve markers should be placed on the Roman units unt they become activated ‘The nmap ausiary units are active atthe start of the game. (12.12) Inordertoatempito activate inactive units, the Roman player must spend 1 Operations Pont foreach legion or group of off-map auxiliaries (see 12.53) that he wishes to attempt to activate. This point must be spent even if the activation is automatic or fal Only one attempt may be made to activate @ particular uritin a given turn, though attempts may be made forall in- active unis Once activated, a unit may be moved immediately upon the expenditure of an additional Operations Point. (12.13) On tum 1, there are two ful legions plus part of a third on the map. A fl legon, part of another infantry and Cavalry auxiliaries are oftmap. Each of these must be ac- tivated in accordance with tho Activation Table (12.6). *The Roman playeris advised to heed the garrison restrc- tions (see 12.2). (12.14) Toattempt activation of alegion or oft map auxiliaries, the Roman player expends an Operations Point any time dut- ing one of his segments of the Operations Phase. *Actvaton s either by diesal, automatic or impossible (see 128) (12.15) The Roman player must place one legion —any one— Inreserve, The In loserve markers placed inthe appropriate Llogion Holding Box. ‘The reserve legion must be designated by the end of the firs turn * The reserve legion may notatempt activation untitum 10 (12.16) Any inactive legion that is attacked, including the reserve legion, i instantly activated for the reat ofthe game. ‘Tore is no combat benefit for attacking an inactive legion, (12.17) An active legion can never become inactive again (12.18) The Roman player may expend an Operations Point, to add 1 to his die-oll fo activate a legion. Only 1 point may be so expended per turn. (12.2) Roman Garrisons ‘The Roman player should maintain a garrison at certain hhexes to forestall automatic revolts by Briton tribes. (12.21) lf, atany point, there are less than 20 Strength Points of Roman units in Lindum (hex §178), the Briganti tribe ‘automatically revolts and enters the game on the side of the Britons during the next Tribal Revolt Phase. (12.22) The Roman player should maintain a garrison for Glevum (hex 3408) and Viroconium (hex 4501). If, at any point there are less than 20 Strength Points of Roman units in both towns put together, orthere are no Roman units in one of these two towns, the Silures tribe automatically revolts and enters the game on the side of the Britons during the next Tribal Revolt Phase. (12.23) A garrison may be composed of legionary plus aux- lary units. However, if auxiliaries are used, only haif (measured in Strength Points, not units) of the garrison force Is allowed to be auxiliary units. +The limit on auxiliary Strength Points is applied to the com- bined GlevurViroconium garrison. (12.24) If either the Silures or the Briganti become activated, that Roman garrison may be withdrawn without penalty. (12.3) Tribal Revolts (12.31) The Briton player starts the game with only four tribes active on the map: Iceni, Trinovantes, Coritani and Catuveliaun *The remainder ofthe tribes are inactive and are not plac- fed on the game-map. (12.32) The Briton player may attempt to rally inactive tribes {ois cause by inciting them to revolt. He attempts this dur- ing the Tribal Revolt Phase. *Itthe tribe does revolt, allots units ae placed inthe tribal capita. “ifthe tribal capital is sacked or enemy-occupied, the tribal units may be placed anywhere within 3 hexes of that capital (12.33) Boudicea or a Druid must be present in the capital (06 16.4) of a tribe which the Briton player wishes to incite to revolt. *Further, 1 Operations Point must be expended for each revolt attempted. Roll one die and consul the Tribal Revolt Table (12.7). (12.34) i the tribe does not revott but instead becomes pro- Roman, place the units of that tnbe in the capital and im- mediately resolve any combat if only a Druid or Boudicca is present, simply move the Briton leader up tohis or her full Movement Allowance. (This is a tree move) (12.35) Pro-Roman tribes are indicated by placing a pro- oman marker in the tribe's capital. Pro-Roman tribal units are treated as auxiiaries except ‘they may not force march; and ‘they may not be used as part of a garrison (12.36) If the capital of an inactive tribe is sacked, that tribe Joins the enemy of the sacking player during the next Tribal Revolt Phase. *The sacking player receives full Victory Points for the capital *Once a sack has been announced, it cannot be rescind- ed. In other words, the sacking player cannot claim