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Regle Munera Sine Missione v3

The document provides rules for gladiatorial combat in a hex-based tabletop game. It details gameplay mechanics such as action points, movement, facing, attacks, armor, weapons, fatigue and critical events. Tables are included showing armor saves, action point costs and gladiator types. The rules aim to provide an intelligent and quick-playing combat simulation.

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0% found this document useful (0 votes)
91 views23 pages

Regle Munera Sine Missione v3

The document provides rules for gladiatorial combat in a hex-based tabletop game. It details gameplay mechanics such as action points, movement, facing, attacks, armor, weapons, fatigue and critical events. Tables are included showing armor saves, action point costs and gladiator types. The rules aim to provide an intelligent and quick-playing combat simulation.

Uploaded by

sylvain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Munera Sine Missione

Rules for Gladiatorial Combat (v3.0)


By Alan Saunders and Victor Jarmusz
(After Gary Comardo)

Page 1
Introduction

The mechanisms of these rules are not original, and are lifted wholesale from 'We Who Are About To Die
Demand a Recount' by Gary Comardo and published in Issue 67 of 'Saga'. What I have done is added more
detail to allow a wider variety of gladiators and the possibility of campaigns and so forth. The original rules
impressed me, giving an intelligent game of manoeuvre with very simple mechanisms, and with a bout
lasting no more than five or ten minutes.

Version 2.0 incorporated major changes created by (or based upon changes created by) Victor Jarmusz and
Mark Stevens. Version 3.0 is a collaboration between Victor and myself.

The figures in the photos are from the collection of Alan Saunders, who also took the photos. Manufacturers
represented include Foundry, Crusader, Castaway Arts, Gladiator Miniatures, Black Tree Designs, West
Wind and Shadowforge.

These rules are (c) Alan Saunders, 2002-2019. Please feel free to distribute them as you will, but please
acknowledge Gary, Victor and myself. Comments and further ideas are always welcome.

The Game

You will need:

● A hex grid for the arena. The minimum arena size should be 9 hexes by 9 hexes for two gladiators,
and the maximum 12 hexes by 12 hexes. More gladiators necessitate a larger grid.
● Some model gladiators. These should, if possible, be mounted on hexagonal bases so that it is
obvious where the front is. If a round base is used, the front facing should be marked.
● Some six-sided dice (D6).
● Pencil and paper. You will need to track the gladiator’s current Stamina, Fatigue and Virtus.

Page 2
The Gladiators

Each gladiator starts with a Stamina of 8, Fatigue of 0 and Virtus of 0.

You need to determine how the gladiator is armed and what armour and protection they have. A sample set
of common gladiator types is given at the end of these rules.

Weapons are easy. Note down what the gladiator has, and in which hand they use it (although this isn’t too
important).

Shields can be small or large.

Armour can be none, light or heavy. Heavy is the full plate or mail protection of such gladiators as the
Crupellarius. Most gladiators have light armour. Helmets are ignored (or factored into light armour) unless
they are fully enclosed.

The armour and shield a gladiator has determines their save roll. This should be accumulated as below:

Armour/Shield Save Modifier


No armour +0
Light armour +1
Heavy armour +2
No shield +0
Small shield +1
Large shield +2
Enclosed Helmet +1

Example: A gladiator has Light Armour (+1) and a Large Shield (+2), for a total Armour Save of +3. If they
lose their shield then their Armour Save drops to +1.

The full modifier for a shield only applies to attacks from the front or left side hexes. A large shield also
gives +1 Armour Save against attacks from the right side. Attacks from rear hexes ignore the Armour Save
from shields.

Sequence of Play

Initially, set up both gladiators with 5 hexes between them. Both then roll a D6, which each gladiator adjusts
with their AP Modifier (see below).

The gladiator with the highest modified roll can choose to move first or second. The initial turn order is
applied throughout the whole game. Keep going until the fight ends.

On his turn a gladiator does the following:

1) Roll a D6 to see how many Action Points (AP) they have.


2) Spends their AP to move and to attack other gladiators.

Page 3
Action Points

A gladiator gets AP equal to the roll of a die, modified as follows:


No Armour +2
Light Armour +1
Large Shield -1
Gladiator is Weakened -1
Gladiator is Spent -2

The net plus or minus adjustment resulting from the above is called the AP Modifier.

A gladiator who is off-balance determines their AP total as normal, but then halves it (rounded up).
An AP score of zero or less is treated as zero.

Once the total number of AP is determined, a gladiator may optionally do the following:

(i) Gain a bonus of +1AP by taking a point of Fatigue (see Fatigue below).
(ii) Spend Virtus, with each point spent giving the gladiator +1AP (See Working The Crowd below).
A gladiator who spends 7AP or more in a turn gains a point of Fatigue. This is in addition to any fatigue
they might acquire in order to gain extra AP.

