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2.- PRÁCTICA COMUNITARIA

2. FISCALIDAD Y CONTABILIDAD DEL ABOGADO

(Versus current Savvy)

#D6PASSED RESULT

2 If have large shield and opponent does not or if have small shield and opponent is shield less will make Bash Attack.

Otherwise will gain advantage and attack to the unshielded side 1 If have half or less Bonus Dice left count as passed 0d6.

Otherwise will gain advantage and attack to the unshielded side 0 Drop back one zone and catch his breath (Gain one Bonus Die).

© 2011 Ed Teixeira - Two Hour Wargames

M ANEUVER

(Looking for successes)

CIRCUMSTANCE MODIFIER

Each point of Savvy +1d6

Each Bonus Die if used. +1d6

Gladiator is a bleeder -2d6

If gladiator is knocked down -2d6 Fighting with the "offhand" -1d6 If gladiator is ensnared in the net -1 success If attacked to rear. Do not count

Speed successes Each point of Speed +1 success

#SUCCESSES RESULT

Gladiator scored 3+ successes more than opponent.

Gladiator may choose to Bash Attack, or gain advantage and attack to the

unshielded side, or drop back one zone and catch his breath (gain one Bonus Die).

Gladiator scored 2 successes more than opponent.

Gladiator may choose to gain advantage and attack to the unshielded sideor drop back one zone and catch his breath (gain one Bonus Die).

Gladiator scored 1 success more than opponent.

Gladiator attacks head on. If attacking onto the rear of the gladiator the attack is still considered to be onto the rear.

Gladiators scored same number of successes

Both sides remain in their respective Movement Zones seeking an opening and catching their breath (gain one Bonus Die).

T URN S EQUENCE

1 - Movement Phase

 All gladiators and beasts roll 1d6 and add to their Speed. High total goes first.

 Net attacks may be attempted.

2 - Maneuver Phase 3 - Attack Phase

 Hit Location determined.

 Damage taken.

4 - Start new turn

A TTACK

(Looking for successes)

CIRCUMSTANCE MODIFIER MELEE WEAPONS REACH MODIFIER

Each point of Savvy +1d6 If attacked to the rear Do not count Reach successes

Each point of Speed +1d6 Spear +2 successes

Each Bonus Die if used. +1d6 Sword +1 success

If Bash Attacking with a large shield +2d6 Trident +2 successes

If Bash Attacking with a small shield +1d6

Gladiator is a bleeder -2d6

If gladiator is knocked down -2d6 Fighting with the "offhand" -1d6 If gladiator is ensnared in the net -1 success

#SUCCESSES ATTACKER DEFENDER ENSNARED DEFENDER

Gladiator scored 3+

successes more than opponent.

Defender is forced into the adjacent movement zone directly away from the Attacker (Bash Attack victim is knocked down) or to the left (1-3) or right (4-6) if in a wall area.

Go to Hit Location Table then to Damage Table adding 1 success to the success total.

Attacker lunges aggressively, defender steps aside. Attacker is forced into the adjacent movement zone directly behind the Defender or to the left (1-3) or right (4-6) if in a wall area. Attacker is now knocked down.

Defender scores hit on the attacker as he goes by.

Go to Hit Location Table then to Damage Table adding 1 success to the success total.

Ensnared gladiators escape from the net and move one movement zone away ending standing up. The net is lost for the remainder of the match.

Gladiator scored 2 successes more than opponent.

Defender is forced into the adjacent movement zone directly away from the Attacker or to the left (1-3) or right (4-6) if in a wall area.

Go to Hit Location Table then to Damage Table.

Counterstrike! Defender becomes attacker. Both gladiators re-take Attack Test but do not count weapon Reach.

Ensnared gladiators escape from the net and move one movement zone away ending standing up. The net is lost for the remainder of the match. Attack Test but do not count weapon reach. Those attacked to the rear have turned around to face.

Both gladiators re-take Attack Test but do not count weapon reach.

Those attacked to the rear have turned around to face.

Ensnared gladiators escape from the net and move one movement zone away ending standing up. The net is lost for the remainder of the match.

Both sides remain in the movement zone and catch their breath (gain one Bonus Die).

Both sides remain in the movement zone and catch their breath (gain one Bonus Die).

Ensnared gladiator remains in the net. Both sides remain in the movement zone.

© 2010 Ed Teixeira - Two Hour Wargames 3/2/2011

CIRCUMSTANCE MODIFIER WEAPON

(1- HAND) MODIFIER

Fighting with the "offhand" -1d6

SUCCESSES HEAD ARM CHEST/BACK BELLY/BACK LEG

Killing stroke! Serious Wound!

-4 Strength Bleeder

Killing stroke! Killing stroke! Serious Wound!

- 4 Strength Knocked Down Bleeder

N ET A TTACK

(Looking for successes)

Those attacked to the back cannot use Speed

CIRCUMSTANCE MODIFIER

Each point of Savvy +1d6

Each point of Speed +1d6

Each Bonus Die if used. +1d6

Gladiator is a bleeder -2d6

If target is knocked down -2d6

Target is a Secutor -1d6

Fighting with the "offhand" -1d6

#SUCCESSES ATTACKER DEFENDER

Gladiator scored 3+

successes more than opponent.

Target is ensnared and pulled to the ground. Net lands in target zone but misses target.

Remains there until retrieved or destroyed. (1)

Gladiator scored 2 successes more than opponent.

Target is tripped up by a net sweep and knocked to the ground.

Net lands in zone directly past the target or lands in target zone if it is a wall area. Remains there until recovered or destroyed. (1)

Gladiator scored 1 success more than

opponent.

Retiarius cannot find an opening to attempt the toss so retains the net but may not move.

Retiarius catches his breath (gain one Bonus Die).

Tug of War! Both gladiators roll 1d6 and add the result o their Strength.

 If the Target scores higher he pulls away the net, dropping it in target zone. Remains there until recovered or destroyed. (1)

 If the Retiarius scores higher he recovers the net but may not move.

If score is tied repeat the process until winner is determined.

Gladiators scored same number of successes as opponent.

Retiarius cannot find an opening to attempt the toss so retains the net but may not move. Both sides catch their breath (gain one Bonus Die).

Retiarius cannot find an opening to attempt the toss so retains the net but may not move. Both sides catch their breath (gain one Bonus Die).

(1) Net is recovered if the Retiarius enters the Movement Zone when it is unoccupied. Net is destroyed if opponent spends one turn of movement in the unoccupied Movement Zone with the net,

© 2011 Ed Teixeira - Two Hour Wargames