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CONTEST OF CHAMPIONS
GETTING STARTED
Throughout the pages of history, great men have stepped out of
the ranks to settle their scores personally. Champions have ridden
up and down the enemy line, calling out for an opponent bold
enough to face them. This supplement dives into the business of
duelling, adding another level of excitement to your games of Hail
Caesar!
These rules are entirely optional, and designed to provide an
exciting interlude to the mass battle action happening elsewhere
on the tabletop. They are intended to be as generic as possible, to
fit with as many different time periods as possible.
You can even use these rules as a standalone game in their own
right. Before you dive in, you’ll need to make sure you have the
following bits and pieces to hand:
• A copy of the Hail Caesar rulebook
• At least two copies of the action deck printed in this publica-
tion
• 10 six-sided dice per player
• 1 engaged marker per commander in play
• A tape measure
• A copy of this supplement
TESTS AND SUCCESSES
Contest of Champions uses a system of tests to resolve actions
during the duel. To determine if a test is successful or not, count
up all the dice that roll a result of 4 or more - these are successes.
There are three basic types of test. Standard, Open-Ended and
Versus.
In a standard test, the testing player rolls a number of dice equal
to the tested statistic and counts the number of successes rolled.
In an open-ended test, the testing player rolls a number of dice
equal to the tested statistic and counts the successes rolled. Any
dice that roll a six or more can be rolled again. There is no target
number for an open-ended test - any successes count.
In a versus test, both players roll a number of dice equal to the
tested statistic. The number of successes rolled by the defender
sets the target number for the attacker. If the number of successes
equals or exceeds the target number, the test is passed. Any suc-
cesses rolled over the target number are termed degrees of success.
Both players must agree to use these rules before play begins - it is
recommended that this supplement is read in full, and the rules
for using commanders in games of Hail Caesar are reviewed.
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CONTEST OF CHAMPIONS
MODIFICATIONS TO HAIL CAESAR
Commanders follow all the rules listed in the Hail Caesar main
rulebook, with the following caveat. Commanders no longer have
a standard movement rate of 24”. Instead, this is determined by
whether they are on foot, or mounted. Check the table below to
determine the commander’s new movement rate.
HECTOR VS ACHILLES
“Alas! the gods have lured me on to my destruction. ... death is now indeed
exceedingly near at hand and there is no way out of it – for so Zeus and his
son Apollo the far-darter have willed it, though heretofore they have been
ever ready to protect me. My doom has come upon me; let me not then die
ingloriously and without a struggle, but let me first do some great thing
that shall be told among men hereafter.”
Hector to Achilles - the Iliad
T straight from the pages of myth, this clash between a demigod and
orn
his mortal rival rings across the centuries as one of the greatest recorded
single combats of all time. Fought in the 10th year of the Trojan War, after
the heroic death of Achilles’ close confidant Patroclus, this titanic clash took
place outside the walls of Troy.
It began with an inconclusive exchange of javelins, leaving Hector with
only his sword and shield. Achilles is handed one last spear by an invisible
Athena, slaying his opponent with a well-aimed throw, piercing his collar
bone.
T celebrate his triumph, Achilles dragged his arch-rival behind his chariot
o
for twelve days before the gods could bear it no more and intervened.
New Movement Rates
Type
Foot
Horse
Chariot
Movement
Rate (“)
6”
12”
9”
In addition, Commanders move
only
after they have issued orders
to their division. In all other respects, they behave as normal.
Opposing commanders can no longer move over or through each
other without penalty. Instead, this triggers a duel.
THE DUEL
Duels begin in two circumstances. Firstly, if a commander moves
into base contact with an unengaged enemy commander.
Secondly, if a commander moves into weapon range of an
unengaged enemy commander.
Once a duel has begun, both commanders are engaged, and may
not be involved in any other duels. On subsequent turns, they
may not take any other actions until the duel is resolved. Other
commanders can assist their duelling compatriots, providing the
friendly duellist is within 6”.
If another commander is assisting, they must declare it after
issuing any orders but before moving. They may not move this
turn. By assisting, a commander adds +1 to any tested statistic
during the duel.
RANGED CONTESTS
Once a commander moves into weapon range of an unengaged
enemy commander, a ranged contest begins. Ranged contests only
begin if at least one participant is armed with a ranged weapon.
