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Brutal Core Rules Betav1a

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Beta Draft of the rules for the New Gladiatorial Game "Brutal". For more information, join the forum http://forum.darkartminiatures.comor see the figures at the websitehttp://brutalboardgame.com

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TRAINING GROUND

©2009 - Dark Art Miniatures

WELCOME TO THE

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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 liveunderground in vast cities filled with arcane devices and machinery. Many things

have changed but human nature will always seek ways of preoccupying onesthoughts of reality….to forget ones own worries and to feel better with ones self atanother’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 anythat will pay your price for the ultimate in entertainment, violence in its truest form. ManyLanista follow the same path as you but only one can claim the rights to the lions share.

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AcknowledgementsWritten by Klaus TeschnerEdited by Klaus Teschner and Dave DewettGame design by Klaus Teschner and Dave DewettConcept art by Klaus Teschner, Nicholas Kay, Neil Walton aka Nez, and Mates LaurentiuCover art by Nicholas Kay and Dennis GustafssonBook art by Nicholas Kay, Neil Walton Dennis Gustafsson and Mates LaurentiuGame content art by Klaus TeschnerAdditional content by Klaus TeschnerMiniatures painted by Klaus TeschnerPlay 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 developmentof Brutal, in particular Klaus’ wife Sharon and Daves girlfriend Jen for their heavenly patience, Wecouldn’t of done it without their full support. This is for you!

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Designers notesFirst and foremost a HUGE thanks for your interest in our blood spilling actionpacked game. The initial idea for the game started way back in 2005 A.D. Ithas 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 wondrousunknown. What you see here is the Beta version of Brutal. Although this isa Beta version its actual core rules set is complete and fit for gaming. Duringthe design process we encountered many eventualities which we ironed outhowever, In brutal many can things happen and although we feel we havecovered 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 ourforum 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 learningthe system as it makes more sense when you first read the book. We havesplit up the content within three books. These books are bite sized portionsallowing you to ease into the game and delve deeper should you wish to doso. This core rules book ‘The training ground’ covers all you need to knowabout 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 youneed 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 ownfighters 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

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ContentsINTRODUCTORY SECTION PageThe game 6Game components 7The miniatures of Brutal 10Fight Night Chaotica 11Lanista, ludi and his troupe 11THE CORE BASICS 12THE TRAINING GROUND part1 13Scale of fighters 13The fighters profile 14The game turn 17Shiekal the Huntress 18Setting up the arena 19Starting points 20Line of sight 20Pick brutal action cards phase 21Arena card phase 23Speed Phase 23Slowing down 23Change cards phase 23Combat phases 24Movement 24Weapons range 24The three 10’s rule 26Hitting, parrying and evading 26Damaging your opponent 29Knock back 29Knocked down 30Locking zones 30Getting out of a locking zone 31THE HANDS OF FATE 32Taking things into your own hands 33Wait for the crowds decision 33The finishing blow 34FIGHTER CLASSES 35Breaker 35Bruiser 36Deflector 37Di-sector 38

Stinger 39Piercer 40In-capacitator 41BRUTAL OUTFIT 42Kill gear 43Kill suits 43Kill wear 43BACKGROUND 44Technology 45Political structure 45Brutal and politics 45THE TRAINING GROUND part2 46The Arena 46Taskmasters 46The centre square 46Chaos pads 47Floor traps 47Power ups 49Obstacles 50Teleporters 50Pits 50Walls 51Sentinels 51ADVANCED TACTICA 52Wolf-packing 52Defensive formation 52Large fighters 53Tactica lesson #1 the death zone 54Final notes 55

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Brutal is a stand alone board game that allows you to pit fighters against one another in a up close and personalcombat system set in a post apocalyptic world. The system is primarily a duelling system although any amountof 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 quicklybrowse through the core rules (training ground) at first, just so you get an idea of what is involved to play thegame. Once you have done that the next best thing is to pick one of the stock fighter templates provided andplay with a single True Human fighter . Look up rules for a situation as is arises. You should get a grasp of therules 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 expecta quick death…..unless your lucky.Like a real life combat situation, the more you understand your abilities and that of your enemy the more chanceyou have of reading and bluffing your opponent which will help you beat the opposition. The game mechanics ofbrutal 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 normallywould 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 differenttypes of fighters. You might also want to try out the other playable races. Don’t feel disheartened if at first yourfighter seams to die within 5 turns or less (I know some sweet, killer combo moves ). This will often be the caseif playing against an experienced opponent or just plain bad luck. Once you get more experience your fights willlast much longer.

Once you are happy with the core rules you can then move on to the additional rules covered in the book ‘Thebloodied, bruised and broken’ which covers rules for players to create their own troupe bought from the slavemarkets. It also contains League/ campaign rules which include hiring Pit Ronins, fighter development andgifts allowing your fighters to rise amongst the ranks of the brutal fighters.

The GameWhat you will

needA pencil and rubber

At least two Brutal miniatures.Any kind of Brutal miniaturewill do but it must be thesame class fighter as the oneon your fighter record sheet.

Optional

Non permanent felt pen. Wefind that it is best if you putyour fighters record sheet in aplastic sleeve so that you canmake temporary changeswith the felt pen and simplywipe it off when it needschanging.

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Game Components

This is where your fighters battle it out. Whether fighting in pits of small towns to combating in the arenas ofthe cities the arena can be as dangerous as the opponent you are fighting. The actual fighting platforms areof genius design. Thousands of moving parts are hidden underneath the arena floor which allows the arenato move and interchange terrain and other features during events. At various random places around the arenathere are often traps that trigger once stepped on. Then there’s always the small holes in the wall that mayfire out death in many forms. Keeping to Fight Night Chaotica’s chaotic nature traps could actually be power-upsin forms of energising weapons or armour. Powerful stimulants may be injected into the fighter to boost his/herRegenerate level or make them stronger for a short time. Teleport devices are often used in the arenas thoughthese can be inaccurate as to where the teleported fighter re-appears. All the while the crowds cheer and theBrute-cams film the fight via links to the rest of the world.

Here is a list of the components needed to play Brutal. These are available from our website:www.darkartminiatures.com

The playing area

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Overlays

Chaos Pad

Traps

Power-Ups

Starting Points

Standard Tag-Team

Pits

Large Pit - Open Small Pit - Open

Large Pit - ClosedSmall Pit - Closed

Walls

Large Wall - Raised Small Wall - Raised

Large Wall - LoweredSmall Wall - Lowered

Teleporter

Sentinel

On Fire

Charged

These are the overlays you willuse while playing Brutal. Theseoverlays are discussed in furtherdetail later in this book. (trainingground part 2)

Supporter counter

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The Lanista Battle Board

The counters below (BattleBoard Counters) are usedwith the Lanista Battle Board.The Lanista Battle Board alsohas a space for the player to‘place down’ their selectedaction cards at the start of thegame turn.

