I AM SPARTACUS!

Pacification
1d6 + # of Roman SPs
Pacified on 7 or more
Leader Recovery
Spartacus: 1 or 2
Others: 1
Reinforcement
Romans 5 & 10 enter in Rome
Romans 13 & 16 enter by sea
Cilicians enter if 2d6 = 2
Replacement & Upgrade
One slave per revolt province
•	May not be Roman occupied
•	Slinger may be selected in mountains
•	Only eliminated slaves may reappear
Gladiator unit: +1 step
Roll for Rebel archer creation
Roll for Rebel cavalry creation
Rebel Training Upgrades
•	May not be Roman occupied
•	Must have leader in fertile province
•	May upgrade two slaves per province
•	Replace with random pink/red infantry
Roman Replacements
•	One step per non-revolt province
•	Only eliminated archers may return
•	Legions with 6+ SPs may not receive
Naval Movement
Rebel (Cilician) fleet moves
Roman fleet moves or built
Fleet may transport 12 SPs
Attrition
Immunity
•	Province contains friendly city
•	Province adjacent to friendly fleet
•	Fewer than 6 combat units
•	Autumn turns
•	One province with supply line to Rome
Movement
Road March
•	Up to 6 friendly, fertile provinces
Normal March
•	One province only
Forced March
•	One province at a time
•	Roll on Forced March Table
Revolts
•	Roll for each unpacified province entered
•	If > 0, then place Revolt and that # of slaves
•	If 5+, then draw a random leader as well
Agrigentum and Siracusa
•	2d6
Other fertile province
•	1d6
•	+2 if Spartacus is present
•	1 for every 6 Roman SPs present
Mountain or swamp province
•	1d6  3
•	Slingers may be selected
Combat
Evasion
•	Automatic for force with all the cavalry present
•	Spartacus: 14
•	Crassus or Pompey: 12
•	Others leaders: 1
Line up units
•	Infantry and cavalry only
•	Leaders may be stacked with line units
•	Weaker player deploys first
Missile fire
•	Owner chooses casualties
Melee
•	Simultaneous
•	Only front units fire unless breakthrough
•	+1 in first round for all units led by Spartacus, Crassus, or Pompey
•	+2 in all rounds for unit stacked with Spartacus, Crassus, or Pompey
•	+1 in all rounds for unit stacked with other leader
Breakthrough
•	Units advance if opposing unit eliminated
•	Take up positions on flank of next unit
•	All flanking units may fire next melee round
Committed leader casualties
•	Roll 2d6 for all leaders in the line
•	Wounded on a 5, killed on a 4
•	If already wounded, killed on a 5 or 6
Breaking off
•	Routs on a 1d6 of 3 or less
•	1 for every flanked unit
•	1 for every leader killed
•	+1 for Crassus or Pompey
•	+2 for Spartacus
•	Rebels may not break off on last turn