IACTA ALEA EST
A RUDIS CAMPAIGN SYSTEM

This campaign is suited for 2-6 stables of gladiators. Players take the role of the chief trainer, a person responsible for recruiting and training the gladiators and setting up the matches. Each stable has a Patron, a rich senator or other political notary who supplies lodging, facilities and money. Patrons use the stable as a method of increasing popularity and income and sometimes to settle old scores.

At the beginning of the campaign roll 1d3+5 to determine the number of permanent berths in the stable. Initially all are full but as the campaign progresses cash strapped or unlucky stables may find themselves with a few berths unfilled.

Select the Stables Preferred Type. Each patron would have a preference for a specific type of gladiator. A fact that must be kept in mind by the trainer when selecting slaves to represent the stable. Keep the preferred type secret till after the next step.

Select the gladiator type to be excluded. Each trainer must choose in secret the type of gladiator to be excluded from the contests. This type may not be chosen by any of the trainers in the subsequent stages. If the excluded gladiator is the preferred type of another stable the exclusion falls away. However if two trainers have chosen to exclude a type preferred by another stable that entire stable is blackballed and cannot participate, the trainer will then have to start again. (No doubt with something of a grudge.)

Filling the Berths. Choosing gladiators. Up to 6 berths may be filled with gladiators of the stables preferred type. (If the preferred type is a specialist then up to 3 may be filled.) Additionally the trainer may choose up to 1 Heavy, 1 Medium, 1 Light and 1 Specialist gladiator.

If there are still berths open at this stage the trainer may roll on the tables below for up to 2 Light, 2 Medium, 1 Heavy and 1 specialist gladiator.

Light 1-3 Thracian Medium 1-5 Samnite
  4-5 Late Thracian   6-8 Late Hoplomachus
  6 Velite   9-0 Provocator
  7 Dimacaerus      
  8 Cimachaerus      
  9-0 Secutor      
           




Heavy 1-5 Myrmillo Specialist 1-4 Retiarius
  6-9 Hoplomachus   5-6 Contra-Retiarius
  0 Postulatus   7 Laquerius I
        8 Laquerius II
        9-0 Gaetulian
           


The maximum number of specialists in a stable at any stage is 5.
Roll for the gladiators skill percentage at this stage and note each one down.

Setting up the Games. By mutual consent the players should arrange the individual contests between gladiators. Generally players should reveal the overall skill of the gladiator (ie. Tiros, Spectati, Veterani) but not the specific percentage before the contest begins. They might take place over the course of an evening or players might agree to a specific date by which all results should be in. There is no limit to the number of gladiators who can fight from a stable or the number of opponents a gladiator may have. However gladiators fighting several contests who are wounded carry over their wounds into each fight. Recuperation only happens between games not contests.

After the Games.

The Auction
. All gladiators bought at auction are Tiros (ie1d10 skill.) One gladiator may be bought for each one lost at the previous games, or who has received his freedom since the previous games. Choose the gladiator type required and roll for bid success. A roll of 8+ on 1d10 indicates the Patron is willing to buy the gladiator in question.

Modify the roll as follows
+1        Per preferred gladiator already in stable.
+2        Per preferred specialist already in the stable
+2        If the gladiators being purchased is of the preferred type.
+1        If more than half the stable fought in the previous games.
+1        If stable recorded more victories than defeats at previous games.
-1        Per unsuccessful bid at present auction.
-1        If less than half the stable fought at previous games.

Wounds and Recovery. Gladiators with 30% or less wounds recover in time for the next games. Gladiators with 40% or more recover 1d6 x 10% before the next games and fully thereafter, (provided they are not wounded in the interim.)

Raw Recruits. If any berths are empty the trainer may fill them with recruits. The initial skill of recruits is 1d4%.
Roll randomly for the gladiator type.
1-3        Light
4-6        Medium
7-9        Heavy
0        Specialist
Roll again on the tables listed under "Filling the Berths" to determine the specific type.

Thumbs Up/Thumbs Down. Any gladiator who falls unconscious or who cries mercy has a chance of his life being spared. The roman crowd is more likely to spare a gladiator who had put on a good show or had fearsome reputation.
Roll 1d6. The crowd spares the gladiator on a roll of 7 or more. (They were a bloodthirsty lot!)
Modifiers

+1        Gladiator is Spectati
+2        Gladiator is Veterani
+2        Gladiator has won an Imperial Accolade.
+1        Gladiator has caused more than 35% damage to his opponent
+1        Gladiator has taken more than 55% damage before falling unconscious.

Imperial Accolades. Any gladiator who wins five contests in a row is given an Imperial Accolade. Once he has received three such accolades he may be given a Rudis, the wooden sword of freedom. This should be the choice of the trainer in question. His berth may be filled at the auction, or by a recruit.

The winner. If it's important to you, the winner of the campaign is the stable with the most Imperial Accolades and Rudii at a point agreed to by the players.