This is discussed in moredetail later in this book.

Battle Board Counters

MovePoint

Counter

BonusMove

Counter

Re-rollCounter

The Lanista Battle Board is used to record the number of move points, bonus move points and remainingre-rolls available to the player.

All players will require a set of ‘ActionCards’ to play Brutal.

The Action Cards represent yourcharacters actions during combat andconsist of four different offensiveactions, three defensive/passiveactions and a healing action.

In a standard full deck a player willhave 11 cards consisting of 7different types of actions.

More information about Action Cardscan be found later in this book

The Action Cards

Arena cardsThese cards are used to tellplayers what is happening tothe arena each game turn.

Designers notes: You willneed to write a number oneach card numbered 1 to 50.This is due to us not yetcommitting to full print workas things may change

Other things you needPencilRubber2x 10 sided dice. These diceare numbered 1 to 101x 8 sided die. These types ofdice are number 1 to 8Brutal miniatures

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The miniatures of BrutalWe use 32mm scale miniatures to represent thefighters of Brutal. 32mm being the average heightof a Brutal human fighter measured from toe to eyelevel. These detailed gaming models are used toshow the position of the fighters within the arena.

Collecting our range of unique looking miniaturesis a great way to get you into the hobby of

painting and gaming. The miniatures below arepart of our first wave of miniatures sculpted by the

very talented Alexandre ‘Aragorn’ Marks.

Di-Sector Class fighter of Ludi ‘TheScarred’ with drill attachment.

Bruiser Class fighter of Ludi ‘The Purists of theNew Dawn’

Deflector Class fighter of Ludi ‘The Fists ofPrime’

Di-Sector Class fighter of Ludi ‘TheScorched Suns’ with punch dagger

In-capacitator Class fighter of Ludi‘The Venomous Tongues’

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Fight Night Chaotica (F.N.C.) is the world’s most premier entertainment organiser. It broadcasts itsprogrammes globally. Brutal is one such programme. Tickets can be bought by the populace to attendthe 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 hugescreens are powered by gigantic generators. Every 7th day people come to watch the brutal fights andchampionships. 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 couldeven sell on your slave fighters for a profit if the markets right.

Fight Night Chaoticapresents

Brutal

Lanista, Ludi and his troupeIn 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 managerof a unit of trained professional killers that take part in gladiatorial events for a vid-show! This takes onmore of a role once you start playing the league/campaign rules ‘the bloodied, bruised and broken’ as youbuy/hire and even sell your fighters. Either way, once a fight event takes place you control the actionsof your fighters in a battle of wits, skill and cunning.

“Laaaaaaaadies and Gentlemen. Tonight’s sold out grudge match event coming LIVE from Free-fall citybrings 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

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Dice rollsDice rolls are made by the players to see if they aresuccessful in their actions. Through-out this book youwill see a ‘1d10’ or just ‘d10’. This refers to the ten-sideddie needed to play the game. Brutal also uses a d8 fordetermining the randomness of the arena (seerandomiser rolls).

Positive modifiers

During the course of the game your fighters will havecertain bonuses. These are normally a positive. +1, +2etc. The dice roll is made normally but you must alsoadd the positive modifier to the total. (1d10 +2, 1d10+1etc..)

Negative modifiers

During the course of the game your fighters will havecertain bonuses. Some of these might actually benegative. -1, -2 etc. The dice roll is made normally butyou must subtract the negative modifier from the total.(1d10 -1, 2d10 -2 etc..)NOTE : No negative modifiers can reach below -10

Re-rolls

During the course of the game your fighters may havethe option of re-rolling a die. Unless otherwise stated are-roll can be played in any phase but another re-rollcannot be re-rolled a second time if the initial re-roll fails.

Randomiser rolls

Sometimes during a game something is moved orappears in/to a random location. This randomiser rolldetermines which direction an object is moved tooand by how far. Normally anything randomly movedor appearing uses the centre ‘B’ icon in the middleof the arena as its starting point.

Roll 1d8 to determine the direction using the main Brutalicon on the board as 1. Then roll another d8 to determinethe distance. This is the location something has beenmoved to. (See example to the right)

THE CORE BASICSBrutal action cards

During the course of the game each player selects cards from their own personal deck. These cards show whatactions the player is attempting in a game turn. (Attacking, defending, evading etc..) Dice are then rolled to see if aplayer’s actions are successful or not.

Example: An ‘arena card’ dictates that a new chaospad 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 squareis already occupied by another ‘arena’ overlay or travelsout of the arena. If this is the case then the change isignored. Note that there are exceptions to this.

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TRAINING GROUND Part 1

To be a successful lanista you must know your fighters abilities well as it is you that directs them inbattle. 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 againstanother lanista’s (players) troupe member.

Part 2 of the training ground covers rules for using the arena overlays. This is covered in the secondhalf of this book.

Once you have skimmed through the rules pick an event in the Events book ‘theatre of pain’ and set-upthe 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 BrutalFighters come in all shapes and sizes. From the demonic looking Textrix, thewicked Excorio to the giant-like Durus and even the rare jury rigged Kombotfrom the Old Age. Blocs and True Humans also fight in the pits. Mostfighters are bought from the slave markets by troupe owners known aslanista. The slaves are then trained in the art of brutal fighting and areexpected to entertain the populace. Wars have often been settled via abrutal contest. This can make a former slave into a hero overnight. Thereare 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 wiselanista that not only employs a good spread of styles within his/her troupebut understands the roles each class plays. This is a sure way to give youthe edge above others.

Scale of fighters

Although the training ground only covers medium and large un-mounted sizedfighters I feel that you should be aware of the differences for future referenceas it can affect some class skills mentioned below and also how they interactwithin the arena.

Small (an average sized true humans, small creatures and mutated nearhumans)

Medium (an average sized true human, bloc, excorio, textrix and kombotbrutal 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)

“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

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The fighter’s profile

Here we shall talk about the profile and ratings of your fighters. Below is what an example human ‘Bruiser’ classfighter looks like. Descriptions of the abbreviations shown on the example fighter sheet are shown below. Thisprofile gives you all the information you need to know about the troupe member.

Race/ sex/ specialA fighter’s race, sex and special racial abilities are noted here.

NameNames 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.

SizeHow big your fighter is.

ClassWhat type of fighter it is. Each class has strengths and weaknesses over others. (Fighter classes are mentionedon page 35 in this book.)

RankThis shows the fighter’s current rank. This rating is used in the league/campaign settings. Fighters can gainranks as their Brutal ratings rise through experience. (see ‘the bloodied, bruised and broken’ for more information)

“Know your abilities well and you shall survive for a time. Know your foes abilities and you shallcrush the bones that fall before you”.

-----Vorek Hammerfall.

