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Game Rules: Gladiator Profiles M= Movement: How many inches a Gladiator can move in the arena CP= Combat Pool: the number of dice a Gladiator has to allocate to attack or defense I= Initiative: Used to determine a Gladiator’s reaction time and agility P= Pain: Used to determine how many hits a Gladiator can receive F= Ferocity: A Gladiator’s spirit and will to live A= Armor: A saving throw used to negate hits based on the user’s armor Turn Sequence: 1. Initiative 2. Activate a. Move or Fight 3. Recovery Determine Initiative . Each Gladiator rolls a d6 and adds there Initiative rating. The highest score goes first, and the other Gladiators move in descending order. Activation: In an active turn a Gladiator can Move and fight in any order in its activation. The Gladiators are activated in their Initiative order Movement During their turn, a Gladiator can move forward as many inches as they possess on their movement stat. Turning: A gladiator can turn up to 45 degrees as many times as they have Initiative rating during their movement. This turn can be completed at any point during their movement. Simply measure the distance the Gladiator has moved, and then measure the remaining movement after the turn is complete. Special Movement: Backwards: A Gladiator can move straight back at half movement rate.

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Game Rules:

Gladiator ProfilesM= Movement: How many inches a Gladiator can move in the arenaCP= Combat Pool: the number of dice a Gladiator has to allocate to attack or defenseI= Initiative: Used to determine a Gladiator’s reaction time and agilityP= Pain: Used to determine how many hits a Gladiator can receiveF= Ferocity: A Gladiator’s spirit and will to liveA= Armor: A saving throw used to negate hits based on the user’s armor

Turn Sequence:1. Initiative2. Activate

a. Move or Fight3. Recovery

Determine Initiative. Each Gladiator rolls a d6 and adds there Initiative rating. The highest score goes first, and the other Gladiators move in descending order.

Activation:In an active turn a Gladiator can Move and fight in any order in its activation. The Gladiators are activated in their Initiative order

MovementDuring their turn, a Gladiator can move forward as many inches as they possess on their movement stat.

Turning:A gladiator can turn up to 45 degrees as many times as they have Initiative rating during their movement. This turn can be completed at any point during their movement. Simply measure the distance the Gladiator has moved, and then measure the remaining movement after the turn iscomplete.

Special Movement:

Backwards: A Gladiator can move straight back at half movement rate. Backwards turns are done as normal.

Running: A Gladiator can run at double their normal movement value. When running, a Gladiator is only allowed 1 turn, no matter how many they normally possess. If the Gladiator completed a run, they may not attack or parry for the rest of the turn.

Charging: A Gladiator can charge double their movement forward in a straight line. If this brings them in contact with an enemy model in an eligible combat arc, then the model may attack the opponent with +1 Combat Pool dice. Determine the results of the attack immediately. If the attack fails, then the charging model is halted. If successful, the attacker may complete his movement or chose to stay in base-to-base.

Mounting/Dismounting: A Gladiator can mount/dismount from a horse or chariot at the cost of 2 inches of movement.

Locked: If a Gladiator is engaged in base-to-base combat before he can move, he must make a successful Initiative test by rolling below their Initiative score to move. If successful, he can move freely. If unsuccessful, the Gladiator is considered to be Locked in combat and can not move.

Combat

If a Gladiator is in Base-to-base combat, they can fight in hand-to-hand. Otherwise, Gladiators with ranged weapons can try to use them as well.

Combat Arcs:Gladiators can only fight opponents in their designated combat arc. Generally, a combat arc is any place within the forward Ninety degrees the model is facing. If a model is only partially in the combat arc, they can be attacked as normal.

Some weapons allow a larger combat arc as explained below:Dual weapons: Fight anyone in the forward 180 degrees. Examples of dual weapons are, Gladius and Large Shield, 2 Swords.

Trident/Spear/Net: These weapons allow you to fight anyone in base-to-base as the weapon is spun around the wielder.

Mounted: Characters on a horse can attack anywhere, except for the 90 degrees directly behind the horse.

Chariots: See the Chariot section, but they can attack 270 degrees with the 90 degrees to the front (over the horses) unable to attack.

Hand-to-Hand Combat

When a Gladiator chooses to attack, they can allocate as many dice as they have in their combat pool into the attack. They can be any number of dice up to their Combat Pool. The Gladiator being attacked can choose as many dice as he has in his Combat Pool to try and defend. Once allocated these dice from the Combat Pool can not be used again in this activation phase.

The attacking player rolls his dice. A 4+ is considered a success, and a 6 is considered a “Striking” success. A Striking Success counts as two hits OR can be turned in for a special attack ability if the Attacker wins. Decide which after rolling the dice.

The defending player rolls his dice. A 4+ is a success, and a 6 is considered a “striking” success. A striking success counts as two success OR can be turned into a special defense ability. The player must decide which they want to do immediately.

If the attack has more successes than the defender he has “won” the combat. If the defender has the same or more successes than the attacker the defender has won the combat.

ParryWhen Defending a Gladiator with a weapon that can parry may choose to do so after the attack and defense dice have been rolled. They do this by declaring a parry and removing a single attack dice from their Combat Pool for the turn. They can then force the Attacker to re-roll any single success per combat pool dice used. These combat pool dice can not be used again until they recharge in the End Phase.

Armor SaveFor each hit inflicted by the attacker, the defender can try to use his armor to protect himself. For each successful hit inflicted the defender rolls a single dice. If the roll is the armor save or higher, the wound is negated by their armor. If it is lower than the Gladiator takes a wound.

WoundsEvery Gladiator has a Pain tolerance listed on their profile. This represents how many hits they can take. Every unsaved attack success reduces a Gladiator’s Pain level by 1. If they reach a Pain level of 0 they are at risk of losing the bout.

For every hit taken beyond a Pain of 0 roll a d6:1 = Dazed 2-3 = Wounded4-5= Down6= Out of Action

Dazed- Place the Gladiator face up. He is considered Knocked-Down and subject to the special rules for Dazed.

Wounded- Place the Gladiator face up. He is considered Knocked Down. Remove a dice from the Combat Pool for the rest of the game. If a Gladiator’s Pool reaches 0 dice through this process, he is considered out of action.

Down- The Gladiator is placed face down. He is considered knocked down. He is unable to get up and can only crawl 2 inches in his activation. In the End phase he can try to recover his strength as normal.

Out of Action- If a Gladiator is out of action he is laid face down. He is assumed to be unconscious and possibly dead.

Knocked DownA Gladiator who is Knocked Down can try to get-up in the beginning of his turn. Make a Ferocity test. If the two dice rolled are lower than the Ferocity rating the Gladiator can get up. Getting up counts as moving and takes 2 inches.

Attacking a Knocked Down/Down GladiatorA Gladiator who is knocked down can defend himself as normal, but may not choose to parry or use Striking success special defense moves.

Attacking a Down Gladiator in Close Combat will immediately take them Out of Action.

Out of ActionIf a Gladiator goes Out of Action any opponent that comes into Base-to-base will force an Immediate Mercy test.

Splitting Attacks

If a Gladiator is attacking more than one opponent in his combat arc he can split his Combat Pool dice in any manner he sees fit to attack. He rolls the dice to attack separately, and calculates the results for each attack separately as normal.

Thrown CombatSome Gladiators are equipped with weapons that can be thrown, instead of using them in Hand-to-hand. They are used in the same order as Combat Order.

To determine the success of the attack, follow these steps.1. Determine Eligibility of Target2. Attacker rolls to hit3. Defender can choose to Parry4. Attacker rolls to wound5. Defender makes Armor Save 6. Determine Injury7. Determine Scatter8. Pinning

Combat Arc:Thrown weapons can only be used when a target is not in base-to-base combat, and within the throwers forward 90 degree arc. There can be no models or other obstacles between the thrower and the target.

Range:A thrown weapon such as a spear or trident can go the (thrower's CP x2)+2 inches. Therefore, of Septimus has a CP of 3, he can throw his spear 8 inches, or (3x2)+ 2= 8 inches. Attempts to throw further than this automatically miss.

Bows can effectively hit anyone in the arena. There is no range.

If a thrown attack is made, but the Target is out of range, the attack automatically misses. However, the thrown weapon is still used.

