Skirmish Rules.
Listed below is a cut down version of our proposed "Gladiator" skirmish rules. This version gives enough details to fight a thracian vs thracian, one on one combat, to the death. The full rules gives infomation on all the main gladiator types, as well as mass combat, and campaign rules. Watch your character improve, fight the rematch etc.
The full set of rules should be available in the new year. They were for release Nov '99; but we found a major glitch a week before they were due to go to print. This is being play tested out at this momment.
The following is copywrite Gladiator Games 1999. Copies may be made for your personel use only.
Introduction...
This set of rules was written to provide a fun game based on the range of figures produced by Gladiator Games. Its aim is to be simple and quick. It is also my feelings of how I think Gladiatorial combat would have been. Think more of "Spartacus" and Hollywood than real life.
Need list...
To play this game you will need:-
Some figures representing the Gladiators
Some six sided dice.
Some twenty sided dice.
Pens and paper.
Hex grid, large enough for 25mm figures. The standard arena we use is a large hex shape, made up of smaller hexes. Each side is six hexes long, being 11 hexes wide at its widest.
Some counters, beads, or markers.
THE CHARACTER SHEET.
Each gladiator type has its own individual sheet. These list the various factors such as armour, weapons, moves allowed, and provide a convenient place to record wounds, and hit point loss, using some suitable marker.
The character sheets list the following information:-
1/ The type of gladiator.
2/ The usual type of protection the gladiator would have used.
3/ The protection class is the level of protection used when cross referencing the chance of hit, and its severity, against a die roll to determine damage. The levels are unarmoured (U), protected (P), armoured (A) and heavily armoured (H).
4/ Basic initiative is the speed at which the gladiator would react. Lighter armoured gladiators move faster than heavily armoured gladiators. A factor of 1 is slow, and 6 fast.
The basic initiative is added to the moves initiative value, plus a six sided die roll to produce the turns initiative level. The higher the total the faster the combination of gladiator and move.
5/ The moves table lists the names of the possible moves each gladiator type can make. For each move the table also indicates; a/ The stun moves column (marked S). Only moves marked with a Y for yes can be selected on turns when the gladiator is stunned. While he is frantically shaking his head or doing a quick limb count, the more aggressive moves are denied to him.
b/ The initiative column. The number in this column is the relative speed of each move. The higher the number the faster the move. This number is added to the basic initiative, and a random six sided roll to give the turns initiative level.
c/ Move zone. This gives the hexes, for the move selected, the gladiator can be moved into on his initiative turn.
d/ The facing moves column (marked F) gives the number of facing changes the gladiator can make after moving, or attacking. A gladiator when he moves must always move straight forward, and end up facing a hex straight edge. A the end of his move the gladiator can turn the number of hex edges in the facing column. Occasionally a direction will be listed (left or right). The gladiator can only turn the number of facings listed in that direction. Facing changes are optional.
e/ Attack zone. This column gives the hexes that the attacks selected can strike opponents in. If the target is not in one of these hexes he cannot be struck with that attack.
f/ The converted column. Every now and then the move you have chosen will not work, or be plain ridiculous. The converted move column gives the alternates the gladiator can choose instead of his first pick. All gladiators can choose a converted move whenever their turn comes in the initiative sequence. It is possible that everyone may convert their moves on a given turn. Note that converted attacks are not so easy to get a damaging hit with.
g/ The prohibited column. This lists the moves for the next turn, that cannot follow the move chosen on the last turn. This is the actual move done; converted or not. For example a Thracian chooses to Shield smash. The prohibited move for next turn is slash. However during the turn he converts the move to parry, saving himself. However the prohibited moves for parry are now slash and cut. By saving himself he has less options next turn.
6/ Hit points. This row is used to mark with a dice or counter the amount of hit points remaining to the gladiator. A gladiator starts the combat with sum of 2 six sided dice + 6. Giving a range of 8 - 18 hit points. When a gladiator has zero hit points left he is dead. Hit points are lost for each type of damage the gladiator receives.
