Wounds: | 1d6+8 | ||
Move: | 4 | Title: | Bruiser |
Weapon Skill: | 3 | Damage Dice: | 1 |
Ballistic Skill: | 6+ | Luck: | 1 |
Strength: | 3 | Willpower: | 4 |
Toughness: | 3 (4) | Skills: | 0 |
Initiative: | 3 | Pin: | 5+ |
Attacks: | 1 | ||
Equipment: | Heal-Itt Potion. |
Weapon: | Fist spike, which causes 1d6+3 Wounds. See below for details.
The Pit Fighter also has a pit flail, which causes 1d6+5 Wounds. See below for details. At the start of each turn, the Pit Fighter must declare whether he is using the fist spike or the pit flail. He cannot use both in the same turn. |
Armour: | Pit armour, giving him +1 Toughness. |
Pinning: | The Pit Fighter escapes from pinning on a roll of 5+. |
Special Rules: | See below for special rules. |
ENEMY'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
TO HIT FOE | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
PIT FLAIL
While he uses the pit flail, the Pit Fighter is at +2 Strength, so he does 1d6+5 damage. However, if he rolls a 1 when using the flail, he hits himself instead!
HEAL-ITT POTION
This fiery, foul-tasting liquid is used by Pit Fighters to replenish their strength for the next bout of fighting.
If the Pit Fighter drinks this potion, he will be cured of 1 d6 Wounds. However, if the dice comes up as a 1. the Potion has run out.
If another Warrior drinks the potion, he will be cured of 1d6 Wounds, and the potion will run out if the dice roll is a 1 or 2.
Dice Roll | Effect |
1 | The Pit Fighter becomes confused, and may do nothing in the next Warriors' Phase. |
2-4 | Nothing occurs to the Pit Fighter, and the Warriors must fight the Monsters as normal. |
5-6 | The Pit Fighter remembers a special move, and may immediatly move and attack just as if it were the Warriors' Phase, bearing in mind all the special rules for pinning etc. He may still act normally in the next Warriors' Phase. |
Across the Old World there are many pastimes and
sports and one of the most popular events is the gladiatorial pit fight.
Many local laws ban pit fighting, but the culture remains a haven for
ex-mercenaries, escaped convicts and itinerant conmen.
When a pit fight takes place it can range from a highly
organised gala in a large arena to a small fistfight in an old barn. The
combatants are usually slaves who work the 'circuit', earning their
freedom by paying off their managers with a large cut of the
winnings. By the time most Pit Fighters are free men they are so physically
and mentally scarred that they don't wish to leave
the sport, as they can find no position in normal society.
There are many reasons why a Pit Fighter may exchange
his current career for the life of an adventurer. The culture of the fighting
pit means that there are many alleged (and real) scandals, arrests and
much notoriety.
You can think up your own reasons for leaving the pit
fighting circuit, or you may like the other players to write down
suggestions for you and then take one at random. If you can't think
of a suitable motive for setting off on a career of
adventuring roll a D6 on the following table. You may decide you want
your past kept secret, so don't tell anybody you cannot
trust!
As an escaped Pit Fighter you are a hunted man, constantly
wary of places where you might one day be recognised. You wish to settle
your debt with your ex-master or his business partners, using the treasure
you acquire during your exploits.
D6 roll result
1) Escape! Your master was particularly cruel and greedy, making you fight until you dropped. One day you had enough and left from the pit after winning a fight. Before anybody could stop you, you were out in the big wide world and free.
2) It Wasn't Me! Your master was found dead one morning, and it was no secret that you wished to leave his school. The watchmen dragged you to prison but you managed to escape before the trial. Roll a d6: on a roll of 1-3 you did actually commit the murder, On a 4-6 you are innocent.
3) Vendetta. Before fleeing from your master, you kill a rival
Pit Fighter in a match that had a large sum of money riding on it.
Unfortunatley, it was your master's money; he had been
betting for you to lose!
4) Ho Hum! To put it bluntly, you were bored. There were no other
fighters worthy of your prowess while the adoring fans and the crowds of
appreciative maidens became tiresome. A few weeks ago you simply strutted
out of your fighting school, leaving
your master fuming with indignity.