AP can be spent as follows, in any order the player wishes:


Move 1 hex directly forward 1AP
Move 1 hex in any other direction, without changing facing
- If wearing a fully-enclosed helmet 3AP
- No helmet 2AP
Change facing by one hexside 1AP
Attack with an unwieldy weapon 2AP
Attack with any other weapon 1AP
Make a second attack (must be a different weapon to the first or an
Improvised Attack) +1AP to attack cost
Attempt to cut free of net or lasso 0AP
Pick up weapon or shield in same hex 1AP
Pick up helmet in same hex 2AP
Kick object from own hex into adjacent hex 1AP
Deploy or move, the Summa Rudis (see below) 1 or 2AP
Work the crowd (see below) 1AP
Gladiator is entangled +1AP on all actions

Page 4
Fatigue

At any point during their turn a gladiator may gain +1AP. When they do so they acquire a point of Fatigue.
Only 1AP per turn may be gained in this way. A point of Fatigue is also gained if 7 or more AP are spent in
a turn, or a gladiator rolls a 6 (5 or 6 if helmeted) on a dodge roll (see below).

A gladiator’s Stamina is immediately reduced by 2, and their Fatigue then set back to 0, if either of the
following apply:

(i) They start their turn with a total of 5 points of Fatigue or greater
(ii) They make a roll to defend against an attack that does not trigger a Critical Event, and that roll is equal
to or less than the current Fatigue total.

Either of these can cause the gladiator to become Beaten and have to appeal to the crowd. However in the
case of this being triggered by an attack, the attack is still resolved.

Movement

Only one gladiator is allowed per hex, and gladiators may not pass through hexes containing other
gladiators. If a gladiator is in a hex adjacent to another they may not move directly to another hex adjacent
to that same gladiator; they must first step back so that there is an empty hex between them. This does not
apply if the enemy gladiator is knocked off-balance.

Facing

The adjacent hex directly in front of a gladiator is their front hex.


The two hexes on each side of this are the gladiator's side hexes.
The other three hexes are the gladiator's rear hexes.

Page 5
Attacks

These rules apply to swords and similar weapons. Special weapons are described after the main rules.
In order to attack a gladiator must have their opponent directly in front of them and in an adjacent hex.
Determine if you are attacking the front, side or rear hex of your opponent.

Some weapons can attack targets that are not adjacent. These must be within the front arc of the attacker.
This is explained in the following diagram:

A gladiator can engage targets in the hexes shade in grey. In the case of opponents in the half/split hexes, the
attack is made against the hexside marked with an ‘A’.

A gladiator cannot attack with the same weapon more than once in a turn, unless it is an improvised attack
(which does not use a specific weapon). A gladiator cannot make more than two attacks in a turn.

Attack Procedure

The attack procedure is summarised as follows:

1) Both attacker and defender roll a D6. If they both roll the same number then determine any Critical
Events (see below).
2) If the roll was not a double, then the attacker modifies his roll, and then subtracts the defender's roll from
the total. The defender’s roll may trigger Fatigue (see above).
3) If the gladiator’s score is positive, then they have hit the defender. The defender must roll a D6 to see if
they save.
4) If their score is negative or they are equal, then the defender is pushed back one hex.
5) Reduce the defender's Stamina by the positive difference in the modified dice roll (maximum 4 points).

Page 6
In detail the procedure is as follows.

Both attacker and defender roll a D6. If both roll the same number then a Critical Event has occurred and the
attack ends. If the numbers are different then modify the attacker's roll as follows:

Attacking from opponent's front +0


Attacking from opponent’s side +2
Attacking from opponent’s rear +3
Defender entangled +1
Disadvantaged attack -1
Double Disadvantaged attack -2
Defending gladiator cannot be pushed back if attack misses +1
(see below)
Each other gladiator that has the defender adjacent and in their front hex +1

If the final score is zero or less, then the attack misses, and the defender is pushed back. A push back moves
the defender into the adjacent hex opposite that from which the attack came. If the defender cannot enter that
hex, because of another gladiator, or the edge of the arena, then they stay where they are (but note the
combat modifier above).

Subtract the defender's roll from the attacker's total. If the score is greater than zero, then the defender must
make an Armour Save, or reduce their Stamina by that modified difference. However regardless of the
difference, the maximum Stamina loss from any single attack is 4.

To make an Armour Save roll a D6 and score equal to or less than your total Armour Save value against
attacks from that facing. Note that a gladiator with no save modifier automatically takes wounds if hit,
unless they are able to, and choose to, dodge.

If the defender is hit after the attack roll is made, and the defender has a positive AP Modifier, they may opt
to dodge. In this case, the defender adds their AP Modifier to their Armour Save value, by moving back one
hex away from the attack, just as if the attack missed (see above). However, if the gladiator has a helmet,
and rolls an Armour Save of 5 or 6, or has no helmet and rolls a 6 for their Armour Save, then they take a
point of Fatigue.

Some special weapon effects trigger on a score difference of 3 or more, so it is worthwhile checking
whenever you get this level of difference.

