by Jervis Johnson
Brutal warriors are forced to take up arms against each other in lethal hand-to-hand
fighting, often to the pleasures of the baying crowd.
Pit Fighter is a game that allows two or more players
chosen hit location, the greater a chance the defender will
to recreate the vicious gladiatorial combats that are
have of avoiding the attack). If the attack hits then the
fought in the Empire before blood thirsty crowds of
Strength of the attacker is compared to the Toughness of
spectators. Each player controls one Pit Fighter, chosen
the defender to determine what type of dice is rolled to
from a variety of different types. Each type of Pit Fighter
inflict damage, with the dice roll being modified by any
has its own Pit Fighters scroll that shows all of the
armour being worn in the location that is hit. Any damage
different moves the Pit Fighter can make and also provides
is knocked off the number of wounds that the Pit Fighter
information on the armour and weapons that the Pit
has and, depending on the location hit, may reduce other
characteristics as well. Once a Pit Fighter’s Wounds are
reduced to zero or less then the Pit Fighter collapses and
Before the combat starts the players must determine the
is out of the fight.
abilities of their Pit Fighter by assigning points to five
characteristics. The characteristics are Weapon Skill (WS),
Pit Fighters that inflict any damage on an opponent
Strength (S), Toughness (T), Initiative (I) and Wounds
receive a special Adrenalin Rush bonus. This may be used
(W). Each Pit Fighter’s characteristics are noted down on
during the next turn to increase a characteristic or carry
a roster, and will have an important effect on how the Pit
out a special action.
Fighter performs during the combat.
Usually the combat carries on until half or more of the Pit
The combat is fought out on a hexagonal grid
Fighters have been taken out, at which point the combat
representing the floor of the pit fighting arena. Each Pit
ends. This style of combat is known by aficionados as the
Fighter starts out located in one of the hexagons near the
‘classic’ style and is thought to have its roots in the origins
edge of the arena. At the start of each turn all of the
of pit fighting many hundreds of years ago. Sometimes
players pick one of the moves from their scroll and write
special types of combat will be fought which have
it down. Once all of the players have picked their moves,
different victory conditions; for example, a combat may
then these moves are revealed and the Pit Fighters are
pit one particularly fearsome opponent, such as an Ogre,
moved as shown on their scroll. After all of the moves
against a team of lesser fighters, or the Pit Fighters may be
have been carried out any Pit Fighters that are in weapon
split into two teams that will battle until the fighters in
range of an opponent may attack them.
one of the teams have been taken out.
In order to resolve an attack the player controlling the
If players wish they may link the games they play together
attacker and the player controlling the target each secretly
into a campaign. If this is done, and it is highly
write down a hit location from amongst those listed on
recommended that it is, then once the combat is over all
the target’s chart. The choices are then compared and this
of the survivors will have the chance to improve their
will determine if the attack hits or misses (basically, the
skills and learn new combat abilities.
more accurately the defender can guess the attacker’s
Pit Fighter is played on a board divided up into hexes. These photographs
show the board that Mark Bedford made for our games. You will need to
make your own board, either by drawing out a hex grid, or downloading
and printing out the Pit Fighter map we have on the Mordheim website at
www.mordheim.com, or by scratch-building a board like Mark’s.
To play the game
you will need a
D6, D10, D12
and a D20.
Core Game Rules
1.0 Game Components
The rules that follow are split into two sections. This first
In addition to these rules you will need the following
section is printed in this issue of Fanatic and is called the
things in order to play a game of Pit Fighter:
core game rules. It tells you everything you need to know
to fight pit fights in the classic style. The second section
Pit Fighter Miniatures: Each player will require a Pit
will be printed in Issue 3 of Fanatic, and will contain
Fighter miniature to represent their Pit Fighter. The
additional rules for other styles of combat, new types of
miniatures we use are part of the Mordheim Pit Fighter
Pit Fighter, and also contains the campaign rules. It is
range of Citadel miniatures. You can get hold of these
recommended that players only fight one or two battles
miniatures by visiting your local store or contacting your
using the core game rules before moving on to the rules
local Games Workshop Direct Sales department, or by
in the Additional Rules section (not that you’ll have much
going to the online store on the Games Workshop
choice until Issue 3 is out!)