5) Well, You Know What They Say... There was a huge scandal,
and various rumours cast a cloud over your parentage, eating habits, night
time activities and a variety of other personality traits. Of course none
of them were strictly true, but where there's
smoke, there's fire. You decided it was better to leave
before anybody got too curious.
6) Of Course I Was! Your character has spent his entire lifetime
in and around the Fighting Pits. Unfortunately, it wasn't as a
combatant. You were the clean-up man after the contests,
but you have watched many great fighters train and rise to stardom. You
were ridiculed and kincked out, and in an act of petty vengence you stole
some of the equipment and fled. You are now determined to prove you can
be as successful as the fighters who mocked you.
WEAPONS
The Pit Fighter starts the game with a Fisr Spike and a Pit Flail but
he may use other weapons as well.
ARMOUR
The Pit Fighter wears Pit Armour, which gives him +1 Toughness. He
may wear no other form of armour.
PIT FIGHTERS AND EVENTS
As a professional fighter, a Pit Fighter finds it hard to tunr down
a challenge. If your character rolls an Event that leads to physical conflict
(such as The Duel) then he must accept, he may not try to pay his way out
or walk away.
PIT ARMOUR
Pit Armour covers only a portion of the Pit Fighter's body. There are
five locations to cover: Head, Legs, Body, Left Arm, and Right Arm.
The armour you start with covers your Body. Whenever a
Monster hits you, look up its to hit roll on the table below. If you have
Pit Armour on the location indicated you may add its armour value to your
Toughness. If that location is not armoured you receive no extra protection.
You may buy extra pieces of Pit Armour from the Fighting
School armoury (see below). If you do so, you should make note of which
part of the Pit Fighter's body the armour covers.
Monster's
To Hit Roll
Location
2
Head
3
Left Arm
4
Right Arm
5
Legs
6
Body
DEBT
When you fled from your home you still had a large sum of money to
pay your ex-master. Since he has invested a considerable amount of time
and money in your career he is anxious to get it back. To work out how
much money you owe, roll a d6 and consult the following table. Note this
down on your Adventure Record sheet.
Roll
Amount owed
1-2
6,000 gold
3-4
5,000 gold
5-6
4,000 gold
You may pay off your debt in part or in whole whenever you visit the
Fighting School. Simply deduct the amount from your gold total score and
cross it off the amount you still owe. Once you have paid off your entire
debt you are safe from any reprisal your ex-master may attempt, but must
still roll on the table to see if an admiring fan spots you.
UNEVENTFUL DAYS
Whenever you arrive at a Settlement there is a chance that somebody
recognises you. Whenever you have an Uneventful Day in a Settlement, roll
a d6 and look up the result on the chart below.
1) You spot an employee of your ex-master, who also notices
you. If you have any debt outstanding, he will fetch his master. Roll a
d6 and add your Initiative. If you manage to score an 8 or more you avoid
them, though you may do nothing for the next day, while you are hiding
out. If you fail then apply result 13 from the Fighting School Table (see
below).
2) An inquisitive shopkeeper recognises you, and threatens
to contact your ex-master unless you pay him d6x20 gold. If you don't pay
him you must spend the next 2d6 days in hiding. While hiding you may do
nothing else but roll for Settlement Events as normal.
3) You meet an admiring fan, who insists on making a big
scene in the street. The next shop you enter has heard that you are a rich
Pit Fighter and will charge you twice the normal cost for any items you
may buy. The cost of living for your character is doubled while you remain
in this Settlement.
4) An uneventful day... Until someone recognizes you from
across the street. Shouting out your name, he rushes over to you and a
large crowd appears. You spend the rest of the day scrawling your autograph
on proffered pieces of parchment, exposed flesh and farm animals.
5) A wiry old man accosts you in the street but you manage
to shake him off. You may do nothing for the rest of the day, but he will
find you again and tells you that you helped him make a fortune years ago.
So grateful is he that you won the fight he had bet his life savings on,
he offers you 2d6x20 gold.
6) You are cornered in an alley by servants of your ex-master.
After beating two of them senseless they manage to get you on the floor
and five of them sit on you. Roll d6. On a roll of a 6 one of them explains
to you in very short, slow sentences that your master has forgiven you,
having been turned to religeon by a wandering missionary. The master's
gesture of forgiveness is represented by a reduction of 1d6x100 gold from
your debt total.