he did ‘ot know the tribe was inactive, that he did not mean to sack the place, etc. (nothing came between the ancient solder and his twin pleasures, rape and pillage) (12.37) f Roman units kill Boudicca or a Druid in the capital ‘of an inactive tribe, that tribe revolts during the next Tribal Rovolt Phase. (12.38) If Viroconium is Roman-occupied, the Briton player may attempt to activate the Comovii by placing a leader in Deva (hex 5503) or Pennocrucium (hex 4407). (12.4) Spontaneous Briton Revolt (Optional) [Athough spontaneous revolts add considerably tothe ex: citement of the game, the rule is obviously pro-Brton. To ‘counteract he later effec, the Roman player is excused from the requirement to maintain a legion in reserve once at least {wo tribes have gone into spontaneous revolt (12.41) On any even-numbered turn, the Briton player may attempt to have one tribe go into spontaneous revolt (12.42) Boudicca or at least one Druid must stil be in play for a spontaneous revolt to be attempted ‘There must be at least two tribes currently in revolt (12.49) There is no Operations Point cost for spontaneous revolt. (12.44) Spontaneous revolt is rolled for atter the Briton player has rolled for the normal leader-inspired revot. (12.45) The Briton player rolls on the Spontaneous Revolt ‘Table. The fst oll determines which pair of tibes i eligible for this revolt roll of 3 through 6 on the second rll means. that there Is no revolt A or20n the second roll means that the incicated tribe goes into spontaneous revot. (For instance, {wo rolls of"1" would rouse the Brigant) (12.46) i a tribe which spontaneously revolts is already in play, the resut has no effect. (12.5) Off‘Map Roman Units Certain Roman units start the game off map in Wales. (12.51) Suetonius Paulinus automatically enters the map on hex $701 on turn 2, during any Roman segment of the Operations Phase. (12.82) All other ofsmap Roman urits must be activated to enter play. “rf activated, these units enter hex 5701, treating that hex as clear (not road), (12.58) The following units are activated as part of the in- Gicated groups for an expenditure of 1 Operations Point per group: 1 XIV Legion (see 12.6)/Supply Status: 4 Ii. 4 cohorts af the XX Legion (see 12.6'Supply Status: 4 1, Five 2-12 auxiliary cavalry; two 1-12 auxiliary cavaly IV. One 4-8 auxiliary infantry; four 2-8 auxiliary infan- tty; two 1-8 auxiliary infantry (12.54) If hex $701 is occupied by Briton units, the ‘entering Roman units must immediately give combat. (12.55) Units that are activated may enter any time during the Operations Phase. (12.6) Activation Table (see chart sheet) (12.7) Tribal Revolt Table (see chart sheet) (12.8) Spontaneous Revolt Table (see chart sheet) 13. LEADERS The Briton leaders are Boudicca and the four Druids. ‘Suetonius Paulinus is the only Roman leader. ‘A leader's Battle Rating is added to the first die-oll in a round of a battle in which the leader is present. The Opera tions Rating of the highest rated leader on a side is added to the number on the operations chit drawn for that side. Leaders are also used to stir up revolts, increase stacking limits, and so on. (13.1) Restrictions on Leaders (13.11) A leader may never enter an enemy-occupied hex Unless accompanied by friendly combat units (13.12) 4 leader unit has no combat strength (13.13) A lone leader may be killed if an enemy cavalry unit enters his hex. The attacking player rolls a die. On a rll ot 110 3, the leader is kiled, and +410 6, the leader escapes. (13.14) A leader always escapes when an enemy stack com posed exclusively of infantry units enters his hex. (13.15) An escaping leader is immediately moved up to 5 hexes In any direction by the owning player (13.16) If a leader is in combat and his entire stack is tliminated, he is killed Otherwise he is killed only as specified below. (13.2) Suetonius Paulinus (13.21) The Roman player may not use Paulinus’ Operations Rating unti he enters the map. (He enters during the Roman ‘Operations Phase of the second turn, so his rating cannot be added to the Roman operations chit until that phase.) (13.22) Two or more legions may not stack in the same hex Unless Paulinus ts present. (13.23) Pro-Roman tribal units may not be stacked nthe same hex as Roman units of as units of a different tribe unless Paulinus is present. (13.24) Atthe end ofa battle involving Paulinus, the Roman player rolls two dice, Paulinus is killed on a rol of 12. (13.3) Boudicca Boudicca is the only Briton leader with a Battle Rating. She may be used to stir up revolts (see 12.33), (13.31) Units of more than one tribe may not be