Morturi: Light Roles
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This page describes the various Light Roles.
Light Roles include:
- Servus - Literally, just a "slave". These hapless souls represent individuals deemed to be of so little worth and potential to a school that they are given the most meagre of weapons, no armour, and sent into battle. This special role is for Servus rank characters only, and is one that is quickly abandoned as the Servus gains experience.
- Bestiarius - Unarmoured, but armed with a short spear or knife, these beast-fighters specialised in fighting against animals. However, their skills and tricks give them some benefit against human fighters too!
- Fast Beast - An animal, such as a wolf or a panther, combining superlative speed with animal instinct.
- Gallus - Essentially a light version of the Murmillo, this dagger and shield warrior is lightly armoured and relies on his speed and trickery to win battles.
- Laquerius - Fighting with a noosed rope (or for this game, a chain or a whip) and short sword, these light fighters focus on ensnaring enemies and pulling them about.
- Praegenarius - More entertainer than fighter, carrying little in the way of useful weaponry, but skilled at working the crowd.
- Sagitarius - An archer, combining good range with good speed.
Servus
- Move: 5
- Attack: Dagger - Roll 2+ to deal 2 damage.
- Life Points: 8
Servus Tricks
Servus Gladiators do not have any Tricks.
Fearful - Movement into a square adjacent to an enemy costs the Servus +1 movement point (e.g. 2 movement points instead of the usual 1 for open terrain.) This is a fear effect.
Potential - In a Campaign game if a Servus character survives one battle during which he made at least one melee attack or received at least one wound, he is advanced to Novicius, and replaced by a newly generated Novicius gladiator of the same name, but with a new role and stats. A Servus may not be replaced by a non-human Novicius (such as a Fast Beast or Large Beast) but can adopt any other role.
Weakling - A Servus receives a -1 penalty to the dice roll on Survival checks.
Bestiarius
- Move: 5
- Attack: Light weapon - Roll 2+ to deal 2 damage.
- Life Points: 8
Bestiarius Special Rules
Hunter - A Bestiarius has an inherent +1 damage when attacking non-human targets.
Bestiarius Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Confidence
The Bestiarius gains a +1 damage bonus against all opponents. If the Bestiarius is wounded, he loses this bonus for the rest of the battle.
- Hunter's Courage
The Bestiarius is immune to Fear effects.
- Light Mobility
After making an attack against a target, move 1 square for free.
- Slayer
The Bestiarius gains an additional +1 damage when attacking non-human targets. This stacks with the bonus from Hunter.
- Survivor's Wits
The Bestiarius can turn-to-face as a reaction even if there is an enemy in his front square.
- Target weak spot
The Bestiarius ignores damage reduction from Toughness bonuses.
- Will to Live
The Gladiator receives a +1 bonus to the dice roll on Survival checks.
Fast Beast
- Move: 6
- Attack: Tooth and Claw - Roll 2+ to deal 2 damage.
- Life Points: 8
Fast Beast Special Rules
Animal Intellect - Because they are animals, beasts are not capable of complex strategy and rely on the shouted commands of their lanista trainer on the sideline. On its turn, a beast must either stay in the same square it is in, or move towards the nearest opponent by the most direct route possible (Lanista selects if two equidistant choices). A beast adjacent to one or more opponents must stay in the square it is in and attack one of those opponents.
Non-Human - Fast Beasts are non-humans.
Fast Beast Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Killer instinct
+1 to damage dealt against wounded targets.
- Light Mobility
After making an attack against a target, move 1 square for free.
- No Escape
Enemies adjacent to the Fast Beast in his front facing are always treated as being entangled. This is an instant effect that occurs as soon as an enemy meets this condition, regardless of cause. An entangled gladiator cannot move from his current square, though he can still change his facing. This condition immediately ends if the Fast Beast is no longer adjacent and facing towards that enemy.
- Opportunist
When making a non-frontal attack, the Fast Beast can take any dice roll of 4 or 5, and change it to a 6.
- Snarling beast
The beast is especially feral seeming, and intimidating to approach. Any enemy human gladiators moving into a square adjacent must pay +1 movement point for that square of movement. This is a Fear effect.
- Throat Tear
If the Fast Beast rolls a "6" on a damaging attack roll, he deals +4 damage.
- Will to Live
The Beast receives a +1 bonus to the dice roll on Survival checks.
Gallus
- Move: 5
- Attack: Light weapon - Roll 2+ to deal 2 damage.
- Life Points: 8
Gallus Special Rules
Parma - Attacks against the front facing of the Gallus have a +1 to their to-hit number (e.g. 2+ to hit becomes 3+).
Gallus Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Execute
If the Gallus rolls a "6" on a damaging attack roll, he deals +4 damage.
- Light Mobility
After making an attack against a target, move 1 square for free.
- Opportunist
When making a non-frontal attack, the Gallus can take any dice roll of 4 or 5, and change it to a 6.
