|
TO HIT |
ATTACKER - Training + 2D6 |
Each Serious Wound |
-1 |
Attacking Opponent in Rear 3 hexes |
+2 |
If the defender without weapon or
picking one up this phase |
+2 |
If target body part has no armour |
-1 |
If target body part has heavy armour |
+1 |
DEFENDER - Training + 2D6 |
Each Serious wound |
-1 |
If outnumbered by attackers |
-1 |
If attacker scores higher than defender
a successful hit has been made. Normally roll twice, each player taking
it in turns to be the attacker and defender |
|
BLOCK WITH SHIELD |
Shield size |
Successful Block 1D6
|
damage shield
|
Big Shield |
1-3
|
6
|
Small Shield |
1-2
|
6
|
No Shield |
1
|
6
|
If the defender has faster
reactions than the attacker they get a -1. |
If the attacker is stronger than the
defender the shield is damaged on a roll of 5 or 6.
If the shield is damaged it drops one level, big becomes small, small
is broken and none inflicts a light wound on the shield (left) arm.
|
|
SPECIAL CIRCUMSTANCES
If lose a weapon you have to spend one entire phase
picking it up. You may also move up to 1 hex in any direction, but must
turn as many hex faces as necessary to face the hex he came from (to pick
up weapon). Can launch no attacks in this phase and suffer a -2 to attacks
against them.
Once per turn (not phase) the opponent with reactions faster than ALL
his opponents can elect to step directly backwards 1 or 2 hexs when he
would not otherwise have moved that phase, after opponents have revealed
their moves, but before they occur. This does use one of his allowable
movement phases. Can also pick up a fallen weapon.
|
WOUNDING THE TARGET |
Attacker "Strength" + 2D6 |
Each Serious Wound |
-1
|
Defender has Medium armour |
-1
|
Defender has Heavy armour |
-2
|
RESULT
|
No effect |
<=4
|
Light Wound |
5-8
|
Serious Wound |
9-10
|
Critical damage to target
area. Opponent collapses |
11+
|
|
EFFECT OF SERIOUS WOUNDS |
Head |
lose the helmet, also lose the rest
of your active phases this turn. |
Left Arm |
Drop shield can't pick it up |
Right Arm |
drop weapon, can pick
it up |
Upper Body |
-1 strength for rest of this game |
lower body |
-1 reactions for rest of this game |
Left or right leg |
Lose 1 phase of movement
per serious wound per leg |
It takes 3 light wounds
to equal 1 serious wound and then you get the standard effect of a
serious wound, you don't get any of the specials for a straight out
right serious wound see above. If you get 3 serious wounds fall on
the floor and roll for mercy. (No rules for this, make it up!) |
|
FAIL TO HIT OPPONENT
- If both attackers fail to strike their opponent,
roll 1D20, on a 20 opponents weapon is knocked from his hand.
- 19 or 20 if stronger than your opponent
- E.g. if both gladiators failed to score a
hit, both would roll a D20 with a chance of knocking their opponents
weapon out of his hand, the stronger character has an advantage in this
|
STAMINA
- Once a Gladiator is
tired, he loses one active phase per turn, for the remainder of the
game
- 1 point of stamina
is used each phase that a gladiator either attacks, or is attacked or
both
|
WEAPONS
- All tables assume primary weapon is Sword.
- Spear can attack any target within 2 hexes
instead of one.
- However spear user loses -1 on his to hit
(when attacking) & -1 on his to wound table.
- Spear user defends at full value though,
|
MOVEMENT
The game is played on a hex covered board. Each
phase you can move you may either move 1 or 2 hexes in any one direction
and then swivel multiple 60 degrees, or you may charge 3 hexes in a straight
line, (no swivelling allowed then).
If both men try to move into the same hex, both
sides roll 2D6, add +1 if you moved 2 hexes this phase, +2 if you moved
3 hexes this phase, and -1 if you did not move at all this phase. Then
add your strength factor. Winner enters the hex, lose is pushed back one
hex. Only other effect is that the winner fights this phase with an additional
+1 to his "To Hit" roll. (Remember 2 characters can not end
up in the same hex, but they can pass through the same hex)
If once every one has moved in a phase, an attacker is in your rear 3
hexes, then you turn directly to face them, but suffer the -2 modifier
for being attacked in the rear.