HittingThe attacking Gladiator assigns a number of Combat Pool dice to the attack. He can use any number of dice. The defender chooses a number of combat pool dice to defend with. Once allocated, these dice can not be used again until they have replenished in the End Phase

The attacking player rolls his dice. A 4+ is considered a success, and a 6 is considered a “Striking” success. A Striking Success counts as two hits OR can be turned in for a special attack ability if the Attacker wins. Decide which after rolling the dice.

The defending player rolls his dice. A 4+ is a success, and a 6 is considered a “striking” success. A striking success counts as two success OR can be turned into a special defense ability. The player must decide which they want to do immediately.

If the attack has more successes than the defender he has “hit” the target. If the defender has the same or more successes than the attacker the attack has missed.

Parry, Armor Save, and Wounding

Thrown weapons can be parried as normal unless otherwise stated in their profile. It can only be parried if the attack originated in the defending Gladiator’s combat arc.

Armor Save and Wounding occur as normal.

Scatter:If a thrown weapon such as a trident or spear misses or is parried, the weapon scatters someplace in the arena. Before the Gladiator can use the weapon it must be retrieved.

If a Thrown weapon was successfully parried or saved by armor, the weapon ends up on the ground within 1 inch of the parrying/saved Gladiators feet. Roll a d6.

1-2 Left- The weapon ends up on the parrying Gladiator's left3-4 Front- The weapon ends up in front of the Gladiator's front5-6 Right- The thrown weapon ends up to the parrying Gladiator's right If the thrown weapon simply misses, it deviates 1d3 inches away from the target. Use a scatter dice to determine the direction where the weapon ends up.

Wherever a thrown weapon scatters place a marker at the weapon's final location.

Reclaiming a Thrown Weapon:Any Gladiator can pick up a thrown weapon by simply moving over to the weapon and halting their movement at that point.

Entangling:Some weapons, such as Nets and Lassos can entangle an opponent. Entangling weapons do not cause any wounds. Instead, a Gladiator hit by such a weapon must take an Initiative test. Roll a d6. If the result is lower than the Gladiator's Initiative, he has avoided becoming entangled.

If a Gladiator avoids becoming entangled, the weapon is scattered as normal.

An entangled Gladiator has Combat Pool reduced to 1while entangled. In addition, his movement is reduced by 2 inches.

A Gladiator can try to become disentangled at the beginning of his activation by passing a Ferocity test. If passed they can then try to pass an Initiative test. If the Initiative test is passed, the Gladiator has become disentangled. The thrown weapon is dropped as if parried or saved.

If the Ferocity test is failed, the Gladiator can not try to become disentangled again until the End phase.

Striking Success- Special Attacks and DefensesYou can choose one per Striking Success delivered:

Push Back- (Attack or Defense) The other Gladiator is pushed backwards 2 inches. The Gladiator with the Striking Success may choose to follow-up or disengage. Follow-up will move them directly back into base-to-base immediately.

Past their Guard- (Attacker) The attack has gone past the defender’s guard. Their armor save roll is reduced by 1.

Knock Down- (Attack and Defense) The other Gladiator must make an Initiative test. If failed they are knocked down.

Disarm- (Attack or Defense) One of the items the other Gladiator is holding has been knocked from their hand. They lose the benefits of that item. The weapon scatters like a thrown weapon.

Disorienting- (Attack or Defense) The success may disorient the opponent. The defender makes a Ferocity check or suffers from the Dazed Special Rules

Circle- (Attack or Defense) The Gladiator may choose to move up to 45 degrees around the base of one Gladiator they are in base-to-base with. This may take them into or out of their combat arc.

Off-balance- (Attack or Defend) The Gladiator has forced his opponent to over-balance or into poor footing. The Opponent’s Combat Pool is temporarily reduced by 1 dice.

Pin- (Attack) The defending Gladiator must pass a ferocity check or they are considered pinned. They will not move during their activation.

End Phase:The End Phase is used to wrap up any lose ends from the turn.

1. Regenerate Combat Pool2. Getting Up3. Disentangle4. Recover Strength5. Mercy?6. Ensure Gladiator status is up to date

Regenerate Combat PoolAt this stage all Gladiators have their combat pool returned to their starting amounts unless it was permanently reduced per the rules.

Getting UpAny Gladiator that is knocked down may attempt to get up at this point. Each player alternates Gladiators by Initiative Order.

The Gladiator needs to pass a Ferocity test by rolling two dice and getting less than their Ferocity score. If successful, pick up the model where they were face-up.

DisentangleAny Gladiators that are entangled may use this time to try to become disentangled. Each player alternates Gladiators by Initiative order. Make an Initiative test. If successful, the Gladiator has become disentangled. Nets will be considered scattered.

Recover Strength

Any Gladiator who has a PAIN of 0 may attempt to Recover their Strength. They can not be in base-to-base contact with any other opposing Gladiator and must be Down or Knocked Down. Make a Ferocity Test with 3d6. If the number rolled is less than the Gladiator’s Ferocity rating, they immediately move to PAIN 1. However, they will not regain any lost Combat Pool.

MercyDuring the End Phase, a Gladiator may choose to give up, and instead ask for mercy. This can only be done if another Gladiator is in base-to-base contact. At this point, the sponsor of the games will decide if the Gladiator will live or die.

Take your Troupe Reputation and add the Tens place of the Gladiators experience and add them together. For example, Brutus has 24 Experience points and his Lanista's Troupe has a Reputation of 3. This would give Brutus a Mercy rating of 5 overall. Then, roll a d6 and add the Mercy rating. If the result is 10 or better, the Gladiator is spared. If failed, the Gladiator is killed by the Gladiator that is in Base-to-base with him.

Ensure Status is Up-to-DateMake sure all record keeping is up to date before moving on.

Advanced Rules

Burning Combat PoolA Gladiator may choose to “burn” their Combat Pool dice for the Games. Doing this will remove the Combat Pool dice for the remainder of the Games. However, it will return at the end of the Games.

Burning a Combat Pool dice will do one of the following:1. Convert one non-success dice to a success dice2. Convert one success to a Striking Success3. Convert an opposing Striking Success to a success4. Pass a failed Ferocity or Initiative test5. Pass a failed Armor Save6. Add 1 PAIN (not to exceed the Model’s max rating)7. Immediately regenerate the Gladiator’s Combat Pool (to the new reduced amount)

FatigueAs an event continues, each Gladiator may begin to suffer from fatigue as their muscles tire and they grow weary. If an Events goes more than 10 turns the participants may begin to suffer from fatigue. Each Gladiator makes a Ferocity test. If it is failed, their CP is reduced by 1 for the remainder of the event. Treat this as if they were Wounded. If the CP reaches 0 through this process, then they are considered to be Out of Action.

FearSome animals and Gladiators cause Fear in their opponents. Before a model that causes fear can be attacked in Base-to-base, the attacker must first pass a Leadership test. Once past, that attacker will no longer be affected by Fear from that model.

DazedSome injuries can cause a Gladiator to become Dazed. Gladiator's subject to this rule make a

Leadership test at the start of each turn. If failed, the Gladiator will be subject to the effects of Dazed for the remainder of the turn.

A Gladiator who becomes Dazed can not Move or Fight. Instead, all they can do is Parry. Once a new turn begins, the Gladiator can make another Leadership test. If successful, the Gladiator is no longer Dazed.

FrenzySome beasts or lesser warriors may go into a temporary Frenzy due to terror, desperation, or battle craze. For Gladiators, this has been trained out of them. If a creature is subject to frenzy it must make a Leadership test at the start of its turn. If passed, it will move and fight as normal. If failed, the creature will become frenzied for the turn.

A frenzied fighter has the following bonuses:1. Attacks are at +1 Combat Pool dice2. It may not parry3. Attack Successes on a 3+ instead of 4+4. It must always charge the nearest opponent5. it must always take a Follow-up move towards the nearest enemy

Closest TargetUsing this rule, Gladiators must charge or target with thrown weapons the closest enemy Gladiator within their combat arc.

Follow-up MoveIf a Gladiator knocks down his opponent in Close Combat, he may make an immediate move 2 inches forward or backward.

Chariots and Horses

Chariots and chariot racing was a popular pastime in the Roman amphitheaters. The chariot had been an invention used for war and transport for centuries prior to the Romans, and by the Roman era had mostly fallen out of favor. A chariot is a simple two wheeled platform pulled by a team of horses. As such moving and fighting from a chariot is very different than how a Gladiator moves around the Arena.

