Pit Fighter Revisions

Revisions compiled as a community project (edited by Old Warrior with much help from Thecustodian)

Revisions Note: These custom revisions are for the purpose of helping to balance the Pit Fighter as well as to make him even more customizable.  For copyright reasons, the original Pit Fighter rules are needed to be able to make full use of this document.  To help apply these revisions, they are divided up based upon the original rules divisions: Basic and Advanced sections and then sub-titles.  However, if no changes are made, then the section is usually omitted from this document.

STARTING AS A PIT FIGHTER

Note: No revisions were made to the Pit Fighter's beginning characteristics.

WEAPONS

The revised Pit Fighter has the following choices for beginning equipment combinations. He must choose with which he will begin the game. Each combination offers its own unique combat benefits.  A Pit Fighter may use weapons other than his beginning equipment.  Unless his weapons specifically state an exception, the Pit Fighter is subject to the normal rules for weapons.  For instance, he must state at the beginning of each of his turns which weapon he will use, AND he is not ambidextrous (cannot use two different weapons at the same time).

  1. Fist Spike and Pit Flail
  2. Sword and Buckler
  3. Trident and Net
  4. Twin Short Swords

Fist Spike - The damage is changed to Pit Fighter's Damage Dice + (Pit Fighter's Strength -1).  Also, add to the Fist Spike's description: This special move can only be used as part of the Pit Fighter's normal movement allowance.  If he has already moved four spaces, then he cannot step into the empty space after killing his foe.

Pit Flail - Unchanged

Sword and Buckler
The Sword causes normal damage of 1D6 + 3 (Warrior's Damage Dice + Warrior's Strength) on a successful hit and may cause a death-blow as normal. The Buckler gives the Pit Fighter +1 Toughness. The combination of the Sword and Buckler is ideal for mobility. The Pit Fighter may use the Buckler to push aside Monsters. He gains +2 to his Pinning roll. In addition, once per turn the Pit Fighter may try to move through a space occupied by a Monster. He must roll a Strength Test and beat the Monster's Strength value +D6. If he succeeds he may move through the square. However he must end his move in an unoccupied square, from which he can attack as normal.

Trident and Net
The Trident is a two-handed weapon which grants +1 Strength for damage (Damage Dice + Warrior's Strength +1), allows the Pit Fighter to fight in ranks (up to two squares), and can cause a single death-blow per attack. This deathblow can only be made against the monster directly behind a slain monster adjacent to the Pit Fighter in a straight line going away from the Warrior.  Note: fighting in ranks, according to the normal rules, allows the Pit Fighter to attack a monster two squares away only if the intervening square is empty or if another Warrior occupies that square.
The Net may be used once per turn to ensnare an adjacent monster.  It can be used at the beginning of the Pit Fighter's turn and does not count as an attack.  When so used, the Pit Fighter rolls to hit as normal.  If he hits, then the monster is trapped and may only try to escape (cannot dodge, move, or attack). If the roll to hit fails, then he may do nothing else for the turn as he gathers in his net. If the net works, any attacks against the Entangled Monster are at +2 to hit, and the Monster must roll a successful Strength Test (1D6+Strength must be 7+ to succeed) at the start of its turn or it cannot move or attack.  The Pit Fighter doesn't have to roll to hit against a net-ensnared monster while wielding his Trident (he hits it automatically). The net is assumed to be successfully recovered at the end of any turn in which the ensnared monster is slain or has broken free of it.

Twin Short Swords
These blades give the Pit Fighter one extra Attack each turn and the ability to parry incoming hand-to-hand attacks on a roll of 6+.  However, they do a little less damage than a normal sword, with -1 Strength for damage (Damage Dice + Warrior Strength -1).  The Twin Short Swords can cause normal death-blows.  These swords, used together, are an exception to the rule of not using two weapons at the same time.

Armour -

An exception is made for the Buckler if he begins with the Sword and Buckler combination.

ADVANCED RULES

Pit Armour (Basic)

The Pit Armour with which the Pit Fighter begins the game translates into five pieces of basic Pit Armour in the Advanced game.  He need not purchase these unless he has lost them.  Each piece protects one of five areas on his body.  The table below shows three things: the type of protection, the area protected, and the monster's to hit roll against which the armour protects.  Each basic piece of Pit Armour grants +1 Toughness to the area it protects.  Note: the area hit is determined by the natural dice roll regardless of any modifiers. So, for instance, if a common Goblin (Weapon Skill of 2) rolls a natural 3 to hit (normally a miss versus a Pit Fighter who has a Weapon Skill of 3) and is assisted by a spell granting it +1 to hit, then the Goblin hits the Pit Fighter's Left Arm, determined by the actual dice roll.

