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____________________________
____________________
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GLADIATOR
Barn Yard
Entertainment
____
____________
____________________
____________________________
Thursday December 31, 1992
Copyright (c) 1992 Barney Blankenship.
All rights reserved.
PAGE 1
Table of Contents
Introduction..............................................2
Player Characters
Attributes..........................................3
Weapons.............................................4
Armor...............................................7
Facing..............................................7
Race................................................9
Experience.........................................11
Spells.............................................12
Fighter Spells.....................................17
Robot Characters.........................................18
Terrain..................................................22
Playing
Starting...........................................24
Menus..............................................25
Game Turn Phases...................................27
Incentive Phase....................................27
Movement Phase.....................................28
Action Phase.......................................30
Wounds.............................................35
Rolls/Dice Odds....................................35
Strategy
Who Moves First....................................37
Who Attacks First..................................37
Evading............................................37
Missiles...........................................37
Hand Combat........................................38
Pole Arms..........................................40
Shield Attacks.....................................40
Dual Attacks.......................................41
Example Characters.......................................41
Hi-Scores................................................44
Cheats!..................................................44
PAGE 2
Introduction
The setting of Gladiator is personal combat in an ancient Rome arena.
In addition, some science fantasy elements will be recognized (such as
magic, Elves, and Dwarves). Medieval weapons such as swords are used
to destroy the enemy. The level of detail is high such as choosing
which character attacks with what weapon. Enemies start at opposing
ends of the arena and combat continues until only one side
remains. Experience is attributed to the survivors and the defeated
lose any experience. Experience allows a successful player character
to become more strong, more agile, and able to withstand more damage.
Gladiator is a simulation of a boardgame or war game. A war game can
work well using simple text graphics and does not require animation.
Gladiator allows each character a turn one at a time while everyone
else waits. Therefore gladiator is not a "real time" hand-eye
coordination game but a turn-by-turn strategy game. Simulated
six-sided dice contribute the random factor needed to determine the
outcome of events (just like a boardgame, but automated). Here are
some estimates on the time involved for learning and excelling at
Gladiator.
Game time for a learning game: 5-20 minutes
To learn the game: play 10 games (and read the manual)
To excel at the game: play 100 games or more
Games to make a "super hero": about 250 games
Game time for an advanced game: about 1-3 hours
A "super hero" is a player character that has achieved an experience
level that gives him or her the ability to use the most powerful
weapons, armor, and spells. Since the game is balanced automatically,
playing a game with a "super hero" requires killing many more monsters
(or more advanced monsters) and extends the time required to finish a
game.
Disclaimer
I will not be responsible for any damage incurred to your computer
hardware or software while using my software.
The Manual
This user's manual is intended to be used solely for the Gladiator
game and may not be modified. Permission is given to copy or
distribute hard copies of the user's manual (use the original
compressed Gladiator1.lzh if you wish to distribute the software
package). It is recommended you print out this manual as it is fairly
large (40+ pages).
PAGE 3
Player Characters
Attributes
Player characters are made up of what they carry (armor and weapons)
their race (such as Human, Elf, Dwarf, Orc, or Mage) and their
attributes. The attributes SH and AG are adjustable when creating a
character to achieve a certain mix of weapons carrying ability (SH)
versus accuracy (AG) for a particular strategy (such as the "human
tank" character who has high AG to offset massive amounts of armor, or
the "Hulk" character who has high SH to carry the biggest weapons and
is too clumsy for armor).
SH = Strength / Health
SH determines which weapons can be carried. Higher SH allows
the heavier and deadlier weapons to be used. Enemy damage is
accrued directly to SH. When SH is zero, the character dies.
AG = Agility
AG determines what the basic odds are for successfully
damaging an opponent. The higher the AG the better. The AG
number must be equaled or less on three dice in the normal
instance for a successful attack.
IQ = Intelligence Quotient
This is the last of three "skill" attributes. Skill
attributes can change as the character gains skill in combat
whereas movement speed and armor are constant regardless of
experience. IQ is only applicable in combat that deals with
magic. IQ determines what spells a Mage can use and
determines how easily a character can "see through" a magical
illusion.
MP = Movement Points
Maximum number of squares moved per turn. Armor and possibly
race have an effect on MP (usually 10 squares).
AR = Armor
The number of points subtracted from each incoming hit before
applying damage to SH. Armor typically consists of a suit of
armor and possibly a shield. Some creatures have natural
armor that is always applied in addition to worn armor.
Shields are only effective on the side they are on. If a
shield is ready it applies to frontal armor, if it is slung it
applies to rear armor. AR 6/4 means the player has a front
armor that absorbs 6 damage points and a side and rear armor
that absorbs 4 damage points.
PAGE 4
Weapons
Weapon SH Pole Slash Bow Throw Hammer/Axe 2H No Shield Damage
------ --- ---- ----- --- ----- ---------- --- --------- --------
Buckler 10 . . . . . . . 1d - 3
Shield 11 . . . . . . . 1d - 2
Spike Shield 12 . . . . . . . 1d
Large Shield 13 . . . . . . . 1d - 1
War Shield 14 . . . . . . . 1d + 1
Small Bow 8 . . B . . 2 . 1d - 2
Horse Bow 9 . . B . . 2 . 1d - 1
Short Bow 10 . . B . . 2 . 1d
Long Bow 11 . . B . . 2 . 1d + 1
War Bow 12 . . B . . 2 . 1d + 2
Horn Bow 14 . . B . . 2 . 1d + 3
Steel Bow 15 . . B . . 2 . 1d + 4
Crossbow 11 . . B1 . . 2 . 2d
Heavy Crossbow 13 . . B2 . . 2 . 3d
Giant Bow 18 . . B . . 2 . 2d + 2
Giant Crossbow 18 . . B1 . . 2 . 4d
Hammer 9 . . . T H . . 1d + 1
Axe 10 . . . T H . . 1d + 2
War Hammer 11 . . . T H . . 1d + 3
War Axe 12 . . . T H . . 1d + 4
Battle Hammer 13 . . . T H . . 2d + 1
Battle Axe 14 . S . T H . . 2d + 2
Great Axe 15 . S . T H 2 . 3d + 2
Giant Hammer 18 . . . T H . . 2d + 3
Giant Axe 20 . S . T H . . 3d + 2
Dagger 8 . . . T . . . 1d - 1
Staff 9 . . . . . . . 2d - 3
Short Sword 10 . . . . . . . 2d - 2
Caltrops 11 . . . T . . . 1d - 2(*)
Mace 11 . . . T . . . 2d - 1
Broadsword 12 . . . . . . . 2d
Flail 12 . . . . . 2 N 2d
Morning Star 13 . . . . . . N 2d
Longsword 13 . S . . . . . 3d - 2
War Sword 14 . S . . . 2 . 4d - 1
Great Sword 15 . S . . . 2 . 4d
Giant Saber 18 . S . . . . . 4d - 3
Great Cutlass 20 . S . . . . . 4d - 1
Great Glaive 22 . S . . . . . 4d + 1
Javelin 9 P . . T . . . 1d - 1
Trident 10 P . . T . . . 1d
Spear 11 P . . T . 2 . 1d + 1
War Spear 12 P! . . . . 2 . 1d + 2
Halberd 13 P! . . . . 2 . 1d + 3
Bardiche 14 P! . . . . 2 . 2d + 1
Pike 15 P! . . . . 2 . 2d + 2
War Pike 16 P! . . . . 2 . 2d + 3
Giant Spear 18 P! . . . . 2 . 3d + 1
Giant Halberd 20 P! . . . . 2 . 3d + 3
Giant Pike 22 P! . . . . 2 . 4d + 1
PAGE 5
Weapons Table Legend
SH : Minimum Strength/Health to carry or use a weapon.
The Goblin race SH is 4 points higher in strength
than health. The Goblin ability to carry weapons is
4 points greater than their recorded SH value. The
displayed Goblin SH reflects their ability to
receive wounds.
Pole Arm : If the item is allowed pole arm bonuses. Pole arms
get double damage when giving or receiving a charge.
Receiving a charge also gives a +2 "to hit" bonus to
the charging player. To give a charge the charger
must have moved 2 or more squares. To receive a
charge the receiver must have moved 1 square or less
and his opponent must have moved 2 or more squares.
Pole arms that cannot be thrown are denoted with a
"P!" and are especially long. These weapons can
attack the square behind the direct front square if
an enemy is not in the direct front. See Strategy.
Slash : Large bladed weapons such as axes and swords are
allowed a special type of attack called a "slashing"
attack. This attack targets everyone in the front
squares of the attacker in clockwise order. The
first target is -2 to hit and following targets are
-4 to hit.
Bow : If the item is a long range weapon. Some bows have
to be reloaded. "B1" takes a turn to reload. "B2"
takes two turns to reload. Elves get a +1 bonus to
hit and damage with bow weapons.
Throw : If the weapon can be thrown. Elves get a +1 bonus
to hit and damage with thrown weapons. Dwarves get a
+1 bonus to hit and damage for thrown hammers and
axes.
Hammer/Axe : If the weapon is a hammer or axe. Dwarves get a +1
bonus to hit and damage with hammers and axes.
2H : A two-handed weapon. A secondary weapon or shield
may not be held when this weapon is being used.
No Shield : This weapon is not affected by an enemy's shield.
Damage against a foe caused by a morning star for
example will not be reduced by the foe's shield.
The morning star has a chain which carries a spiked
ball over and around a shield to hit the opponent
directly. The scorpion sting and flail weapon also
work this way.
PAGE 6
Damage : The number of dice and modifier that will be accrued
to the target if a successful hit is achieved.
After the target's armor is applied the remaining
damage is applied to the target's strength. The
damage taken by a shield hitting a foe with leather
armor is determined by rolling one die and
subtracting 4 points (1d - 2 for the shield damage
and -2 for the leather armor). Thus the attack
would do from 0 to 2 points of damage.
(*) Caltrops become a form of terrain when dropped. These are
four spike anti-personnel obstacles about the size of a
softball. A single "Caltrops" weapon is actually made up of
two or more of the devilish devices. See Terrain.
As wounds are accrued to a character's SH his AG is affected but
his weapons carrying ability remains the same. When your strength
is reduced it reflects ill health (not weakness) and does not mean
you will have to drop your current weapon.
Weapon Capacity
Each character can carry four items which may be any combination of
weapons and shields. If a two handed weapon is readied then the
second hand will drop or sling (if possible) whatever was secondary.
In other words, if you wish to start the game with a bow ready (a two
handed weapon) then you will only be able to bring a total of three
weapons into the game.
Armor
Each player character may wear one suit of armor. Armor absorbs
incoming weapon damage so it does not hurt the character. The amount
of damage absorbed is determined by the type of armor worn. Some
blows are too great for armor to completely absorb and some damage is
applied to the character. Armor reduces the wearer's agility due to
the armor's bulk and weight. Suits of heavy armor are a dubious
proposition usually left to those who have accumulated mounds of
experience (and therefore have lots of AG). Start out with a suit of
plate and you will be spending a lot of time swinging at air. In
addition, armor limits your movement.
