Morturi: Tricks Reference Sheet: Difference between revisions
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This list covers all the ''Tricks'' that Gladiators from the core sets possess. | This list covers all the ''Tricks'' that Gladiators from the core sets possess. | ||
*'''Agility''' +2 to TN of ranged attacks against you. | |||
*'''Aggression''' +1 damage if you are adjacent to 2 or more opponents. | |||
*'''Accurate Throw''' On a thrown attack roll of exactly "3" deal 3 damage instead of missing. | |||
*'''Assault Stance''' ''Stance''. Your attacks push. | |||
*'''Charging Spear''' Replaces your whole turn. Move 6 in straight line and melee attack. | |||
*'''Circle Sweep''' Melee. D6 damage to each adjacent gladiator (indiscriminate). | |||
*'''Combat Control''' +1 move cost out of your adjacents. | |||
*'''Come here!''' Ranged (4+, 3 squares). No damage. Pulls in and turns to face you. | *'''Come here!''' Ranged (4+, 3 squares). No damage. Pulls in and turns to face you. | ||
*'''Confidence''' +1 damage if you are unwounded. | *'''Confidence''' +1 damage if you are unwounded. | ||
*'''Coup De Grace''' +2 damage vs. targets who are prone AND entangled. | *'''Coup De Grace''' +2 damage vs. targets who are prone AND entangled. | ||
*'''Courage''' Immune to fear effects. | *'''Courage''' Immune to fear effects. | ||
*'''Defence Stance''' ''Stance''. 3 or less to hit against you auto-misses. Turn to Face even if front square locked. | |||
*'''Determination''' If reduced to exactly 0 Life Points, regain 1 Life Point on a 4+. | |||
*'''Duellist Stance''' ''Stance''. Roll two dice to attack and use higher. | |||
*'''Eagle Eye''' Ranged attack ignores Armour DR. | *'''Eagle Eye''' Ranged attack ignores Armour DR. | ||
*'''Endurance''' At start of turn, if odd Life Points, regain 1 Life Point. | |||
*'''Escape Entanglement''' Free action, 3+ cancels entanglement for this turn. | |||
*'''Execute''' On a "6", +3 damage. | *'''Execute''' On a "6", +3 damage. | ||
*'''Everyone loves...!''' +1 Crowd's Favour at start of battle. | *'''Everyone loves...!''' +1 Crowd's Favour at start of battle. | ||
*'''Fight From High''' -2 to TN for melee attacks made with height advantage. | |||
*'''Fling Dart''' Ranged (4+, 3 squares). 1 damage. | |||
*'''Humiliating Strike''' Melee (6+). No damage. +1 Crowd's Favour. | *'''Humiliating Strike''' Melee (6+). No damage. +1 Crowd's Favour. | ||
*'''In Memoriam''' Replaces your whole turn. Use when ally killed this battle turn. 3+ gain 1 Crowd's Favor. | |||
*'''Juggernaught''' Your attacks push. You cannot be entangled. | |||
*'''Killer Instinct''' +1 damage vs. wounded targets | *'''Killer Instinct''' +1 damage vs. wounded targets | ||
*'''Last Stand''' +1 damage if you are the last gladiator from your school active. | |||
*'''Last Words''' +1 Crowd's Favour when you are taken out of action. | |||
*'''Light Mobility''' Move 1 square after attacking. | *'''Light Mobility''' Move 1 square after attacking. | ||
*'''Military Training''' 4 MP. +1 damage for rest of turn. | |||
*'''Mockery''' On attack roll of "1" against you, +1 Crowd's Favour. | *'''Mockery''' On attack roll of "1" against you, +1 Crowd's Favour. | ||
*'''Mobility Stance''' ''Stance''. +1 MP. | |||
*'''No Escape''' Entangles your front square. | *'''No Escape''' Entangles your front square. | ||