Race/sex: Human Name: KT00125 Class: Bruiser Starting Brutal rating: 104.5

Special: Size: Medium Rank: 1 Current Brutal rating: 104.5

Brutal Outfit Weapons range: 1 Class Skill: SurvivalistKill Gear: 1 Medium handed weapon Skills: Leap,Kill Suit: Medium armourKill Wear: Med-unit grade (1) Mechanical arm

Stamina level

MED UNIT DOSES INJURY BOX

TICKINJURY

BOX

MAXSTAMLEVEL

Mv/A/M Ag Att Def Dam Ar Stam Regen lv Respect Fame

5/1/ 0 -1 5/3 7/5 4/2 7 25 3 1 0

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Starting/ current Brutal ratingThese ratings are used in the league/ campaign setting for fighter development and to determine the odds onfavourite/under-dog for the event. It also helps determine when a fighter achieves his/ her next rank (see ‘thebloodied, 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 Movepoints for that game turn.Every time you use a move point you must alter your Lanista battle board by sliding the counter down by theamount of move used. When the player uses all of the fighters Move rating then he/she cannot do anything elsethat 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 ratingcan 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 ratingcan 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 yourfighter 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 therating 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 attackrating 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 higherthe 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,likethe 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 youropponent. Note that range 0 and 1+ range weapon dam ratings are different.Use primary Dam when using a range 1 or more attackUse 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 willbecome but the more damage you can absorb.

FIGHTER PROFILE CONTINUED

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Stamina (Stam )max unlimited*How much punishment and pain your fighter can take before passing out, giving up or dying. A fighters Stamrating is the same as his/her ‘Stamina level’. Every time a fighter takes a point of damage the player must markone 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 onhis/her last legs and is close to dropping. Any fighter who’s rating drops into this shaded area suffer a -1 to allrolls. Fighters that use a med-unit dose to get out of the red zone no longer take the -1 until they go back intoit.

If playing a league/campaign setting then the fighter will also have to roll on the surviving injuries table. As soonas the fighter drops into the red zone he/she must tick the injury box. At the end of the event he/she shouldroll 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 usingmed units containing limited doses of combat drugs. (Yes combat drugs are allowed by the rules written by theF.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 comesto your fighter begging the crowd for them to spare his/her life. This rating is also used for special crowd eventcards.

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 thatwatch the vid-screen show. The more tickets sold means a larger lions share. This rating is also used for specialcrowd event cards.

Brutal OutfitA brutal outfit is a fighter’s full combat gear that they are trained to fight in/ with.

Kill Gear: Weapons usedKill Suit: Armour type wornKill Wear: Cyber/ mech replacements & augmentations.

Weapons rangeThis shows the fighters effective weapons range for the weapons he/she is equipped with. All fighterscan also attack at range 0.

Class skillThe fighter’s class skill is mentioned here. Class skills make each fighter class different from each otherforcing different styles of play.

SkillsAny skills your fighter has learned are shown here. A campaign/ league setting allow your fighters to advance bylearning skills. (Refer to the book ‘the bloodied, bruised & broken’ for more information.)

Med-unitA med-unit enables a fighter to heal through the use of combat drugs. This shows the numberof doses your med-unit can be use before it is depleted. Every time you use a dose youhave to cross it off on your sheet and them you can heal up to the same regen level of thefighter.

Additional rules(max/min)* maximum limits to character advancement using the league/campaignrules in the book ‘The bloodied, bruised & broken’

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The Game Turn

1. Pick Brutal action cards phaseTwo 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 phaseAt 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 ofeveryone’s turn.

3. Speed PhaseEach 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 thenroll 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 -1penalty 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 Movepoints 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 Phase1. If a fighter reaches 0 Stam points go to the ‘The hands of fate’ section, (page 32)

“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 timeyou 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 startingpoints of the arena follow the phases below:

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 gametime. From our experience an average typical event lasts 15 rounds and should take no more than 5 minutes pergame turn per 2 players. So based on a 15 turn combat it should take you no longer than 1 hour 15 minutes ofreal 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.

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Shiekal the Huntress

She could hear the faint dim of spectators chanting her name. Shiekal stepped onto the rising platformthat would take her to the arena above. As she moved into the middle, dim green and blue lights startedto flash around the chevron edged lift. These hazy lights played softly on the Excorio’s exposed musclesand skin, giving her a ghost-like appearance. The air down here stank of stale blood, sweat, grease andfumes from the ancient machines. Staying underneath the arena for a length of time could make somefighters nauseous. There was also the scent of fear within these chambers but she didn’t mind that. Shelooked up wishing the platform to rise faster. The crowd and commentator could be heard more clearlynow 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 herexcitement. This is what she was born for……She was Excorio.

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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

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Each player places their brutal fighteron any square of the lift entranceoverlay. This is where they aregreeted by the roars of the crowd asthey ascend up to the arena.Starting point locations can vary fromdifferent events.

Once a fighter moves off the lift the player must remove the overlay and replace a chaos pad in thecentral location of where the lift used to be. The arena re-arranges itself leaving no trance of thechevron lift. Note: The green lines shown in the following examples are for ease of seeing the squaresections.

Line of sight (los)Line of sight determines what your fighter can see

within the playing area. This can prevent your fighterfrom 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 keptthis rule as simple as possible as we know how line of

sight rules can cause many arguments the last thing wewant is to see players having a real fight!

It’s all about the fun folks! . If the whole of the squareoccupied by a fighter cannot be seen then that fightergains 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 thenyou simply cannot see or attack them.

Example: Fighter A and Fighter B bothgain a +2 cover modifier due to the tele-porter overlay blocking line of sight asonly half of each fighters base can beseen.

Starting pointsExample: Fighter A and Fighter B are in the starting positions.

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Pick brutal action cards

Each player should have adeck of the following cards:

2x Strike cards2x Parry cards1x Lunge attack card1x Power strike card1x Accurate strike card1x Evasion card1x Withdraw card2x Med unit cards

“Read your enemy and they shall dance to your every tune like fools. Let the fools be prey as thedeceiver becomes the hunter.” -

----Exargus Dreamweaver.

Strike (attack card)

This is a standard attack that isplayed in your own phase.Once this card is played theplayer rolls 1 ten-sided die andadds his/her relevant attackrating to the result. (mentioned inthe ‘combat’ section.)Requires 1 move point

Power Strike (attack card)

This attack is played in your ownphase. It requires more effortbut delivers the most damage. Ifthe fighter hits his/her opponentthen the power attack gives anadded bonus to your damagerating. The attacker rollsdamage as normal but adds abonus of +2 for the card. Thefighter making the successfulpower attack then has the optionof knocking back his/her foe 1square. (knock-back ismentioned later)Requires 2 move points

Lunge attack (attack card)

This is a step in then attack cardthat is played in your own phase.Before the attack is made thefighter takes a FREE +1 steptowards the opponent thenattacks the opponent with abasic strike (as above). Thiscard cannot be used if the fightersteps back then lunges withinhis/her own phase or if thedistance between the fighters inincreased at any point of theirmove.Requires 1 move point

Accurate strike (attack card)

This attack is played in your ownphase. It requires the mosteffort in order to find a weaknessin the opponents armour. If thefighter plays this card thenhe/she gains a bonus +2 to thefighters relevant Att rating plus,should the fighter hit then thecard also gives an added bonusto your damage rating of +1.Requires 3 move points

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’. Theseactions are then resolved using dice and adding a relevant rating to the total. If this is the first time youare reading this, don’t worry. All you need to know for now is that you use cards to show what you fighterwants 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 facedown on your lanista battle board so the opposing player(s) cannot see what they are.

