Hobbits Hole Gladiator
Third Edition
Creator’s
notes: In this latest version I have attempted to make the game slightly less
complicated, to clarify a few points and to increase the number of skills and
weapons which I feel are lacking.
Main
Rules
Gladiator is a turn based game
in which desperate, foolish or aggressive characters of the fantasy world beat
each other up until only one person or side is left standing so as to please the
crowd. Gamers, as in you, will control a school of gladiators and attempt to
screw as much money out of the crowd well satisfying your slightly masochistic
passions. Initially these rules will cover the rules for actual matches and
afterwards the creating and managing of a team will follow.
Turns
As previously described,
Gladiator is a turn based game, in which gamer takes it in turns to move and
attack each other, the order is determined by gathering the initiative (the I
statistic of a gladiator) of all gladiators on one gamers team and finding the
mean value, the school with the highest overall mean initiative takes the turn
first, followed by the second highest and so on until all gamers have taken
their turn, when this happens it is the gamers turn who’s team went first.
This process will continue until only ones teams gladiators are left standing or
all opponent give up, or an independent judge deems it absolutely necessary to
end the game and then it is they who decide is victorious, this is to prevent
people having one gladiator running round in circles against multiple strong
opponents who cannot catch them and thus making the match a draw, or to end
thing quickly if times runs out and competitors must go home. If no character is
left alive at the end of the game then both sides loose (the fans hate draws)
Actions
In each turn your gladiators
can do a limited number of things, they can move, attack, perform a special
skill and call for spectator support. However you are also limited on what you
can do within a turn, to find how many actions your gladiator can do you consult
the speed of your gladiator (SP: or your characters initiative divided by 20 +1)
and roll this many dice the amount of fours or more you roll is how many actions
you can perform in a single turn. If you roll no 4’s or more on the dice then
you must take a morale test, if this is failed you receive no actions, if this
is passed you receive one.
To carry out actions you must
declare what actions are going to be attempted, and then roll the dice to see
how many you can do and then carry out what each action does. You
must declare your actions before your dice are rolled; the only exception to
this rule is if the gladiator is in base contact with a foe then it does not
need to declare. Each action can be attempted as many times as you wish except
for calling for crowd support which may only be done once per gladiator per
turn. The following details is what one declaration of each action does
Move: means a Gladiator
can move up to 6” in any direction; the direction does not need to be told to
the other gamers. Instead of moving normally you may declare a sprint, if
you wish to sprint instead of moving normally you must specify this before dice
are rolled, this will mean you move 10” rather than 6” however this
counts as a risky action and if this is failed the character will fall over. You
may also climb or jump 6” up down or over items but these counts as a risky
action and if failed your character will become prone. If you are ever prone you
must place your model on its side on the table to denote this is so, when in the
next gamers turn the character must spend its fist action standing up. When a
character is prone it is automatically hit in combat and all attack are counted
as being struck from behind.
Special actions: these
are all actions which are achievable through the benefit if a special skill and
are discussed in the skills explanation.
Call for spectator support:
when calling for spectator support you gain three additional crowd favourite
points (these are discussed later), however this counts as a risky action and if
this is failed you will loose three crowd favourite points.
Attack: There are two
types of attack, shooting and combat. To shoot you must have a projectile
weapon, it will say in the weapons explanation if the weapon is projectile or
not, and be outside of base contact of an opponent. To shoot you must pick a
target, this target may not be in base contact with another gladiator, and
measure the difference between your model and the target, this amount is taken
off your weapon skill stat (WS), also modify the ballistic skill with the
accuracy modifier shown in the weapons stat, then you must roll a d100 and
achieve under the modified stat, if this is achieved then you have hit the
target, if this is failed then your action is wasted. Then you must determine
which part of the body you have struck, to find out this you must roll a die and
consult the chart below. Where it notes additional numbers after the score of
the die it indicates you must roll again and the location struck is the one with
the score of your die inside the brackets.
|
Score of the die |
What part of the body has
been struck |
Damage modifiers |
|
1-2 |
legs |
Half |
|
3-4 |
Arms |
Half |
|
5-6(1-3) |
Chest |
Normal |
|
6(4-6) |
Head |
Double |
After you have discovered which
part of the victim you have hit you must find out how much damage has been done,
to find out you must consult the weapon you are using stat, roll the relevant
dice for damage then deduct armour modifiers and then make modify the damage in
coordination of where you have struck and the modifiers that are coupled with
this shown in the table above. When a character reaches their toughness stat
line value (T) divided by two then the player has been knocked out and is
removed from play.
