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Familia - card driven actions

Gladiatoria
- opposed die roll resolution
- hexagonal movement
- figure scale agnostic
- quick to learn, quick to play
Gladiatorial Combat in Ancient Rome - subtle and challenging

v.3 copyright 2019, Jeffery S. Koppe

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by the editor to provide fighters for the murrus. It was a risky business, and its
Familia Gladiatoria practitioners were reviled by Roman society. Yet fortunes could be made by
providing a bloodthirsty populace with bloody entertainment.
The glory of Rome had its seedy side. Nothing truly epitomizes this so clearly as the Bibliography
Gladiators, Michael Grant, 1967.
spectacle of the Roman games. What began as early as 260 BC as a cruel Gladiators and Caesars—The Power of Spectacle in Ancient Rome, E. Köhne, C. Ewigleben, 2000.
militaristic ritual to honor a fallen father, became a lurid opiate for the masses of Gladiator—Rome’s Bloody Spectacle, Konstantin Nossov, 2009.
Roman society. Cruelty and Civilization—The Roman Games, Roland Auguet, 1972.
The World of the Gladiator, Susanna Shadrake, 2005.
Many ancient societies had some form of sacrifice to appease the dead. A few of Those About to Die, Daniel P. Mannix, 1958.
these included human sacrifice. Most of these practices had a veneer of religious
meaning. In Rome, however, the practice shed its religious cloak and became sheer,
brutal entertainment. Would such a violent entertainment succeed in our society? I
Preparing for Play
would certainly hope not. But the Romans apparently had none of our
squeamishness. The games—munera—were popular for more than 500 years.
1. Basing the Figures
There were essentially three types of events in the Roman munera. The chariot
races, or circus, the venetione, or hunt, and the murrus, the gladiatorial combats. 1.1 ‘Familia Gladiatoria’ is played on a hex mat. Mount the gladiator figures
All three of these “games” developed independently, though the venetione and the on hexagonal bases using a corner of the hex as the front. Note that each figure will
murrus were closely linked and normally held in the same amphitheater. The circus have two hexes to its front, one hex on the left, one on the right, and two hexes to
was arguably the least cruel and the most favored. The races became the basis for the rear. Also note that this unambiguously defines the figure’s left and right sides.
entire political factions that wielded considerable power until the fall of If you already have figures mounted in a different manner that’s fine. You’ll just
Constantinople in 1453 AD. The venetione became a showcase for cruelty to both need to make adjustments for zones of control as well as determining which limb is
animals and people. It often became a venue for the bloody execution of criminals. hit (left or right). As long as all players agree, these modification don’t alter game
Many of the Christian Martyrs died here under the gaze and for the entertainment play very much. Figure scale is inconsequential as long as the figures fit into the
of the Roman populace. The early Christians were not the only victims. “Death in hexes on the mat.
the arena” was a frequent verdict in Roman courts.
But the murrus—gladiatorial combat—was the patrician's game. The upper classes 2. Dice and Markers
might snub the circus, the morning hunt and the mid-day executions, but how they
2.1 Each player needs two six sided dice.
delighted in the “honorable” games. Successful gladiators, though legally slaves,
developed followings not unlike our modern celebrities. Gladiatorial types, 2.2 One die (1D6) is rolled to determine initiative, to overcome armor values
techniques and tactics were studied and discussed over food and in the baths. and in various other situations.
Fortunes were made and lost betting on who would kill whom. Endless arguments
were made regarding the advantages of the small shield and the large. The editor, 2.3 Two dice (2D6) are rolled to resolve actions. Note that when resolving
or sponsor, of a successful munera was almost guaranteed an equally successful actions the two dice are NOT summed. The higher score of the two dice
political career. Unsuccessful games often meant bankruptcy and banishment. (abbreviated as ‘HD6’) is used to determine which of the gladiators succeeds in
performing its action. If the player’s action is successful, the score of the lower of
Some of this fascination is with us today. Witness the popularity of the movie the two dice (abbreviated as ‘LD6’) is used to determine a hit location.
‘Gladiator’. Modern horse racing is not that different from Roman racing.
Bullfights are directly descended from the venetione. Our circuses, though bearing 2.4 Players may wish to provide markers or models to indicate dropped/thrown
the wrong name, bear much resemblance to the less gruesome venetiones. Surely, weapons or nets or to indicate when a gladiator is prone or ensnared. Markers will
the attitudes of soccer and football fans is not that far from the cheers of the Roman also be needed to track strength and agility scores during the bout.
crowd. Much of the violence has been lessoned, but still the passion remains.
‘Familia Gladiatoria’ is a game for recreating the murrus using miniature figures. In 3. Action Cards
the larger campaign game, the player takes the role of a lanista, the operator of a
gladiatorial school, a ludus. The lanista owned a number of slaves trained to fight 3.1 Each gladiator uses a deck of 16 action cards. Each player’s deck is
as gladiators. These slaves and their trainers (often retired gladiators themselves) identical and the mix of cards should not be altered. While there are duplicate
made up the familia gladiatorius of the ludus. Normally, the lanista was contracted