Unless stated otherwise, the same benefits apply to horse mounted Gladiators as well.

Chariot MovementA chariot moves 6 inches forward in a straight line. At the end of this movement, the driver can choose to make a turn up to 45 degrees for free. If the Chariot is in a race in a curved arena, the chariot will automatically follow the curve of the arena and can be considered to be going straight.

Horses can turn as many times as the rider has Initiative. A horse does not always need to make the full 6 inch move, however they can not move over the 6 inches.

Whipping the HorsesAfter moving, a charioteer can choose to whip his team of horses to go faster. To do this, the driver rolls 2d6 and get a score below their Ferocity rating. If successful, the team moves forward an

additional full 6 inches. The driver can do this as many times as he wants, but every time the roll is modified by a negative 1. If a test if failed, the horses can no longer be whipped that turn.

If the horses have been whipped, the driver can not make any turns, unless he passes an Initiative test first. The turn can only be initiated after the chariot has moved 6 inches. The player rolls a d6 and must get below the driver’s Initiative rating. If the driver passes the test a turn can be made up to 45 degrees. If failed, the turn can not be made. If a Turn test is passed, the horses can no longer be whipped further.

If a double 6 is rolled, the chariot is immediately considered Out of Control!

Chariots and Obstacles

Chariots can not move over obstacles. If they come in contact with an obstacle, they are considered to have crashed.

If a Horse comes in contact with an obstacle it is immediately stopped. The Rider must make an Initiative or be Knocked Off.

Combat Arcs

When in a chariot, the riders have a combat arc of 270 degrees, with the 90 degrees over the horses unable to be attacked. Thrown weapons can be used freely, and melee weapons can be used if the chariots are in base-to-base.

Horse mounted models have a 270 combat arc to the front. They can not hit the 90 degrees to their rear.

Attacking from a Chariot

A model in a Chariot can attack a model on foot, or another Chariot. Attacking a model on foot is considered a Charge attack, but the model on the chariot can never be pinned in combat.

Models attacking models in another chariot do so normally. Thrown or Bow weapons attack as normal. Melee weapons can only be used when the chariots are base-to-base, and the attack can only be against the closest model on the opposing chariots. These attacks are not considered to be charging.

Models on horse attack other models in base-to-base for Melee weapons. They can be locked into combat as normal.

Knocking a Gladiator Off a Chariot

If a Gladiator is knocked down or pushed-back they will fall off the Chariot. They must make an Initiative Test. If failed, the Gladiator will have his Pain reduced by 1. If successful, the Gladiator is considered knocked down but unhurt.

He is scattered 1d3 inches from the rear of the chariot. Roll a d6.

1-2 to the left

3-4 straight off the back5-6 to the right

Place the model on the ground, knocked down until their next activation.

Driver’s and Fighting

The driver of a chariot can not engage in combat. However, they can defend themselves as normal if attacked, but suffer -1 CP.

Gladiator’s mounted on a horse can fight as normal.

Losing the Driver

If the driver of the chariot is knocked off, follow the normal rules. In addition, the Chariot is considered to be Out of Control.

Becoming the Driver

If the current Gladiator is active, he can simply hand-off the reigns to any other model in the chariot prior to moving. The exchange occurs automatically.

If the driver is knocked off the Chariot any other model in the Chariot can attempt to take control of the reigns. To do this, the Gladiator must make an Initiative test prior to moving. If successful, the new model is considered the driver. If failed, the chariot is considered Out of Control!

Out of Control!

The player controlling the Chariot rolls a d6 immediately once the Chariot is deemed Out of Control. This may take place any time, even during the opponent’s activation.

1 Crash! 2 Turn left3-4 Straight5 Turn Right6 Crash!

Before moving, the chariot is turned 45 degrees left/right as needed. Then move the chariot 2d6 inches forward. When the Out of Control move is finished, the Chariot’s turn is considered over. No models in the chariot can attack out of the chariot when it is Out of Control.

Ram!

Chariots can choose to crash into the sides of their opponents. This is done in the movement phase, and can only be done when the side of the chariot touches the side of an opposing chariot. The horses do not count for determining a ram.

When one chariot rams another, it counts as the chariot driver’s attack. All the models on both Chariots make an Initiative test. The attackers gain a +1 to the test as they were expecting the attack. If any

model fails the Initiative Test, they are considered to be Knocked Off the chariot.

Jumping onto Chariot.

Most chariots can only carry two models. It is possible for a model from one chariot to jump onto another rmodel. The jumping model must pass an Initiative Test. If successful, the Model is clinging to the enemy chariot. If there is only one model on the chariot, the jumping model can climb into the chariot freely.

If there is two models in the chariot, the jumping model must fight the non-driver immediately in combat. The winner is allowed to stay on the chariot. The loser takes hits as normal and is considered to be knocked off the Chariot, and the winner stays on the chariot.

Crash!

If a Chariot crashes, the model jumps forward 1d6 inches and comes to a halt. The models are all treated as if they have been knocked off the Chariot. The chariot is considered destroyed an unusable.

Benefits of the Chariot

While in a chariot, the defender has the following advantages- Reduce Armor Save by 1- +1 CP when Defending- Movement Bonus

Benefits of being Mounted

Being mounted on a horse has the following benefits:1. They increase the Gladiators movement stat to 6.2. They reduce their armor save by 1, which is reflected in the mounted Gladiator's armor list.3. They increase the Gladiator's Initiative rating by 1.4. They give the rider +1CP in Hand-to-Hand

Creating Your Gladiator Troupe

When starting your troop, you begin with 500 Denari. First you buy your gladiator recruits and then you outfit them into a style of Gladiator you wish to use. Any left over money is divided by 2 (rounding down) and placed in the Troupe's reserves

Convicts- 15 DenarriMany of those sold on the slave markets of the Roman Empire were simply common, desperate thieves. They were often sent into the arena to die. However, a few managed to raise themselves beyond there humble beginnings and earned their freedom.

M CP I P F4 3 2 2 6

Slave- 20 DenarriA run of the mill slave, most likely captured and shipped in from one of the remote corners of the

Empire. They are typically strong, but with little knowledge of arms.

M CP I P F4 3 2 2 7

Freeman- 25 DenarriIt was not uncommon for a free citizen to voluntarily chose the path of the Gladiator. They renounced their free status in exchange for the glory and wealth of a successful gladiator. Of course, most only found their death and suffering instead.

M CP I P F4 3 3 2 8

Deserter/Prisoner-of-War- 45 DenarriThe deserter was a soldier who tried to flee the harsh discipline of the legions, but was caught and sold onto the slave markets instead. They may also have been captured soldiers from an enemy army. They make good gladiators.

M CP I P F4 4 3 2 8

Barbarian- 35 Denarri Outside of the borders of the Roman Empire live the multitude of tribes of savage barbarians. These uncultured barbarians have no place in the more civilized lands of Rome. However, they make excellent Gladiators.

M CP I P F4 4 3 2 7

Optional Gladiator Types

Female Gladiator- 30 DenarriThis is an optional Gladiator type. Most likely, female Gladiators were prisoners-of-war taken to appear in the arena as symbols of Romes victories over her enemies.

M CP I P F4 3 3 2 7

Special: Female are a novelty and a spectacle. Therefore, their can never be more female Gladiators than one-third of the Troupe's numbers. In addition, they add 1 dice to calculating the Gate at a Game.

Dwarf Gladiator-Individuals born with the handicap of dwarvism were an abnormality that the Romans liked to exploit for their own amusement. Like female Gladiators, they were a novelty and a spectacle for the crowd.

M CP I P F3 3 2 2 7

Special: As a novelty, a troupe of Gladiators can never make up more than one-third of its numbers by

Dwarves. In addition, they add 1 dice to calculating the Gate at the Games.

A Troupe can never have more Dwarves and Female Gladiators than other types.

ReputationThe Troupe starts with a reputation of 0. However, starting reputation can be purchased as well.

Rating Cost1 25 Denarri2 50 Denarri3 100 Denarri

ArmoryPurchase of equipment is what makes a Gladiator a specific type. Once the Gladiator has been purchased, you may choose which style to equip them as. You must have at least 1type of each class: Heavy, Medium, and Light. Mounted Gladiators are optional.

Heavy Gladiators- All heavy Gladiators have a fully enclosed and brimmed helmet, and different combinations of greaves, and other assorted armor.

