Game Rules:

Gladiator Profiles

M= Movement: How many inches a Gladiator can move in the arena

CP= Combat Pool: the number of dice a Gladiator has to allocate to attack or defense

I= Initiative: Used to determine a Gladiator’s reaction time and agility

P= Pain: Used to determine how many hits a Gladiator can receive

F= Ferocity: A Gladiator’s spirit and will to live

A= Armor: A saving throw used to negate hits based on the user’s armor

Turn Sequence:

  1. Initiative
  2. Activate
  3. Move or Fight
  4. Recovery

Determine Initiative

. Each Gladiator rolls a d6 and adds there Initiative rating. The highest score goes first, and the other Gladiators move in descending order.

Activation:

In an active turn a Gladiator can Move and fight in any order in its activation. The Gladiators are activated in their Initiative order

Movement

During their turn, a Gladiator can move forward as many inches as they possess on their movement stat.

Turning:

A gladiator can turn up to 45 degrees as many times as they have Initiative rating during their movement. This turn can be completed at any point during their movement. Simply measure the distance the Gladiator has moved, and then measure the remaining movement after the turn is

complete.

Special Movement:

Backwards: A Gladiator can move straight back at half movement rate. Backwards turns are done as normal.

Running: A Gladiator can run at double their normal movement value. When running, a Gladiator is only allowed 1 turn, no matter how many they normally possess. If the Gladiator completed a run, they may not attack or parry for the rest of the turn.

Charging: A Gladiator can charge double their movement forward in a straight line. If this brings them in contact with an enemy model in an eligible combat arc, then the model may attack the opponent with +1 Combat Pool dice. Determine the results of the attack immediately. If the attack fails, then the charging model is halted. If successful, the attacker may complete his movement or chose to stay in base-to-base.

Mounting/Dismounting: A Gladiator can mount/dismount from a horse or chariot at the cost of 2 inches of movement.

Locked: If a Gladiator is engaged in base-to-base combat before he can move, he must make a successful Initiative test by rolling below their Initiative score to move. If successful, he can move freely. If unsuccessful, the Gladiator is considered to be Locked in combat and can not move.

Combat

If a Gladiator is in Base-to-base combat, they can fight in hand-to-hand. Otherwise, Gladiators with ranged weapons can try to use them as well.

Combat Arcs:

Gladiators can only fight opponents in their designated combat arc. Generally, a combat arc is any place within the forward Ninety degrees the model is facing. If a model is only partially in the combat arc, they can be attacked as normal.

Some weapons allow a larger combat arc as explained below:

Dual weapons: Fight anyone in the forward 180 degrees. Examples of dual weapons are, Gladius and Large Shield, 2 Swords.

Trident/Spear/Net: These weapons allow you to fight anyone in base-to-base as the weapon is spun around the wielder.

Mounted: Characters on a horse can attack anywhere, except for the 90 degrees directly behind the horse.

Chariots: See the Chariot section, but they can attack 270 degrees with the 90 degrees to the front (over the horses) unable to attack.

Hand-to-Hand Combat

When a Gladiator chooses to attack, they can allocate as many dice as they have in their combat pool into the attack. They can be any number of dice up to their Combat Pool. The Gladiator being attacked can choose as many dice as he has in his Combat Pool to try and defend. Once allocated these dice from the Combat Pool can not be used again in this activation phase.

The attacking player rolls his dice. A 4+ is considered a success, and a 6 is considered a “Striking” success. A Striking Success counts as two hits OR can be turned in for a special attack ability if the Attacker wins. Decide which after rolling the dice.

The defending player rolls his dice. A 4+ is a success, and a 6 is considered a “striking” success. A striking success counts as two success OR can be turned into a special defense ability. The player must decide which they want to do immediately.

If the attack has more successes than the defender he has “won” the combat. If the defender has the same or more successes than the attacker the defender has won the combat.

Parry

When Defending a Gladiator with a weapon that can parry may choose to do so after the attack and defense dice have been rolled. They do this by declaring a parry and removing a single attack dice from their Combat Pool for the turn. They can then force the Attacker to re-roll any single success per combat pool dice used. These combat pool dice can not be used again until they recharge in the End Phase.

Armor Save

For each hit inflicted by the attacker, the defender can try to use his armor to protect himself. For each successful hit inflicted the defender rolls a single dice. If the roll is the armor save or higher, the wound is negated by their armor. If it is lower than the Gladiator takes a wound.

Wounds

Every Gladiator has a Pain tolerance listed on their profile. This represents how many hits they can take. Every unsaved attack success reduces a Gladiator’s Pain level by 1. If they reach a Pain level of 0 they are at risk of losing the bout.

For every hit taken beyond a Pain of 0 roll a d6:

1 = Dazed

2-3 = Wounded

4-5= Down

6= Out of Action

Dazed- Place the Gladiator face up. He is considered Knocked-Down and subject to the special rules for Dazed.

Wounded- Place the Gladiator face up. He is considered Knocked Down. Remove a dice from the Combat Pool for the rest of the game. If a Gladiator’s Pool reaches 0 dice through this process, he is considered out of action.