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actions contained within the deck, no single card can be played more than once
during a combat round. Playing the Game
3.2 Action adjustments are printed on the cards so referral to the rules should
be unnecessary during play.
5. Zones of Control
3.3 The action cards are designed to fit plastic sleeves often used in collectible
card games. You may want to insert a unique back into the sleeve so that each 5.1 All gladiators have a zone of control that includes the two hexes adjacent
player’s deck is easily identifiable and easier to separate should the decks become to the front point of the hex in which he stands. Retarii, Laquarii and Hoplomachoi
intermingled. (e.g., any gladiator with a long weapon) have a larger, two hex range zone of
control.
4. Record Sheets 5.2 No gladiator may ever enter another's zone of control without achieving a
successful HD6 action.
4.1 Each player has a record sheet to track losses during the bout. Record
sheets for ten types of gladiators are included as well as a generic sheet for non- 5.3 Gladiators cannot attack (e.g., thrust, slash, throw, bash) into their own
standard fighters. The record sheet also acts as a quick reference sheet for hit rear hexes.
resolution.
5.4 Gladiators may move one hex forward into either of their zone of control
4.2 Each gladiator has a type (myrmillo, retarius, etc.) and a class (heavy, hexes or backwards into either of their rear hexes. Under certain circumstances
medium or light). While there are a number of historic types, each type of gladiator there is a risk of tripping when moving backwards.
has only one class. For example, all myrmillones are heavy and all retarii are light.
This information is recorded on the record sheet.
4.3 Only three scores (campaign status, strength and agility) need to be
recorded. These are located in the upper right hand corner of the record sheet. Each
gladiator begins his career with two strength points, two agility points and one
status point. The player may allocate two additional points among these three
campaign scores to represent specialized training of a newly acquired gladiator.
Campaign scores may be adjusted at the end of the bout according to the bout
history schedule at the bottom of the page.
4.4 In the center of the record sheet there are two tracks to mark the current
bout scores of strength and agility. At the beginning of a bout, these scores are equal
to the Campaign scores. During the fight the bout scores will be adjusted downward
as the gladiator takes losses to strength and agility. Use a small chit or marker to
track the current bout scores.
4.5 Damage determination for a successful action flows from left to right Zone of Control for long weapons Zone of control for regular weapons
through the chart on the hit resolution portion of the record sheet. For example, if
your opponent succeeds in hitting you (e.g., his modified HD6 in a throw, thrust or
slash attack is greater than your HD6), his LD6 is used to determine where your 6. Initiative Rolls
gladiator was struck (head, arm, leg, etc.). Your opponent may then need to roll 1D6
to determine if he gets through your armor—depending upon where you were hit. If 6.1 There are two situations during the game when players must make
successful in overcoming your armor then your bout strength and/or agility will be initiative rolls. These are at the beginning of pre-contact movement and before
adjusted as noted in the ‘Results in’ column for that hit location. In addition, you revealing each set of three action cards.
may need to roll 1D6 against your agility or strength to determine whether you trip. 6.2 To make an initiative roll, each player rolls 1D6. Light gladiators add 1 to
their score.

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6.3 If the bout includes heavy, medium and light gladiators then heavy bonuses or detriments as listed on his own played action card to his own
gladiators subtract 1 from their initiative roll. Medium gladiators make no HD6. The two players then compare their respective modified HD6s. The
adjustments to their initiative rolls. player with the highest modified HD6 then completes and resolves his
action. That player’s LD6 is used to determine the hit location on the target
6.4 In other words, light gladiators have an advantage over medium and heavy if the action is one that requires a hit location.
gladiators and medium gladiators have an advantage over heavy gladiators.
However, if the bout includes only heavy and light gladiators, the lights should only 8.1.4.1 Ties in modified action rolls are decided in favor of the player
have a +1 advantage. A consistent +2 advantage to initiative is too unbalanced. with the higher initiative roll.
6.5 The gladiator with the highest score is the ‘initiating player’. 8.1.4.2 The losing player's action is ignored unless it is marked ‘m’
or ‘mutual’ on the action card. In that case, it too is completed. (For
6.6 Equal rolls between gladiators of the same class are rerolled. Equal rolls example, move vs. move results in mutual actions—though note that a
between gladiators of different classes are resolved by declaring the lighter class the losing player would still be prevented from moving into a zone of
initiating player. control because the player has not made a successful action roll. The
player could, however, move away from a figure that is moving into its
7. Pre-Contact Movement zone of control.)

7.1 As long as all players agree and no gladiator is in contact with a figure or 8.1.5 Repeat 8.1.4 – 8.1.4.2 for each of the remaining two cards.
adjacent to a zone of control, movement can be executed one hex at a time (pre-
8.1.6 Once all three action cards have been revealed, roll for collapse
contact movement). Each player makes an initiative roll and players then move
due to exhaustion or blood loss (but only if either agility or strength is less
their figures in ascending initiative order—lowest score to highest score. Movement
than zero). If both gladiators are alive and conscious, return all the action
for each gladiator is limited to one hex of movement or one facing change.
cards to their respective decks and go to step 1 (8.1.1) for the next round of
7.2 Once all figures have moved, the players may continue pre-contact combat.
movement in the same order. Or, if any player desires, a new initiative roll can be
8.2 This sequence repeats until one gladiator remains standing, the other(s)
made to reshuffle the order. Or, any player may declare that action cards are to be
having died, collapsed or requested missio.
used from that point on.
7.3 Otherwise, once any figures have come into contact or adjacent to a zone of 9. Action Cards
control, action cards must be used and pre-contact movement comes to an end.
9.1 The top of the card shows the action of the player's gladiator and whether
the action depends upon strength or agility (and a note that that attribute is added to
8. Sequence of Events During a Bout the higher of the two action roll dice—HD6). On the left side of the card various
8.1 Once pre-contact movement has ended the following sequence of events adjustments to the player's action roll are listed. These usually refer to the acting
begins: gladiator's type, class, equipment or position. On the right side of the card are listed
adjustments according to the action performed by the opposing player.
8.1.1 Each player secretly selects three action cards for each gladiator
he controls in the game. Each player will select cards from their own 9.2 All applicable adjustments are applied to the HD6 of the player. The player
action deck of 16 cards. with the highest modified HD6 gets to perform his action.

8.1.2 Make an initiative roll. High scorer is the ‘Initiating player’. 9.3 The losing player will not get to perform his action unless the cards list
‘mutual’ (‘m’) with the modifier.
8.1.3 Initiative loser(s) replaces one of the selected three action cards
with a Defend card from his deck. Note that you can replace a Defend card 9.4 Note that the action card of the losing player will generally determine what
already in your hand with the new Defend card. type of damage he will take, strength or agility. In some cases the player has the
option to use one trait or the other. In that case—if he takes damage—the damage
8.1.4 Each player selects one of the three previously chosen action cards will be applied to the trait he used.
and places it face down in front of them. The players then simultaneously
reveal the selected cards. Each player then rolls two six-sided dice—the
higher of the two dice is the HD6, the lower is the LD6—and applies the

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Action Card Details to determine the hit location and resolve the hit according to the procedure on
the record sheet.