stacked in fone hex unless Boudicca or a Druid is present (see 6.21), (13.32) At the end of a battle involving Boudica, the Briton, player rolls two dice. Boudicca is killed on a roll of 2 or 12, (13.4) Druids ‘The Briton player begins the game with two Druid priests ‘ADruid may sti up revolts (see 12.33), allow units of ferent tribes to stack together (see 6.21), invoke the gods, gather Units together, or rouse tribal units to a berserk frenzy (see below) (13.41) At the end of a battle involving a Druid, the Briton Player fos two dice, The Druigiskiledon allot 10, 1 or 12 (13.42) Unlike other leaders, killed Druids may be replaced. ‘There are two Druids in reserve on the island of Mona, Begin ning with tur 10, the Briton player may replace Druids killed in combat with the Druids of Mona. SADruids activated ata cost of 1 Operations Point during the Tribal Revolt Phase and moves during the following turn A Druid must spend 5 Movement Points 10 move from Mona to any hex on the adjacent coastline. He may then move normally henceforth (13.43) There may never be more than two Druids in play at fy one time, and there may never be more than four which have been in play throughout the game. (19.44) f the Briton player has atleast one Druid in play he may use a Druid t0 Invoke the gods once during the Druid Invocation Phase. The Briton player expends 1 Operations Point, rolls the de, and applies the result from the Druid In- vocation Table (see 13.6) immediately. This table may not be used in consecutive turns Ww (12.37) If Roman units kill Boudicca or a Druid in the capital (fan inactive tribe, that tribe revolts during the next Tribal Revolt Phase. (12.38) If Viroconium is Roman-occupied, the Briton player may attempt to activate the Cornovii by placing a leader in Deva (hex 8503) or Pennocrucium (hex 4407). (12.4) Spontaneous Briton Revolt (Optional) Although spontaneous revolts add considerably to the ex: citement of the game, the rule is obviously pro-Briton. To counteract the later effect, the Roman player's excused from the requirement to maintain a legion in reserve once atleast ‘wo tribes have gone into spontaneous revolt (12.41) On any ever-numbered turn, the Briton player may attempt to have one tribe go into spontaneous revolt (12.42) Boudicca or at least one Druid must still be in play for a spontaneous revolt to be attempted. “There must be atleast two tribes currently in revolt (12.43) There is no Operations Point cost for spontaneous revolt (12.44) Spontaneous revolts rolled for after the Briton player has rolled for the normal leader-inspired revolt. (12.45) The Briton player rolls on the Spontaneous Revolt Table. The first roll determines which pair of tribes is eligible {or this revott. A roll of 3 through 6 on the second roll means that there is no revolt. A or on the second roll means that the indicated tribe goes into spontaneous revot. (For instance, two rolls of 1” would rouse the Briganti) (12.46) Ifa tribe which spontaneously revolts is already in play, the result has no effect. (12.5) Off-Map Roman Units Certain Roman units start the game off:map in Wales. (12.51) Suetonius Paulinus automatically enters the map on hex 8701 on tun 2, during any Roman segment of the Operations Phase (12.82) All other off map Roman units must be activated to enter play. “lf activated, these units enter hex 5701, treating that hex= as clear (not 1030). (12.53) The following units are activated as part of the in- sicated groups for an expenditure of | Operations Point per ‘group: T. XIV Legion (see 12.6)Supply Status: 4 11,” cohorts of the XX Lagion(se8 12.6) Supply Status: 4 111. Five 2-12 auxiliary cavalry; two 1-12 auxiliary cavalry IV. One 4-8 auxiliary infantry; four 28 auxiliary infare try; two 1-8 auxiliary infantry (12.54) If hex 5701 is occupied by Briton units, the tentering Roman units must immediately give combat (12.55) Units that are activated may enter any time during the Operations Phase, (12.6) Activation Table (see chart sheet) (12.7) Tribal Revolt Table (see chart sheet) (12.8) Spontaneous Revolt Table (see chart sheet) 13. LEADERS The Briton leaders are Boudicca and the four Druids. Suetonius Paulinus is the only Roman leader. ‘A leader's Battle Rating is added to the first die-oll in a round of a battle in which the leader is present. The Opera tions Rating of the highest rated leader on a side is added to the number on the operations chit drawn for that side. Leaders are also used to stir up revolts, increase stacking limits, and so on, (13.1) Restrictions on Leaders (13.11) A leader may never enter an enemy-occupied hex Unless