*'''No Mercy for the Weak''' +1 damage vs. Light gladiators | |||
*'''Opportunist''' On your non-frontal attacks, change "1" to "6". | *'''Opportunist''' On your non-frontal attacks, change "1" to "6". | ||
*'''Performance''' 4 MP. Roll 6+ to gain +1 Crowds Favour. | *'''Performance''' 4 MP. Roll 6+ to gain +1 Crowds Favour. | ||
*'''Point Blank Shot''' Use ranegd attack in melee. | *'''Point Blank Shot''' Use ranegd attack in melee. | ||
*'''Power Throw''' On thrown attack, +1 damage on a "5", +2 damage on a "6". | |||
*'''Range Increase''' +2 Range. | *'''Range Increase''' +2 Range. | ||
*'''Relentless''' Ignore movement cost increases. | |||
*'''Relentless Pursuit''' You can move into a front square just vacated by enemy, and turn to face that enemy. | |||
*'''Retarius Enmity''' 2 dice take highest attacking retarii. 2 dice take lowest defending from retarii. Cancelled by Secutor enmity. | |||
*'''Sacrifice''' Replaces your whole turn. Use when this gladiator killed someone in previous turn. Gain 1 Crowd's Favor. | |||
*'''Sand Toss''' Melee (4+). No damage. Blinds. | *'''Sand Toss''' Melee (4+). No damage. Blinds. | ||
*'''Secutor Enmity''' 2 dice take highest attacking secutors. 2 dice take lowest defending from secutors. Cancelled by Retarius enmity. | |||
*'''Shield Slam''' Melee (4+). 1 damage. Knocks prone. | |||
*'''Slayer''' +1 damage vs. non-humans. | *'''Slayer''' +1 damage vs. non-humans. | ||
*'''Snarling Beast''' +1 move cost into your adjacents. Fear effect. | *'''Snarling Beast''' +1 move cost into your adjacents. Fear effect. | ||
*'''Stand firm''' Ignore forced movement. | |||
*'''Superb Hearing''' Reduce blinded penalty from +2 TN to +1 TN. | |||
*'''Survivor's Wits''' Turn to Face even if front square locked. | *'''Survivor's Wits''' Turn to Face even if front square locked. | ||
*'''Takedown''' On a roll of 6 on any melee attack, knock enemy prone. | |||
*'''Target weak spot''' Ignore Toughness DR. | *'''Target weak spot''' Ignore Toughness DR. | ||
*'''Throat Tear''' On even attack roll, +1 damage. | *'''Throat Tear''' On even attack roll, +1 damage. | ||
*'''Toe to Toe''' 3 MP. Make a melee attack. | |||
*'''Tribute''' 3 MP. Roll 6+ to gain +1 Crowds Favour. | |||
*'''Trip''' Melee (4+). No damage. Knocks prone. | *'''Trip''' Melee (4+). No damage. Knocks prone. | ||
*'''Tumble''' When knocked prone, free immediate recover and move 1 square. | *'''Tumble''' When knocked prone, free immediate recover and move 1 square. | ||
*'''Versatile Stances''' Use two stances at once. | |||
*'''Very Tough Hide''' Increase Toughness DR by 1. | |||
*'''Warrior Discipline''' ''Stance''. 2 or less to hit against you auto-misses. | |||
*'''Will to Live''' +1 on Survival Checks. | *'''Will to Live''' +1 on Survival Checks. | ||
<br><br> | |||
=Credits= | =Credits= |
Latest revision as of 17:54, 30 October 2009
Morturi Te Salutant: Main Page -> Morturi: Tricks Reference Sheet
The Core List[edit]
This list covers all the Tricks that Gladiators from the core sets possess.
- Agility +2 to TN of ranged attacks against you.
- Aggression +1 damage if you are adjacent to 2 or more opponents.
- Accurate Throw On a thrown attack roll of exactly "3" deal 3 damage instead of missing.
- Assault Stance Stance. Your attacks push.
- Charging Spear Replaces your whole turn. Move 6 in straight line and melee attack.