Roster: A roster must be completed for each Pit Fighter,
Historical Note: The equipment of the original Pit Fighters
listing their characteristics. The roster is also used to
was based on the races with which the early Empire found
record moves and attacks during the game, and we’ve
itself at war, such as the Chaos Warriors from the north,
provided a sample roster with this article.
the Orcs from the east and the Undead from the province
of Sylvania and from the desert lands of Khemri to the
The Arena: You will require an arena to fight in. You can
south. To differentiate the different types the Pit Fighters
download an arena from the Mordheim web page at
would be known as having the fighting manner of the race
www.mordheim.com, or you can easily make one
that their equipment was based on. For example, a Pit
yourself by drawing up a suitably sized hex grid based on
Fighter might fight in the Chaos manner, or in the Orc
the diagram shown below.
manner, and so on. Over the centuries many new types of
Pit Fighter have become popular, either fighters belonging
Pit Fighter Scrolls: You will require a Pit Fighter scroll for
to non-human races, such as Dwarven Trollslayers and
each player. There are a number of different types of
Ogres, or fighters with lighter equipment, known as
scroll, one for each of the different types of Pit Fighter
Pursuers. However, when fighting in the classic style only
miniature. Four scrolls are included with this article, and
the original types of Pit Fighter may be used, and this
an example is shown on the next page.
means that players should choose their Pit Fighters from
the list above. Rules for the other types of Pit Fighter will
Dice: You will require quite a lot of different sorts of dice
be printed in Issue 3 of Fanatic magazine.
to play Pit Fighter. In addition to plain old six-sided dice
(D6), you will need ten-sided dice (D10), twelve-sided
2.2 Take Pit Fighter Scroll
dice (D12) and twenty-sided dice (D20). You can get hold
Each type of Pit Fighter has a corresponding Pit Fighter
of these dice by visiting your local games store or
scroll. Each player must take a scroll for the type of Pit
contacting your local Games Workshop Direct Sales
Fighter they have selected. Each scroll contains the
department, or by going to the online store on the Games
1. Type: The type of Pit Fighter represented by the scroll.
Paper & Pencils: Each player will require a piece of paper
and a pencil.
2. Attack/Defence Modifiers: This section of the scroll
lists any modifiers that apply to the Pit Fighter’s attacks or
Adrenalin Rush Tokens (optional): If you wish you can
defence rolls depending on the location of the enemy Pit
mark a Pit Fighter that has received an Adrenalin Rush
Fighter. There are two types of modifier in each hex:
bonus with a token of some kind, such as a small coin or
Attack modifiers, denoted by ‘A’ and Defence modifiers
tiddlywink. If you decide to do this you will need a token
denoted by ‘D’ The number shown is added or subtracted
for each Pit Fighter.
from the Pit Fighter’s Attack or Defence roll (see 6.3). ‘NA’
stands for ‘no attacks’, and means that the Pit Fighter may
2.0 Preparing for Play
not attack enemy Pit Fighters located in these hexes.
Before you can start your pit fight you need to carry out
the following pre-combat steps:
3. Pit Fighter’s Location: The triangle shows the location
of the Pit Fighter. The top point of the triangle shows the
1. Select Pit Fighters
direction the Pit Fighter is facing (see the diagram below).
2. Take Pit Fighter Scroll
3. Complete Roster
4. Set Up Pit Fighters
2.1 Select Pit Fighters
Each player needs to select a Pit Fighter miniature from
the list below, and take a miniature and a scroll that
corresponds to the type of Pit Fighter chosen. Scrolls for
the Pit Fighters are included with this article.
Empire Pit Fighter
Chaos Pit Fighter
Orc Pit Fighter
The Chaos Warrior is facing
Undead Pit Fighter
as shown. He may only
attack opponents in the
hexes coloured red.