On a roll of 1-5 they steal one piece of treasure from you, determine
which randomly.
PIT FIGHTERS, TREASURE AND EQUIPMENT
Treat the Pit Fighter exactly like a Barbarian. If the Barbarian can
use a particular piece of treasure or other equipment, so can the Pit Fighter.
Remember his armour restrictions though.
Pit Fighters are experts on weaponry and can rout out a
good bargain. When checking for availability of a weapon or armour the
Pit Fighter may add +1 to the roll. This ability cannot be used in the
Fighting School Armoury (see below).
Once per Settlement, your Pit Fighter may visit the Fighting
School special location.
FIGHTING SCHOOL
A Pit Fighter, Barbarian, Trollslayer, Chaos Warrior or Dwarf may visit
the Fighting School once per Settlement. The Fighting School is a Special
Location, but you can find one on a roll of 6+, rather than a roll of 7+
(see the Warhammer Quest Roleplay Book page 19).
If you find a Fighting School, roll 2d6 and consult the
following table. A Pit Fighter must add +1 to this roll.
Roll Result
2 The gladiators
and trainers laugh at your Warrior, and then subject him to an embarassing
beating. Your Warrior flees in shame and must leave the Settlement immediately.
Do not roll on the Settlement Events Table today.
3 The fighters
challenge your Warrior to a wrestling competition. Big Brutus steps into
the room and the two of you grapple and throw each other around for a few
minutes. Roll a d6 and add your Strength. If you manage to score 7 or more
you defeat Big Brutus and earn yourself d6x10 gold on a side bet.
If you fail you have lost and must spend the next d6 days cleaning out
the toilets of the school, as a forfeit for losing. There is no need to
roll for Settlement events during this time.
4 One of the
fighters takes a shine to a randomly determined weaopn of yours (including
magic weapons). Unless you can scare him off by rolling 7 or more on 1d6+
your battle-level, he will steal the item. Discard the item immediatly.
5) An old grizzled
veteran teaches you a sneaky trick to escape an opponent's grasp. You may
add the 'Duck and Dodge' skill to your Warrior's repertoire of moves. This
skill allows your Warrior to break from pinning automatically, and can
be used once per adventure.
6) You are given
special combat gauntlets that you can uae once per adventure. For a single
turn you can punch and elbow your opponents, putting them off guard, gaining
you +1 to hit with any hand-to-hand attacks.
7) The extra
training that you gain improves your fighting prowess and increases your
endurance. You may add +1 to your Wounds total, permanently.
8) You pickup
a few neat tricks and skills, which will be useful in the future. You gain
an extra training point to spend when you next go up a level. A Warrior
who isn't a Pit Fighter gains +1 to a characteristic of his choice for
the next adventure.
9) The other
fighters at the school invite you to fight in the pits and you feel obliged
to agree and step into the world of pit fighting. You must roll 1d6 and
add either your Weapon Skill, or Strength, whichever you prefer. If you
score 7 or more you have won the bout and take d6x50 gold in winnings.
If you lose then you must pay d6x50 gold and spend the next day getting
patched up - you may not visit any locations tomorrow if you lose.
10) You are taught
a special manoeuvre that sends your weapons whirling in a lethal pattern.
You may use this attack once per adventure, instead of using any other
attacks. You can roll to hit once against every Monster in an adjacent
square to your Warrior. Any hits are worked out as normal, but there are
no death-blows.
11 An old friend of
yours is visiting the Fighting School, and he has been fortunate in some
recent fights and has paid for his freedom. In a gesture of generosity,
he offers to pay some money to your ex-master. He will remove 2d6x20 gold
from your debt total (see Debt). A non-Pit Fighter adds this amount to
his gold total and flees befoer the 'old friend' realises he is mistaken.
12) You are offered
a short course of intensive instruction. If you pay d6x100 gold and spend
the next d6 days in the Fighting School, you gain an extra d6 training
points to spend when you next go up a battle-level. Any other type of Warrior
gains +1 to his Weapon Skill, Ballistic Skill, Attacks or Initiative, whichever
you decide. This increase is permanent.
13) As you walk into
a courtyard a bottle smashes over the back of your head and you collapse
to the floor. When you wake up your ex-master stands over you with four
thugs standing around him. If you have any debt outstanding you are trussed
up and tossed into the back of a cart. It will take you 2d6 days to escape
during which time the other party members must either wait for you, or
go on the next adventure without you.