Important rules on action cards

All action cards have a Mv rating. This is the required amount of Move needed to playthe card. If your fighter does not have enough Mv remaining at the time then the cardcannot be played.

Some action cards add bonuses to certain actions. These bonuses are added to afighter’s relevant rating.

Each card has specifications on how they can be used. These are shown below.

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Parry (defensive card)

This card is played in youropponents phase. It allows youto make a defensive roll toparry/block against any 1 attackcard that you choose to parryagainst. This card is played inyour opponent’s turn whenhe/she attacks you. Once thiscard is played the player rollsone ten-sided die and addshis/her relevant defence ratingto the result.A successful parry allows thefighter to move one square.(See ‘parrying an attack’ page27 for more information)Requires 1 move point

Activate med-unit

This card is played in your ownphase. It allows you to regainyour regen lv in Stam points.This represents the fightershrugging off any blows throughthe use of injecting a limitedamount of doses containingcombat drugs allowed by F.N.C.This does not mean they arecured from any wounds lost.They just block out the pain untilthe end of the fight when thestitch crews can stabilize them.This card cannot be played iflocked in combat (‘locked incombat’ is mentioned later)Requires 1 Mv point

Withdraw (defensive card)

This card is played in your ownphase. It allows you to take 1free step backwards out of afighters locking zone when youare locked in combat. Can onlybe played in the fighters ownphase whilst in a locking zone.(See page 31 for moreinformation)

Requires 1 Mv point

Evasion mode (defensivecard)

This card is played in youropponents phase. It allows youto try and avoid ALL incomingattacks that turn. If played thenthis card restricts what other cardyou could of played this turn.Unless otherwise stated, playersthat are going to use theirevasion card can still use the‘withdraw’ and ‘med unit’ cardsIn there own phase but none ofthe others.

Once played the evading playerrolls one 10-sided die and addshis/her relevant defence ratingto the result plus a bonus +2 forthe card. This total is keptagainst all attacks from any foethat turn.Any situational modifiers activewhilst the fighter rolls a die forevasion mode are kept for theremainder of the turn(A fighter that is knocked downand against a wall at the time ofrolling his/her evasion total takesa -3 to the roll for that turn.Situational modifiers mentionedlater.)Any failed attacks allow theevading fighter to take anoptional free 1 step backward,away from the attacker even ifthe evading fighter is in a lockingzone. Should the evading fighterbe lying down then he/shestands up instead (mentionedlater)Requires 2 Mv points

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Arena Card phaseAnything 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 arenamight have a power cut or a power surge or even the crowd may cause some effect on the event, anything couldhappen!

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 playerswhilst following out any instructions from that card. Any effects of the event last until the end of everyone’s turn. Allthe 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 takethe relevant number of cards out of the deck to be played and once they are used up the count-down has ended.

Speed phaseEach player rolls a D10 and adds his/her Agility (Ag) rating to it. The one with the highest total is the fastest forthis game turn. If the result is a draw then the player with the highest die roll wins. If the result is still a draw thenroll again

Example: Both players roll 1d10 and add their fighters Ag rating to the result. Fighter A rolls aresult of 6 and has a Ag rating of -1 (he’s quite slow due to his armour) Fighter A’s total speed rollfor 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.

Slowing downThe fastest player has the option of slowing down allowing everyone else to have their phase before him/her. Ifthis option is taken then the player must act last and suffers a -1 Mv for this turn. Only the fastest fighter can dothis. A player wishing to slow down must state he/she is doing this after the change cards phase

Change cards phaseOnly one action card can be changed per turn and this can only be done in the ‘change cards’ phase. Only atthis time may a player change a maximum of one action card. Changing a card gives the fighter a -1 penalty toall further rolls that turn. (attacking parry, skill rolls etc…) The slowest must declare if they are changing a cardfollowed by the next slowest and so on.

NOTE: At the moment players should use the ‘Arena Card sheet’ provided in thedownload 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

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Combat Phases.The fastest player moves and plays his/her attack cards first. If the player has two attack cards then he/she mayplay them in any order.

Fighters can play their cards and move in any order. For example they could attack then move, move and attack oreven 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 parrycard. 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. Thiscarries on until all the fighters in the arena have completed their phase. Once done if the fighters are still alivethen go back to the ‘pick brutal action cards’ phase.

MovementFighters can move one square in any direction ata cost of one move point up to the maximum of thefighters Move rating. Fighters can turn to face anydirection for free.

Running all out If a fighter does nothing but useall of his/her Mv into movement then they maymove 1 extra square for free.

Example: Fighter A uses 4 Move points to advance.

Weapons RangeThere are lots of different types of weapons thatare used within the arenas of Brutal. Thesecountless variants of killing tools have beenplaced into categories based on the effectiveweapons ranges of the item. We also refer toa fighters own body as a weapon since theyare also trained in un-armed combat. If theopponent is not ON this specified range at thetime of an attack then the weapon cannot beused effectively as the opponent is either toofar away or too close so the attack card cannotbe played. This does not affect defensivecards such as parry for example.

Example:Fighter A carries a chainsaw with a range of 1. Fighter B carriesa pole-arm which gives him a range of 2. The two fighters standfacing each other and are 2 squares apart. Unless one of themmoves closer, only fighter B can attack with his pole-arm.Fighter A is too far away to use his chainsaw. If they stood 1square apart fighter A could attack but Fighter B could not.

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Range 0All fighters can make an attack at this range. Range 0 weapons aresmall 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 theirsecondary Att, Def and Dam ratings. Weapons within this categoryinclude such deadly items like punch daggers, claws, gut rippers, knives,drill’s, circular saws, fists, knee’s, head butts, teeth etc.

Range 1These weapons are medium sized one handed weapons that oftengive out more damage than range 0 weapons. Fighters that are incombat 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.

Range 2These weapons are long reach weapons that usually give out moredamage than range 0 weapons. Fighters that are in combat at this rangeuse their primary Att, Def and Dam ratings.Weapons within this category include, Halberds, lances, pikes, harpoon’setc.. Note that range 2 weapons cannot attack on a true 45 degreediagonal. White lines and ‘X’s show this zone.

Designer’s notes: This is due to the board using a square grid systemwhich throws out the dimensions at this point.

