by Chris von Fahnestock, 2002
A short set of Gladiator rules. For ease of play, the Figure Stats are here: Gladiators have four characteristics:
Agility: Movement Rate: Damage: OOOOO OOOOO OOOOO (each circle is a hit that the Gladiator can take, mark off unused boxes) Roll 1 D6: 1-2 Strength is 1; 3- 5 Strength is 2; 6 Strength is 3 (a Retarius may NOT be "3° strength)
Determine movement rate: (Strength + Agility) - 1 (for arm armor) -1 (for enclosed helmet) -1 (for leg armor)... NO MOVEMENT MAY BE LESS THAN 2. Turn sequence All players roll 1D6 + Agility. The higher numbers go first, then the next and so. If there are several rolls of the same number, those move at the same time. To move, a player announces: "I will advance" or "I will advance and attack so-and-so" or " I will stand still". A gladiator can move as many hexes as he may move... A move over 4 and the Gladiator may not launch an attack, only defend himself. It takes one movement to turn a hex side. Gladiators with no helmet may turn one hexside in the hex they are in for free (ie a Retarius can move into a hex and turn one hexside at "0" cost) If a Gladiator moves and his base touches another, launch the melee. To conduct melee, both sides in melee roll 2D6. Add any modifiers, and then look at the chart: If the difference in rolls is:
2 Loser backs up 1 hex, Winner stands in hex 3 Loser backs up 1 hex, Winner advances 1 hex 4 Loser backs up 1 hex, Winner advances 1 hex, Winner 0 Damage, Loser 1 Damage 5 Loser backs up 1 hex, Winner may choose to advance 1 hex, Winner 1 damage, Loser 1 damage 6 Loser backs up 1 hex, Winner may choose to advance 1 hex, Winner 1 Damage. Loser 2 Damage 7 Loser Backs up 2 hexes, Winner may choose to stay in contact, Winner 1 Damage, Loser 2 Damage 8 Loser Backs up 2 hexes, Winner may choose to stay in contact, Winner 1 Damage, Loser 3 Damage 9 Loser Backs up 1 hex and falls to ground, Winner may choose to stay in contact, Winner 2 Damage, Loser 4 Damage 10 (Or higher) Loser falls instantly to ground, Mortally Wounded, dies in 1D6, may not defend himself. Winner 1 Damage Modifiers to the 2D6 roll
Defending from hex side, use the diagram at right
ANY TIE Each roll 1D6. A "6" and the rolling player loses his weapon. A roll of a "1" and the rolling player loses his net or shield In order to pick up a weapon, an enemy must not occupy that hex. It takes 1 movement to pick up a dropped weapon. If the Gladiator has lost his weapon and gets attacked, the attacker also gets an additional + 1. Damage Net Attack
If the Retarius tries to ensnare:
Back to MWAN # 123 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |