Pallas is armed with a Celt "Lancea" which has a strength 5. Gladius weapons have strength 4 and the Retiarius trident only Strength 3, however it always roll 3D6 to wound so quite dangerous!
Initiative was worked out by always checking which team had the "lightest" members left, that team received +1 to the initiative roll.
House rule applied:
1) Only the highest dice in any combat counts.
2) Winner of combat chooses between High stab/Low slash
3) Fights are worked out by using Disciplina value +1D6 per attack
4) Pallas being a huge giant, had 4 wounds instead of the usual 3 wounds a champion gets in his profile (on the other hand he had minimal amount of armor).
To make things a bit more action oriented this time around I dropped the requirement of having non champion gladiators roll morale checks when wanting to attack the arena champion.
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The fight
Turn 1
Facing off against each other both teams stand in their corner of the dusty arena. The editor gives the signal to start the fight. Team 2 wins the initiative and starts moving against the Champion on his supporting Secutor.
Furthermore, the Retiarius rolls to see whether or not he manages to drag his entangled opponent into base contact, rolling 4+ which is enough, bringing the giant into Trident range!
Movement phase is then handed over to the opposing team, and the Secutor rushes up to help Pallas in the fight.
In the fight Retiarius beats the Secutor but Pallas beats the Retiarius. Thus only Pallas manages to land a hit on the Retiarius, Pallas goes for a "high stab", lands a hit on the well armored weapon arm of his opponent and fails to wound.
Team 2 wins the initiative again, and the Myrmillo charges the Secutor while the Cruppelarius moves into contact with Pallas, both Gladiators save the Retiarius this way.
Meanwhile Pallas fights the Cruppellarius and the Retiarius, he manages to beat the Cruppellarius but the Retiarius sneaks in a Trident stab towards Pallas weapon arm. Rollind 3D6 to wound the Retiarius manage to cripple Pallas weapon arm, reducing its Strength from 5 down to 4.
Turn 3
Secutor loses the fight and receives a stab to the chest from the Myrmillo evening out the fight with both Gladiators having 1 wound left.
Pallas wins his fight and continue his focus on the Retiarius, jabbing him in the face with his spear but the helmet saves the enemy from taking a wound.
Turn 5
Myrmillo wins another fight, strikes against the heavily armored weapon arm of the Secutor failing to inflict a wound once again.
Turn 6
Myrmillo wins again against the hard pressed Secutor who backs off and takes a blow to his shield which saves him from
Pallas wins again and stabs the Retiarius in the face again with his spear but the helmet on the opponent keeps deflecting the blows.
Turn 7
Myrmillo wins against the Secutor again slashing at the lower leg of his opponent, only to hit the armored part.
Turn 8
Both the Secutor and Myrmillo fight ends in a draw – as unlikely as it seems so does the fight between Pallas and the Cruppellarius and Retiarius!
Secutor makes a last effort and manages to win the combat against the Myrmillo, going for a “high stab” he manage to land his Gladius strike against the already damaged helmet of the Myrmillo splitting it in half this time and incapacitating his foe. The crowd cheers as the Myrmillo yields. In order to get the “thumbs up” the defeated Gladiator need to roll 2D6 and add his class value, needing a total of at least 10 to be allowed to live. The Myrmillo rolls a total of 13 and is dragged off the arena to the medicus.
This leaves only the Cruppellarius to fend for himself.
Team 1 wins the initiative, and both Pallas and the Secutor charge the heavily armored Gladiator. Their skill surpasses their foe and both manage to score hits against their common enemy. Both gladiators go for a “low slash”, the Secutor inflicting a wound to the stomach and Pallas slashing open the upper leg. With 2 wounds inflicted, (somewhat miraculously at the same time) the Cruppellarius is defeated and yields. The crowd not being pleased by his performance gives a thumbs down (he rolls
The medicus working on the Retiarius and Myrmillo is skilled enough to make both Gladiators “fully heal” (they roll a 5 and a 6). They will be fully restored in time for the next fight.
…………
The Cruppellarius had bad luck today getting killed so fast, and he should not be paired against a Champion that's for sure. The Retiarius is dangerous as hell, both with the net throwing and his 3D6 damage dice from the trident. If lucky he can potentially kill both Gladiators and Champions with one well placed hit. I think focus will be on killing this one as fast as possible. Or if possible bring along one "contra Retiarius" Gladiator who can cut off the net to make the Retiarius less dangerous.
I hope to show more of the special rules in the next Gladiator fight. Like the shooting rules, spear bonuses, defensive fights and more Champion related stuff.
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