AURIGAE

by KENNETH M. VAN PELT
LION'S DEN WARGAMES



Game Description: I/. The wargame rules for Aurigae will simulate chariot racing during the age of the Circus Maximus in Rome These rules are written for 54mm chariot models. They assume the necessary playing space of at least eight by sixteen feet. Besides this set of rules you will need the following material to play Aurigae: Six sided die, Percentile die, 12 inch rulers @ 6, Chariot miniatures (7-9), Pencils, Push pins, Cardboard clip boards (One per player),and a protractor.

I/I. Sequence of Play.

  • A. All players plot the direction and speed they intend their chariot models to go.
  • B. Movement: chariot models will be moved in sequence from first to last. Any ties for movement will go to the chariot with the highest recorded speed on the player sheet. Example: the start of the race goes to the chariot that generates the fastest start speed.
  • C. Players will roll percentile die at the end of their turn. The die roll will be compared to the adjusted skill level of the Aurigae. Success and failure will determine the chariot's final positioning on the playing surface.
  • D. Players will continue to plot, move, and check in this sequence until the specified number of laps have been completed around the Circus Maximus.

II/. Character Generation:

II/I. Description of Skills: Developing the necessary skills to use in the percentile check: The driver and team of horses will have a number that represents their ability to negotiate the race course. This number is created by beginning with a base number of skill points = 100. Added to this base number is the skill level of the charioteer, and the team of horses:

To create a charioteer roll 1D6: To create a team of horses roll 1D6:
1-2 Novice Aurigae +10% 1 Poor Quality -10%
3-4 Average +20% 2 Fair 0 %
5 Veteran +30% 3-5 Good +10%
6 Elite +40% 6 Excellent +20%
II/II. Add together. (Base 100) + (Charioteer Skill) + (Team Quality) = X.
This total will remain constant during the race game. Adjustments to this number will be made during each turn sequence. Adjustments will come from the type and severity of maneuvers attempted. And the speed of travel of the chariot. This adjusted percentage is the end maneuver percentile check.

III/. The effect of chariot speed and maneuvers:

III/I. The effect of speed on team percentages will be indicated on the player sheet. The description and distances will be as follows:
Description: Wall Trot Canter Gallop Charge
Distance: 0------->8" --------->16" --------->24" --------->32" --------->40"
Maximum Turn. 90+ 90 60 30 10
Penalty * -0 -10 -20 -30 -40
*The penalty deduction is used if the chariot model exceeds the safe turn degree for the current speed.
The penalty is per 10 degrees in excess of the safe limit imposed.

Note: Chariots may move backward at walk speed. This must be diced for to increase and decrease speed. Chariot must be at 0 speed to make a change from forward to backward or vice versa.

III/II. The effect of increasing and decreasing the chariot speed:
The charioteer may increase or decrease the speed of travel by IDS, ADS, or 4D6.
To increase or decrease by 1D6 does not create any penalty on the percentile role.
The 2D6 change of speed will create a -10% to the end maneuver check.
The 4D6 change is only used to stop the chariot abruptly. It effects the end maneuver check by -20%.

III/III. The effect of turning the chariot during maneuver. The number of degrees turned is the negative modifier to the end maneuver percentile check. The range of possibilities is 0 through 90 in any increment of 10.

III/IV. Plotting Your Maneuver: On the player schematic sheet use a set of push pins to indicate your intentions for your chariot model. One pin will indicate any changes in the speed. The next pin will describe the amount of turning you may attempt in various degrees from the direction of travel. A third pin may indicate the amount of control over the chariot. (This will be discussed in more detail in the section regarding scaling down these rules for 25mm and 15mm)(VI/.)

IV/. Movement:

The chariot model is moved using 12" rulers. Each ruler is placed on the playing surface in front of the chariot model to indicate it's path of travel. Each ruler may deviate from a straight line of travel equal to the number of degrees plotted on the players control sheet. The player is not required to make any turns, however the end turn percentile check is still effected by the number of degrees plotted on the control sheet.