Move Gladiator may attempt one of the following: The successful player can expend one status point to adjust the hit location by
one—up or down. This will permanently reduce Campaign Status by one each
move forward one hex or time this 'dirty trick' is employed.
move backward* one hex or
turn one hex face or Missio Gladiator asks for mercy. Roll 1D6 against status. If roll is greater than status,
stand up if prone or missio is not granted and the gladiator is put to death.
disentangle** from a net or lariat

* If the gladiator is attempting to move backward while his agility is below


zero, he must also immediately roll the integer of his agility score or above on 10. Positional Modifiers
1D6. If he fails this roll he falls prone to the ground in the hex into which he was
attempting to move. 10.1 If the gladiator is ensnared in a net or lariat or prone on the ground, he
receives a -2 modifier to his HD6. If he is attacking from or moving into one of his
** If the gladiator is attempting to disentangle, he must also immediately roll
1D6 against his agility score. He must roll his agility score or less to succeed. If enemy's two rear hexes, he receives a +2 modifier.
he fails he remains entangled.
Feint The successful feinting player is allowed to turn his opponent by one hex facing.
11. Type Modifers
Throw Throwing a net, trident, spear or lasso forces the target player to use his agility
score regardless of what action he has performed. This represents the target’s 11.1 Note that some gladiators receive special bonuses or detriments due to their
attempt to dodge the thrown object.
type. For example, gladiators with a zone of control of two hexes, generally receive
Distance is subtracted from the throwing player's action roll. a -1 if they're thrusting at an enemy in an immediately adjacent hex (as opposed to
being one hex away). The Dimachaerus receives a +1 in slashing attacks because of
If the throw misses (i.e., the opponent's action roll is higher), 1D6 is rolled to
determine which hex adjacent to the target the thrown object lands in.
his two weapons.

A successfully thrown spear or trident is resolved as a successful thrust attack.


The thrown object remains in the target hex until retrieved by a gladiator. 12. Opposing Limbs
A successfully thrown net or lariat ensnares the target. Ensnared gladiators will 12.1 When an arm or leg hit occurs, a roll of 1D6 is made to determine whether
receive a -2 on all subsequent action rolls until successfully resolving a move
action (though he does not actually move) and making an agility roll to unsnarl
the nearer or further limb is affected. On a roll of 1 to 4 the nearest limb is hit, 5 or
himself. 6 the furthest. Note that by mounting the gladiator figures on hexagonal bases with
a corner indicating the front of the figure, it is easy to determine if the right or left
When using a net or lariat, if the target is in the thrower's zone of control (2
hexes), the throw is considered to be a swinging entanglement rather than a
side is the nearer or further side.
throw. In this case, the throwing gladiator does not need to retrieve the
“thrown” object and there is no subtraction for distance. In all other cases, the
object must be retrieved before it can be used again. Lariats can be retrieved 13. Armor
by the Laquarius simply by playing a move card. (The lariat is attached to his
wrist, he simply coils it up.) 13.1 If the hit location is protected by armor, a roll is made to determine if
Any other thrown object can be retrieved by moving into the hex in which it enough damage was done to affect the gladiator. A score greater than the armor
landed. value must be rolled on 1D6 in order to damage the defender.
Defend Active use of a shield or weapon to defend against attack or turn one hex face
if opponent has played a move, defend or missio card.
14. Blow to the Head Resulting in Instant Death
Bash Attempting to knock opponent to the ground. If the target uses strength and
fails, the gladiator is knocked prone to the ground; if he uses agility and fails,
the gladiator is moved back one hex by the attacking player (even if he is
14.1 If an attack against the defender’s head overcomes any armor value then
already on the ground). there is a possibility of instant death. First, find the difference between the attacker’s
Thrust Attempting to stab opponent. If successful, use the low action die roll (LD6) to
and defender’s modified HD6s. Then the attacker rolls 1D6. The defender is
determine the hit location and resolve the hit according to the procedure on the instantly killed if the attacker’s 1D6 roll is less than or equal to the difference
record sheet. between the modified HD6s.
The successful player can expend one status point to adjust the hit location by
one—up or down. This will permanently reduce Campaign Status by one each
time this 'dirty trick' is employed.
Slash Attempting to hack at opponent. If successful, use the low action die roll (LD6)