Turn broken down into 6 phases Lights can move
in 5, Mediums in 4, Heavies in 3. (Characters with a reactions of 2 or
3 gain 1 extra movement phase). In each phase you plot the movement and
then carry out the fighting, do not have to plot in advance whether you
will move on this phase or not. Movements are F, FL, FR, R, RL, RR, (Q)
for quick, 2 hexes, and "Charge" for 3 hexes. In addition use
A & C's for clockwise or anti clockwise rotations. e.g. Step 2 hexes
to your forward right and rotate 120 degrees left is "FR(Q)AA".
|
FIGHTING
- Both parties get to attack, unless one is
currently without, or picking up a weapon this phase.
- If facing multiple attackers, you may choose
which one to attack, but may defend against all of them. Attack is normal,
but defence is -1 for fighting superior numbers.
- Modifier for defenders armour, theory is defender
would try harder to protext exposed body parts so they are harder to
hit...
|
CHARACTERS
- Lights should have light shield and most 1
medium piece of armour
- Mediums can have heavy shield and 1 heavy
and 1 medium armour piece
- Heavy can have 2 heavy and 2 medium pieces
of armour
(The above is just a guide, use whatever your figures are actually wearing)
|
|
1 on 1D6 |
2,3,4,5 on D6 |
6 on D6 |
Strength, Training, Reactions |
0 points |
1 point |
2 points |
Lights |
+1 on their roll for Reactions and
-1 on their roll for Strength |
Heavies |
-1 on their role for Reactions and
+1 on their role for Strength |
Stamina is 4 + 1D6 for heavies, 4+1D8
for mediums, 4 + 1D10 for lights |
|
CHARACTERISTICS
- Strength (0,1,2) Causes loss of sword and
shield
- Training/Skill (0,1,2 or move from victories)
Main to hit factor
- Fast reactions (0,1,2) Chance to step out
of harms way, if 2 or 3 also get +1 active phase per turn which is very
useful)
- Stamina (4+1 dice) How long before you tire.
|
- ATTACK RANGES - Swords 1 square, Spears 2,
Nets 3.
- BODY - is split into Head, Upper body, lower
body, 2 legs and 2 arms
- ARMOUR - is either None (0), Leather/Chain
(1) or full plate (2)
- SHIELDS are either Large, small or none at
all.
|
VICTORS ENHANCEMENT TABLE |
Roll 1D10
|
Each of the values can go 1 above
normal max, i.e. max reactions, strength or training is 3, Stamina
can be increased by a maximum of 4 points. If max out on one then
re-roll until score a skill you haven't maxed out on. Once maxed out
on everything then you have the option to retire and set up your own
Gladiator school or keep fighting until someone takes you down! (All
wounds are healed between fights, if any serious wounds are suffered,
then must miss one fight per serious wound, other gladiators from
the school must take your place.) |
1 - 3 |
+2 on Stamina |
4 - 5 |
+1 on Reactions |
6 - 7 |
+1 on Strength |
8 - 10 |
+1 on Training |
|
|
SAMPLE FULL TURN SEQUENCE
- In each of six phases plot your movement for
that phase, plot just one phase at a time, remembering that you can
not move in all phases, but you can fight
- move all of your characters that are moving
in this phase
- roll for any collisions where 2 characters
enter the same hex
- turn around any character who has been attacked
to the rear
- Fight each attack, all characters attack once
with 2D6, and their opponent defends with 2D6, their rolls are then
reversed, normally all characters attack and defend once. If attacked
by more than one opponent, defend against all, but only attack once
- If neither character in a fight scores a hit
(both parties successfully defend) roll to see if either loses his weapon.
If weapon is lost the next ACTIVE phase must be spent picking up the
sword
- If a hit is inflicted roll to see if the shield
deflects the attack or is damaged itself, an attack successfully deflected
by the shield does no damage
- If the shield does not deflect the attack,
roll on the wound table to determine damage to target
- move onto next phase
- at end of 6 phases start the next turn again
|