7/ The wound table. This table is used to mark the current health, and accumulated damage the gladiator has received. Use small dice or counters to mark each damage in the right part of the table. The effect of each hit is listed in each box.
i/ The number of hit points lost must be removed from the total on each hit.
ii/ The new basic initiative for the gladiator is also listed with accumulated damage. The gladiators basic initiative is always the lowest one marked on the wound table.
iii/ Also listed are modifications to the gladiators chances to hit and cause damage. These apply when the gladiator receives that level of damage.
iv/ When a gladiator has received two wounds he will lose one hit point per turn for every non stun move he selects. The non stun moves are marked with grey shading in the S column. This is the poor gladiator slowly bleeding to death while trying something strenuous.
v/ Note that on receiving the third nick, this adds one cut level to the wound table. On receiving a third cut, this adds one wound level to the table. It is possible for a gladiator with 2 nicks, 2 cuts, and 2 wounds to be finished off by another nick.
On certain character sheets there are boxes to mark weather nets have been reclaimed, or javalins/ arrows fired. These are just to aid play with visual reminders.
THE HEX ZONES.
The following letter codes relate to the attack and move zones on the gladiators character sheet.
RULES.
The turn sequence.
The turn sequence for "Gladiator" follows the following pattern.
1/Write move. All players secretly choose the move they want to perform in the next turn, and write this on the order sheet. At this time they make a note of the prohibited move their choice this turn stops them choosing next turn. (These prohibited moves may change if the gladiator used a converted move during the turn. The actual move used during the turn decides the prohibited move next turn.)
2/ Initiative. All players add their basic and move initiatives to the roll of a six sided dice. The dice roll should be left clearly visible on the table, in case of any queries. All gladiators in no particular order now declare their turns initiative total. The higher the number decides the order of play.
i/ In a combat containing only two gladiators, in the whole arena, either from the start or left alive, the player with the highest total decides if he wishes to go first or second.
ii/ In combats containing more than two gladiators, in the whole arena, at the same time. Players take their turns in strict order of total initiative. The highest moves first, followed by the next highest, and so on until the last gladiator has been.
Note.
Should two gladiators have the same total initiative for the turn. The gladiator with the highest basic initiative, in that turn after wounds etc., goes first. Should this still be equal the gladiator who rolled the highest six sided roll goes first. Should all this still be equal re roll the dice until one gets higher than the other.
3/Movement. Having sorted out who gets to go first. The gladiator whose turn it is gets to perform his chosen move. This will be either an actual move from one hex to another, or an attack against an opponent. If the initial move chosen now no longer suits, the gladiator can use the converted move instead. Remember to adjust next turns prohibited moves, if any.
i/ If the move is actual movement, the gladiator can be moved into any of the hexes his choice allows him to. This will be listed on his character sheet. If the move the gladiator wants to do is into an already occupied hex, the gladiator stays where he is. The exception is for a rush or retire move, where the gladiator can move one hex, if the hex he is supposed to move into (2 hexes away) is blocked. Gladiators must end up facing the way they started the move.
ii/ If the move chosen is an attack the following procedure is followed.
One on one combats.
a/ Firstly check that the opponent is in a hex that can be hit by the attackers chosen form of attack. If he's not in the right place you obviously miss.
b/ If he is in the right place. Cross reference your chosen type of attack, with your opponents chosen move, if he has not yet moved. Of if the opponent has already moved in the turn cross reference the type of attack with the move the opponent performed this turn (initial choice or converted.)
All attacks against the rear of an opponent (i.e.. From hexes E F G) are always cross referenced against the stand column, irrespective of their actual move. If your daft enough to let them get behind you; you deserve all you get !
The cross reference will result in either a black square. A miss, blocked attack etc.; or a two letter code i.e. FS. A two letter code is a hit of some form. The first letter of the code is the level of ease of causing damage. The letters mean:-
E = easy.
F = fair.
D = difficult.
The second letter of the code gives the level of severity such a hit could cause. The letters mean :-
L = light damage.
M = medium damage.
S = severe damage.