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15. Agility Rolls 18. Missio
15.1 In general, when a ‘roll against agility’ is called for the player rolls 1D6 18.1 When strength and agility is reduced to 0 or below, or he collapses, the
and compares it to the current bout agility score. If the roll is greater than the agility gladiator automatically asks for missio. Whether he is granted reprieve is
score then a detrimental affect happens to the gladiator (tripping, failing to determined by rolling 1D6 against his status score. Since he’s fought the good fight,
disentangle, etc.). In other words, the roll must be equal to or less than the current however, unlike when a missio card is played, the roll is reduced one pip for each
agility score to succeed. point of damage the player has scored against his opponent. If the roll is equal to or
less than the gladiator's status, he is pardoned. If the roll is greater than the
15.2 Once the bout agility has been reduced to zero or below the gladiator will gladiator’s status, he is executed.
automatically suffer the negative affects dependent upon agility rolls. In other
words, moving backwards and head or leg hits will always result in tripping. Rather 18.2 If the missio card has been voluntarily played before both strength and
than suffer the automatic result, the defending player may elect to roll against the agility have been reduced to zero, there is no bonus for damaging your opponent.
current bout strength. However, doing so will instantly reduce the current bout The unmodified roll is compared to status. If the roll is greater than the gladiator’s
strength score by one. Think of this as calling upon one’s strength reserves to status, he is executed.
overcome exhaustion. Rolling against agility costs nothing. Rolling against strength
costs one strength point.
19. Standard Gladiatorial Types and Armor Locations
15.3 Once the bout agility score (or strength for that matter) has been reduced to
Type Class H LA RA LL RL C T Shield Weapon
a negative number, certain checks are automatically triggered at the end of each
combat round. Samnite H 4 2 4 4 2 Large Gladius
+1 Defend/Bash
Myrmillo H 4 2 4 2 Large Gladius
16. Negative Strength and Agility Scores +1 Defend/Bash
Thraex H 4 2 4 4 2 Med Sica
16.1 Gladiators may continue to fight even though one of their scores has been
Hoplomachus H 4 2 4 4 2 Small Spear (-1 when
reduced to a negative number. The negative scores are added to his action rolls (i.e., ZOC=2 adjacent, no
they reduce his chance of successfully performing the action). However, there is also slash)
a chance that the gladiator with a negative score will collapse from exhaustion or
die of blood loss. Secutor M 4 2 4 2 Large Gladius
+1 Defend/Bash
16.2 If the gladiator's agility is less than zero, at the end of any combat round Dimachaerus M 3 2 2 No shield 2 Gladia
(when all three action cards have been played), the player will roll 1D6. If the roll is -1 Bash +1 Slash
equal to or less than the integer of the gladiator's agility, he collapses (e.g., Provocator M 4 2 4 4 2 Large Gladius
Demetrius has -3 agility, if the player rolls a 1, 2 or 3, Demetrius will collapse). +1 Defend/Bash
Retarius L 2 2 2 No shield Trident (-1 when
16.3 If the gladiator's strength is less than zero at the end of any combat round, ZOC=2 -1 Bash adjacent, no
a die roll is made against his strength score. If that roll is equal to or less than the slash)
integer of his strength, the gladiator collapses and dies from loss of blood. Net
Laquerius L 2 2 2 No shield Trident (-1 when
16.4 When both agility and strength are zero or less the gladiator will instantly ZOC=2 -1 Bash adjacent, no
slash)
request missio. Whether or not the crowd grants it depends upon the gladiator’s Lariat
status.
Velite L 2 Small Javelin (no
throwing)

17. Length of Combat—Automatically asking for Missio H=head, LA=left arm, RA=right arm, LL=left leg, RL=right leg, C=chest/back, T=torso. Number =
armor value
17.1 The combat continues until one gladiator plays a missio action card,
collapses, is killed, or until one gladiator's strength and agility scores are reduced to
zero or below. At that time the gladiator automatically asks for the missio.

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20. Target Areas (determined by the lower action roll): 21.5 Death and Maiming: For campaign purposes, if a gladiator survives a
bout but his strength is below zero, there is a chance he may die of his wounds. A
Head 6 -1 strength and -1 agility, chance of falling (roll agility or less on 1D6 to remain roll similar to that for being killed in the arena is made (i.e., against the integer of
standing). Possibility of instant death the gladiator's strength). If this roll fails, the gladiator dies. If his agility is below 0,
Arms 5 -1 agility a similar roll is made against his agility. If this roll fails, he is considered maimed
Legs 3,4 -1 agility, chance of falling (roll agility or less on 1D6 to remain standing) and can never fight again. But his status points are still considered in a campaign
game.
Chest 2 -1 strength or agility, depends on defender's action card
Torso 1 -1 strength or agility, depends on defender's action card

