Editing Morturi: Heavy Roles
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* '''Andabatus''' - An exceptionally heavily armoured fighter, that wears a helmet without a visor and fights blindly. | * '''Andabatus''' - An exceptionally heavily armoured fighter, that wears a helmet without a visor and fights blindly. | ||
* '''Bustuarius''' - A "funeral fighter", armed with a ceremonial weapon plus heavily adorned scutum shield, and skilled in entertaining the crowds. | * '''Bustuarius''' - A "funeral fighter", armed with a ceremonial weapon plus heavily adorned scutum shield, and skilled in entertaining the crowds. | ||
− | * '''Hoplomachus''' - The basic "heavy fighter" class, representing a warrior with | + | * '''Hoplomachus''' - The basic "heavy fighter" class, representing a warrior with heavy armour plates and a single double handed weapon. |
* '''Large beast''' - An animal, such as a bear, which combines unmatched strength with superb toughness. | * '''Large beast''' - An animal, such as a bear, which combines unmatched strength with superb toughness. | ||
− | * '''Samnite''' - A version of the Hoplomachus armed with spear and shield, | + | * '''Samnite''' - A version of the Hoplomachus armed with spear and shield, trading defensive power for tactical versatility. |
<br><br> | <br><br> | ||
=Andabatus= | =Andabatus= | ||
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* '''Move:''' 3 | * '''Move:''' 3 | ||
* '''Attack:''' Double handed weapon - Roll 5+ to deal 5 damage. | * '''Attack:''' Double handed weapon - Roll 5+ to deal 5 damage. | ||
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'''Blind''' - An Andabatus has the persistent condition ''blinded''. A blinded character has a +2 to their to-hit numbers on attacks they make (e.g. 5+ to hit becomes 7+ to hit). The Andabatus cannot remove the blinded condition by any means. Note that by default, the Andabatus is incapable of hitting opponents with a normal attack! | '''Blind''' - An Andabatus has the persistent condition ''blinded''. A blinded character has a +2 to their to-hit numbers on attacks they make (e.g. 5+ to hit becomes 7+ to hit). The Andabatus cannot remove the blinded condition by any means. Note that by default, the Andabatus is incapable of hitting opponents with a normal attack! | ||
− | ''' | + | '''Fully Armoured''' - Attacks against this gladiator receive a -1 damage reduction. This is an ''armour'' effect. |
===Andabatus Tricks=== | ===Andabatus Tricks=== | ||
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* '''Circle Sweep''' | * '''Circle Sweep''' | ||
− | + | If the Andabatus has not spent any movement points this turn, he may make a ''Circle Sweep'' instead of a melee attack. If he does, roll a D6 for each Gladiator adjacent to the Andabatus, whether allied or enemy. That gladiator is hit for that many life points in damage. Note that this roll is not modified by the ''blinded'' condition. | |
* '''Endurance''' | * '''Endurance''' | ||
If, at the start of his turn, the Andabatus has an odd number of Life Points, he gains +1 Life Point. | If, at the start of his turn, the Andabatus has an odd number of Life Points, he gains +1 Life Point. | ||
− | * ''' | + | * '''Focus''' |
− | If the Andabatus hits an opponent with a melee attack (but not with ''Circle Sweep''), then | + | The Andabatus can spend 3 Movement points to ''Focus''. For the remainder of his current turn, he may reroll any one single D6 roll once, though he must accept the new result even if it is worse than the original roll. |
− | * ''' | + | * '''Heavy Impact''' |
+ | If the Andabatus hits an opponent with a melee attack (but not with ''Circle Sweep''), and rolls a "6" on the to-hit roll, then that opponent is knocked ''prone'' immediately after the attack. All further 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. A ''prone'' gladiator cannot make attacks. A ''prone'' gladiator can stand up from prone by spending 3 movement points. | ||
+ | * '''Movement Sense''' | ||
The Andabatus reduces his blinded penalty from "+2 to hit" to "+1 to hit". (That is, the Andabatus now hits on a 6+ instead of a 7+). | The Andabatus reduces his blinded penalty from "+2 to hit" to "+1 to hit". (That is, the Andabatus now hits on a 6+ instead of a 7+). | ||
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* '''Toe to Toe''' | * '''Toe to Toe''' | ||
The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | ||
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The gladiator receives a +1 bonus to the dice roll on Survival checks. | The gladiator receives a +1 bonus to the dice roll on Survival checks. | ||
<br><br> | <br><br> | ||
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=Bustuarius= | =Bustuarius= | ||
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* '''Move:''' 3 | * '''Move:''' 3 | ||
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'''Scutum''' - Melee attacks against the front facing of the gladiator receive a -1 damage reduction. This is an ''armour'' effect. | '''Scutum''' - Melee attacks against the front facing of the gladiator receive a -1 damage reduction. This is an ''armour'' effect. | ||
+ | |||
+ | '''Fully Armoured''' - Attacks against this gladiator receive a -1 damage reduction. This is an ''armour'' effect. | ||
===Bustuarius Tricks=== | ===Bustuarius Tricks=== | ||
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At the start of the battle, if this Bustuarius is in the arena, his school gains +1 point of ''Crowd's Favour''. | At the start of the battle, if this Bustuarius is in the arena, his school gains +1 point of ''Crowd's Favour''. | ||