Pit Armour Type Area Protected Monster's To Hit Roll
Open Pit Helm (+1T) Head 6
Pit Armour (+1T) Torso 5
Bracer (+1T) Right Arm 4
Bracer (+1T) Left Arm 3
Leg Armour (+1T) Legs 2


Advanced Pit Fighter Armour & Gear

There are additional pieces of pit armour and other things that the revised Pit Fighter can use.  If he invests only in additional pieces of pit armour, meaning the advanced pit armour, then the following table would apply for each area of protection that he has upgraded.  Note: this table is for illustrative purposes only. The Pit Fighter would have to purchase each advanced piece of armour (all five of them) in order to enjoy this much protection.  The Toughness notations show the total pit armour Toughness modifier including both his basic and advanced armour.  Both pieces of pit armour must be worn on that location to have the +2 Toughness.

Advanced Pit Armour Type Area Protected Monster's To Hit Roll
Full Pit Helm (+2T) Head 6
Partial Chain (+2T) Torso 5
Gauntlet (+2T) Right Arm 4
Gauntlet (+2T) Left Arm 3
Greaves (+2T) Legs 2

Advanced Pit Armour pieces only offer the extra Toughness protection.  There are other special pieces of equipment that the Pit Fighter may purchase and use instead of the advanced armour.  See the Fighting School Armoury for full details, cost and etc. for each of these special items.  The rule to remember is that the Pit Fighter can only wear his basic Pit Armour protection, plus one upgrade per area protected. For instance, he can wear Pit Armour and Partial Chain, OR, he can wear Pit Armour and a Barbed Brigandine, but he cannot wear all three upon his torso at the same time.  In fact, the Pit Fighter is not allowed to own more than one advanced piece of armour or equipment for each portion of his body.  See the Fighting School Armoury below for more details on trading and purchasing equipment.

Here is a full list of available armour and upgrades for each area of the Pit Fighter's body.  Full details appear in the Armoury section.

Head  
Basic Open Pit Helm - +1 Toughness
Plus (advanced) Full Pit Helm +2 Toughness
Attack Reinforced Circlet - Headbutt attack
Special Mask - causes Fear and Terror
Special Tattoos - Magic Resistance 6+
Torso
Basic Pit Armour - +1 Toughness
Plus (advanced) Partial Chain - +2 Toughness
Attack Spiked Pauldron - Wounds adjacent monsters at the end of the Pit Fighter's movement
Special Barbed Brigandine - Wounds attackers
Right Arm
Basic Bracer +1 Toughness
Plus (advanced) Gauntlet +2 Toughness
Attack Knuckle-dusters - Used with other weapons: +2 damage on natural 6 to hit; or, used as normal Knuckle-dusters
Attack Poisoned Blade - kills if wounds, once per adventure
Special Quarg-Hide Sleeve - halves damage taken once per combat
Left Arm   
Basic Bracer +1 Toughness
Plus (advanced) Gauntlet +2 Toughness
Attack Concealed Blade (wrist) -  bonus attack once per combat which ignores armour, or, regular weaponry substitute
Special Spiked Bracer - +1 Strength
Special Quarg-Hide Sleeve - halves damage taken once per combat
Legs   
Basic Leg Armour - +1 Toughness
Plus (advanced) Greaves +2 Toughness
Attack Knee Spikes - bonus attack once per combat with +1 to hit
Attack Concealed Blade (boot) - bonus attack once per combat which ignores armour, or, regular weaponry substitute
Special Snakeskin Boots - Escape Pinning bonuses


DEBT

The Pit Fighter's Debt will need to be paid off in proportion to his new Battle-Level when training (see Training section below). Otherwise, his debt rules are unchanged.

 

PIT FIGHTERS IN SETTLEMENTS

Add the Armourer, Fletcher and the Gunsmith as shops that the Pit Fighter can visit in a settlement, because he is treated as a Barbarian.

FIGHTING SCHOOL

Add these words to result #13 on the Fighting School table: If, however, your debt has already been paid in full, then treat this as result #12 instead.


