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CONTEST OF CHAMPIONS

GETTING STARTED TESTS AND SUCCESSES


Throughout the pages of history, great men have stepped out of Contest of Champions uses a system of tests to resolve actions
the ranks to settle their scores personally. Champions have ridden during the duel. To determine if a test is successful or not, count
up and down the enemy line, calling out for an opponent bold up all the dice that roll a result of 4 or more - these are successes.
enough to face them. This supplement dives into the business of
duelling, adding another level of excitement to your games of Hail There are three basic types of test. Standard, Open-Ended and
Caesar! Versus.

These rules are entirely optional, and designed to provide an In a standard test, the testing player rolls a number of dice equal
exciting interlude to the mass battle action happening elsewhere to the tested statistic and counts the number of successes rolled.
on the tabletop. They are intended to be as generic as possible, to
fit with as many different time periods as possible. In an open-ended test, the testing player rolls a number of dice
equal to the tested statistic and counts the successes rolled. Any
You can even use these rules as a standalone game in their own dice that roll a six or more can be rolled again. There is no target
right. Before you dive in, you’ll need to make sure you have the number for an open-ended test - any successes count.
following bits and pieces to hand:
• A copy of the Hail Caesar rulebook In a versus test, both players roll a number of dice equal to the
• At least two copies of the action deck printed in this publica- tested statistic. The number of successes rolled by the defender
tion sets the target number for the attacker. If the number of successes
• 10 six-sided dice per player equals or exceeds the target number, the test is passed. Any suc-
• 1 engaged marker per commander in play cesses rolled over the target number are termed degrees of success.
• A tape measure
• A copy of this supplement Both players must agree to use these rules before play begins - it is
recommended that this supplement is read in full, and the rules
for using commanders in games of Hail Caesar are reviewed.

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CONTEST OF CHAMPIONS
MODIFICATIONS TO HAIL CAESAR
Commanders follow all the rules listed in the Hail Caesar main HECTOR VS ACHILLES
rulebook, with the following caveat. Commanders no longer have
“Alas! the gods have lured me on to my destruction. ... death is now indeed
a standard movement rate of 24”. Instead, this is determined by
exceedingly near at hand and there is no way out of it – for so Zeus and his
whether they are on foot, or mounted. Check the table below to
son Apollo the far-darter have willed it, though heretofore they have been
determine the commander’s new movement rate.
ever ready to protect me. My doom has come upon me; let me not then die
ingloriously and without a struggle, but let me first do some great thing
that shall be told among men hereafter.” Hector to Achilles - the Iliad
New Movement Rates
Torn straight from the pages of myth, this clash between a demigod and
Type Movement his mortal rival rings across the centuries as one of the greatest recorded
Rate (“) single combats of all time. Fought in the 10th year of the Trojan War, after
Foot 6” the heroic death of Achilles’ close confidant Patroclus, this titanic clash took
place outside the walls of Troy.
Horse 12”
Chariot 9” It began with an inconclusive exchange of javelins, leaving Hector with
only his sword and shield. Achilles is handed one last spear by an invisible
Athena, slaying his opponent with a well-aimed throw, piercing his collar
In addition, Commanders move only after they have issued orders bone.
to their division. In all other respects, they behave as normal.
To celebrate his triumph, Achilles dragged his arch-rival behind his chariot
Opposing commanders can no longer move over or through each for twelve days before the gods could bear it no more and intervened.
other without penalty. Instead, this triggers a duel.

THE DUEL RANGED CONTESTS


Duels begin in two circumstances. Firstly, if a commander moves Once a commander moves into weapon range of an unengaged
into base contact with an unengaged enemy commander. enemy commander, a ranged contest begins. Ranged contests only
begin if at least one participant is armed with a ranged weapon.
Secondly, if a commander moves into weapon range of an
unengaged enemy commander. If a commander doesn’t have a ranged weapon, they may not take
the Shoot action. If a commander has a ranged weapon, but the
Once a duel has begun, both commanders are engaged, and may target is outside of the weapon’s range, they may not take the
not be involved in any other duels. On subsequent turns, they Shoot action until the target is in range.
may not take any other actions until the duel is resolved. Other
commanders can assist their duelling compatriots, providing the Resolve the Ranged Contest using the following steps:
friendly duellist is within 6”. • Both players secretly choose a card from the ranged contest
action deck
If another commander is assisting, they must declare it after • Both cards are revealed simultaneously
issuing any orders but before moving. They may not move this • Make the necessary tests to resolve the interaction between
turn. By assisting, a commander adds +1 to any tested statistic the two cards
during the duel. • Reduce the Might of both participants (If required)

If the Might of a combatant is reduced to zero, they are


immediately removed from play. Replace them with a reserve
commander as per page 80 of the Hail Caesar main rulebook.
The reserve commander must be placed at least 12” away from any
opposing commanders.

Any friendly units within 12” of a commander vanquished in a


duel must take a break test.

