Munera Sine Missione
Rules for Gladiatorial Combat (v1.2)
By Alan Saunders
(After Gary Comardo)

Introduction

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

These rules are (c) Alan Saunders, 2002-2005. Please feel free to distribute them as you will, but please acknowledge Gary and myself. Comments and further ideas are always welcome.

Proposed Version 1.2 changes are in italics, although some minor changes in wording aren't.

The Game

You will need:

The Gladiators

Each gladiator has a strength rating, which is equal to 6 plus the roll of a D6.

You need to determine how the gladiator is armed and what armour and protection he has. A sample set of common gladiator types is given at the end of these rules. If you want to define your own figures, however, then the following will tell you how to do it.

Weapons are easy. Note down what the gladiator has, and in which hand he uses it.

Shields can be none, small, large or extra-large. Note that the latter was rarely used.

Armour can none, light or heavy. Heavy is the full mail protection of the Cataphractarius; most gladiators have light armour. I tend to ignore helmets, reasoning that the increased protection is offset by a reduced ability to see the blow coming. I would, however, class any gladiator with a  full-face helmet as having light armour at the very least. The galerus, or arm protection of the Retiarius, is treated as a special type of shield.

Determine the 'weight' of the gladiator. This is done by calculating how encumbered he is:

Armour/Shield

Weight

Light armour

1

Heavy armour

2

Large shield

1

X-Large shield

2

Total the weight of armour and shield to give the following ratings:

Weight carried

Gladiator is:

0

Light

1

Medium

2

Heavy

3

Extra Heavy

4

Not allowed

Note that since a gladiator can lose or discard  his shield, any gladiator having a shield will have two ratings, one with it and one without.

Example: A gladiator has light armour (weight 1) and a large shield (weight 1). With a total weight of 2 the gladiator is Heavy. If he loses his shield he only has the armour (weight 1) to contend with and becomes Medium.

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

Armour/Shield

Save Modifier

No armour

+0

Light armour

+1

Heavy armour

+3

No shield

+0

Small shield

+1

Large shield

+2

X-Large shield

+3

Example: The gladiator above has light armour (+1) and a large shield (+2), for a total save of +3. If he loses his shield then his save drops to +1.

The modifier for a shield only applies to attacks from the front or side hexes.

Sequence of Play

Dice to see which gladiator goes first. Each gladiator takes their turn, and play then passes to the next. Keep going until someone wins.

On his turn a gladiator does the following:

1) Roll a D6 to see how many Action Points (AP) he has.

2) Spend his AP to move and to attack other gladiators.

Action Points

At the start of his turn a gladiator rolls a D6 to determine how many AP he has. He gets AP equal to the roll of the die, modified as follows:

X-Heavy gladiator

-2

Heavy gladiator

-1

Light gladiator

+1

Light wound (At least one strength lost)

-1

Serious wound (At least half of strength lost)

-2

Entangled

-3

Off-balance

-2

Each point of fatigue over current strength (Optional)

-1

An AP score of zero or less is treated as zero.

A gladiator that makes their AP die roll with a net modifier of -6 or worse, and is in the front hex of an opposing gladiator, will immediately give in and appeal to the crowd.

A gladiator may choose to discard their shield at any time in order to decrease the weight they are carrying. If they do so, however, they may not recover the shield for the rest of the bout.

AP can be spent as follows:

Move 1 hex directly forward

1AP

Move 1 hex in any other direction, without changing facing.

2AP

Change facing by one hexside

1AP

Attack with weapon

1AP

Attack with net or lasso

2AP

Attack with shield 2AP

Attempt to cut free of net or lasso

1AP

Pick up weapon in same hex

1AP

Kick object from own hex into adjacent hex 1AP

Shoot bow

2AP

Movement

Only one gladiator is allowed per hex, and gladiators may not pass through hexes containing other gladiators. If a gladiator is in a hex adjacent to another he may not move directly to another hex adjacent to that same gladiator; he must first step back so that there is an empty hex between them.

Facing

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

The two hexes on each side of this are the gladiator's side hexes. The left hand hex is termed the 'shield side'. The right hand hex is termed the 'weapon side'. A gladiator may have two weapons, in which case botrh sides are the 'weapon side'.

The other three hexes are the gladiator's rear hexes.

Attacks

These rules apply to swords and other simple weapons. Special weapons are described after the main rules.

In order to attack a gladiator must have his opponent directly in front of him and in an adjacent hex. Determine if you are attacking the front, side or rear hex of your opponent.

Some weapons can attack targets that are not adjacent. These must be within the front arc of the attacker. This arc will pass through the middle of some hexes; in the case of the target being in one of these hexes, assume that the gladiator can hit ones on the same side as the weapon being used (usually the right-hand ones).  If you are attacking from one of these split hexes, you will have a choice of target hexsides. In this case, again, take the hexside that corresponds to the hand the weapon is being used in (again, probably the right-hand one). This is a lot simpler to see on the table than explain!