Type CostSamnite- Short Sword, Shield 40Thraex- Curved Sword, Buckler 35Myrmillo- Gladius, Large Shield 45Hoplomachu- Gladius, Buckler, Spear 40Crupellarius- Sword, Shield 65

Medium Gladiators- These Gladiators are lighter armored than the heavy Gladiators, often going with a single greave, or missing the Manica (arm guard). In addition, their helmets were frequently uncrested or brimless.

Type: Cost:Secutor- Gladius, Shield 30Dimachaeru- 2 short swords 20Provocatur- Breastplate, Shield, Gladius 35Gaulus- Two-Handed Weapons 30Arbelas- Arbelas, Dagger 35

Light Gladiators- Light Gladiators were frequently armed with light melee weapons that could be thrown. They wore little or no armor.

Type: Cost:Retarius- Trident, Net, Dagger 30Laquerius- Lasso, Spear, Dagger 25Velite- 2 Spears, shield 15Sagittarri- Bow, Dagger 30

Mounted Gladiators- These were Gladiators who fought from horseback. They typically wore lighter armor, and if their opponent was unhorsed, expected to also dismount.

Type: Cost:Equite- Gladius, Spear, Shield, Horse 65Sagitarius- Dagger, Bow, Horse 75

Armor: Samnite*- 4+Myrmillo*- 3+Thraex*- 5+Hoplomachus*- 4+ Crupellarius**- 2+

Secutor*- 5+Demachaerus- 6+ Provocator*- 4+Gaulus- 5+Arbelas- 5+

Retarius- 6+Laquerius- 6+Velite- 5+Sagitarri- 6+

Equite- 5+ (4+ mounted)Sagitarrius- 6+ (5+ mounted)

*Heavy Armor- The Gladiator’s Initiative and Movement are reduced by 1. ** Super Heavy Armor- The Gladiator ‘s Initiative and Movement are reduced by 2.

Weapon StatsGladius- May Parry, +1 CP when attackingSword- May Parry Large Shield- May parry, +1 CPShield- May ParryTrident- -1 Armor save, ThrownNet- Entangles, Can not be parriedLasso- Entangles, Can not be parried, does not need to be retrievedSpear- ThrownCurved Sword- -1 Armor save, May ParryDual Swords- +1 CPTwo Handed Weapon- Can not be parried, -1 Armor SaveArbelas- -1 Success Number when AttackingBow- A character armed with a bow can fire at any target in the arena. They can fire until they run out of arrows. If a character rolls a Striking Success, they hit their target, but must make an ammo test. Roll a d6. On a 4+ the Gladiator with the bow can continue to fire.

Horse- A Horse provides a number of benefits.5. They increase the Gladiators movement stat to 6.6. They reduce their armor save by 1, which is reflected in the mounted Gladiator's armor list.

7. They increase the Gladiator's Initiative rating by 1.8. They give the rider +1CP in Hand-to-Hand

Campaign Play

Campaign Play is a way to see your Gladiator troupe grow and thrive. Gladiator's will gain fame, learn new skills, die, and be replaced by raw recruits. All for the greater glory and riches of the Lanista and the Ludis. Campaign play allows a more dynamic game experience than simple one of matches.

Troupe ReputationAll troupe's begin play with up to 3 Reputation. This will increase and decrease as the Gladiators of the troupe compete in Games and other activities. Reputation is a measure of what respect citizens, spectators, and other Lanistas have for the Gladiator troops. It will help determine if Mercy is granted, the Gate at events, and more.

Troupe RatingThis is the overall measure of how powerful a Gladiator troupe is compared to others in the campaign. It is an abstraction for game purposes only. Essentially, it is the cost of all Gladiators, plus their experience points, plus a few modifiers for other factors. The higher the number, the better the Troupe rating.

Post Games SequenceThe following sequence should be completed after each series of games.

1. Determine Permanent Injuries2. Allocate Experience3. Determine Winnings4. Purchase new Gladiators5. Purchase Equipment6. Hire Servants7. Calculate Troupe Rating

DisbandingAfter any series of games, you can disband your Troupe and start again.

Determine Permanent Injuries:Any games where the Gladiator goes Out of Action but not killed will result in a roll on the Serious Injury table. The Gladiator may receive a serious wound. If they end a Games down, then roll a d6. On a 1-3 they must roll on the serious injury chart.

Roll a 2d6 and consult the chart below:

11-15 DeadThe Gladiator is removed from the Troupe's roster.

16-21 Multiple InjuriesRoll on this table 1d3+1 times, excluding multiple injuries, full recovery and Dead results.

22- Leg WoundThe Gladiator's Movement is reduced by 1.

23- Arm WoundRoll a d6. On a 1-2 the arm must be amputated, and the Gladiator can not use that arm. All other results cause the Gladiator to lose 1 CP. 1-3 is the left arm, 4-6 is the right arm.

24- Head WoundThe model is subject to being dazed. At the start of each turn, make a Ferocity test. If failed, the warrior is momentarily dazed and can not move or fight. However, he can parry as normal.

25- Smashed LegThe character can no longer use the rules for running.

26- Chest WoundThe Gladiator has taken a severe chest wound and loses 1CP

31- Blind in One EyeThe Gladiator has lost an eye. His success number for ranged attacks is increased by 1. If he loses another eye, he must be retired.

32- Niggling InjuryThe Gladiator suffers from an old niggling injury. At the start of the Games roll a d6. On a 1, this Gladiator is unavailable to fight.

33- Nerve DamageThe Gladiator's reactions have been slowed by nerve damage. His Initiative is reduced by 1.

34- Hand InjuryThe Gladiator has success number raised by 1 for Hand-to-hand combat..

35- Deep woundThe Gladiator must miss the next 1d3 Games while he recovers.

36- Gear destroyedThe Gladiator survives, but his armor and equipment were so damaged, that they must be replaced.

41-55- Full RecoveryThe Gladiator returns to fight another day.

56- Bitter EnmityThe Gladiator holds a grudge against the one who injured him. Whenever he faces that Gladiator, he must make a Ferocity test at the start of the game. If unsuccessful, the Gladiator gains Frenzy against that Gladiator.

61-63- HardenedThe Gladiator is immune to fear.

64-65- Killer ReputationThe Gladiator's reputation proceeds him. He causes Fear.

66- Survives Against the OddsThe Gladiator survives despite the odds. The Gladiator earns +d6 Experience. Experience

As Gladiators take part in the Games, they earn experience, and increase in skill. As they gain experience, the Gladiators are allowed advance rolls that will help them improve in abilities and skills. Specific Games will stipulate how a Gladiator gains experience during the game.

Experience IncreasesAs Gladiators gain experience, they will be entitled to make Advance Rolls at various levels. Use the chart below to help you identify when an Advance Roll is needed.

Experience Points0-1011-2021-3031-4041-5051-7071-9091-120121-150151-180181-230231+

Starting ExperienceGladiators may begin with some experience when purchased. Use the following to identify starting experience for a newly purchased Gladiator.

Convict, Dwarf, and Female Gladiators start at 0. Slaves and Freeman have 10+d6 ExperienceDeserters and Barbarians have 20+d6 Experience

UnderdogsWhen a troupe of Gladiators goes against a troupe with a hirer rating, they gain bonus experience points. Use the table below to calculate the experience bonus.

Difference in Rating Experience Bonus0-50 None51-75 +176-100 +2101-150 +3151-300 +4301+ +5

Advance RollsAfter a Gladiator earns enough Experience to earn and Advance Roll, roll a 2d6 and consult the chart

below to determine what advance the Gladiator has earned.

2-5 New SkillRandomly determine a skill table by rolling a d6.

6 Characteristic Increase+1 CP

7 Characteristic Increase+1 Ferocity

8 Characteristic Increase+1 Initiative

9 Characteristic Increase+1 Pain

10-12 New Skill Randomly determine a skill table by rolling a d6.

1= Combat Skills2= Ballistic Skills3= Chariot Skills4= Agility Skills5= Strength Skills6= Ferocity Skills

Maximum CharacteristicsGladiators can have the following maximum stats.

M CP P I F4 10 5 5 11

Combat Skills1. Strike to Injure- The gladiator adds +1 to all injury rolls.

2. Combat Master- The gladiator is skilled in fighting multiple opponents. He gains +1 CP per enemy within his combat arc. He does not suffer from multiple attacker modifiers.

