The Sagare:

A Circus Maximus expansion

In Tanith Lee’s novel, The BirthGrave the heroine acts as the archer in a chariot race called the Sagare. Part of the games held in the city of Ankurrum. The race is described in detail so it was fairly easy to expand the Circus Maximus rules to simulate this race. The rules are Circus Maximus with the addition of archers and 4 obstacles representing the four elements; earth, air, water and fire.

  1. Archers cannot shoot at team, driver or archer. The Archer modifier and Current Archer Modifier is determined the same way as the Driver’s modifier and Current Driver Modifier(see 3.5 and 3.6.1 in the Circus Maximus rules)
    1. Carries shield
    2. Plain arrows -similar to Lash attack however you compare the Archers current Archery Modifiers for the Arrow modifier
      • Classic shot
      • Chariot body shot

      Arrow modifier

      Dice Roll

      -4

      -3

      -2

      -1

      0

      +1

      +2

      +3

      +4

      +5

      2

      D

      D

      D

      A

      H

         

      S

      S

      S

      3

      A

      A

      A

      H

         

      S

      S

      S

      BK

      4

      H

      H

      H

         

      S

      S

      S

      BK

      BK

      5

             

      S

      S

      S

      BK

      BK

      M

      6

           

      S

      S

      S

      BK

      BK

      M

      M

      7

         

      S

      S

      S

      BK

      BK

      M

      M

      BD

      8

       

      S

      S

      S

      BK

      BK

      M

      M

      BD

      BD

      9

      S

      S

      S

      BK

      BK

      M

      M

      BD

      BD

      BD

      10

      S

      S

      BK

      BK

      M

      M

      BD

      BD

      BD

      CS

      11

      S

      BK

      BK

      M

      M

      BD

      BD

      BD

      CS

      CS

      12

      BK

      BK

      M

      M

      BD

      BD

      BD

      CS

      CS

      CS

      CS-classic shot-parted reigns, defender loses control of team

      BD-body damage-roll on the Wheel Damage table

      H- injured horse-roll on the Horse Injury table-Archer may prevent this damage by sacrificing shield-if shield is lost add +1 to Arrow Modifier

      D-injured driver-roll on the Driver injury table

      A-injured archer-roll on the Driver injury table and apply damage to the archer

      M-movement lost –defender rolls 1 die and loses that amount from his next turn.

      S-swerve-defender must swerve away from attacker

      BK-brake-defender must brake (expend 2 movement points and move chariot back one space)

      If an attacking archer causes injury to a driver, an archer or a horse –for every time a injury occurs give an addition dice to roll to see if that team is disqualified at the end of a race. (A roll of 10 or better on 2 + dice means disqualification) bribery can reduce the number of dice (100 = 1 dice)

       

        1. Spiced arrow
          • Corded-similar to Lash attack however you compare the Archers current Archery Modifiers against the defenders CDM for the Arrow modifier
                1. fouls wheel - possible wreck

           

          Arrow modifier

          Dice Roll

          -4

          -3

          -2

          -1

          0

          +1

          +2

          +3

          +4

          +5

          2

          H

          H

          H

          H

          H

             

          S

          S

          S

          3

                     

          S

          S

          S

          BK

          4

                   

          S

          S

          S

          BK

          BK

          5

                 

          S

          S

          S

          BK

          BK

          M

          6

               

          S

          S

          S

          BK

          BK

          M

          M

          7

             

          S

          S

          S

          BK

          BK

          M

          M

          M

          8

           

          S

          S

          S

          BK

          BK

          M

          M

          M

          M

          9

          S

          S

          S

          BK

          BK

          M

          M

          M

          M

          FP

          10

          S

          S

          BK

          BK

          M

          M

          M

          M

          FP

          FP

          11

          S

          BK

          BK

          M

          M

          M

          M

          FP

          FP

          FP

          12

          BK

          BK

          M

          M

          M

          M

          FP

          FP

          FP

          FP

          H- injured horse-roll on the Horse Injury table-Archer may prevent this damage by sacrificing shield-if shield is lost add +1 to Arrow Modifier

          FP-Chariot flips-if Driver can Stop Chariot, roll 2 dice if the results is lower than the drivers CDM then the driver has stopped the chariot, the chariot will not flip but will lose his next turn while cutting away the cord.

          M-movement lost –defender rolls 1 die and loses that amount from his next turn.

          S-swerve-defender must swerve away from attacker

          BK-brake-defender must brake (expend 2 movement points and move chariot back one space)

            1. Fire -similar to Lash attack however you compare the Archers current Archery Modifiers against the defenders CDM for the Arrow modifier
                1. Could spook team
                2. Catch chariot on fire

                Arrow modifier

                Dice Roll

                -4

                -3

                -2

                -1

                0

                +1

                +2

                +3

                +4

                +5

                2

                D

                D

                D

                A

                H

                   

                S

                S

                S

                3

                A

                A

                A

                H

                   

                S

                S

                S

                S

                4

                H

                H

                H

                   

                S

                S

                S

                S

                BK

                5

                       

                S

                S

                S

                S

                BK

                M

                6

                     

                S

                S

                S

                S

                BK

                M

                M

                7

                   

                S

                S

                S

                S

                BK

                M

                M

                M

                8

                 

                S

                S

                S

                S

                BK

                M

                M

                M

                BD

                9

                S

                S

                S

                S

                BK

                M

                M

                M

                BD

                BD

                10

                S

                S

                S

                BK

                M

                M

                M

                BD

                BD

                BD

                11

                S

                S

                BK

                M

                M

                M

                BD

                BD

                BD

                CS

                12

                S

                BK

                M

                M

                M

                BD

                BD

                BD

                CS

                CS

                CS-classic shot-parted reigns, defender loses control of team

                BD-body damage-roll on the Wheel Damage table

                H- injured horse-roll on the Horse Injury table-Archer may prevent this damage by sacrificing shield-if shield is lost add +1 to Arrow Modifier

                D-injured driver-roll on the Driver injury table

                A-injured archer-roll on the Driver injury table and apply damage to the archer

                FP-Chariot flips-if Driver can Stop Chariot, roll 2 dice if the results is lower than the drivers CDM then the driver has stopped the chariot, the chariot will not flip but will lose his next turn while cutting away the cord.

                M-movement lost –defender rolls 1 die and loses that amount from his next turn.

                S-swerve-defender must swerve away from attacker

                BK-brake-defender must brake (expend 2 movement points and move chariot back one space)

              • The straight-each of these are set up 1 space away from the turn in this order
              • Earth- Wall across straight with 4 openings
              • Water- 4 Geysers
                • Cannot fire bow while within 1 square of geyser
                • Chance bowstring becomes wet- roll against CAM
                • Could spook team-roll against Teams endurance category +2 (if roll higher team is spooked); Spooked team will not change lanes except for obstacles and will not go passed geysers or flames. Team is spooked for 1 turn
            2. Air- two 5 foot diameter pits
              • When in square with pit roll for wheel damage
            3. Fire- 3 Pillars of fire
              • Could spook team-roll against Teams endurance category +2 (if roll higher team is spooked); Spooked team will not change lanes except for obstacles and will not go passed geysers or flames. Team is spooked for 1 turn

              Follow the link for the Chariot Race Log Form for deseigning your team; CHARIOT RACE LOG.doc

              For a printable version of the rules: The Sagare.doc

              Hosted by www.Geocities.ws

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