Hobbits Hole Pit Fight

Third Edition

The Pit

The pit is 24" x 24". The pits spiked pit is represented by an ordnance blast marker placed in the middle of the pit. The 2 pit dogs start half way along each board edge. Each Gang has a 4" x 4" deployment area in each corner of the pit. Pit spikes are along all of the board edges up to 2" away from the deployment areas and in the bottom of the pits pit. 

Main Rules

Basic Rules come from Mordhiem, Warhammer, and a combination of most other GW games.

1.        All men must be WYSIWYG.

2        Use the Hit and Wound tables from Warhammer.

3        There are to be NO projectile weapons, NO magic powers and NO daemons of any type.

4        Troops can run, i.e. 2x move rate after any modifiers, if there are no other enemy models within this distance, unless they are charging.

5        The charger always strikes first, even if the model would normally strike last. Work out Hits and Wounds. If the opponent passes his save he may strike back as normal. If he fails his save he may not strike back and automatically loses the combat. If neither combatant causes a wound then you decide the winner by rolling a D6 each, the highest score wins. If you roll the same it is a draw and the characters remain in combat for that turn. Following rounds of combat are initiative based.

6        The loser of the combat is pushed straight back 1" away from the attack unless he is knocked down or stunned. 

7         If there is not enough room to make the 1" push back move then the winning model gets 1 free attack with a weapon of their choice that the character is holding.

8        No one can move through less then 1" space between bases if they are friendly models and you cannot move within 1" of an unengaged enemy model unless you are charging or the model is knocked down/Stunned. If the opponents are unengaged and you still want to move through, the enemy gets a free attack on you for each unengaged model passed.

9        Models attacking the rear of an opponent hit automatically. Work out wounds as normal.

10        You start your pit gang with 500 Gold Crowns.

11        You must have a minimum of 3 characters in your gang. 1 of these must be a Pit Champion.

12        The maximum number of characters that you can have is 6.

13        If you want to take an Ogre or Minotaur it counts as 2 normal characters.

14        To enter The Pit it costs 10 Gold Crowns per man and 20 for Ogres and Minotaurs. This is the winner's prize. This must be paid for from your starting money.

15        All gang members are equipped with a dagger as standard.  A dagger has the S of the user. Characters come with no other equipment when you first buy them. If you buy any weapon it will replace your dagger. This means that you can never gain +1 attack for having a dagger and a additional hand weapon.

16        Models have an 180º line of sight. Pivoting doesn't take any movement. All pivoting has top be done in the movement phase.

17        The turn sequence:

1. Turn Order - Randomise to see what order you take your turn in.

     2. Move Dogs - See the pit dog's section.

3.     Declare Charges - Declare who is charging whom.

4.     Move Charges - Measure and move charges. If you cannot reach you move forward your normal movement rate (including any normal modifiers)

5.     Stand Up - Stand up knocked down models and turn stunned models on to there back.

     6. Movement - Move the rest of your pit gang.

6.     Combat - Work out your combat attacks.

18      Turn Order - Roll off at the start of every turn to find out who goes first, second, third and fourth for that turn. To do this each player rolls a dice, the player who gets the highest goes first, the person who gets the second highest goes second etc.

 

Character Special Rules

1        Ogres and Minotaur Warriors use only wargear from the Ogre and Minotaur list.

2        Sword Smiths are specialist combatants and therefore they only take specific wargear, they can only take a Sword, Leather Armour and a pair of Arm Bands, they cannot take any other wargear into the pit.

3        Pit Dwarves are hard to kill therefore instead of needing a 5 or 6 to take them out of action you need a 6 when rolling on the Stunned and Knocked down table.

4        If you use two hand weapons you gain +1 attack but you must choose which of the weapons you are using as your main attack. The other weapon is used as support and you do not benefit from any of its rules. You may only use one weapon per combat. You can only take 2 hand weapons or 1 two-handed weapon. Holding a shield counts as carrying a one-handed weapon. Not that although it counts as a one-handed weapon, a shield does not replace your dagger.