If a commander doesn’t have a ranged weapon, they may not take
the Shoot action. If a commander has a ranged weapon, but the
target is outside of the weapon’s range, they may not take the
Shoot action until the target is in range.
Resolve the Ranged Contest using the following steps:
• Both players secretly choose a card from the ranged contest
action deck
• Both cards are revealed simultaneously
• Make the necessary tests to resolve the interaction between
the two cards
• Reduce the Might of both participants (If required)
If the Might of a combatant is reduced to zero, they are
immediately removed from play. Replace them with a reserve
commander as per page 80 of the Hail Caesar main rulebook.
The reserve commander must be placed at least 12” away from any
opposing commanders.
Any friendly units within 12” of a commander vanquished in a
duel must take a break test.
If both combatants survive the first exchange, they become
engaged. If, by using the Close Distance action card, one
combatant makes it into base contact with the other, a Melee
Contest begins.
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CONTEST OF CHAMPIONS
MELEE CONTESTS
MARCELLUS VS VIRIDOMARUS
The highest honour that could be awarded to a Republican Roman general
was the Spoila Optima - to achieve this, the general had to ride out and
meet the enemy general and vanquish them in single combat. Then, they
would carry their enemy’s armour back to Rome, where they would be
lauded with a triumphal parade.
Marcus Claudius Marcellus was one of only three generals to earn this
coveted prize. As a newly minted consul, he rode out to meet an army of
Gauls just outside of Clastidium - a fortified settlement to the south of the
Po River.
The Gallic king, Viridomarus picked out Marcellus by his commander’s
insignia and challenged him to single combat. Plutarch recounts the fateful
duel:
“Marcellus, by a thrust of his spear which pierced his adversary’s
breastplate, and by the impact of his horse in full career, threw him, still
living, upon the ground, where, with a second and third blow, he promptly
killed him.”
Plutarch - the Life of Marcellus
Once a commander moves into base contact with an unengaged
enemy commander, a melee contest begins.
Resolve the Melee Contest using the following steps:
• Both players secretly choose a card from the melee contest
action deck
• Both cards are revealed simultaneously
• Make the necessary tests to resolve the interaction between
the two cards
• Reduce the Might of both participants (If required)
If the Might of a combatant is reduced to zero, they are
immediately removed from play. Replace them with a reserve
commander as per page 80 of the Hail Caesar main rulebook.
The reserve commander must be placed at least 12” away from any
opposing commanders.
Any friendly units within 12” of a commander vanquished in a
duel must take a break test.
If both combatants survive the first exchange, they become
engaged.
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CONTEST OF CHAMPIONS
RANGED CONTEST ACTION DECK
»
Versus
Shoot
(Open-ended
Test):
Both
combatants reduce their Might by the
number of successes rolled.
Versus
Close Distance
(Standard
Test):
Reduce opponent’s Might by the
number of successes rolled. The target
makes one move towards the firer.
Versus
Evade
(Versus
Test):
Reduce
opponent’s Might by the degrees of
success rolled.
Versus
Take Cover
(No
Test):
Target
regains Might equal to their successes.
»
Versus
Shoot
(No
Test):
Make one move
directly towards the firer. Reduce your
Might by any successes rolled by your
opponent.
Versus
Close Distance
(No
Test):
Both
combatants make one move directly
towards each other.
Versus
Evade
(No
Test):
Make one move
directly towards your opponent.
Versus
Take Cover
(No
Test):
Make one
move directly towards your opponent.
»
»
»
»
»
»
»
Versus
Shoot
(Versus
Test):
Reduce your
Might by any successes rolled by any
degrees of success rolled.
Versus
Close Distance
(No
Test):
The
target makes one move towards you.
Versus
Evade
(Open-ended
Test):
Both
combatants move a number of inches
equal to their degrees of success.
Versus
Take Cover
(Standard
Test):
Move a number of inches equal to
your successes directly towards your
opponent.
»
»
Versus
Shoot
(Standard
Test):
Regain
Might equal to your successes.
Versus
Close Distance
(Standard
Test):
Regain Might equal to your successes.
Target makes one move directly towards
you.
Versus
Evade
(Standard
Test):
Regain
Might equal to your successes. Target
moves a number of inches equal to their
successes.
Versus
Take Cover
(Open-ended
Test):
Both combatants regain Might equal to
their successes.
»
»
»
»
»
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