A gladiator may only attack with a particular weapon once per turn.

Attack Procedure

The attack procedure is as follows:

1) Both attacker and defender roll a D6. Determine any special events (see below).

2) If the roll was not a double, then the attacker modifies his roll, and then subtracts the defender's roll from the total.

3) If his score is positive, then he has hit the defender. The defender must roll a D6 to see if they save.

4) If his score is negative or they are equal, then the defender jumps back a hex.

5) Reduce the defender's strength by any wounds caused (if any).

 

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

Attacking from opponent's front

+0

Attacking shield side (Defender has X-Large shield)

+0

Attacking shield side (Defender has Large shield)

+1

Attacking shield side (Defender has Small shield or net)

+2

Attacking weapon side

+2

Attacking any side with no weapon or shield if gladiator has heavy armour

+2

Attacking any side with no weapon or shield on any other gladiator

+3

Attacking rear

+3

Defender entangled

+1

Attacker is unarmed

-3

Attacker is using a disadvantaged weapon (See Appendix 1)

-1

Each other gladiator that has the defender adjacent and in their front hex

+1

Subtract the defender's roll from the attacker's total. If the score is greater than zero, then the defender must make an armour save, or subtract that many wounds from his strength.

If the final score is zero or less, then the attack misses, and the defender is pushed back. A push back moves the defender into the adjacent hex opposite that from which the attack came. If the defender cannot enter that hex, because of another gladiator, or the edge of the arena, then he stays where he is but is considered off-balance.

To make an armour save roll a D6, and add the defender's save modifier. If the final score is 7 or more, then the blow has glanced off the armour or shield, and no wounds are scored. Note that a gladiator with no save modifier automatically takes wounds if hit! Remember that shields only protect from attacks from the front or side hexes.

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

Double 6

Defending gladiator takes 2D6 wounds, with no dodge or armour save allowed.

Double 5

Defender loses shield, net or lasso. The item falls into a random adjacent hex.

Double 4

Defender knocked off balance. -2AP on his next turn.

Double 3

Attacker knocked off balance. -2AP on his next turn.

Double 2

If the attacker is adjacent, then the defender is floored, and must appeal to the crowd. The fight is over. Otherwise treat as 'Defender knocked off balance'.

Double 1

A weapon breaks or is lost . Roll a D6; on a 1-3 it is that of the attacker, on a 4-6 it is that of the defender. A roll of 1 or 6 means that the weapon is broken, or otherwise lost for good. Any other roll means that the weapon falls into a random adjacent hex. A gladiator without a weapon fights with the unarmed modifier. The defender loses a random weapon (counting a net or lasoo as such, but not a shield). The attacker loses the weapon the used to make the attack, unless they were unarmed, in which case they have no weapon to lose.

Effects of Wounds

A gladiator that has lost at least one point of strength is lightly wounded.

A gladiator that has lost at least half of their strength is seriously wounded.

A gladiator that has a strength of 0 or less is beaten, and must appeal to the crowd.

A gladiator whose strength drops to -3 or less is mortally wounded.

Appeals to the Crowd

A gladiator is beaten, and must appeal to the crowd if any of the following occur:

(i) Their strength drops to 0 or less.
(ii) They start their turn with AP modifers of -6 or worse and are in an opponent's front hex.
(iii) They are the victim of a 'Double 2' Special Hit.

In order to appeal to the crowd, a gladiator must roll 2D6 and apply the following modifiers:

-2

If the gladiator is unwounded.

+1

If the gladiator is seriously wounded.

-1

If the gladiator has not inflicted any wounds on his opponents.

+1

For each opponents the gladiator has seriously wounded.

+2

For each gladiator they have defeated today (killed or spared by the crowd).

+2 If the gladiator is popular (See 'Experience').
-1 For each gladiator the crowd has spared today.

-2

If the crowd has already spared this gladiator today.

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

Optional Rules

Fatigue

If a gladiator rolls an unmodified '1' or '2' for APs, they accumulate 1 fatigue point. For each point of fatigue they have over their current strength there is a -1 applied to their roll for AP.

Experience

This is for continuing campaigns, or if you wish to pit one skilled gladiator against several less-skilled ones.

A gladiator can have up to five skills. These are:

Reflexes

+1AP

Attack

+1 to attack die roll

Dodge

+1 to defence die roll.

Stamina Start with a base strength of 8 rather than 6.

Popularity

+2 when appealing to the crowd

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

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

 

Appendix 1 - Weapons and Shields

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

Dagger - A secondary weapon for some gladiators. Always treat as a disadvantaged weapon.

Shield - A shield may be small, large or extra-large. Any shield may be used as a disadvantaged weapon, with an attack costing 2AP. The size of teh shield is irrelevant; I assume that larger shields, whilst having the potential to do more damege are more unwieldy to use.

