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Maximus Gladius rule set version 1.1 By World war miniatures

 Post subject: Maximus Gladius rule set version 1.1 By World war miniatures
PostPosted: Tue Aug 18, 2009 10:56 am 
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A guy at my LGS and i have been working on these rules off and on for a few weeks now. we have ad alot of intrest from players at out LGS and they seem to enjoy it.

I would like more play testers if anyone has time and feed back on it.

We have one of the FEW gladiator rule sets out there, ive only seen one or 2 hard copy versions and a handful of fan made versions.

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What is needed to play maximus gladius?

Gladiator models mounted on squad bases
a playing field of squares (blood bowl fields work good for play testing)
dice (6 sided and 10 sided)
Somthing to mark lost weapons, little fake gems you can get from the dollar stores work great if you dont want to make models for them


Playing the game

To start the game you must see what gladiator will make the first move. To do this each player rolls a six sided dice (known as a D6) the player who rolls the highest takes first action. If you’re playing with multiple models on a team (also known as a gang) each gang may move one model then the other gang moves one. Continue this until all models have finished there actions then it’s the next turn, to start a turn is just like starting a game. Roll a D6 to see who makes the first move and go from there.

Movement

Each character has this represented by his movement characteristic commonly wrote as Mv. There are many different ways to use up your movement points such as moving from square to square or charging. When a model moves it can only move into one of the squares that is adjacent to his facing. See diagram.

Movment points can be used in the following ways

Move one hex forward- 1 Mv point
Move one hex in any other direction- 2 Mv points
Turn 90 degreases- 1 Mv point

Picking up objects

To pick up a object you must be in the same square as the object and must pass a agility roll (roll you agility stat or less on a D6) to pick up the object

Turning

Of course during a heated conflict both gladiators will be moving around each other and to do so they may be forced to turn their facing. To turn your facing you must expect one movement point per 90 degreases you turn.

Combat

To charge a opponent you must be in a adjacent square. When you charge your opponent you must look at the number of attacks you get. Now when you charge to represent the momentum your gladiator has when you charge you get +1 attack for that combat only. When you fight in close combat you roll a D6 to hit your opponent, you compare your strength to his. If the strength levels are equal you strike on 4+. If you are stronger its easier to hit so for each point you are over your opponent you add -1 too the value needed. There for if your strength 5 and your opponent is strength 4 you need a 3+, if your opponent is stronger it works the same way but in opposite so instead of - 1 it is +1 to hit per point of diffrence.

Wounding your opponent

If you’re able to hit your opponent you have a chance to hurt him. First you must see what you manage to do to him. See the cart

Roll Effect
1-2 Push back- Push the opponent back into any of the adjacent squares behind the model.
3-4 Stumble- As you strike your enemy, he stumbles backward. If you roll “stumble” then push the model back as per “push back” but there’s a chance the model will fall. Make a roll on his agility value, if you roll the agility value or lower the model is ok, if not he falls. See downed models for additional rules
5-6 Serious injury- Roll to see if you wound. Compare your strength to your opponents endurance and consult the wound table to see if you would him. If you would the other gladiator then roll a D10 to see where it hits.


1- Lower Left leg
2- Upper Left leg
3- Lower right leg
4- Upper right leg
5- left forearm
6- upper left arm
7- right forearm
8- Upper right arm
9- Chest
10- Head

Now the model may make a save, if your armour is 1 you need 6+ to save, if its 2, you need 5+ if its 3 you need 4+. Etc etc to a max of 2+. If the save is failed then you roll on the injury table. Each location has its own injury table, one for both arms, all the leg parts, chest etc.

Wounding table

Str v Endurence
-2 or more - 5+
-1 - 4+
Even- 4+
+1- 4+
+2 or more- 3+

Injury tables

Flesh wounds- Many times during a skemish a gladiator will be injured and although it will look very serious it is nothing more then a mere flesh wound. If you roll a flesh wound on the injury table then nothing happens to your gladiator

Long term injuries- As the opposite of flesh wounds some times gladiators are very seriously injured in the ring. If this happens remove the model from the field and it is assumed the model falls and passes out due to blood loss (or something similar) and he is not perused by his competitor. Set this model aside and be sure to roll on the serious injury table. Se the long term injury tables for the result. Only use this rule if you are playing the gladiator school campaign if not just consiter the gladiator killed if playing a one off game.