3. Feint- The gladiator may choose to trade in any available parries for an extra attack CP per parry.

4. Expert Swordsman- The gladiator can re-roll all missed attacks in the first turn of close combat. 5. Step Aside- The gladiator has an additional 5+ save to any wounding hits in close combat. 6. Skill at Arms- The Gladiator’s combat arc is 360 degrees.

Thrown Skills1. Weapons Training- The Gladiator can use any weapon he comes across, not just those in his

Gladiator package. For example, a Secutor could pick-up and throw a Trident.2. Running throw- The gladiator can throw, even though he normally is not allowed to do so when

running. 3. Throwing Arm- The Gladiator adds +1 CP for purposes of determining range.4. Dagger Throw- The Gladiator can use his dagger as a Thrown weapon.5. Accurate- The throw can re-roll the injury dice, but must abide by the second result. 6. Level Headed- The gladiator with this skill does not have to target the closest gladiator when

using a thrown/bow weapon.

Chariot Skills

1. Headlong Leap- The Gladiator is adept at jumping onto Chariots. He gains a +1 Initiative when leaping onto a Chariot.

2. Chariot Leap- The Gladiator can leap from a moving Chariot onto a model on foot. The foot model must be within 2” of the Chariot. The leaping Gladiator does not take any damage. The foot model suffers a hit. The two models are positioned in base-to-base, and the leaping model gets to count as charging when combat occurs.

3. Stand Aside- If the foot model is the target of a Chariot attack, he will automatically step aside. Plus, he is allowed 1 free attack at the passing chariot. Work out the attack as normal.

4. Emergency Stop- If a compulsory move would cause a Chariot to crash, the driver with this skill may make a LD test. If successful, he manages to stop the collision 1” from the obstacle.

5. Chariot Jump- The driver has mastered the ability to have his chariot jump over obstacles. He must make a successful leadership test. If successful, the Chariot can leap over obstacles up to 2 inches high. It can also cross the wreckage of other chariots without crashing.

6. Stable Platform- A gladiator with this ability does not suffer from the -1 modifier for throwing/shooting from the back of a moving chariot.

Agility Skills1. Sprint- The gladiator can move triple his normal movement value while running or charging.2. Leap- Once per movement turn, the character may make a 1d6 inch leap forward. This can be

used to jump obstacles up to 1” high, or travel over gaps. This can be used to leap over downed opponents, or onto the backs of moving chariots.

3. Jump Up- the Warrior can Jump Up immediately when he is knocked down. No tests are needed.

4. Jump back- the Gladiator can attempt to disengage from a combat by jumping back. Make an Initiative test. If successful, the model jumps backwards 2” and is no longer in base-to-base with his opponent.

5. Duck and Weave- The gladiator is good at making a difficult target to hit. If he moved in the movement turn, all thrown and charge attacks against him have a -1 modifier.

6. Dodge- The Gladiator gets an additional 6+ save against all wounding attacks.

Strength Skills1. Mighty Blow- The warrior has a +1 CP with his primary close combat weapon, this does not

impact thrown weapons.2. Resilient- Deduct 1 from the strength of all hits against the gladiator.3. Hurl Opponent- If the gladiator hits his opponent, he may elect to throw his opponent, instead

of inflicting wounds. The model is thrown 1d6 inches in the direction the gladiator with the skill wishes. The hurled opponent and all targets he comes in contact with receive a hit.

4. Head Butt- If the Gladiator inflicts two or more hits, he can elect to trade them in for a single hit with a -1 armor save per two hits traded in.

5. Body Slam- If the Gladiator charges an opponent, and chooses to end his charge in base-to-base combat, he gains a +2 attacks for charging instead of the +1.

6. Stand firm- the Gladiator is never knocked down.

Ferocity Skills1. Fearsome- The gladiator causes fear.2. Berserker- the gladiator is allowed to +2 CP for his attacks the turn that he charges, but can not

parry for the turn.3. Glare- When charging, he can attempt to Daze his opponent. He does this by making a

successful ballistic skill test just before coming into base-to-base. The enemy gladiator counts

as dazed for the rest of this turn.4. Throw Sand- A prone Gladiator can make a ballistic skill test to throw sand in the eyes of his

opponent. A successful Thrown test is needed and the target must be within 2 inches. The opponent has his CP reduced to 1 for the remainder of the turn.

5. Trip- In close-combat the Gladiator can make a tripping attack instead of his normal attack. If the target is hit and wounded, no armor save can be made (Step Aside and Dodge may save as normal). The opponent does not take damage, but instead is Knocked Down.

6. Impetuous- The gladiator can follow-up 4 inches instead of the normal 2.

Determine Winnings

The Gladiator Troupe is paid by a game's sponsors for participating in the Games. In addition, the Lanista often will place side bets in addition to his normal activities. Of course, not everything earned is profit. The costs of running and supporting a Ludis are great.

Each Games that is held will provide pay out from the Games sponsors. The Reputation of the Gladiator Troupe involved will help dictate how many spectators come for the show, the mood of the crowd, and the amount of money the Sponsor pays the Troupe afterwards.

Use the following methods to determine the amount of Denarri the Gladiator Troupe made for their services at the Games.

Number of Gladiators in the Troupe

Denarri 3-5 6-8 9-11 12-15 16+0-29 18 15 10 7 530-49 20 18 15 10 750-74 30 20 18 15 1075-99 40 30 20 18 15100-124 60 40 30 20 18125-149 70 60 40 30 20150-174 80 70 60 40 30175-199 90 80 70 60 40200-249 110 90 80 70 60250-299 130 110 90 80 70300+ 150 130 110 90 80

BettingMany Lanistas place their own side wagers between themselves. This is left up to individual players to make side bets between themselves, including victory conditions and pay-outs. A shrewd Lanista can use such bets to greatly increase the winnings for their Ludis. However, all such winnings are included in the total Denarri and used to calculate profits in the chart above.

Earning FreedomA Gladiator that earns 300 Experience is automatically granted his freedom. He is removed from the Troupes roster. At that point, the Troupe may hire him as a Doctore at half the normal cost.

Retiring GladiatorsA Gladiator may be retired at any time. This may happen due to injury in the arena, or old age, or

disfavor from the Lanista. When a Gladiator is retired, he is removed from the Troupes roster. All his equipment is also assumed to be lost.

A retired Gladiator maybe changed into a servant, and the normal cost for purchasing the servant is halved.

Selling a GladiatorIn order to free up funds, it is also possible to sell a Gladiator to another slave owner. There are two ways to do this. If the purchaser is another player, then the two players can negotiate the sale between themselves.

However, if the Troupe simply sells a Gladiator on the market, they are offered 2d6 Denarri plus the tens place of his experience minus 5 per serious injury. The Laniste can choose to accept or decline the offer at this point.

If accepted, this money is calculated AFTER the profit margin for the troupe is calculated.

Dead GladiatorsA Gladiator who dies is simply removed for the Troupe's roster. All his equipment is assumed ot be lost, as it is too battered to be salvaged.

Purchase Gladiators and EquipmentAfter a Games, it may be necessary to replace Gladiators lost in the Arena. This should be done after the Serious Injuries, Experience and Winnings have been determined. It is possible that a Troupe will not have the Denarii to replace losses.

Replacement Gladiators are purchased just like during the Troupe creation process. First, the Gladiator is purchased, and then his equipment to match his type. Remember, a Troupe must have a Heavy, Medium, and Light Gladiator.

Hiring ServantsRunning a Gladiator Troupe requires more than simply purchasing Gladiators. There is a wide variety of servants and slaves that can enhance the fighting and money making prowess of a Gladiator Troupe. It is a wily Lanista who can acquire the proper servants to maximize his profit. \

There are two types of servants, permanent servants, and professional servants. Permanent servants are hired and stay with the Gladiator Troupe until it is disbanded. Professional servants perform their duties once, and must be rehired again for future benefits.

Permanent Servants

Servant CostDoctore 200 DenarriServants 50 DenarriAesclypeus 500 DenarriVendors 50 DenarriBookies 300 Denarri

Doctore- the Doctore must be specific to a Type of Gladiator. The Doctore allows the Gladiator's of

that type to re-roll the results on the advance table. They must stick with the second result, even if worse.