PAGE 7
Armor MP Min SH AG Modifier Damage Taken
----- ---- ------ ----------- ------------
Buckler - 10 - 1 (Except scorpion,
flail, morning star)
Shield - 11 -1 2 (ditto)
Spike Shield - 12 -1 2 (ditto)
Large Shield - 13 -1 3 (ditto)
War Shield - 14 -1 3 (ditto)
Leather Tunic - - -1 1
Leather 8 - -2 2
Chain Mail 8 - -3 3
Splint Mail 8 - -4 4
Plate Mail 6 - -6 6
Full Plate 6 14 -9 8
Heavy Plate 4 16 -14 12
Helmet - - -1 1
War Helmet - 18 -2 2
Heavy Helmet - 20 -3 3
MP : This is the base movement points for a human wearing the
armor. A "-" is a "no effect." Race can enhance or reduce MP in
addition to armor.
Min SH : The minimum SH needed to use or wear.
AG Modifier : Applied to the wearer's AG this penalty effects all
agility tasks including action turn order. Shield AG penalties
only apply if the shield is "ready."
Damage Taken : Amount subtracted from incoming damage before
applied to the character's SH. Shield damage taken applies to the
side the shield is worn on. A shield may be in front (ready) or
in back (slung).
Facing
For the purposes of explaining the character positioning in this
manual, characters are shown here as a letter and a pointer
(indicating their facing, instead of a graphic representation that
points in the appropriate direction as in the game). The letter is
the first letter of the player character's name (a "C" is used for the
character "Conan"). The pointer denotes which way the character is
facing:
Facing North Facing East Facing South Facing West
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . C^. . . . . C>. . . . . vC. . . . . <C. . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
PAGE 8
The player is marked with a "C" and is facing towards the East. The
squares marked with "f" are front squares. The player can engage and
attack opponents in the front squares. The squares marked "s" are
side squares. Opponents attacking the player from the side are have a
+2 "to hit" bonus. The square marked "r" is the rear square. An
opponent attacking the player from the rear has a +3 "to hit" bonus.
Prone players are +4 to hit. Missile and thrown weapons do not get
facing "to hit" bonuses. In addition, missile and thrown weapons can
be used to attack distant opponents in the frontal area of the player.
|
|
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . s f f . . . . . .
Rear Area . . . . . . r C>f . . . . . . Frontal Area
(no shooting . . . . . . s f f . . . . . . (Bow or Throw targets
back here) . . . . . . . . . . . . . . . in this area)
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
|
|
If a player is in the front square of a standing enemy he is engaged.
Engaged players must remain adjacent or next to all engaging enemy
characters during movement. In addition, players may attack only
those enemies which are in their adjacent front squares (they may
attack targets farther away if they are using a bow or thrown weapon).
Example: Conan and Draco are fighting Tarna and Garth. Conan "C" is
in Tarna's "T" front area and Draco "D" is in Tarna's side square.
Draco can attack Tarna at +2 AG without Tarna being able to attack
Draco back. In addition, Draco is in Garth's "G" front area and Conan
is in Garth's side square. Conan can attack Garth at +2 AG without
Garth being able to attack Conan back. Conan decides to attack Garth
instead of Tarna and Draco decides to attack Tarna instead of Garth.
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . C>T^. . . . . . .
. . . . . . D>vG. . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
PAGE 9
Race
Character race can have an effect on many facets of the Gladiator
game. Some effects of the race modifiers are subtle. The minimum SH
and AG only come into play when creating the character. The maximum
SH, AG, and IQ only come into play when the character reaches
super-hero experience.
SH/AG/IQ SH/AG SH/AG/IQ
Race Base Min Max AR/MP Notes
------- ----- ---- ------- ----- ---------------------------
Human 12/12/8 8/8 40/40/14 -/10
Dwarf 12/11/8 9/7 38/35/13 -/8 A) MP is usually 8, even with
plate mail.
B) +1 to hit, +1 damage with
axes and hammers.
C) Daze at 6 SH damage.
Elf 11/12/9 7/12 35/38/15 -/12 A) MP is armor MP + 2 except
for heavy armors.
B) +1 to hit, +1 damage with
missile or thrown weapons.
Orc 11/12/7 8/8 35/35/12 1/10 A) Light hyde natural armor.
B) Daze at 6, knock down at 9.
C) Disengage 2 squares
Goblin 6/13/8 4/10 31/34/14 -/10 A) Have a +4 weapon strength.
Mage 9/12/11 8/8 40/40/40 -/10 A) Cast spells
B) Regenerate 1 SH every 3 turns.
Snake 4/13/6 Creature 1/10 A) Snake fangs: 1d-1
B) Hard to hit... -2 AG to hit
Giant Beetle 7/12/6 Creature 4/6 A) Two pincers: 1d each
Wolf 9/14/6 Creature 2/14 A) Wolf byte: 1d+1
Giant Scorpion 8/13/6 Creature 2/16 A) Sting: 1d+3
B) Sting strikes around shields
Troll 17/11/7 Creature 1/10 A) Two fists: 1d+2 each
B) Regenerate 1 SH every turn
C) Invisible in Pits
D) Moves through pits, no damage
E) Daze at 6, knock down at 10.
Gargoyle 20/12/6 Creature 3/14 A) Gargoyle Claws: 2d
B) Daze at 7, knock down at 12
Bear 30/11/6 Creature 2/8 A) Bear Paws: 3d
B) Daze at 10, knock down at 15
PAGE 10
SH/AG/IQ Base Attributes given to a new character. In the case of
the fighter types (Human, Dwarf, Elf, Orc, and
Goblin) the SH and AG may be adjusted (by trading
points between them). In the case of the Mage race
all three may be adjusted.
SH/AG Min The minimum allowed during adjustment. This keeps
Dwarves strong and Elves agile.
SH/AG/IQ Max The maximum limits encountered by experienced
characters. The attributes may increase only so far.
AR/MP AR: Any "skin" natural armor the race may have. MP:
the base movement for the race. Elves and Dwarves
have unusual movement changes in that Elves are
quick except in plate mail and Dwarves are always
the same moderate speed regardless of armor worn.
Creatures Non-intelligent beings. Cannot carry or use weapons
or armor. Do not accrue experience points.
Character races other than Humans (Orcs, Dwarves, Elves, and Goblins)
have a variety of advantages and disadvantages that include improved
combat prowess to natural armor. All non-human races pay for their
advantages initially in terms of a modified attribute total (Agility +
Strength/Health + IQ is different).
PAGE 11
Experience
Humanoids (not creatures) may accrue experience. Experience points
(EXPs) reflect skill in combat. Experience is awarded for damage
inflicted on the enemy and winning battles. One half experience point
is awarded to the attacking humanoid for each point of damage he
inflicts on an enemy. A bonus of half the total of the enemy's AG and
IQ is awarded to the attacker that deals the death blow. One
experience point is awarded for each SH spent casting successful
spells. In addition, 20 experience points are awarded to each
character that is on the team that wins. Killed characters loose any
experience they have acquired (exception: see Altar Of Life).
Experience can increase a humanoid's SH and AG. Every 50 EXPs is
worth one SH or AG point experience bonus (Humans). The extra points
are alternately awarded to the SH and AG (fighters). When a Human
accrues 50 EXPs his SH will increase by one. When a Human accrues 50
more points to a 100 EXP total his AG will increase by one also. The
point increases alternate in this manner. Race has an effect on the
advancement rate. This helps to balance the races. Especially gifted
races are penalized with high experience point bonus levels to limit
their dominance of the game. On the other hand, Goblins have a
reduced level to encourage their advancement.
Race Experience Points Advancement Bonus Level
(How many EXP points per SH or AG increase)
----------- -------------------------------------------
Goblin 30 ( 60% )
Human or Mage 50 ( 100% )
Orc 55 ( 110% )
Dwarf 65 ( 130% )
Elf 70 ( 140% )
Magi increase slightly differently than the other races. Fighters
(Orcs, Goblins, Dwarves, Elves, and Humans) increase one IQ point in
lieu of a SH or AG increase every 5 increases. Magi alternately
increase between all three attributes equally, starting with AG.
PAGE 12
Mage Weapons
Magi may only pick up or obtain certain weapons. This reflects the
Mage discipline. Magi can only use the following weapons:
Dagger
Staff
Caltrops
Mace
Flail
Spells
Spell casting is achieved by expending a predetermined amount of SH
points and making a successful AG roll (similar to an attack). The
caster "uses" his strength as "mana" to give the spell power and
effect. The more powerful the spell, the more strength is required.
The "to hit" roll becomes a "to succeed" roll. When rolling to
succeed, a roll of 4 results in only half the SH cost being applied,
and a roll of 3 results in no SH cost being applied (a free spell).
Magi have the ability to regenerate one SH point every three turns. A
Mage will heal up to his full SH if possible.
There are three types of spells... 1) missile spells, 2) thrown
spells, and 3) special spells. Missile spells are long range spells,
thrown spells are short range spells, and special spells are weird.
Missile Spells
Missile Spells are long-range high-cost spells. The SH cost for
missile spells can be adjusted by the casting Mage. The Mage may
choose to "pump up" the spell with a lot of SH to make it more
effective. Missile spells do the number of dice damage per increase
in allotted SH. This is risky because all allotted SH points are
spent even if the spell misses. Missile spells are subject to terrain
modifiers just like bows. In contrast, missile spells may be cast at
invisible targets, unlike normal bow or thrown weapons. All missile
spells have a maximum SH spending limit.
Missile Spell IQ SH Cost Max SH Effect or Damage Per
---------------- -- ------ ------ --------------------
Magic Bolt 8 1+ 7 1d-2
Magic Missile 10 1+ 6 1d-1
Fireball 12 1+ 5 1d
Drain Life 13 2+ 4 1d no armor, Heals(+)
Drain Life II 20 2+ 6 1d no armor, Heals(+)
Lightning 14 1+ 4 1d+1
Lightning II 16 1+ 5 1d+1
Lightning III 18 1+ 6 1d+1
PAGE 13
(+) Drain Life is unusual in three ways. The first is that the damage
accrued to the target is not affected by armor. The second is that
the casting mage will receive in return the amount of damage he does
to the enemy as Healing SH points. Healing spells are limited so that
a character can only heal above his normal SH by two points (Drain
Life and Heal-Strength). The third is that the cost per die damage is
2 SH. The SH cost is applied before the healing SH from the target,
and could leave the mage prone if he visits 1 SH left.
Thrown Spells
Most thrown spells come in two flavors... "bulk" and "per turn" SH
cost. "Bulk" spells cost a large amount up front and "per turn"
spells cost a little but have to be paid for on a turn by turn basis
to keep the spell in effect. Some thrown spells are similar to
missile spells in that the spell may be "pumped up" at the time of
casting. A "nice" spell may only be cast on friends of the Mage.
Spells that are not "nice" may only be cast on enemies of the Mage
(exception: "teleport away" and "ESP stats" can be cast on anyone).