accompanied by friendly combat units. (13.12) A leader unit has no combat strength. (13.13) A lone leader may be killed it an enemy cavalty unit, enters his hex. The attacking player rolls a die. On a roll of #1 to 3, the leader is killed; and *4 10 6, the leader escapes. (13.14) A leader always escapes when an enemy stack com- posed exclusively of infantry units enters his hex. (13.15) An escaping leader is immediately moved up to 5 hexes in any direction by the owning player. (13.16) If a leader is in combat and his entire stack is eliminated, he is killed. ‘Otherwise he is killed only as specified below. (13.2) Suetonius Paulinus (13.21) The Roman player may not use Paulinus’ Operations Rating until he enters the map. (He enters during the Roman Operations Phase of the second turn, so his rating cannot, bbe added to the Roman operations chit until that phase.) (13.22) Two or more legions may not stack in the same hex Unless Paulinus is present. (13.28) Pro-Roman tribal units may not be stacked in the same hex as Roman units or as units of a different tribe unless Paulinus is present. (13.24) At the end of a battle involving Paulinus, the Roman player rolls two dice. Paulinus is killed on a roll of 12 (13.3) Boudicca Boudicea is the only Briton leader with a Battle Rating. She may be used to stir up revolts (see 12.33). (13.31) Units of more than one tribe may not be stacked in, ‘one hex unless Boudicca or a Druid is present (see 6.21). (13.32) At the end of a battle involving Boudica, the Briton player rolls two dice. Boudicca is killed on a roll of 2 oF 12. (13.4) Druids “The Briton player begins the game with two Druid priests. ‘ADruid may stir up revotts (se0 12.33), allow units of diffrent tribes to stack together (see 6.21), invoke the gods, gather units together, oF rouse tribal units toa berserk frenzy (see below). (13.41) AL the end of a battle involving @ Druid, the Briton player ros two dice, The Druid iskiled on ral of 10,11 oF 12. (13.42) Unlike other leaders, killed Druids may be replaced, ‘There are two Druids in reserve on the island of Mona, Begin: ning with ten 10, the Briton player may replace Druids killed in combat with the Druids of Mona, *ADruidis activated at a cost of 1 Operations Point during the Tribal Revolt Phase and moves during the following turn *A Druid must spend 5 Movement Points to move from ‘Mona'o any hex on he adjacent coastine. He may then move normally henceforth (13.43) There may never be more than two Druids in play at any one time, and there may never be more than four which have been in play throughout the game. (13.44) Ifthe Briton player has atleast one Dru in play he ay use a Druid to Invoke the gods once during the Druid Invocation Phase. The Briton player expends 1 Operations Point, ros the die, and applies the result from the Druid In- vocation Table (see 13.6) immediately. ‘This table may not be used in corisecutive turns, " 12 (13.45) During the Druid Invocation Phase, the Briton player ay also make use of the Berserk Tribe Table (see 13.7). At the cost of 1 Operations Point each, any Druid stacked with Briton units may attempt to raise those units toa fever pitch. Roll one die and consult the table. Apply the results immediately, (13.48) One or both Druids may use the Berserk Tribe Table, land it may be used in the same turn as the Druid Invocation Table, ‘If the Druld Invocation Table is used, one Druid is con- sidered to be Invoking the gods, and thus cannot use the Berserk Tribe Table. (13.47) At any time during a Briton Segment, the Briton player ‘may use a Druid to gather units together. At a cost of opera- tions Point, all Briton units within 3 Movement Points of any fone Druid may be moved into the hex of that Druid, “*Units which have been gathored together by a Druid may make no normal movement in that turn. (13.5) Briton Hordes Each Briton leader has a Horde Box printed on the map. a leader is commanding a large stack of units, these units ‘may be placed in his or her Horde Box. The leader's counter is then used to represent the stack. The Horde Box has been provided as a convenience, (13.6) Druid Invocation Table (see page 15) (13.7) Berserk Unit Table (see page 15) 14. BRIDGES (14.1) Bridge Construction ‘The Roman player (only) may construct bridges across un- bridged river hexsides. (14.11) Only an intact legion (see 10.2) can construct a bridge. (14,12) The intact agion must be in ahex adjacent tothe river, hexside across which the bridge is to be built, ‘There can be no Briton units within 2 hexes of the con- structing legion when bridge construction is announced (14.13) The Roman