We Who are About to Die
Demand a Recount!

Gladiator Combat Rules

by Gary Comardo

There are 4 types of gladiators: Heavy, Medium, Light, and Retarius The Retarius is a special kind of medium gladiator with a net and trident. All others have a sword and shield, and various amounts of armor.

The actual fighting area must be a hexagon sheet. Each gladiator figure must have a hex shaped base of the same size as the hexes in the arena. Make sure it is clear which of the 6 hex faces is the direct front face of the figure. The hex face to his right is the sword (or trident) side, and the hex face directly to the left of front is the shield (or net) side. The remaining 3 hex faces are the back side. Each gladiator has a strength rating which you establish by rolling 2d6. The sequence is move/counter move. When it is your turn to move, you roll 1d6 and add or subtract the modifiers listed below. The resulting number is your action points (AP) for the turn. You can spend your action points doing the things on the list below.

Action Point List 1D6

    1 AP to move directly forward.
    2 AP to move into any of the other 5 surrounding hexes without changing facing.
    1 AP to pivot 1 hex face left or right.
    1 AP to strike at opponent (Max 1 strike per turn).
    2 AP for the Retarius to cast his net.

AP modifiers

    -1 for heavy gladiators (all that armor, you see).
    +1 for light gladiators.
    -1 if lightly wounded.
    -2 if badly wounded.
    -3 if ensnared in net.

Zones of Control

Only 1 gladiator per hex. Gladiators must be in adjacent hexes to strike at each other. The exception is the retarius, who can cast his net with one intervening hex between him and his target. Once the gladiators are next to each other, they can't move around each other without stepping back, ie each man has a zone of control. For example, to go from directly in front of your opponent to his sword side, you must first step back so there is an empty hex between you.

Swordplay

When the attacker strikes, both he* and the defender roll 1d6. If both roll the same number, a 'special event' occurs. See special event table below. If anything but a double occcurs, then add or subtract the modifiers from the combat modifier table below. Subtract the defender's roll from the attacker's. If the remainder is a positive number, then heavy and medium gladiators get to make a saving throw. A 5 or 6 on 1d6 means a heavy gladiator's armor protected him, the medium gladiator has to make due with a saving throw of 6, and the poor light gladiator gets nothing at all. If the saving throw doesn't work, then subtract the difference from the combat dieroll from the defender's strength. When the defender's strength drops to 0 through -2, he is alive but helpless and awaiting the thumbs up or down from the mob. If strength drops below -2, he is dead.

Combat modifier table

    +1 if attacker strikes defender 'shield' hexside.
    +1 if target ensnared in net.
    +2 if attacker strikes defender 'sword' hexside.
    +3 if attacker strikes any of the defender's 3 back hexsides.

Special event table (when both players roll same number)
Double 6- Defender is killed outright.
Double 5- Defender loses shield or net. Can't be regained. No net means no net casts for Retarius. No shield makes heavy gladiator save like a medium, medium gets no save, and attacks on the hex side where shield or net is missing now count as attack on the rear.
Double 4- Defender is knocked off balance. -2 ap from next move.
Double 3- Attacker off balance. -2 ap from next move.
Double 2- Defender is decked. Fight is over and he is at the mercy of the other gladiator and the mob. If there are several people participating in a tournament, let them turnthumbs up or down.
Double 1- One of the fighter's weapon breaks. Roll 1d6 to determine who. 1, 2, 3 it is the defender. 4, 5, 6 it is the attacker. He can still fight during his turn, but at a minus 3 (knuckle sandwich). In addition, attacks on the sword (or trident) side of a disarmed fighter count as attacks on the rear.

Retarius

The Retarius, or net and trident man, is a special case. For simplicity's sake his trident counts just like a sword. The net is a different matter. He can cast it 1 hex distant or adjacent. To cast, roll 1d6. A 5 or 6 ensnares the target when there is a 1 hex gap and a 6 does it when the target is adjacent. The retarius is a medium gladiator, saving throw and movement as such, but when opponent attacks from the 'net' side, it counts like the sword side for combat modifiers.

Action Point List 1D6

    1 AP to move directly forward.
    2 AP to move into any of the other 5 surrounding hexes without changing facing.
    1 AP to pivot 1 hex face left or right.
    1 AP to strike at opponent (Max 1 strike per turn).
    2 AP for the Retarius to cast his net.

AP modifiers

    -1 for heavy gladiators (all that armor, you see).
    +1 for light gladiators.
    -1 if lightly wounded. (any amount of wounding).
    -2 if badly wounded. (wounded below 50% strength).
    -3 if ensnared in net. (0nce netted you don't get out).

Combat modifier table

    +1 if attacker strikes defender 'shield' hexside.
    +1 if target ensnared in net.
    +2 if attacker strikes defender 'sword' hexside.
    +3 if attacker strikes any of the defender's 3 back hexside.


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