Thrown spells are subject to range and obstacle "to hit" penalties the
same as thrown weapons. Missing a thrown spell only costs 1 SH point
no matter how much SH had been allotted.
Turn Duration
| Adjustable
Name IQ Cost | | Nice Notes
----------- -- ---- ---- ---- ---- --------------------------------------
Drop Weapon 8 1 - - - Enemy drops his ready weapon
Magic Speed 8 1+ 2+ Yes Nice Friend MP becomes 16
Clumsiness 8 1+ 4 Yes - Enemy AG -1 per SH put into spell
Stone Flesh 9 1+ 2+ Yes Nice Friend Armor + 3
Lose Weapon 9 1 - - - Enemy drops weapon 4 to 8 squares away
Heal-Strength 9 1+ - Yes Nice Friend SH +1
Invisibility 9 2 1+ - Nice Friend is invisible. 1 SH Per turn
Agility Magic 10 2+ - Yes Nice Friend AG +1 (*)
Iron Flesh 11 1+ 2+ Yes Nice Friend Armor + 4
Missile Return 12 2 4 - Nice Friend is missile repellent (+)
Curse Armor 12 1+ 4 Yes - Enemy armor is -1 AR
Steel Flesh 13 1+ 2+ Yes Nice Friend Armor + 5
Teleport Away 13 2 - - - Enemy teleported randomly 15+ squares
Teleport 14 2 - - Nice Friend is teleported as mage wishes
Ring of Fire 15 4 - - Nice Creates ring of fire around friend (-)
(*) Agility Magic's effect lasts the entire game.
(+) Missile Return causes a friend to become missile repellent. All
missile or thrown attacks (including spells) are sent back to the
caster. This doubles the range to hit. If the enemy rolls a 5 or
less the missile weapon hits the missile repellent friend anyway
but the weapon will not do double or triple damage. If the enemy
rolls 6 or greater and hits, he hits himself.
(-) Ring of Fire will not create fire squares on friends but will
create fire squares on enemies. Magic fire lasts the entire game.
PAGE 14
Adjustable Spells
Spells with a "+" modifier in Cost are adjustable and increase in the
Cost increment. For example, "pumping up" an Iron Flesh spell is in
increments of 1 SH but "pumping up" an Agility Magic spell is in
increments of 2 SH.
Spell Duration
Spells with a "+" modifier in Turn Duration last a number of turns in
this increment determined by the number of times the spell is "pumped
up".
Special Spells
All other spells fall into this category. These spells are quite
varied and are broken down here by functional groups. All special
spells cost the spell cost -1 point when they fail. Special spells
that have a cost of 1 SH or zero SH and fail do not cost anything.
Summon Spells
These spells summon a creature to be controlled by the Mage. The
spell has to be renewed (costing 1 SH point) or cancelled at the
beginning of the Mage's action every so many turns. Summoned
creatures are real in all regards but will vanish when the Mage dies
or cancels the summon. The creature will appear at a random location
around the Mage facing the direction the mage is facing.
Name IQ Cost Renew Every How Many Turns
----------- -- ---- --------------------------
Summon Beetle 8 2 4
Summon Goblin 8 2 3
Summon Wolf 9 2 3
Summon Scorp 10 2 3
Summon Orc 10 2 3
Summon Elf 11 2 2
Summon Dwarf 11 2 2
Summon Human 11 2 2
Summon Mage 12 3 2
Summon Troll 12 3 2
Summon Gargoyle 13 4 2
Summon Bear 14 4 1
Illusion Spells
Illusions are identical to summon spells except that the illusion
creature may be "disbelieved" and that the illusion does not have to
be renewed (they do not require any SH to maintain).
PAGE 15
Name IQ Cost
----------- -- ----
Illus. Beetle 10 2
Illus. Goblin 10 2
Illus. Wolf 10 2
Illus. Scorp 12 3
Illus. Orc 12 3
Illus. Human 13 3
Illus. Dwarf 13 3
Illus. Elf 13 3
Illus. Mage 14 3
Illus. Troll 14 3
Illus. Gargoyle 15 4
Illus. Bear 16 4
Terrain Spells
The following terrain spells create one terrain item in a location on
or around the mage. The target location is chosen by the mage and may
be in any unoccupied square (friendly squares are permitted when
creating Shadow or Exit). Spell cost for terrain is a fixed cost up
front like illusion spells.
Name IQ Cost
----------- -- ----
Create Fire 8 1
Create Pit 10 1
Create Shadow 11 2
Create Exit 11 2
Create Wall 12 2
The following terrain spells create an area of terrain. The area and
orientation of the terrain depends on the particular spell.
Name IQ Cost Size Shape Location
----------- -- ---- ---- ----- ---------------------------------
Pit Trench 14 4 7 row Trench in front of mage
Shadow Wall 15 4 3 row On top of mage, to left and right
Wall of Fire 16 4 7 row Wall in front of mage
Wall Line 16 4 7 row Wall in front of mage
Pit Fortress 17 5 10 L Angle between mage and map center
Wall Fortress 18 5 10 L Angle between mage and map center
Row or Trench L or Angle L or Angle
(Wall) (Fortress) (Fortress)
South West North West
. . . . . . . . . . . . . . . . . ] . . .
. . . ] . . . . . . . . . . . . . ] . . .
. . . ] . . . . . . . . . . . . M>] . . .
. . . ] . . . ] ] ] ] . . . ] ] ] ] . . .
. . M>] . . . . . M>] . . . . . . . . . .
. . . ] . . . . . . ] . . . . . . . . . .
. . . ] . . . . . . ] . . . . . . . . . .
. . . ] . . . . . . ] . . . . . . . . . .
. . . . . . . . . . ] . . . . . . . . . .
PAGE 16
Terrain blocked by walls or off the map will not be created. The size
shown is the absolute maximum. The spell will tend to fit the area it
is in and "flow" out to create the size shown. Fire and shadow will
pile on top of themselves making dense terrain. Fire terrain will not
be created on friends.
Other Special Spells
Dazzle IQ: 11 Cost: 3 Duration: 3 turns
This spell is a bright flash emanating from the mage. All enemies
able to see the Mage are -3 AG for 3 turns after this spell goes into
effect. Characters able to see the mage are characters that are not
prone, have the mage in their front side, and are not behind a wall.
Psychic Blast IQ: 11 Cost: 3
This spell does 1d damage to all enemies within 5 squares (inclusive)
of the mage. The mage and his friends are not hurt. The psychic
quality of the spell causes the damage to be imparted without any
armor effect (like terrain and Drain Life damage).
Snake Staff IQ: 8 Cost: 1xN Duration: 5 turns
This spell requires a ready staff to work. The staff may be turned
into 1 to 3 snakes depending on the SH put into the spell. The snakes
are controlled by the mage and last five turns.
Image IQ: 9 Cost: 2 Duration: 4 turns
This spell creates two duplicates of the Mage around the Mage and
moves the mage in one random square. The two images are insubstantial
and will vanish when a successful attack or spell is carried out on
them. This spell is purely defensive and works like the "shell game"
if played well. Images last four turns.
ESP Stats IQ: 8 Cost: 0
ESP Stats is unlike any other spell. ESP Stats can be used to
determine the location of an invisible enemy, or to determine the
actual attributes or wounds of an enemy. ESP Stats is rolled for like
a Special Spell. If successful, the casting mage will be able to view
his choice of up to three enemies. The number of enemies to view is a
random number between one and three. Because the cost is 0 SH, ESP
Stats may not be aborted by adjusting spell cost to 0 (the spell cost
adjustment step is skipped).
PAGE 17
Fighter Spells
After attaining an IQ of 10 or higher fighters may use spells. The
mix of spells is random and provided when fighting starts. A fighter
will have roughly half of the spells available to his IQ. The odds of
getting any one spell is 50%. In addition, when a fighter casts a
spell he has a reduced agility as a penalty. The agility of a fighter
casting a spell is the average of his AG and IQ. Keep in mind that
fighters DO NOT REGENERATE and each SH point lost to spell casting is
permanent for the duration of the game. These are the spells fighters
can use:
Name---------------------IQ---Type------Race Limitation-----
ESP Stats................8....Special | | |
Create Fire..............8....Special | | |
Lose Weapon..............9....Thrown Orc | |
Heal-Strength............9....Thrown | Dwarf |
Create Pit...............10...Special | Goblin |
Agility Magic............10...Thrown | Human |
Create Exit..............11...Special | | Elf
Create Shadow............11...Special | | |
Create Wall..............12...Special --' | |
Teleport Away............13...Thrown -------' |
Ring of Fire.............15...Thrown ---------------'
PAGE 18
Robot Characters
Certain races cannot be controlled by the players and are played
solely by the computer. These are the robots. These characters are
added to even the East and West sides arbitrarily when the game
starts. Robots will tend to out number the player controlled
counterparts as they are not as flexible in strategy, weapons, or
spells.
Race SH/AG/IQ AR MP Notes
------- -------- -- -- ------------------------------
Needler Bush 8/13/4 1 8 A) Thrown needles 1d-1
B) Can throw after charge
Giant Amoeba 10/12/4 - 10 A) Amoeba Acid 1d+1
B) Can attempt hand combat
Fire Spirit 15/13/5 - 10 A) Fire attack 3 points
B) Makes fire terrain during attack
C) Can attempt hand combat
Phase Spider 11/14/7 - 10* A) Spider bite 1d
B) Thrown spider web 1d-2
C) Can dual attack
D) Phase shifts (teleports)
Imp 13/15/9 - 10 A) Two fists 1d-2 each
B) Permanently invisible
C) Can dual attack
D) Can steal your ready weapon
E) Can disbelieve illusions
F) Regenerates 1 SH per turn
Slayer 12/13/10 2 12 A) Krill Pole Arm 1d+3
B) Krill missile weapon 2d
C) Can disbelieve illusions
D) Can dual attack
E) SH 14 Fist (1d-1)
Behemoth 35/12/6 2 8 A) Cavenous Craw 2d+4
B) Crush 3d+1
C) Can dual attack
D) Can attempt hand combat
Evil Mage 20/18/15 - 6* A) Casts spells
B) Has permanent "Missile Return"
C) Regenerates 1 SH per turn
(*) Phase Spider and Evil Mage movement is a teleport of limited range.
The teleport or phase shift may be done at any time (when engaged,
for example).
PAGE 19
Needler Bush Tactics
Basically, these bushes are stupid. They will come at you and pelt
you with their needles until they are killed. Once they get within
firing range they will slow down their movement (no more running).
They will always avoid fire terrain, and will avoid caltrops if
wounded. They will first shoot at whoever engages them, or failing
that, the closest target (even if it is evading). They do not evade
unless they have nothing to attack. Occasionally they will become
wounded badly enough where they will start charging for the exit to
escape (unless they are engaged).
Giant Amoeba Tactics
Another simple, brainless race. The Amoeba will come at you full
steam and attack you until it is killed. Like the Needler, they will
always avoid fire terrain and will avoid caltrops if wounded.