The same process is also done
in combat with a few important differences, you must be in base contact to make
a combat attack and it does not matter if someone else is also in base contact,
the distance between combatants is not used to modify stats, also gladiators may
attempt to parry a blow to do so they need to roll 2d6 and roll under their
parry stat (P: the characters weapon skill divided by 20 +1) this may not be
attempted if being attacked from behind or to the side and may only be attempted
once between each of the gladiators turns. Gladiators receive additional damage
if they are being attacked from behind, in which case the damage is multiplied
by 2 after all other modifiers. Gladiators also have the damage modified by
their strength (S), for every ten strength (S) below 50 they cause one less
damage (before all other modifiers) and for every strength above 50 they cause 1
more damage (before all other modifiers), this is only true for combat except in
the case of the javelin.
To kill a gladiator you must
cause as much damage as their toughness divided by 2, however if you cause as
much damage as their toughness divided by 4 you receive crowd favour. The amount
of damage caused is recorded and removed from the initial figure so it is
possible for gladiators to die after a series of smaller blows.
N.B
When dividing numbers in gladiator and a whole number is not reached then always
round up to the nearest whole number, the same is so when measuring distances.
Risky
actions
Risky actions are actions that
are particularly challenging, dangerous, or too difficult for the braid dead
psychotic gladiators to fathom out. All actions are risky are described in the
relevant rules. Risky actions mean that if more 1’s have been rolled than
6’s when rolling for actions then the gladiator has failed to perform the
task, all actions that are not risky are performed normally until it comes to
the risky action when the character suffers the set back described in the rules
for failing the action discussed when the action is explained, however in all
cases the character stops and perform no further actions and looses three crowd
favour points. If the actions is successful however the gladiator gains three
crowd favour points.
Armour
Understandably gladiators do
not want to take damage and thus wear as much armour as they can afford. There
are six different sorts of armour: shields, scutums, bucklers, chain, leather
and plate, you may only have one shield or buckler and you may only wear one of
three types on any one location. The benefits for each are denoted below. It is
possible to destroy armour with a powerful strike; if you hit a location with
armour, an opponent parries with a buckler or blocks with a shield you can break
the armour by achieving three times in damage the protection provided by the
armour (in the case of shields this counts as 4, scutums 5 and bucklers 3) if
armour is destroyed then it may not be used for the rest of the match but it
will be repaired after the battle and will not be needed to be bought again, for
the purposes of weapons modifying the protection bestowed for armour the
modifications are made before working out whether the result is three times the
protection (making it far more likely to break armour), if an attack for any
reason ignores armour then it cannot break it.
|
armour |
Bonus |
Fault |
|
shield |
May block missile attack
on a 4+ |
- |
|
scutum |
May block missile fire on
3+, counts as shield for all intents and purposes (including skills) |
- |
|
buckler |
Only rolls 1d6 to parry
not 2d6 |
- |
|
plate |
+4 armour |
-2 speed (S) |
|
chain |
+3 armour |
-1 speed (S) |
|
leather |
+2 armour |
- |
The speed penalties sown above
are if any location is covered by the type of armour, the penalty is not added
per location and where different armour classes are worn the most
disadvantageous penalty is the only one applied.
Weapons
Gladiators are violent
creatures and doesn’t need much encouragement, giving them weapons usually
brings out the glint of madness in their eye that you never wanted to see.
Gladiator weapons have stat lines which represent how the weapons benefit or
hinder gladiators in their task of daylight murder, the stat line is split into
four different sections: name, self explanatory; type, explains whether the
weapons is projectile or melee; damage, what needs to be rolled in order to
figure out damage before any modifiers; accuracy, what modifier the weapon does
to either your weapon skill or ballistic skill (depending on whether it is a
melee or projectile weapon) and special, what other additional rules the weapon
has. The lists of all weapons are shown below. Gladiators may carry as many
weapons as they may choose however in any one turn a gladiator can only use one
of these weapons.