Leg injury table
Roll Effect
1-2 Flesh wound
3-4 Falls- the model falls on his back
5 Hamstring- the model is down for the rest of the skirmish. His mv is cut in ½ and he automatically receives the hamstring long term injury.
6 Long term injury- Roll on the leg long term injury table

Arm injury table

Roll Effect
1-2 Flesh wound
3-4 Dropped weapon- the gladiator has dropped the weapon held in that arm, randomly determine what adjacent square it falls into- NOTE if this happens in the shield arm- it has no effect
5 Weapon go’s flying- the gladiator has lost his weapon held in that arm, randomly determine what direction it go’s in and it goes D6 squares in that direction- NOTE if this happens in the shield arm- it has no effect
6 Long term injury- Roll on the arm long term injury table




Roll Effect
1-2 Flesh wound
3-4 Fall
5 Painful injury- May do nothing but fight back at +1 to hit for one turn.
6 Long term injury- Roll on the chest long term injury table

Roll Effect
1-2 Flesh wound
3-4 Stunned- May do nothing but fight back at +1 to hit for one turn. If user is wearing a helmet this has no effect.
5 Mighty blow to the head- As per stunned but on a 5+ the helmet is knocked off and stunned still is effective despite the helmet.
6 Long term injury- Roll on the Head long term injury table


Gladiator School

Instead of playing one off games many players will want to play liked games with a "team" of gladiators. This allows the gladiators to get better with new equipment (although this is normaly quite rare), Stats or skills. All players take control of a gladiator squad as a lusis and take control of 3 gladiators.

Chosing your gladiators

Each player may choose any 3 gladiators they do not have to be any spefific types. Each gladiator uses his basic stat line and will get advances after there bouts.

Fighting bouts

To fight a bout two players must decide how many gladiators will be used and present a roster to his opponent. Both teams must be as close points wise as possable and should be agreed apon by both sides. if there is one really goof gladiator on one side feel free to use multiple opposing gladiators to fight that one as long as the points are close to even.

Experence

Each gladiator earns x number of experence points after each bout. this really depends how well the gladiator does. a gladiator earns the following experence points for the following reasions.

fought in the bout- 5
per wound- 2
per time wounded- 1



once you gladiator reaches 10 experence points you may make a advancement roll on the following table (use a D10) After each roll increase the gladiators points by 10.

1- Skill
2,3- Mv
4,5- Str
5,6- End
6,7- Attacks
8,9- Agility
10- Skill

If you roll a stat increase then add +1 to that stat but you may not recive more then 2 upgrades to each. if you have already recived 2 upgrades then you must re-roll the advancment roll. If you roll a skill then roll again on the skill table

1- No mercy- If a gladiator asks for mercy VS this gladiator he will be killed right away. do not roll on the mercy table
2- Blade master- Add -1 to hit (if you need a 4 to hit with this skill you would need 3+
3- Dodge- If you fail a armour save after wounded you may make a agility roll (roll you Agility or less on a D6) and add 2 to this roll, if you pass the agility test your gladiator dodges out of the way of the blow


Gladiators

Murmillones

Cost Movement Strength Endurance Agility Attacks
80 pts 5 4 4 3 2

Wargear- Gladius
Tower shield (+3 armour)
Helmet (+1 armour)
Linen arm protector (+1 armour)

Thraces

Cost Movement Strength Endurance Agility Attacks
80 pts 8 4 4 4 2

Wargear- Sica- On a 4+ ignore shield armour bonuses
Small round shield (+1 armour)
Armored greaves- Ignores cut hamstrings on a roll of 4+ (+1 armour)
Arm guard (+1 armour)

Hoplomachus

Cost Movement Strength Endurance Agility Attacks
80 pts 8 4 4 3 2

Wargear- Spear- May attack while one Hex away
Small round sheild (+1 armour)
Arm guard (+1 armour)
Helmet (+1 armour)

Dimacherus

Cost Movement Strength Endurance Agility Attacks
80 pts 9 4 4 4 3

Wargear- 2x Gladius's (extra attack given)
Arm guard (+1 armour)
Armored greaves- Ignores cut hamstrings on a roll of 4+ (+1 armour)

Retarius

Cost Movement Strength Endurance Agility Attacks
80 pts 7 4 4 3 2

Wargear- Trident- May attack while one square away
Net - May be trown at a target upto 2 squares away, opponent must pass a agility test or cant do anything for one entire turn. Retarius must recover the net before he can use it again.
Arm guard (+1 armour)
Helmet (+1 armour)
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As you can see, its still a work in progress, we are working on the gladiator school now. we need to do more skills and also the long term injurys.

C&C

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