The Campaign
21.1 Each player takes the role of a lanista, the owner of a gladiatorial school—
a ludus, and owns 6 gladiators. Each gladiator starts with 2 agility points, 2
strength points and 1 status point. Each player has 5 extra points to distribute
among his 6 gladiators. These points may be added to strength or agility. No single
gladiator may receive more than 2 of these extra points. The campaign umpire (the
editor) decides how many bouts each campaign participant will fight. The lanistae
get to decide which of their gladiators will fight the bout.
21.2 As gladiators win bouts, their status, strength and agility scores will
increase according to a set schedule. For his first success, the gladiator gets a status
point, for his second a strength, and for the third an agility point, etc. If the
gladiator is killed or maimed he is removed from the campaign. If a gladiator
achieves 6 status points he is awarded the wooden sword of freedom, the rudis, and
retires from the games. One ludus may challenge another to a bout sine missione—
to the death. No missio is granted. The challenged gladiator must be of higher status
than the challenging gladiator. If the challenged gladiator rejects the challenge, he
will lose 1 status point. The gladiator winning a challenge bout will receive +2
status points.
21.3 The ludus with the highest sum of status points at the end of the bouts wins
the campaign. The player gets no points for dead gladiators. If a gladiator was
maimed, the player gets ½ of the gladiator's status points to add to his victory
points. If the gladiator is retired or is still in the campaign, the player gets to add all
of his status points to his score.
21.4 Though historically certain types of gladiators had traditional opponents,
for purposes of this campaign, each player should fight against each other in a
round robin type schedule. However, the sum of the agility and strength of the
combatant fighters should differ by no more than 2 points. A player may accept a
fight with an opposing figure with a greater than 2 point advantage if he wishes. If
the inferior gladiator wins the bout, he is awarded +1 extra status point for the
victory. Multiple combats may also be run. Again, the total strength and agility
points should be within 2 points for each side. This is one way for a player with
several inferior gladiators to compete against someone with a seasoned veteran.

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Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Large | Med | Small | None Campaign Agility (Ag):

Type: Class: Heavy | Medium | Light Zone of Control (ZOC): 1 | 2

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

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Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Small Campaign Agility (Ag):

Type: Velite Class: Light Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

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Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Medium Campaign Agility (Ag):

Type: Thraex Class: Heavy Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Large Campaign Agility (Ag):

Type: Secutor Class: Medium Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Large Campaign Agility (Ag):

Type: Samnite Class: Heavy Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: None Campaign Agility (Ag):

Type: Retarius Class: Light Zone of Control (ZOC): 2

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 2 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > 2 -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Large Campaign Agility (Ag):

Type: Provocator Class: Medium Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > 4 -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Large Campaign Agility (Ag):

Type: Myrmillo Class: Heavy Zone of Control (ZOC): 1

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: None Campaign Agility (Ag):

Type: Laquerius Class: Light Zone of Control (ZOC): 2

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 2 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > 2 -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Familia Gladiatoria Ludus:
Name:
Campaign Status:
Campaign Strength (Str):
Gladiatorial Combat in Ancient Rome Shield: Small Campaign Agility (Ag):

Type:Hoplomachus Class: Heavy Zone of Control (ZOC): 2

Opponent If 3,4 or 5 then roll 1D6 to Hit location Roll 1D6 to Results in
LD6 determine which arm/leg is hit penetrate armor
1D6 > 4 -1 Ag AND -1 Str AND roll for trip (Roll 1D6 > Ag = prone)
6 Head
Hit Resolution

AND roll for instant death


1,2,3,4 = Nearest Left Arm 1D6 > -1 Ag
5 5,6 = Furthest
Right Arm 1D6 > 2 -1 Ag
1,2,3,4 = Nearest Left Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
3 or 4 5,6 = Furthest
Right Leg 1D6 > 4 -1 Ag AND roll for trip (Roll 1D6 > Ag = prone)
2 Chest/Back 1D6 > -1 Ag OR -1 Str (whichever is used by defendant)
1 Torso 1D6 > 2 -1 Ag OR -1 Str (whichever is used by defendant)

Bout Scores Strength and Agility begin bout equal to campaign scores, adjusted during bout by hit resolution results above.