4. Armour/Hit Locations: This section of the scroll
5. Special Rules: If any special rules apply to the Pit
shows the Pit Fighter’s hit locations and also the armour
Fighter then they are listed here.
worn on each location (if any).
6. Moves: This is the most important part of the chart. It
shows all of the different moves the Pit Fighter may make
during a turn. Each move has a name, a start location
(shown by a triangle), an end location (shown by a
square), and a set of facing arrows.
7. Red Arrows: Some facing arrows are printed in red;
these denote what are called ‘mighty blow moves’, mainly
The Pit Fighter
because they allow the Pit Fighter to unleash a really
swerves to the
devastating attack that can cause additional damage.
right. He may end
the move facing in
any of the
8. Speed Bands: In addition, moves are split into three
directions shown by
‘speed bands’; slow, normal and fast. See the diagrams
the green arrows.
below and to the right for examples of how the move
section of the scroll works during a game.
The Pit Fighter
The Pit Fighter
He may end the
back two hexes.
moving facing in
Note that he is
any of the
not allowed to
change his facing.
by the red
arrows, and may
make a ‘mighty
blow’ attack this
2.3 Complete Roster
Wounds (W): A Pit Fighter’s Wounds represent how much
At the start of a game each player must fill in a roster for
damage they can take before they collapse. A Pit Fighter
their Pit Fighter. The player must record the name and
with a lot of Wounds will keep on fighting when a lesser
type of their Pit Fighter at the top of their sheet, and then
fighter would have passed out.
fill in the Pit Fighter’s characteristics.
In the core game rules all Pit Fighters start off with the
Each Pit Fighter has five characteristics that determine
how fast, strong and skilled they are compared to other Pit
Fighters. These characteristics are:
Weapon Skill Strength Toughness
Weapon Skill (WS): A Pit Fighter’s Weapon Skill
represents how skilled they are at attacking or defending
In addition, each player has 10 bonus points which they can
with their weapons. A Pit Fighter with a high Weapon Skill
add as they see fit to their starting characteristics. For
is more likely to hit an opponent or avoid an opponent’s
example, you might choose to add all 10 points to one
blow than a Pit Fighter with a low Weapon Skill.
characteristics, or divide them evenly adding 2 points to
each characteristic, or use them in any other way you see fit.
Strength (S): A Pit Fighter’s Strength represents how
physically strong they are. The stronger a Pit Fighter is the
We have included a Pit Fighter roster with this article that
more damage they will inflict when they score a hit.
you can photocopy, and you can also download a roster
from the Pit Fighter web page. If all else fails, you can
Toughness (T): A Pit Fighter’s Toughness represents how
simply use a piece of scrap paper for the roster.
physically tough they are. A Pit Fighter with high
toughness will suffer less damage from a blow than a Pit
2.4 Set Up
Fighter with low Toughness.
The players know take it in turn to set up their Pit Fighters
in the arena. The oldest player has to set up his Pit Fighter
Initiative (I): Initiative represents how quick a Pit
first, and then so on in order of age. Each Pit Fighter must
Fighter’s reactions are. A Pit Fighter will high Initiative will
be set up so they are touching the outer edge of the arena
act before a Pit Fighter with a lower Initiative.
and so they are at least five hexagons away from any other
Pit Fighter. In addition, each Pit Fighter must be set up so
5.0 Carry Out Moves
they are clearly facing one edge of the hex they’re set up
Players must carry out the move for their Pit Fighter. The
in, as shown in the diagram below.
moves are carried out in order of Initiative, starting with
the Pit Fighter with the lowest Initiative. In the case of a
tie the older player must carry out their move first. Before
carrying out their move, the player must ask if anyone
wants to interrupt (see 5.2). As long as the player is not
interrupted they may then carry out their move. Once all
Pit Fighters have made their moves you may proceed to
the next step in the sequence of play.
5.1 How To Move
Pit Fighters are moved one hex at a time, exactly as shown
on their scroll. If the move takes them into an occupied
square then a push-off must be resolved (see 5.3).