Range 3+These weapons are ranged throwing weapons.. Fighters that are incombat at this range use their primary Att, Def and Dam ratings.Weapons within this category include, javelins, throwing daggers/ axes,slings etc.

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Once you have checked the weapons range and played an action card you can nowresolve 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 thatlucky shot, that knock out or incapacitating blow that drops a fighter like a ton of bricks. If a fighter rolls a 10 whilstattacking read the following:

Auto hit 1st 10If you are attacking an opponent and you roll a 10 then you automatically hit regardless of the other fighters Deftotal unless the fighter also rolls a 10 for defence. In which case add the die roll to your relevant Att/ Def ratings tofind 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 10Once an auto hit has been achieved roll another D10 to see if you have successfully given a critical hit. A roll ofanother 10 means you have found a weakness in the opponents armour and score a critical hit AND have a chanceof 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 knockingdown the defender.

Knock-out blow 3rd 10A fighter that has scored a Critical hit should now roll to see if he/she scored a Knockout Blow (K.O.) effectivelywinning 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 hitbut you have also hit a vital location giving the fighter so much pain that he/she goes unconscious or is unable tocontinue. Roll for the effects of the critical hit then go to’ The hands of fate. (mentioned later)

Hitting, parrying and evadingWhen you attack another fighter in combat there will three different instances on how to resolve the attack dependingon what the defender is doing regardless of the type of attack card you use. The opponent will either be using aparry 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 todetermine 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 todetermine the outcome.

Attackers relevant Att rating + any card mod+1d10 vs Defenders relevant Def rating + cardmod (+2) + 1d10

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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 asit makes it easier for your opponent to hit you that turn. You do however get your basic defence rating which couldstill 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 wasplayed 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 rangedthrowing weapon. (Locking into combat is mentioned later)

Parrying an attack

Example: Fighter A plays a successful parry card against arange 1 attack and so can move 1 square in any direction.

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 ofmaking a free +1 move although where the free step can be made depends on if your fighter is lockedin combat.

Parrying against a range 1 or more weaponA successful parry against a weapon of this range allowsyou to take an optional free +1 step in any direction. Thiscould be a side, back or even a forward step. We callthis a ‘parry manoeuvre.’

Parrying when locked in combat

A successful parry against a weapon of thisrange allows you to take an optional free +1side-step within a locking zone. You cannottake a back step out of a locking zone usinga parry card.

ORExample: Fighter B plays a successful parry card against a range 0attack and so can move 1 square within the locking zone.

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Evading attacksThis 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 anynumber of attacks that fail that game turn. This free move should be away from the attacker even ifthe evading fighter is in a locking zone. Should the evading fighter be lying down then he/shestands up insteadPlease refer to the rules for playing the evasion card in the ‘Brutal action cards’ section for full ruleson using this card.

Examples: Fighter B fails to beat fighter A’s evade total at range 1 so Fighter A takes a step backwards fromthe angle of attack.ORFighter A fails to beat fighter B’s evade total at range 0 so Fighter B takes a step backwards from the angle ofattack out of the locking zone.

OR

Combat Example: Blaine the Brave plays a Strike card with a range 1 weapon. Dorgor the Unfortunate, hisopponent, then plays a Parry card. Dorgor’s Primary Def rating is 7. Because he played a Parry card he rolls 1d10and 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 asuccessful parry roll he has the option of taking a free +1 step and decides that he will take a side step maintaininga range of 1.Blaine plays his last action card which is a Power attack with a range 1 weapon. Dorgor the Unfortunate declaresthat he does not have anymore Defensive cards to play (his second card was a strike card). Dorgors base primaryDef 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.

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Damaging your opponentOnce 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. Thiswill 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 Staminalevel. Defender must make changes to his/her record sheet.

Example: Gallieth Heart-Stopper successfully hits his opponent using the Power-strike card with his spikymace (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 6His 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 EFFECTSKnock-back

A successful ‘power strike’ or critical at any attack range gives the fighter the option of knocking back your opponent1 square. You candecide which direction the opponent gets knocked back to providing the target goes backwards from his/her positionfrom the angle of attack. . If the square that the fighter is knocked back to is occupied by a wall, sentinel or anotherfighter the knocked back fighter gets knocked down on its current square.

ORExample: Fighter B successfully uses a power strike card with a range 1 weapon and

knocks back fighter A

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Knocked downPlace a knocked down fighter on its side on the square it was knocked down on. This represents his/her unfortunatesituation. 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 seethe 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 bewithin 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 stillclassed 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 phaseand 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 againstthem fail.

Locking zonesA locking zone represents the immediate areas around a fighter. An opponent in this zone would be in base contactand as a result both are locked in combat. Locking into combat results in both fighters kicking, punching, biting oneanother as they are unable to effectively use their medium to large weapons at this range. All attack, defence anddamage rolls must be rolled using the fighter’s secondary rating against another fighter in a locking zone. Anyfighters that are still in a locking zone after they have used all of their cards remain locked in combat and cannotmove.

Example: Red areas show a fighter ‘A’s locking zone.

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Getting out of a locking zoneIf locked in combat any fighter(s) wishing to leave the area has a few of ways of doing this:

Successfully knock back his/her opponentA successful power strike roll gives you the option of knocking back your foe allowing you to get into a position touse your larger weapons. Good times ahead!

ORExample: Fighter A successfully uses a power strike card and knocks

back fighter B out of the locking zone.

OR

Play the Withdraw cardPlaying this card allows you to take a backward step out of another’s locking zone in your own phase. See withdrawcard for more information.

ORExample: Fighter B takes a step backwards using the Withdraw card

to leave fighter A’s locking zone.

OR

Successful evasionIf the attacking fighter fails to hit another fighter that is in ‘Evasion’ mode then the evading fighter can take a free +1step backwards out of the locking zone. See ‘Evading attacks’ and ‘Evasion card’ for more information.

OR

Knock down fighterFighters that are knocked down no longer have an active locking zone. Should an opponent be within this zonethen the stood up fighter can step out without using a withdraw card.

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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 somecases by the arena. The victor has a couple of options. He/she can either wait for the crowd’s decision or takethings 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 atthe fighter as he/she bathes in the victory he/she deserves. (this rule covers events with more than 2 player’s).

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c

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 youdecide to give the fate of the fallen fighter to the crowd then the beaten fighter rolls on the results table below tosee if the crowd think that he/she deserves to live another day. Apply any modifiers from the relevant tablebeforehand.

One on one fight tableThis table should be used if the fighters fought one on one.

ModifiersBeaten opponent has not hit the victor in the fight -2Beaten opponent has not yet beaten any opponent this fight. -1Beaten opponent was ‘ganged up’ when beaten +1 (per assisting fighter)Beaten opponent has already beaten a fighter this game +4 (per win)Beaten opponent has a higher Respect rating than the victor. +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.