Servants- Servants assist the Gladiators with their armor and daily needs. A servant allows a Gladiator they are assigned to add or subtract 1 from a single die roll during a Games. Servants are assigned to individual Gladiators and can only be used once. A single Gladiator will not have more than 4 servants.

Aesclypeus- This is a doctor. The Doctor allows all downed fighters to re-roll if he receives a serious injury after a match. The second result must be abided by.

Vendors- The Laniste has made a deal with a local vendor to provide food and trinkets at the Games in exchange for a cut of the profits. This allows a +1 to the results of the Gate.

Bookies- The Laniste can make bets with his bookie that his Gladiators will win. The amounts can be any size up to the cost of the Gladiators bet on, but must be made before a match starts. If the Laniste wins, he earns back his wager, plus 10% rounding up.

Professional Servants

Servant CostHarlots 35 DenarriFan Club 40 DenarriMasseuses 25 DenarriBaths 15 DenarriBeast Master 15 DenarriPerformers 15 DenarriPriests 10 DenarriMusicians 25 Denarri

Harlots- The Gladiator's spirits have been raised prior to the match. As a result, a single Ferocity test can be re-rolled during the Games.

Admirers- Admirers are a horde of citizens that are particularly infatuated with a single Gladiator. These fans can be used to sway the results of a Mercy and Freedom checks for a single Gladiator by +/- 2 places as they advocate for their favored champions.

Masseuses- The Gladiator's limbs have been limbered prior to the Games. One Initiative test can be re-rolled per Games.

Baths- The Gladiators have been bathed and pampered prior to the Games. As such, they are in fine shape. This servant provides a re-roll of the Gate dice for a single Games.

Beast Master- Hiring a Beast Master allows you to increase the aggression roll of all wild animals by +1 for this Games.

Performers- The Performers help boost the Reputation roll by +1

Priest- The Priest allows the owning Lanista to re-roll the Weather results once per Games.

Musicians- The Musicians will allow a Laniste to sway the Mood of the crowd by +/- 1 level.

Calculate Troupe RatingA Gladiator Troupe's rating is equal to the cost of all Gladiators, Equipment, and Experience. Then add the Troupe's treasury and the cost of any Permanent Professionals. Then, add 10 per point of Reputation that the Troupe holds.

This total number is the Troupe's Rating. It should be calculated after every Games that takes place.

The Games

The Games are a series of 3 or more events that a Gladiator Troupe participates in at the behest of a Sponsor. The Games can be for a funeral service, in honor of the gods, or the political benefits of the sponsor themselves.

EventsEach Games is composed of at least three events. Both players should agree before hand if there should be more than three events. It is important to note, that a Gladiator can only perform in a single Event of any one Games. Therefore, if you use your best Murmillo in the first Event, he will not be available for the next event.

Before any event do the following:1. Determine Event2. Determine Crowd Mood3. Determine Weather

This should be calculated before each Event, so the Lanista does not know what events are upcoming, and has to calculate who will participate in what events. In reality, the Lanista would know the events well ahead of time, but this is to simply add an element of risk to the game play.

Conversely, each event could be rolled before the Games started and Gladiators assigned as the Lanista wishes. A third option is for the two Lanistas to decide the Events ahead of time. Finally, an impartial third could act as the Editor of the Games, and decide on events ahead of time.

To determine the next event, roll a d6 and consult the chart below:

1-2 The Lesser Amusements: Roll and additional d61 Beast Hunt2 Beast Fight3 Noxi Chase4 Damnati Combat5 Puglarius (Boxing)6 Warm-up Match

3-5 Main Events. Roll a d61-2 Single Combat3-4 Tertiarii

5 Pairs6 Unconventional Match-up

6 Spectacle1-2 Melee3-4 Chariot Race5 Chariot Battle6 Historical Re-enactment

The Mood of the CrowdIt was common custom in Gladiator combats to let the crowd decide the fate of Gladiators defeated in combat. Those that fought valiantly and with honor would be spared, and those who were cowardly would be slain. However, the mood of the crowd can be mercurial at best, and a peaceful well-ordered crowd for one event, could turn bloodthirsty by the next.

To determine the mood of the crowd, roll a 2d6.

2 Bloodthirsty- No Mercy is given. 3-4 Violent- All mercy rolls are made with no modifiers, just a straight 2d65-9 Normal, use the normal Mercy rules.10-11 Good Natured- All Mercy rolls have double modifiers. Freedom is possible.12 Merciful- All Mercy requests from a Gladiator are granted. Freedom is possible.

The WeatherThe weather is unpredictable and subject to change between events. A sunny day can change to a rainy downpour in a matter of moments. Roll a 2d6 and consult the chart below.

2 Hot and Humid- Gladiators must make an endurance test at the start of every turn. Roll a 2d6. If lower than the Gladiators Ferocity, they pass. If the test is failed, the Gladiator takes the equivalent of a Wound and loses 1 CP. 3-4 Sunny and Bright- Gladiators must deal with very bright glare, and harsh shadows. As a result, all ranged attacks suffer a -1 to the die roll.

5-9 Normal- The weather is fine for a good Games Event.

10-11 Rain- A light rain makes the arena slick. All tests to Get Up are at -1 to succeed.

12 Downpour- A heavy rain has deluged the arena leaving it full of thick mud. Movement stats are reduced by 1.

MercyAt any point in a Match, before a Gladiator goes Out of Action, a Gladiator can raise their finger in a sign of submission. They have chosen to end the fight. At this point, they are asking the crowd for Mercy.

When a Gladiator is defeated and put OOA in an individual fight, the crowd will also determine if they should receive Mercy.

To determine if a Gladiator receives Mercy roll 2d6, and add the Troupes reputation rating. If the score is 7 or higher, the Gladiator is spared. The following modifiers apply to the Mercy roll.

Modifiers:The Gladiator went OOA- +1The Gladiator had previously defeated an Opponent- +1The Gladiator Defeated More than one Opponent- +2 per Opponent past the firstThe Gladiator has an experience rating over 50- +1The Gladiator has an experience rating over 100- +1 (Cumulative)The Gladiator has an experience rating over 200- +1 (Cumulative with the previous bonuses)The Gladiator was defeated by a heavier class of Gladiator- +1

If a Gladiator fails a Mercy roll, he is executed in the arena. He is removed from the troupe roster. The Editor or Sponsor of the Games pays the Troupe the tens place of the Gladiator's experience rounding up. This money is consider when determining the profit margin for the games. The Gladiator's equipment is also considered to be lost due to damage.

Freedom! It some situations, a crowd maybe be predisposed to grant Freedom to particularly valiant Gladiators. This only applies to Gladiator's who are victorious in the arena. If a Gladiator or group of Gladiators wins an event so spectacularly, or fights particularly valiantly; they maybe granted the wooden sword of Freedom.

During matches where Freedom is possible, all winners will make a Freedom attempt. They roll 2d6 and add any appropriate modifiers. If the roll is 12 or better, the crowd has granted them Freedom. In such cases, the Gladiator is immediately removed for the Troupe roster.

The Editor or Sponsor pays the Troupe as if the Gladiator had been killed. However, the troupe is allowed to keep the Gladiator's equipment. In addition, the Reputation of the Troupe goes up 1 point per freed Gladiator.

Freedom ModifiersDefeated more than one opponent- +1 per opponentReceived no injuries- +1Defeated a Gladiator with a level of experience greater than their own- +1 per level

ReputationIt is possible for a Gladiator Troupe to gain or lose reputation after the results of Games. Roman society ran on gossip, and word quickly spread about the event of any particular Games that were held. At the end of the Games, all Troupes involved roll to see if they gained or lost Reputation.

Roll a 2d6. 2-5- Lose 1 point of Reputation6-9- No change10-12- Gain 1 point of Reputation

The Reputation roll has the following modifiers:Declared Winner of the Games- +1 Won all Events of a Games- +1 (Cumulative with winning)

A Gladiator from the troupe won Freedom- +1Won the Games as an Underdog- +1 (Cumulative with other modifiers)Lost the Games- -1Lost all Events of a Games- -1 (Cumulative with Losing)Lost the Games as a Favorite- -1 (Cumulative with Losing)

The GateThe Gate is a measure of how successful the games were for the Sponsor. The more people who attend, the greater the prestige the Sponsor gains. Naturally, Gladiator Troupes with higher reputations attract more people. Here is how to determine the Gate.