Occasionally it will try to jump you (attempt hand combat). They
usually do not repel anyone that attempts hand combat with them. They
do not evade unless they have nothing to attack. These too will make
for the exit if severely wounded (unless they are engaged).
Fire Spirit Tactics
Similar to Amoebas, Fire Spirits will come at you full steam. They
will never avoid fire terrain (they are immune to it) and will only
avoid caltrops if they are worse than half dead. They have but one
thought: envelope you with flame. It's a barbecue, and you're the
meat. When they get up to you they will continually try to get you
into hand combat. Once in hand combat, you will be in for a hot time
as the Fire Spirit's attack becomes 6 points damage and the fire
terrain he creates will do an additional 3 points of damage, for a
total of 9 points per turn. If they charge up to you, they will
attack that turn with fire as they cannot attempt hand combat unless
they shift (like everyone else). If you are strong enough to
consistently repel their hand combat attempts, you can ignore them and
the fire terrain they create (one per turn, where they are standing)
can help you toast other foes. They are smart enough to evade when
threatened with a death blow, and will make for the exit when severely
damaged (unless they are engaged).
PAGE 20
Phase Spider Tactics
Things get tougher when you start seeing the Phase Spiders. They move
quite differently from virtually all other robots. They have a
limited range teleport they use to move (a "phase shift") and they do
not have to stay engaged when they move. The exception to this is
when they are in hand combat during which they cannot "phase shift".
The "phase shift" movement makes them hard to corner, and they have a
tendency to get behind you. They will generally avoid caltrops and
fire terrain. Once suffering from heavy wounds they will make a "bee
line" for the exit (although they will only be able to move 4 squares
per turn). If they have no adjacent enemy, they will throw a caustic
stream of web material at the closest target (even if it is evading).
If they have an adjacent enemy they will generally attack it with
their deadlier weapon (the bite), but will occasionally attack using
only the web, or attack with both the web and the bite. They are
smart enough to evade when threatened with a death blow, and will
evade if they have no targets within range.
Imp Tactics
Imps can be deadly, but are generally a nuisance. The Imp's
invisibility coupled with its regeneration makes it fairly difficult
to kill (nearly an impossible task for a low experience character).
The Imp will come at you full steam, and will not avoid fire terrain
or caltrops unless it is suffering from wounds. The Imp has an
annoying habit of stealing weapons. If you have enough armor (where
the Imp's fists won't do much) or are just plain unlucky (about 1 turn
out of 3) the Imp will try and swipe your ready weapon. If he
succeeds in his attack, he will take your weapon and sling it (he
won't be able to use it on you). If he has a weapon and is engaged,
he will disengage if he can get out of all enemy front squares. He
will attempt to take the weapon away (generally toward the exit)
during movement and he will drop it as soon as he has an attack turn
in which he is disengaged. If he does not try and take a weapon or
get away with one, he will dual attack an adjacent target with both
fists. The Imp is smart enough to evade when threatened with a death
blow, and it will head for the exit when severely damaged (although it
may regenerate and return to the fight). For Magi, the Imp may
disbelieve illusions depending on how many there are present (1
illusion will be ignored, more illusions increase the chances of
disbelief).
PAGE 21
Slayer Tactics
The Slayer can be very deadly, as he has a pole arm and knows how to
charge and receive charge for double damage. The Slayer will come at
you full steam until he is within shooting distance (about 25
squares), then slow down. He will then generally charge or shift. If
he shifts and is disengaged he will use his Krill as a missile weapon
and shoot the nearest target (even if it is evading). If he shifts
and has a foe who charged up to him in his front, he will receive
charge. If he charges up to a foe, he will impale the foe. If he
shifts and does not have a charging foe, he will generally attack with
either the Krill Bolt or Krill Stab (50% chance of either). The
Slayer may dual attack if the conditions are favorable (the target is
neither invisible, evasive, or a snake). The slayer will head for the
exit if heavily damaged, and is smart enough to disengage if necessary
to get there. The Krill weapon can be dropped, and if the Slayer
losses his Krill he will make an effort to recover it (including
disengaging if necessary). If he has no Krill and cannot disengage or
pick one up, the Slayer will attack with a right cross (his fist).
Like Imps, the Slayer may disbelieve illusions depending on how many
there are present (1 illusion will be ignored, more illusions increase
the chances of disbelief).
Behemoth Tactics
Behemoths are simple but effective. They always come at you full
steam, and plan on eating you for lunch. They only evade if they have
no enemy to attack. They only avoid fire terrain or caltrops if they
are mostly dead. They will usually attack with their craw, but will
occasionally (1 out of 3) attack with their crush. Behemoths will
sometimes (1 out of 6) dual attack using the craw and crush provided
the target is not hard to hit. In addition, Behemoths will sometimes
attempt hand combat with their target. If severely wounded, a
Behemoth will make for the exit, although they have been known to
wander around it without exiting, serving as a guard.
PAGE 22
Evil Mage Tactics
The Evil Mage is the most deadly and most cunning of the robots. As
such, his tactics are far more varied than the other robots.
Therefore, this paragraph will attempt to define only the basics, and
not the total package as it would become too complicated (and detract
from the challenge of the game). The Evil Mage moves in a manner
similar to the Phase Spider, but instead of heading for you the Evil
Mage heads for the nearest strongest robot (typically a Behemoth).
The Evil Mage's primary function is to boost the Behemoths capability.
It can do this by (1) giving the Behemoth additional agility points
(see Agility Magic spell), (2) speeding the Behemoth (see Magic Speed
spell), and (3) give the Behemoth a Death Sword (a SH:30 5d+5 slashing
weapon which you can have provided you can get it away from the
Behemoth). Secondary to boosting the Behemoth is killing you. This
can be accomplished by a couple of ways: Psychic Blast and Drain Life
(which is limited to 2d damage). Which one the Evil Mage chooses will
depend on how many are close to death and how close they are. In
addition, the Evil Mage will attempt to thwart you. He does this by
using Dazzle, Lose Weapon, Clumsiness, or Curse Armor spells. He will
dazzle if three or more of your party can see him and are not already
dazzled. Lastly, he will attempt to keep himself alive. This will
sometimes require a Drain Life to boost his SH back up. For self
preservation he can (1) armor himself with Steel Flesh, (2) Teleport,
or (3) Teleport you Away (remember that he has constant Missile Return
which makes him immune to being targeted by spells, missile weapons,
and thrown weapons, and he regenerates 1 SH every turn). He is smart
enough to evade when threatened with a death blow, and will head for
the exit when severely wounded. In addition, the Evil Mage has much
better target selection than the other robots. The Evil Mage will
target someone he can kill AND hit and will generally NOT target the
closest enemy, or an enemy that is evading.
Terrain
Eight types of terrain exist: open, fire, pit, caltrops, wall,
shadow, exit, and the Altar Of Life. Open terrain is shown as a patch
of dots. Fire terrain is shown as spiked waves. Pit terrain is shown
as a rounded box with lines in one corner. Caltrops are shown as
three spiked stars. Wall terrain is shown as brick. Shadow terrain
is shown as a sponge. The exit is shown as a door. The Altar Of Life
is shown as a box with a cross on it. Some types of terrain make you
harder to see or can hurt you. All terrain damage and "to hit"
penalties are cumulative. A character standing in two fires will be
harder to shoot at and will take twice the normal fire damage at the
end of the turn. Armor does not protect against terrain damage.
Fire : Fires may be crossed or entered. A character ending the turn
standing on a fire will take 3 points of damage. In addition, missile
attacks obstructed by fire are penalized for the lack of visibility...
-1 to hit per fire.
PAGE 23
Pit : May not be crossed or entered. The exception to this is the
troll, who may move freely in and out of pits without falling down.
Another exception is the shield rush which may be used to force an
enemy to fall into a pit. Falling down in a pit causes 4 points of
damage. Going into hand combat with a troll causes pit damage also,
as both parties will be going "prone" or falling down.
Caltrops : Like fire, the caltrops terrain can be crossed or entered.
A character ending the turn on caltrops takes damage (2 points).
Caltrops do not obstruct missile attacks (bow shots).
Wall : Walls are impervious... they cannot be entered, passed
through, or shot through. Walls are not a natural form of terrain and
are created by magic users. If a Wall is created on a square with a
pit the Wall and Pit cancel each other, leaving open terrain.
Shadow : This form of terrain is a magical enchantment. The purpose
of Shadow is purely defensive. Shadow may be entered or passed
through. Anyone standing in Shadow is invisible and may not be
targeted by bow or thrown weapons. In addition, attacks against a
person in Shadow are -2 to hit. Shooting through Shadow receives a -4
to hit penalty per shadow. Shadow does not cause damage.
Exit : Using the exit can allow you to escape death (and keep your
accumulated experience). Ending the turn standing on an exit will get
the character out of the game. The game starts with one exit along
the center North or South wall of the map. Being forced onto an exit
will also cause the character to leave the game.
Altar Of Life :
When a player character is killed he becomes a pile of bones. The
bones may be picked up by another player character and dropped on the
Altar Of Life to resurrect the dead character. To drop the bones on
the Altar, get adjacent to the Altar with a shift or shuffle move
holding the "bones" in your ready hand and use the "throw" option.
Respond with a "n" to the query to throw the bones at a target until
all targets are exhausted and the query "Do you wish to drop the
bones..." appears. Answer "y" to start the selection of the adjacent
square to drop the bones in. Answer "y" when the bones are shown over
the Altar. The resurrected player will have a 20% penalty applied to
his experience points for having died (the resurrection process is
imperfect). The resurrected character will appear in a random
location near the Altar with no weapons, no armor, and little strength
(SH 3). Also note that you do not have to resurrect the dead
character the game he or she is killed: the bones will keep returning
to the arena in future games until they are resurrected.
PAGE 24
Starting
The following is a representation of the Gladiator display just after
hitting a key to get past the welcome message.
-------------------------------------------------------------------------------
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Make character Load character switch to East View hi-scores view mY scores
Your choice?
-------------------------------------------------------------------------------
The area with dots in it is the arena and the bottom five lines are
used for menus (as above), messages, and simulated dice throwing. The
arena area is a top view: you are looking down onto the arena from a
vantage point in the sky. The arena consists of a grid of squares
(denoted with one dot per square above, but in the game each square is
a patch of dots). Each square holds one character or item of terrain.
PAGE 25
Menus
The primary Gladiator user interface is by multiple-choice menus in
the message area (the area below the arena). Each menu choice has a
single capitalized letter which selects it. This letter is
high-lighted for easy reading. A menu choice is confirmed with an
"enter" or "return" key press. To negate a selection during "Confirm"
any keys but the menu letter for that selection and return will result
in the selection being aborted. In this way you can type the menu
letter (such as V for View hi-scores) many times and then confirm with
a return key press. Here is the initial menu once again:
------------------------------------------------------------------------------.
Make character Load character View hi-scores Restore game Quit |
- - - - - |
|
|
Your choice? |
------------------------------------------------------------------------------'
The player then presses the "m" key...