Assuming this doesn’t happen then the Pit Fighter is
moved to the final hex shown on its scroll and then must
be turned to face one of the hex-sides marked with a
Facing is very important in Pit Fighter. Because of this
facing arrow. The Pit Fighter’s move is then complete, and
each player must declare out loud which direction their
the Pit Fighter with the next highest Initiative may then
Pit Fighter is facing when they set the model up. If it is
take its move, and so on.
not clear which direction a model is facing (it isn’t
always) then you must tell all of your opponents how
facing will be determined when the model is set up, and
this will apply throughout the game.
3.0 Sequence of Play
You are now ready to start fighting. Each turn of a Pit
Fighter game has a strict sequence of play that must be
followed carefully. All players must complete each step in
the sequence before the next step is started. The
sequence of play is as follows:
a) Pick Move
b) Carry Out Moves
c) Resolve Attacks
d) End Phase
Designer’s Note: The intent of the Interrupt rule is that
How to carry out each of these steps is explained next.
someone higher up the turn order can always choose to
make a move before someone that is lower down. Keep
4.0 Pick Moves
this in mind and you won’t go wrong!
At the start of each turn all of the player’s must pick a
move for their Pit Fighter and write it down on their
Normally moves are carried out in order of Initiative,
roster. A player may pick any move they like from their
starting with the Pit Fighter with the lowest Initiative
scroll, except that Pit Fighters that either were involved in
value, and using the player’s ages to resolve ties. However,
an attack (as attacker or target) last turn, or made a slow
player’s whose Pit Fighters have a higher Initiative (or the
move last turn, may not pick a fast move this turn. On the
younger player in the case of a tie) may choose to
first turn of the game all Pit Fighters are assumed to have
interrupt this sequence and take their move before a
picked ‘Observe’ as their last move.
slower/older opponent takes their move.
Players must secretly write down the move their Pit
Because of this, each player must ask “Does anyone want
Fighter will carry out on their roster. Once all players have
to interrupt?” before they make their move. If you wish to
written down their moves you may carry on to the next
interrupt then simply say so at this point and carry out
step in the sequence of play.
your own move before the opposing player carries out
theirs. If several players want to interrupt at the same time
then the fastest/youngest Pit Fighter goes first and so on.
Very Important Exception: A Pit Fighter that is carrying
If the loser was the Pit Fighter that originally occupied the
out a mighty blow may not interrupt an opponent’s move,
hex then they must move into the hex that is directly away
but they can be interrupted themselves.
from the hex that the moving Pit Fighter entered from, as
shown in the diagram below. If this hex is occupied or is
5.3 Push Offs
a wall, then the losing Pit Fighter remains in the contested
A push off takes place if a Pit Fighter is ordered to move
hex and the winner goes back to the last hex they
into an occupied hex. Move the Pit Fighter so he is half in
occupied and ends their move, but all of the loser’s
the contested hex and half in the last hex he occupied.
characteristics, apart from Wounds, are halved for the rest
Then each player with a Pit Fighter involved in the push
of the turn.
off rolls a D20 and adds their Pit Fighter’s Strength to the
score. Whoever rolls highest wins the push off. In the case
Once a push off has been resolved the moving Pit
of a tie, roll again.
Fighter’s move ends (ie. they lose any further moves they
may have). In addition they must keep the same facing
The winner of the push off ‘captures’ the contested hex,
that they had at the start of the turn. A Pit Fighter that
and the loser is forced out. If the loser was the moving Pit
loses a push off before they take their move loses their
Fighter, then they are forced back into the last hex they
move for the turn. A Pit Fighter that wins a push off before
occupied and their move ends.
they take their move may carry out their move normally.
Note that Pit Fighters involved in a push off may still attack
later in the turn, and can make mighty blow attacks if they
win the push off.