Page 7
Critical Events

If both attacker and defender roll the same number, then check the following table to see which Critical
Event has occurred:

Double 6 The defending gladiator immediately converts any Fatigue they have into
2 Wounds. In addition they then immediately take 1D6 wounds, with no
save.
Double 5 Defender loses their shield, if they have one.
If they don’t have a shield, they lose an enclosed helmet if they have one.
Otherwise they are knocked off-balance.
The item falls into a random adjacent hex and may be recovered.
Double 4 Defender knocked off-balance.
Double 3 Attacker receives 2 fatigue.
Double 2 The defender is knocked off-balance and immediately converts all current
Fatigue into 2 Wounds. If the attacker can end their turn with the
defender adjacent to them and within their front arc, they roll 2D6. If the
total score is greater than remaining stamina, then the defender is
considered Beaten.
Double 1 A weapon breaks or is lost. Roll a D6; on a 1-3 it is that of the attacker,
on a 4-6 it is that of the defender. If that roll was 1 or 6 it means that the
weapon is broken, or otherwise lost for good. Any other roll means that
the weapon falls into a random adjacent hex. The defender loses a random
weapon (counting a net or lasso as such, but not a shield) or is knocked
off-balance if they have no weapon. The attacker loses the weapon they
used to make the attack, except in the case of an improvised attack in
which case they are knocked off-balance.

Effects of Stamina Loss

A gladiator is considered to be in one of six states, depending on how much Stamina they have remaining:

Current Stamina Status


Full (no wounds) Fresh
5 or more, but has taken wounds Steady
3 or 4 Weakened
1 or 2 Spent
0 to -2 Beaten
-3 or less Mortally Wounded

You may optionally show the status of a gladiator with a coloured marker, as a visual reminder. For
example, there could be a white marker for Fresh, green for Steady, yellow for Weakened, and red for Spent.

Page 8
Off-Balance

Certain effects cause a gladiator to be knocked off-balance.

A gladiator who is off-balance automatically recovers at the start of their next turn. However their AP total
for that turn is halved (rounded up).

A gladiator who is off-balance, and who is knocked off-balance again is considered Beaten and must appeal
to the crowd if they are also within the front hex of an opponent.

A gladiator who is off-balance can be pushed back. If a gladiator is off-balance, another gladiator can move
directly from one of their adjacent hexes to another.

Working The Crowd

Gladiators who have attacked in their current turn, and who have at least 1AP remaining, can as their final
action try to win the crowd’s favour and gain Virtus. To do so, work out the ‘favour total’ as follows:

The favour total starts at 1


+1 for each attack made this turn that missed (total equal to or less than opponent).
+2 for each attack made this turn that resulted in a Special Hit or scored more than the opponent.
+1 Gladiator is a Crowd-Pleaser
Roll a d6, if it is equal to or less than the favour total, the gladiator gains a point of Virtus.

Virtus can be used during a bout, representing uplifting crowd support. An AP roll can be increased by +1
for each point of Virtus spent, with no limit on how many can be spent on a given roll. The decision to do
this can be made after the AP dice is rolled, and even after actions are taken.

At the end of a fight, if the appeal table is used, add +1 to the score if the appealing gladiator has more
Virtus remaining than their opponent, and they deduct -1 if they have less.

Page 9
The Summa Rudis

The Summa Rudis is the referee for a bout. The referee does not start in the arena. If both gladiators are
within 3 hexes of each other, either can then spend 1AP in their turn and place the referee adjacent to either
gladiator, but not in a the frontal hexside

In any subsequent turn, if the referee is adjacent to either gladiator a player may spend 1AP and move them
one hex, so long as they remains adjacent to at least one of the gladiators. For 2AP a player may move the
referee to any hex adjacent to either gladiator. If the referee is not adjacent to either gladiator then a player
may spend 1AP to place the referee adjacent to one or both.

The referee may never be placed or moved into the frontal hex of either gladiator.

The referee has no facing and can freely pivot at no cost. If a gladiator is adjacent to the referee, they can
freely move to another hex adjacent to the referee. The referee’s hex cannot be attacked, or moved through.
The referee does not block line of sight, so distance weapons can attack through their hex. A referee can
occupy a hex containing dropped equipment, blocking access to it unless moved off first.

A gladiator pushed into the referee will force the referee to jump into any adjacent hex of the winning
gladiators choosing, but not one adjacent to a frontal hexside.

Appeals to the Crowd

If a gladiator becomes Beaten, for whatever reason, then the fight ends, and they must appeal to the crowd.
In order to appeal to the crowd, a gladiator must roll 2D6 and apply the following modifiers:

-1 If the bout has lasted 4 turns or fewer


-2 If the gladiator is Fresh.
+1 If the gladiator is Weakened, Spent or Beaten.
-1 If the gladiator’s opponent is Fresh
+1 If the gladiator’s opponent is Weakened or Spent
+1 If both gladiators converted at least 1 point of Fatigue to wounds during the fight.
-1 If the gladiator does not have a closed helmet
+1 If the gladiator has more Virtus than their opponent.
-1 If the gladiator has less Virtus than their opponent.

An unmodified roll of '12' indicates that the crowd are automatically merciful, and an unmodified roll of '2'
means that the crowd want the gladiator killed. Otherwise, on an adjusted score of 7 or more, the crowd
spare the gladiator and on a score of 6 or less they vote for the gladiator to be dispatched. As you can see,
the crowd likes to have seen lots of blood and action, and only has a limited supply of mercy.

Note that in a multi-player campaign, the adjusted score needed to be spared becomes 8, and some
additional modifiers based on previous fights exist.