ModifiersBeaten opponent has not hit the victor in the fight -4Victor does not need to roll on the surviving injuries table 0Victor must roll on the surviving injuries table due to damage received. +2Beaten opponent has left the victor with 3 Stam. (close fight.) +4Beaten opponent has a higher Respect rating than the victor. +1 (per level higher)

Results:Roll 1d10 (including any modifiers from one of the relevant tables above)

Crowds Decision Table1 to 4 Thumbs down. Looks like you are done for. The victor gives a finishing blow….unlucky. Better luck in your next life.5 to 6 Mixed crowd. Victors decision. (The winner chooses either 1 or 10 for the result)7 to 8 Thumbs up. The crowd want to see you fight another day….lucky so and so.

9 to 10 Thumbs up. The crowd want to see you fight another day….the victor gains +2 respect +BR1.0 for showing his/her mercy

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 morefamous a fighter becomes by taking things into his/her own hands, the greater the number of viewers that buytickets 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

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Finishing blow tableRoll 1d10

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 thecrowd during the mop-up interval.

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FIGHTER CLASSES“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 stylesknown as fighter classes. Each class has strengths and weaknesses over others and

forces a different style play.

Class: Breaker

Armed with a huge two handedweapon, Breakers are by far the mostheavily armoured and damage givingfighters in the arena. Breakers wearjury-rigged mechanical suits adaptedfrom the old age. Servo-motors,pistons and energy packs allow thesepower suits to give out vast amountsof damage. With every strike of aBreakers two-handed weapon that hitsan opponent causes the foe tobe knocked down or knockedback regardless of the theirsize!

Strengths: Heavily armoured, high damageWeaknesses: Very slow

Class skill: Smash-down.On any successful hit of a breaker’s range 1 weaponroll 1d10 to see if you smash-down the opponent. Thedifficulty differs depending on the size differencebetween you and your foe. Unless otherwise stated asuccessful roll knocks down an opponent. A failedroll indicates a knock-back instead. Note that if the resultis a knock-back then you must do so (normally a fighter hasthe option of knocking another fighter back if a knock-backis achieved)

2+ size categories smaller AUTO

1 size category smaller 3+

Same size category 5+

1 size category larger 8+

2+ size categories larger 10

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Strengths: Versatile, high armourWeaknesses: 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: Bruiser

Bruisers are the most common class of fighter in the Brutal arenas. These fighters act as acore for any lanista and act as a true work-horse for any troupe. They are often armedwith 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 trainingis quite open in structure compared to that of the other classes. Bruisers seam to just getby without any flair or grace. These fighters are competent in weapon and hand to handcombat ranges.

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Class: Deflector

Armed with a medium 1 handedweapon and large tower shield thesize of most doors, these fighter’sare trained to bash the hell out ofothers by knocking opponents backmore often and further than anyother fighter class. Deflectors canbe almost impossible to hit whenthey put up a full defence. Theseguys like to rough up opponents up-close knocking them into wall’s, pit’s,traps & sentinels!

Strengths: High defenceWeaknesses: 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 ormore squares.The extra number of squares an opponent is knocked back differs, depending on the size differencebetween 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 himback 2 squares instead of the normal 1 square)

2+ size categories smaller 2 squares

1 size category smaller 2 squares

Same size category 1 square

1 size category larger 0 (1 square if power attack is played)

2+ size categories larger 0 (1 square if a power attack is made and you a roll of 6+ on 1d10)

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Class: Di-sector

These are one of the rarer classes of fighters within the arena. The training of these fighterscan 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 abalance of strength and defence. Once a di- sector goes all out he can strike with multipleblows making it almost impossible to defend against his bonus attack! If that’s not badenough a di-sectors secondary weapon proves useful in hand to hand combat!

Strengths: High defence, strong attackerWeaknesses: 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 thetwo standard strike cards are played move the di-sector 1 space forward into the opponents lockingzone. This free bonus attack is then resolved as a range 0 attack.Note that you don’t need a third card for this attack.

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Class: Stinger

Stingers are the skirmish fighters of Brutal. They are lightly armoured that allows them outmanoeuvre the heavier armoured opponents and they use death blades to get around thearena more quickly. They take advantage of the use of throwing weapons such as javelinsand hand axes and use a small shield for defence. They are skilled at ‘hit and run’ attacksallowing them to evade many attacks whilst still attacking back.

Strengths: Agile, Ranged weapons, high defenceWeaknesses: 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.

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Class: Piercer

Piercers use the longer range of theirpole-arms to keep opponents at bay.These lightly armoured fighters caneasily out-manoeuvre a more heavilyarmoured foe. They are also trainedin the use of small 1 handed weapon’sthat are used in hand to hand combatshould the enemy get too close!

Strengths: Fast, polearm weaponWeaknesses: Light armour

Class skill: Keep at bay.

If a successful parry card has beenplayed the fighter can take a free +1 to+2 steps backwards from the angle ofattack.This class skill also prevents otherfighters taking a free step forwardtowards a piercer on their ownsuccessful parry manoeuvre.

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Class: In-capacitator

Truly the bane of all fighters, In-capacitator’s are equipped with rareold age technology called the ElectroNet Disrupter which fires out anelectrically charged mesh whichensnares his foe’s but dissipateswithin a short time. Along withhis hardened steel trident this mediumarmoured fighter is a match forthe best of them. In-capacitatorslike nothing more than to ensnarea victim and let them watch helplesslyas they get skewered before thecheering crowd!

Strengths: Ensnare victimsWeaknesses: : low damage in hand to hand

Class skill: Ensnare:

Once per turn on a ‘power attack’ atrange 2 you can attempt to ensnare youropponent using the electro net.You do not get damage for power attack butthe Mv is the same and you may have achance to give shock damage ignoringarmour! The defender can parry/ evade butuses Ag instead as a base defence.

On a successful hit victim suffers the following

Roll 1D10

1 to 3 -2 Mv4 to 6 -3 Mv Dam 1 ignore armour7 to 9 -4 Mv Dam 1 ignore armour10 ALL Mv Dam 2 ignore armour

Any negative movement loss is only a temporary effect. A fighters Mvrating will go back to normal at the start of the next game turn as theelectric mesh dissipates.

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BRUTAL OUTFIT“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 thebrutal arenas. Weapons and armour are fitted with energy receptors. These energy receptors absorb energy fromnearby sources beneath the arena floor once a power-up chaos pad has been activated. Once the energy is containedin 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. Onceactivated the drugs help ignore any pain and therefore they can in effect, regenerate damage taken…..until the combatdrugs wear off.

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Weapons (Kill gear)There are many forms of cruel devices thatare used in the Brutal arenas. All however,are made with one purpose, to inflictmaximum pain and making it lookspectacular at the same time. They use avariety of brutal looking weapons. Theseweapons are often heavy looking andsimple in design but some also use drillsand chainsaws. Anything goes from hugetenderisers to cave in a foe’s skull down tosharp daggers to puncture a foes throat atclose range. Exaggerated butchers toolsare a good example of what a fighterstypical ‘Kill gear’ looks like.