player must announce where and with Which units he intends to build a bridge before the first Briton segment of the Operations Phase. (14.14) The Roman player must expend 1 Operations Point Tor each bridge construction attempt he announces. (14.15) Ifthe legion moves, intercepts, force marches, or is. Involved in combat, the bridge is not built. (14.16) The Operations Point spent for abridge construction attempt is not recovered if, for any reason, the bridge is not built. (14.2) Bridge Destruction Bridges, including those printed on the map, may be destroyed by units of either side. (14.21) A bridge may be destroyed during the Operations Phase by a combat unit in @ hex adjacent to a bridged river hexside, ‘*No enemy combat unit may be within 2 hexes of the unit destroying @ bridge at the time bridge destruction is, ‘announced, (14.22) A player must spend 1 Operations Point when he an- ounces the destruction of a bridge. (14.23) A unit which destroys a bridge may not move, force ‘march or intercept for the rest of that turn. “Conversely, a unit may not destroy a bridge in any turn in which ithas force marched, engaged in combat, or attemp- ted interception. It can, however, move to the bridge before destroying (14.24) Place a Destroyed Bridge marker on the hexside of the bridge when the Operations Point is spent. '*For convenience, the players may wish to just remove the Bridge marker when a previously constructed bridge is destroyed. 15. INITIAL DEPLOYMENT _ ‘The following units are placed on the map at the start of the game by the owning player. References to “tribe” or “legion” direct the player to set up all units in that tribe or legion (see 10.1 and 16.4) (15.1) Briton Deployment Aunts below are in revolt Hex Units 2821 The Catuvellauni Tribe 3525 The Trinovantes Tribe 4116 The Coritani Tribe 4432 The Iceni Tribe; First Druid Priest Place Boudicca and the Second Druid Priest, each with a tribe other than the leeni (15.2) Roman Deployment Hox Units 2416 One Civilian 2523 Two Civilians 3031 One 2-12 Auxiliary Cavalry; One 2-8 Auxiliary Infantry: One Civilian 3108 One 1-12 Auxiliary Cavalry; One 1-8 Auxiliary Infantry; One Civilian 3405 II Legion; One 2-12 Ausiliary Cavalry; Two 2-8 Auxiliary Infantry 4501 Six non-elite cohorts and the cavalry of XX Legion; One 2-12 Auxiliary Cavalry; One 2-8 ‘Auxiliary Infantry 5118 1X Legion; One 4-12 Auxiliary Cavalry; Two 2:12 Auxiliary Cavalry; Two 1-12 Auxiliary Cavalry; Three 2-8 Auxiliary Infantry; One 1-8 Auxiliary Infantry ‘The following units are to be placed in any military post not already occupied by combat units, ‘*No more than two of these units may be placed in a post. Five 1-12 Auxiliary Cavalry; One 2-12 Auxiliary Cavalry ‘Two 2-8 Auxiliary Infantry; Three 1-8 Auxiliary Infantry. (15.3) Numerical Information Summary (see page 14) 16. VICTORY ‘At the end of turn 20, both players total up their Victory Points as listed below. The player who has the most points, is the winner. In the improbable event that the players have an equal ‘number of points, the game is a draw. (16.1) Briton Victory Points Award — Event 6 Sack of Camulodunum or Longinium 1 Sack of a military post 3 Sack of any other Roman town or pro-Roman tribal capital 15 Eliminate all units in a legion 8 Reduce a legion’s total Strength Points to 22 or less 5 Kill Suetonius Paulinus 1 Eliminate a chvlian unit 1 Eliminate 7 Strength Points worth of auxiliary units 1 Eliminate 5 Strength Points worth of pro- oman tribal units (16.2) Roman Victory Points Award Event Sack of Venta Icenorum Sack of any other capital of an enemy tribe Kill Boudicea Kill a Druid Each civilian unit which remains in its town for the entire game 1 Each civilian unit which moved from its town but isin its unsacked town at the end of the game 2 Occupation of an unsacked capital of an enemy tribe at the end of the game 1 Each tribe reduced to half or less of its original Strength Point total (see 16.4) The Roman player receives 1 Victory Point per unit if all Units in a tribe (see 16.4) are eliminated. (16.3) Automatic Victory Ifa player meets his conditions for automatic victory, the ‘game immediately ends, and that player is the winner regardless of the Vietory Point totals (16.31) The Roman player achieves an automatic victory at the end of any turn in which every tribal capital is ro-Roman sacked: or occupied by at east 4 Strength Points of egionary or aux- iiary unis (18.32) The Briton player achieves an automatic victory at the end of any turnin which atleast 10 tribes are in revolt and.no tibes are neutral * Tribes which have been compltaly eliminated do not