For example DL means a difficult chance of causing light damage.
Modifiers:-
The resulting two letter code can be modified in certain circumstances.
Target on floor- Attacks made against a fallen opponent become 1 level easier to hit, and cause 1 level of damage more serious.
Behind target- Attacks from behind the opponent (from hexes E F G) become one level easier to hit. This is as well as against the stand column.
Converted attacks- All attacks that result from a converted move become one level harder to hit.
Wounds- Certain levels of wounds also modify the chances of hitting or causing damage. See the wound boxes on the character sheets.
Example.
A DL attack against an opponent on the floor would become a FM attack.
All modifiers are accumulative, up to the maximum ranges on the result table. For example no hit can become harder than difficult; or the level of damage less than light.
c/ The two letter code of a hit is then used on the wound table. First find the chance of causing damage row, then the row for the severity of the damage; then moving left the protection level of the opponent. This will be as a single letter:-
U = unarmoured.
P = protected.
A = armoured.
H = heavily armoured.
This final row will give the type of wound your attack could cause. The attacking gladiator rolls a twenty sided dice; and the result of this roll cross references with the above gives the wound.
For example.
An easy chance, giving a medium wound, against a protected opponent is the sixth row down on the wound table. If the gladiator rolled a 15 on the twenty sided dice. His opponent would receive a cut.
The possible wounds received are:-
"Blank" = no noticeable effect.
S = opponent stunned
N = opponent nicked
C = opponent cut
W = opponent wounded
D = DEAD
Stun result.
A gladiator getting a stun result is stunned for the next. If a gladiator gets two or more stun results in a turn these are carried forward to future turns. There is no limit to the number of stuns that can be carried forward. On a stun turn the gladiator can only choose moves marked in the stun column marked with a Y. No other moves are available.
If a stunned gladiator chooses to convert a move on a stun turn. He can only convert to another stun move.
Wounds.
As the gladiator receives wounds these can be marked on his character sheet using suitable counters.
All wounds received automatically cause a stun result, as well as any wound damage.
1st Nick. This is a very minor graze, leaving enough of a mark to impress the ladies. Gladiators lose 1 hit point and are stunned next turn.
2nd Nick. Another irritating little mark, but its distracting so initiative usually drops. Gladiators lose 1 more hit point.
3rd Nick. These little lumps and bumps are starting to add up and one cut level is marked on the wound chart.
1st Cut. A nasty sword cut, or spear stab. In most cases the cut will disable the gladiator causing him to slow down further. Gladiator loses 2 more hit points.
2nd Cut. Ouch that hurt ! Accumulated damage is now starting to bite. Initiative for some gladiator types further drops. All attacks are now one level harder to hit on the results table.
3rd Cut. Things are getting serious, all the holes and gashes mean the gladiator is now wounded, and one wound level is marked on the wound chart.
1st Wound. A nasty head wound, a limb disabled, or something sharp and metallic sticking in your guts. Things really hurt now. Initiative usually drops further (the gladiator is limping now !) All attacks are one level harder to hit, and cause one level of damage less. The gladiator loses four hit points.
2nd Wound. More bits are now not working than working. The gladiator is reduced to a shambling, bloody relic of his former self. Now is usually a good time to ask for mercy.
Should he have to, or wish to continue his initiative will be at an all time low. All attacks are one level harder to hit, and cause one level of damage less. All attacks against the gladiator hit at one level easier.
The gladiator loses four more hit points, and for every turn that he chooses a non stun move he loses another hit point. The extra effort causing greater blood loss.
Dead. There are three ways a gladiator can die in these rules. Firstly being hit and receiving a dead result on the result table, accumulating three wounds, or running out of hit points. (Or on a really bad turn all three !)
Important note.
The modifiers on the wound table are not accumulative. The highest level of damage received is the one that determines initiative level and / or modifiers. I.e.. Having a cut and a wound, does not mean two levels harder to hit, as the wound result takes priority.
but with a chance to hit one level easier. However a cut vs a lunge is usually an auotmatic miss; but since this a second attack the cut is compared against the move back option.
