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©2009 - Dark Art Miniatures
The year is 8000 in the post apocalyptic world of Perspicuus Gemma (bright gem). What was a world of beauty has been replaced with wasteland and twisted metal. Destroyed cities have given birth to new way of life. Most of the human-kind now live underground in vast cities filled with arcane devices and machinery. Many things have changed but human nature will always seek ways of preoccupying ones thoughts of reality….to forget ones own worries and to feel better with ones self at another’s suffering. One thing’s for sure, whether you’re a true human or a mutant, everyone enjoys a good old smash um up on the vid-screens! Entertainment at its best. Brutal is here!
You are the owner (Lanista) of a troupe of fighters and you hire out your services to any that will pay your price for the ultimate in entertainment, violence in its truest form. Many Lanista follow the same path as you but only one can claim the rights to the lions share.
Written by Klaus Teschner Edited by Klaus Teschner and Dave Dewett Game design by Klaus Teschner and Dave Dewett Concept art by Klaus Teschner, Nicholas Kay, Neil Walton aka Nez, and Mates Laurentiu Cover art by Nicholas Kay and Dennis Gustafsson Book art by Nicholas Kay, Neil Walton Dennis Gustafsson and Mates Laurentiu Game content art by Klaus Teschner Additional content by Klaus Teschner Miniatures painted by Klaus Teschner Play tester’s: Daniel Haworth, David Semple (aka Ninja Dave), Paul Till, Adam ‘lets charge in’ Aldred, Louis Barnes, Andrew (Drew) Roberts and Great Harwood Gaming Club. Notable mention: Many thanks to Steve and Mates at Avatarart.com Special thanks to: The families of Klaus and Dave for putting up with us during the long development of Brutal, in particular Klaus’ wife Sharon and Daves girlfriend Jen for their heavenly patience, We couldn’t of done it without their full support. This is for you!
First and foremost a HUGE thanks for your interest in our blood spilling action packed game. The initial idea for the game started way back in 2005 A.D. It has been a long road from concept to creation but our journey has only just started. With a spring in our step we now venture into the wondrous unknown. What you see here is the Beta version of Brutal. Although this is a Beta version its actual core rules set is complete and fit for gaming. During the design process we encountered many eventualities which we ironed out however, In brutal many can things happen and although we feel we have covered every eventuality you may still come across something that is not included within the current rules. If this is the case then feel free to visit our forum where either a fellow forum member our even one of the design team will help answer your questions.
You may also notice that I mention certain rules more than once in different, but relevant sections of this book. This is to your benefit for ease of learning the system as it makes more sense when you first read the book. We have split up the content within three books. These books are bite sized portions allowing you to ease into the game and delve deeper should you wish to do so. This core rules book ‘The training ground’ covers all you need to know about how fighters and the arena operate as well as a little background for you to immerse yourself into the brutal gaming world. Our second book ‘The events book - Theatre of pain’ covers everything you need to know about setting up an arena and rules for the many events that you can play. Our third book ‘Lansita handbook - The bloodied, bruised and broken’ contains rules for playing a league or free flowing campaign, buying your own fighters from the slave market, race descriptions/ abilities, skill advancement, giving gifts to the worthy and much more!
Now go, learn well, entertain the crowd and die with pride! Klaus Teschner
INTRODUCTORY SECTION The game Game components The miniatures of Brutal Fight Night Chaotica Lanista, ludi and his troupe THE CORE BASICS THE TRAINING GROUND part1 Scale of fighters The fighters profile The game turn Shiekal the Huntress Setting up the arena Starting points Line of sight Pick brutal action cards phase Arena card phase Speed Phase Slowing down Change cards phase Combat phases Movement Weapons range The three 10’s rule Hitting, parrying and evading Damaging your opponent Knock back Knocked down Locking zones Getting out of a locking zone THE HANDS OF FATE Taking things into your own hands Wait for the crowds decision The finishing blow FIGHTER CLASSES Breaker Bruiser Deflector Di-sector Page 6 7 10 11 11 12 13 13 14 17 18 19 20 20 21 23 23 23 23 24 24 24 26 26 29 29 30 30 31 32 33 33 34 35 35 36 37 38 Stinger Piercer In-capacitator BRUTAL OUTFIT Kill gear Kill suits Kill wear BACKGROUND Technology Political structure Brutal and politics THE TRAINING GROUND part2 The Arena Taskmasters The centre square Chaos pads Floor traps Power ups Obstacles Teleporters Pits Walls Sentinels ADVANCED TACTICA Wolf-packing Defensive formation Large fighters Tactica lesson #1 the death zone Final notes 39 40 41 42 43 43 43 44 45 45 45 46 46 46 46 47 47 49 50 50 50 51 51 52 52 52 53 54 55
What you will need
A pencil and rubber At least two Brutal miniatures. Any kind of Brutal miniature will do but it must be the same class fighter as the one on your fighter record sheet.
Optional Non permanent felt pen. We find that it is best if you put your fighters record sheet in a plastic sleeve so that you can make temporary changes with the felt pen and simply wipe it off when it needs changing. Brutal is a stand alone board game that allows you to pit fighters against one another in a up close and personal combat system set in a post apocalyptic world. The system is primarily a duelling system although any amount of players can take part which makes it great for tournament play. The rules system is easy to learn and will get you into the thick of it in no time. I recommend that you quickly browse through the core rules (training ground) at first, just so you get an idea of what is involved to play the game. Once you have done that the next best thing is to pick one of the stock fighter templates provided and play with a single True Human fighter . Look up rules for a situation as is arises. You should get a grasp of the rules within a few turns. This is a highly tactical game with the element of chance so if a player makes unwise moves or actions then expect a quick death…..unless your lucky. Like a real life combat situation, the more you understand your abilities and that of your enemy the more chance you have of reading and bluffing your opponent which will help you beat the opposition. The game mechanics of brutal simulate this without being bogged down with too many rules and without the need of a bucket load of dice, which has got to be a good thing right! The game incorporates ‘Brutal action cards’ which forces players think and play differently than they normally would with some strategy miniature games, giving a refreshing change to miniature gaming. By the time you have had a couple of fights you will see the need to develop different strategies against different types of fighters. You might also want to try out the other playable races. Don’t feel disheartened if at first your fighter seams to die within 5 turns or less (I know some sweet, killer combo moves ). This will often be the case if playing against an experienced opponent or just plain bad luck. Once you get more experience your fights will last much longer. Once you are happy with the core rules you can then move on to the additional rules covered in the book ‘The bloodied, bruised and broken’ which covers rules for players to create their own troupe bought from the slave markets. It also contains League/ campaign rules which include hiring Pit Ronins, fighter development and gifts allowing your fighters to rise amongst the ranks of the brutal fighters.
Here is a list of the components needed to play Brutal. These are available from our website: www.darkartminiatures.com
The playing area
This is where your fighters battle it out. Whether fighting in pits of small towns to combating in the arenas of the cities the arena can be as dangerous as the opponent you are fighting. The actual fighting platforms are of genius design. Thousands of moving parts are hidden underneath the arena floor which allows the arena to move and interchange terrain and other features during events. At various random places around the arena there are often traps that trigger once stepped on. Then there’s always the small holes in the wall that may fire out death in many forms. Keeping to Fight Night Chaotica’s chaotic nature traps could actually be power-ups in forms of energising weapons or armour. Powerful stimulants may be injected into the fighter to boost his/her Regenerate level or make them stronger for a short time. Teleport devices are often used in the arenas though these can be inaccurate as to where the teleported fighter re-appears. All the while the crowds cheer and the Brute-cams film the fight via links to the rest of the world.
These are the overlays you will use while playing Brutal. These overlays are discussed in further detail later in this book. (training ground part 2)
Large Pit - Open
Small Pit - Open
Small Pit - Closed
Large Pit - Closed
Large Wall - Raised Small Wall - Raised
Small Wall - Lowered
Large Wall - Lowered
The Lanista Battle Board
The Lanista Battle Board is used to record the number of move points, bonus move points and remaining re-rolls available to the player. The counters below (Battle Board Counters) are used with the Lanista Battle Board. The Lanista Battle Board also has a space for the player to ‘place down’ their selected action cards at the start of the game turn. This is discussed in more detail later in this book.
Battle Board Counters
Move Bonus Re-roll Point Move Counter Counter Counter
All players will require a set of ‘Action Cards’ to play Brutal. The Action Cards represent your characters actions during combat and consist of four different offensive actions, three defensive/passive actions and a healing action. In a standard full deck a player will have 11 cards consisting of 7 different types of actions. More information about Action Cards can be found later in this book
The Action Cards
These cards are used to tell players what is happening to the arena each game turn.
Other things you need
Pencil Rubber 2x 10 sided dice. These dice are numbered 1 to 10 1x 8 sided die. These types of dice are number 1 to 8 Brutal miniatures
Designers notes: You will need to write a number on each card numbered 1 to 50. This is due to us not yet committing to full print work as things may change
The miniatures of Brutal
We use 32mm scale miniatures to represent the fighters of Brutal. 32mm being the average height of a Brutal human fighter measured from toe to eye level. These detailed gaming models are used to show the position of the fighters within the arena. Collecting our range of unique looking miniatures is a great way to get you into the hobby of painting and gaming. The miniatures below are part of our first wave of miniatures sculpted by the very talented Alexandre ‘Aragorn’ Marks.