THE Fighting School ARMOURY

Pit Fighters ONLY!

Only the Pit Fighter may buy and use equipment from the Fighting School Armoury, though other Warriors could use the Sword as it is the same as the one available elsewhere.  The Pit Fighter may purchase items from both tables below on the same visit to the Armoury.  However, please note the restrictions on Pit Armour and related equipment.  Note: whenever the term normal damage is used it means Pit Fighter's Damage Dice + Pit Fighter's Strength.

With the exception of the Sword, these are specialised pieces of equipment, and therefore, differ from other types of weapons and armour available to other Warriors.

Revision Note: These tables completely replace the original Fighting School Armoury.

Standard Equipment and Potions

Equipment Stock Cost
(buy)
Cost
 (sell)
Effect
Fist Spike 7 300 80 Normal Damage -1 Strength (i.e. 1D6+2 starting out); otherwise the original Fist Spike description applies.
Pit Flail 8 250 70 See original Pit Fighter rules
Sword 5 200 15 Does normal damage with death-blows. Can be used with a Buckler.
Buckler 5 350 85 By itself it grants +1 Toughness overall. In combination with a normal Sword, the Buckler is ideal for mobility adding +2 to his Pinning roll.  In addition, once per turn the Pit Fighter may try to move through a space occupied by a Monster. (See Weapons section above for full details)
Trident and Net 7 400 100 The Trident is a two-handed weapon which grants +1 Strength for damage (Damage Dice + Warrior's Strength +1), allows the Pit Fighter to fight in ranks (up to two squares), and can cause a single death-blow per attack. This deathblow can only be made against the monster directly behind a slain monster adjacent to the Pit Fighter in a straight line going away from the Warrior.   It hits a net-ensnared monster automatically.  A Net comes with the Trident as a package deal. (See Weapons section above for the Net's rules).  Note: fighting in ranks, according to the normal rules, allows the Pit Fighter to attack a monster two squares away only if the intervening square is empty or if another Warrior occupies that square.
Twin Short Swords 7 500 (250 each) 100 (50 each) Normal damage -1 Strength; can death-blow; +1 Attack each turn; and, they grant Parry 6+ ability. Purchased as a set; or, a single Short Sword may be purchased to replace one that has been lost or damaged.  These swords, used together, are an exception to the rule of not using two weapons at the same time.  If wielding a single Short Sword, there is no extra attack or parry benefits.
1 Heal-Itt potion Auto 500 - Same as the beginning equipment Heal-Itt. Only one can be purchased per settlement/Fighting School visit.
1D6 Enhancers 9 150 each - See original Pit Fighter rules
1D6 Paralysis Potions 9 150 each - See original Pit Fighter rules

 

Pit Armour: Basic, Advanced, and Special Gear

The Pit Fighter may add to his basic Pit Armour protection in various ways, even ignoring some additional protection in favour of better mobility and more offensive gear. Though specific item details are given below, be sure to refer to the Advanced Pit Fighter Armour & Gear section above for a complete understanding of Pit Fighter's equipment customization system.  The Pit Fighter may own only one upgrade at a time for each area protected/enhanced.  The Pit Fighter may check to see if an item is in stock and then immediately sell the item currently owned in order to replace it with the newly purchased item. For instance, you can roll to see if a Spiked Pauldron is available and if it is, immediately sell your Partial Chain in trade for the purchase of the new item.  Tattoos are an exception to the trading in of equipment. 

- Basic Pit Armour -

Equipment Stock Cost
(buy)
Cost
 (sell)
Effect
Open Pit Helm (Head) 7 400 100 +1 Toughness if the monster's to hit roll is a natural 6. This helmet protects the top of the head and perhaps the neck but leaves the front mostly open, primarily allowing the Pit Fighter the full range of his vision.
Pit Armour (Torso) 6 400 100 +1 Toughness if the monster's to hit roll is a natural 5.
Bracer (Arm) 5 200 50 +1 Toughness. One can be worn on each arm (purchased separately). When worn on the right arm (or dominant arm) protects on a natural 4 to hit; and, when worn on the left arm (or non-dominant arm) protects on a natural 3 to hit.
Leg Armour (Legs) 4 200 50 +1 Toughness if the monster's to hit roll is a natural 2.