count towards the 10 tribe requirement (16.4) Tribal Summary (see page 15) DESIGNER’S NOTES (The designer's opinions occasionally coincide with those of West End Games.) ‘The question that must be on your fevered lips is where did light upon this topic for a game? ‘Good question. | was tinkering witha variety of operational systems to create something of the "fog of war” — opposing players could not simply react o their opponent's moves but would have to an- ticipate, quess and take chances. Having a rough idea for the basic mechanies | needed a subject to which to apply them. | nad just read something about Boudicea (Lord knows where, as itis not exactly one of today's burning historical issues), {and her revolt against the Romans seemed an excellent fit for the experimental system, All ofthis took place back in 1981, when | designed the original version of the game (which is not so very different {rom what you have before you today). However, at that time there was no one interested in the subject, so they never look- ed at the game itself, which | felt was kind of tragic, | did discuss the system with Bruce Shelley at SPI, who was then designing American Civil War and was stuck for a Sequence of Play. He took the Druid system, modified it and used it in ACW (ote help, as the game turned out tobe such a patch- ‘work of bad ideas and isolated development that it almost defies description). Druid is simple as wargames go, and players should remember that itis, mostly, a game (as opposed to a strict, ‘simulation). Much care was taken to see that game play stayed within the parameters of history, but since the Romans literally ran Boudicea off the court, some adjustments had to be made. ‘The revolving Operations Phase tended to equalize the game, and so successful was this in terms of playtester reaction that am positive you will see variations of it pop up — often (especially in my games). This mechanic allows players to con- {rol their own destiny without being sure of what the other player is going to do. The movement system we've all seen before, but | chose: it because it places a premium on concentration, an impor- tant concept given the limited communications of the day. Ar- ‘mies coming trom three different directions simply did not ar rive at the same time at the same place in those days (n0 mat ter what you saw in Spartacus). Interception, a virtual sine qua non for this era of games, | gleaned from my old The Conquerors game. Together with the optional Briton hidden movement rule, interception not nly aids the Britons but adds a lot of excitement to play. One of the prime theories of game design is that you always, increase the enjoyment in a game when you give the players, decisions to make that are based solely on their knowledge (or lack thereof of the situation, rather than on the ral of adie. ‘The combat system evolved from a desire to recreate the feel of an ancient battle, with its possibilties for total annihila- tion, ete., without putting the players through a melange of, tactical strictures (as | did in The Conquerors many moons ago). I'm sure what | came up with is not overly original — I've seen the reductio ad absurdum type of Combat Results Table before, but it seemed to fit wonderfully here, creating a certain amount of tension to the one or two major battles that do occur without a tremendous amount of time expend- ed. The problem in designing a combat system for this type ‘of game is that you want to keep the play flowing and the game ‘moving while, at the same time, not having the outcome of the few battles that do occur depend upon a single die-roll The rest of the game is, in the main, in the usual style of cchrome that I opt for. My basic intent is to allow the players. to feel and react as if they were in that era, susceptible to the forces and feelings ofthat time and place. (Which is why appreciate a game like Kingmaker so much.) Granted, much of the Druid tables is a lot of hovey (the Druid priests were generally a harmless lot, except when it came to burning peo ple alive), but what would a game on this subject be — or any game by me, for that matter — without some form of ran- ‘dom events table? ‘That brings us to the title. Why Druid? Would you have bought a game called Boudicca’s Revenge?. Think about that, Richard Berg 13 4 (15.3) NUMERICAL INFORMATION SUMMARY For handy reference, those numbers which have not already been extracted from the rules and presented in one of the other charts and tables are presented below. 