Regle Munera Sine Missione v3
Regle Munera Sine Missione v3
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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
● 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.
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The Gladiators
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).
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:
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.
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Action Points
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.
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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
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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
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).
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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:
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.
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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.
A gladiator is considered to be in one of six states, depending on how much Stamina they have remaining:
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.
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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.
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:
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.
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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.
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:
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.
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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:
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.
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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.
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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.
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;
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
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Example: your gladiator has 2 skills and you roll a 5. The opponent you face has 3 skills.
Example: your opponent has 3 skills, and you roll a 3. His skills are Parry, Agile, and Strength.
Example: your opponent has 2 skills, and you roll a 6. His skills are Agile and Veteran.
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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).
• 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.
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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:
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.
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.
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When Appealing to the Crowd the gladiator requires a roll of 8+ to be spared. However the following
modifier also applies:
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.
Bash – If the attack succeeds by 3 or more after modifiers, the defender is knocked off-balance.
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.
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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.
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.
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.
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
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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
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
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Revision History
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