IV/I. Placement following a move: The chariot model will be placed on the playing surface at the point indicated by the 12" rulers. Chariot models will conform to the position they are at on the track. Chariots that are on the strait away may make minor adjustments to the position of the model to make it parallel to the direction of travel. Chariot that are in the turns will conform to the direction of travel using their plotted turn degrees as a reference. After all adjustments are accounted for the end tum percentile check is rolled for. This number is created as already explained by the number and degree of maneuvers attempted. If the adjusted number for the end turn percentile check is zero or less the chariot immediately crashes. The final roll whether successful or not will create the end positioning of the model.

IV/II. Chariot/Team Integrity: The chariot model and the team of horses are split and separate. By various positions of placement, they can describe to the players the level of control by the charioteer. There are four levels of control or the lack there of. These will be described as deviations from the center line of the model chariot. The range is: slight swerve( 1 deviation from center line), Moderate Swerve(2 deviations), swever (3 deviations, and chariot model is turned 45ø to the line of travel), Crash(chariot model comes apart from the horse team). See diagrams of the Chariot Integrity.

mw86aurigae.jpg - 6.98 K

IV/III. To determine the Integrity position of the chariot, compare your percentile roll with the adjusted percentile number. You must roll less than the adjusted number. Any roll that is under the number is considered successful. For every increment of 20 points that you roll under your adjusted number, you may correct any chariot integrity loss you have suffered.
Failed percentile checks are any roll that exceeds the adjusted percentile number. For every increment of 20 points you exceed the percentile number, you lose one level of chariot integrity. Position the model accordingly.

V/. Chariot Collision:

The model that is moving immediately stops on contact The player refers to his current speed description and receives this additional end maneuver modifier.
Walk -10%
Trot -20%
Canter -30%
Gallop -40%
Charge -50%
The target chariot consults the difference of the two vehicles movements and receives a negative modifier as indicated by the above chart Create a sensible collision speed by comparing the speed differences and direction of travel.

V/I. Collision with stationary objects: Chariot models that come into contact with the center wall or Spina may use the above collision chart to adjust their end turn percentile check The outside boundary of the playing surface is considered to be a walled arena, unless otherwise stated at the beginning of the scenario. Collision can occur with this area as stated in the previous rules.

V/ll. Placement after a shipwreck. The charioteer is strapped to the team of horses and is not immediately thrown free after a crash. The chariot model remains in place after a crash. This becomes an obstacle to the other Aurigae still in the game. The charioteer must make a Dexterity roll on 3D6 to cut the reins of the team. Otherwise he is dragged behind the team continuously for the remainder of the see. The runaway team will continue to race with the other horses at the last recorded speed on the Aurigae player sheet.

V/III. Physical injury to the aurigae from a shipwreck

The Aurigae is worth a certain number of strength points:
- Strength Dexterity Move Allowance
Novice 12pts. 12pts. 10"
Average 14 13 10"
Veteran 16 14 10"
Elite 18 15 10"

The shipwreck will do a certain number of D6 points of damage. Consult the final speed during the wreck an compare to the following chart
Walk Speed 1D6
Trot 2D6
Canter 3D6
Gallop 3D6+3
Charge 4D6
Being dragged by the chariot will incur the same amount of damage. Roll vs. DX at the beginning of your turn to cut the reins.

VI/. Alternative scales for Aurigae:

For 25mm and 15mm use craft sticks (squared off ends) marked in centimeters as the unit of maneuver and scale all references to inches into centimeters. Chariot miniatures will probably be one solid model- so keep track of the team integrity on the player control sheet with an additional push pin. The unit of measure for maneuver should be twice the length of the chariot model. Chariot models in 54mm are based on 5x4 for the horses, and 3x2 1/2. for the chariot.

mw86aurigae2.jpg - 32.22 K
Larger Version - very slow (93K)


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© Copyright 1997 Hal Thinglum
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