Down- The Gladiator is placed face down. He is considered knocked down. He is unable to get up and can only crawl 2 inches in his activation. In the End phase he can try to recover his strength as normal.

Out of Action- If a Gladiator is out of action he is laid face down. He is assumed to be unconscious and possibly dead.

Knocked Down

A Gladiator who is Knocked Down can try to get-up in the beginning of his turn. Make a Ferocity test. If the two dice rolled are lower than the Ferocity rating the Gladiator can get up. Getting up counts as moving and takes 2 inches.

Attacking a Knocked Down/Down Gladiator

A Gladiator who is knocked down can defend himself as normal, but may not choose to parry or use Striking success special defense moves.

Attacking a Down Gladiator in Close Combat will immediately take them Out of Action.

Out of Action

If a Gladiator goes Out of Action any opponent that comes into Base-to-base will force an Immediate Mercy test.

Splitting Attacks

If a Gladiator is attacking more than one opponent in his combat arc he can split his Combat Pool dice in any manner he sees fit to attack. He rolls the dice to attack separately, and calculates the results for each attack separately as normal.

Thrown Combat

Some Gladiators are equipped with weapons that can be thrown, instead of using them in Hand-to-hand. They are used in the same order as Combat Order.

To determine the success of the attack, follow these steps.

  1. Determine Eligibility of Target
  2. Attacker rolls to hit
  3. Defender can choose to Parry
  4. Attacker rolls to wound
  5. Defender makes Armor Save
  6. Determine Injury
  7. Determine Scatter
  8. Pinning

Combat Arc:

Thrown weapons can only be used when a target is not in base-to-base combat, and within the throwers forward 90 degree arc. There can be no models or other obstacles between the thrower and the target.

Range:

A thrown weapon such as a spear or trident can go the (thrower's CP x2)+2 inches. Therefore, of Septimus has a CP of 3, he can throw his spear 8 inches, or (3x2)+ 2= 8 inches. Attempts to throw further than this automatically miss.

Bows can effectively hit anyone in the arena. There is no range.

If a thrown attack is made, but the Target is out of range, the attack automatically misses. However, the thrown weapon is still used.

Hitting

The attacking Gladiator assigns a number of Combat Pool dice to the attack. He can use any number of dice. The defender chooses a number of combat pool dice to defend with. Once allocated, these dice can not be used again until they have replenished in the End Phase

The attacking player rolls his dice. A 4+ is considered a success, and a 6 is considered a “Striking” success. A Striking Success counts as two hits OR can be turned in for a special attack ability if the Attacker wins. Decide which after rolling the dice.

The defending player rolls his dice. A 4+ is a success, and a 6 is considered a “striking” success. A striking success counts as two success OR can be turned into a special defense ability. The player must decide which they want to do immediately.

If the attack has more successes than the defender he has “hit” the target. If the defender has the same or more successes than the attacker the attack has missed.

Parry, Armor Save, and Wounding

Thrown weapons can be parried as normal unless otherwise stated in their profile. It can only be parried if the attack originated in the defending Gladiator’s combat arc.

Armor Save and Wounding occur as normal.

Scatter:

If a thrown weapon such as a trident or spear misses or is parried, the weapon scatters someplace in the arena. Before the Gladiator can use the weapon it must be retrieved.

If a Thrown weapon was successfully parried or saved by armor, the weapon ends up on the ground within 1 inch of the parrying/saved Gladiators feet. Roll a d6.

1-2 Left- The weapon ends up on the parrying Gladiator's left

3-4 Front- The weapon ends up in front of the Gladiator's front

5-6 Right- The thrown weapon ends up to the parrying Gladiator's right

If the thrown weapon simply misses, it deviates 1d3 inches away from the target. Use a scatter dice to determine the direction where the weapon ends up.

Wherever a thrown weapon scatters place a marker at the weapon's final location.

Reclaiming a Thrown Weapon:

Any Gladiator can pick up a thrown weapon by simply moving over to the weapon and halting their movement at that point.

Entangling:

Some weapons, such as Nets and Lassos can entangle an opponent. Entangling weapons do not cause any wounds. Instead, a Gladiator hit by such a weapon must take an Initiative test. Roll a d6. If the result is lower than the Gladiator's Initiative, he has avoided becoming entangled.

If a Gladiator avoids becoming entangled, the weapon is scattered as normal.

An entangled Gladiator has Combat Pool reduced to 1while entangled. In addition, his movement is reduced by 2 inches.

A Gladiator can try to become disentangled at the beginning of his activation by passing a Ferocity test. If passed they can then try to pass an Initiative test. If the Initiative test is passed, the Gladiator has become disentangled. The thrown weapon is dropped as if parried or saved.

If the Ferocity test is failed, the Gladiator can not try to become disentangled again until the End phase.

Striking Success- Special Attacks and Defenses

You can choose one per Striking Success delivered:

Push Back- (Attack or Defense) The other Gladiator is pushed backwards 2 inches. The Gladiator with the Striking Success may choose to follow-up or disengage. Follow-up will move them directly back into base-to-base immediately.