5.21. Additional Briton Operations Points First turn: 2 Second turn: 1 6.17. Minimum unit movement: 1 hex per segment or phase 6.24. A maximum of 10 auxiliary units may stack in a hex which contains at least 5 cohorts of a legion 6.32-34. Civilian unit die-rolls Adjacent to enemy Briton unit: Automatic Within 6 Movement Points of enemy Briton unit: 1-4 Outside 6 Movernent Point radius of enemy Briton units: 1-2 7.13. Roman interception range may not extend or pass through more than 1 forest or wooded hills hex 7.14, Maximum interception range: 3 hexes 7.35. A unit may attempt 1 interception per segment 8.13-14, Battle is a major battle if: ‘both sides have 10 or more Strength Points sone side has 10 or more Strength Points, other side has 10 or less Strength Points, unless odds are 1-1 or 1-2 Battle is a skirmish if *both sides have less than 10 Strength Points sone side has 10 or more Strength Points, other side has 10 or less Strength Points, and odds are 1-1 or 1-2 8.16. Fractions in odds ratios are always rounded down in favor of the defender 8.31. If odds are 1-1 and one side has at least 50% more Strength Points than the other, the former rolls twice during the first round of battle 8.32. The elite cohort unit in each legion has 4 steps: 8.41. Minimum overrun odds: 7-1 8.42. Cost to overrun at 10-1 odds and continue movement: 2 additional Movement Points 8.43. Attacking units are automatically eliminated at odds of 1-5 or less 8.44, Minimum overrun odds against military post: 10-1 8.57. One pursuit die-roll for each 2 cavalry Strength Point superiority victor has over withdrawing units 9.24. Minimum of 8 Strength Points are required to sack Londinium or Camulodunum 9.34. An unoccupied fortified hex has 3 Strength Points and steps 10.1. A legion has 10 cohorts and 1 cavalry unit 10.24, Intact legion must have at least 20 Strength Points and 10 cohorts 11.11. Legions which begin game on map have 7 turns of supply 11.22. Out of supply legion loses step on roll of 1 to 3; 4 to 6 has no effect 12.21. Lindum garrison: 20 Strength Points 12.22. Glevum-Viroconium garrison: 20 Strength Points (minimum of 1 Strength Point in each city) 412.23 Garrison may have no more than half its Strength Points come from auxiliary units 12.42. 2 tribes must be in revolt before spontaneous revolt can occur 13.13. Enemy cavalry unit enters hex of leader without combat units: 1 to 3: leader killed; 4 to 6: leader escapes 13.24, Paulinus is killed in battle on roll of 12. 13.32. Boudicca is killed in battle on rolls of 2 or 12. 13.41. Druid is killed in battle on rolls of 10, 11, or 12. 13.42. Druid movement from Mona: § Movement Points 13.47. Units may be gathered together from up to 3 hexes away 14.12. No Briton unit may be within 2 hexes of units constructing a bridge at time of announcement 14.21. No enemy unit may be within 2 hexes of units destroying a bridge (13.6) DRUID INVOCATION TABLE Die 1 “ Result ‘Add 2 to Briton Operations Points Bad weather invoked All Movement Point costs increased by 1 River hexsides may not be crossed (except at bridges) *No forced march permitted ‘The Curse of the Druids strikes Paulinus! Paulinus may ot use his battle or operations ratings Briton player may, at no cost in Operations Points, roll ‘on the Berserk Unit Table for each Druid stacked with units: Druids scare units, All tribes in revolt have their Move- ment Allowances halved. Bad augury. Briton player may not attack. (13.7) BERSERK UNIT TABLE Die 1 23 4 5 6 Result Increase Movement Allowance for all units in hex by 2, and add 1 to combat die-rolls for those units Increase Movement Allowance for all units in hex by 2 Add 1 to combat die-rolls for units in hex Nothing happens Druids frighten troops. Reduce Movement Allowance of all units in hex by 1, and subtract 1 from combat die-rolls for those units Al effects are for the current turn only. (16.4) TRIBAL SUMMARY Tribe Atrebates Belgae Briganti Cantii Catuvellauni Coritani Cornovil Dobunni Durotriges. Iceni Parisi Regni Silures Trinovantes Full Half Strength Strength Counters Capital 18 9 3 Calleva (2416) 16 a 2 Venta Belgarum (1914) 72 36 6 Isurium (6412) 12 6 2 Durovernum (1931) 28 14 4 \Verulamium (2821) 24 12 3 Ratae (4116) 14 7 3 Viroconium (4501) 22 " 5 Corinium (3106) 16 8 2 Durnovaria (1401) 72 36 6 Venta Icenorum (4432) 20 10 4 Petuaria (5917) 16 8 2 Noviomagus (1518) 48 24 4 Venta Silurum (2902) 24 12 3 Camboritum (8525) 16 Roman (Cavalry Present) in Hexes Military Post, Forest, Distant Fortified Town Wooded Hills Other 1 Auto Auto Auto 2 1-4 1-4 1-2 3 12 1 No Roman (No Cavalry) in 1 14 15 12 2 1 12 No 3 No No No Briton (Cavalry Present) in Hexes Forest, Distant Town Wooded Hills Other 1 Auto Auto Auto 2 13 