Strength -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Agility -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10

Bout History Each survived bout results in campaign scores growing as indicated below.
Bout Opponent Loss Win Growth Bout Opponent Loss Win Growth
1 +1 Status 10 +1 Status
2 +1 Strength 11 +1 Strength
3 +1 Agility 12 +1 Agility
4 +1 Status 13 +1 Status
5 +1 Strength 14 +1 Strength
6 +1 Agility 15 +1 Agility
7 +1 Status 16 +1 Status
8 +1 Strength 17 +1 Strength
9 +1 Agility 18 +1 Agility

(Order #17847918)
Thrust Agility + HD6 Thrust Agility + HD6
-1 Move -1 ZOC = 1 for -1 Move -1
ZOC = 1 for
Thrust +1 retarius, laquerius Thrust +1
retarius, laquerius
Feint +2 or hoplomachus Feint +2
or hoplomachus
Bash -2 Bash -2
-2 Slash +1 Prone/Ensnared -2 Slash +1
Prone/Ensnared
+2 Throw 0 Behind +2 Throw 0
Behind
Defend -1 Defend -1
use LD6 to determine hit location use LD6 to determine hit location
Feint Agility + HD6 Feint Agility + HD6
Prone/Ensnared -2 Move -1 Prone/Ensnared -2 Move -1
Behind +2 Thrust 0 Behind +2 Thrust 0
Feint 0 Feint 0
Bash -2 Bash -2
Slash 0 Slash 0
Throw 0 Throw 0
Defend +2 Defend +2
turn opponent by 1 hex facing turn opponent by 1 hex facing
Move Agility + HD6
Missio
Prone/Ensnared -2 Move 0/m
Behind +2 Thrust 0
Feint 0
Roll 1D6. If roll is greater than
Bash -1
status then the gladiator is put to
Slash 0
death. No status point is accrued if
Throw 0/m
gladiator survives.
Defend 0/m
move 1 hex or turn 1 facing or stand up
Move Agility + HD6 Move Agility + HD6
Prone/Ensnared -2 Move 0/m Prone/Ensnared -2 Move 0/m
Behind +2 Thrust 0 Behind +2 Thrust 0
Feint 0 Feint 0
Bash -1 Bash -1
Slash 0 Slash 0
Throw 0/m Throw 0/m
Defend 0/m Defend 0/m

(Order #17847918)
move 1 hex or turn 1 facing or stand up move 1 hex or turn 1 facing or stand up
Defend Strength or Agility + HD6 Defend Strength or Agility + HD6
Move +2/m Move +2/m
Large Shield +1 Thrust 0 Large Shield +1 Thrust 0
No Shield -1 Feint -1 No Shield -1 Feint -1
Bash -1 Bash -1
Prone/Ensnared -2 Slash 0 Prone/Ensnared -2 Slash 0
Behind +2 Throw 0 Behind +2 Throw 0
Defend 0/m Defend 0/m
block attack or turn 1 hex face block attack or turn 1 hex face
Throw Agility + HD6 Throw Agility + HD6
Prone/Ensnared -2 Move -1/m Prone/Ensnared -2 Move -1/m
Behind +2 Thrust +1 Behind +2 Thrust +1
Feint -2 Feint -2
Bash -2 Bash -2
Slash 0 Slash 0
Throw 0/m Throw 0/m
Defend -2 Defend -2
use LD6 to determine hit location use LD6 to determine hit location
Slash Strength + HD6 Slash Strength + HD6
Dimarcharius +1 Move -1 Dimarcharius +1 Move -1
Thrust +1 Thrust +1
Prone/Ensnared -2 Feint +1 Prone/Ensnared -2 Feint +1
Behind +2 Bash -1 Behind +2 Bash -1
Slash 0 Slash 0
Throw 0 Throw 0
Defend -1 Defend -1
use LD6 to determine hit location use LD6 to determine hit location
Bash Strength + HD6 Bash Strength + HD6
Large Shield +1 Move +2 Large Shield +1 Move +2
No Shield -1 Thrust -1 No Shield -1 Thrust -1
Feint +1 Feint +1
Prone/Ensnared -2 Bash 0 Prone/Ensnared -2 Bash 0
Behind +2 Slash +1 Behind +2 Slash +1
Throw 0 Throw 0
Defend -1 Defend -1

(Order #17847918)
knock opponent prone or back 1 hex knock opponent prone or back 1 hex

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