Past their Guard- (Attacker) The attack has gone past the defender’s guard. Their armor save roll is reduced by 1.

Knock Down- (Attack and Defense) The other Gladiator must make an Initiative test. If failed they are knocked down.

Disarm- (Attack or Defense) One of the items the other Gladiator is holding has been knocked from their hand. They lose the benefits of that item. The weapon scatters like a thrown weapon.

Disorienting- (Attack or Defense) The success may disorient the opponent. The defender makes a Ferocity check or suffers from the Dazed Special Rules

Circle- (Attack or Defense) The Gladiator may choose to move up to 45 degrees around the base of one Gladiator they are in base-to-base with. This may take them into or out of their combat arc.

Off-balance- (Attack or Defend) The Gladiator has forced his opponent to over-balance or into poor footing. The Opponent’s Combat Pool is temporarily reduced by 1 dice.

Pin- (Attack) The defending Gladiator must pass a ferocity check or they are considered pinned. They will not move during their activation.

End Phase:

The End Phase is used to wrap up any lose ends from the turn.

  1. Regenerate Combat Pool
  2. Getting Up
  3. Disentangle
  4. Recover Strength
  5. Mercy?
  6. Ensure Gladiator status is up to date

Regenerate Combat Pool

At this stage all Gladiators have their combat pool returned to their starting amounts unless it was permanently reduced per the rules.

Getting Up

Any Gladiator that is knocked down may attempt to get up at this point. Each player alternates Gladiators by Initiative Order.

The Gladiator needs to pass a Ferocity test by rolling two dice and getting less than their Ferocity score. If successful, pick up the model where they were face-up.

Disentangle

Any Gladiators that are entangled may use this time to try to become disentangled. Each player alternates Gladiators by Initiative order. Make an Initiative test. If successful, the Gladiator has become disentangled. Nets will be considered scattered.

Recover Strength

Any Gladiator who has a PAIN of 0 may attempt to Recover their Strength. They can not be in base-to-base contact with any other opposing Gladiator and must be Down or Knocked Down. Make a Ferocity Test with 3d6. If the number rolled is less than the Gladiator’s Ferocity rating, they immediately move to PAIN 1. However, they will not regain any lost Combat Pool.

Mercy

During the End Phase, a Gladiator may choose to give up, and instead ask for mercy. This can only be done if another Gladiator is in base-to-base contact. At this point, the sponsor of the games will decide if the Gladiator will live or die.

Take your Troupe Reputation and add the Tens place of the Gladiators experience and add them together. For example, Brutus has 24 Experience points and his Lanista's Troupe has a Reputation of 3. This would give Brutus a Mercy rating of 5 overall. Then, roll a d6 and add the Mercy rating. If the result is 10 or better, the Gladiator is spared. If failed, the Gladiator is killed by the Gladiator that is in Base-to-base with him.

Ensure Status is Up-to-Date

Make sure all record keeping is up to date before moving on.

Advanced Rules

Burning Combat Pool

A Gladiator may choose to “burn” their Combat Pool dice for the Games. Doing this will remove the Combat Pool dice for the remainder of the Games. However, it will return at the end of the Games.

Burning a Combat Pool dice will do one of the following:

  1. Convert one non-success dice to a success dice
  2. Convert one success to a Striking Success
  3. Convert an opposing Striking Success to a success
  4. Pass a failed Ferocity or Initiative test
  5. Pass a failed Armor Save
  6. Add 1 PAIN (not to exceed the Model’s max rating)
  7. Immediately regenerate the Gladiator’s Combat Pool (to the new reduced amount)

Fatigue

As an event continues, each Gladiator may begin to suffer from fatigue as their muscles tire and they grow weary. If an Events goes more than 10 turns the participants may begin to suffer from fatigue. Each Gladiator makes a Ferocity test. If it is failed, their CP is reduced by 1 for the remainder of the event. Treat this as if they were Wounded. If the CP reaches 0 through this process, then they are considered to be Out of Action.

Fear

Some animals and Gladiators cause Fear in their opponents. Before a model that causes fear can be attacked in Base-to-base, the attacker must first pass a Leadership test. Once past, that attacker will no longer be affected by Fear from that model.

Dazed

Some injuries can cause a Gladiator to become Dazed. Gladiator's subject to this rule make a Leadership test at the start of each turn. If failed, the Gladiator will be subject to the effects of Dazed for the remainder of the turn.

A Gladiator who becomes Dazedcan not Move or Fight. Instead, all they can do is Parry. Once a new turn begins, the Gladiator can make another Leadership test. If successful, the Gladiator is no longer Dazed.

Frenzy

Some beasts or lesser warriors may go into a temporary Frenzy due to terror, desperation, or battle craze. For Gladiators, this has been trained out of them. If a creature is subject to frenzy it must make a Leadership test at the start of its turn. If passed, it will move and fight as normal. If failed, the creature will become frenzied for the turn.