15 12 3 1 12 No Briton (No Cavalry) in 1 13 15 1 2 No 12 No 3 No No No Cavalry Present: At least one cavalry unit is stacked with the units attempting interception ‘Auto(matic): Interception automatically succeeds. No: Interception is not possible at this range. Action Cost Move one stack (see 5.35) 1 Combat ° ‘Attempt interception 1 ‘Sack town or post 1 Destroy bridge 1 Roman player only ‘Attempt legion activation 1 Construct bridge 1 ‘Add 14 to legion activation die-roll 1 Briton player only Use Driid Invocation Table Use Berserk Unit Table Use Tribal Revolt Table Activate new Druid priest Call tribal units together Hex 2504 3616 5027 2416 3525 3031 4719 3106 5503 1404 2325 2919 3723 1931 6215 3405 6412 3417 4210 5118 2523 3118 1415 1518 4407 5917 2519 4t16 2033 1910 2514 2622 1914 4432 2902 3915 2821 4501 TOWN GAZETTEER Ancient Name ‘Aquae Sulis Bannaventa Branodunum Calleva Camboritum (Camulodunum Causennae Corinium Deva Durnovaria Durobrivae Durocobrivae Durolipons: Durovernum, Eburacum Glevum Isurium Lactodorum, Letocetum Lindum Londinium. Magiovinium Magnus Portus Noviomagus Pennocrucium Petuaria Pontes Ratae Rutupiae Sorviodunum Spinis Sullonicae Venta Belgarum Venta Icenorum’ Venta Silurum Venonae Verulamium, Viroconium ‘Modern Name Bath Brancaster Silchester Colchester Ancaster Cirencester Chester Dorchester Rochester Cambridge Canterbury York Gloucester Aldborough Toucester Portsmouth Chichester Brough Staines Leicester Richborough Old Sarum, Caistor Caerwent High Cross St. Albans Wroxeter cA (12.6) ACTIVATION TABLE Unit Turn 1 2 3 4 5 6+ WLegion 26 Auto Auto. Auto. = Auto. Auto KLegion 5-6 46 36 26 Auto Auto XIV Legion No 6 56 56 56 46 XX Legion (on-map) Auto Auto Auto Auto Auto Auto XX Legion (off-map) No 56 56 56 46 36 Auxiliary Units’ No Auto Auto. = Auto. = Auto. Auto ‘Suetonius, Paulinus** No Auto. = Auto. = Auto. = Auto. = Auto *Off-map units. On-map auxiliary units begin activated. "No Operations cost. ‘Auto(matic): Group of units automatically activ No: Group of units cannot activate that turn. Die Result 1 Tribe revolts, joins Britons, and goes on rampage. For next two turns, increase Movement Allowance of all units in tribe by 2, and add 1 to all combat die-rolls for units in tribe 2-4 Tribe revolts, joins Britons 5 Revolt fails, nothing happens 6 Tribe activates and joins Romans as Roman-allied tribe (12.8) SPONTANEOUS REVOLT TABLE (Optional) First ‘Second Die- Die-Roll Roll 1 2 3106 1 Briganti Parisi None 2 Cornovii — Dobunni None 3 Silures Durotriges. None 4 Belgae —Atrebates_-—- None 5 Regni Cantii None 6 None None None (8.7) COMBAT ADJUSTMENTS CHART a) -1 for each attacking disrupted unit b) -1 if attacking units attack units in unsacked towns ) +1 if Briton units attack units in a Roman unsacked post 4) -2 for first round if Roman units battle with hidden Briton units (supersedes (e) or (f)) )-1 if Roman units attack Briton units in forest or wooded hills hex (not cumulative with (d)) f) +1 if Briton units attack Roman units in forest or wooded hills hex (not cumulative with (d)) 9) +1 if Briton units are berserk h) +1 if intact Roman legion attacks i) +1 for first round if Briton units attack Roman units which have forced marched J) +2 for first round for units which intercept k) + leader's battle rating to 1 die-roll per round (or, ifbattle rating is 2, +1 to two die-rolls) }) Roman units attacked in a fortified hex have their combat strengths doubled 'm) Units attacked across a bridge have their combat strengths doubled Combat adjustments are cumulative, unless otherwise noted. (Thus, units in fortiied hex which are attacked across a bridge have their combat strength quadrupled) (8.6) COMBAT RESULTS TABLE Die Major Battle Skirmish 1 or less. 0 0 2 Dis 0 3 1 Dis 4 HK 1 5 2 1 6 20H 1H 7 20H 2 8 aH 2H 9 or more 4lH 3H #: Number of step losses inflicted upon enemy stack. Disrupt one unit in enemy stack my step losses must be 10st Strength Points (but C2 (6.7) TERRAIN EFFECTS CHART Roman Roman Tribal Inf Cav Inf Clear 2 2 1 Road* 1 1 1 Hills. ZI 2 1 Forest 3 4 213) Wooded Hills 4 6 23) Marsh 8 12 3 ‘Town, Post, Fort** i 1 1 Bridge +0 +0 +0 River +4 +6 +5 Se P P Pp Movement Allowance 8 2 6 “Rate is used only if town, etc.,is friendly or sacked Tribal Cav Leader Civilian 2 1 1 1 1 2 1 2 36) 2 3 66) 3 4 6 6 P 1 1 a +0 +0 +0 +1000 45 P Pp Pp P 2 15 4 Movement rate is used only when unit is moving along continuous road hexes. #G): Second number is cost to Briton units using hidden movement (see 6.6) P: Prohibited. Int: Infantry Cav: Cavalry f Includes sea hexsides (e.g., 2424/2524 and 3104/3205).

Das könnte Ihnen auch gefallen