Di-Sector Class fighter of Ludi ‘The Scarred’ with drill attachment.
Bruiser Class fighter of Ludi ‘The Purists of the New Dawn’
Deflector Class fighter of Ludi ‘The Fists of Prime’
Di-Sector Class fighter of Ludi ‘The Scorched Suns’ with punch dagger
In-capacitator Class fighter of Ludi ‘The Venomous Tongues’
Fight Night Chaotica
“Laaaaaaaadies and Gentlemen. Tonight’s sold out grudge match event coming LIVE from Free-fall city brings you the first of our two Brutal fighters. Rising on platform 1 we have a True Human Bruiser weighing in at 120 lbs and fighting out of Ludi ‘torment’ under the watchful eye of Lanista Rezner. We bring you the giver of pain, the bane of demons, the War-breed champion two years running, the Swift kill #5 world champion AND world record swift kill holder, TORRRENTIAAAAAAA!” –Brutal commentator Rough-neck Sonux Fight Night Chaotica (F.N.C.) is the world’s most premier entertainment organiser. It broadcasts its programmes globally. Brutal is one such programme. Tickets can be bought by the populace to attend the arenas or the population can watch shows on the vid-screens. Most cities and towns have large vid screens in public squares or other gathering places. These huge screens are powered by gigantic generators. Every 7th day people come to watch the brutal fights and championships. Violence has become a national pass time. This is where you come in. Hiring out your fighters for Brutal fights can earn you a tidy sum. You could even sell on your slave fighters for a profit if the markets right.
Lanista, Ludi and his troupe
In Brutal we refer to a player as a Lanista. A lanista is the owner of a gladiator school known as a Ludi. The fighters who learn within the school are called a Troupe, effectively the lanista, you, are a manager of a unit of trained professional killers that take part in gladiatorial events for a vid-show! This takes on more of a role once you start playing the league/campaign rules ‘the bloodied, bruised and broken’ as you buy/hire and even sell your fighters. Either way, once a fight event takes place you control the actions of your fighters in a battle of wits, skill and cunning.
THE CORE BASICS
Brutal action cards
During the course of the game each player selects cards from their own personal deck. These cards show what actions the player is attempting in a game turn. (Attacking, defending, evading etc..) Dice are then rolled to see if a player’s actions are successful or not.
Dice rolls are made by the players to see if they are successful in their actions. Through-out this book you will see a ‘1d10’ or just ‘d10’. This refers to the ten-sided die needed to play the game. Brutal also uses a d8 for determining the randomness of the arena (see randomiser rolls).
During the course of the game your fighters will have certain bonuses. These are normally a positive. +1, +2 etc. The dice roll is made normally but you must also add the positive modifier to the total. (1d10 +2, 1d10+1 etc..)
During the course of the game your fighters will have certain bonuses. Some of these might actually be negative. -1, -2 etc. The dice roll is made normally but you must subtract the negative modifier from the total. (1d10 -1, 2d10 -2 etc..) NOTE : No negative modifiers can reach below -10
During the course of the game your fighters may have the option of re-rolling a die. Unless otherwise stated a re-roll can be played in any phase but another re-roll cannot be re-rolled a second time if the initial re-roll fails.
Example: An ‘arena card’ dictates that a new chaos pad rises from the arena floor. A d8 is rolled with a result of 2 showing the direction. A second d8 is rolled with a result of 3 showing the distance. Arena overlays will not move or appear if the square is already occupied by another ‘arena’ overlay or travels out of the arena. If this is the case then the change is ignored. Note that there are exceptions to this.
Sometimes during a game something is moved or appears in/to a random location. This randomiser roll determines which direction an object is moved too and by how far. Normally anything randomly moved or appearing uses the centre ‘B’ icon in the middle of the arena as its starting point. Roll 1d8 to determine the direction using the main Brutal icon on the board as 1. Then roll another d8 to determine the distance. This is the location something has been moved to. (See example to the right)
“Listen up! I’ll get you fighting in the arenas in no time. Your gonna learn fast or you will die trying”.
------Unnamed Lanista addressing new slaves
To be a successful lanista you must know your fighters abilities well as it is you that directs them in battle. Here at the training ground (part 1) you will learn many things from knowing your fighters strengths and weaknesses, learning how to use the Brutal Action Cards to pitting your fighter against another lanista’s (players) troupe member. Part 2 of the training ground covers rules for using the arena overlays. This is covered in the second half of this book. Once you have skimmed through the rules pick an event in the Events book ‘theatre of pain’ and set-up the arena as shown within a particular event If this is your first ever game use the set up shown on page 19 in this book.
The Fighters of Brutal
Fighters come in all shapes and sizes. From the demonic looking Textrix, the wicked Excorio to the giant-like Durus and even the rare jury rigged Kombot from the Old Age. Blocs and True Humans also fight in the pits. Most fighters are bought from the slave markets by troupe owners known as lanista. The slaves are then trained in the art of brutal fighting and are expected to entertain the populace. Wars have often been settled via a brutal contest. This can make a former slave into a hero overnight. There are many differing combat styles that make’s up a lansita’s troupe repertoire. Each class of fighter has strengths and weaknesses over others. It is a wise lanista that not only employs a good spread of styles within his/her troupe but understands the roles each class plays. This is a sure way to give you the edge above others. Scale of fighters Although the training ground only covers medium and large un-mounted sized fighters I feel that you should be aware of the differences for future reference as it can affect some class skills mentioned below and also how they interact within the arena. Small (an average sized true humans, small creatures and mutated near humans) Medium (an average sized true human, bloc, excorio, textrix and kombot brutal fighters as well as a medium sized creatures) Large (an average sized durus, pure host textrix, large kombot, mounts. rad lions and other large creatures) Huge (shedding serpents, vehicles, huge mounts and other huge creatures)
The fighter’s profile
“Know your abilities well and you shall survive for a time. Know your foes abilities and you shall crush the bones that fall before you”.
-----Vorek Hammerfall. Here we shall talk about the profile and ratings of your fighters. Below is what an example human ‘Bruiser’ class fighter looks like. Descriptions of the abbreviations shown on the example fighter sheet are shown below. This profile gives you all the information you need to know about the troupe member.
Race/sex: Human Special: Mv/A/M 5/1/ 0 Ag -1 Name: KT00125 Size: Medium Att 5/3 Def 7/5 Dam 4/2 Class: Bruiser Rank: 1 Ar 7 Stam 25 Starting Brutal rating: 104.5 Current Brutal rating: 104.5 Regen lv 3 Respect 1 Fame 0
Brutal Outfit Weapons range: 1 Kill Gear: 1 Medium handed weapon Kill Suit: Medium armour Kill Wear: Med-unit grade (1) Mechanical arm
Class Skill: Survivalist Skills: Leap,
TICK INJURY BOX
MAX STAM LEVEL
MED UNIT DOSES
Race/ sex/ special A fighter’s race, sex and special racial abilities are noted here. Name Names have to be earned. All new fighters are given a barcode until they have proven their worth in combat. This identification number is normally tattooed onto the fighter or an ID chip is inserted under the skin. Size How big your fighter is. Class What type of fighter it is. Each class has strengths and weaknesses over others. (Fighter classes are mentioned on page 35 in this book.) Rank This shows the fighter’s current rank. This rating is used in the league/campaign settings. Fighters can gain ranks as their Brutal ratings rise through experience. (see ‘the bloodied, bruised and broken’ for more information)
Starting/ current Brutal rating These ratings are used in the league/ campaign setting for fighter development and to determine the odds on favourite/under-dog for the event. It also helps determine when a fighter achieves his/ her next rank (see ‘the bloodied, bruised and broken’ for more information) Base Move (Mv) max 10* Each time your fighter moves around the playing board or attacks and even defends then he/she uses Move points for that game turn. Every time you use a move point you must alter your Lanista battle board by sliding the counter down by the amount of move used. When the player uses all of the fighters Move rating then he/she cannot do anything else that turn. So overall, the greater your move rating the more things you can do in a game turn. Actions only ( A ) max 1* Some equipment allows a fighter a bonus Move point for particular actions. A fighter with a bonus in this rating can only use the point for action cards only, not for movement. Movement only (M) max 1* Some equipment allows a fighter a bonus Move point for particular actions. A fighter with a bonus in this rating can only use the point for movement only, not for actions
Should a fighter gain +1 Mv to both his Actions and Movement then they are replaced by +1 base Mv Agility (Ag) max +10, min -10* How agile and fast your fighter is. The fastest can move and strike first. This also represents how well your fighter can leap and complete other athletic manoeuvres. Attack (Att) max 10* Primary Att rating: How skilled your fighter is at hitting a target with a range 1 or more attack. The higher the rating the more competent you are at hitting things with a sword, club, long pointy stick etc... Secondary Att rating: How skilled your fighter is at hitting a target with a range 0 attack. Like the primary attack rating the higher the rating the more competent you are at hitting things but with your fists, feet, elbows, head, punch dagger, gut rippers, small drills etc... Defence (Def) max 10* Primary Def rating: How skilled your fighter is at defending his/herself with a range 1 or more attack. The higher the rating the more competent you are at deflecting/parrying incoming attacks. Secondary Def rating:: How skilled your fighter is at defending his/herself against a range 0 attack. Again,like the primary rating the higher the rating the more competent you are at blocking incoming attacks. Damage (Dam) max 10* How strong your fighter is. The higher this rating is, the more likely you are to inflict damage against your opponent. Note that range 0 and 1+ range weapon dam ratings are different. Use primary Dam when using a range 1 or more attack Use secondary Dam when in using a range 0 attack Armour (Ar) max 10* How well protected your fighter is. Normally the higher the armour value the fighter has the slower he/she will become but the more damage you can absorb.