Armour (KILL-SUITS)

Armours or ‘Kill Suits’ are normally heavily plated with crude nuts/bolts and wield marks. Jagged spikes, chains, bladesand 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 plateswhilst others are worn. Heavily armoured fighters are slower in comparison to lightly armoured opponents. Cyberneticlimb replacement can also increase a fighter’s armour value amongst other things.

Cybernetics: Kill WearCybernetics are mostly of a robust design and canrange from bionic arms/legs, organ replacements,behavioural programs, weapon implants etc.Cybernetics can be given to a fighter to raise his/herprofile. Some Lanista might give a valued memberof his troupe a replacement limb due to injury or toboost him/her above there average (but never exceedthe maximum stat total). Cybernetics are veryexpensive.

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BACKGROUND“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 onlydream of understanding. We still do not know for sure how and why the war happened. Some of our history has beenlost forever by those who have died with the knowledge they held. As for the few survivors, they spread far and wide asthey struggled to survive the nuclear fall-out that lasted for an age. I can tell you what I know of this dark time and theevents that took place before it, but decipher from it what you will, for only our world knows the truth for she has seenit…”

-----Ancient Adrene of The Order of Past 8080NA

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TechnologyTechnological advancement was thought to have reached its prime before the time of the New Age. Most was lostbut 8000 years investigating has regained some of this arcane lore. Other technologies have been invented that isunique to the world today. All of these technologies are expensive and are hard to obtain. Unlike the time beforethe new age we can no longer travel the stars. No contact has been made by any outsiders since the damning ofour world.

Most people use non-energy bladed melee weapons though there are energy weapons the energy source neededto operate these items are very rare……….unless your in the Brutal entertainment business. As a result of this manypeople use ancient technology such as gunpowder propellant weapons or master the arts of close-combat for survival.

Political StructureThe planetary government fell apart after the time of New Age. Survivors formed small pockets of community’s deepunder-ground away from the high levels of radiation from the war. These communities varied from civilised groupsto 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 energylevels are now sustainable for those few who can afford it. Some cities are run in a democratic manner whilst othersare run by dictatorship.

Brutal and politicsBrutal tournaments have helped governments that run thepopulace. It preoccupies citizens and in turn keeps themhappy and content. Many of the governments use taxes topay for the hire of Lanista’s and their troupes. Every 7 daysvast amounts of stored energy light up the highest, darkestcaverns as huge vid-screens tune in to Fight NightChaotica’s Brutal vid-show.

Even wars have been settled with brutal fighters. Each zonethat is close to war hire out the best lanista and troupe withintheir home sectors. The fighters are used to settlearguments in the arena. Brutal wars can be most profitablefor each side and as a result ‘staged wars’ are often takenplace. However, some are for real. The outcome can beanything from the execution of the losing side’s governmentto taking complete control of the losing sector.

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Task MastersTask Masters are bots that are hardwired into the arenas mainframe. They monitor and operate everything withinthe 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 thework of the task-master. Some brutal clashes have even reported opposing lanista of hacking into an arena’sTask-master to sway the odds in their favour. This of course is an offence and hefty fines can be given if any lanistais found guilty of the charge.

The centre squareThe centre of the area is never covered by a gaming overlay. Unless otherwise stated anything that randomlyappeared within the arena uses this square as the starting point.

TRAINING GROUNDPart 2

The Arena‘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.’

-----Unnamed Instructor

Now you know how to use your cards and understand howcombat works it is time for you to learn about the arena. Thearena can be as dangerous as the opponent you are fighting.At various places around the arena there are often traps thattrigger once stepped on. Fighting with your back against thewall can lead to a tactical disadvantage when it comes toswinging weapon. Then there’s always the small holes in thewall that may fire out death in many forms. To add a littlemore entertainment into the mix some traps could actuallybe power-ups in forms of energising weapons or armour.Powerful stimulants may be injected into the fighter to boosthis/her Regenerate level or make them stronger for a shorttime while a pit can open up under the fighters feet!

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CHAOS PADSChaos pads are sections on the arena floor that contain hidden traps or power-ups. Once a chaos pad has beenstepped on it activates. Flip over the pad to see if it is a trap or power-up. Once you have resolved the relevantaction, discard the chaos pad. Traps and power-ups vary from venue to venue. These can add a little spice to yourgames for that added chaotica experience.

FLOOR TRAPSSpike

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.

Fire

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 firefor his/her next turn. Place a ‘on fire’ counter next to the fighter. A fighter that is on firemust spend his/her full move rating to put out the flames. For every turn that a fighter ison fire he/she takes 1 automatic point of damage at the start of his/her phase. A fighterthat is on fire will suffer one point of damage before he/she can put out the flames. Oncethe 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 anopponent with a range 0 attack then the fire spreads onto the opponent. In which case, the newcomer receivesthe initial trap damage to see if they are also ablaze.

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Steam

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

Electric

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 contactit made remove the counter overlay from play.

Charged counter

Gas

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 covertheir own faces.

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POWER-UPS!Power ups are bonus chaos pads. They can be a welcome sight when you are expecting a trap beneath you. Everyfighter’s brutal outfit is fitted out with energy receptors. These energy receptors absorb energy from nearby sourcesbeneath the arena floor. Once the energy is contained in a fighters item (weapon, armour etc..) the effected areaglows 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 yourfighter. The power-up remains active until you have resolved your first damage roll. Once you have resolved yourroll you must discard the counter.

Armour +1/2/3

If activated, your armour (kill suit) becomes energized for a short time. Keep the power-up counter next to yourfighter. The power-up remains active until a damage roll is made against you (trap or opposing fighter rolling fordamage). 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 fighteractivates 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.

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OBSTACLESObstacles of the arena are objects that block line of sight and offer cover modifiers. These can be a hindrance orsometimes give you a lucky break.

TeleportersTeleporters date back before the damning of the world. These are one of few technologiesthat have been salvaged from the wastelands. This arcane tech is quite unstable in termsof accuracy and the techies of today are still trying to understand it’s potential. Once afighter stands on the teleporter his/her body is broken up into coloured particles which arethen transported to a teleport receiving device. This creates a rainbow effect for an instantas the coloured particles travel in an arch from the teleporter pad to the new destination orat least that’s the theory.

Teleporters within the arena give off a brilliant blue shaft of light that resembles a column of energy. Through thiscan be seen through for line of sight rules, no attacks of any kind may be made through the column and so offersfighter’s a cover modifier.

Once the teleporter is activated roll 1d101 to 8 broken link. Link to the receiving device is broken. The fighter teleports to a random location. Make arandomiser 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 playingarea 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, bysome bizarre chance you to land on another teleporter then that one become a broken link too9 to 10 Perfect jump. Place the fighter in an adjacent square from the chosen teleporter that he’she wanted tojump to. If no space is available then the perfect jump becomes a broken link.