Page 10
Ending the Fight

If both gladiators have completed 10 turns, and neither has become Beaten or Mortally Wounded, then roll a
D6. If the result is 2 or more, the fight continues for another turn. On a 1 or less, the fight is declared a draw.
Modifiers to the dice roll are:

-1 for each gladiator that is Weakened


-2 for each gladiator that is Spent

If after this turn still neither gladiator has been Beaten or Mortally Wounded, roll again, repeating each turn
if necessary.

However, the fight can be declared Sine Missione - To The Death. In this case, ignore the 10 turn limit rule
above, and there is no appeal roll.

Experience

This is for continuing campaigns, or if you wish to pit one skilled gladiator against several less-skilled ones.
The following skills are available. Each may only be acquired once:

Agile Reroll an AP die roll of ‘1’. When determining who moves first at the start of the
fight, the gladiator gets +1 to their die roll if their opponent does not have this skill.
Signature Move After checking for Critical Events and Fatigue, the gladiator may reroll an attack
roll of ‘1’.
Parry After checking for Critical Events and Fatigue, the gladiator may reroll a defence
roll of ‘1’.
Strength Start with a base Stamina of 10 rather than 8.
Crowd-Pleaser +1 to the favour total when working the crowd.
Tactician Once per game, when facing an opponent with fewer skills, you can swap dice
rolled in combat with the opponent.
Veteran Once per game, when facing an opponent with fewer skills, you can flip any one
dice roll (except an appeal) to its opposite side. If done in combat, the flip can occur
before checking for Critical Events, so you can avoid or create a Critical Event.

A gladiator may only have each skill once. At the end of a bout, a gladiator gains one skill if they have
defeated another gladiator with at least as many skills. In other words, in order to progress you must beat
gladiators at least as good as yourself.

Example: Quintus and Julius both have no skills. Quintus beats Julius in a bout, so gains one skill. A few
weeks later they meet again, and Quintus beats Julius once more. Because Quintus has more skills than
Julius, however, he gains no new skill.

Page 11
Playing on a Square Grid

This option is designed to enable a square grid to be used in place of hexes. A gladiator only has four
facings, and a change of facing is a 90 degree turn. The gladiator can only move into the front, side or rear
squares, and cannot move diagonally. The four other squares that are diagonal to the opponent are not
considered adjacent, and can be entered. However, you cannot attack diagonally. The attacking arc is the one
square adjacent to the front edge, and then this increases by two squares width per range band. The
defender’s edge attacked is the one parallel to the front edge of the attacker.

Page 12
CAMPAIGN RULES

Solitaire Campaign Rules

This is a simple campaign that represents the career of a single gladiator emphasising arena fights, rather
than the machinations of a gladiator school or prize winnings. The same figure must be used throughout the
campaign. The aim is for your gladiator to win freedom by earning the rudis.

Each fight takes place on a different date, and your gladiator is assumed to fully heal between each fight. It
is also assumed that the same opponent is not met twice – even if the same figure is used for an opponent,
they will roll up with different skills. Additional flavour can be added by putting names to each gladiator
faced.

Your gladiator starts with no skills or prestige. Follow the steps below to play.

Step 1: Determine the “weight level” of your opponent


You determine the weight of a gladiator by adding or subtracting the following to gain a final total;

No Armour +2, Light Armour +1, Large Shield -1, Helmet -1

Medium gladiators have a total of zero. Light gladiators will range between +1 and +2, whilst heavy
gladiators will range between -1 and -2. The extremes (+2 and -2) should be somewhat rarer. The main
gladiator you choose to fight through this campaign should fall within the ranges of -1 to +1. Opponents
should be kept realistic, for example, a Thracian should fight someone with a shield, a Hoplomachus should
fight someone who does not have a long weapon. Roll a die to determine your opponent’s weight level;

You are: Your opponent is:


Heavy 1-3 Medium, 4-6 Light
Medium 1-2 Light, 3-4 Medium, 5-6 Heavy
Light 1-3 Medium, 4-6 Heavy

Step 2: Determine how many skills your opponent has


Use the table below to work out your opponent’s number of skills. Roll a die and cross-reference with the
column corresponding to the number of skills you have to determine the number of skills your opponent has.

Die The Number of Skills Your Gladiator Has:


Roll
0 1 2 3 4 5

1 0 0 1 1 2 3

2 0 1 1 2 3 3

3 0 1 2 2 3 4

4 1 2 2 3 3 4

5 1 2 3 4 4 4

6 2 3 3 4 5 5

Page 13
Example: your gladiator has 2 skills and you roll a 5. The opponent you face has 3 skills.

Step 3: Determine what skills your opponent has


There are two tables. One for when your opponent has an equal number or fewer skills, the second for when
your opponent has more skills. This is necessary as the skills “Veteran” and “Tactician” are of no use to an
opponent with equal or fewer skills, and accordingly, only appear on the opponent has more skills table.

