Munera Sine Missione Chart

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    MUNERA SINE MISSIONE

    Charts/Tables

    Special EventsDouble 6 Defending gladiator takes 2D6 wounds, no armor save allowed.

    Double 5 Defender loses his shield, if applicable. It falls into a random adjacent hex.

    Double 4 Defender knocked off balance. -2 AP on his next turn.

    Double 3 Attacker knocked off balance. -2 AP on his next turn.

    Double 2Defender is floored and must appeal to the crowd if Attacker ends is turn adjacent. Fight

    ends. Otherwise, treat as "Defender knocked off balance".

    Double 1

    A weapon breaks or is lost. Rold 1D6. 1-3, it's the Attacker's weapon. 4-6, the

    Defender's. 1s or 6s, the weapon is lost forever. Otherwise, it falls into a random

    adjacent hex. Defenders lose a random weapon (nets/lassos count, but not shields).

    Attackers lose the weapon used to attack. Unarmed gladiators use the unarmed

    modifier.

    Appeals to the Crowd

    Modifier Result

    -2 Gladiator is wounded.

    +1 Gladiator is seriously wounded.

    -1 Gladiator has not inflicted any wounds on his opponents.

    +1 For each opponent the gladiator has seriously wounded.

    +2 For each gladiator they have defeated today (killed or spared by the crowd)

    +2 Gladiator is popular (see 'Experience').

    -2 Crowd has already spared this gladiator today.-1 Per gladiator already spared by crowd today.

    Note- A straight roll of '12' means the crowd automatically spares the gladiator. A straight roll of

    '2' means the gladiator is autmatically kiled.

    OPTIONAL RULES

    Experience Modifiers

    Reflexes +1 APAttack +1 to Attack Die roll (does not apply to net/lasso attacks)

    Dodge +1 to Defense Die roll.

    Stamina Start with a base strength of 6, not 4.

    Popularity +2 when appealing to crowd.

    Note- XP is only gained when the gladiator defeats an opponent that is his

    skill level or greater. Lesser skilled, defeated opponents don't count!