5.4 Illegal Moves
Every now and then a player will make an illegal move,
usually because they try to move too fast (ie. they move up
The Chaos Pit Fighter
two speed bands rather than only one). If this happens,
attempts to move into
an occupied hex.
and it is spotted when the move is being made, then the
move is cancelled and replaced with an Observe move
instead. If an illegal move is spotted later on, after at least
one other Pit Fighter has moved or attacked, then the
illegal move is allowed to stand.
The Chaos Pit Fighter
loses the push off and
is forced back to its
The Chaos Pit Fighter
wins the push off and
forces the Undead Pit
Fighter out of the
6.0 Resolve Attacks
Target’s located in hexes where the Attack/Defence
Attacks are resolved after all moves have been made. In
modifiers section of the attacking Pit Fighter’s scroll has
the core game rules each Pit Fighter may make one attack
the letters ‘NA’ may not be attacked. An attacker with a
per turn. Attacks are resolved in order of Initiative in
choice of targets must pick one to attack.
exactly the same manner as moves and may be interrupted
(see 5.0 and 5.2). Fully resolve each attack, including
6.2 Pick Hit Location
damage effects, before moving onto the next one.
To resolve an attack both the attacker and the target must
secretly write down one of the hit locations shown on the
Important Note: Any Pit Fighter that takes an Observe
target’s scroll on their roster. Once both players have
move may add +10 to their Initiative when determining
picked a hit location then they are simultaneously
the order of attacks.
revealed. If the defender guessed the location the attacker
was going for, then the attack automatically misses. If the
6.1 Choose Target
defender chose an area that is not even adjacent to the
In order to make an attack there must be a target in an
location chosen by the attacker, then the attack
adjacent hex (the additional rules section published in
automatically hits. For any other circumstance then an
Issue 3 of Fanatic will include weapons with a greater
attack roll off must be made to see if the attack hits or
range than one hex). Hexes that may be attacked will have
misses (see 6.3).
an Attack modifier shown in the Attack/Defence modifiers
section of the attacking Pit Fighter’s scroll (see 2.2).
For example, assume that an Orc Pit Fighter is fighting
another Orc. If the attacker chose to attack the head, then
the attack would automatically miss if the defender also
chose the head, the attack would automatically hit if the
defender chose the groin or legs, and an attack roll off
would be required if the defender chose the body or
6.3 Attack Roll Off
Assuming that the attack did not automatically hit or miss,
then there is a roll off to see what happens. Each player
must roll a D20 and add their Pit Fighter’s Weapon Skill to
the score. In addition the attacker is allowed to add any of
the Attacker (A) modifiers from the Attack/Defence
Modifiers section of their scroll, and the defender can add
any of the Defender (D) modifiers from their scroll. If the
attacker rolls higher he hits, if he rolls equal or lower he
6.4 Critical Hits and Misses
6.6 Critical Damage
If either the attacker or the defender rolls a 1 or a 20 on
As well as reducing the target’s Wounds, damage may also
their Attack rolls, then something special has happened.
cause special critical effects. To find out what critical effect
is caused simply refer to the Critical Damage charts on the
A roll of 1 always fails, so if the defender rolls it he will be
next page and cross-reference the amount of damage
hit, no matter what the attacker rolled, and if the attacker
caused (after any reductions for armour etc) with the
rolled it he will miss, no matter what the defender rolled.
location that was hit.
If both players roll 1s then the attacker’s roll takes
precedence and will apply, and the defender’s roll is
6.7 Adrenalin Rush Bonus
ignored (ie. the attack missses).
A Pit Fighter that inflicts one or more points of damage on
an opponent receives an Adrenalin Rush bonus. An
A roll of 20 is always a success, so if the defender rolls it
Adrenalin Rush bonus must be used before the end of the
he will not be hit, no matter what the attacker rolled, and
following turn or it is lost. An Adrenalin Rush bonus may
if the attacker rolled it he will hit, no matter what the
be used to do one of the following things:
defender rolled. If both players roll 20s, then the
attacker’s roll takes precedence and will apply, and the
• The bonus may be used at any time to add +10 points
defender’s roll is ignored (ie. the attack hits).
to a characteristic. This bonus will last until the End
Phase of the turn and then wears off. Note that you can
take the bonus at any time, so you could, for example,
If the attack hits, then compare the attacker’s strength to
roll the dice and see the score before deciding if you
the target’s Toughness to find what type of dice is rolled
want to take a bonus. Also note that you can use the
bonus to add +10 Wounds, which may result in a Pit
Fighter staying on their feet until the End Phase of the
turn and then collapsing when the bonus is lost.