IF YOUR OPPONENT HAS FEWER OR AN EQUAL NUMBER OF SKILLS

Die The Types of Skills Your Opponent Has:


Roll
1st Skill 2nd Skill 3rd Skill 4th Skill 5th Skill

1 Signature Move Strength Parry Agile Crowd Pleaser

2 Agile Signature Move Crowd Pleaser Parry Strength

3 Parry Agile Strength Crowd Pleaser Signature Move

4 Strength Parry Signature Move Agile Crowd Pleaser

5 Parry Crowd Pleaser Strength Signature Move Agile

6 Crowd Pleaser Signature Move Agile Strength Parry

Example: your opponent has 3 skills, and you roll a 3. His skills are Parry, Agile, and Strength.

IF YOUR OPPONENT HAS MORE SKILLS

Die The Types of Skills Your Opponent Has:


Roll
1st Skill 2nd Skill 3rd Skill 4th Skill 5th Skill

1 Tactician Crowd Pleaser Agile Strength Veteran

2 Signature Move Strength Veteran Parry Agile

3 Strength Tactician Signature Move Crowd Pleaser Parry

4 Veteran Parry Crowd Pleaser Agile Strength

5 Parry Agile Tactician Signature Move Crowd Pleaser

6 Agile Veteran Parry Tactician Signature Move

Example: your opponent has 2 skills, and you roll a 6. His skills are Agile and Veteran.

Step 4: Conduct the fight


Resolve the fight with the two gladiators using the main rules.

Page 14
Step 5: Determine the change in prestige and skills of your gladiator
Based on whether you won or lost, modify the prestige of your gladiator as follows:

+2 Prestige Points: If you beat an opponent with more skills than your gladiator.
+1 Prestige Point: If you beat an opponent with equal or fewer skills than your gladiator.
+0 Prestige Points: If you have a draw (no change)
-1 Prestige Point: If you lost to an opponent with fewer skills than your gladiator.

If you beat an opponent with equal or more skills, your gladiator may choose a new skill (maximum 5).

Step 6: Determine if the campaign ends or continues


You win the campaign by gaining the wooden rudis and freedom if you:

• Earn 8 prestige points.


• Beat an opponent with 5 skills, and you have 5 skills.
• Survive at least 10 fights and you win the last fight.

You lose the campaign if:

• Your prestige falls below zero (-1 or less). In this case, your gladiator is sold off.
• Your gladiator is mortally wounded or fails with an appeal to the crowd after losing a fight.

Otherwise, the campaign continues as your gladiator must face his next opponent – go back to step 1.

Multi-Player Campaign

This is a very simple campaign framework for it, which can cope with a variable number of players and
concentrates on the actual fights with very little peripheral fuss. Each player has a school of gladiators (a
ludus) and is attempting to gain the most prestige by the end of an agreed number of rounds. At a minimum
you need six gladiators per player, and they should be two each of Light, Medium and Heavy (See the
Solitaire rules for how these weights are determined).

Here's how the campaign works. Each player selects six gladiators: 2 x Light, 2 x Medium and 2 x Heavy. A
player can choose four skills to distribute between their gladiators. No gladiator can have more than two
skills at the start, however.

The campaign is played in a number of rounds, with each round representing a single day of games, with a
gap of a few weeks between each round. All living gladiators become fully healed between rounds.

In order to work out the bouts for each round, the players should be ranked in descending order of Prestige,
breaking ties with a D6 roll. The first player must choose a gladiator from their school as a contender. If this
is not their highest skilled gladiator, then that player loses a point of Prestige. In order, each of the other
players then chooses a contender, but they are not limited in their choices in terms of skills.

There should now be one contender per player.

Page 15
In the reverse of the above order, each player selects one contender (not their own, obviously), then rolls a
D6 in order to determine what weight of gladiator the Editor of the games wants them matched with:

Challenger is: Must Choose:


Heavy 1-3 Medium, 4-6 Light
Medium 1-2 Light, 3-4 Medium, 5-6 Heavy
Light 1-3 Medium, 4-6 Heavy

The player should choose a gladiator of the appropriate weight from their ludus. If there is a choice then the
challenger gladiator must be the one closest to the contender in number of skills. The one exception to this
is if two medium gladiators are opposed to each other, and the selection would cause two fighters with the
same weapon and shield size to be matched against each other. In this case if the next closest gladiator in
terms of skills offers a different shield size or weapon, then they must be chosen instead.

eg A player selects a challenger with 3 skills. It is a heavy gladiator. They roll a D6 and score 5, meaning
that they must oppose him with a light gladiator. They have a choice: a Retiarius with no skills or a Velite
with 4 skills. They must pick the Velite, as the difference in number of skills is only one.

The next player then chooses and rolls, and so on until all challengers have an opponent. In a given round
each player should have two gladiators in play, and there should be as many bouts as there are players.

Each bout is played individually. In order to determine the order of the bouts, look at each and determine
the level of the most skilled gladiator involved. This is the ranking for that bout. Bouts should be played
from the lowest ranking to the highest. In the event of ties, they should be broken by the skill of the
opposing gladiator (lowest to highest) and then a die roll.

e.g. There are four bouts, to be played one at a time:

A - A 2 skill gladiator vs a 3 skill gladiator


B - A 0 skill gladiator vs a 0 skill gladiator
C - A 1 skill gladiator vs a 0 skill gladiator
D - A 1 skill gladiator vs a 1 skill gladiator

The highest ranked bout is A and the lowest is B. C and D both feature a 1 skill gladiator, but the other
gladiator in D also has 1 skill, so that bout ranks higher. The bouts will be played in the order B, C, D, A.