------------------------------------------------------------------------------.
Make character Load character View hi-scores Restore game Quit |
- - - - - |
|
|
Confirm "Make character"? (return) |
------------------------------------------------------------------------------'
The player then presses the enter or return key...
------------------------------------------------------------------------------.
Name: 000 SH: (12) 12 Ready: Broadsword ___On Ground___ |
Race: Human AG: (12) 11 Also : Spike Shield |
Team: West 0> IQ: 8 Slung: Crossbow |
Exp : 0 MP: 10 - Slung: |
AR: 2 / 0 Armor: Clothes <more>|
------------------------------------------------------------------------------'
At this point, a new character has been created. The starting
character created is a Human with average attributes, weapons, and
armor. In addition, the character will have to be named as the
default name (the 000 above) will not be accepted.
PAGE 26
More Interface
In most gladiator messages the information on the screen will be
displayed until the player is done looking at it. In this case the
"<more>" box will appear in the bottom right corner indicating that
Gladiator is waiting for you to finish reading. When you have
finished reading press a key. In some instances, special keys may be
used to determine what is displayed next (like the "weapon info",
"spell info", and "look around" menu choices). In these cases the
space bar causes the information to cycle. The return key or 'q' will
usually terminate a cycling set of messages. Plus, minus, or tab will
usually work, with the minus key going backwards, the plus key going
one forwards, and the tab key advancing five ahead.
View Stats Display
This message display is shown when you use the "show character" or
"view stats" menu options. Unless you use magic, you may only view
your own characters. The cursor is placed on the character being
featured.
--------------------------------------------------------------------.
Name: Grim SH: (11) 9 Ready: Mace ___On Ground___|
Race: Human AG: (13) 12 Also : Shield Shadow |
Team: West G> IQ: 8 Slung: Dagger ... |
Exp : 0 MP: 10 - Slung: Short Bow |
AR: 0 / 0 Armor: Clothes Spear |
--------------------------------------------------------------------'
This display is private because it shows exact status which would not
be apparent from just looking at the character. The numbers in
parenthesis are the normal values and the numbers to the right are the
current adjusted values. The current values reflect the effects of
wounds, armor, and magic. In the example Grim has taken 2 SH
(strength/health) points of wound damage. Grim's AG (agility) is
reduced by one because he is wearing his shield.
Set up
One character at a time is created or loaded and is to be set up for
combat. A choice of available weapons and armor is given and the
player may arrange those to prepare for the start of combat. Any time
a character is not being created or loaded the characters currently
set up may be viewed or removed from the team (using the "dump
character" option).
PAGE 27
Phases
Once you select "Begin Game" the game will start. The computer will
lay out random fire terrain, pit terrain, and locate an exit. The
computer will create a group of robots for you to fight. Each game
turn consists of three phases:
Incentive Phase : Someone gets to decide who moves first
Movement Phase : First team moves, Second team moves
Actions Phase : Each character takes action in AG order
The first phase is skipped if one team (East or West) cannot move
(either prone or unconscious). In addition, terrain effects are
applied immediately after the last phase (actions).
Incentive Phase
You and the computer will each "roll" a die for incentive. Whichever
team gets the higher number gets to choose who moves their players
first. If the numbers are equal Gladiator arbitrates which team gets
the incentive. Gladiator gives the incentive to West on even turns,
East on odd turns (when the rolls tie). The computer always chooses
to move last (provided it wins the incentive).
Dice
Simulated six-sided die throwing is common in Gladiator. Gladiator
"rolls" the die on the screen and the user presses a key to stop the
rolling. The die is actually rolled one last time after a key is
pressed so the outcome cannot be anticipated.
------------------------------------------------------------------.
Roll WEST team incentive <space bar> .-----. |
|* *| |
| * | |
|* *| |
`-----' |
------------------------------------------------------------------'
Looking Around
This message display is shown when you select the "look around" menu
option. Looking Around is available in both the Movement and Action
phases and can help you plan your moves and actions. The cursor is
placed on the character being featured. Hitting the space bar or plus
key will cycle through all the characters in the arena (or you can
select the one you want by left mouse button clicking it). Press the
enter or return key when done.
PAGE 28
--------------------------------------------------------------------.
Grim Ready: Mace Slung: #Crossbow Shadow |
West Also : Shield Slung: Dagger ... |
Human Armor: Clothes Short Bow |
Charged Spear |
Space, +, -, Tab, Return: done |
--------------------------------------------------------------------'
Ready refers to the weapon that the character has ready to use.
Also refers to a weapon that the character has in addition to his
primary or Ready weapon that may be used in some special cases.
Slung weapons are two weapon holsters that are used to hold weapons
not ready for use. The option to change weapons allows the
character to switch from a long bow for attacking at a distance to
a sword for close-in hacking. The numbers 1 and 2 for the "Slung"
items are used to distinguish between the slung items when changing
weapons. The top "Slung" is number 1, and the bottom is number 2.
#Crossbow shows that the crossbow has been fired and needs to be
reloaded. Crossbows must be loaded to be fired and take a turn or
more to reload. The "#" in front of the crossbow shows that the
crossbow is unloaded and may not be used to attack.
The stuff along the right margin indicates that the player is standing
in a square that has items or terrain in it. The terrain or top
weapon is shown on the arena in the event there is more than a single
item in the square. When a character is standing on a square with
terrain or weapons the items will show up in the "looking around"
display. A maximum of three items are shown on the display although
more may be in the square. The top item in the square is shown on the
top. The bottom item is shown on the bottom. If more than three
items are in the square the items between the top and bottom items are
represented by dots in the middle. In the example above, the
character is standing in shadow terrain and a Short Bow and Spear are
on the bottom of the pile. Three unknown items are between the Short
Bow and the Shadow (the three dots).
In addition to the above displayed items, the words "Prone," "HandC,"
or "Dazed" may be displayed. These indicate the following:
Prone : the character is flat on the ground or otherwise disabled.
HandC : the character is in Hand Combat with an enemy or enemies.
Dazed : the character is suffering a reduced agility due to wounds.
Movement Phase
Each player character is moved one at a time in the order of the
fastest player to the slowest player (highest MP to lowest MP). All
of one team is moved before the other team moves (which team moves
first is based on who won the incentive). A player is given movement
choices based on whether or not he is prone, engaged with an enemy, or
out in the open. The distance a character moves will determine which
options are open... the shorter distance a character moves the more
he will be able to do during the actions phase.
PAGE 29
Movement Interface
-----------------------------------------------------------------.
Moves Left[10] ^C < Conan > |
Arrows = Move Player 'R' = Rotate (change facing) |
'J' = Jump Esc = Start Over Return = Finished |
|
-----------------------------------------------------------------'
As an arrow key is pressed the player is moved on the arena and the
number of moves is reduced. When the number of moves is zero the
arrow keys will have no effect. At this point the player may 'R'
rotate, 'ESC' escape (start over), or 'Return'. Rotate and escape may
be used at any time. Rotate will change the character's facing. If
the character is invisible or prone the character's facing may be
determined by looking at the character graphic shown between the
"moves left" and the character's name. Hitting the escape key will
put the character back in his original position and facing so the move
can be started again. Pressing the return or enter key confirms the
move and ends the character's movement. Every square is counted as it
is entered. Stepping forward and then back will reduce the moves left
by 2 (as opposed to not reducing the moves left at all). Moves left
will also be affected by entering an enemy's front square (becoming
"engaged"). In this case, moves left is reduced immediately to zero
indicating the character's attention is riveted on the enemy at this
point. In this case, the player may wish to start the move over and
side-step the enemy to get around his front squares. It is generally
a good idea to use the escape key and try-out several moves.
Jump Movement Option
Movement has the option 'J' for jumping (theoretically to be used to
jump over pits or jump over people but any square may be jumped). The
Jump can be useful for bypassing obstacles. The jump moves the
character the direction he is facing two squares costing three
movement points. The first square is jumped over and may contain
"unenterable" terrain such as a wall or another player. The option
works provided you have at least 3 moves left to expend and the
landing square is enterable. The direction jumped is the direction
the character is currently facing. The next or adjacent square is
"jumped over" and the character lands in the second square away.
Moves left is decremented by 3 for every jump. Jumping a pit will
save one movement point compared to running around a pit (the "#"
character):
. . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . .
. . 1 2 3 . . . . . . . . . . . . . .
Going . . C># 4 . . . . . Jumping . . C># 3 . . . .
Around . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . .
PAGE 30
Action Phase
Actions are done in current agility order regardless of side. Current
or adjusted agility means the AG after the effects of wounds, armor,
and magic. Agile characters get to act first, and slow characters act
last. What action can be taken is determined by how little time was
used moving. If the player moved a great distance (running) then no
time is left for an action. If the player waits then all actions are
available (unless prone). Keeping this in mind the player will only
go as far as a charge when he wants to attack with a hand weapon, as
far as a shuffle when he wants to change weapons or throw a weapon,
and up to a shift when he wants to shoot a bow or cast a spell.
.--------. .----------------------.
|TYPE OF | |Maximum Number of | AVAILABLE ACTION OPTIONS
|MOVEMENT| | Squares Moved | ______________________________
`--------' `----------------------' / \
WAIT No movement. | STAND |(*)
| ___________________________
SHIFT 1 square and 1 Facing(+) | / \
| | CAST MAGIC SPELL |
| | DISENGAGE |
| | SHOOT BOW |
| | SHOOT CROSSBOW |(*)
| | RECEIVE CHARGE |(=)
| | TRY HAND COMBAT |
| | _________________________
SHUFFLE 2 squares | | / \
| | | THROW WEAPON/DROP NEARBY|
| | | IMPALE |(=)
| | | SHIELD RUSH |
| | | CHANGE WEAPON/SHIELD |
| | | RELOAD CROSSBOW |(*)
| | | _______________________
CHARGE 1/2 MP squares | | | / \
| | | | ATTACK |($)
| | | | EVADE |(~)
| | | | DROP/PICKUP WEAPON |
| | | |DISBELIEVE/ZAP ILLUSION|
| | | | GO PRONE |
| | | | _____________________
| | | | / \
RUN MP squares | | | | | DO NOTHING |(*)
\___\__\__\__\_____________________/
(*) When you are prone this is all you can do.
(+) Changing your facing is limited on a SHIFT when you are engaged.
($) Attack also includes the options of Slash, Shield Attack, Dual
Attack, Impale, and Shield Rush.
(~) Evasion causes all incoming attacks to be rolled on four dice
instead of three (making it more difficult to be hit).
(=) Receiving a charge or impale only applies to those players that
have a ready pole arm. With Impale the player must move 2+
squares. With Receive the player must Shift or less. These
options do double damage. Receive is +2 to hit a charging enemy.