- Sand toss
The Gallus can choose to use this ability instead of an ordinary melee attack, but only if his opponent is facing him. Sand Toss hits on a 4+, deals no damage and if successful the target is blinded. A blinded target has a +2 to their to-hit numbers on attacks they make (e.g. 2+ to hit becomes 4+ to hit). The target may choose to lose a full turn to remove the blinded condition.
- Trip
The Gallus can choose to use this ability instead of an ordinary melee attack. If it hits, attack deals no damage but the target is knocked prone. All attacks against a prone target count as being made against his rear facing, regardless of which way the gladiator is facing. A prone target cannot turn-to-face as a reaction. Also, a prone target cannot make attacks. A prone gladiator can stand up from prone by spending 3 movement points.
- Tumble
If at any time the Gallus would be knocked prone, he is not knocked prone, and may immediately move one square for free.
- Will to Live
This Gladiator receives a +1 bonus to the dice roll on Survival checks.
Laquerius
- Move: 5
- Attack: Light weapon - Roll 2+ to deal 2 damage.
- Life Points: 8
Laquerius Special Rules
None.
Laquerius Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Come here!
The Laquerius can choose to use this ability instead of an ordinary melee attack. "Come here!" is a ranged attack with a range of 3 squares. If it hits, the attack deals no damage but the target is immediately moved into a square adjacent to the Laquerius chosen by the Laquerius, and has a new facing chosen by the Laquerius.
- Coup de Grace
If the Laquerius makes a melee attack against an opponent that is both prone and entangled, then that opponent is killed automatically, with no attack roll.
- Execute
If the Laquerius rolls a "6" on a damaging attack roll, he deals +4 damage.
- Light Mobility
After making an attack against a target, move 1 square for free.
- No escape
Enemies adjacent to the Laquerius in his front facing are always treated as being entangled. This is an instant effect that occurs as soon as an enemy meets this condition, regardless of cause. An entangled gladiator cannot move from his current square, though he can still change his facing. This condition immediately ends if the Laquerius is no longer adjacent and facing towards that enemy.
- Trip
The Laquerius can choose to use this ability instead of an ordinary melee attack. If it hits, attack deals no damage but the target is knocked prone. All attacks against a prone target count as being made against his rear facing, regardless of which way the gladiator is facing. A prone target cannot turn-to-face as a reaction. Also, a prone target cannot make attacks. A light or medium gladiator can stand up from prone by spending 1 movement point. A heavy gladiator must spend 4 movement points to stand up.
- Will to Live
This Gladiator receives a +1 bonus to the dice roll on Survival checks.
Praegenarius
- Move: 5
- Attack: Comedic weapon - Roll 2+ to deal 1 damage.
- Life Points: 8
Praegenarius Special Rules
Entertainers - The Praegenarius has no worthwhile weaponry. The effect of this is included in the above profile (vide comedic weapon).
Praegenarius Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Light Mobility
After making an attack against a target, move 1 square for free.
- Performance
At cost of 4 movement points the Praegenarius may engage in performance. If he does so roll a D6. On a roll of 3+ his school immediately gains +1 point of Crowd's Favour.
- Humiliating strike
The Praegenarius can choose to use this ability instead of an ordinary melee attack. "Humiliating strike" is a melee attack. If it hits, the attack deals no damage but the the Praegenarius' school immediately gains +1 point of Crowd's Favour. If a six is rolled, this stacks with the normal +1 Crowd's Favour from rolling a six.
- Mockery
Whenever an attack against the Praegenarius misses, his school immediately gains +1 point of Crowd's Favour.
- Fame
At the start of the battle, if this Praegenarius is in the arena, his school gains +3 points of Crowd Favour.
- Tumble
If at any time the Praegenarius would be knocked prone, he is not knocked prone, and may immediately move one square for free.
- Will to Live
This Gladiator receives a +1 bonus to the dice roll on Survival checks.
Sagitarius
- Move: 5
- Attack: Knife - Roll 2+ to deal 2 damage. Bow - see below.
- Life Points: 8
Sagitarius Special Rules
Archery - At the start of his turn the Sagitarius may choose to reduce his Move to 0. If he does so, he gains a ranged attack option for that turn (which may be used instead of his normal melee attack). His ranged attack hits on a 3+ to deal 3 damage, and can be made at a distance of up to 6 squares. He may not use his ranged attack against enemies adjacent to him.
Sagitarius Tricks
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
- Longshot
The Sagitarius' ranged archery attack is increased in range to 12 squares.
- Point blank shot
The Sagitarius' ranged archery attack can now be made against enemies adjacent to him.
- Power attack
The Sagitarius' ranged archery attack can add +X to the target number to deal +X damage. (i.e. 4+ for 4 damage, 5+ for 5 damage or 6+ for 6 damage).
- Will to Live
This Gladiator receives a +1 bonus to the dice roll on Survival checks.