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ROLLER JOUSTING

Armour... Check. Lancerifle... Check. Roller Blades... Check. Rocket Booster... Check.

Roller Jousting - What is it?

Roller jousting is the sport that is sweeping the nation. Not quite Jousting, not quite a roller derby, not quite gladiatorial combat, but a strange amalgamation of all three. Two heavily armoured combatants square off in a high paced duel in varying types of arena, where you're encouraged to smash into one another at high speeds, take lethal potshots at your opponent, and make dangerous manoeuvres all for the entertainment of the spectator.

The basic rules are simple. Knock your opponent out, and be the last one standing,

Jousters will all be provided equipment that is of equal quality and ability. The support team that they choose will allow them to obtain additional benefits within the match, with some teams providing a boost in armour quality, or others providing specialised ammunition that explodes, allowing for damage to be done in the event where a shot doesn't directly hit.

All that taken into account, Roller Jousting is a sport of skill, toughness, strength and speed. Only the best come out on top.

The Rules and Mechanics

Roller Jousting has some basic rules that must be followed when competing. All combatants must stay within the arena at all times, and may only leave at the end of the round, when a combatant has lost either via loss of consciousness or forfeit. The object of the game, is to be the last Jouster standing. Usually, jousts are conducted in a one-on-one format, however, there are also variants where up to 8 jousters can engage in a free for all, with one winner, or a team based variant, where two team of four jousters go head-to-head, with the victor being the team with the most conscious teammates at the end of the round.

 

The arena typically consists of a 300ft diameter circle, with a number of obstacles evenly distributed throughout. Contestants are placed opposite one another, 50ft from the arena wall, with 200ft between them in a straight line. In team games, all teammates are lined up together, 10ft apart, with the same rules applying for distance from opponents. In free for all variants, the contestants are placed in radial positions around the centre of the arena, all equidistant from their opposite contestant.

All contestants have the same weapons, armour and abilities during a roller jousting tournament, but retain their own Scores and Proficiencies, except for weapons and armour. For the sake of Roller Jousting, you are considered proficient in Heavy Armour, Lances and Firearms. Everyone is armed with plate armour, and all combatants are issued a Lancerifle, which has both melee and ranged components. All combatants are fitted with high performance rollerblades, as well as rocket boosters on their backs, which allow them to increase their speed with limited use of fuel. To ensure that all contestants are on a level playing field, the casting of magic is not permitted. The range of contestants abilities are listed below:

HP - 50

AC - 18

Speed - 50ft

Lancerifle - Melee Attack: A strength based attack, 1d10+STR piercing damage. Ranged Attack: A dexterity based attack, 1d12+DEX piercing damage. By default, Lancerifles hold 3 shots before needing to be reloaded. It takes an action to reload.

Rocketboosters - Rocketboosters have 3 charges per match. These can be used as standard by all combatants to dash as a bonus action, doubling their movement speed. If you make a melee attack following expending a charge of your rocket booster, that attack is a critical hit on a roll of a 19 or 20 on the die. If you score a critical hit, you also roll a further additional damage die.

The Teams and their benefits.

Blue Team - Blue team mechanics and engineers specialise in reinforcing armour. Jousters who make use of Blue team Mechanics will gain a +1 to their AC.

Red Team - Red team mechanics and engineers specialise in getting the most out of gunpowder. Jousters who make use of Red team Mechanics will gain a +1 to their ranged attacks with their Lancerifle.

Yellow Team - Yellow team mechanics and engineers specialise in aerodynamics. Jousters who make use of Yellow team Mechanics will gain a +10 to their movement speed.

Green Team - Green team mechanics and engineers specialise in fuel formulation. Jousters who make use of Green team Mechanics, wish have their rocket dash allow them to move 3 times their movement speed, instead of the regular two times.

Orange Team - Orange team mechanics and engineers specialise in improving lance penetration. Jousters who make use of Orange team Mechanics will gain a +1 to their melee attacks with their Lancerifle.

Purple Team - Purple team mechanics and engineers specialise in evasive manoeuvres. Jousters who make use of Purple team Mechanics will gain the ability to burn a boost charge as a reaction when they are missed by an attack, that they can use to move up to their full base movement speed without provoking opportunity attacks.

Pink Team - Pink team mechanics and engineers specialise in masking movement. Jousters who make use of Pink team Mechanics will gain the ability to, once per match, as a bonus action, deploy a smoke screen, whereby they become heavily obscured. The smoke screen is a 20 foot radius circle, and last until the end of the user's next turn.

Grey Team - Grey team mechanics and engineers specialise in ammunition management. Jousters who make use of Grey team Mechanics will gain a lightweight, extended magazine for their lance rifle, allowing them to fire 5 times before needing to reload, rather than the standard 3.

Black Team - Black team mechanics and engineers specialise in burst rounds. Jousters who make use of Black team Mechanics will gain access to ammunition that will allow them to still cause 1d6 force damage, if they miss within a margin of 5.

White Team - White team mechanics and engineers specialise in impact reduction padding. Jousters who make use of White team Mechanics, once per match as a reaction, can reduce damage that they receive by 1d6.

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