Inside the city walls, the terrain is considered rough going unless the element is on a major thoroughfare, represented by the roads. An additional road is placed parallel to the wall at its base, and one more is placed parallel to the wall every 400 paces into the city. Major avenues are also placed 400 paces on each side of each gateway, and every 400 paces thereafter.
When the defender sets up, he may set up 600 paces in front of the wall. The attacker sets up 1200 paces from the wall.
When conducting intelligence rolls preparatory to this battle, mounted elements are ignored, but 2Ps do count for half. When conducting scouting rolls, mounted elements are again ignored, but Ax and 2Ps do count half. If the attacker doubles the defender’s intelligence, he dices for each gate and bastion. On a die roll of 5,6, the garrison of that position has betrayed the enemy. The element becomes a friendly element for the attacker, and joins the C-in-Cs command. A gate taken this way is considered open to the attackers. When the attacker doubles the defender’s scouting, he has located a wall or gate that is weaker than the others. The attacker designates up to 4 wall segments (16 elements of front), one gate, and one bastion and these positions have has their combat modifier reduced by 1.
If the defender doubles the attackers intelligence roll, he has been leaked plans for the attack and reinforced one half of his bastions and gates by +1, representing additional lilies and stimuli in the ditch, etc.
If the defender doubles the attackers scouting roll, the attacker has completely misjudged the strength of the defense in this sector. The defender secretly records one gate, one bastion, and 4 segments of wall as +1 and the elements that first attack these defenses are -1 on their first attack due to the surprise. The +1 defense remains through the battle. The -1 is only on the first attack.
Effects of an enemy holding Rome
If an NPC holds Rome after all combat has been resolved,
there are no elections, and the Senate cannot replace troops overseas or provide
additional 4Bd or
4Sp elements that year. Existing governors are prorogued. Existing consuls
continue
in office. If a consul has been killed, a surviving PC consul may appoint a
suffect consul who gains 20 prestige and consular imperium, functioning
as junior consul
for the duration of the control in Rome. If the only surviving consul is NPC,
the suffect consul is selected from surviving praetorian or proconsuls in Italy,
in order of current prestige. If no surviving consuls, the Princes Senatus
(an NPC who is the oldest living member of the Senate) becomes Consul suffectus
senioris.
The senior consul may summon the Senate to a different city. An NPC senior consul always does. The rump Senate has a quorum on a die roll of 4,5,6 with a +1DRM for each player who supports the idea and -1 for each player against. Once a rump Senate is in place, normal senatorial functions can begin but LEX and elections can’t happen until Rome is recaptured. Once a rump Senate is formed, an NPC holding Rome will attempt to attack this new location instead of just holding Rome. In the case of Saturninus’ revolt, this attack can only use the consular army(s) gained each year for holding Rome unblockaded.
While an occupation in Rome continues, the Senate does not have access to the normal treasury and can only raise HALF the troops it normally creates each year. For example, a new governor receives 1 legion (4x4Bd or 3x4Bd+1x4Sp) instead of his two legions, the rest being made up from auxiliaries. Governors may divert province revenues to support their forces, and can replace lost elements in their Senate-provided troops with 4Ax, 2Ps or 2LH AFTER the first year of the occupation of Rome.
Any roll of Fortuna that requires a Senate action is re-rolled until a Senate sits again (e.g. major campaign).