<br/><strong>Skills sets</strong>– The first skill selected from a skill set costs 5 pts for the skill set and 5 pts for the skill selected.  Additional skills in the skill set at just the 5 pts.<br/><br/><strong>Combat skills</strong><br/><br/>Strike to Injure; the warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.<br/><br/>Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy.<br/><br/>Web of Steel; Few can match the ability of this warrior. He fights with great skill, weaving a web of steel around him. The model gains +1 to all his rolls on Critical Hit tables in hand-to-hand combat.<br/><br/>Expert Swordsman; This warrior has been expertly taught in the art of swordsmanship. He may re-roll all missed attacks if he is using a sword charges. Note that this only applies when they are armed with normal swords, and not with two-handed swords.<br/><br/>Step Aside. The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armor saves.<br/><br/><strong>Strength skills</strong><br/><br/>Mighty Blow; the warrior knows how to use his strength to maximum effect and has a +1 Strength bonus in close combat.<br/><br/>Resilient; the warrior is covered in battle scars. Deduct -1 Strength from all hits against him in close combat. This does not affect armor save modifiers.<br/><br/>Strongman; The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons.<br/><br/><strong>Speed skills</strong><br/><br/>Lightning Reflexes; If the warrior is charged he will ‘strike first’ against those that charged that turn. As the charger(s) will also normally ‘strike first’ (for charging), the order of attack between the charger(s) and the warrior with this skill will be determined by comparing Initiative values.<br/><br/>Jump Up; the warrior can regain his footing in an instant, springing to his, feet immediately if he is knocked down and attack no penalty.<br/><br/>Dodge. A warrior with this skill is nimble and as fast as quicksilver. He can avoid any hits on a D6 roll of 5+<br/><br/><strong> Experience awards</strong><br/><br/>Win 1 pt<br/>Live 1 pt<br/><br/><em> If you die, then no experience your dead. </em><br/><br/><strong>Leadership(popularity)</strong><br/><br/>Leadership (popularity) cannot be raised with experience.  For every three victories, a gladiator gains +1 to their leadership.   And in vice a versa every three losses causes one leadership to lower –1.   Leadership is important in determining if you live or die.   If you loose the combat, a roll of 2D6 is made.  If roll equal or under your leadership, the fickle crowd spares your life.  If roll above, you been given the thumbs down.<br/><br/><em> No matter how high your leadership goes.  A roll of 12 always means the crowd calls for your death.   And in the reverse fashion, no matter how low the score goes.   A roll of snake eyes double ones only means the crowd spares your life. </em><br/><br/><strong>Victories</strong><br/><br/>Victory gains you rewards, which means concubine for the night.<br/><br/>A gladiator with  15 victories to his credit gains a concubine for his own.<br/><br/>A gladiator with 30 victories to his credit gains the right to use any concubine when he wants.   Even if that concubine is a kept one by another gladiator.<br/><br/>A gladiator with 50+ victories is made the ‘Over Seer of the Gladiatorial pits.’    Their can only be one, and to take the place of the current one.  You must defeat that one in combat.<br/><br/>