Falling over.
In a turn that a gladiator has received a cut or wound there is a chance that he will fall to ground. This is given as a chance out of six of happening. Ie. The chance of falling on receiving your second cut is 2/6. If the gladiator rolls a five or six on a six sided dice, over he goes.The only options for floored gladiators are :- Get up, Parry, Shield, or kick. As gladiators on the floor have no facing ie front or rear. The kick can be into any adjacent hex.
Facing.
After the gladiator has had his turn, either an actual hex move or attack. The gladiator can make any facing changes allowed by his move. These face changes are optional, but can only be taken at the end of the gladiators turn.
THRACIAN CHARACTER SHEET.
THRACIAN. Basic initiative: 5
Weapons : Sica or curved sword Protection : Light armour and shield. Protection class : Protected
| ORDER | S | int | Move zone | F | Attack zone | Converted | Prohibited |
| Stand | Y | 6 | - | 2 | - | Parry Lunge | |
| Step | Y | 6 | A B C | 1 | - | Lunge | |
| Rush | 5 | D | - | Lunge | Back Retire | ||
| Side step | Y | 5 | E F | 1 | - | Riposte | Slash |
| Back | Y | 4 | G | 1 | - | Parry | Rush |
| Retire | 4 | H | - | Parry | Rush | ||
| Turn about | 2 | - | 3 | - | Parry Slash | Rush Retire | |
| Lunge | Y | 5 | - | A B C | Step | ||
| Slash | 4 | - | 1 R | A B | Step Sidestep | Back Cut | |
| Cut | 3 | - | B | Step Rush | Cut | ||
| Jab | Y | 5 | - | 1 | B C | Parry Back | |
| Shield smash | Y | 3 | - | 1 | A B | Step Parry | Slash |
| Unentangle | Y | 1 | E F G | 1 | - | Step Kick | |
| Get up | Y | 1 | - | any | - | ||
| Riposte | 2 | - | 1 | B | Step Parry | Slash Cut | |
| Parry | Y | 3 | - | 1 | - | Side step Back | Slash cut |
| Shield | Y | 1 | A B C | 1 | - | Back Riposte | |
| Kick | 4 | - | B | Step | Back Retire |
| Hit points | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| Nicked | Cut | Wounded | |
| 1 st | As stun. - 1 hit points. |
Initiative 3 - 2 hit points. Fall 1/6 |
Initiative 2 To hit : one level harder. To wound : one level less. - 4 hit points. Fall 3/6 |
| 2 nd | Initiative 4 - 1 hit points. |
Initiative 3 To hit :one level harder - 2 hit points. Fall 2/6 |
Initiative 1 To hit : one level harder. To be hit : one level easier To wound : one level less. Lose 1 hp on non stun Auto Fall moves. - 4 hit points. |
| 3 rd | Add one cut level. | Add one wounded level. | DEAD |
COMBAT MATRIX.