Page 16
When Appealing to the Crowd the gladiator requires a roll of 8+ to be spared. However the following
modifier also applies:

+1 For each gladiator the crowd has had killed today.

After all fights are resolved, award experience (skills) to surviving gladiators according to the rules.

Based on the results of the fights, modify the prestige of your school as follows:

+2 Prestige Points: If one of your gladiators beat an opponent with more skills than they had.
+1 Prestige Point: If one of your gladiators beat an opponent with equal or fewer skills than
yours.
+0 Prestige Points: If any fight ended in a draw (no change).
-1 Prestige Point: If one of your gladiators lost to an opponent with fewer skills.

Wounded gladiators are assumed to recover. Replace any dead gladiators with new ones from the pool, and
then play the next bout.

One of the features of gladiator bouts seems to have been to pit types with different weights, fighting styles
and equipment against each other, and these mechanisms promote that even if the matchups are not strictly
historical. So two Heavy gladiators will never meet, and neither will two Light. In most bouts, one gladiator
will have an advantage in manoeuvre whilst the other has more protection. Medium gladiators cover a
range of styles and can fight each other, but the bouts should still promote differences - the gladiators
should have different weapon/shield combinations at the very least. In addition, bouts should be set up such
that gladiators of roughly equal skill face each other. The order in which the bouts are resolved reflect the
fact that the better, more experienced, gladiators would be the featured events, and the lower skill bouts the
less popular warm-up acts. Gladiators fighting later in the day will see a more merciful crowd, so long as
they’ve seen blood earlier in the day. Within the restrictions on skills above, the main decision the players
have to make is whether to risk higher experience gladiators in the area and have them beaten by less
experienced ones, and whether to give their lesser experienced fighter a chance or stick to those with skills.
The requirement for the highest rated school to put forward their best gladiator reflects the editor, who
finances the games, wanting at least one high-quality fight on the bill. It also forces more highly-skilled
gladiators to fight more often, putting them at risk of losing to an up and coming gladiator.

Gambling (Optional)
While playing through fights individually one after the other (munus legitimum) in a multiplayer campaign,
this rule is intended to provide players who are not taking part in a fight to still have an interest in it.
Every round, all players start with a number of betting tokens equal to the number of players involved. Each
player may than place any number of betting tokens on a fight that they are not involved in, declaring them
for one gladiator they think will win. All tokens must be used. If more than one player is betting on the same
fight, place betting tokens in the order of lowest prestige player first, otherwise use a die to break ties. All
tokens declared for a gladiator who won become winning tokens. At the end of a round, the player with most
winning tokens gains a prestige point. If there is a tie for most winning tokens, then no prestige points are
given.
For example, in a three player campaign, each player will have one fight where they place 3 tokens. In a
four player campaign, there will be two fights where a player can place 4 tokens on one fight, 0 on the other,
or 3 on one fight, and 1 on the other, or 2 tokens on each fight.

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Appendix 1 - Weapons and Shields

The above rules assume that the gladiators are armed with a sword, long dagger or some equivalent short
hand weapon. The following rules cover more exotic weapons.

Some weapons have specific abilities. These are:

Bash – If the attack succeeds by 3 or more after modifiers, the defender is knocked off-balance.

Disadvantaged – These weapons attack with a -1 to the attacker’s die roll.

Double Disadvantaged – These weapons attack with a -2 to the attacker’s die roll.

Disarm – When an attacker with a Long weapon loses by 3 or more, after modifiers, against a defender
using a weapon with Disarm, the weapon drops into a random hex adjacent to the attacker.

Entangle - Roll an attack by this weapon as normal, including Critical Events. No wounds are scored by the
attack, but if the attack succeeds by 3 or more after modifiers, then the defender is entangled. An entangled
opponent may make up to one attempt to cut free each turn, at a cost of 0AP*, and needs a 5 or 6 to succeed.
On a roll of ‘6’ the entangling weapon is lost for good, otherwise it is automatically recovered by the
attacker. Whilst the opponent is entangled the attacker is considered to be holding the entangling weapon,
and cannot use another weapon two-handed.
NB: This is still subject to the +1AP penalty for being Entangled.

Long (x-x) – The weapon can only attack within the range specified. The weapon is Disadvantaged when
attacking at the distance of the lower number. For example, a Long(1-2) weapon is Disadvantaged attacking
at 1-hex range, but attacks normally at a 2-hex range.

Ranged (x)– The weapon may be used at a range of greater than 1 hex, where ‘x’ is the maximum range in
hexes. It may not be used on targets that are adjacent to the gladiator, but some exceptions are noted below
where the weapon can also be used in close combat. The range at which a weapon may be used is given in
its individual entry. The weapon counts as Disadvantaged if the target is at more than half range. A ranged
weapon will always have a limited number of uses.

Pilum – If a gladiator hit by this weapon rolls an armour save of ‘1’, then if they have a shield it is shattered
and permanently lost, otherwise they are knocked off-balance.