FIGHTER PROFILE CONTINUED
Stamina (Stam )max unlimited* How much punishment and pain your fighter can take before passing out, giving up or dying. A fighters Stam rating is the same as his/her ‘Stamina level’. Every time a fighter takes a point of damage the player must mark one off the stamina level squares starting from the ‘max stam level’. The red shaded area of a fighter’s stamina level on the fighters record sheet represents the fighter being on his/her last legs and is close to dropping. Any fighter who’s rating drops into this shaded area suffer a -1 to all rolls. Fighters that use a med-unit dose to get out of the red zone no longer take the -1 until they go back into it. If playing a league/campaign setting then the fighter will also have to roll on the surviving injuries table. As soon as the fighter drops into the red zone he/she must tick the injury box. At the end of the event he/she should roll on the surviving injuries table (Refer to the book ‘the bloodied, bruised & broken’ for more information.) Regenerate (Regen) max 5* How quickly your fighter can shrug off pain depends on your fighters Regen level. This is represented by using med units containing limited doses of combat drugs. (Yes combat drugs are allowed by the rules written by the F.N.C. Governing body. (Fight Night Chaotica) The longer the fighters stay alive, the longer the entertainment, the happier the crowd, the better for business. Respect min -10 max 10* This represents how much the populace respects your fighter. This can play an important part when it comes to your fighter begging the crowd for them to spare his/her life. This rating is also used for special crowd event cards. Fame (Fm) max 10* How famous your fighter is. The more famous he/she is the higher the crowd turn-out and the more viewers that watch the vid-screen show. The more tickets sold means a larger lions share. This rating is also used for special crowd event cards. Brutal Outfit A brutal outfit is a fighter’s full combat gear that they are trained to fight in/ with. Kill Gear: Weapons used Kill Suit: Armour type worn Kill Wear: Cyber/ mech replacements & augmentations. Weapons range This shows the fighters effective weapons range for the weapons he/she is equipped with. All fighters can also attack at range 0. Class skill The fighter’s class skill is mentioned here. Class skills make each fighter class different from each other forcing different styles of play. Skills Any skills your fighter has learned are shown here. A campaign/ league setting allow your fighters to advance by learning skills. (Refer to the book ‘the bloodied, bruised & broken’ for more information.) Med-unit A med-unit enables a fighter to heal through the use of combat drugs. This shows the number of doses your med-unit can be use before it is depleted. Every time you use a dose you have to cross it off on your sheet and them you can heal up to the same regen level of the fighter.
Additional rules (max/min)* maximum limits to character advancement using the league/campaign rules in the book ‘The bloodied, bruised & broken’
The Game Turn
“Even In the pits there are rules. Abide by them and you shall live long enough to please the crowd. Commence!”
-----Ref Bot OXXOXOXOXOOO
Here is the turn layout. You don’t need to fully understand this if this is the first time you are reading this. Just have a brief look at it to see what the basic’s of the game involves. Once all players have decided on an event and the fighters are stood in the starting points of the arena follow the phases below: 1. Pick Brutal action cards phase
Two Brutal action cards are chosen by all players from their own deck. These should then be placed face down on your lanista battle board so the opposing player(s) cannot see what they are.
2. Arena card phase
At this time one player or a Referee flips a card from the top of the Arena card deck and reads it out to all the players whilst following out any instructions from that card. Any effects of the event last until the end of everyone’s turn.
3. Speed Phase
Each player rolls a D10 and adds his/her Agility (Ag) rating to it. The one with the highest total is the fastest for this game turn. If the result is a draw then the player with the highest die roll wins. If the result is still a draw then roll again between the players with the draw result to find the fastest fighter.
4. Change cards Phase. 1 max (optional)
Starting from the slowest upwards a player may change a maximum of one Brutal action card. The player suffers a -1 penalty to all rolls that round
5. Combat Phase A.
The fastest player can now move and play his/her action cards. If the player has two attack cards then he/she may play them in any order. Parry cards are played in the opposing players turn. Fighters can attack then move, move and attack or even move attack move providing they have enough Move points to do so. Fighters can also keep unused Move points for the remainder of the game turn in case they wish to parry.
6. Combat Phase B.
The next fastest player can now move and play any attack cards. Same as 5. If all of the fighters have moved and are still alive reset your movement lanista battle board and go back to Phase 1. If a fighter reaches 0 Stam points go to the ‘The hands of fate’ section, (page 32)
Designers notes: Game turn time vs real time Lots of things can happen within seconds in game time. Each full game turn represents 10 seconds of game time. From our experience an average typical event lasts 15 rounds and should take no more than 5 minutes per game turn per 2 players. So based on a 15 turn combat it should take you no longer than 1 hour 15 minutes of real time to complete 2 minutes 30 seconds of intense blood spilling action of game time. This by the way, is a hell of a lot of non-stop action.
Shiekal the Huntress
She could hear the faint dim of spectators chanting her name. Shiekal stepped onto the rising platform that would take her to the arena above. As she moved into the middle, dim green and blue lights started to flash around the chevron edged lift. These hazy lights played softly on the Excorio’s exposed muscles and skin, giving her a ghost-like appearance. The air down here stank of stale blood, sweat, grease and fumes from the ancient machines. Staying underneath the arena for a length of time could make some fighters nauseous. There was also the scent of fear within these chambers but she didn’t mind that. She looked up wishing the platform to rise faster. The crowd and commentator could be heard more clearly now as a section of the arena floor slowly slid open, pouring in blinding light from the spotlights above. Soon the crowds cheers would be almost deafening and has the cheers and chants soured, so too did her excitement. This is what she was born for……She was Excorio.
Please read the events book ‘Theatre of pain’ for rules on setting up the arena. If this is your first ever game use the set up below and skip the ‘Arena Cards’ phase.
Arena layout: Training ground
Each player places their brutal fighter on any square of the lift entrance overlay. This is where they are greeted by the roars of the crowd as they ascend up to the arena. Starting point locations can vary from different events.
Example: Fighter A and Fighter B are in the starting positions.
Once a fighter moves off the lift the player must remove the overlay and replace a chaos pad in the central location of where the lift used to be. The arena re-arranges itself leaving no trance of the chevron lift. Note: The green lines shown in the following examples are for ease of seeing the square sections.
Line of sight (los)
Line of sight determines what your fighter can see within the playing area. This can prevent your fighter from attacking an opponent due to a wall or other object getting in the way, blocking the fighters view. Cover modifiers To solve any disputes between players we have kept this rule as simple as possible as we know how line of sight rules can cause many arguments the last thing we want is to see players having a real fight! It’s all about the fun folks! . If the whole of the square occupied by a fighter cannot be seen then that fighter gains a cover bonus of +2 to his/ her Defence rating. Like-wise the other fighter would also gain the cover modifier. If none of the targets base can be seen then you simply cannot see or attack them.
Example: Fighter A and Fighter B both gain a +2 cover modifier due to the teleporter overlay blocking line of sight as only half of each fighters base can be seen.
Pick brutal action cards
“Read your enemy and they shall dance to your every tune like fools. Let the fools be prey as the deceiver becomes the hunter.” ----Exargus Dreamweaver.
Your fighters attack and defend against each other with their weapons by selecting various action cards. Offensive actions are referred to as ‘attack cards’ and the defensive actions as ‘defensive cards’. These actions are then resolved using dice and adding a relevant rating to the total. If this is the first time you are reading this, don’t worry. All you need to know for now is that you use cards to show what you fighter wants to do and then roll a ten sided die to see if the fighter is successful or not. Two Brutal action cards are chosen by all players from their own deck. These should then be placed face down on your lanista battle board so the opposing player(s) cannot see what they are.
Each player should have a deck of the following cards:
Important rules on action cards
All action cards have a Mv rating. This is the required amount of Move needed to play the card. If your fighter does not have enough Mv remaining at the time then the card cannot be played. Some action cards add bonuses to certain actions. These bonuses are added to a fighter’s relevant rating. Each card has specifications on how they can be used. These are shown below.