* '''In Memoriam''' | * '''In Memoriam''' | ||
− | If during | + | If during the previous turn an ally of the Bustuarius was taken out of action (i.e. reduced to 0 Life Points and taken out of the battle), he may choose to lose his current turn altogether to salute the fallen comrade. If he does so, roll a D6 - on a 4+, his school immediately gains an additional +1 point of ''Crowd's Favour''. |
* '''Last Words''' | * '''Last Words''' | ||
If the Bustuarius is reduced to 0 Life Points, his school immediately gains +1 point of ''Crowd's Favour''. | If the Bustuarius is reduced to 0 Life Points, his school immediately gains +1 point of ''Crowd's Favour''. | ||
* '''Sacrifice''' | * '''Sacrifice''' | ||
− | If during | + | If during the previous turn the Bustuarius dealt the final blow (i.e. one that successfully reduces to 0 Life Points and takes them out of the battle) to an enemy gladiator, he may choose to lose his current turn altogether to dedicate the "sacrifice" to the gods and the dead. If he does so, his school immediately gains an additional +1 point of ''Crowd's Favour''. |
* '''Tribute''' | * '''Tribute''' | ||
− | At cost of 3 movement points the Bustuarius may make a ''Tribute'' to the beloved dead. If he does so roll a D6. On a roll of | + | At cost of 3 movement points the Bustuarius may make a ''Tribute'' to the beloved dead. If he does so roll a D6. On a roll of 6+ his school immediately gains +1 point of ''Crowd's Favour''. |
* '''Toe to Toe''' | * '''Toe to Toe''' | ||
The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | ||
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=Hoplomachus= | =Hoplomachus= | ||
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* '''Move:''' 3 | * '''Move:''' 3 | ||
− | * '''Attack:''' | + | * '''Attack:''' Double handed weapon - Roll 5+ to deal 5 damage. |
* '''Life Points:''' 8 | * '''Life Points:''' 8 | ||
===Hoplomachus Special Rules=== | ===Hoplomachus Special Rules=== | ||
− | ''' | + | '''Fully Armoured''' - Attacks against this gladiator receive a -1 damage reduction. This is an ''armour'' effect. |
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===Hoplomachus Tricks=== | ===Hoplomachus Tricks=== | ||
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* '''Endurance''' | * '''Endurance''' | ||
If, at the start of his turn, the Hoplomachus has an odd number of Life Points, he gains +1 Life Point. | If, at the start of his turn, the Hoplomachus has an odd number of Life Points, he gains +1 Life Point. | ||
− | * ''' | + | * '''Heavy Impact''' |
If the Hoplomachus hits an opponent with a melee attack, and rolls a "6" on the to-hit roll, then that opponent is knocked ''prone'' immediately after the attack. All further 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. A ''prone'' gladiator cannot make attacks. A ''prone'' gladiator can stand up from prone by spending 3 movement points. | If the Hoplomachus hits an opponent with a melee attack, and rolls a "6" on the to-hit roll, then that opponent is knocked ''prone'' immediately after the attack. All further 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. A ''prone'' gladiator cannot make attacks. A ''prone'' gladiator can stand up from prone by spending 3 movement points. | ||
* '''Relentless''' | * '''Relentless''' | ||
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The gladiator receives a +1 bonus to the dice roll on Survival checks. | The gladiator receives a +1 bonus to the dice roll on Survival checks. | ||
<br><br> | <br><br> | ||
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=Large Beast= | =Large Beast= | ||
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* '''Move:''' 3 | * '''Move:''' 3 | ||
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Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | ||
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* '''Determination''' | * '''Determination''' | ||
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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. | 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''' | * '''Throat Tear''' | ||
− | If the Beast rolls | + | If the Fast Beast rolls a "6" on a damaging attack roll, he deals +4 damage. |
* '''Toe to Toe''' | * '''Toe to Toe''' | ||
The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | ||
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=Samnite= | =Samnite= | ||
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* '''Move:''' 3 | * '''Move:''' 3 | ||
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===Samnite Special Rules=== | ===Samnite Special Rules=== | ||
− | ''' | + | '''Scutum''' - Melee attacks against the front facing of the gladiator receive a -1 damage reduction. This is an ''armour'' effect. |
===Samnite Tricks=== | ===Samnite Tricks=== | ||
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The Samnite cannot be forced to move by another gladiator's tricks. Ignore any forced movement effects applied to him. | The Samnite cannot be forced to move by another gladiator's tricks. Ignore any forced movement effects applied to him. | ||
* '''Shield Slam''' | * '''Shield Slam''' | ||
− | The Samnite can choose to use this ability instead of an ordinary melee attack. | + | The Samnite 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. |
* '''Toe to Toe''' | * '''Toe to Toe''' | ||
The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. | The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round. |