|
Circus Maximus Tables(For more details see the actual
Board Game Rules) |
 |
List
of Tables: Return to Rules,
Return to Game Circus1
Team Speed/Endurance,
Corner Strain Chart, Driver
Lash Attack Table, Damage
to Cars, Wheel damage effect,
Horse Injury Chart, Wreck Location, Critical Hits,
Running Over Wrecks
The chariot
specifications
may be improved by adding a total of
4 Preparation Points to the
various categories:
| Categories |
Driver Mod |
Car |
Team speed |
Endurance |
| Specifications |
0 |
+1 |
+2 |
Light |
Normal |
Heavy |
Slow |
Normal |
Fast |
Low |
Normal |
High |
| Prep Points |
0 |
1 |
2 |
0 |
1 |
2 |
0 |
1 |
2 |
0 |
1 |
2 |
Driver Hits
are determined
by random die roll (1d6) & adding the Driver Mod to give 1=5, 2=6, 3=6, 4=7,
5=7, 6=8, 7=9, 8=10 Driver Hits.
The
Team Speed
category determines the row of the Team Speed Chart to be cross indexed with a
die roll to determine the Team Speed: The four numbers in each box represent each horses
speed/strength rating (4 horses per chariot).
The Endurance
category determines the row of the
Endurance Chart to be
cross indexed with a die roll to determine the Team Endurance:
|
Team Speed (=Horses1-4 in box)
|
Endurance
|
| Category/Die |
1 |
2 |
3 |
4 |
5 |
6 |
Category/Die |
1 |
2 |
3 |
4 |
5 |
6 |
| 2 |
7447 |
7536 |
7545 |
7436 |
6446 |
7435 |
2 |
74 |
71 |
68 |
65 |
62 |
59 |
| 1 |
6445 |
6435 |
5445 |
6335 |
5435 |
5335 |
1 |
55 |
52 |
49 |
46 |
43 |
40 |
| 0 |
5434 |
4444 |
5325 |
5424 |
5324 |
4334 |
0 |
36 |
33 |
30 |
27 |
24 |
21 |
| Corner Strain Chart |
No of Strain/Flip points |
|
Legend |
| Dice Roll - DCM |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9+ |
|
| <5 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
- |
No effect |
| 5 |
- |
- |
- |
- |
- |
- |
- |
- |
S |
|
S |
Sideslip |
| 6 |
- |
- |
- |
- |
- |
- |
- |
S |
SS |
|
SS |
Double Sideslip |
| 7 |
- |
- |
- |
- |
- |
- |
S |
SS |
J |
|
J |
Jostled |
| 8 |
- |
- |
- |
- |
- |
S |
SS |
J |
LH |
|
LH |
Left outside horse injured |
| 9 |
- |
- |
- |
- |
S |
SS |
J |
LH |
RH |
|
RH |
Right outside horse injured |
| 10 |
- |
- |
- |
S |
SS |
J |
LH |
RH |
FP |
|
FP |
Flip |
| 11 |
- |
- |
S |
SS |
J |
LH |
RH |
FP |
FP |
|
|
|
| 12 |
- |
S |
SS |
J |
LH |
RH |
FP |
FP |
FP |
|
|
|
| 13 |
S |
SS |
J |
LH |
RH |
FP |
FP |
FP |
FP |
|
|
|
| 14 |
SS |
J |
LH |
RH |
FP |
FP |
FP |
FP |
FP |
|
|
|
| 15 |
J |
LH |
RH |
FP |
FP |
FP |
FP |
FP |
FP |
|
|
|
| 16 |
LH |
RH |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
|
|
|
| 17 |
RH |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
|
|
|
| >17 |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
FP |
|
|
|
| Driver Lash Attack Table |
Lash Factor |
|
Legend |
| Dice Roll |
-4 |
-3 |
-2 |
-1 |
0 |
+1 |
+2 |
+3 |
+4 |
+5 |
|
| 2 |
M |
M |
B |
G |
W |
M |
S |
- |
M |
G |
|
- |
No Effect |
| 3 |
G |
M |
G |
B |
B |
W |
B |
S |
G |
S |
|
B |
Brake |
| 4 |
B |
- |
W |
M |
B |
B |
W |
G |
M |
B |
|
S |
Swerve |
| 5 |
G |
B |
M |
W |
M |
M |
G |
B |
S |
S |
|
M |
Movement Loss |
| 6 |
- |
G |
B |
B |
W |
G |
M |
M |
B |
W |
|
W |
Wound |
| 7 |
G |
- |
G |
G |
G |
S |
S |
S |
S |
S |
|
G |
Whip grabbed |
| 8 |
- |
G |
- |
- |
S |
W |
W |
W |
W |
W |
|
|
|
| 9 |
M |
M |
M |
S |
- |
- |
- |
B |
W |
B |
|
|
|
| 10 |
M |
W |
S |
- |
- |
B |
B |
W |
- |
M |
|
|
|