PAGE 31
Movement Explained
WAIT or
SHIFT (Always)
During this turn the player did not move at all or moved one square
during movement phase. During a SHIFT an engaged player will not be
allowed to "about face" his facing. During actions phase the player
has the full range of options open. This does not mean he may do any
option he chooses. The player will be presented with only those
options that make sense for his given situation (for example: no
shooting unless you have a loaded bow of some kind). This is true at
all times.
SHUFFLE (when not engaged)
During this turn the player could have changed facing and moved up to
two squares. During actions phase the player will have a reduced
range of options if he moved the full two squares. On the other hand
he must move the full two squares if he wishes to establish "charging"
status. Charging is required for the "shield rush" and "impale"
options. Moving two squares (the minimum for "charging" status) will
also entitle an enemy to the "receive charge" option (provided they
choose to face you, have done no more than a shift, and have a ready
pole arm). If the two squares are moved, the player will not be able
to shoot, disengage, cast, or attempt hand combat.
CHARGE (when not engaged)
During this turn the player could have moved up to one-half his MP in
squares. During actions phase the player will have a reduced range of
options depending on how many squares he travels. If he travels none
or one square, the move is considered a SHIFT (see above). If he
travels two squares the move is considered a SHUFFLE (see above). If
he travels more than two squares, he will have the reduced options of
a SHUFFLE plus he may no longer reload, get a slung weapon, or throw a
weapon. He is able to swap "ready" and "also" weapons and or pickup
or drop weapons with the DROP/PICKUP WEAPON option.
RUN (when not engaged)
During this turn the player could have moved up to his full MP in
squares. During actions phase the player will have a reduced range of
options depending on how far he actually moved. If he moves less than
or equal to half his movement see CHARGE above. Moving more than half
of your MP allowance consumes your turn completely and no options will
be available in the actions phase.
Engaged : A player is engaged when he is standing in an enemy's front
square. When engaged, a player must remain adjacent to all engaging
enemies and may only use Shift or Wait moves.
PAGE 32
Actions Explained
STAND (Always)
This action is a "do nothing" provided the character is not "prone."
If he is prone, he will "stand up" by taking this option. If he is
not prone he "waits" with this option. Standing up from a prone
position will allow the character to change his facing with the
restrictions of a SHIFT (if engaged, no "about face").
CAST MAGIC SPELL (shift or less)
This action requires a shift or wait move. A spell is successful if
you roll your AG or less on the dice with any "to hit" modifications
applied. In addition, a spell cannot be attempted without sacrificing
some strength points. See Spells.
DISENGAGE (shift or less)
This option is open to those that have shifted or waited. This option
is used to retreat (and stand up if prone) from combat. For a
successful disengage from hand combat the player must make a roll of
his AG or less. If successful the player is allowed to move one
square (exception: Orcs can disengage 2 squares).
SHOOT BOW or
SHOOT CROSSBOW (shift or less)
This action is open to those characters that have moved one square or
no squares and have a ready bow weapon. A crossbow must be loaded to
shoot (no "#" in front of the name "Crossbow"). In addition, an enemy
target must be to the front of the firing character. Crossbows may be
fired and loaded while prone. Firing a crossbow prone gives a +2 to
hit bonus for added accuracy. When selecting a bow target, you will
be given a message "shoot at ..." for each possible target on the map.
Enter "y" for your desired target. Enter "n" or hit the space bar to
go to the next target. You may also select your target by clicking it
with the left mouse button. If you enter "n" to the last target (the
bottom right one) then the shot will be aborted and the action menu
will be redisplayed.
RECEIVE CHARGE (shift or less)
This option is open to players that have an enemy that charges them
and the player is holding a pole arm. This option reflects bracing
the pole arm butt against the ground and receiving the enemy charge
with the pole arm blade. If the enemy moves 2+ squares he is
considered to be going fast enough. Receive charge gives the player
+2 to hit bonus and does double damage on a hit.
TRY HAND COMBAT (shift or less)
Hand combat (a deadly form of wrestling) is initiated by this option
and is successful if the defender chooses to be in hand combat or
fails a roll to repel the attacker. The roll made to repel a hand
combat attempt is against the defender's AG modified by the difference
in strengths of the attacker and defender. When hand combat is
initiated any weapons in "ready" or "also" are dropped. See Hand
Combat.
PAGE 33
THROW WEAPON/DROP NEARBY (shuffle or less)
This option allows the player to throw his ready weapon at a target he
is facing. Range affects the ability to hit by -1 to hit per square.
Another single handed weapon will automatically be readied after a
throw. The new weapon will be the first found in the order of "slung"
(top), "slung" (bottom), and "also". If you do not throw (say "n" to
all targets) you can place the ready item on an adjacent square (see
Caltrops).
IMPALE (shuffle or more)
This option is open is to players with a ready pole arm that move 2 or
more squares. Similar to Receive Charge, the attack does double
damage if it hits. This reflects the ability of a piercing weapon to
do great damage when enough momentum is applied.
SHIELD RUSH (shuffle or more)
This option is open to players that have a ready shield. The Shield
Rush is just like a Shield Attack except the player has a +2 to hit
bonus and the defender has a -2 fall down penalty. If the player
hits, the defender must roll to keep from falling down. The roll is
his agility or less modified by the difference of the attacker and
defender's strength. If the defender falls down the attacker is
allowed to choose the adjacent square the defender falls in (possibly
a pit or fire terrain).
CHANGE WEAPON/SHIELD (shuffle or less)
This option allows the player to move his weapons around, pick weapons
up, or drop weapons. Shields are treated as weapons.
RELOAD CROSSBOW (shuffle or less)
This options allows the player to reload a unloaded crossbow. This
may be done while prone.
ATTACK (charge or less)
This option is open to a player with a ready hand weapon (or natural
weapon such as Fists). An attack will hit if the total of three dice
equals to or is less than the attacker's agility. This "to hit" roll
may be adjusted by a variety of modifiers such as facing (attacking
from the rear or a prone opponent), being dazed, attacking an
invisible target, or attacking in hand combat. The purpose of Attack
is to damage or kill the enemy. If the to hit roll is successful, the
attacking weapon damage is applied to the enemy's SH minus enemy armor
(see Wounds).
Slash Attack (charge or less)
Slashing is a form of attack in which the attacker can attack all
enemies in his front squares. The attacker must have a slashing type
weapon (sword or axe) ready. The defenders are attacked in clockwise
order. The first defender is attacked at -2 to hit. The following
defenders (up to five total targets) are attacked at -4 to hit.
Shield Attack (shift or less)
This is identical to a Shield Rush but is less effective (no +2 to hit
bonus and no -2 fall down penalty). When moving more than a square
this option becomes the Shield Rush.
PAGE 34
Dual Attack (charge or less)
This option is open to players that are not holding a two handed
weapon. Any two opponents in the frontal area can be attacked (or an
opponent can be attacked twice). The attacker chooses which enemy is
attacked in what order. The first attack is with the ready weapon and
is -2 to hit. The second attack uses the "also" weapon at -3 to hit.
EVADE (charge or less)
This option makes the player harder to hit by causing incoming attacks
to roll "to hit" on four dice instead of three. This option reflects
a defensive posture such as parrying or dodging.
DROP/PICK UP WEAPON (charge or less)
This becomes the Change Weapon option if the player moves 2 squares or
less. Moving more than two squares limits the change weapon ability
so that weapons cannot be slung. Any unslung weapon must be readied
or left on the ground. Items can still be picked up or dropped. You
must empty both hands (drop everything) before you will be able to
unsling a weapon.
DISBELIEVE/ZAP ILLUSION (charge or less)
If a magical illusion is present and the "disbelieving" character
successfully rolls his IQ or less on three dice the illusion is
dispelled (removed from play). When multiple illusions are present
the closest illusion is dispelled. If no illusions are present this
action has no effect.
GO PRONE (charge or less)
This option is generally reserved for players with crossbows that want
the prone +2 to hit bonus with a crossbow. Being prone is a
disadvantage as it limits your options and makes you easy to hit.
VIEW STATS (Always)
This option costs nothing in terms of time or options. The stats
display can be used to see how your weapons are situated or what your
wounds are.
LOOK AROUND (Always)
Like "view-stats" this is free and may be used repeatedly before
making your action. Looking around can tell you if someone has moved,
has attacked, or when someone is going to move or attack. The order
people are shown is the order they will take their turn in. See
Looking Around.
Gladiator will only offer the options available to the player at the
time so it is not possible to break the rules. This makes Gladiator
easier to play but does not relieve the need for written rules.
Gladiator has many subtle strategies which become apparent only after
careful observation. This is especially true in the actions phase
when the options available are based on what has gone before.
PAGE 35
Missile Obstacles
Currently obstacles for missile weapons (bow shot or thrown objects)
are characters, shadow squares, fires, walls, and the Altar Of Life.
Each character or fire in the missile track is a -1 to hit penalty.
Each shadow in the missile track is a -4 to hit penalty. Walls and
the Altar Of Life block missile shots completely. Remember, you can
only shoot at enemies you are facing.
Wounds
The following describes the effects of wounds. These effects are for
most races (such as Humans). Other races can withstand more damage
before being effected. Some races are immune to these effects. All
the wound effects are cumulative but not additive. In other words a
knocked down player will be dazed but additional 5 point or greater
hits will not make the humanoid "dazed dazed" and will not further
reduce his AG.
Knocked Down : A single blow of 8 or more SH points will knock down
a character. Prone characters may only WAIT, SHOOT CROSSBOW, or
RELOAD. Some creatures cannot be knocked down (such as Amoebas).
Dazed : A single blow of 5 or more SH points will "daze" a
character. A dazed character will have a -2 AG penalty for his
next action (be it this turn if he has not acted yet, or next turn
if he has already acted).
Permanently Dazed : A character that has his SH reduced to 3 or
less is always dazed. In addition, the character will not be able
to RUN.
Unconscious : A character that has his SH reduced to 1 is virtually
dead. He will collapse every turn until killed or the game ends.
Some races regenerate SH points and will be able to return to play.
Dead : A character that has his SH reduced to 0 or less is dead and
is removed from play. This character loses any gained experience.
Agility Rolls
All agility rolls are limited so any attack may hit and may miss.
This is done to avoid "automatic kills" and "automatic misses." A roll
of 5 or less always hits. A roll of 16 or better always misses. In
addition, a roll of 4 does double damage, a roll of 3 does triple
damage, and a roll of 17 or 18 causes the attacker to drop his weapon
(if the ready weapon is a hand weapon).
PAGE 36
Dice Odds
A test was done that involved duplicating the Gladiator die rolling
for 10,000 rolls and recording the results to see the odds of making
various agility rolls. The totals of each number was kept and the
number of rolls required to make a certain AG "or less" roll
calculated. The numbers reflect the number of rolls needed on average
to make a specific AG roll. For example, a 5 or less is typically
rolled once every 21 throws (3 dice). A 7 or less is rolled once
every 6 rolls (3 dice). The exception to the reading method are the
values above 15 which are numbers to miss due to the fact 16 or
greater always misses. For example, a 16 or greater is rolled every
23 rolls and an 18 is rolled every 250 rolls causing the attacker to
drop his weapon (3 dice).
