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.
|
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)
|
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)
|
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)
Follow the link for the Chariot Race Log Form for deseigning your team;
CHARIOT RACE LOG.docFor a printable version of the rules:
The Sagare.doc