- Advanced Pit Armour, Special Gear and Weaponry (divided by body location) -

Head and Face

Full Pit Helm (advanced protection) 8 500 150 +1 Toughness if the monster's to hit roll is a natural 6. Combine with Open Pit Helm for a total of +2 Toughness protection for his head. This helmet totally encloses the Pit Fighter's head and face, giving the greatest safety, but reducing his vision to thin slits.
Reinforced Circlet (attack) 10 700 200 Can headbutt any single adjacent monster once in the first turn of each combat in which the Pit Fighter can attack, gaining a free attack (roll to hit as normal) that does an unmodified 1D6 damage per title, but, Dodge, Tattoos and Ignore Blows abilities can prevent it. Bruiser: 1D6 wounds; Pugilist: 2D6 wounds; Prize Fighter: 3D6 wounds; and, Master: 4D6 wounds. This free attack can be used at any time in the Pit Fighter's turn before or after any movement or any other attacks, but it cannot cause a death-blow.
Mask of Horror (special) 9 500 125 This Mask is fear-inducing. When the Pit Fighter first obtains this mask, roll D66 on the level 1 Monster Table. The result indicates the race of monsters which will fear (be at -1 to hit) the Pit Fighter in melee combat. If it is Dark Elves, for instance, then all Dark Elves (including the dreaded Black Guards) will fear him.
Each time the Pit Fighter gains a new Battle-Level while in possession of a Mask of Horror, roll once on the Monster Table level that is equal to his previous Battle-Level. This is the new monster race that now fears the Pit Fighter while he is wearing his mask. If the Pit Fighter rolls a race of monsters that already fears him, then that race will now be terrified of him (-2 to hit him) in melee combat. If the same race is rolled a third time, then re-roll on the Monster Table.
Keep track of each race of monsters that is afraid or terrified of the Pit Fighter. If he loses his mask, sells it, or has it destroyed (by Troll Vomit for instance), then these monsters no longer suffer fear or terror. If he purchases a replacement Mask of Horror, then the same monsters will again fear him as before.
Tattoos (special) 6 450 - Some Pit Fighters opt to have themselves tattooed instead of wearing a Mask or other protection, taking designs that are said to protect the Warrior, either because they honour a god such as Ulric, or because they distract his foes, or because the tattooist has some genuine arcane skill. These designs, when visible, give the Pit Fighter Magic Resistance 6+.  Tattoos cannot be sold or traded for other equipment, because they are permanent.

Torso

Partial Chain (advanced protection) 5 400 100 +1 Toughness, for a total of +2 Toughness when worn over Pit Armour, if the monster's to hit roll is a natural 5.
Spiked Pauldron (attack) 6 400 100 This gear is attached at the Pit Fighter's shoulder and covers much of the dominant side of his torso. One time during each of the Pit Fighter's turns, immediately after the Pit Fighter ends his normal movement and before any other attacks, he can use the pauldron's spikes to injure adjacent monsters. The Pit Fighter must actually move in order to harm monsters. Failing to escape pinning, or otherwise standing still, would prevent the pauldron's use. Roll 1D3 (1D3 +1 as Prize Fighter, and 1D3 +2 as Master). This is the maximum number of monsters affected (no to hit roll is needed). The Pit Fighter determines (player chooses) which monsters are hit by the way in which he moves and the direction he faces. Each targeted monster suffers 1 unmodified wound.  However, this damage may be avoided by Dodge, Tattoos and Ignore Blows.
Barbed Brigandine (special) 10 800 200 Each time a monster actually hits the Pit Fighter with a melee attack on a natural roll of 5 to hit (a hit to the Pit Fighter's torso), it immediately suffers 1D3 wounds not modified for anything (cannot be avoided), as the monster hurts itself on the sharp barbs of the brigandine.