If both combatants survive the first exchange, they become


engaged. If, by using the Close Distance action card, one
combatant makes it into base contact with the other, a Melee
Contest begins.

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CONTEST OF CHAMPIONS

MELEE CONTESTS
Once a commander moves into base contact with an unengaged
MARCELLUS VS VIRIDOMARUS enemy commander, a melee contest begins.
The highest honour that could be awarded to a Republican Roman general
was the Spoila Optima - to achieve this, the general had to ride out and Resolve the Melee Contest using the following steps:
meet the enemy general and vanquish them in single combat. Then, they • Both players secretly choose a card from the melee contest
would carry their enemy’s armour back to Rome, where they would be action deck
lauded with a triumphal parade. • Both cards are revealed simultaneously
• Make the necessary tests to resolve the interaction between
Marcus Claudius Marcellus was one of only three generals to earn this the two cards
coveted prize. As a newly minted consul, he rode out to meet an army of • Reduce the Might of both participants (If required)
Gauls just outside of Clastidium - a fortified settlement to the south of the
Po River. If the Might of a combatant is reduced to zero, they are
immediately removed from play. Replace them with a reserve
The Gallic king, Viridomarus picked out Marcellus by his commander’s commander as per page 80 of the Hail Caesar main rulebook.
insignia and challenged him to single combat. Plutarch recounts the fateful The reserve commander must be placed at least 12” away from any
duel: opposing commanders.

“Marcellus, by a thrust of his spear which pierced his adversary’s Any friendly units within 12” of a commander vanquished in a
breastplate, and by the impact of his horse in full career, threw him, still duel must take a break test.
living, upon the ground, where, with a second and third blow, he promptly
killed him.” Plutarch - the Life of Marcellus If both combatants survive the first exchange, they become
engaged.

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CONTEST OF CHAMPIONS

RANGED CONTEST ACTION DECK

» Versus Shoot (Open-ended Test): Both » Versus Shoot (No Test): Make one move
combatants reduce their Might by the directly towards the firer. Reduce your
number of successes rolled. Might by any successes rolled by your
opponent.
» Versus Close Distance (Standard Test):
Reduce opponent’s Might by the » Versus Close Distance (No Test): Both
number of successes rolled. The target combatants make one move directly
makes one move towards the firer. towards each other.

» Versus Evade (Versus Test): Reduce » Versus Evade (No Test): Make one move
opponent’s Might by the degrees of directly towards your opponent.
success rolled.
» Versus Take Cover (No Test): Make one
» Versus Take Cover (No Test): Target move directly towards your opponent.
regains Might equal to their successes.

» Versus Shoot (Versus Test): Reduce your » Versus Shoot (Standard Test): Regain
Might by any successes rolled by any Might equal to your successes.
degrees of success rolled.
» Versus Close Distance (Standard Test):
» Versus Close Distance (No Test): The Regain Might equal to your successes.
target makes one move towards you. Target makes one move directly towards
you.
» Versus Evade (Open-ended Test): Both
combatants move a number of inches » Versus Evade (Standard Test): Regain
equal to their degrees of success. Might equal to your successes. Target
moves a number of inches equal to their
» Versus Take Cover (Standard Test): successes.
Move a number of inches equal to
your successes directly towards your » Versus Take Cover (Open-ended Test):
opponent. Both combatants regain Might equal to
their successes.

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CONTEST OF CHAMPIONS

MELEE CONTEST ACTION DECK

» Versus Attack (Open-ended Test): Both » Versus Attack (Versus Test): Regain
combatants reduce their Might by the Might equal to the degrees of success
number of successes rolled. rolled.

» Versus Parry (Versus Test): Reduce oppo- » Versus Parry (Open-ended Test): Regain
nent’s Might by the degrees of success Might equal to successes rolled.
rolled.
» Versus Feint (No Test): Reduce your
» Versus Feint (Standard Test): Reduce Might by any successes rolled by your
your opponent’s Might by any successes opponent.
rolled.
» Versus Footwork (Versus Test): Regain
» Versus Footwork (Versus Test): Reduce Might equal to the degrees of success
opponent’s Might by the degrees of rolled.
success rolled.

» Versus Attack (No Test):Reduce your » Versus Attack (Versus Test): Move a
Might by any successes rolled. number of inches directly away from
your opponent equal to the degrees of
» Versus Parry (Open-ended Test): Reduce success rolled.
your opponent’s Might by any successes
rolled. » Versus Parry (Versus Test): Move a
number of inches directly away from
» Versus Feint (Versus Test): Reduce your your opponent equal to the degrees of
opponent’s Might by any degrees of success rolled.
success rolled.
» Versus Feint (No Test): Reduce your
» Versus Footwork (Standard Test): Reduce Might by any successes rolled.
your opponent’s Might by any successes
rolled. » Versus Footwork (Open-ended Test):
Move a number of inches directly
away from your opponent equal to the
number of successes rolled.