Roll 1d6 on the following table. If you have paid less than (your battle-level)
x500 gold towards your debt, deduct -1 from your roll.
1: You ex-manager strips you of all your gold
and belongings and leaves you chained in a back alley. Calculate the value
of the amount. Knock this much off your debt total.
2: Your ex-manager demands some payment and
will take half of the gold you earn during the next adventure and you must
sell any treasure found and give him half of the proceeds. Deduct this
amount from your debt total after the next adventure.
3: The man takes half of your present gold
and deducts it from your debt total.
4+: Roll 1d6 for each piece of treasure and equipment your
Warrior has. On a roll of 1 or 2 your ex-manager takes it and knocks 1d6x50
gold off your debt total.
THE ARMOURY
Only the Pit Fighter may buy and use equipment from the Fighting School.
The Pit Fighter skill 'intimidate' does not work in the Armoury, as the
trader is a grizzled veteran of the fighting pits and is not scared by
you.
These are specialised pieces of equipment,
and so differ from other types of weapons and armour available to other
Warrior.
Equipment | Stock | Cost (buy) | Cost (sell) |
Knuckle-dusters
Adds+2 damage when to hit roll is a 6. |
4 | 25 | 10 |
Knee Spikes
+1 Strength 2 attacks, Up to 1 per knee. |
8 | 160 | 20 |
Toe-Blades
Can be used by Warriors with Kick Skill. |
7 | 50 | - |
Pit Armour
+1 Toughness. You must note down which part of your body is covered (See Pit Armour, above). |
8 | 400 | 75 |
1d6 Paralysis Potion
This potion can be applied to a single weapon. The first Monster hit by this weapon is at -1 to hit for the rest of the combat. |
9 | 150 each | |
1d6 Enhancers
A dose of Enhancers will increase one characteristic for the duration of a whole turn. Like a potion, each dose can only be used once. |
9 | 150 each | |
1d6 Heal-Itt potions
See Equipment card for special rules. |
8 | 50 each |
Characteristic | Starting score | Cost to increase by 1 point |
Movement | 4 | * |
Weapon Skill | 3 | 2 |
Balistic Skill | 6+ | * |
Strength | 3 | 4 |
Damage Dice | 1 | 6 |
Toughness | 3 | 4 |
Wounds | 1d6+8 | 3** |
Initiative (misprinted as
intelligence in the book) |
3 | 2 |
Attacks | 1 | 4 |
Luck | 1 | 5 |
Willpower | 4 | 3 |
Skills | 0 | 4 |
Pinning | 5+ | 4 |
Roll Skill
2) DIRTY BLOW.
Your Warrior has learned various cunning and low-down tricks with which
he can disable an opponent. Whenever you roll a 6 to hit you have struck
a Dirty Blow.
A Dirty Blow ignores up to 2 points of armour.
In addition, Monsters with Ignore Pain and Ignore Blow may not use these
abilities against a Dirty Blow.
3) KICK.
If your Warrior is armed with some Toe-Blades he may make a special Kick
attack. This attack is in addition to all your normal attacks, and takes
place in the Warrior's Phase as usual. This attack is worked out like any
other, except it does not have the damage inflicted reduced by any armour
the target Monster may be wearing.
4) SURE-HANDED.
Your Character can wield two weapons at the same time. This allows
you to add +1 to your Attacks. In addition, this also means you can use
two different weapons in the same turn, such as a normal sword in one hand,
and a Frost Blade in the other. You must declare how many Attacks you will
make with each weapon before rolling to hit. Follow the normal combat procedure
for any hits and damage.
5) INTIMIDATE.
Whenever your Warrior enters a shop he glares angrily and tries to look
as menacing as possible. Roll a d6 and add your Strength. If you score
a 7 or more you have intimidated the shop keeper, who will let you have
the first item you buy for half price.
6) CONCEALED
BLADE. You have a small blade concealed in your clothing, either on
a loop of cord down your back, or in a wristband. If your Warrior starts
a Warrior's Phase next to a Monster, you may use your concealled blade
to make a single additional Attack against one such Monster. Roll to hit
normally. The attack is so fast Monsters with the Dodge ability may not
try to avoid the blow. However, the blade is quite small and so will cause
1 damage dice less than a normal attack, so roll one less d6 for the damage
roll.