2x Strike cards 2x Parry cards 1x Lunge attack card 1x Power strike card 1x Accurate strike card 1x Evasion card 1x Withdraw card 2x Med unit cards
Strike (attack card) This is a standard attack that is played in your own phase. Once this card is played the player rolls 1 ten-sided die and adds his/her relevant attack rating to the result. (mentioned in the ‘combat’ section.) Requires 1 move point
Power Strike (attack card) This attack is played in your own phase. It requires more effort but delivers the most damage. If the fighter hits his/her opponent then the power attack gives an added bonus to your damage rating. The attacker rolls damage as normal but adds a bonus of +2 for the card. The fighter making the successful power attack then has the option of knocking back his/her foe 1 square. (knock-back is mentioned later) Requires 2 move points Accurate strike (attack card) This attack is played in your own phase. It requires the most effort in order to find a weakness in the opponents armour. If the fighter plays this card then he/she gains a bonus +2 to the fighters relevant Att rating plus, should the fighter hit then the card also gives an added bonus to your damage rating of +1. Requires 3 move points
Lunge attack (attack card) This is a step in then attack card that is played in your own phase. Before the attack is made the fighter takes a FREE +1 step towards the opponent then attacks the opponent with a basic strike (as above). This card cannot be used if the fighter steps back then lunges within his/her own phase or if the distance between the fighters in increased at any point of their move. Requires 1 move point
Parry (defensive card) This card is played in your opponents phase. It allows you to make a defensive roll to parry/block against any 1 attack card that you choose to parry against. This card is played in your opponent’s turn when he/she attacks you. Once this card is played the player rolls one ten-sided die and adds his/her relevant defence rating to the result. A successful parry allows the fighter to move one square. (See ‘parrying an attack’ page 27 for more information) Requires 1 move point
Activate med-unit This card is played in your own phase. It allows you to regain your regen lv in Stam points. This represents the fighter shrugging off any blows through the use of injecting a limited amount of doses containing combat drugs allowed by F.N.C. This does not mean they are cured from any wounds lost. They just block out the pain until the end of the fight when the stitch crews can stabilize them. This card cannot be played if locked in combat (‘locked in combat’ is mentioned later) Requires 1 Mv point
Withdraw (defensive card) This card is played in your own phase. It allows you to take 1 free step backwards out of a fighters locking zone when you are locked in combat. Can only be played in the fighters own phase whilst in a locking zone. (See page 31 for more information) Requires 1 Mv point
Evasion mode (defensive card) This card is played in your opponents phase. It allows you to try and avoid ALL incoming attacks that turn. If played then this card restricts what other card you could of played this turn. Unless otherwise stated, players that are going to use their evasion card can still use the ‘withdraw’ and ‘med unit’ cards In there own phase but none of the others. Once played the evading player rolls one 10-sided die and adds his/her relevant defence rating to the result plus a bonus +2 for the card. This total is kept against all attacks from any foe that turn. Any situational modifiers active whilst the fighter rolls a die for evasion mode are kept for the remainder of the turn (A fighter that is knocked down and against a wall at the time of rolling his/her evasion total takes a -3 to the roll for that turn. Situational modifiers mentioned later.) Any failed attacks allow the evading fighter to take an optional free 1 step backward, away from the attacker even if the evading fighter is in a locking zone. Should the evading fighter be lying down then he/she stands up instead (mentioned later) Requires 2 Mv points
Arena Card phase
Anything could happen from turn to turn the arena is constantly changing, pits open and close, walls rise and fall, teleporter’s and chaos pads appear, spinning iron clad sentinels wander aimlessly killing in there wake. The arena might have a power cut or a power surge or even the crowd may cause some effect on the event, anything could happen! At this time one player or a Referee flips a card from the top of the Arena Card deck and reads it out to all the players whilst following out any instructions from that card. Any effects of the event last until the end of everyone’s turn. All the information you require will be on the relevant card. Keeping track of the number of turns Some events have a time limit. Simply count the number of arena cards you have flipped over. Or alternately take the relevant number of cards out of the deck to be played and once they are used up the count-down has ended.
NOTE: At the moment players should use the ‘Arena Card sheet’ provided in the download area of our website. You will have to write a number on each of these cards numbered 1 to 50 in order to use them. We are sorry for any inconvenience
Each player rolls a D10 and adds his/her Agility (Ag) rating to it. The one with the highest total is the fastest for this game turn. If the result is a draw then the player with the highest die roll wins. If the result is still a draw then roll again Example: Both players roll 1d10 and add their fighters Ag rating to the result. Fighter A rolls a result of 6 and has a Ag rating of -1 (he’s quite slow due to his armour) Fighter A’s total speed roll for this game turn is 5. Fighter B rolls a result of 4 and has a Ag rating of +2 (this fighter has less armour than fighter A.) Fighter B’s total speed roll for this game turn is 6.
The fastest player has the option of slowing down allowing everyone else to have their phase before him/her. If this option is taken then the player must act last and suffers a -1 Mv for this turn. Only the fastest fighter can do this. A player wishing to slow down must state he/she is doing this after the change cards phase
Change cards phase
Only one action card can be changed per turn and this can only be done in the ‘change cards’ phase. Only at this time may a player change a maximum of one action card. Changing a card gives the fighter a -1 penalty to all further rolls that turn. (attacking parry, skill rolls etc…) The slowest must declare if they are changing a card followed by the next slowest and so on.
The fastest player moves and plays his/her attack cards first. If the player has two attack cards then he/she may play them in any order. Fighters can play their cards and move in any order. For example they could attack then move, move and attack or even move attack move attack providing they have enough Move points to do so. Fighters can save some Mv points for the remainder of that game turn in case they wish to play an evasion or parry card. Any Mv points left over at the end of the game turn are discarded. Once the fastest fighter has stated that they have completed their phase the next fastest starts their phase. This carries on until all the fighters in the arena have completed their phase. Once done if the fighters are still alive then go back to the ‘pick brutal action cards’ phase.
Fighters can move one square in any direction at a cost of one move point up to the maximum of the fighters Move rating. Fighters can turn to face any direction for free. Running all out If a fighter does nothing but use all of his/her Mv into movement then they may move 1 extra square for free.
Example: Fighter A uses 4 Move points to advance.
There are lots of different types of weapons that are used within the arenas of Brutal. These countless variants of killing tools have been placed into categories based on the effective weapons ranges of the item. We also refer to a fighters own body as a weapon since they are also trained in un-armed combat. If the opponent is not ON this specified range at the time of an attack then the weapon cannot be used effectively as the opponent is either too far away or too close so the attack card cannot be played. This does not affect defensive cards such as parry for example.
Example: Fighter A carries a chainsaw with a range of 1. Fighter B carries a pole-arm which gives him a range of 2. The two fighters stand facing each other and are 2 squares apart. Unless one of them moves closer, only fighter B can attack with his pole-arm. Fighter A is too far away to use his chainsaw. If they stood 1 square apart fighter A could attack but Fighter B could not.
All fighters can make an attack at this range. Range 0 weapons are small one handed weapons or the actual brutal fighter him/herself. A range 0 weapon covers the same area as a fighters locking zone (mentioned later). Fighters that are in combat at this range use their secondary Att, Def and Dam ratings. Weapons within this category include such deadly items like punch daggers, claws, gut rippers, knives, drill’s, circular saws, fists, knee’s, head butts, teeth etc.
These weapons are medium sized one handed weapons that often give out more damage than range 0 weapons. Fighters that are in combat at this range use their primary Att, Def and Dam ratings. Weapons within this category include, Swords, maces, war hammer’s, morning stars, clubs, chainsaws etc.
These weapons are long reach weapons that usually give out more damage than range 0 weapons. Fighters that are in combat at this range use their primary Att, Def and Dam ratings. Weapons within this category include, Halberds, lances, pikes, harpoon’s etc.. Note that range 2 weapons cannot attack on a true 45 degree diagonal. White lines and ‘X’s show this zone. Designer’s notes: This is due to the board using a square grid system which throws out the dimensions at this point.
These weapons are ranged throwing weapons.. Fighters that are in combat at this range use their primary Att, Def and Dam ratings. Weapons within this category include, javelins, throwing daggers/ axes, slings etc.
Once you have checked the weapons range and played an action card you can now resolve the attack.
Before you roll a die for your attack you should be aware of the ‘Three 10’s rule’.
Naturally, getting a result of a 10 on a ten sided die is always a good thing. The ‘three 10’s’ rule represents that lucky shot, that knock out or incapacitating blow that drops a fighter like a ton of bricks. If a fighter rolls a 10 whilst attacking read the following:
Auto hit 1st 10
If you are attacking an opponent and you roll a 10 then you automatically hit regardless of the other fighters Def total unless the fighter also rolls a 10 for defence. In which case add the die roll to your relevant Att/ Def ratings to find the outcome normally. If an auto hit is achieved you have a chance to cause a Critical of even a K.O hit!
Critical hit 2nd 10
Once an auto hit has been achieved roll another D10 to see if you have successfully given a critical hit. A roll of another 10 means you have found a weakness in the opponents armour and score a critical hit AND have a chance of scoring a Knockout Blow! A roll below 10 means resolve the auto hit normally. Critical damage ignores any armour rating and also gives the attacker the option of either knocking-back or knocking down the defender.
Knock-out blow 3rd 10
A fighter that has scored a Critical hit should now roll to see if he/she scored a Knockout Blow (K.O.) effectively winning the fight with a single hit! To see if you have successfully given a Knockout Blow, roll 1d10 one final time. A roll of another 10 means you have not only found a weakness in the opponents armour and scored a critical hit but you have also hit a vital location giving the fighter so much pain that he/she goes unconscious or is unable to continue. Roll for the effects of the critical hit then go to’ The hands of fate. (mentioned later)
Hitting, parrying and evading
When you attack another fighter in combat there will three different instances on how to resolve the attack depending on what the defender is doing regardless of the type of attack card you use. The opponent will either be using a parry card, evasion card or declaring that they do not have OR chooses not to use any of the two cards mentioned.
Defender declared a ‘parry’ card!
Defender declares an ‘evasion’
If this is the case then use the following to determine the outcome. Attackers relevant Att rating + any card mod + 1d10 vs Defenders relevant Def rating + 1d10
If this is the case then use the following to determine the outcome. Attackers relevant Att rating + any card mod +1d10 vs Defenders relevant Def rating + card mod (+2) + 1d10
Defender does not declare a ‘defensive’ card!