Each troupe rolls a 2d6 and adds their reputation and multiplies by 10. This is the amount of Denarii paid outright by the sponsor for participating in The Games. Based on the results of The Games events, the Troupe may receive bonuses to their winnings.

EVENTS This section will detail the various events that a Games will consist of. The description of each event will have the following sections to ensure the Event can be played out successfully.

Description- A brief description of the Event, and any historical significance. Set-up- Where models will be neededSpecial Rules- This will detail the special rules and stats for this EventVictory- This will detail how to determine an events winners and losers.Rewards- This section will detail any special rewards.

The Lesser Amusements

Beast HuntDescription: A beast hunt is an event where Gladiators are sent out into the Arena to kill mostly harmless, but exotic beats. The beats are brought in from all corners of the Empire. A famous example is the Emperor Commodus decapitating an Ostrich with a specially constructed dart.

In this event, each troupe selects an equal number of light Gladiators to participate. In addition to the Gladiators, the Arena will have 1d6 exotic beasts for the Gladiators to hunt. To make things more interesting, rolling walls, Canvas covers, platforms, and other oddities maybe placed inside the Arena to add to the Gladiators difficulties in attack the creatures.

Set-Up: The Arena can be any size, but must be at least 16 inches from one entrance to the other. The Gladiators enter via gates on opposite sides of the Arena, and will begin the event lined up next tot eh gate.

Roll a d6 to determine the number of animals to be hunted. These animals are placed randomly in the arena to start. The players take alternating turns placing the animals. Place an animal in the center. Then roll a 2d6 and a scatter dice. The scatter dice is which direction to measure the number on the dice from the center. The animal is placed there, facing any direction. Other obstacles can be placed using the same method.

Special Rules: The beasts in the arena have the following stats:

M CP I P F A8 1 3 2 6 -

The beasts are easily startled by the noise of the crowd, the glare from the sun, and open spaces of the Arena. Therefore, they are subject to a Ferocity test at the beginning of their turn. If failed they will be Dazed.

Beast will always move after Gladiators. Nominate 1 beast, this beast will be controlled by the player whose Gladiator had the highest Initiative order. After he moves the beast, the next player chooses a different beast and moves it. This continues until all beasts are moved.

Beast follow these rules:1. They will always try to move away from the nearest Gladiator2. They can never charge or run, they are assumed to move at full speed3. They must move the full 8 inches4. Normal turning rules apply5. When a Beast loses its last Pain, it is considered dead

In this event, Gladiators are discouraged from fighting with each other. If a Gladiator hits another hunter, the striking gladiator is disqualified and removed from the event.

Victory: The event lasts until all the beasts are dead or the Gladiators are OOA. The troupe that killed the most animals is the winner.

Rewards: Gladiators gain experience during the Beast Hunt as follows:Kill a beast- +2 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Any Gladiators taken OOA by a beast do not need to make a Mercy roll.

Beast FightDescription: The Beast Fight pits gladiators against exotic and fierce animals from across the Empire. Historically, these battles were against specialty Gladiators called Venators. However, for the purposes of this game, regular Gladiators from the Troupe will be used.

In this event, each Gladiator Troupe may pick one to three Gladiator of any type to face the Beasts. There will be 1 beast roll for every two Gladiators in the Arena. Roll a d6 to determine the type of Beasts to be fought after Gladiators have been chosen.

Roll Beast1-2 d3 Pack beast- This can be feral dogs, hyenas, wolves, or similar smaller predators.3-5 Big Cats- These are represented by lions, tigers, cheetahs, etc. 6 Bear- This can be any type of large bear native to Europe and North Africa

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will

start touching the gate.

These beasts are placed randomly in the arena to start. The players take alternating turns placing the animals. Place an animal in the center. Then roll a 2d6 and a scatter dice. The scatter dice is which direction to measure the number on the dice from the center. The animal is placed there, facing any direction. Other obstacles can be placed using the same method.

Special Rules: The beasts in the arena have the following stats:

Pack Animal:M CP I P F A8 2 3 1 6 -

Big Cats M CP I P F A8 3 4 2 6 -

BearM CP I P F A6 4 3 5 6 -

Beasts have variable behaviors as they are easily frightened by the roar of the crowds, the strange smells, and the terrible conditions they have been living in. The beasts use their initiative order just like a regular Gladiator. Roll on the behavior chart below using a 2d6:

2-3- Make a Ferocity test, if failed the beast counts as Dazed. If passed the beast stands still. 4-6- The Beast moves away from the closest Gladiators at full speed7-8- The Beast moves towards the nearest Gladiator, but stop within 2 inches. It will then roar, bark, etc. The Beast now causes Fear in all Gladiators. 9-10- The Beast will attempt to Charge past the nearest Gladiator and make a hit and run attack. 11-12- the Beast will charge and get into hand-to-hand combat with the Gladiator

If a beast is in hand-to-hand combat, it always back away if it knocks a Gladiator down.

Victory: The event lasts until all the beasts are dead or the Gladiators are OOA. The troupe that killed the most animals is the winner.

Rewards: Gladiators gain experience during the Beast Fight as follows:Kill a beast- +5 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Any Gladiators taken OOA by a beast do not need to make a Mercy roll.

Noxi ChaseDescription: Noxi is the term used for lesser criminals, scum, and other traitors sent to the Arena. This serves to act as a public entertainment, and to demonstrate the power of Rome. Noxi are poorly armed, not trained in the lsightest, and never given mercy. They are not Gladiators, and only serve to give the

crowd blood.

In this event, each Troupe can choose up to two Gladiators of the same weight class to participate. For each Gladiator in the Arena, they will face d3 Noxi.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching the gate.

The Noxi are placed randomly in the arena to start. The players take alternating turns placing the Noxi. Place a Noxi in the center. Then roll a 2d6 and a scatter dice. The scatter dice is which direction to measure the number on the dice from the center. The Noxi is placed there, facing any direction. Other obstacles can be placed using the same method.

Special Rules: Noxi in the arena have the following stats

M CP I P F A4 3 2 2 6 -

Noxi are armed with Swords Noxi have variable behaviors as they are easily frightened by the roar of the crowds, the strange smells, and the terrible conditions they have been living in. The Noxi use their initiative order as a group. They use one Initiative roll to determine when they will act. Roll a 2d6 for each Noxi, and complete their action as required.

2-3- Make a Leadership test, if failed the Noxi counts as Dazed. If passed the Noxi stands still. 4-8- The Noxi moves away from the closest Gladiators at full speed9- The Noxi moves towards the nearest Gladiator, but stop within 2 inches. They will then shout and taunt the Gladiators. The Gladiator must make a LD test or suffer from fear. 10-11- The Noxi will attempt to Charge past the nearest Gladiator and make a hit and run attack. 12- The Noxi will charge and get into hand-to-hand combat with the Gladiator

Victory: The event lasts until all the Noxi are dead or the Gladiators are OOA. The troupe that killed the most Noxi is the winner.

Rewards: Gladiators gain experience during the Noxi Chase as follows:Kill a Noxi- +3 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Any Gladiators taken OOA by a Noxi do not need to make a Mercy roll.

Damnati CombatDescription: Damnati are condemned criminals like a Noxi. They are to be killed in the Arena. However, unlike a Noxi, they are of higher status. Unlike Noxi, Damnati can fight their way by defeating their Gladiator opponents.

In this event, each troupe will select a single Gladiator of Medium or Heavy type. Each Gladiator will also face off against a single Damnati.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching the gate. The Damnati are set-up in the center of the Arena, facing any direction.

Special Rules: Damnati in the arena have the following stats

M CP I P F A4 3 3 2 8 6+

Damnati are armed with sword and shield, They have a 6+ armor save.

Damnati follow Initiative order as regular Gladiators. Each Damnati is controlled by a different player. Therefore, each player will control 1 Gladiator and 1 Damnati.

Victory: The event lasts until all the Damnati are dead or the Gladiators are OOA. The troupe that defeats their Damnati first is the winner.

Rewards: Gladiators gain experience during the Damnati Combat as follows:Kill a Damnati- +5 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Puglarius (Boxing)Description: This is a hand-to-hand bareknuckle fight between trained Gladiators. In the real Arena, a Puglarius was a specially type and uniquely trained Gladiator. They fought with heavy metal gloves, similar to a cross between a gauntlet and a brace knuckles.