Quadrens - a weapon with this trait is fitted with 4 prongs that reduce lethality but cause a bloody wound.
Regardless of the Attack/Defence die roll difference, a weapon with quadrens can never inflict more than 2
points of Stamina loss in one hit (aside from a Double 6 Critical Event). However, if any Stamina is lost, the
attacker may, at the end of the turn, roll to work the crowd without needing to spend an AP, using a base
score of 0. A normal roll may be made instead, but has the 1AP cost.

Secondary – This weapon may only be used if the gladiator’s main weapon is lost or can no longer be used.

Two-Handed – When this weapon is used only one-handed, the weapon becomes Unwieldy.

Unwieldy – An Unwieldy weapon costs 2AP to use

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Remember that no gladiator can make more than two attacks in a turn, and may only use a given weapon
once per turn.

Specific weapon rules are as follows:

Dagger - A secondary weapon for some gladiators. Secondary, Disadvantaged.

Shield - A shield may be small or large. Bash (Large shields only), Disadvantaged.

Improvised Attack – This represents the use of fists, kicks, head-butts or any other form of attack not
covered by weapons. A gladiator may make up to two improvised attacks during a turn. Double
Disadvantaged.

Short Spear (Hasta) or Trident – A Short Spear or a Trident is Long(1-2) and Two-Handed. A Trident may
optionally have Quadrens.

Long Spear – A Long Spear is Long(2-3) and Two Handed.

Throwing Darts and Light Javelins – A gladiator carries four darts or light javelins. They are Ranged (4).

Heavy Javelin or Hand Axe – A heavy javelin or hand axe may be used attack adjacent targets, but treat as
Disadvantaged doing so. It may be thrown as a Ranged (3) weapon, but is then lost. If thrown it has the
Pilum ability.

Sica – This is the curved dagger weapon of the Thraex. A sica always counts as Disadvantaged, but if the
attack succeeds by 3 or more after modifiers, the defender gets no save bonus from their shield. If it
succeeds by less than 3 the defender reduces the save bonus of their shield by one.

Two-Handed or Gallic Swords – These weapons are Two-Handed with the Pilum ability

Clubs – These weapons are Two Handed, with the Bash ability.

Net - The weapon of the Retiarius. A net is Unwieldy, Long(1-2) and has the Entangle ability.

Cape - A cape is carried in the left hand, like a shield. If a gladiator with a cape chooses to increase their
armour save by dodging, then their save is increased by double their AP modifier (so either +2 or +4).

Lasso - The weapon of the Laquearius. This is treated as a net except it is Long(2-3)

Whip - A whip is Long(2-3). When hit, the defender takes no stamina loss, regardless of the difference
between the die rolls. However if the attack succeeds by 3 or more after modifiers, roll a die and apply the
corresponding Critical Event.

Cone - A specialist tool of the Contra-Retiarius. A cone is treated as a Small Shield with Disarm and
Unwieldy.

Scissor – This specialised weapon is Disadvantaged and has the Disarm ability.

Bow - The weapon of the Sagittarius. A bow has four shots and is Ranged (8) and Unwieldy.

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Pectorale - A breastplate worn by the Provocator. It cannot be used if wearing heavy armour. Once per
game, when defending against an opponent through the front hexside, you can re-roll a failed armour roll.
After this, whether successful or not, the pectorale is lost and has no further effect in the fight, but if the
gladiator has to Appeal To The Crowd then they do so at -1.

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Appendix 2 - Sample Gladiators

Below is a list of typical gladiators. Each entry gives the era when that gladiator operated, being either the
Republican period, the Early Imperial period from the rule of Augustus, and the Late Imperial period from
the rule of Constantine. With the growing influence of christianity during the late period, the games were
eventually banned in 404AD. Suggested opponents are also given, though a bit of license is taken here (as
with armaturae) as so much is unknown. Where two figures are listed for save and AP, the first save value is
with the shield, and the second is without. Many miniatures available today come with a wide array of
weapons and armour. If a miniature does not fit into a type below, please feel free to define its armaturae,
using the armour and weapons lists in the rules to suit that miniature.

Crupellarius (Early Imperial)


Sword, Heavy armour, Helmet, Large shield. Save +5/+3. AP -1/+0
Opponent: Provocator, any “exotic” gladiators armed with two handed axes or swords

Contra-Retiarius or Arbelas (Early Imperial)


Sword, Cone, Heavy armour, Helmet. Save +3. AP +0
Opponent: Retiarius, Hoplomachus

Dimachaerus (Early Imperial)


Two swords, Light armour, Helmet. Save +2. AP +1.
Option: Replace one sword with a sica or hand axe.
Opponent: Hoplomachus, Murmillo

Eques, dismounted (Republican, Early/Late Imperial)


Sword, Large shield, Light armour, Helmet. Save +4/+2. AP +0/+1
As both gladiators would have skirmished on horseback earlier, they can optionally start on 1 fatigue each.
Opponent: Eques

Gaetulian (Republican)
Throwing darts, Dagger (Secondary), Unarmoured. Save +0. AP +2
Opponent: Sagittarius, Velite, Paegniarius

Gaul (Republican)
Light javelins, Dagger (secondary), Large shield, Unarmoured. Save +2/+0. AP +1/+2
Gallic sword or Hasta, Large shield, Light armour. Save +3/+1. AP +0/+1
Opponent: Samnite, Thracian, Velite