Long Spear or Trident - This can attack targets that are adjacent or two hexes away. When attacking an adjacent target, however, it is treated as a disadvantaged weapon.

Throwing darts - The weapon of the Gaetulian. The darts can be thrown at a target between two and six hexes away, using the normal combat rules. At 5 hexes range they are disadvantaged. At 6 hexes they are doubly disadvantaged (-2). If they cause a wound, are deflected by armour or cause a special event, then they are lost. Otherwise they land in a randomly determined hex adjacent to the target. Make this roll before the defender is pushed back. If the Gaetulian is in the same hex as a dart he may pick it up at the cost of 1AP. Darts may not be used against a target adjacent to the gladiator.

Javelin - The weapon of the Velite. May be used to attack targets that are adjacent or two hexes away, but is disadvantaged at two hexes range. Since it was tied to the Velite's wrist it may not be used at ranges greater than this.

Two-Handed Swords, Axes or Clubs - For more exotic gladiators. It costs 2AP to strike a blow with one of these weapons, but if they hit the target's armour save roll is reduced by 1.

Net - The weapon of the Retiarius. Used in the right hand to entangle an opponent. It may be used at up to 2 hexes, needing a 6 to entangle an opponent in an adjacent hex and a 5-6 to entangle an opponent 2 hexes away. If the cast misses, the defender is pushed back. Once an opponent is entangled the net is lost. An entangled opponent may make up to one attempt to cut free each turn, at a cost of 1AP, and needs a 5-6 to succeed. As long as the Retiarius has his net, he is considered to have a weapon in his right hand.

Lasso - The weapon of the Laquearii. This is treated as a net, except that it does not count as a 'weapon' for defence purposes. It may be used to entangle a target at two or three hexes, needing a 6 at two hexes and a 5-6 at three hexes.

Galerus - The arm protection of  the Retiarius. It is treated as a small shield, except that it is not lost to special events, but cannot be used as a weapon .

Cape - A cape is treated as a small shield, except that it may not be used as a weapon. However, it may be used to entangle in the same way as a net, but at one hex range only.

Cone - A specialist tool of the Contra-Retiarius. If a gladiator with a cone is attacked by a net, roll a D6. On a 5-6 they have caught and shredded the net, regardless of whether it hit or not. The cone can also be used as a dagger .

Bow - The weapon of the Sagittarius. A bow can be shot at a target between two and eight hexes away, using the normal combat rules. At 2 or 7 hexes range it counts as disadvantaged. At 8 hexes it counts as  doubly disadvantaged (-2). Arrows are lost and/or recovered in the same manner as throwing darts (see above). It costs 2AP to use a bow.

Gladiators with more than one weapon may strike with each once per turn. Thus a Retiarius may cast his net (for 2AP) and then attack with his trident (for 1AP).

 

Appendix 2 - Sample Gladiators

These are based on the 25mm figures made by Gladiator Miniatures.

Where two figures are listed for save and weight, the first is with the shield, and the second without.

Samnite
Sword (right hand), Large Shield (left hand), Light armour. Save +3/+1. Heavy/Medium

Retiarius
Trident (right hand), Net (left hand), Galerus (left arm), No armour. Save +1/+0. Light.

Thracian or Secutor
Sword (right hand), Small Shield (left hand), Light armour. Save +2/+1. Medium

Myrmillo
Sword (right hand), Large Shield (left hand), No armour. Save +2/+0. Medium/Light
(Note - this figure seems to differ from the 'classic' Myrmillo, who in these rules would be identical to the Samnite.)

Hoplomachus
Long Spear (right hand), X-Large Shield (left hand), No armour. Save +3/+0. Heavy/Light

Cataphractarius
Sword (right hand), Heavy armour. Save +3. Heavy

Diamecheri
Sword (right hand), Sword (left hand), Light armour. Save +1. Medium
(Note - If the gladiator loses a weapon, the sword in the left hand is lost first.)

Laquearius
Lasso (right hand), Sword (right hand), No armour. Save +0. Light

Contra-Retiarius
Sword (right hand), Cone (left hand), Heavy armour. Save +3. Heavy

Velite
Javelin (right hand), Small Shield (left hand), No armour. Save +1/+0. Light

Gaetulian
Throwing darts (right hand), dagger (right hand), No armour. Save +0. Light
(Note - Four darts are carried)

Provocator
Long Spear (right hand), Small Shield (left hand), Light armour. Save +2/+1. Medium

Sagittarius
Bow (left hand), dagger (right hand), No armour. Save +0. Light
(Note - Four arrows are carried)

History

Version 1.0

19 March 2002

Initial version

Version 1.1

24 March 2002

Added push-back rules

Version 1.2

21 October 2003

Added shield attacks. Added optional fatigue. Changed wound thresholds and initial strength calculation. Amended the effects of some special hits. Amended and added some weapons. Removed gladiator weight considerations from appeal table. Added Popularity as a skill. Reduced chance of crowd killing gladiator.