Editing Morturi: Rules of Conflict
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Once Priority order is established, it remains in place for the rest of the battle, even if the above parameters change during the course of the battle. | Once Priority order is established, it remains in place for the rest of the battle, even if the above parameters change during the course of the battle. | ||
− | The school with highest priority goes first, activating | + | The school with highest priority goes first, activating all his Gladiators. They then pass priority to the next highest, and so on, until every school has had a chance to activate. The turn order then loops back to the school with highest priority. |
− | While they have Priority, a school deals with his Gladiators one at a time, fully completing that Gladiator's turn before | + | While they have Priority, a school deals with each of his Gladiators one at a time, fully completing that Gladiator's turn before moving onto the next Gladiator. That is, each Gladiator completes his Movement and Attack phase before moving onto the next Gladiator. |
Example: | Example: | ||
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* The ''Malleus Deus'' school is fielding 6 Gladiators with total movement value 30. | * The ''Malleus Deus'' school is fielding 6 Gladiators with total movement value 30. | ||
− | The ''Malleus Deus'' school has highest priority, as it has | + | The ''Malleus Deus'' school has highest priority, as it has least fielded gladiators. |
The ''Ludi Aeternum'' school is next, as it has an equal number of Gladiators fielded as compared to ''Legio Mortis'' and ''Vi Et Armis'', but has a lower total movement. | The ''Ludi Aeternum'' school is next, as it has an equal number of Gladiators fielded as compared to ''Legio Mortis'' and ''Vi Et Armis'', but has a lower total movement. | ||
− | The ''Legio Mortis'' and ''Vi Et Armis'' schools have equal number of gladiators and equal total | + | The ''Legio Mortis'' and ''Vi Et Armis'' schools have equal number of gladiators and equal total moevment. The Imperator rolls a dice, and randomly decides that the ''Legio Mortis'' has priority. |
The school order is now set...: | The school order is now set...: | ||
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* 4) Vi Et Armis | * 4) Vi Et Armis | ||
...and this order remains for the whole battle. | ...and this order remains for the whole battle. | ||
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<br><br> | <br><br> | ||
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=Movement Phase= | =Movement Phase= | ||
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By default it costs 1 movement point to move to an adjacent empty square. ''Morturi Te Salutant'' is played on a square grid, and an adjacent square is defined as one of the '''four squares''' which shares a border with the current square. Note that diagonal movement is not permitted, and '''diagonal squares are not considered to be adjacent'''. A Gladiator can only move into an empty square - he cannot move into a square occupied by an ally, an enemy or a solid obstacle (such as the walls of the arena). | By default it costs 1 movement point to move to an adjacent empty square. ''Morturi Te Salutant'' is played on a square grid, and an adjacent square is defined as one of the '''four squares''' which shares a border with the current square. Note that diagonal movement is not permitted, and '''diagonal squares are not considered to be adjacent'''. A Gladiator can only move into an empty square - he cannot move into a square occupied by an ally, an enemy or a solid obstacle (such as the walls of the arena). | ||
− | Cost in movement may be increased by certain effects, such as certain gladiator tricks and terrain (see ''Terrain'' section below). Note that these | + | Cost in movement may be increased by certain effects, such as certain gladiator tricks and terrain (see ''Terrain'' section below). Note that these costs are cumulative, so with multiple imposed conditions it might costs 3 or more movement point for one square of movement! |
− | At | + | At any time, a Gladiator must be facing towards one of the four adjacent squares. At any time during his own turn, as many times as he likes, a Gladiator may turn to face a different adjacent square. |
Note that some '''tricks''' will allow a Gladiator to do other things with his movement points other than move squares. For example, the Trick ''"Toe To Toe"'' has the text ''"The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is on addition to his normal attacks this round."'' These actions are carried out and fully resolved during the movement phase. | Note that some '''tricks''' will allow a Gladiator to do other things with his movement points other than move squares. For example, the Trick ''"Toe To Toe"'' has the text ''"The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is on addition to his normal attacks this round."'' These actions are carried out and fully resolved during the movement phase. | ||
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The Gladiator's movement phase must end before he can start his attack phase. | The Gladiator's movement phase must end before he can start his attack phase. | ||
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<br><br> | <br><br> | ||
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=Attack Phase= | =Attack Phase= | ||
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If an attack reduces a target to 0 Life Points or less, then that Gladiator is taken '''out of action'''. An ''out of action'' gladiator is removed from the game board and can no longer contribute to this battle. | If an attack reduces a target to 0 Life Points or less, then that Gladiator is taken '''out of action'''. An ''out of action'' gladiator is removed from the game board and can no longer contribute to this battle. | ||
− | Unless you are using the optional [[Morturi: Factions|Factions]] rules, you will note that | + | Unless you are using the optional [[Morturi: Factions|Factions]] rules, you will note that all Gladiators have 8 Life Points. It is recommended that you keep track of Life Point totals with a D8 for each gladiator, either placed by the miniature or on the school roster. |
− | To save on D8s, some players might prefer to | + | To save on D8s, some players might prefer to "count up" wounds rather than "count down" life points, placing the dice to indicate how many life points the Gladiator has lost rather than how many remain. |