Hoplomachus (Early/Late Imperial)


Long Spear, Light Armour, Helmet, Small Shield (Secondary), Sword (Secondary). Save +3/+2. AP +1.
The sword and light shield can only be used (in attack or defence) once the long spear is discarded.
In the Late Imperial period, the Sword (Secondary) can be replaced with Sword (Secondary, Quadrens)
Opponent: Thracian, Murmillo, Contra-Retiarius, Scissor, Dimachaerus

Laquearius (Late Imperial)


Lasso, Hasta, Light armour. Save +1. AP +1
Lasso, Sword, No armour. Save +0. AP +2
In the Late Imperial period, the Hasta or Sword can be replaced with Hasta (Quadrens) or Sword (Quadrens)
Opponent: Secutor, Scissor

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Murmillo (Early/Late Imperial)
Sword, Large Shield, Light armour, Helmet. Save +4/+2. AP 0/+1
In the Late Imperial period, the Sword can up replaced with Sword (Quadrens)
Opponent: Thracian, Hoplomachus, Dimachaerus

Paegniarius (Early Imperial)


Sword or Heavy javelin, Whip, Light armour. Save +1. AP +1.
Opponent: Sagittarius, Velite, Gaetulian

Provocator (Republican, Early Imperial)


Sword, Large Shield, Light armour, Helmet, Pectorale. Save +4/+2. AP 0/+1
Opponent: Provocator, Crupellarius

Retiarius (Early/Late Imperial)


Trident, Dagger (Secondary), Net, Light armour. Save +1. AP +1.
In the late period, the Trident can be replaced with Hasta (Quadrens)
Opponent: Contra-Retiarius, Secutor, Scissor

Sagittarius (Early/Late Imperial)


Bow, Dagger (Secondary), Light Armour. Save +1. AP +1
Opponent: Velite, Gaetulian, Paegniarius

Samnite (Republican)
Sword, Large shield, Light armour, Helmet. Save +4/+2. AP 0/+1
Long Spear or Hasta, Large shield, unarmoured, Helmet. Save +3/+1. AP +1/+2.
Opponent: Gaul, Thracian, Velite

Secutor (Early/Late Imperial)


Sword, Large shield, Light armour, Helmet. Save +4/+2. AP 0/+1
In the Late Imperial period, the Sword can up replaced with Sword (Quadrens)
Opponent: Retiarius, Laquearius

Scissor (Early/Late Imperial)


Scissor, Light armour, Large shield, Helmet. Save +4/+2. AP +0.
Opponent: Retiarius, Hoplomachus, Laquearius

Thracian (Republican, Early/Late Imperial)


Sica, Small shield, Light armour, Helmet. Save +3/+2. AP +1
Opponent: Murmillo, Hoplomachus, Samnite, Gaul

Velite (Republican, Early/Late Imperial)


Heavy Javelin, Dagger (Secondary), Large shield, Unarmoured. Save +2/+0. AP +1/+2
Light Javelins, Dagger (Secondary), Small Shield, Unarmoured. Save +1/+0. AP +2
Opponent: Gaul, Velite, Gaetulian, Paegniarius

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Revision History

Version 1.0 19th March 2002 Initial version


Version 1.1 24th March 2002 Added push-back rules
Version 1.2 21st October 2003Added shield attacks. Added optional fatigue. Changed
wound thresholds and initial strength calculation. Amended
the effects of some special hits. Amended and added some
weapons. Removed gladiator weight considerations from
appeal table. Added Popularity as a skill. Reduced chance
of crowd killing gladiator.
th
Version 1.3 17 October 2005 Simplified attack arcs and the rules for side attacks.
Clarified some other wording.
th
Version 1.4 24 October 2005 Reduced Strength base to ‘4’. Allowed recovery of net/lasso
after use. Modified Double ‘2’ critical hit.
th
Version 2.0 29 June 2012 Incorporated major changes based on, or taken directly,
from those developed by the Southern Battle Gamers.
Simplified rules for attacks from the side.
Simplified Fatigue, but made it part of the main rules.
Numerous minor tweaks and additions
th
Version 2.1 30 December Two minor corrections: Armour Save roll is less than or
2012 equal to armour value, and any AP you have when knocked
down are lost.
th
Version 2.2 29 May 2013 Minor corrections and clarifications in the weapon
descriptions/rules.
Version 2.3 1st October 2014 Minor corrections, plus changes to Ranged and Bash
weapons. Added optional rules for Referees and Working
The Crowd.
th
Version 2.4 24 September Updated Skills to include Crowd-Pleaser, Veteran and
2016 Tactician. Renamed other skills.
Changed some Special Events to make them less deadly.
Modified rules for Push-Backs and Knock-Down
Streamlined weapons and their abilities
Version 3.0 8th January 2019 Redesigned the Fatigue and Stamina rules.
Added dodging to the Armour Save.
Modified Critical Events
Numerous changes to weapon types and traits.
Updated the list of gladiator types
Added Solo and Multi-Player Campaign rules.
Numerous small changes to existing rules.
Edited the text to make it gender-neutral

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