Editing Morturi: Rules of Conflict
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===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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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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