If this is the case then use the following to determine the outcome. Attackers relevant Att rating + any card mod + 1d10 vs Defenders relevant Def rating only! Note: Unless you have a naturally high defence rating or your packing some heavy armour this just a bad idea as it makes it easier for your opponent to hit you that turn. You do however get your basic defence rating which could still save you from any attacks Results If the attacker scores over the defence of the opponent then he/she scores a hit and damage should be rolled. If the attacker scores lower than the defence total then he/she misses. If the defender played a successful ‘evasion’ or ‘parry’ card they have the option of taking a free +1 step. please read ‘parrying an attack’ if a parry card was played or ‘evading attacks’ if the evasion card if evasion was played. If the result is a draw then the attacking fighter may choose to ‘lock’ into combat unless the attack was a ranged throwing weapon. (Locking into combat is mentioned later)
Parrying an attack
This can only be attempted if you have played the parry card. If a fighter successfully makes a parry against an incoming attack then that fighter has the option of making a free +1 move although where the free step can be made depends on if your fighter is locked in combat.
Parrying against a range 1 or more weapon
A successful parry against a weapon of this range allows you to take an optional free +1 step in any direction. This could be a side, back or even a forward step. We call this a ‘parry manoeuvre.’
Example: Fighter A plays a successful parry card against a range 1 attack and so can move 1 square in any direction.
Parrying when locked in combat
A successful parry against a weapon of this range allows you to take an optional free +1 side-step within a locking zone. You cannot take a back step out of a locking zone using a parry card.
Example: Fighter B plays a successful parry card against a range 0 attack and so can move 1 square within the locking zone.
This can only be attempted if you have played the evasion card. Any failed attacks allow the evading fighter to take an optional free 1 step backward, from any number of attacks that fail that game turn. This free move should be away from the attacker even if the evading fighter is in a locking zone. Should the evading fighter be lying down then he/she stands up instead Please refer to the rules for playing the evasion card in the ‘Brutal action cards’ section for full rules on using this card.
Examples: Fighter B fails to beat fighter A’s evade total at range 1 so Fighter A takes a step backwards from the angle of attack. OR Fighter A fails to beat fighter B’s evade total at range 0 so Fighter B takes a step backwards from the angle of attack out of the locking zone.
Combat Example: Blaine the Brave plays a Strike card with a range 1 weapon. Dorgor the Unfortunate, his opponent, then plays a Parry card. Dorgor’s Primary Def rating is 7. Because he played a Parry card he rolls 1d10 and adds the result to his Defence. Dorgor rolls a result of 5 giving him a new primary defence total of 12 against this attack. Blaine now resolves his strike. He rolls 1d10 and adds it to his Primary Att rating which is 6. He rolls the result of 3 giving him a total attack of 9. He misses Dorgor because he needed to get over 12 to hit him. (if Blaines result was a 12 then he could of chosen to lock into combat with Dorgor) Because Dorgor made a successful parry roll he has the option of taking a free +1 step and decides that he will take a side step maintaining a range of 1. Blaine plays his last action card which is a Power attack with a range 1 weapon. Dorgor the Unfortunate declares that he does not have anymore Defensive cards to play (his second card was a strike card). Dorgors base primary Def rating is 7. Blaine only needs to get over 1 to hit Dorgor! Blaine rolls a 5 giving him a total of 11. He hits him! Now we need to see how much damage Blaine gives him.
Damaging your opponent
Once a fighter has been hit with an attack you now resolve how much damage he/she takes.
Using a range 1 or more weapon
Attackers primary Dam rating +1d10 + any card mods vs Defenders Ar rating
Using a range 0 weapon
Fighters damaging in unarmed combat roll 1d10 halved (round up) + their secondary Dam ratings. Note that fighters with actual range 0 weapons (ie a dagger) or certain items or skills do not halve the die total. This will be mentioned on the fighters profile sheet. Regardless of the total the remaining points that go over the opponents armour rating go directly to his/her Stamina level. Defender must make changes to his/her record sheet.
Example: Gallieth Heart-Stopper successfully hits his opponent using the Power-strike card with his spiky mace (range 1 weapon). Gallieth has a Dam rating of 3 plus 2 for the Power-strike card giving him a new total of 5. He rolls 1d10 and it lands on a 6 His damage total is 5 + 6 = 11 The defender declares that his Armour rating is 4. 4 points are subtracted from the damage total so Gallieths opponent receives 7 points of damage. Ouch! Because Gallieth made a successful power-strike his opponent is also knocked back one square!
COMBAT SITUATIONAL EFFECTS Knock-back
A successful ‘power strike’ or critical at any attack range gives the fighter the option of knocking back your opponent 1 square. You can decide which direction the opponent gets knocked back to providing the target goes backwards from his/her position from the angle of attack. . If the square that the fighter is knocked back to is occupied by a wall, sentinel or another fighter the knocked back fighter gets knocked down on its current square.
Example: Fighter B successfully uses a power strike card with a range 1 weapon and knocks back fighter A
Place a knocked down fighter on its side on the square it was knocked down on. This represents his/her unfortunate situation. Whilst in this situation the fighter takes the following modifiers: Knocked down -2 to all rolls and cannot play the Lunge attack or Power attack cards. Knocked down against a wall -3 to all rolls and cannot play the Lunge attack or Power attack cards. Also see the arena rules section for against a wall.
Other rules on a knocked down fighter
Locking zones Fighters that are knocked down no longer have an active locking zone. Should an opponent be within this zone then they can step out without using a withdraw card. Knocked down in a locking zone A successful defence or attack allows him/her to stand up for free immediately. If attacking no damage is rolled. If using the Withdraw card then the fighter can still make the move out but is still classed as knocked down on the new square. Standing up It costs 1 Move point to stand your fighter upright. This can only be done this way in your own phase and only if you are not in another’s locking zone Evading Fighters on evasion mode that are knocked down may stand up for free if any attacks made against them fail.
A locking zone represents the immediate areas around a fighter. An opponent in this zone would be in base contact and as a result both are locked in combat. Locking into combat results in both fighters kicking, punching, biting one another as they are unable to effectively use their medium to large weapons at this range. All attack, defence and damage rolls must be rolled using the fighter’s secondary rating against another fighter in a locking zone. Any fighters that are still in a locking zone after they have used all of their cards remain locked in combat and cannot move.
Example: Red areas show a fighter ‘A’s locking zone.
Getting out of a locking zone
If locked in combat any fighter(s) wishing to leave the area has a few of ways of doing this:
Successfully knock back his/her opponent
A successful power strike roll gives you the option of knocking back your foe allowing you to get into a position to use your larger weapons. Good times ahead!
Example: Fighter A successfully uses a power strike card and knocks back fighter B out of the locking zone.
OR Play the Withdraw card
Playing this card allows you to take a backward step out of another’s locking zone in your own phase. See withdraw card for more information.
Example: Fighter B takes a step backwards using the Withdraw card to leave fighter A’s locking zone.
OR Successful evasion
If the attacking fighter fails to hit another fighter that is in ‘Evasion’ mode then the evading fighter can take a free +1 step backwards out of the locking zone. See ‘Evading attacks’ and ‘Evasion card’ for more information.
OR Knock down fighter
Fighters that are knocked down no longer have an active locking zone. Should an opponent be within this zone then the stood up fighter can step out without using a withdraw card.
THE HANDS OF FATE
“Win over the crowd and your life is half saved. Lose the crowd and you are already dead.”
---- Tharl the Merciful.
Once a fighter has dropped to 0 or below Stam he/she has been beaten senseless by the opposing fighter or in some cases by the arena. The victor has a couple of options. He/she can either wait for the crowd’s decision or take things into his/her own hands. Note: Once the fighters have resolved this stage then the victors turn ends and no other attacks can be directed at the fighter as he/she bathes in the victory he/she deserves. (this rule covers events with more than 2 player’s).
1. Taking things into your own hands
THIS MUST BE DECLARED BEFORE WAITING FOR THE CROWDS DECISION. This is when you don’t want to listen to what the crowd chants and you just finish the beaten opponent. Though this guarantees a killing blow for experience points, going against the crowd is not to be taken lightly. You receive -1 to your Respect but also receive a +1 to your fighter’s fame. The fighters Br remains the same. Spectator’s remember you for future fights and may not be as favourable to you in a similar situation. The more famous a fighter becomes by taking things into his/her own hands, the greater the number of viewers that buy tickets as they want to see you dead. Everyone loves to see the ‘Baddie’ lose. Buts it’s worth the kill points right? Roll on the finishing blow table. OR
2. Wait for the crowd’s decision.
It’s all about pleasing the crowd. Please the crowd and you will win them over and gain extra Respect. If you decide to give the fate of the fallen fighter to the crowd then the beaten fighter rolls on the results table below to see if the crowd think that he/she deserves to live another day. Apply any modifiers from the relevant table beforehand.