1 in how 1 in how
many rolls many rolls
AG or less with 3 Dice with 4 Dice
----------- ----------- ------------
3 200.00
4 49.26 1250.00
5 21.46 263.16
6 10.54 90.09
7 5.98 34.48
8 3.81 18.42
9 2.62 10.18
10 1.99 6.26
11 1.59 4.15
12 1.34 2.97
13 1.19 2.26
14 1.10 1.81
15 1.05 1.51
Miss or more 3 Dice 4 Dice
------------ -------- --------
16 23.09 2.95
17 61.35 4.12
18 250.00 6.14
19 10.14
20 17.89
21 35.97
22 90.91
23 243.90
24 909.09
PAGE 37
Strategy
Who Moves First
Wining the choice of who moves first with the movement incentive roll
can be significant. In most cases it is a good idea to let the enemy
move first. This allows you to 1) see their final position before you
make your move and 2) possibly run around behind them. Choosing to
move first is generally reserved for catching enemies that are running
away, running away, or charging attacks.
Who Attacks First
Attacks are in agility order but you can DECLINE and wait for the
remaining characters to take an action. The last character in the
"turn" is not allowed to decline. When the action turn is over the
"declined" characters get to take actions in agility order. This is
sometimes desirable to see what the other characters do, or to ensure
that a possible daze or knock down will carry over into next turn.
Evading
Each character may act only once each turn and will typically act in
adjusted AG order as stated above. The exception to this is the evade
action. A character that is attacked may make a preemptive action to
evade. In other words, any character that has not yet acted will be
able to evade if he is capable of evading (movement and prone
restrictions) at any time he is attacked and he wishes to do so. If
he chooses to evade his action is "spent" and he will not be able to
take other action. Evading is a good idea when you are the target of
a pole arm double damage attack (impale or receive charge enemy
actions). Evading can also be used to charge through enemy bow shots.
Missiles
Higher AG types are more effective with missiles as range and evasion
can have a dramatic effect on the success of a missile attack. The
range penalty for bows is -1 per 5 squares. The range penalty for
thrown weapons is -1 per square. In addition thrown weapon range is
limited to your SH in squares.
Using a arrow type bow weapon is simple... stand and shoot as long as
possible. Shuffle and switch weapons to a hand weapon that does your
maximum SH bracket damage when the enemy is within charging distance.
Arrows can be used against an enemy at any distance effectively but do
less damage than hand weapons in the same SH bracket.
PAGE 38
Crossbows do reasonable damage but have to be reloaded and can leave
the user foolishly reloading or changing weapons when the enemy
attacks. Careful planning and luck are needed to use a crossbow
effectively. Generally, a character will only have time for one shot
with a crossbow and will not take the time to reload it. If this is
true the character will probably want to charge and go prone the first
turn to close with the enemy and get the +2 "to hit" AG bonus for
firing a crossbow prone. The character will then spend the next two
turns after firing standing and changing weapons. When the character
is ready to attack with his hand weapon the enemy has had a total of
four turns to close the distance and attack. Crossbows cannot be
relied on and will only occasionally hit. That hit however can
deliver a telling blow and will help decide the fate of the combat.
Thrown weapons are a dubious proposition indeed. These are generally
reserved for disengaging enemies who keep stepping back before we can
get a swing in. Two squares is about as far away as you want to get
with a thrown weapon. In addition, throwing a weapon can leave you in
a bad way if you have no secondary or slung one-handed weapons.
Throwing will automatically ready a one-handed non-shield weapon from
top "slung", bottom "slung", and the "also" weapon, in that order of
precedence. If no weapons are left then the attacker will have to go
pick something up. If only two-handed weapons or shields are left the
attacker will have to take a turn to change weapons or pick something
up. The attacker of course can always duke it out with fists but this
is only effective for very high SH types (SH=17 fist does 1d+2, SH=11
or less does 1d-4).
Hand Combat
When an enemy can be attacked and the character moved none or one
square (WAIT or SHIFT) then "try hand combat" is an option. Hand
Combat is when two or more enemy characters are battling it out on the
ground with fists or daggers. The prone bonus of +4 to hit is gained
so all attacks are likely to hit (except in extremely poor AG cases).
In addition, all damage inflicted is +3 points of damage. Hand Combat
tends to do more damage in less time to both parties than in regular
combat. Getting into hand combat with a creature is generally a
mistake, especially with a bear. The bear will miss often swinging
from a distance but he will likely tear your face off the first time
he attacks in Hand Combat.
PAGE 39
Hand Combat Attempt
This option will always check to see if the opponent will repel you.
The enemy may also choose not to repel you (in which case you may have
made a mistake). If he does attempt to repel you, he will have to
roll his AG or less on three dice with the additional modifier of the
difference of his and your strengths. For example, "Thor" SH:16 AG:8
"June" SH:10 AG:14. Thor trys Hand Combat with June. June chooses to
repel and has to roll a 14-(16-10) or 14-6 or 8 or less. If June
attempted Hand Combat with Thor then Thor would have to roll an
8-(10-16) or 8+6 or 14 or less. The ability to enter or repel Hand
Combat is heavily biased toward the strong. Bears often prefer Hand
Combat and there is little humans can do to keep them off. The repel
check does not cost the enemy his action and the enemy may attack,
evade, or disengage in the same turn Hand Combat was started. In the
event that you come on the opponent from the side or the rear, the
facing bonus to hit is applied (+2 from the side and +3 from the
rear). The bonus is applied as a penalty to the opponents repel roll.
A hand combat attempt is automatic if the defender is already prone.
Hand Combat Weapons
When Hand Combat is successful the attacker as well as the defender
drop any weapons they have in their ready or secondary hands. The
exception to this is the dagger, which is kept. In addition, if a
dagger is slung it will be readied. It is important then to remember
if your strength gives you greater damage when using a fist than a
dagger, DO NOT carry a dagger. It will jump into your hand
irritatingly whenever someone enters Hand Combat with you.
SH Fist Damage Dagger Damage Use
---- ------------- --------------- ------
11 or less 1d-4 . dagger
12 1d-3 . dagger
13 1d-2 . dagger
14 ----- 1d-1 ----- 1d-1 either
15 1d . fist
16 1d+1 . fist
17 or more 1d+2 . fist
Remember that damage in Hand Combat has 3 added to the above values.
Hand Combat Disengage
This option is available during Hand Combat when the character has
not moved or evaded. The character will successfully disengage on
a roll of his AG or less. If successful, the disengaging player
will be able to stand up in an adjacent square.
PAGE 40
Pole Arms
These do less apparent damage than other weapons if you consider the
weapons chart alone. In actuality the pole arms allow a character to
do more damage in a single hit than any other type of weapon in the
same SH bracket. This is possible with the IMPALE and RECEIVE_CHARGE
actions which do double damage. On the other hand, the character will
have to be particularly sly to take advantage of the double damage
attacks on a regular basis. He will have to disengage often to get
charging room or disengage and run so the enemy charges after him.
The latter is more desirable as standing to receive a charge (a shift
move) not only does double damage but gets a +2 "to hit" AG bonus.
Note also that the larger pole arms can attack an opponent from a
distance of two squares. This aids the "hit and run" pole arm
strategy, making a very potent combination.
Shield Attacks
Shields can be used to damage an opponent and/or knock him down. If a
shield hits it does damage to the defender (see the weapons table) and
the defender has to roll to keep from falling down. The roll is
against the defender's AG just like an attack roll but is adjusted by
the difference in strengths of the attacker and defender. If the
attacker is 2 SH stronger than the defender then the defender has a -2
AG penalty. If the attacker is 1 SH weaker than the defender the
defender has a +1 AG bonus when rolling to keep standing. In
addition, a shield rush (a shield only attack from a charge) gets a +2
AG "to hit" bonus for the attacker to hit with the shield and the
defender gets a -2 AG penalty when rolling to keep standing. The
attacker gets to move the defender one square (like a shift move)
indicating the direction of the desired push. If the defender falls
down he will fall down in that square. If not, the defender stays in
his original square. Knocking down an opponent is useful in two cases
in particular. 1) Gang attack scenario... one attacker knocks the
defender down and other attackers pummel the prone defender at +4 AG
"to hit". 2) Forced retreat scenario... the attacker uses the shield
push to land the defender on inhospitable terrain... a fire or a pit.
This is the only way someone can get into a pit (see Terrain for pit
damage).
PAGE 41
Dual Attacks
The "Dual Attack" option is available when you do not have a
two-handed weapon ready and you can attack. The second weapon attack
is the "also ready" weapon which is a weapon, a shield, or a fist (no
weapon in hand). This is generally the only way to use a shield to
attack besides doing a shield rush. This is a way for a high AG type
"black belt" to do a good bit of damage in a single turn. The first
attack of a dual attack (which is the main weapon "ready") has a -2 AG
penalty to hit. The second attack of a dual attack (which is the
second weapon "also ready") has a -3 AG penalty to hit. This method
is not to be used by low AG type "barbarians" unless they are getting
a facing bonus such as attacking the defender from the rear. Also to
be avoided against creatures that do not have enough SH left to
warrant both weapons. Of course, this is only an issue provided the
difference between a single attack and a dual attack is the difference
between maybe hitting (10 or less) and missing twice (7 and 6 or
less). If the AG is reduced to 5 or less the attacker may as well
dual attack due to the fact the AG penalties are nullified by the "5
or less always hits" limit.
Example Characters
.--------------------------.
| KHAN the HUN |
`--------------------------'
Human SH: 11 AR: - / - Long Bow 1d+1
AG: 13 Spear 1d+1
MP: 10 Dagger 1d-1
Hit and run tactics. Shoot from afar as long as possible, switch
to spear when the enemy closes. Stand and receive enemy charge
or charge enemy for double damage with spear. Disengage enemy to
get distance for another charge. Continue spear charge and
disengage in alternating turns. Moving first after disengaging
is the key to success because Khan must move at least 2 squares
(back up then charge forward) to get the double damage pole arm
bonus. This will not be possible if the enemy moves first and
steps forward one to engage Khan again.
PAGE 42
Khan as an Orc...
SH: 11 AR: 1 / 1 Spear 1d+1
AG: 12 Long Bow 1d+1
MP: 10 Dagger 1d-1
Emphasize the spear attack as the reduced agility will make the
bow tactic suffer. Natural armor supports this also.
Khan as an Elf...
SH: 11 AR: - / - Long Bow 1d+1+1
AG: 12(13) Spear 1d+1
MP: 12 Dagger 1d-1
Emphasize bow attack. If the enemy is slow enough consider
running from arena side to arena side to keep out of engagement.
If the enemy is in plate mail and his MP is 6, running across the
arena will leave Khan two turns to fire before the enemy catches
up. In addition, avoiding the spear will make an Elven Khan as
good as a Human one as far as AG and better in terms of damage.
Khan as a Goblin...