- Circle Sweep Melee. D6 damage to each adjacent gladiator (indiscriminate).
- Combat Control +1 move cost out of your adjacents.
- Come here! Ranged (4+, 3 squares). No damage. Pulls in and turns to face you.
- Confidence +1 damage if you are unwounded.
- Coup De Grace +2 damage vs. targets who are prone AND entangled.
- Courage Immune to fear effects.
- Defence Stance Stance. 3 or less to hit against you auto-misses. Turn to Face even if front square locked.
- Determination If reduced to exactly 0 Life Points, regain 1 Life Point on a 4+.
- Duellist Stance Stance. Roll two dice to attack and use higher.
- Eagle Eye Ranged attack ignores Armour DR.
- Endurance At start of turn, if odd Life Points, regain 1 Life Point.
- Escape Entanglement Free action, 3+ cancels entanglement for this turn.
- Execute On a "6", +3 damage.
- Everyone loves...! +1 Crowd's Favour at start of battle.
- Fight From High -2 to TN for melee attacks made with height advantage.
- Fling Dart Ranged (4+, 3 squares). 1 damage.
- Humiliating Strike Melee (6+). No damage. +1 Crowd's Favour.
- In Memoriam Replaces your whole turn. Use when ally killed this battle turn. 3+ gain 1 Crowd's Favor.
- Juggernaught Your attacks push. You cannot be entangled.
- Killer Instinct +1 damage vs. wounded targets
- Last Stand +1 damage if you are the last gladiator from your school active.
- Last Words +1 Crowd's Favour when you are taken out of action.
- Light Mobility Move 1 square after attacking.
- Military Training 4 MP. +1 damage for rest of turn.
- Mockery On attack roll of "1" against you, +1 Crowd's Favour.
- Mobility Stance Stance. +1 MP.
- No Escape Entangles your front square.
- No Mercy for the Weak +1 damage vs. Light gladiators
- Opportunist On your non-frontal attacks, change "1" to "6".
- Performance 4 MP. Roll 6+ to gain +1 Crowds Favour.
- Point Blank Shot Use ranegd attack in melee.
- Power Throw On thrown attack, +1 damage on a "5", +2 damage on a "6".
- Range Increase +2 Range.
- Relentless Ignore movement cost increases.
- Relentless Pursuit You can move into a front square just vacated by enemy, and turn to face that enemy.
- Retarius Enmity 2 dice take highest attacking retarii. 2 dice take lowest defending from retarii. Cancelled by Secutor enmity.
- Sacrifice Replaces your whole turn. Use when this gladiator killed someone in previous turn. Gain 1 Crowd's Favor.
- Sand Toss Melee (4+). No damage. Blinds.
- Secutor Enmity 2 dice take highest attacking secutors. 2 dice take lowest defending from secutors. Cancelled by Retarius enmity.
- Shield Slam Melee (4+). 1 damage. Knocks prone.
- Slayer +1 damage vs. non-humans.
- Snarling Beast +1 move cost into your adjacents. Fear effect.
- Stand firm Ignore forced movement.
- Superb Hearing Reduce blinded penalty from +2 TN to +1 TN.
- Survivor's Wits Turn to Face even if front square locked.
- Takedown On a roll of 6 on any melee attack, knock enemy prone.
- Target weak spot Ignore Toughness DR.
- Throat Tear On even attack roll, +1 damage.
- Toe to Toe 3 MP. Make a melee attack.
- Tribute 3 MP. Roll 6+ to gain +1 Crowds Favour.
- Trip Melee (4+). No damage. Knocks prone.
- Tumble When knocked prone, free immediate recover and move 1 square.
- Versatile Stances Use two stances at once.
- Very Tough Hide Increase Toughness DR by 1.
- Warrior Discipline Stance. 2 or less to hit against you auto-misses.
- Will to Live +1 on Survival Checks.
Credits[edit]
This page created by Asklepios.