One on one fight table
This table should be used if the fighters fought one on one. Modifiers
Beaten opponent has not hit the victor in the fight Victor does not need to roll on the surviving injuries table Victor must roll on the surviving injuries table due to damage received. Beaten opponent has left the victor with 3 Stam. (close fight.) Beaten opponent has a higher Respect rating than the victor. -4 0 +2 +4 +1 (per level higher)
Group fighting table (additional rules)
This table should be used if the fighter fought against different fighters in the same game. Modifiers
Beaten opponent has not hit the victor in the fight Beaten opponent has not yet beaten any opponent this fight. Beaten opponent was ‘ganged up’ when beaten Beaten opponent has already beaten a fighter this game Beaten opponent has a higher Respect rating than the victor. -2 -1 +1 (per assisting fighter) +4 (per win) +1 (per level higher)
Roll 1d10 (including any modifiers from one of the relevant tables above)
Crowds Decision Table
1 to 4 5 to 6 7 to 8 9 to 10 Thumbs down. Looks like you are done for. The victor gives a finishing blow….unlucky. Better luck in your next life. Mixed crowd. Victors decision. (The winner chooses either 1 or 10 for the result) Thumbs up. The crowd want to see you fight another day….lucky so and so. Thumbs up. The crowd want to see you fight another day….the victor gains +2 respect +BR1.0 for showing his/her mercy
Finishing blow table
1 Blunder! Weapons slips out of your sweaty hand. Crowd laugh, foe lives another day because of your folly! 2 Messy finish! Takes multiple blows to finish foe. Crowd boo! 3 Amateur killing! Crowd didn’t expect any better from you. 4 Simple killing! Nothing special. Crowd expected better from you. 5 Swift strike! Crowd seam satisfied. 6 Stylish finish! Fancy strike leaves crowd cheering for more! 7 Spectacular strike! The crowd love it! 8 Crush skull! The crowd go wild! (+1 fame +BR 0.5)* 9 Brutal Decapitation! The crowd go insane! (+5 Exp,+1 fame, +BR 0.5)*
10 Rip out heart! Victor rips out foe’s heart and offers it to the crowd. The crowd chant the victors name. fighter cannot be revived! (+5 Exp +1 Fame +1 Respect +BR 1.0)* *Bonuses used in league/ campaign settings see ‘the bloodied, bruised & broken for more information’
The twins of Sharis play music to the crowd during the mop-up interval.
“Deflectors are like crabs, once you get past the shell all you have left is the fleshy
-----un-named Bloc Di-sector
Now you know how combat works its time to show you about the different fighting styles known as fighter classes. Each class has strengths and weaknesses over others and forces a different style play.
Class: Breaker Armed with a huge two handed weapon, Breakers are by far the most heavily armoured and damage giving fighters in the arena. Breakers wear jury-rigged mechanical suits adapted from the old age. Servo-motors, pistons and energy packs allow these power suits to give out vast amounts of damage. With every strike of a Breakers two-handed weapon that hits an opponent causes the foe to be knocked down or knocked back regardless of the their size!
Strengths: Heavily armoured, high damage Weaknesses: Very slow
Class skill: Smash-down. On any successful hit of a breaker’s range 1 weapon roll 1d10 to see if you smash-down the opponent. The difficulty differs depending on the size difference between you and your foe. Unless otherwise stated a successful roll knocks down an opponent. A failed roll indicates a knock-back instead. Note that if the result is a knock-back then you must do so (normally a fighter has the option of knocking another fighter back if a knock-back is achieved)
2+ size categories smaller AUTO 1 size category smaller Same size category 1 size category larger 2+ size categories larger 3+ 5+ 8+ 10
Class: Bruiser Bruisers are the most common class of fighter in the Brutal arenas. These fighters act as a core for any lanista and act as a true work-horse for any troupe. They are often armed with a medium 1 handed weapon and mech-arm and have high end medium class armour. Bruisers are all rounder’s rather than being specialised in a particular area so their training is quite open in structure compared to that of the other classes. Bruisers seam to just get by without any flair or grace. These fighters are competent in weapon and hand to hand combat ranges.
Strengths: Versatile, high armour Weaknesses: A little slow,
Class skill: Survivalist. Once per game the fighter gains a re-roll that can be used in any phase. (excluding rolling for damage)
Class: Deflector Armed with a medium 1 handed weapon and large tower shield the size of most doors, these fighter’s are trained to bash the hell out of others by knocking opponents back more often and further than any other fighter class. Deflectors can be almost impossible to hit when they put up a full defence. These guys like to rough up opponents upclose knocking them into wall’s, pit’s, traps & sentinels!
Strengths: High defence Weaknesses: Slow, average armour
Class skill: Shield bash. If a successful range 0 strike, lunge or precise attack is achieved an opponent is knocked-back 1 or more squares. The extra number of squares an opponent is knocked back differs, depending on the size difference between you and your foe. Should a power strike be played at range 0 then the opponent gets knocked back an additional square. (example: a Deflector successfully makes a power strike against a foe of the same size. He knocked him back 2 squares instead of the normal 1 square)
2+ size categories smaller 2 squares 1 size category smaller Same size category 1 size category larger 2+ size categories larger 2 squares 1 square 0 (1 square if power attack is played) 0 (1 square if a power attack is made and you a roll of 6+ on 1d10)
Class: Di-sector These are one of the rarer classes of fighters within the arena. The training of these fighters can be quite expensive but if a lanista invests his tokens and time he will be well rewarded. Di-sectors are taught to use medium armour and two weapon combinations that give a balance of strength and defence. Once a di- sector goes all out he can strike with multiple blows making it almost impossible to defend against his bonus attack! If that’s not bad enough a di-sectors secondary weapon proves useful in hand to hand combat!
Strengths: High defence, strong attacker Weaknesses: Medium armour
Class skill: Swarm. If two standard strike cards at range 1 are played then a lunge attack can be played for free. Once the two standard strike cards are played move the di-sector 1 space forward into the opponents locking zone. This free bonus attack is then resolved as a range 0 attack. Note that you don’t need a third card for this attack.
Class: Stinger Stingers are the skirmish fighters of Brutal. They are lightly armoured that allows them out manoeuvre the heavier armoured opponents and they use death blades to get around the arena more quickly. They take advantage of the use of throwing weapons such as javelins and hand axes and use a small shield for defence. They are skilled at ‘hit and run’ attacks allowing them to evade many attacks whilst still attacking back.
Strengths: Agile, Ranged weapons, high defence Weaknesses: Light armour, weak damage.
Class skill: Hit and run. This type of fighter class can play the Evasion card and attack cards in the same turn.
Class: Piercer Piercers use the longer range of their pole-arms to keep opponents at bay. These lightly armoured fighters can easily out-manoeuvre a more heavily armoured foe. They are also trained in the use of small 1 handed weapon’s that are used in hand to hand combat should the enemy get too close!
Strengths: Fast, polearm weapon Weaknesses: Light armour
Class skill: Keep at bay. If a successful parry card has been played the fighter can take a free +1 to +2 steps backwards from the angle of attack. This class skill also prevents other fighters taking a free step forward towards a piercer on their own successful parry manoeuvre.
Class: In-capacitator Truly the bane of all fighters, Incapacitator’s are equipped with rare old age technology called the Electro Net Disrupter which fires out an electrically charged mesh which ensnares his foe’s but dissipates within a short time. Along with his hardened steel trident this medium armoured fighter is a match for the best of them. In-capacitators like nothing more than to ensnare a victim and let them watch helplessly as they get skewered before the cheering crowd!
Strengths: Ensnare victims Weaknesses: : low damage in hand to hand
Class skill: Ensnare:
On a successful hit victim suffers the following
Once per turn on a ‘power attack’ at Roll 1D10 range 2 you can attempt to ensnare your opponent using the electro net. 1 to 3 -2 Mv You do not get damage for power attack but 4 to 6 -3 Mv Dam 1 ignore armour the Mv is the same and you may have a 7 to 9 -4 Mv Dam 1 ignore armour chance to give shock damage ignoring 10 ALL Mv Dam 2 ignore armour armour! The defender can parry/ evade but Any negative movement loss is only a temporary effect. A fighters Mv uses Ag instead as a base defence. rating will go back to normal at the start of the next game turn as the
electric mesh dissipates.
“We got mauls, we got blades, we got chains and we got staves. We got drills, chainsaws, hammers, tenderizers, Gut pullers, skull smackers, tongue rippers and pointy sticks….”
-----Grip Savage. RIP. Brutal arena fighter. Interview before the open championships.
A Brutal outfit is a term that is used for a fighter’s equipment. A fighter’s equipment has modifications to suit the brutal arenas. Weapons and armour are fitted with energy receptors. These energy receptors absorb energy from nearby sources beneath the arena floor once a power-up chaos pad has been activated. Once the energy is contained in a fighter’s item (weapon, armour) the effected area glows with a coloured energised aura until the energy disperses. Combat drug dispensers or Med-units are also fitted onto armours and wired into a fighter’s nervous system. Once activated the drugs help ignore any pain and therefore they can in effect, regenerate damage taken…..until the combat drugs wear off.
Weapons (Kill gear)
There are many forms of cruel devices that are used in the Brutal arenas. All however, are made with one purpose, to inflict maximum pain and making it look spectacular at the same time. They use a variety of brutal looking weapons. These weapons are often heavy looking and simple in design but some also use drills and chainsaws. Anything goes from huge tenderisers to cave in a foe’s skull down to sharp daggers to puncture a foes throat at close range. Exaggerated butchers tools are a good example of what a fighters typical ‘Kill gear’ looks like.
Armours or ‘Kill Suits’ are normally heavily plated with crude nuts/bolts and wield marks. Jagged spikes, chains, blades and remains of past foes often adorn a Brutal fighters Kill suit. Some armour’s are powered by arcane technologies. These are very rare and sought after items. Some armour’s are grafted onto fighters like face, gut and torso plates whilst others are worn. Heavily armoured fighters are slower in comparison to lightly armoured opponents. Cybernetic limb replacement can also increase a fighter’s armour value amongst other things.