===Damage bonuses=== | ===Damage bonuses=== | ||
− | Tricks and many other rules factors may add damage to an attack. For example, an attack against an enemies' rear | + | Tricks and many other rules factors may add damage to an attack. For example, an attack against an enemies' rear gives +2 damage. |
Unless stated otherwise, all damage bonuses are cumulative. However, you still need to score a hit to deal any damage! | Unless stated otherwise, all damage bonuses are cumulative. However, you still need to score a hit to deal any damage! | ||
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===Variant Attacks=== | ===Variant Attacks=== | ||
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Note that with the "turn-to-face" rule, it is very difficult to catch a Gladiator off guard - they'll almost always be able to spin round to defend themselves. The key tactic to making a flank or rear attack is to first "lock" that target gladiator by occupying his front facing, and then attack with a second Gladiator. | Note that with the "turn-to-face" rule, it is very difficult to catch a Gladiator off guard - they'll almost always be able to spin round to defend themselves. The key tactic to making a flank or rear attack is to first "lock" that target gladiator by occupying his front facing, and then attack with a second Gladiator. | ||
− | + | Why would you want to do this? Well... | |
− | * '''Flank Attacks''' - An attack against a gladiator's flank gains | + | * '''Flank Attacks''' - An attack against a gladiator's flank gains a +1 damage bonus. |
− | * '''Rear Attacks''' - An attack against a gladiator's | + | * '''Rear Attacks''' - An attack against a gladiator's flank gains a +2 damage bonus. |
The damage bonus to flank or rear attacks can make all the difference, especially for Light Gladiators who tend to hit weakly, but rely on manoeuvring into position to make their damage count! | The damage bonus to flank or rear attacks can make all the difference, especially for Light Gladiators who tend to hit weakly, but rely on manoeuvring into position to make their damage count! | ||
<br><br> | <br><br> | ||
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=Terrain= | =Terrain= | ||
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The arena may include areas of raised terrain, such as small hillocks, crates and the like. These will normally be modelled or indicated by the Imperator player when he sets up the battle. These can be moved onto freely. | The arena may include areas of raised terrain, such as small hillocks, crates and the like. These will normally be modelled or indicated by the Imperator player when he sets up the battle. These can be moved onto freely. | ||
− | * '''Height Advantage''' - An attack from higher ground gains a +1 damage bonus. An area of raised terrain blocks line of sight from any attacks that crosses it from lower terrain to lower terrain, but does not block line of sight into itself, other raised terrain squares or from attacks originating from any other raised | + | * '''Height Advantage''' - An attack from higher ground gains a +1 damage bonus. An area of raised terrain blocks line of sight from any attacks that crosses it from lower terrain to lower terrain, but does not block line of sight into itself, other raised terrain squares or from attacks originating from any other raised terran. |
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===Difficult Terrain=== | ===Difficult Terrain=== | ||
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Hazards represent squares that are filled with something dangerous, for example a firepit, a pool of acid or a spike trap. | Hazards represent squares that are filled with something dangerous, for example a firepit, a pool of acid or a spike trap. | ||
− | * '''Hazards''' - Gladiators cannot voluntarily move into a hazard. A Gladiator that is forced to move into a Hazard is | + | * '''Hazards''' - Gladiators cannot voluntarily move into a hazard. A Gladiator that is forced to move into a Hazard is immediately taken out-of-action. Hazards may or may not block line of sight, depending on their nature. |
<br><br> | <br><br> | ||
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=Ranged Attacks= | =Ranged Attacks= | ||
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===Maximum range=== | ===Maximum range=== | ||
− | A ranged attack may be used up to its maximum range. To count range, count the most direct route possible as if you were moving to that target. For example, for a range of | + | A ranged attack may be used up to its maximum range. To count range, count the most direct route possible as if you were moving to that target. For example, for a range of 3 squares, you could target an enemy that is 3 squares away in a straight line, or 2 squares away and 1 across. You cannot count diagonally. |
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===Line of sight=== | ===Line of sight=== | ||
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If a school has more ''Crowd's Favour'' than any other school present, it is said to have '''Boosted Morale'''. All Gladiators within a School team with ''Boosted Morale'' gain a +1 bonus to all damage dealt. This condition ends if they cease if the crowd turns against them - that is, they only keep this bonus so long as their school has more ''Crowd's Favour'' than any other school. | If a school has more ''Crowd's Favour'' than any other school present, it is said to have '''Boosted Morale'''. All Gladiators within a School team with ''Boosted Morale'' gain a +1 bonus to all damage dealt. This condition ends if they cease if the crowd turns against them - that is, they only keep this bonus so long as their school has more ''Crowd's Favour'' than any other school. | ||
− | Also, if a School has at least a 10-point lead in Crowd's Favour | + | Also, at the end of a battle if a School has at least a 10-point lead in Crowd's Favour, and wins also the battle, then the baying crowd will call for the lives of the defeated gladiators! Every out-of-action gladiator on the losing team or teams is killed in the arena, and removed permanently from their school's roster! This matters only for Campaign games, of course, but can be a brutal blow for any lanista! |
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=Credits= | =Credits= |