anarchistica
08-03-2007, 20:11
In our campaign a lot of Heroes, the majority of them Leaders (:D) got sent to the Pits and they all lost. I figured it'd make sense to create a quick and easy system to create more manageable Pit Fighters. So far, it includes Humans and Ogres. Comment is welcome. :)
Levels
A Level is simply a thick black box giving you an Advance.
Level - XP required
1 - 2
2 - 4
3 - 6
4 - 8
5 - 11
6 - 14
7 - 17
8 - 20
9 - 24
10 - 28
11 - 32
12 - 36
13 - 41
14 - 46
15 - 51
16 - 57
17 - 63
18 - 69
19 - 76
20 - 83
21 - 90
Determine Level
Pit Fighters are always of a Level close to the challenger/victim/poor sod thrown in the pits. Roll a D6 to determine his Level, in relation to the challenger's Level.
1 = 1 Level lower (1 XP +1/W)
2-3 = Equal Level (2 XP +1/W)
4-5 = 1 Level higher (3 XP +1/W) [will hopefully in the future be replaced with a Dwarf, Orc of Elf]
6 = Ogre as opponent! (7 +1/W)
An Ogre always counts as being 5 Levels lower than the challenger. This means a Level 10 challenger will face a Level 5 Ogre (who rolls for only 5 Advances). This is to compensate for its S4, T4, W2, A2 and Cause Fear.
Note: A challenger of Level 17-21 will always fight against an Ogre. Those of higher Level will fight against 2 Human Pit Fighters of half his own Level.
Roll Advances
Human
Uneven Levels
1 = +1 Ld
2-3 = +1I
4-5 = +1 WS
6 = Rol on Even table*
Even Levels
1 = Rol on Uneven table*
2 = +1S
3 = +1T
4 = +1A
5 = +1W
6 = Skill (see below)
*You can only change tables once, reroll any further results telling you to change tables.
Skills
1 = Pinpoint Attacks (-1 armour save)
2 = Web of Steel (+1 critical rolls)
3 = Expert Armsmen (re-roll misses in 1st round)
4 = Strike to Injure (+1 injury rolls)
5 = Lightning Reflexes (strike in I order if charged)
6 = Step Aside (5+ save in HtH)
Pinpoint Attacks is a skill used in our campaign, Expert Armsmen was invented for this table.
Double skills/stats already maxed
See below for the maximum stats for Pit Fighters. If you roll a maximised stat or a skill the Pit Fighter already has, he automatically gets the next unmaxed stat/skill below it. Thus a Pit Fighter who has Web of Steel and Expert Armsmen would get Strike to Injure if he would roll a 2 or 3 (but not on a 1!). Similarly, if all "Uneven" stats are maxed, you only roll on the "Even" table. If those are maxed too, you only roll for Skills.
Starting/Max stats
Human
WS - 3/5
S - 3/4
T - 3/4
W - 1/2
I - 3/5
A - 1/3
Ld - 7/8
Ogre
WS - 3/5
S - 4/5
T - 4/5
W - 2/4
I - 2/3
A - 2/4
Ld - 7/8
Equipment
Roll a D6 to determine the equipment of the Pit Fighter. They automatically get a free skill related to it. Swashbuckler, Combat Training and Dual Wielder are more skills invented by me for use in our campaign. Here's their description.
Swashbuckler: When using a sword and buckler, can Parry by rolling equal to the highest enemy hitting roll. A roll of 6 is always a succesful Parry.
Combat Training: May fire a missile weapon with a range of 12” or less at an enemy fighting him in close combat.
Dual Wielder: No to-hit penalty for using two hand weapons. If you don't use such a penalty, ignore this.
Human
1 = Buckler, Sword, Light Armour (Swashbuckler)
2 = Shield, Hammer, Light Armour (+1 save in close combat)
3 = Great Weapon, Light Armour (Strongman)
4 = Helmet, Morning Star, Sword/Armoured Gauntlet (Dual Wielder)
5 = Spear, Net, Helmet (Combat Training)
6 = Axe, Axe, Light Armour, Helmet (Dual Wielder)
Ogre
Light Armour plus:
1 = Sword, Sword (Dual Wielder)
2 = Sword, Club (Dual Wielder)
3 = Axe, Club (Dual Wielder)
4 = Club, Club (Dual Wielder)
5-6 = Great Weapon (Strongman)
Levels
A Level is simply a thick black box giving you an Advance.