Cybernetics: Kill Wear
Cybernetics are mostly of a robust design and can range from bionic arms/legs, organ replacements, behavioural programs, weapon implants etc. Cybernetics can be given to a fighter to raise his/her profile. Some Lanista might give a valued member of his troupe a replacement limb due to injury or to boost him/her above there average (but never exceed the maximum stat total). Cybernetics are very expensive.
“Post apocalyptic world………………….year 8000 N.A (new age). For most of us the war is an almost forgotten age. Only the ancients remember such lore that has been past on from scribe to apprentice. It is hard to believe that this post apocalyptic world once had a thriving populace with technology we could now only dream of understanding. We still do not know for sure how and why the war happened. Some of our history has been lost forever by those who have died with the knowledge they held. As for the few survivors, they spread far and wide as they struggled to survive the nuclear fall-out that lasted for an age. I can tell you what I know of this dark time and the events that took place before it, but decipher from it what you will, for only our world knows the truth for she has seen it…”
-----Ancient Adrene of The Order of Past 8080NA
Technological advancement was thought to have reached its prime before the time of the New Age. Most was lost but 8000 years investigating has regained some of this arcane lore. Other technologies have been invented that is unique to the world today. All of these technologies are expensive and are hard to obtain. Unlike the time before the new age we can no longer travel the stars. No contact has been made by any outsiders since the damning of our world. Most people use non-energy bladed melee weapons though there are energy weapons the energy source needed to operate these items are very rare……….unless your in the Brutal entertainment business. As a result of this many people use ancient technology such as gunpowder propellant weapons or master the arts of close-combat for survival.
The planetary government fell apart after the time of New Age. Survivors formed small pockets of community’s deep under-ground away from the high levels of radiation from the war. These communities varied from civilised groups to the barbaric tribes. A struggle to survive still continues to this day. It has taken 8000 years to establish a relatively stable Human society. Small towns have grown into cities and energy levels are now sustainable for those few who can afford it. Some cities are run in a democratic manner whilst others are run by dictatorship.
Brutal and politics
Brutal tournaments have helped governments that run the populace. It preoccupies citizens and in turn keeps them happy and content. Many of the governments use taxes to pay for the hire of Lanista’s and their troupes. Every 7 days vast amounts of stored energy light up the highest, darkest caverns as huge vid-screens tune in to Fight Night Chaotica’s Brutal vid-show. Even wars have been settled with brutal fighters. Each zone that is close to war hire out the best lanista and troupe within their home sectors. The fighters are used to settle arguments in the arena. Brutal wars can be most profitable for each side and as a result ‘staged wars’ are often taken place. However, some are for real. The outcome can be anything from the execution of the losing side’s government to taking complete control of the losing sector.
‘You need to think ahead if you wish to survive. Let blood lust take you and you will be blinded from your surroundings and cease to exist.’
Now you know how to use your cards and understand how combat works it is time for you to learn about the arena. The arena can be as dangerous as the opponent you are fighting. At various places around the arena there are often traps that trigger once stepped on. Fighting with your back against the wall can lead to a tactical disadvantage when it comes to swinging weapon. Then there’s always the small holes in the wall that may fire out death in many forms. To add a little more entertainment into the mix some traps could actually be power-ups in forms of energising weapons or armour. Powerful stimulants may be injected into the fighter to boost his/her Regenerate level or make them stronger for a short time while a pit can open up under the fighters feet!
Task Masters are bots that are hardwired into the arenas mainframe. They monitor and operate everything within the arena. These bots are capable of compiling mass amounts of data which they act according to their programming. Anything from moving sections of the arena, operating the lighting systems to monitoring a fighter’s health are all the work of the task-master. Some brutal clashes have even reported opposing lanista of hacking into an arena’s Task-master to sway the odds in their favour. This of course is an offence and hefty fines can be given if any lanista is found guilty of the charge.
The centre square
The centre of the area is never covered by a gaming overlay. Unless otherwise stated anything that randomly appeared within the arena uses this square as the starting point.
Chaos pads are sections on the arena floor that contain hidden traps or power-ups. Once a chaos pad has been stepped on it activates. Flip over the pad to see if it is a trap or power-up. Once you have resolved the relevant action, discard the chaos pad. Traps and power-ups vary from venue to venue. These can add a little spice to your games for that added chaotica experience.
If activated the fighter is impaled as half a dozen spikes burst from the floor. The fighter is automatically hit. An opposing player rolls to damage the fighter using the damage rating below. Dam 1+1D10 vs defenders Ar rating If the damage does not get through the targets armour then a minimum of 1 Stam of damage is taken instead.
If activated the fighter is covered with flame as a burst of fire shoots out from the floor. The fighter is automatically hit. An opposing player rolls to damage the fighter using the damage rating below. Dam 2+1d10 vs defenders Ar rating On fire rule: .If the fighter suffers any points of damage then the fighter remains on fire for his/her next turn. Place a ‘on fire’ counter next to the fighter. A fighter that is on fire must spend his/her full move rating to put out the flames. For every turn that a fighter is on fire he/she takes 1 automatic point of damage at the start of his/her phase. A fighter that is on fire will suffer one point of damage before he/she can put out the flames. Once the fire has been put out the player must remove the ‘on fire’ counter. On fire counter If any fighter makes a successful range 0 attack against this fighter or like wise, the ‘on fire’ fighter hits an opponent with a range 0 attack then the fire spreads onto the opponent. In which case, the newcomer receives the initial trap damage to see if they are also ablaze.
If activated the fighter is surrounded in a cloud of hot steam. The fighter is automatically hit. The opposing player rolls to damage the fighter using the damage rating below. Dam 2+1d10 vs defenders Ar rating
If activated the fighter is covered with an electrical discharge that shoots out from the floor. The fighter is automatically hit. Heavy armour types receive more damage than a lighter armoured opponent. Target receives his/her Ar rating in damage. No Ar save. Fighter becomes ‘charged’. Charged fighters If any fighter makes any contact against this fighter (made a successful hit or parry) or the ‘charged fighter’ hits an opponent then the electrical charge is released onto the opponent. The opponent receives 1 automatic point of damage with no saves possible. Once contact it made remove the counter overlay from play. Charged counter
If activated a nerve gas is released from the floor. The fighter is automatically hit. An opposing player rolls to damage the fighter using the damage rating below. Note that the defender uses his/her agility rating instead of using the armour rating. 1d10 vs defenders Ag rating. Note that fighter with a negative Ag rating would suffer more damage as they are just too slow in trying to cover their own faces.
Power ups are bonus chaos pads. They can be a welcome sight when you are expecting a trap beneath you. Every fighter’s brutal outfit is fitted out with energy receptors. These energy receptors absorb energy from nearby sources beneath the arena floor. Once the energy is contained in a fighters item (weapon, armour etc..) the effected area glows with a coloured energized aura. Damage +1/2/3
If activated, your weapon(s) (kill gear) becomes energized for a short time. Keep the power-up counter next to your fighter. The power-up remains active until you have resolved your first damage roll. Once you have resolved your roll you must discard the counter.
If activated, your armour (kill suit) becomes energized for a short time. Keep the power-up counter next to your fighter. The power-up remains active until a damage roll is made against you (trap or opposing fighter rolling for damage). Once this is resolved you must discard the counter.
Regenerate 10 Stam
The best power-up of all. Each fighter has a special dose within the med unit that can only be activated once a fighter activates this power-up. The fighter regenerates +10 Stamina points but cannot go above the fighter’s normal rating. Discard the counter straight away and make the relevant changes to your fighter.
Obstacles of the arena are objects that block line of sight and offer cover modifiers. These can be a hindrance or sometimes give you a lucky break.
Teleporters date back before the damning of the world. These are one of few technologies that have been salvaged from the wastelands. This arcane tech is quite unstable in terms of accuracy and the techies of today are still trying to understand it’s potential. Once a fighter stands on the teleporter his/her body is broken up into coloured particles which are then transported to a teleport receiving device. This creates a rainbow effect for an instant as the coloured particles travel in an arch from the teleporter pad to the new destination or at least that’s the theory. Teleporters within the arena give off a brilliant blue shaft of light that resembles a column of energy. Through this can be seen through for line of sight rules, no attacks of any kind may be made through the column and so offers fighter’s a cover modifier. Once the teleporter is activated roll 1d10 1 to 8 broken link. Link to the receiving device is broken. The fighter teleports to a random location. Make a randomiser roll but using the teleporter stepped on as the starting point rather than the centre square of the arena. Any result that would teleport a fighter to a space occupied by another fighter, wall or the result is out of the playing area then he/she stops at the nearest point and is knocked down at the next nearest square. If the fighter lands on a space occupied by any pits, chaos pads or other teleporters then resolve as normal. If, by some bizarre chance you to land on another teleporter then that one become a broken link too 9 to 10 Perfect jump. Place the fighter in an adjacent square from the chosen teleporter that he’she wanted to jump to. If no space is available then the perfect jump becomes a broken link.