Arms

Gauntlet (advanced protection) 5 400 100 +1 Toughness, for a total of +2 Toughness when worn in addition to a Bracer, if the monster's to hit roll is a natural 4 on the right (or dominant) arm and on a natural 3 to hit on the left (or non-dominant) arm. A total of two can be owned if the Pit Fighter chooses to wear a Gauntlet on each arm.
Knuckle-dusters (attack)
(right/dominant arm)
5 100 25 When worn while wielding another melee weapon, they add +2 damage when the Pit Fighter's to hit roll is a natural 6.  Knuckle-dusters can be used without any other weapons in which case, they work like those purchased at the Weaponsmith's shop: Strength 4; -2 on all to hit rolls.  By themselves, Knuckle-dusters cannot cause a death-blow.
Poisoned Blade (attack)
(right/dominant arm)
7 500 125 The Poisoned Blade is worn upon the right (or dominant) arm.  Once per adventure, the Pit Fighter can use this special Poisoned Blade to make an extra attack against a single adjacent Monster. The attack does normal damage, but if it actually wounds the Monster, then it is fatally poisoned and slain.  It has no effect on either Undead or Daemonic Monsters.  This attack cannot cause a death-blow.
Concealed Wrist Blade (attack)
(left/non-dominant arm/wrist)
6 250 65 A Concealed Wrist Blade can be hidden in the wrist and forearm area of the Pit Fighter's left (or non-dominant) arm.  The Pit Fighter may use this once per combat to make an extra attack, doing normal damage and ignoring Armour (no death-blows). However, if he has no other weapon, he may use a Concealed Wrist Blade to attack as normal, but cannot perform death-blows and only ignores Armour on the first attack of the combat in which the Concealed Wrist Blade is used.
Spiked Bracer (special)
(left/non-dominant arm)
7 450 110 The Spiked Bracer allows the Pit Fighter to wound even with his non-dominant arm, adding +1 Strength for damage no matter what weaponry he is using.
Quarg-Hide Sleeve (special) 10 350 90 Once per combat for each sleeve worn, the Pit Fighter may choose to take the damage upon his arm from a single melee attack which hits him regardless of the monster's to hit roll.  This represents the Pit Fighter placing his arm just so to take and lessen the blow.  He may decide this after the damage has been determined as normal.  He then suffers 50% (rounded up) of the wounds that would have actually been caused (after all other modifiers which apply).  A total of two can be owned if the Pit Fighter chooses to wear one on each arm.

Legs and Feet

Greaves (advanced protection) 6 400 100 The greaves are solid armour strapped onto the legs and offering +1 Toughness, for a total of +2 Toughness when worn over basic Leg Armour.  They protect the Pit Fighter when a monster's to hit roll is a natural 2.
Knee Spikes (attack) 7 300 50 These spikes allow the Pit Fighter an extra attack once per combat at +1 to hit, doing normal damage, but no death-blows.
Concealed Boot Blade (attack)
8 350 65 The Concealed Boot Blade is conveniently hidden in the Pit Fighter's boot and can be clicked into place to surprise his enemies.  The Pit Fighter may use it once per combat to make an extra kick attack, doing normal damage and ignoring armour (no death-blows).  However, if he has no other weapon, he may use the  Concealed Boot Blade to attack as normal, but cannot perform death-blows and only ignores Armour on the first attack of the combat in which the Concealed Boot Blade is used.
Snakeskin Boots (special) 10 600 150 These high boots seem to retain some of the slipperiness of the snakes they were made from, giving the Pit Fighter +1 to his Pinning roll.  Also, during all of his quick reaction turns (when he rolls a 5 or 6 for that skill), he will escape pinning automatically.


PIT FIGHTERS AND TRAINING

Payment of Debt Requirement
The revised Pit Fighter must have paid a certain amount on his debt in order to be able to train to the next level.  The following table shows the amount that must have been paid before each new Battle-Level is gained.  Once the Pit Fighter's entire debt has been paid then this requirement can be ignored.

Battle-Level to be Acquired Total Amount of Debt Paid
2 500
3 1500
4 2500
5 4000
6 ALL

Training Points

Intelligence characteristic in the Training section is changed to Initiative to be consistent with other Warriors, the overall WHQ rules and the Starting stats (which shows Initiative) given in the Pit Fighter's original rules.

The only other change to the Training Point system: The revised Pit Fighter cannot gain an additional Damage Dice until BL 4. Then, he cannot gain a third Damage Dice until BL 8.  After that, he cannot increase his Damage Dice any more by Training Points.

PIT FIGHTER'S SKILLS

The skills listed below replace or modify the existing skills of the same number.