SH: 7 AR: - / - Long Bow 1d+1
AG: 12 Spear 1d+1
MP: 10 Dagger 1d-1
Stick with the bow and don't risk closing with the enemy (in
other words, don't get hit). Evade when attacked. Winning your
first combat will likely advance the Goblin Khan a point of SH
and AG at once. At this point he could have a variety of
options...
1. Get a flail instead of the spear. No x2 pole arm damage
but it negates an opponents shield. Wear a leather
tunic to help fend off the opponents blows.
2. Get a crossbow in place of the dagger. Fire once then
switch back to the long bow.
.--------------------------.
| SLAYER the GLADIATOR |
`--------------------------'
Human SH: 10 AR: 1 / - Trident 1d
AG: 14 Buckler 1d-3
MP: 10 Dagger 1d-1
In and out charge attacks. Similar to Khan when he uses his
spear but able to make up for the lack of double damage on turns
when the enemy gets to move first by making a dual attack. In
addition, the shield attack will occasionally knock an opponent
down and possibly into a fire or a pit (see SHIELD RUSH). Slayer
is better equipped to handle close fighting as the shield's
protection will make Slayer's SH look inflated by one point
every hit when compared to Khan in the same situation.
PAGE 43
Slayer as an Orc...
SH: 10 AR: 2 / 1 Trident 1d
AG: 13 Buckler 1d-3
MP: 10 Dagger 1d-1
The Orc's natural armor will make the Orc Slayer better than a
Human one if the incoming attacks are many and light damage (such
as another Slayer character as an enemy).
.--------------------------.
| GIMLI the DWARF |
`--------------------------'
Dwarf SH: 14 AR: - / - Battle Axe 2d+2+1
AG: 9 (10) Battle Axe 2d+2+1
MP: 8 Battle Axe 2d+2+1
Three Battle Axes? That's because a dwarf gets +1 to hit and +1
damage with hammers and axes even if they are thrown. So don't
be afraid to SHUFFLE / THROW one turn and SHIFT / TRY-HAND-COMBAT
the next. With a SH of 14 Gimli's fists are as good as daggers.
He can dual attack in Hand Combat with AG: 11 and AG: 10 for
1d-1+3 or 1d+2 per fist (2d+4 per turn if he gets lucky).
.--------------------------.
| THUNDAR the BARBARIAN |
`--------------------------'
Human SH: 13 AR: 3 / - Morning Star 2d
AG: 11(10) Large Shield
MP: 10 Dagger 1d-1
Thundar is a gladiator killer. He likes to close with weak
shield carrying types. The morning star negates the effect of
the enemy shield and the resulting damage can knock the enemy
down spelling his doom. He also likes to shield rush weak
enemies or weak creatures into pits and fire. Thundar CHARGEs
Slayer and does a SHIELD-RUSH... AG: 12 or less to hit, if he
hits Slayer has to roll an 8 or less to stay upright and out of
the pit.
PAGE 44
Hi-Scores
The high scores listing shows the characters in order of highest
experience points. The character name and current attributes are
shown. Additional columns show if the character has been killed (RIP)
or how long the character has been without playing a game (relative to
the other characters that played last). The high scores list will
drop characters who have a "games rested" count of 50 or more. This
allows characters that go into retirement to fade from the picture.
In addition, characters that have "break outs" are exempt from being
included in the high scores list. A "break out" happens when a player
does not complete a game (such as quitting). This could also happen
if you save a game and start another with the character who is in the
saved game. Be sure and finish any saved games before starting new
ones unless you are absolutely sure the characters you will use in the
new game are not in the saved game. The break out status shows as a
"B#" in the right margin of a character's stats. If you wish to reset
the break out status on a character, look for an extra text file in
the "Gladiator!" directory for instructions.
Cheats!
With a little experience with Gladiator, you will certainly learn how
to succeed. If you are not patient, then read the following for
a recipe that will ensure victory (sounds like cheating, doesn't it?).
For starters:
Make a Goblin with Agility 13 and the biggest single handed weapons he
can carry (four Axes would be perfect). Make a couple of snakes. Use
the snakes to tie up the enemy while you charge around behind them and
dual attack. Stay safe and disengage to keep from getting hit if an
enemy manages to face you. When starting the turn adjacent to the
enemy, move first to back away. When starting the turn away from the
enemy, let the enemy move first and charge in behind them. Have any
snake that is attacked evade. Goblins advance so quickly that you
will be able to carry bigger axes and have a greater agility after
winning your first battle. Repeat this strategy for one more battle.
To get ready for bigger things:
You will need a Mage to help your Goblin do battle with the truly
nasty things (Evil Magi). Make a mage, set his SH to 9, his agility
to 13, and his IQ to 10. Load him up with staffs. Get the spells
"Illus. Wolf" and "Snake Staff" in addition to any others you want.
Keep using "Illus. Wolf" until you run out of SH for the spell. By
this time you should have a pack of wolves. Beware of Imps and
Slayers, as they can disbelieve. If this happens, either wait until
they are close (they rather fight than disbelieve, usually), or make
snakes to cover a retreat to the exit. Repeat this strategy until
Slayers and Imps keep showing up.
PAGE 45
Teaming up:
When you team up your Goblin and Mage you will probably be seeing one
or more Behemoths. These you treat with respect. Load up the Goblin
with a big slashing weapon, a big pole arm, and a bow. Start the game
with the Goblin shooting the bow and the Mage making wolves or snakes.
If a Behemoth shows, have the Goblin switch to the pole arm when the
Behemoth gets half way to you. If not, have the Goblin switch to the
slashing weapon when they get close. Have your Mage put magic armor
on the Goblin if the Goblin is going to be slashing. Do not engage a
Behemoth: use the pole arm to impale him from two squares distance.
Want more hints? Questions? Suggestions? Send me some GEnie mail, I
am addressed as BLANKENSHI (internet mail: blankenshi@genie.geis.com).
PAGE 46
APPENDIX
#Crossbow.........................................28
2H................................................5
AG................................................3
AG Modifier.......................................7
AR................................................3
AR/MP.............................................10
ATTACK............................................33
Action Phase......................................30
Actions Explained.................................32
Adjustable Spells.................................14
Agility Magic.....................................13
Agility Rolls.....................................35
Also..............................................28
Altar Of Life.....................................23
Armor.............................................6
Attributes........................................3
Bear..............................................9
Behemoth..........................................18,21
Bow...............................................5
CAST MAGIC SPELL..................................32
CHANGE WEAPON/SHIELD..............................33
CHARGE............................................30,31
Caltrops..........................................23
Cheats!...........................................44
Clumsiness........................................13
Create Exit.......................................15
Create Fire.......................................15
Create Pit........................................15
Create Shadow.....................................15
Create Wall.......................................15
Creatures.........................................10
Curse Armor.......................................13
DISBELIEVE/ZAP ILLUSION...........................34
DISENGAGE.........................................32
DROP/PICK UP WEAPON...............................34
Damage............................................6
Damage Taken......................................7
Dazed.............................................28,35
Dazzle............................................16
Dead..............................................35
Dice..............................................27
Dice Odds.........................................36
Disclaimer........................................2
Drain Life........................................12
Drain Life II.....................................12
Drop Weapon.......................................13
Dual Attack.......................................34
Dual Attacks......................................41
Dwarf.............................................9
ESP Stats.........................................16
PAGE 47
EVADE.............................................34
Elf...............................................9
Engaged...........................................31
Evading...........................................37
Evil Mage.........................................18,22
Example Characters................................41
Exit..............................................23
Experience........................................11
Facing............................................7
Fighter Spells....................................17
Fire..............................................22
Fire Spirit.......................................18,19
Fireball..........................................12
GO PRONE..........................................34
Gargoyle..........................................9
Giant Amoeba......................................18,19
Giant Beetle......................................9
Giant Scorpion....................................9
Goblin............................................9
Hammer/Axe........................................5
Hand Combat.......................................38
Hand Combat Attempt...............................39
Hand Combat Disengage.............................39
Hand Combat Weapons...............................39
HandC.............................................28
Heal-Strength.....................................13
Hi-Scores.........................................44
Human.............................................9
IMPALE............................................33
IQ................................................3
Illusion Spells...................................14
Image.............................................16
Imp...............................................20,18
Incentive Phase...................................27
Introduction......................................2
Invisibility......................................13
Iron Flesh........................................13
Jump..............................................29
Knocked Down......................................35
LOOK AROUND.......................................34
Lightning.........................................12
Lightning II......................................12
Lightning III.....................................12
Looking Around....................................27
Lose Weapon.......................................13
MP................................................7,3
Mage..............................................9
Mage Weapons......................................12
Magic Bolt........................................12
Magic Missile.....................................12
Magic Speed.......................................13
Menus.............................................25
Min SH............................................7
PAGE 48
Missile Obstacles.................................35
Missile Return....................................13
Missile Spells....................................12
Missiles..........................................37
More Interface....................................26
Movement Explained................................31
Movement Interface................................29
Movement Phase....................................28
Needler Bush......................................18,19
No Shield.........................................5
Orc...............................................9
Other Special Spells..............................16
Permanently Dazed.................................35
Phase Spider......................................20,18
Phases............................................27
Pit...............................................23
Pit Fortress......................................15
Pit Trench........................................15
Player Characters.................................3
Pole Arm..........................................5
Pole Arms.........................................40
Prone.............................................28
Psychic Blast.....................................16
RECEIVE CHARGE....................................32
RELOAD CROSSBOW...................................33
RUN...............................................31,30
Race..............................................9
Ready.............................................28
Ring of Fire......................................13
Robot Characters..................................18
SH................................................3,5
SH/AG Min.........................................10
SH/AG/IQ Base.....................................10
SH/AG/IQ Max......................................10
SHIELD RUSH.......................................33
SHIFT.............................................30,31
SHOOT BOW.........................................32
SHOOT CROSSBOW....................................32
SHUFFLE...........................................31,30
STAND.............................................32
Set up............................................26
Shadow............................................23
Shadow Wall.......................................15
Shield Attack.....................................33
Shield Attacks....................................40
Slash.............................................5
Slash Attack......................................33
Slayer............................................21,18
Slung.............................................28
Snake.............................................9
Snake Staff.......................................16
Special Spells....................................14
Spell Duration....................................14
PAGE 49
Spells............................................12
Starting..........................................24
Steel Flesh.......................................13
Stone Flesh.......................................13
Strategy..........................................37
Summon Spells.....................................14
THROW WEAPON/DROP NEARBY..........................33
TRY HAND COMBAT...................................32
Teleport..........................................13
Teleport Away.....................................13
Terrain...........................................22
Terrain Spells....................................15
The Manual........................................2
Throw.............................................5
Thrown Spells.....................................13
Troll.............................................9
Unconscious.......................................35
VIEW STATS........................................34
View Stats........................................26
WAIT..............................................30,31
Wall..............................................23
Wall Fortress.....................................15
Wall Line.........................................15
Wall of Fire......................................15
Weapon Capacity...................................6
Weapons...........................................4
Who Attacks First.................................37
Who Moves First...................................37
Wolf..............................................9
Wounds............................................35