Pits differ from the pressure activated chaos pads of the brutal arena. If a fighter has been knocked back into a pit the fighter has a chance to back-flip over it if they have a skill that allows them to do so. (The standard leap skill does not cover this) If a players base is on any part of the pit overly then he/she falls down the pit. The opposing player rolls to damage the fighter using the Damage rating below: Fall Damage 1d10 and negates any armour Once a fighter has landed in the pit and resolved any damage he/she is then the pit rises and is then treated as a closed pit until re-activated by the taskmaster. Flip over the open pit overlay to a closed pit and place the fighter on the square section that the fighter fell in at on his/her side to represent him/her as knocked down. If the fighter has any Move remaining then he/she can use them providing it is his/her phase. Pits that are closed are safe until an event card changes the overly.
Leap Leaping over a pit
Whilst a fighter moves around the arena he/she may wish to try and leap over a pit in order to out-manoeuvre an opponent. The Leap skill allows you do to this. However, Fighters that are knocked-back into a pit cannot use this skill. The maximum leap is 3 squares. To leap the fighter must roll 1d10 and add his/her Ag rating to the result. One square leap difficulty 3+ Mv required 1 Two square leap difficulty 4+ Mv required 2 Three square leap difficulty 5+ Mv required 3 The fighters leap total must on or above the difficulty or he/she fails. If the total rolled is below the difficulty then the fighter is knocked down on the first square he/she was trying to leap to. If this means the fighter lands on a pit overlay then the relevant rules are applied.
Against a wall
A fighters whose base is touching any part of the chevron area of the wall overlay is classed as ‘against a wall’ This includes the outer arena wall. Besides being unable to move directly away from your opponent it makes it much harder to retaliate with a powerful swing of your weapon. To represent this, a fighter ‘against the wall’ cannot use the ‘power strike card’ and suffers a -1 Att and Def.
Wall traps vary from arena to arena. They act in the same manner as the floor traps mentioned above. Should a wall trap be active roll randomly to see which trap takes effect. Roll 1d10 1 to 2 Spike trap 3 to 4 Fire trap 5 to 6 Steam trap 7 to 8 Electric trap 9 to 10 Gas trap Walls that are lowered are safe until an event card changes the overly.
Sentinels are huge metal machines often used for training exercises but the protective weapons sheaths are taken off for the Brutal events. These towering metal machines constantly spin around bouncing off walls and harming anyone caught within its locking zone. Should a fighter or fighters be within a sentinels locking zone at any time then they all receive the same random trap. These effects are the same as the traps mentioned previously. Roll 1d10 1 to 2 Spike trap 3 to 4 Fire trap 5 to 6 Steam trap 7 to 8 Electric trap 9 to 10 Gas trap Moving sentinels Sentinels move in the event card phase but after the event card has been played. Unless otherwise stated they move 1 square in a random direction. If its path is blocked by a wall, teleporter or a fighter it rebounds and continues its move (think of a bouncing ball that has been thrown at a wall). If more than one sentinel is present they move independently. At any time of its phase that a fighter is within its zone the fighter receives trap damage per move the sentinel makes within the fighter’s zone. Nasty eh! Evading sentinel attacks Fighters can use the evasion card in the sentinels phase to get out of harms way. If an evasion card is played then the fighter automatically succeeds and can take a step backwards as normal providing there is space to do so. The evading fighter still does not roll the evasion total until attacked by another fighter. Other rules on sentinels Sentinels do not activate chaos pads and can hover over pits or can remain over a pit at the end of its phase. Any attempt’s made to hit a sentinel causes the fighter to receive 10 points of damage. Simply don’t do it, the taskmaster doesn’t like it, not allowed, that’s that. Sentinels block line of sight and still give you a cover modifier (not that you would want to hang around to take it)
“Learning the basics of any war craft will get you dead fast if you think you are skilled. If I can teach you one thing, then let it be that nothing can prepare you for what lies ahead”
Wolf-packing and defensive formations
Fighters in the arena may get out numbered or may wish to band together in hopes of survival. The following is a simple set of rules covering those circumstances. Fighters suffer a -1 to their primary Att and Def ratings for each ‘hostile’ locking zone they are in to a maximum of -3. Fighters that are allies have a ‘friendly’ locking zone. Allies within this locking zone create a defensive formation giving each member a +1 to their primary and secondary Def ratings from any attacks coming from any direction. This always remains a +1 modifier regardless of how many are in a defensive formation. Fighters in a ‘neutral’ locking zone are not affected by normal locking zone rules. Wolf-packing
Hitting an opponent in another’s locking zone
If the target fighter and ‘third party’ fighter is locked in combat but is within the same weapons range from the attacker, who has a weapons range of 1 or more then you might actually hit the wrong fighter, friend or foe! Before rolling your ‘to hit’ roll determine who you will be hitting the results of this attack must be carried out.
Example: Fighter’s B and C are allies. Fighter B plays a strike card against fighter A. Fighter A plays a parry card but gets a modifier of -1 to his Def because he is in fighter C’s ‘hostile’ locking zone. OR Fighter A plays a strike card against fighter B but gets a modifier of -1 to his Att because he is in fighter C’s ‘hostile’ locking zone. OR Fighter A plays a strike card against fighter C and gets a no modifier to his Att because fighters suffer no minus to their secondary attack with a range 0 weapon whilst in a locking zone.
roll 1D10 1 to 8 You attack the intended target 9 to 10 Due to the swirling close combat before the fighter he/she attacks the unintended target. Oops! Resolve attack
Example: Fighter’s A and C are allies. Both fighters stay within each others ‘friendly’ locking zones giving them a defensive formation from any attacks coming from any direction. Fighter B plays a strike card against fighter A. Fighter A plays a parry card but gets a modifier of +1 to his Def because he is in a defensive formation.
You may wish to purchase a large class fighter within your troupe. The following covers rules for large fighters allowing you to flatten your foes to a pulp! Large fighters are treated a little differently in terms of moving around the arena and also how they affect combat. Large fighters occupy 4 squares rather than the normal 1 square so they have a much larger locking zone. Moving Large fighters Large fighter’s still move 1 square at a time like regular sized fighters. Effects on combat 1: Large fighters cannot be knocked back or knocked down by fighters smaller than themselves unless the smaller fighter has an ability to do so. (Breakers and Deflectors are an example of this) 2: Large fighters always roll full damage with range 0 attacks regardless of there kill gear. Effects in the arena Large fighters can find the busy arena a hindrance and often have no choice but to stand on arena overlays to get to or away from an opponent. Large fighters might even stand on more than one at the same time. If so then resolve them all as normal. Chaos pads & teleporter’s If a large fighter stands on any of these arena features then resolve as normal. Sentinels If a large fighter stands within a sentinel’s zone then only one sentinel attack is made per move into its zone. (note that a large fighter might of entered the sentinels zone with 2 squares) If a sentinel is passing by a large fighter then resolve as normal. Pits and walls vs large fighters Large fighters are not affected by the effects of walls or pits if only one square is under the fighter’s feet. If two or more squares of the same type of overlay are underneath the large fighter then the fighters takes the normal affects.
Example: Both are large fighters. Fighter A would not fall down the pit but Fighter B would
Example: All are large fighters. Fighter’s A and B would be against a wall but fighter C would not.
Being in the worst situation within the arena is what fighters refer to as being in the death-zone. This is when your opponent gets you ‘face on’ whilst you are knocked down and against a straight run wall. This can be really tricky to get out of as there is no space for a backward move. First thing you need to do is DON’T PANIC! If you lose your focus now then you are going to be all over the floor getting scraped up by the arena mop-bots unless the lights go out and your foe dies from a wandering sentinel! Get yourself back on your feet and then get yourself in a position to withdraw (should you wish to do so). One tactic to use in this situation which is also the safest and surest way for your fighter is the following bail tactic. Round 1 Fighter A is knocked down in the dreaded death-zone. See how he has no backward step available. Play the evasion card. You won’t be able to move anywhere but a successful evasion will get you back on your feet and the +2 Def for the card will help make up for being knocked down and against a wall. Now all you can do this turn is hold on tight and duck any further attacks.
Round 2 Play two parry cards. This will enable you to make manoeuvres within your opponent’s zone allowing you to get into a position to be able to make a backwards step in the next turn.
Round 3 Now choose a withdraw and evasion card. These should keep you out of harms way and out of the death-zone. There you go. Out in one piece!
For reference sheets please visit the download area of our site via www.darkartminiatures.com
Designer’s final notes
Card play and player interaction
Due to the nature of Brutal, bluff tactics and reading your opponent come into play. People may try and get information out of you, reading every hint in your replies, watching your facial features twitch under the strain of not wanting to give anything away. Give them nothing or bluff them by leaking false information whilst trying to work out your opponents own strategy. Imagine poker, get a hat and some shades*! J *optional of course J
Playing appropriate music can add a world of difference to your games. It sets the mood and can actually speed up your playing time! We would suggest listening to Industrial rock, Thrash & Heavy metal whilst playing an event but that’s just our opinion J Post fight and In-between games (the bloodied, bruised & broken) you could play something more chilled and relaxing creating the calm before another pre-fight storm. Movie sound tracks are another good source of listening material. Remember, Brutal is not only a game…. we want it to be an experience!
Many thanks for everyone who has given me feedback on this game so far. Want to have your say? Then please visit our forum via our website: www.darkartminiatures.com Regards Klaus Teschner
Copyright 2009 by Dark Art Miniatures. - All rights reserved.
All text and images contained within this book are the sole intellectual property of Dark Art Miniatures. No unauthorized reproduction of the materials contained within this book is allowed without prior permission of the rights holder.
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