Roll Skill
3 BERSERK (replaces Kick skill)
Due to the fact that the Pit Fighter is similar to a Barbarian, there is a tendency with some Pit Fighters to develop a similar ability to go berserk in the heat of combat.
Now, each turn before combat, the Pit Fighter might go berserk. This is an involuntary skill, meaning that it is second nature and is like a fever that comes upon the Warrior in the midst of combat. Roll 1D6, adding +1 for each Monster he has killed during this combat. On a natural roll of 1, he is so out of control that he attacks all models, both Warriors and monsters, in adjacent squares - each takes 1 Wound, with no modifiers for Toughness or armour.  On a modified score of the value in the table below, he becomes berserk for the rest of the combat. While berserk, he gets +1 Attacks - meaning his Attack characteristic is now +1.
Bruiser 6+
Pugilist 6+
Prize Fighter 5+
Master 4+
4 SURE-HANDED (fully revised)
The Pit Fighter now has more confidence and control in combat.
No matter what type of weapon(s) he uses, in the first turn in which he may fight in each combat, he may re-roll his first melee attack that misses.  Also, this skill enables the Pit Fighter to use his Pit Flail without the possibility of hitting himself.
6 ENDURE (replaces Concealed Blade skill)
The Monster's attack carves a wound in your chest an inch deep, but, summoning your reserves of willpower, you grit your teeth and ignore the terrible pain.
This skill allows your Warrior to ignore the Wounds from a single blow that might otherwise kill him. This skill may be used once per dungeon.
8 BRUTE STRENGTH
Words added: This skill only works if your Warrior still has movement to use this turn.
12 MIGHTY BLOW
Added Note: The extra attacks granted by the Pit Fighter's upgraded equipment cannot be used towards this skill, but their specific attacks may then still be used as normal in the same turn.

PIT FIGHTER BATTLE-LEVEL TABLE (modified portion only)

Level Dam.Dice*
1 1
2 1
3 1
4* up to 2*
5 up to 2
6 up to 2
7 up to 2
8* up to 3*
9 up to 3
10 up to 3

NOTES:

* A single additional Damage Dice may be purchased (but does not have to be purchased immediately or ever) at or above the levels indicated with an asterisk(*) in the Damage Dice column.

WARHAMMER QUEST and Pit Fighter are Games Workshop 1995.

Revisions and additional editing by Old Warrior
Some suggestions taken by others and incorporated
Some revisions are a compromise between differing opinions.
Thecustodian offered many suggestions and ideas,
So much so that this is likely his revision as much as it is mine.

Some Notes on the Revisions

Beginning Equipment - The choice of beginning equipment with three additional combination possibilities was Thecustodian's idea with some editing.)

Fist Spike - modification of damage was suggested by BassJam and seconded by Thecustodian

Basic Pit Armour - The Change of the advanced rules to show a completely modular original armour and the modification of the area hit per monster to hit rolls was contributed by Thecustodian.

Pit Armour & Armoury - Added Thecustodian's original equipment suggestions to the list of available equipment in the Armoury.  The idea of further pieces of Pit Armour being modular with special purposes was suggested by Thecustodian.  So, the Mask of Horror, Quarg-hide Sleeves, Snakeskin Boots, and Barbed Brigandine are new creations (by Old Warrior and modified by Thecustodian's suggestions).  Furthermore, added all Thecustodian's suggested upgrades to the Pit Fighter's armour/weaponry (Full Pit Helm, Reinforced Circlet, Tattoos, Partial Chain, Spiked Pauldron, Gauntlet, Poisoned Blade, Concealed Wrist and Boot Blades, Spiked Bracer, Greaves, and modifications to Knee Spikes and Knuckle-dusters) .  Also, made all beginning equipment available in the Armoury.
Heal-Itt - Bruno's suggestions weighed heavily on the changes made to the Heal-Itt's availability and cost.

Debt - The requirement of paying off a certain amount of the Pit Fighter's Debt before he can train to the next Battle-Level.  This was strongly influenced by Bruno, though slightly modified from his suggestion.

Damage Dice - Seemed to be of primary concern in reference to the Pit Fighter's tendency to become overpowered.

Berserk Skill - This version of Berserk is designed to work a little less often for the Pit Fighter at mid levels than it does for the Barbarian and Trollslayer. Also, the skill has been reworded to show that the Pit Fighter loses control and wounds all adjacent models on a natural roll of 1.

Sure-handed Skill - The original seemed to provide a sort of ambidextrous ability to the Pit Fighter.  Bruno helped to show how such a skill could be abused for this character, hence the total revision.