|
Weapon |
Type |
damage |
accuracy |
Special |
|
Whip |
Melee |
D3 |
+5 |
If opponent is struck in
legs then they fall prone |
|
Knife |
Melee |
D3 |
+10 |
- |
|
claws |
Melee |
D3-1 |
+20 |
- |
|
Net |
Melee |
- |
- |
Opponent may perform no
actions in their next turn if struck |
|
Club |
Melee |
D6 |
-5 |
- |
|
Sword |
Melee |
D6 |
+10 |
- |
|
Axe |
melee |
D6+2 |
- |
- |
|
Mace |
Melee |
D6+1 |
-5 |
-1 armour value for
opponent |
|
Spear |
projectile |
2d6 |
- |
Double the modifier for
distance between gladiator when firing |
|
Short bow |
projectile |
D6 |
- |
- |
|
bow |
projectile |
D6+d3 |
- |
half the modifier for
distance between gladiator when firing |
|
Longbow |
projectile |
2d6 |
- |
Divide the modifier by
three when measuring the distance between gladiator when firing |
|
Pistol |
projectile |
4d6 |
-15 |
Double the modifier for
distance between gladiator when firing |
|
Handgun |
projectile |
4d6 |
-15 |
- |
|
Glaive |
Melee |
D3 |
+20 |
- |
|
Crossbow |
projectile |
3d6 |
-5 |
|
|
Long knife |
Melee |
D3+1 |
+15 |
- |
|
Assassins blade |
Melee |
D3+1 |
+15 |
- |
|
Poisoned knife |
Melee |
D3 |
+10 |
- |
|
Throwing knife |
projectile |
D3+1 |
+10 |
Treble the modifier for
distance between gladiator when firing |
|
sling |
projectile |
D6 |
+5 |
Treble the modifier for
distance between gladiator when firing |
|
Pair of knives |
Melee |
2d3 |
+10 |
May
not be used with a shield, scutum or buckler |
|
Black jack |
Melee |
D6 |
- |
- |
|
Naphtha |
projectile |
3d6 |
-40 |
Treble the modifier for
distance between gladiator when firing, the selected target and all those
within one and a half inches get hit, opponent may not use shield, if the
shot misses place the explosion 3d6” away from the intended target.
Throwing the Naphtha is a risky action and if failed the target counts as
being the thrower, this is also true if the gladiator falls over. |
|
Great sword |
Melee |
2d6 |
+10 |
May not be used with a
shield, scutum or buckler |
|
Great axe |
Melee |
2d6+4 |
- |
May not be used with a
shield, scutum or buckler |
|
Flail |
Melee |
2d6+2 |
-5 |
May not be used with a
shield, scutum or buckler, opponent suffers minus two armour penalty |
|
Halberd |
Melee |
2d6+2 |
+5 |
May not be used with a
shield, scutum or buckler |
|
Scythe |
melee |
2d6 |
- |
May not be used with a
shield, scutum or buckler, causes additional double damage if the strike
hits the head of an opponent after all other modifiers |
Skills
Gladiators can have any number
of different skills, representing traits and techniques of the fighters they
have already got, or things that gladiators have experienced and learnt that
they can then put to practise. Some skills give gladiators the chance to perform
certain actions, these actions may only be performed once per turn however
multiple different special actions (actions performed through a skill) may be
performed in a gladiator turn, actions that negate the use of a skill or an
actions always take precedent to ones that improve it or make it so. A skill may
not be taken more than once. The rules for all skills are shown below. A special
action achieved adds an additional three crowd favour points to the gladiator
|
Skill |
What it does |
|
Frenzy |
The gladiator always gets
at least two actions as long as it is in base contact with an opponent |
|
Power strike |
The gladiators attacks
may not be parried |
|
Bulldoze |
The gladiator may bull
doze an opponent d6” backwards as an action, if something else is struck
then the target suffers the same amount of damage as the distance rolled
on the die, if what is struck was another gladiator then they both suffer
the same damage as the distance rolled on the die. |
|
Roar |
(action) Any opposition
gladiators within six inches will receive only half their actions- does
not negate frenzy |
|
Shield wall |
The gladiator may re-roll
one failed shield or scutum defence roll once between each of the
gladiators turn |
|
Huge bulk |
The character suffers
half the usual amount of damage when struck in the chest (in the same way
as if it had been struck in the arms or legs) |
|
Sure feet |
The gladiator may sprint
without the action being risky |
|
Cheer crowd |
The gladiator may call
for spectator support without the action being risky |
|
Throw sand |
(action) the gladiator
may target an opponent in base contact, that gladiator uses one less
action in the following turn |
|
6th sense |
When attacking the
gladiator with this skill always resolve the attacks as if they had been
against the gladiators front |
|
Parry |
The gladiator receives an
additional +1 to their parry skill (does not increase weapons skill) |
|
Unity |
When this gladiator is
charged then all other friendly gladiators may make one free to move into
base contact if they are able to |
|
Impervious |
The gladiator is immune
to the effects of whips,
trip, throw sand, taunt, advanced taunt, roar and fearsome |
|
Dodge |
The gladiator may attempt
to avoid any one attack once between each of their turns by rolling 2d6
and getting underneath their speed |
|
Taunt |