Level - XP required
1 - 2
2 - 4
3 - 6
4 - 8
5 - 11
6 - 14
7 - 17
8 - 20
9 - 24
10 - 28
11 - 32
12 - 36
13 - 41
14 - 46
15 - 51
16 - 57
17 - 63
18 - 69
19 - 76
20 - 83
21 - 90
Determine Level
Pit Fighters are always of a Level close to the challenger/victim/poor sod thrown in the pits. Roll a D6 to determine his Level, in relation to the challenger's Level.
1 = 1 Level lower (1 XP +1/W)
2-3 = Equal Level (2 XP +1/W)
4-5 = 1 Level higher (3 XP +1/W) [will hopefully in the future be replaced with a Dwarf, Orc of Elf]
6 = Ogre as opponent! (7 +1/W)
An Ogre always counts as being 5 Levels lower than the challenger. This means a Level 10 challenger will face a Level 5 Ogre (who rolls for only 5 Advances). This is to compensate for its S4, T4, W2, A2 and Cause Fear.
Note: A challenger of Level 17-21 will always fight against an Ogre. Those of higher Level will fight against 2 Human Pit Fighters of half his own Level.
Roll Advances
Human
Uneven Levels
1 = +1 Ld
2-3 = +1I
4-5 = +1 WS
6 = Rol on Even table*
Even Levels
1 = Rol on Uneven table*
2 = +1S
3 = +1T
4 = +1A
5 = +1W
6 = Skill (see below)
*You can only change tables once, reroll any further results telling you to change tables.
Skills
1 = Pinpoint Attacks (-1 armour save)
2 = Web of Steel (+1 critical rolls)
3 = Expert Armsmen (re-roll misses in 1st round)
4 = Strike to Injure (+1 injury rolls)
5 = Lightning Reflexes (strike in I order if charged)
6 = Step Aside (5+ save in HtH)
Pinpoint Attacks is a skill used in our campaign, Expert Armsmen was invented for this table.
Double skills/stats already maxed
See below for the maximum stats for Pit Fighters. If you roll a maximised stat or a skill the Pit Fighter already has, he automatically gets the next unmaxed stat/skill below it. Thus a Pit Fighter who has Web of Steel and Expert Armsmen would get Strike to Injure if he would roll a 2 or 3 (but not on a 1!). Similarly, if all "Uneven" stats are maxed, you only roll on the "Even" table. If those are maxed too, you only roll for Skills.
Starting/Max stats
Human
WS - 3/5
S - 3/4
T - 3/4
W - 1/2
I - 3/5
A - 1/3
Ld - 7/8
Ogre
WS - 3/5
S - 4/5
T - 4/5
W - 2/4
I - 2/3
A - 2/4
Ld - 7/8
Equipment
Roll a D6 to determine the equipment of the Pit Fighter. They automatically get a free skill related to it. Swashbuckler, Combat Training and Dual Wielder are more skills invented by me for use in our campaign. Here's their description.
Swashbuckler: When using a sword and buckler, can Parry by rolling equal to the highest enemy hitting roll. A roll of 6 is always a succesful Parry.
Combat Training: May fire a missile weapon with a range of 12” or less at an enemy fighting him in close combat.
Dual Wielder: No to-hit penalty for using two hand weapons. If you don't use such a penalty, ignore this.
Human
1 = Buckler, Sword, Light Armour (Swashbuckler)
2 = Shield, Hammer, Light Armour (+1 save in close combat)
3 = Great Weapon, Light Armour (Strongman)
4 = Helmet, Morning Star, Sword/Armoured Gauntlet (Dual Wielder)
5 = Spear, Net, Helmet (Combat Training)
6 = Axe, Axe, Light Armour, Helmet (Dual Wielder)
Ogre
Light Armour plus:
1 = Sword, Sword (Dual Wielder)
2 = Sword, Club (Dual Wielder)
3 = Axe, Club (Dual Wielder)
4 = Club, Club (Dual Wielder)
5-6 = Great Weapon (Strongman)