Spoils of War After the battle, rolls will be done to determine what your you have won. Gear may be gained if you live through a battle for any active participant and slaves may be captured by the winning general. Winning There is a chance you may be injured, even in victory. RP afterwards if you suffer an injury would be helpful. 80 % chance of uninjured 20% chance of minor injury 10% chance of major injury (may prevent future involvement in war) Slaves: Random [(5 to 20)/5] multiplied by how many thousand soldiers are in the enemy force.Example: There are 5000 enemy. A 10 is rolled. 10/5 = 2 * 5 = 10 slaves gained. Slaves may be kept my the winning general. Sold for a profit of 125 denarii per slave. Or sold to other players at whatever price is negotiated. Siege War: If you capture a town as a Consul, you will be able to loot the local temples for gold/statues/etc. Any loot is expected to be handed over to the treasury. A triumph may be awarded to display the loot you have won. Slave rolls are tripled if you capture a town. Gear: There is a 33% chance to win a piece of gear. A random roll will be done for any one who participates in battle. A roll will then be done for a specific piece (see above; horses excluded). If you win a piece you already own, then you may sell it. Awards: A Consul or Military Tribune may award phalerae (gold, silver, or bronze sculpted disks worn on the breastplate during parades) to any man he deems earned them on the field. Losing If you are in a levy that loses a battle there is a chance you may be injured, captured or die. A roll will be done for all participants, including Consul. 30% chance uninjured 40% chance minor injury 20% chance major injury 10% chance of death Uninjured: 25% chance you are captured Minor Injury: 50% chance you are captured Major Injury: 75% chance you are captured Dead: You lose your armor and cannot pass it on to your heir. Ransom will be a random roll of 5,000 to 10,000 denarii