AVALONCON 1997 TOURNEY OPTIONS
Initial Builds.
1) Players get 5 prep points to spend.
2) During the initial chariot build phase, a roll of six for team speed or endurance may be re-rolled at the cost of one driver hit for each. Additional sixes rolled for the same attribute may be re-rolled for free.
3) ADDITIONAL CAPABILITIES
| COUNTER WT | DRIVER ARMOR | WHEEL ARMOR | HORSE ARMOR | LONG WHIP | |||||
| none | yes | none | yes | none | yes | none | yes | none | yes |
| 0 | 1/2 | 0 | 1/2 | 0 | 1/2 | 0 | 1 | 0 | 1/2 |

LONG WHIP
| Dice Roll | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| 2 | C | S | C | W | V | V | V | V | V | J | C | B | M | W | SS |
| 3 | W | C | C | V | B | B | M | C | C | C | J | M | S | W | SS |
| 4 | B | M | V | M | M | B | S | W | S | B | M | J | W | W | M2 |
| 5 | M | V | M | C | W | W | S | S | W | M | W | W | J | M2 | W |
| 6 | V | W | B | M | S | W | W | W | W | W | S | W | W | J | W |
| 7 | B | B | W | B | B | S | B | M | S | S | W | S | M2 | W | J |
| 8 | V | M | B | W | C | M | W | B | M | W | M2 | W | W | SS | W |
| 9 | M | V | M | S | W | C | C | S | B | M2 | W | M2 | SS | M2 | W |
| 10 | B | B | V | B | M | M | M | W | W | W | S | SS | W | W | M2 |
| 11 | W | B | S | V | M | B | M | M2 | M2 | S | B | M2 | S | W | SS |
| 12 | S | S | S | M | V | C | M2 | C | M2 | SS | SS | W | M2 | S | SS |
CRITICAL HITS
Long Whip From Rear
| Dice Roll: | Results |
| 2 | Defender entangled by whip and pulled out of car (see Dragged Drivers, 16). Attacker loses his whip. |
| 3 | Severe Wound -Reduce Driver Modifier by one. |
| 4 | Arm Wound - Defender must halve all future voluntary strain die rolls (fractions rounded up) and the resulting endurance costs for the duration of the race. |
| 5 | Eye Wound - Vision obscured. Defender may not evade (9.31) future attacks from the side of the chariot on which he was just lashed. Defender may brake normally, and evade attacks from the opposite side of the chariot normally. |
| 6 | Defender taken by surprise. Repeat original lash attack with one less lash factor. The attacker need not pay an extra movement factor for this additional attack. |
| 7 | Jostled - Whip coils around defender's neck. He frees himself but is jostled. Attacker keeps whip. |
| 8 | Defender taken by surprise. See #6 above. |
| 9 | Eye Wound - See #5 above. |
| 10 | Deep Wound - Take one more hit vs. driver. |
| 11 | Severe Wound - See #3 above. |
| 12 | Defender entangled by whip and pulled out of car - See #2 above. |
Long Whip From Adjacent
| Dice Roll: | Results |
| 2 | Defender entangled by whip and pulled out of car (see Dragged Drivers,16). Attacker loses his whip. |
| 3 | Severe Wound-Reduce Driver Modifier by one. |
| 4 | Arm Wound - Defender must halve all future voluntary strain die rolls (fractions rounded up) and the resulting endurance costs for the duration of the race. |
| 5 | Eye Wound - Vision obscured. Defender may not evade (9.31) future attacks from the side of the chariot on which he was just lashed. Defender may brake normally, and evade attacks from the opposite side of the chariot normally. |
| 6 | Defender taken by surprise. Repeat original lash attack with one less lash factor. The attacker need not pay an extra movement factor for this additional attack. |
| 7 | Deep Wound - Take one more hit vs. driver. |
| 8 | Stunned - Defender must accept all whip attacks for the rest of this turn. Attacks against horses or chariot may be escaped. |
| 9 | Eye Wound - See #5 above. |
| 10 | Jostled - Whip coils around defender's neck. He frees himself but is jostled. Attacker keeps whip. |
| 11 | Severe Wound - See #3 above. |
| 12 | Defender entangled by whip. Both players roll two dice and add their current number of unmarked driver hit boxes. Driver with the highest total pulls his opponent from his car (see Dragged Drivers). Regardless of outcome, attacker loses his whip. |
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