| Lunge | Slash | Cut | Jab | S.Smash | Riposte | Parry | Retire | Shield | Get up | Move Forward Stand |
Move Back |
|
| Lunge | F M |
X | D S |
D L |
X | D | X | X | D L |
E S |
F M |
D L |
| Slash | F L |
E M |
E M |
D M |
F S |
X | D L |
X | D M |
E M |
F L |
D M |
| Cut | X | F S |
D | X | D M |
F L |
D M |
D L |
D M |
F S |
D M |
D L |
| Jab | I | F L |
D M |
X | F L |
I | D L |
D L |
F L |
E L |
E M |
F L |
| Sh. Smash | F L |
D | E M |
X | D L |
D L |
X | X | F L |
E M |
F L |
X |
| Riposte | F M |
X | X | I | X | X | I | I | E L |
F L |
D L |
D L |
| Kick | X | I | D L |
D L |
X | D L |
X | X | I | E M |
D L |
X |
RESULT TABLE
| Attack TYPE |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||
| EASY | L | U | S | S | S | S | S | S | N | N | N | N | N | C | C | C | C | C | C | C | W | W |
| P | S | S | S | S | S | S | N | N | N | N | N | N | C | C | C | C | C | W | ||||
| A | S | S | S | S | S | S | N | N | N | N | N | C | C | C | C | W | ||||||
| H | S | S | S | S | S | S | N | N | N | N | N | C | C | W | ||||||||
| M | U | S | S | S | S | N | N | N | N | N | N | C | C | C | C | C | W | W | W | D | D | |
| P | S | S | S | S | S | N | N | N | N | N | C | C | C | C | W | W | W | D | ||||
| A | S | S | S | S | S | N | N | N | N | C | C | C | C | W | W | D | ||||||
| H | S | S | S | S | S | N | N | N | N | C | C | C | W | D | ||||||||
| S | U | S | S | N | N | N | N | C | C | C | C | C | W | W | W | W | W | D | D | D | D | |
| P | S | S | N | N | N | N | C | C | C | C | W | W | W | W | W | D | D | D | ||||
| A | S | S | S | N | N | N | N | C | C | C | C | W | W | W | D | D | ||||||
| H | S | S | S | S | N | N | N | C | C | C | W | W | W | D | ||||||||
| FAIR | L | U | S | S | S | S | S | N | N | N | N | N | N | C | C | C | C | C | C | W | ||
| P | S | S | S | S | S | N | N | N | N | N | C | C | C | C | C | W | ||||||
| A | S | S | S | S | S | N | N | N | N | N | C | C | C | C | ||||||||
| H | S | S | S | S | S | N | N | N | N | N | C | C | ||||||||||
| M | U | S | S | S | S | N | N | N | N | C | C | C | C | C | W | W | W | W | D | |||
| P | S | S | S | S | N | N | N | N | N | C | C | C | C | W | W | D | ||||||
| A | S | S | S | S | N | N | N | N | N | C | C | C | W | W | ||||||||
| H | S | S | S | S | N | N | N | N | C | C | C | W | ||||||||||
| S | U | S | S | N | N | N | C | C | C | C | C | W | W | W | W | W | D | D | D | |||
| P | S | S | N | N | N | C | C | C | C | C | W | W | W | W | D | D | ||||||
| A | S | S | N | N | N | C | C | C | C | W | W | W | W | D | ||||||||
| H | S | S | N | N | N | C | C | C | C | W | W | W | ||||||||||
| DIFFICULT | L | U | S | S | S | S | S | N | N | N | N | N | C | C | C | C | C | W | ||||
| P | S | S | S | S | N | N | N | N | N | C | C | C | C | W | ||||||||
| A | S | S | S | S | N | N | N | N | N | C | C | C | ||||||||||
| H | S | S | S | S | N | N | N | N | N | C | ||||||||||||
| M | U | S | S | S | N | N | N | N | C | C | C | C | C | W | W | W | D | |||||
| P | S | S | S | N | N | N | N | C | C | C | C | W | W | W | ||||||||
| A | S | S | S | S | N | N | N | C | C | C | W | W | ||||||||||
| H | S | S | S | N | N | N | C | C | C | W | ||||||||||||
| S | U | S | S | N | N | N | C | C | C | C | C | W | W | W | W | D | D | |||||
| P | S | S | S | N | N | N | C | C | C | C | W | W | W | D | ||||||||
| A | S | S | N | N | N | C | C | C | C | W | W | W | ||||||||||
| H | S | S | N | N | C | C | C | C | W | W | ||||||||||||
TARGET ON FLOOR: 1 attack level easier and 1 level of damage more serious.
BEHIND TARGET: 1 attack level easier.
TARGET ENTANGLED: 1 attack level easier.
CONVERTED ATTACK: 1 attack level harder.
Key: S Stun N Nicked C Cut W Wounded D Dead
TO WIN.. The last gladiator still alive !!!
Obviously we would like your comments on the above. We are still at a stage where we can make some changes, but please remember you are looking at a much reduced version. For a start I've reduced the combat tables to only include the moves available to the Thracians, and not included any of the special rules for retiarius for instance.