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In this video, when explaining neagtive SDS at the 48 second mark, the two left values are circled instead of the lowest values. The two (2) and the three (3) values should be circled.
Combat Bonuses and Penalties
While damage bonuses and penalties use a simple positive or negative numerical value, attack and defense roll bonuses use our Sliding Dice Scale, also known as the SDS system.
The Sliding Dice Scale
It is quite simple and can be remembered without reference quickly. A standard roll on the SDS system is 2d6. An advantage modifier would move that roll to +SDS represented by a roll of 3d6, keeping the highest (2) values. +2SDS would be 4d6, again keeping the highest (2) values. For each + you add that many d6 to the 2d6 base and keep the highest (2) values. Penalty modifiers to a standard roll would add the same amount of dice, but this time keeping the lowest (2) values. So, -2SDS would represent a roll of 4d6 keeping the lowest (2) values.
THE SLIDING DICE SCALE
Value | How to roll |
---|---|
-3SDS | Roll 5d6 and combine the lowest (2) values |
-2SDS | Roll 4d6 and combine the lowest (2) values |
-SDS | Roll 3d6 and combine the lowest (2) values |
SD | Roll 2d6 |
+SDS | Roll 3d6 and combine the highest (2) values |
+2SDS | Roll 4d6 and combine the highest (2) values |
+3SDS | Roll 5d6 and combine the highest (2) values |
+/- 3SDS is the maximum range
Position Bonuses
Put your helot in the best position to win!
• Rear Attack Bonus
If the attacking helot occupies the square directly behind its opponent, the helot is +SDS to attacking commands. This includes Grapple, but not the Grapple Commands group.
There is no rear attack bonus to Aim Commands.
• Against the Wall
If a defending helot finds itself directly between an object and its attacker, it will take an additional (2) damage from a successful Standard or Focused Attack Command. This Bonus is added to both the Location and Overall Condition damage.
An object can be anything, even another helot!
• Running Strike
If your helot moves forward into (2) consecutive unoccupied squares directly between itself and its opponent and follows the movement with a successful Standard or Focused Attack Command, the defending helot must roll a d6 with a result of (4) or higher to prevent being knocked Prone.
The squares must be absent of Blood and Guts.
Situational Rules
Stay alert for these situational rules!
• Crowd Pleaser
On any attack or defense roll, if both of a helot’s utilized d6 values match, the player is awarded an extra (1) Cred from the Crowd Coin Pile in addition to any other cred rewards. Even if the attack or defense attempt was unsuccessful!
• Turning Point Damage Modifier
Once a Turning Point is achieved, the player’s helot receives a +(6) damage modifier on their next successful Non-Wild Attack Command.
• Staggering Blow
If an attack results in (4) or more damage to a helot’s Head or Midsection Location, its owner must roll a d6 with a result of (4) or higher to prevent the helot from being knocked Prone.
• Finishing Blow
If your helot’s attack results in the Killing (10 Cred Coins) or Incapacitation (5 Cred Coins) of an opposing helot, you are rewarded a Cred Coin bonus to be transferred from the Crowd Coin Pile to your Player Cred Pile.
• Last Helot Standing
The owner of the last surviving helot receives a (10) Cred Coin bonus to be taken from the Crowd Coin Pile.
• Motivation Button
Spend all (6) Command Points on Action or Movement at the cost of (5) Overall Condition damage to your helot, adding it to the Crowd Coin Pile.
Once the Motivation Button is used, this rules out the use of a deception token by an opposing lanista. However, the motivation button cannot be used after a deception token is played. In the event of a simultanious declaration of intent, the lanista is awarded its use of the Motivation Button.
You must declare the Motivation Button at the beginning of the Command Round. You cannot use it after you have started spending Command Points.
• Unspent AP and MP Penalty
If your helot has remaining AP or MP at the end of a Command Round, you lose Cred for each unspent point, adding it to the Crowd Coin Pile. If no Cred is available, draw from your helot’s Overall Condition instead.
• Body Location Loss and Blood Tiles
Whenever an appendage or body location has been depleted and the unfortunate victim has left the square it had occupied when said event occurred, place a Blood Tile in that square.
• Eliminated Helots and Guts Tiles
Whenever a helot has been incapacitated or killed, place a Guts TIle in its previously occupied square.