Strength & Toughness
Strength ten or more points higher
• The bonus may be used to move one extra hex just
before the Pit Fighter carries out its move. The extra
Strength equal or up to ten points lower
hex of movement is always straight ahead. Take the
Strength more than ten points lower
extra move and then carry out the Pit Fighter’s chosen
Armour: Subtract the value of any armour worn on the
location that has been hit, down to a minimum of 1 point
• The bonus may be used in the End Phase of the turn it
of damage. Note that any attack that hits will always inflict
is received or in the End Phase of the following turn to
at least 1 point of damage.
recover 5 points of lost damage. The recovered points
may be added back to Wounds or any other
Mighty Blow Bonus: Any Pit Fighter that has taken a
characteristics that has been reduced, as the player sees
move that gives a Mighty Blow bonus may roll an extra
fit. No characteristic may be increased beyond its
D10 and add the score to the roll of its other dice. The
value of any armour is subtracted from the total score of
both dice. Remember that a Pit Fighter that loses a push
7.0 End Phase
off also loses their Mighty Blow bonus.
The End Phase is basically a tidy up phase used to see if
the combat is over and also to resolve the effects of some
rules and mark the end of a turn. Once all necessary
actions have been carried out the turn is over and a new
turn can begin.
Any damage inflicted is subtracted from the target’s
Wounds, and may cause critical damage, as described
Jervis is the Head Fanatic and has worked at GW for
donkey’s years. His many other credits include
next. Once a Pit Fighter’s Wounds are reduced to 0 (zero)
Blood Bowl and the very first version of Epic.
then the Pit Fighter is taken out – remove them from play.
The Pit Fighter Warband boxed set is available to
In a campaign, a Pit Fighter that has been taken out may
buy from Games Workshop (see the How to Order
section on page 94). An hexagonal matrix template
well survive to return to the arena, but for the purposes of
to allow you to begin making your arena can be
the core rules they count as having been killed. Campaign
downloaded from the website.
rules will be included in the follow-up article appearing in
Turn to page 34 for the League of Ostermark.
Issue 3 of Fanatic magazine.
7.1 Winning The Combat
A pit fight continues until half or more (rounding
Arm Critical Damage Chart
fractions up) of the Pit Fighters that started the combat
have been taken out. For example, in a pit fight with five
Pit Fighters, the fight would end once three had been
taken out. The winner is the Pit Fighter that is still
Arm Chopped Off
standing and that caused the most damage during the
Arm Hurt: The Pit Fighter suffers a -1 A/D modifier for the rest of the fight.
Lose Finger: The Pit Fighter suffers a -1 A/D modifier permanently for each finger that
combat. In the case of a tie the Pit Fighter that first
inflicted any damage is declared the winner.
Arm Broken: The Pit Fighter suffers a -3 A/D modifier for the rest of the fight. In a
campaign a Pit Fighter with a broken arm must miss the next two pit fights while the
Note that you should keep track of the amount of damage
Arm Chopped Off: The Pit Fighter suffers a -3 A/D modifier permanently. In addition
inflicted by your Pit Fighter so you can determine who the
the Pit Fighter will lose one additional Wound in the End Phase of each turn due to
blood loss. In a campaign the Pit Fighter must miss the next two fights in order to
recover from the wound, but the arm is permanently lost and they will continue to
suffer the -3 A/D modifier.
This is all you need to play the Pit Fighter game, however,
we will be publishing expanded rules for the game in
Issue 3 of the Fanatic magazine.