Wargear and Rules

1        Sword Smiths complete gear costs 20 GC in all. (Sword, Leather Armour and a pair of Arm Bands)

2        Sword = S as user, Parry = 5 GC

3        Mace = plus 1 S, If you hit the opponent becomes knocked down on 5+ = 20 GC 

4        Axe = plus 1 S, minus 1 save = 10 GC

5        2 Handed Weapon = plus 2 S, minus 2 save, strikes last, parry = 25 GC

6         Spear = plus 1 S, 2 Handed, always strikes first, can be used 1" away from target at user S, can be used in conjunction with shield = 10 GC

7        Halberd = plus 2 S, 2 handed, always strikes first, can be used 1" away from target as user S, can be used in conjunction with a shield = 15 GC

8        Hand Weapon = S of user = 5 GC (This option represents any weapon that model might be carrying that isn't covered here).

Armour Cost and Rules

1        Leather Armour including leather helmet = 6+ save = 5 GC

2        Light Armour excluding helmet = 5+ Save, minus 1/4 move, minus 1 I = 20 GC

3        Heavy Armour excluding Helmet = 4+ save, minus 1/2 move, Always strike last in combat  = 40 GC

4        Steel Helmet = plus 1 save, minus 1 I, and treats stunned as knocked down on a 4+ = 5 GC

5        Shield = plus 1 save, parry = 5 GC

6        Pair of Arm Bands = 2 parry rolls = 10 GC

 

Ogre and Minotaur Warriors Weapons and Gear

1         Mace = plus 1 S, minus 1 save, If you hit the opponent becomes knocked down on 4+ = 20 GC

2.        Axe = plus 1 S, minus 2 save = 15 GC

3        Sword = S as user, minus 1 save, parry = 10 GC

4        Spiked Gauntlet or Hand Weapon = S as user, minus 1 save = 10 GC

 

1        Helmet = plus 1 save = 5 GC

2        Leather Armour = 6+ save = 10 GC

3        Light Armour = 5+ save = 20 GC

4        Combination of both = 4+ save = 30 GC

 

Special Rules

1        Parry = After your opponent has rolled to hit you, you can declare to parry if your equipment allows it. When you declare a Parry your opponent must re-roll the dice to hit and that result stands. You can parry as many attacks as your equipment allows you to, per player turn. You can only parry each attack once.

2        Shoulder Barge = Any warrior can forfeit all his attacks to barge his opponent away from him. To do this, take a strength test (with the attacker adding +1 to the result and an Ogre/Minotaur, always, adding +2 to the result).  To take a strength test each player rolls a D6, with the highest result winning. If the attacker rolls the same or less nothing happens and a roll off is made as if it was a drawn combat. If the attacker wins the opponent pushed directly back 2" away from the attacker, if he is blocked and cant move the full distance he takes a S plus 1 hit with normal saves and he is to stunned to strike back.

3        Pit Dogs = At the beginning of each players turn the 2 pit dogs are moved by the player using Scatter Dice and a Artillery dice for each dog. On a misfire the dog doesn't move. On a HIT you can choose which direction the dog moves. If you get a misfire and a hit the dog moves 12" towards the nearest model. Dogs cannot attack each other Dogs cannot fall in the pit or be harmed by the spikes. When the dogs get to the pit they move around the edge of it. If the dog encounters a board edge they move along it their remaining move distance. Anything that comes in base contact with the pit dog takes 3 attacks at strength 5 with minus 1 to there save. The dog always needs 4's to hit. If you survive you automatically move back 1" without making any attempt to attack back. If you cant move back the full 1" the model takes one S6 hit with minus 1 to there save. If you deliberately attack the dog by charging it, it makes d3 attacks on you first at S6, minus 1 save. If you survive you can attack back needing 4's to hit and wound. The dog counts as having light Armour and 1 wound. If you kill the dog the penalty is 50 Gold Crowns to replace the dog at the end of the fight. If you cannot afford this then you have to give the pit master your highest priced player and his wargear as payment. This cannot be your pit champion.

4        Pit Spikes = Any warrior pushed back or barged to within 1" of any spikes takes a strength 4 hit with minus 2 Armour save.

5        The Pits Pit = Anyone who moves or is pushed back within 1" of the pit edge must pass an initiative test on a D6. If successful nothing happens. If he fails he falls into the pit. The spikes cause D3 attacks at strength 6 needing 4's to hit and with a minus 2 to his save. If he manages to live through this he must stay at the bottom of the pit, as it is too dangerous to do anything else. He must roll twice on the injury table at the end of the game. If you die you receive 3 hits on the injury table at the end of the game. If you are pushed back from combat and you base is over half way over edge of the pit then you fall in automatically. 