For this game, the Puglarius will be a single Gladiators from each Troupe. They will fight this battle without their normal Gladiator equipment.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching the gate. Special Rules: Each Gladiator is treated as having no armor or weapons for this event. Instead, they will be fighting with their fists. If a Gladiator is taken OOA, he is considered to be Knocked-out. After the match, the Gladiator will only suffer a serious injury on a d6 roll of 1. Then, roll on the Serious Injury table as normal.

Victory: The event lasts until the Gladiators from one Troupe are OOA. The troupe whose Gladiator is still standing is the winner.

Rewards: Gladiators gain experience during the Pugliarus as follows:Knock out an opponent- +3 ExperienceWin the event- +1 Experience per Gladiator

Participate- +1 Experience

Any Gladiators taken OOA do not need to make a Mercy roll in this event.

Warm-up MatchDescription: It is not uncommon for Gladiators to have a warm-up match prior to the Main event. In such a situation, the Gladiators battle each other with blunted weapons. It is to provide a fore-taste of the later action.

Each Troupe chooses a single Gladiator to participate.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: Each Gladiator is treated as normal, but the weapons are blunt or wooden. If a Gladiator is taken OOA, he is considered to be Knocked-out. After the match, the Gladiator will only suffer a serious injury on a d6 roll of 1. Then, roll on the Serious Injury table as normal.

Victory: The event lasts until the Gladiator from one Troupe are OOA. The troupe whose Gladiator is still standing is the winner.

Rewards: Gladiators gain experience during the Warm-up as follows:Knock out an opponent- +3 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Any Gladiators taken OOA do not need to make a Mercy roll in this event.

Main Events

Single CombatDescription: This is the most common type of combat between Gladiators. Each Troupe chooses a single Gladiator to fight in the Arena.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: None

Victory: The event lasts until the Gladiator from one Troupe are OOA. The troupe whose Gladiator is still standing is the winner.

Rewards: Gladiators gain experience as follows:Defeat an opponent- +5 Experience

Win the event- +1 Experience per Gladiator Participate- +1 Experience

TertiarriDescription: It was a common practice in the Arena to have something called a Tertiarii match. Each Gladiator who participates has a second. When the first Gladiator is defeated, his second enters the battle. Each troupe selects two Gladiators to participate. One is selected to be Primus or the first to fight. The other is the Tertiarii.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: When the battle begins, only the Primus Gladiators roll for initiative and move. The Tertiarris must wait by their respective gates until the Primus is taken OOA. Once the Primus is taken OOA, then the Tertiarri can engage.

It is important to note that once a Tertiarri enters the battle, the remaining Primus can not have his second enter the battle. Hence, only three Gladiators will fight. Therefore, a Tertiarri battle.

Victory: The event lasts until the Gladiator from one Troupe are OOA. The troupe whose Gladiator is still standing is the winner.

Rewards: Gladiators gain experience as follows:Defeat an opponent- +5 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

PairsDescription: The Gladiators are matched up into Pairs and fight simultaneously. This was a popular event during more affluent games.

Each Troupe chooses two Gladiators to participate.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: Before play begins, the Gladiators are paired off. Gladiators from the same class are typically paired off first. Therefore, Heavy will fight Heavy. However, if the same classes are available, they will try to match up against the closest class. Therefore, Heavies will pair off against Medium first, and light last.

The Pairs must fight their chosen opponent. Gladiators are not allowed to team-up on an opposing Gladiator. If a Gladiator from each troupe wins their pairs, they may then fight each other. Therefore, it will be clear which troupe won the event.

Victory: The event lasts until the Gladiator from one Troupe are OOA. The troupe whose Gladiator is still standing is the winner.

Rewards: Gladiators gain experience as follows:Defeat an opponent- +5 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Unconventional Match-upDescription: Occassionally, the editor of a Games would create unconventional match-ups of Gladiators. One famous example was a match-up of two Secutors vs a single Retarius on a raised platform. The Retarius was given several rocks to throw at the Secutors to fend them off.

For this scenario, both players should discuss whatever strange combinations they would like to play.

Set-Up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: As decided by the players.

Victory: The event lasts until the Gladiator from one Troupe are OOA. The troupe whose Gladiators are still standing is the winner.

Rewards: Gladiators gain experience as follows:Defeat an opponent- +5 ExperienceWin the event- +1 Experience per Gladiator Participate- +1 Experience

Spectacles

MeleeDescription: The Editor of the games has decided to pit several Gladiators against one another in a large free-for-all. Typically, only the richest and most ambitious would put on such a display as the potential cost in dead Gladiators is very high.

Each Troupe chooses 1d3+2 Gladiators to participate. Ideally, they can be of any class but should broadly match like types to like types.

Set-up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the gladiators will be deployed. They will start touching their respective gates.

Special Rules: None

Victory: The Event lasts until all the Gladiators from one Troupe are OOA. The Troupe whose Gladiators are still standing is the winner.

Rewards: Gladiators gain Experience as follows:Defeat an Opponent- +5 ExperienceWin the Event- +1 Experience Per Gladiator Participate- +1 ExperienceChariot RaceDescription: A pair of chariots race around the arena in an attempt to be the first one to go around three times. Of course, the opponents will do anything to stop their rivals from winning. Chariot racing became extremely popular in the Eastern Empire. Typically, the Chariot team you cheered for was also deeply tied to political factions as well. It was not uncommon for riots to break out between rival Chariot fans.

Each Troupe chooses a driver and an attendant. They are provided with a chariot.

Set-up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. The Chariots from both teams will be placed next to one of the gates. The team with the most experience is closest to the outside wall, and the other team is placed next to them. Both teams are facing the same direction.

Special Rules: Chariot Rules

Victory: The winner is the first team to go around the arena three times.

Rewards: Gladiators fan Experience as follows:Win the Race- +1 ExperienceParticipate- +1 ExperienceDefeat an Opponent- +5 Experience

Chariot BattleDescription: It is said that the first Chariot born Gladiators returned from Gaul with Ceasar himself. This type of Gladiator was called an Essedarius. They were typically specially trained and only fought other Essedarius. However, the specific details of such combats are unknown. The Chariot battle is to recreate such exciting action on the table.

Each Troupe will choose two Gladiators per chariot. It is possible to have more than one Chariot per team, but the exact number of chariots should be the same for each Troupe. In addition, to Chariots both troupes may also use an equal number of mounted Gladiators.

Set-up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the chariots will be deployed. They will start touching their respective gates. Alternatively, this battle could take place outside as well on a grassy plain or dessert floor.

Special Rules: Chariot Rules

Victory: The event lasts until the Gladiators from one Troupe are OOA. The Troupe whose Gladiators are still standing is the winner.

Rewards: Gladiators gain Experience as follows:Defeat an Opponent- +5Win the Event- +1 Experience per GladiatorParticipate- +1 Experience

Historical Recreation

Description: In such a Spectacle, one group of Gladiators represents the Romans, and the other side represents Rome’s enemies. In such a scenario, typically highly skilled Gladiators played the part of the Romans while the less skilled played Rome’s enemies. The idea was to recreate the glorious victories of Rome’s past. However, things did not always take place as they did historically. One famous example included flooding the Coliseum and constructing boats to commemorate a famous naval battle.

The Troupe with the Higher Troupe rating represents the Romans. The other Troupe is enemies of Rome. Each Troupe chooses d6+2 Gladiators of any type. Chariots and mounted Gladiators are optional to the players.

Set-up: The Arena can be any size or shape, but must be at least 16 inches across. There should be at least two gates on opposite sides of the Arena. This is where the Gladiators will be deployed. They will start touching their respective gates.

1d6 Obstacles should be placed between the two gates. The obstacles are placed randomly in the arena to start. The players take alternating turns placing the obstacles. Place an obstacle in the center. Then roll a 2d6 and a scatter dice. The scatter dice is which direction to measure the number on the dice from the center. The obstacle is placed there, facing any direction. Other obstacles can be placed using the same method. Alternatively, this battle could take place outside as well on a grassy plain or dessert floor. However, add the obstacles the same way. Special Rules: None

Victory: The event lasts until the Gladiators from one Troupe are OOA. The Troupe whose Gladiators are still standing is the winner.

Rewards: Gladiators gain Experience as follows:Defeat an Opponent- +5Win the Event- +1 Experience per GladiatorParticipate- +1 Experience