(Action) the gladiator
may pick any enemy on the table, in that next players turn that gladiator
must move as quickly as possible to the gladiator with the taunt ability
and start a combat unless it can pass a morale stat (M) test. |
|
advanced taunt |
(Action) the gladiator
may pick any enemy on the table, in that next players turn that gladiator
must move as quickly as possible to the gladiator with the taunt ability
and start a combat unless it can pass a morale test with their morale stat
divided by two. (May only be taken if taunt has already been bought for
the gladiator and taunt and advanced taunt may not be used at the same
time.) |
|
arrogance |
The gladiator is immune
to all morale based attacks |
|
Trip |
(Action) an opponent
gladiator in based contact may be forced to become prone if they do not
pass an initiative test. |
|
Break shield |
(action) the gladiator
may strike one opponent gladiator in base contact shield and cause twice
the normal damage that would have normally been caused |
|
Soldier |
The gladiator may use a
shield or scutum in the same way as a buckler in combat in addition to the
normal benefits of shield o scutum against projectile weaponry |
|
Archer bane |
All Gladiators attempting
to use a projectile weapon against this gladiator suffer an additional –
5 to their weapon skill |
|
Clown |
All actions that would
normally cause the gladiator to loose crowd favour instead make the
gladiator more favourable by the same amount they would normally take away |
|
Fearsome |
Gladiators that wish to
charge a gladiator with this skill must take a morale test |
|
Sword saint |
the gladiator always
counts as if they were equipped with a buckler |
|
Immense strength |
The gladiator ignores all
negative speed modifiers incurred from armour |
Making
a gladiator school
Stats
To account for all the
differences found between gladiators not only is their different skills and
weapons available but there are also stats, stats represent physical differences
between gladiators and there are five in total. Weapon skill (WS) represents how
skilled or dextrous a gladiator is, a higher weapon skill makes it easier to hit
opponents and also to parry: strength (S) determines how hard a gladiator can
hit a high strength means that more damage is caused when a blow strikes:
toughness (T) represents how resilient a gladiator and the higher toughness the
more damage you can take without keeling over: initiative (I) is skilled a
gladiator is to reacting to a situation and how dynamic the gladiator is, a
higher initiative means that a gladiator can do more actions and avoid more
pitfalls: Morale (M) is how mentally resistant a gladiator is and how timid a
gladiator is a gladiator with high morale is resistant to some skills and more
likely to always act. There are also two additional stats, speed (S) and parry
(P) these are used for performing certain skills and actions but are not
independent statistics they are taken from the gladiators original stat line,
but should be remembered as they are vital. Speed (S) is found out by dividing
the characters initiative (I) by 20 and then adding one. Parry (P) is found out
be dividing the Gladiators weapon skill (WS) by 20 and then adding one. Any
thing that modifies either of these two stats will not modify the original
statistic and the same true of the other way round.
Making
a gladiator
There are five types of
gladiator: heavy, medium, light, monster and beast. Heavy medium and light
gladiators are different types of human or humanoid sized creatures, these
gladiators are meant to function in a similar way to rock, paper, and scissors
in that heavy beats medium, medium beats light and light beats heavy, however
this is a very broad sentiment and is not always the case, truly a heavy could
most likely grind a light to pulp… it just needs to catch him. Monsters
represent those creatures in the fantasy world that are not humanoid sized,
although they generally fall into a similar category of heavies they are worth
twice as much as normal gladiators as they are so powerful, they take up twice
as many levels as their actual level would normal indicate (explained later).
Beast are animals such as wolfs and hounds, they are generally treated as lights
however they have a few exclusive rules only for them.
To make a gladiator you receive
a certain number of points, these points are used to buy gladiators stats and
skills and weapons, each gladiator may only use the weapons and skills that are
defined as usable by them. Stats are bough by the 20 and in the table below it
explains how many points are needed to buy 20 points of a stat. Heavy medium and
light gladiator receive a total of 39 points to buy all their weapons, skills
and stats; monsters receive 67, beasts receive 40. On the following page are the
details for buying stats and weapons/skills.
|
type |
ws |
s |
t |
i |
m |
Special
rules |
Basic
skills and weapons |
|
Heavy |
8 |
1 |
1 |
4 |
1 |
- |
Club |
|
Medium |
4 |
2 |
2 |
2 |
2 |
- |
Knife
|
|
Light |
2 |
4 |
4 |
1 |
4 |
- |
Knife |
|
Monster |
8 |
1 |