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CONTEST OF CHAMPIONS

HEROES OF LEGEND
In Contest of Champions, commanders of all levels (including
reserve commanders) are given a new stat line, which governs their
abilities during all duels. Consult the table below to discover your
commander’s stat line.

Commander Stat Lines


Command Rating Skill at Arms Marksmanship Agility Courage Might
10 6 5 6 5 4
9 5 5 6 5 4
8 5 4 5 4 3
7 4 4 5 4 3
6 4 3 4 3 2
5 3 3 4 3 2
4 or lower 3 2 3 2 1

EQUIPMENT Ranged Weapons


Choose appropriate equipment for your commander. As a rule of
thumb, this should be clearly visible on the model. Name Range (“) Effect
Sling 6” -
Melee Weapons
Javelin 9” +1 to all Close Distance
Name Effect Actions, -1 to all Feint
Actions
Sword +1 to all Feint Actions, -1 to Attack
Actions Hunting 12” +1 to all Shoot Actions, -1
Bow to all Attack Actions
Axe +1 to all Attack Actions, -1 to all Parry
Actions Recurve 18” +2 to all Shoot Actions, -2
Bow to all Attack Actions
Mace +1 to all Attack Actions, -1 to all
Footwork Actions
Spear +2 to all Feint Actions, -1 to all
Footwork Actions, -1 to all Parry
Gear Items
Actions
Two- +2 to all Attack Actions, -1 to all Name Effect
handed Footwork Actions, -1 to all Parry Buckler +1 to all Parry Actions, -1 to all Close
Weapon Actions Distance Actions
Lance +3 to all Attack Actions (if mounted), -1 Small +1 to all Take Cover Actions, +1 to all
to all Footwork Actions, -2 to all Parry Shield Parry Actions, -1 to all Close Distance
Actions Actions, -1 to all Evade Actions
Large +2 to all Take Cover Actions, +1 to all
Shield Parry Actions, -2 to all Close Distance
Actions, -1 to all Evade Actions
Light +1 to all Parry Actions, -1 to all
Armour Footwork Actions
Heavy +2 to all Parry Actions, -1 to all
Armour Footwork Actions, -1 to all Evade
Actions

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OPTIONAL RULES
Contest of Champions has been designed to be a fast-paced, quick
mini-game that can slot into a game of Hail Caesar. As such, some ROBERT THE BRUCE VS
elements have been scaled back to speed up play.
HENRY DE BOHUN
If all players agree, these additional rules can be used to add some By Bannockburn, Robert the Bruce was renowned across the British Isles
more depth to your duels! as one of Scotland’s greatest warriors. In the preceding insurgency against
the invading English, he had already faced death several times.

EXPANDED MOUNT TYPES With the largest English army Scotland had ever seen advancing on
Hail Caesar allows players to create armies from every exotic Stirling Castle, Bruce moved to intercept it, interposing his modest force
corner of the world. As such, the list of mounts has been of pikemen and light cavalry between the English juggernaut of armoured
expanded to cover animals like camels and elephants. knights and longbowmen.

The table below lists the new mount types, along with their On the first day of the battle, two divisions of English cavalry advanced
associated Might Thresholds and Charge Bonuses. towards the Scottish lines, encountering a body of Scottish horsemen led
by Robert the Bruce himself. Spotting the Scottish king astride a small
palfry, the earl of Hereford’s nephew - Henry de Bohun touched his spurs
UNHORSING THE ENEMY to the flanks of his destrier, lowered his lance and charged!
To add some additional drama to the proceedings, it is now
possible to unseat a rider from their mount. Each kind of mount Unfazed by the several hundred pounds of armoured knight and
now has a Might Threshold associated with it. horseflesh bearing down on him, Robert waited until the last possible
second before nimbly sidestepping the charge, delivering a single blow
If a Commander reduces their Might by an amount equal to their with his axe.
mount’s Might Threshold during a contest, the mount is instantly
killed, and the commander’s model is replaced with one on foot. The axe split de Bohun’s helmet in two, killing him instantly. Bruce’s
companions then swarmed the English cavalry, driving them off and
Dismounted commanders suffer a -1 dice penalty to all actions on bringing the first day of the battle to a close.
their next turn.
When asked about his encounter with de Bohun, Robert remarked not on
the great risk he had taken, but that he had broken the shaft of his favourite
CHARGING axe!
The momentum of an armoured man barreling into an enemy is
not to be sniffed at - particularly if that man is mounted on a few
hundred pounds of horseflesh.

On the first round of a Melee Contest, the commander that


initiated the Contest by moving into base contact with a foe adds
a number of dice equal to the listed Charge Bonus to their next
Attack action.

Mount Types
Type Movement Charge Might
Rate (“) Bonus Threshold
Foot 6” +1 -
Horse 12” +2 2
Camel 9” +2 3
Chariot 9” +3 3
Elephant 6” +4 4

7
CONTEST OF CHAMPIONS

Gaul Heroes Caesar’s Legions Heroes


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S T C HANCE S T C HANCE
LA Y! LA Y!
TO BU TO BU

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