Pit Fighters (old)
Grade: 1b
Source: Town Cryer #14 (PDF)
Setting: Mordheim
These are the original Pit Fighter rules from Town Cryer #14
Lore
All across the world you can find gladiatorial pit fights, where hardy fighters take up arms against each other. From the vicious pits of Cutthroat’s Haven to the Black Pits surrounding Mordheim, there can be heard the clash of steel. In most places, local law bans these fights, but the culture itself remains a haven for ex-mercenaries, escaped convicts, and itinerant conmen — and bribes to local officials ensure that this brutal sport continues unabated.
There are as many different types of fights as there are venues, from small fistfights in an old barn or a back alley to huge conflicts with many heavily armed combatants. Most fighters are slaves who work for the so-called ‘circuit’. They try to earn their freedom by paying off their owners with a large cut of the winnings. Most successful Pit Fighters live for the sport (and, of course, often die for it also!) because they know little else.
The men in this Warband consist solely of professional Pit Fighters who were either able to buy their freedom or have escaped. Now they roam the streets of Mordheim in search of the Wyrdstone that would bring them wealth faster than anyone can imagine.
The Pit Fighters are used to fighting in streets and small corridors, and this makes them a much-feared opponent. The Pit King is the most skilled and cunning Pit Fighter of them all, who leads his band with an iron fist.
Appearance: Pit Fighters are grizzled veteran warriors covered with many scars of battle, they are armed with special Pit Weapons and Armour, their bodies well developed and muscular. They wear little clothing and only partial armour known as Pit Armour.
special Rules
Hired Swords: Pit Fighters may hire all Hired Swords available except for the Elf Ranger, who feels working with such dirty and brutish individuals would just not do.
Pit Fighter: All Pit Fighters have the Pit Fighter skill as described in the Strength Skill List except the Pit Fighter Initiates.(Pit Fighter Skill: +1 WS, +1 A when fighting in ruins, buildings and The Pit.)
Free the Slaves! Pit Fighters hate all Slavers. The Pit Fighters will never sell their captured opponents to the slavers.
In the Pit! Pit Fighters who capture an opponent may decide to let him fight in the infamous fighting pits of Cutthroat’s Haven (use the rules that appeared earlier in this magazine). The Pit Fighter Warband may decide to send in one or more of their own fighters to fight the captive, if the Pit Fighter wins he gains +2 Experience, the Warband gets all the Captive’s armour and weapons +50ge, if the Pit Fighter loses then roll to see whether he is dead or injured as normal (ignore all following results: Robbed, Captured, Hardened, Sold to the Pits and Survives Against the Odds), he will not lose his armour or weapons, the Captive will get the 50 gc and the +2 Experience when he wins. If the Captive wins the audience decides whether he gains his freedom. Roll a D6 on a 4+ the audience raise their thumbs and he is free. A 1-3 means he remains the Pit Fighters Captive and may be fielded in the pits after future games.
Choice of warriors
A Pit Fighter warband must include a minimum of three models. You have 500 gcs to recruit your initial warband. The maximum number of warriors in the warband is 15, though some buildings in the warband’s encampment may increase this.
Pit King: Each Pit Fighter warband must have one Pit King – no more, no less.
Pit Fighter Troll Slayer: Your warband may include a single Pit Fighter Troll Slayer.
Pit Fighter Veterans: Your warband may include up to two Veterans.
Ogre Pit Fighter: Your warband may include a single Ogre Pit Fighter.
Pit Fighter Initiates: Your warband may include up to two Initiates.
Pursuers: Your warband may include up to seven Pursuers.
Pit Fighters: Your warband may include any number of Pit Fighters.
Starting Experience
A Pit King starts with 20 experience.
Pit Fighter Veterans start with 8 experience.
A Pit Fighter Troll Slayer starts with 8 experience.
Initiates start with 0 experience.
Henchmen start with 0 experience.