Leg Critical Damage Chart
Groin Critical Damage Chart
Damage Critical Effect
Leg Chopped Off
Leg Hurt: The Pit Fighter’s Initiative is reduced by 1 point for the rest of the fight.
Hacked In Half
Kneecap Damaged: The Pit Fighter’s Initiative is reduced by 1 point permanently. In a
Stunned: The Pit Fighter suffers a -1 A/D modifier until the End Phase next turn.
campaign they must miss the next pit fight in order to recover.
Floored: The Pit Fighter suffers a -1 A/D modifier until the End Phase next turn, and he
Leg Broken: The Pit Fighter’s Initiative is halved and they may not pick fast moves for
is only allowed to choose a slow move next turn.
the rest of the pit fight. If the other leg is broken then the Pit Fighter is taken out;
remove him from play. In a campaign the Pit Fighter must miss the next two fights in
Emasculated: The Pit Fighter is floored (see above). In addition he will lose one
order to recover.
Wound in the End Phase of each turn. In a campaign he must miss the next pit fight in
order to recover, and he will hate the opponent that inflicted the damage. A Pit Fighter
Leg Chopped Off: The Pit Fighter’s Initiative is halved and they may not pick fast
that hates an opponent rolls an extra D6 when working out damage against them.
moves for the rest of the pit fight. In addition the Pit Fighter will lose one additional
Wound in the End Phase of each turn due to blood loss. In a campaign the Pit Fighter
Hacked In Half: The Pit Fighter is hacked into two halves and he is dead, dead DEAD!
must miss the next two fights in order to recover from the wound and have their
Remove him from play.
missing leg replaced by a wooden one. A Pit Fighter with a wooden leg has their
Initiative reduced by 5 points, and they are not allowed to take fast moves. A Pit Fighter
with two wooden legs must retire.
Head Critical Damage Chart
Body Critical Damage Chart
Stunned & Scar
Stunned: The Pit Fighter may not attack for the remainder of this turn or next turn.
Scar: Roll a D10 and refer below.
Chest Ripped Open
1-8 = Impressive facial scar with a length in inches equal to the dice roll. This
has no game effect but is cool!
Rib Broken: The Pit Fighter suffers a –1 A/D modifier for the rest of the pit fight for
each broken rib. In a campaign the Pit Fighter must miss the next fight in order to
9 = Ear hacked off (roll randomly for which). -1 Initiative permanently.
10 = Blinded in one eye. -1 A & D permanently.
Bleeding Wound: The Pit Fighter loses one extra Wound in the End Phase of each turn.
If an eye or ear that has been lost is hit again then ignore the result. A Pit Fighter can
Disembowelled: The Pit Fighter must use one arm to hold his guts in! The Pit Fighter
lose both ears (-2 Initiative), but a Pit Fighter that loses both eyes must retire.
suffers a -3 A/D modifier for the rest of the fight. In addition, the Pit Fighter may not
KO’d: The fighter has been taken out. Remove him from play. If playing a campaign
choose to take any fast actions, and loses D3 wounds in the End Phase of each turn.
then the pit fighter will fully recover in time for the next pit fight unless the wound also
Chest Ripped Open: The Pit Fighter’s chest has been ripped open and he is dead, dead
reduced them to zero or less Wounds, in which case they must roll on the Recovery
DEAD! Remove him from play. The opponent that did the damage may pull the victim’s
chart as normal.
heart from their exposed chest cavity and brandish it aloft by taking an Observe action
Decapitated: The Pit Fighter’s head has been lopped off and he is dead, dead DEAD!
next turn. This makes the crowd go wild and allows the Pit Fighter to take an extra
Remove him from play. The opponent that did the damage may grab the severed head
Adrenalin Rush counter. In a campaign the victim counts as being worth three
and brandish it aloft by taking an Observe action next turn. This makes the crowd go
opponents towards the five opponents required to learn a skill.
wild and allows the Pit Fighter to take an extra Adrenalin Rush counter. In a campaign
the victim counts as being worth three opponents towards the five opponents required
to learn a skill.