6         Knocked Down and Stunned = When your warrior is reduced to 0 wounds you must roll a D6 for him, on a result of 1 0r 2 he is knocked on his back and can get up next turn, but can only parry incoming attacks. Also attackers gain +1 to hit him. On a result of 3 or 4 he is stunned and is led face down. On the next turn he is becomes knocked down. The turn after he can get back up, and can only parry incoming attacks. The down side is that if an opponent declares all his attacks on a stunned model the model is removed from play automatically.

7        Models removed from play must roll on the injury table after the game and continue to play with the injury until he can be healed or he can be replaced.

 

Pit Fight Season Rules

 At the end of each pit fight roll 2d6 and consult the table below, for each fighter who was taken out of action during the fight.

 

11 or 12 = DEAD

9 or 10 = Head Injury, minus 1 I

7 or 8 = Torso injury, minus 1 WS

4 or 6 = Leg injury, minus 1" movement

3 or 4 = Arm injury, minus 1 S

1 or 2 = Alive and well after a sticky plaster

 

Season Rules

1        You can take your injured pit fighters to see the resident doctor for the princely sum of 25 Gold Coins. This will heal 1 injury. If you have multiple injuries on the same body part it must be healed twice.

2        If you finances allow you can increase the size of your pit gang by buying new fighters and equipment. These can enter the pit at any time in the season, not during a fight as long as the maximum number of fighters is not breached. 

3        If you cannot take your fighters to the doctor or replace them with fresh troops, the fighters must enter the arena with their injuries until they are dead. 

4        If an Ogre or Minotaur sustain 1 or more wounds during a fight then he must roll on the above table that many times. After the second fight if the same monster sustains another injury then he must add +1 to his 2D6 roll for each following wound.

5        The starting money should be added together at the beginning of a fight, this is the winner's pot. The last man standing wins the fight and takes the money for you (his pit boss). 

6        For every character that enters the pit their pit boss gets paid 5 Gold Crowns as payment for their services.

7        If you run out of money you can sell any of your men for half their point's cost (Including Wargear) or a quarter if they are injured. If you have less than three men and cant afford to buy any more then its Game Over!

8        For every man that you kill during the pit fight you get paid 5 GC or 10 GC for ogres and Minotaurs.

9        If your pit champion dies and you cannot afford to replace your most expansive character will become your pit champ. He will keep all his current stats and wargear. The only thing that has changed is his rank within your pit gang. Note that an Ogre or Minotaur cannot be your pit champion. A pit fighter will only become a pit champion if it is the only character type you have left (except ogres and minotaurs) even if it is the most expensive. A pit fighter is the lowest rank within the gang and nobody else within the gang would let them be there pit champion.

 

Character Stats and Points Costs

1 Pit Champion 70 GC

M

WS

S

T

W

I

A

4

4

4

4

1

4

2

 

0 to 1 Sword Smith 50 GC

M

WS

S

T

W

I

A

4

4

3

3

1

4

4

 

0 to 2 Pit Veteran 30 GC each

M

WS

S

T

W

I

A

4

4

3

3

1

4

1

 

0 to 1 Pit Ogre 150 GC

M

WS

S

T

W

I

A

6

3

5

4

2

3

3

 

 

0 to 5 Pit Fighters 20 GC each

M

WS

S

T

W

I

A

4

3

3

3

1

3

1

 

0 to 1 Pit Dwarf 40 GC each

M

WS

S

T

W

I

A

3

4

3

4

1

2

1

 

0 to 3 Pit Beasts 40 GC

M

WS

S

T

W

I

A

4

4

3

4

1

2

1

 

0 to 1 Pit Elf 40 GC

M

WS

S

T

W

I

A

5

3

3

3

1

4

2

 

0 to 1 Minotaur Warrior 180 GC each

M

WS

S

T

W

I

A

6

4

4

4

3

4

2

 

Da' Credits

Original Idea, Rules and Play testing by Supreme Lord Commander Sean Hooper

Written by Tech Priest Tom Sullivan

Proof Reading by Lord Commander Rhodri Morris

Play Testing by, Lord Commander Rhodri Morris, Tech Priest Tom Sullivan, Chief Liberian Andrew Wong and some other people not worth mentioning.

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