7) NO PAIN!
Your Warrior is toughened by his exceptional constitution and can take
damage that would fell lesser folk. Whenever he is reduced to 0 Wounds,
roll d6. On a roll of 5 or 6 he has managed to overcome the pain, and should
be stood back up, with 1 Wound.
8) BRUTE STRENGTH.
Flexing every muscle you possess you slam into your opponent, pushing him
backwards. This skill allows your Warrior to attempt to shove a Monster
out of his way.
Roll 1d6 and add your Warrior's Strength. If the total is less than
or equal to the Monster's Strength it is too big to move and your Warrior
fails. If the total is greater than the Monster's Strength it is pushed
back into any one of the squares that is unoccupied (your choice). Having
pushed his foe back, your Warrior moves into the square that was occupied
by the Monster and may make his normal attacks.
9) CRACK SKULLS.
Your Pit Fighter grabs the heads of two opponents and slams them together,
or against a nearby wall.
During the Warriors' Phase you may forgo your normal attacks and make
a special Head Crack attack. You can Head Crack two adjacent opponents,
roll to hit against each one as normal. If both hits are successful, each
Monster takes double the normal damage from your attack (remember that
you cannot use this skill in combination with any type of weapon). Alternatively,
you may Head Crack a Monster that is adjacent to a wall. In which case
it will take extra damage equal to your battle-level. There are no armour
or Toughness deductions for victims of a Head Crack, but Dodge, Ignore
Blow and similar abilities apply as usual. If you attempt to Head Crack
two Monsters and miss one of them your attacks for the turn are wasted.
10) GRAPPLE. Dropping
your weapon to one side you lunge at your opponent and throw your arms
around his chest in a bear-hug, squeezing his lungs and choking him. This
skill allows your Warrior to grapple his opponent rather than attack him
with a normal weapon.
This attack replaces all of your Warrior's normal attacks. Roll to
hit as normal. If you succeed your Warrior has grabbed the Monster and
inflicts (1d6x his battle-level) Wounds with no modifier for armour. A
grapple cannot be dodged.
11) QUICK MEDICATION.
Your Warrior has learnt a few basic healing techniques, using strenuous
'massage' and a few other, more painful, techniques, such as using thick
twine to stitch wounds and the Lantern's flame for cauterizing.
You can use this skill on yourself or another Warrior, as long as you
do nothing else for the turn and there are no Monsters on the board. If
you perform it on yourself it will always succeed, but other Warriors may
not be able to stand the pain of the process.
If you heal another Warrior with this skill they must roll 1d6 and
add their Toughness to the roll. If the total is 7 or more they are healed
as normal. If they fail they are not healed and pass out for the next d6
turns, during which time they count as being prone. Monsters will not attack
Warriors who have passed out unless there are no other targets, in which
case they will hit automatically. A Warrior healed by this method immediately
gains 1d6+ (the Pit Fighter's battle-level) Wounds.
12) MIGHTY BLOW. This
skill allows the Pit Fighter to increase the strength of his blows by trading
in Attacks. For each Attack your Warrior gives up, he may roll an extra
1d6 Wounds on one of his remaining Attacks.
You must declare that your Warrior is using this skill before rolling
any to hit dice. This skill may be used once per turn.
Battle-
Level |
Gold | Title | Move | WS | BS | Str | Dam.
Dice |
T | Wounds | I | A | Luck | WP | Skills | Pin | Training
Points |
1 | 0 | Bruiser | 4 | 3 | 6+ | 3 | 1 | 3 | 1d6+8 | 3 | 1 | 1 | 4 | 0 | 5+ | 0 |
2 | 2,000 | Pugilist | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 8 |
3 | 4,000 | Pugilist | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 9 |
4 | 8,000 | Pugilist | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 9 |
5 | 12,000 | Prize Fighter | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 10 |
6 | 18,000 | Prize Fighter | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 10 |
7 | 24,000 | Prize Fighter | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 11 |
8 | 32,000 | Prize Fighter | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 11 |
9 | 45,000 | Master | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 12 |
10 | 50,000 | Master | 4 | * | 6+ | * | * | * | * | * | * | * | * | * | * | 12 |