Pits differ from the pressure activated chaos pads of thebrutal arena. If a fighter has been knocked back into a pitthe fighter has a chance to back-flip over it if they have askill that allows them to do so. (The standard leap skill doesnot cover this)If a players base is on any part of the pit overly then he/shefalls down the pit. The opposing player rolls to damage thefighter 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 aclosed pit until re-activated by the taskmaster. Flip over the open pit overlay to a closed pit and place the fighter onthe square section that the fighter fell in at on his/her side to represent him/her as knocked down. If the fighterhas 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.

Leaping over a pit

Whilst a fighter moves around the arenahe/she may wish to try and leap over a pit inorder to out-manoeuvre an opponent. TheLeap skill allows you do to this.

However, Fighters that are knocked-back intoa pit cannot use this skill.

LeapThe maximum leap is 3 squares. To leap the fighter must roll 1d10 and add his/herAg rating to the result.

One square leap difficulty 3+ Mv required 1Two square leap difficulty 4+ Mv required 2Three square leap difficulty 5+ Mv required 3The 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 firstsquare he/she was trying to leap to. If this means the fighter lands on a pit overlaythen the relevant rules are applied.

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WallsAgainst a wall

A fighters whose base is touching any part of the chevronarea of the wall overlay is classed as ‘against a wall’ Thisincludes the outer arena wall. Besides being unable tomove directly away from your opponent it makes it muchharder to retaliate with a powerful swing of your weapon. Torepresent this, a fighter ‘against the wall’ cannot use the‘power strike card’ and suffers a -1 Att and Def.

Wall trapsWall traps vary from arena to arena. They act in the same manner as the floor traps mentioned above. Should awall trap be active roll randomly to see which trap takes effect.

Roll 1d101 to 2 Spike trap3 to 4 Fire trap5 to 6 Steam trap7 to 8 Electric trap9 to 10 Gas trap

Walls that are lowered are safe until an event card changes the overly.

SentinelsSentinels are huge metal machines often used for training exercises but theprotective weapons sheaths are taken off for the Brutal events. These toweringmetal machines constantly spin around bouncing off walls and harming anyonecaught within its locking zone. Should a fighter or fighters be within a sentinelslocking zone at any time then they all receive the same random trap. Theseeffects are the same as the traps mentioned previously.

Roll 1d101 to 2 Spike trap3 to 4 Fire trap5 to 6 Steam trap7 to 8 Electric trap9 to 10 Gas trap

Moving sentinelsSentinels move in the event card phase but after the event card has been played. Unless otherwise stated theymove 1 square in a random direction. If its path is blocked by a wall, teleporter or a fighter it rebounds andcontinues its move (think of a bouncing ball that has been thrown at a wall). If more than one sentinel is presentthey move independently. At any time of its phase that a fighter is within its zone the fighter receives trapdamage per move the sentinel makes within the fighter’s zone. Nasty eh!

Evading sentinel attacksFighters can use the evasion card in the sentinels phase to get out of harms way. If an evasion card is playedthen the fighter automatically succeeds and can take a step backwards as normal providing there is space to doso. The evading fighter still does not roll the evasion total until attacked by another fighter.

Other rules on sentinelsSentinels 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, thetaskmaster 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)

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Advanced Tactica“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”

-----Instructor Davion

Wolf-packing and defensive formationsFighters 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 formationgiving 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

Example: Fighter’s B and C are allies. Fighter B plays a strike card against fighter A. FighterA plays a parry card but gets a modifier of -1 to his Def because he is in fighter C’s ‘hostile’locking zone.ORFighter A plays a strike card against fighter B but gets a modifier of -1 to his Att because he isin fighter C’s ‘hostile’ locking zone.ORFighter A plays a strike card against fighter C and gets a no modifier to his Att because fighterssuffer no minus to their secondary attack with a range 0 weapon whilst in a locking zone.

Defensive formation

Example: Fighter’s A and C are allies. Both fighters stay within each others ‘friendly’ lockingzones giving them a defensive formation from any attacks coming from any direction. FighterB plays a strike card against fighter A. Fighter A plays a parry card but gets a modifier of +1 tohis Def because he is in a defensive formation.

OPTIONALRULE

Hitting anopponent in

another’s lockingzone

If the target fighter and‘third party’ fighter islocked in combat but iswithin the sameweapons range fromthe attacker, who has aweapons range of 1 ormore then you mightactually hit the wrongfighter, friend or foe!

Before rolling your ‘tohit’ roll determine whoyou will be hitting theresults of this attackmust be carried out.

roll 1D101 to 8 You attack theintended target

9 to 10 Due to theswirling close combatbefore the fighterhe/she attacks theunintended target.Oops! Resolve attack

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You may wish to purchase a large class fighter within your troupe. The following covers rules for large fightersallowing 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 smallerfighter 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 getto or away from an opponent. Large fighters might even stand on more than one at the same time. If so then resolvethem 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. (notethat 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 ormore 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 wouldnot fall down the pit but Fighter B would

Example: All are large fighters. Fighter’s A and Bwould be against a wall but fighter C would not.

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Being in the worst situation within the arena is what fighters refer to as being in the death-zone. This is when youropponent gets you ‘face on’ whilst you are knocked down and against a straight run wall. This can be really trickyto get out of as there is no space for a backward move. First thing you need to do is DON’T PANIC! If you loseyour focus now then you are going to be all over the floor getting scraped up by the arena mop-bots unless the lightsgo 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 asuccessful evasion will get you back on your feet and the +2 Def for thecard will help make up for being knocked down and against a wall. Nowall you can do this turn is hold on tight and duck any further attacks.

Round 2

Round 3

Play two parry cards. This will enable you to make manoeuvres withinyour opponent’s zone allowing you to get into a position to be able tomake a backwards step in the next turn.

Now choose a withdraw and evasion card. These should keep youout of harms way and out of the death-zone.

There you go. Out in one piece!

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For reference sheets please visit the downloadarea of our site via www.darkartminiatures.com

Designer’s final notesCard play and player interaction

Due to the nature of Brutal, bluff tactics and reading your opponent come into play. Peoplemay try and get information out of you, reading every hint in your replies, watching your facialfeatures twitch under the strain of not wanting to give anything away. Give them nothing orbluff 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

Music

Playing appropriate music can add a world of difference to your games. It sets the mood andcan 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 somethingmore chilled and relaxing creating the calm before another pre-fight storm.

Movie sound tracks are another good source of listening material. Remember, Brutal is notonly a game…. we want it to be an experience!

Many thanks for everyone who has given me feedback on this game so far. Want tohave your say? Then please visit our forum via our website:www.darkartminiatures.com

RegardsKlaus 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 thematerials contained within this book is allowed without prior permission of the rights holder.