Editing Morturi: Rules of Conflict
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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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The second option is for the Imperator to keep a written checklist of every gladiator present. As each Gladiator activates, he checks them off on the list. Once every Gladiator has an equal number of checks, the ''Battle Round'' ends. | The second option is for the Imperator to keep a written checklist of every gladiator present. As each Gladiator activates, he checks them off on the list. Once every Gladiator has an equal number of checks, the ''Battle Round'' ends. | ||
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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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*Example 1: | *Example 1: | ||
− | The common Light Gladiator trick ''"Light Mobility"'' has the text | + | The common Light Gladiator trick ''"Light Mobility"'' has the text "After making any attack against a target, move 1 square for free." The Medium Gladiator trick ''"Combat Control"'' reads ''"Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement."''<br>If a light gladiator attacks the medium gladiator, then activates his "Light Mobility" trick, he can then move 1 square. The medium gladiator's ''"Combat Control"'' trick doesn't affect this movement, as the "effect movement" is measured in squares and is unrelated to movement point costs. |
*Example 2: | *Example 2: | ||
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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! | ||
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=Terrain= | =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 dealt damage automatically ( | + | * '''Hazards''' - Gladiators cannot voluntarily move into a hazard. A Gladiator that is forced to move into a Hazard is dealt damage automatically (as determined by the Imperator player at the start of the battle). Hazards may or may not block line of sight, depending on their nature. |
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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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Some battles might be deemed by the Imperator to be ''"no retreat"'' scenarios. In these cases, a Lanista may never opt to surrender, and attempting to do so simply results in every one of his remaining gladiators being taken out-of-action, as they are mercilessly cut down as they scrabble to flee the arena! | Some battles might be deemed by the Imperator to be ''"no retreat"'' scenarios. In these cases, a Lanista may never opt to surrender, and attempting to do so simply results in every one of his remaining gladiators being taken out-of-action, as they are mercilessly cut down as they scrabble to flee the arena! | ||
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