| 11 |
W |
S |
- |
M |
B |
- |
B |
- |
B |
- |
|
|
|
| 12 |
S |
M |
- |
W |
M |
B |
- |
M |
B |
B |
|
|
|
| Damage to Cars |
Die Roll &
CDM Difference |
Result |
| < 7 |
attacker's car damaged |
| 7-9 |
both cars damaged |
| 10-12 |
no effect |
| >12 |
defender's car damaged |
| Wheel damage effect |
Horse Injury Chart |
| Dice Roll |
Wheel Damage |
Die Roll |
Horse Injury |
| 0-4 |
1 point |
0-5 |
no injury |
| 5-7 |
2 points |
6-8 |
1 injury point |
| 8-9 |
3 points |
9-10 |
2 injury points |
| 10-11 |
4 points |
11 |
3 injury points |
| 12 |
5 points |
12 |
4 injury points |
| 13 |
6 points |
13 |
5 injury points |
| 14 |
7 points |
14 |
6 injury points |
| 15 |
8 points |
15 |
8 injury points |
| Wreck Location |
| Dice Roll |
Wreck Location |
| 2 |
1 lane left, 3 squares forward |
| 3 |
2 lanes right, 5 squares forward |
| 4 |
remain in square of flip |
| 5 |
same lane, 2 squares forward |
| 6 |
same lane, 1 square forward |
| 7 |
1 lane right, 3 squares forward |
| 8 |
1 lane left, 1 square forward |
| 9 |
1 lane right, 4 squares forward |
| 10 |
3 lanes right, 2 squares forward |
| 11 |
4 lanes right, 6 squares forward |
| 12 |
3 lanes left, 4 squares forward |
| Critical Hits |
| Dice Roll |
Results |
| 2 |
Defender entangled by whip and pulled out of car (see
Dragged Drivers in rules). Attacker loses his whip |
| 3 |
Severe wound - Reduce Driver Modifier by 1 |
| 4 |
Arm wound - Defender must halve all future voluntary
strain die rolls (fractions rounded up) and the resulting endurance
costs for the duration of the race. |
| 5 |
Eye wound - Vision obscured. defender may not evade
future attacks from the side of the chariot on which he was just lashed.
Defender may brake normally, and evade attacks from the opposite side of
the chariot normally. |
| 6 |
Defender taken by surprise. Repeat original lash attack
with one less lash factor. The attacker need not pay an extra movement
factor for this additional attack. |
| 7 |
Deep wound - take one more hit vs. driver |
| 8-11 |
No effect |
| 12 |
Defender entangled by whip. Both players roll 2 dice
and add their current number of unmarked driver hit boxes. The driver
with the highest total pulls his opponent from his car (see Dragged
Drivers). Regardless of outcome, attacker loses his whip. |
| Running Over Wrecks |
Dice Roll
-CDM |
Result |
| < 9 |
No effect. Chariot passes over wreckage safely |
| 9-10 |
Driver jostled. Treat as a normal 'J' result |
| 11 |
Car damaged. Roll one die for each wheel, subtract 3
from each roll, and take the result as damage points
on the wheel. A final die roll of 0 or less means no damage was
sustained on that wheel in the jump. |
| 12-13 |
Horses hobbled. Roll a die for each horse, subtracting
3 from each roll. The result is the number of damage points
suffered by each horse. Reduce its speed and the team maximum
speed accordingly. |
| 14 |
Horses seriously hobbled. Treat as above but without
any subtraction from each die roll. |
| 15-16 |
Chariot Flip danger. Check as if straining in a corner
(maximum safe speed over a wreck is 1). |
| > 16 |
Chariot Flip |
List
of Tables: Return to Rules
Team Speed/Endurance,
Corner Strain Chart, Driver
Lash Attack Table, Damage
to Cars, Wheel damage effect,
Horse Injury Chart, Wreck Location, Critical Hits,
Running Over Wrecks