Morturi: Heavy Roles

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Morturi Te Salutant: Main Page -> Morturi: Gladiators -> Morturi: Heavy Roles

This page describes the various Heavy Roles.
Heavy Roles include:

  • 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.
  • 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.
  • Samnite - A version of the Hoplomachus armed with spear and shield, combining defensive power with tactical versatility.



Andabatus

"Crunch of broken bones, warm blood on my hands. Have I won yet? Better keep attacking to be sure..."
- Blind Aulus

  • Move: 3
  • Attack: Double handed weapon - Roll 5+ to deal 5 damage.
  • Life Points: 8

Andabatus Special Rules

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!

Full Andabatus Armour - Attacks against this gladiator receive a -2 damage reduction. This is an armour effect.

Andabatus Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Circle Sweep

At cost fo 3 Movement points the Andabatus may make a Circle Sweep. 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

If, at the start of his turn, the Andabatus has an odd number of Life Points, he gains +1 Life Point.

  • Melee Focus

If the Andabatus hits an opponent with a melee attack (but not with Circle Sweep), then he may immediately make another melee attack against the same target this turn.

  • Superb Hearing

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+).

  • Takedown

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.

  • 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.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Bustuarius

"Honoured Patroclus, we bloody our blades as you watch over us. Glorious Brutus, we dedicate these souls to you as they join you in the afterlife."
- Marcus Decimus, the Good Son

  • Move: 3
  • Attack: Ceremonial blade - Roll 5+ to deal 5 damage.
  • Life Points: 8

Bustuarius Special Rules

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

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Everyone loves Bustuarii!

At the start of the battle, if this Bustuarius is in the arena, his school gains +1 point of Crowd's Favour.

  • In Memoriam

If during this Battle Round 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 3+, his school immediately gains an additional +1 point of Crowd's Favour.

  • Last Words

If the Bustuarius is reduced to 0 Life Points, his school immediately gains +1 point of Crowd's Favour.

  • Sacrifice

If during his 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

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

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.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Hoplomachus

"If I'm going to be in the arena, I think I'd want thick iron armour and the biggest sword you can find. To hell with mobility, I want protection!"
- Calidius the Unproven

  • Move: 3
  • Attack: Double handed weapon - Roll 5+ to deal 5 damage.
  • Life Points: 8

Hoplomachus Special Rules

Fully Armoured - Attacks against this gladiator receive a -1 damage reduction. This is an armour effect.

Hoplomachus Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Determination

If an attack reduces the Gladiator to exactly 0 Life Points, roll a D6. If you roll an odd number, the Gladiator immediately regains that many Life Points.

  • Endurance

If, at the start of his turn, the Hoplomachus has an odd number of Life Points, he gains +1 Life Point.

  • Takedown

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

The Hoplomachus ignores any increase in movement cost to move a square. As long as he is able to move, it always costs him one movement point to move to an adjacent square.

  • Stand firm

The Hoplomachus cannot be forced to move by another gladiator's tricks. Ignore any forced movement effects applied to him.

  • 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.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Large Beast

"RaaaaaaAAAAAR!"
- Mother bear

  • Move: 3
  • Attack: Heavy claw - Roll 5+ to deal 5 damage.
  • Life Points: 8

Large Beast Special Rules

Animal Intellect - Because they are animals, beasts are not capable of complex strategy. On its turn, a beast must 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 - Beasts are non-humans.

Tough Hide - Attacks against this gladiator receive a -1 damage reduction. This is an toughness effect.

Large Beast Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Determination

If an attack reduces the Gladiator to exactly 0 Life Points, roll a D6. If you roll an odd number, the Gladiator immediately regains that many Life Points.

  • Killer instinct

+1 to damage dealt against wounded targets.

  • 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 Beast rolls an even number on an attack roll, he deals +1 damage with that attack.

  • 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.

  • Very Tough Hide

Attacks against this gladiator receive a further -1 damage reduction. This is an toughness effect.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Samnite

"The long spear and the Parma shield... these are not just armaments, these are the sacred accoutrements of office, of the blessed role of the Samnite gladiator."
- Corvus, the Devotee of Mithras

  • Move: 3
  • Attack: Heavy spear - Roll 5+ to deal 5 damage.
  • Life Points: 8

Samnite Special Rules

Parma - Melee attacks against the front facing of the Gladiator have a +1 to their to-hit number (e.g. 2+ to hit becomes 3+).

Samnite Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Charging spear

At the start of his turn the Samnite may choose to replace his normal move and attack, and instead make a charging spear attack. If he does so, move him up to 6 squares in a straight line, then make a melee attack at an enemy directly in his path. If the charging spear attack would not allow him to reach and attack an enemy, he cannot use this trick. Note that in every other way this is a normal melee attack, so for it can benefit from the Juggernaught trick, and/or be substituted with a Shield Slam.

  • Juggernaught

If the Samnite hits with any melee attack, he may push the target backwards by a square then immediately step into the vacated square. He may not use this ability if the enemy does not have an empty square to move into. Also, the Samnite is always immune to Entangled, and can always ignore the effect of that condition.

  • Relentless

The Samnite ignores any increase in movement cost to move a square. As long as he is able to move, it always costs him one movement point to move to an adjacent square.

  • Stand firm

The Samnite cannot be forced to move by another gladiator's tricks. Ignore any forced movement effects applied to him.

  • Shield Slam

The Samnite can choose to use this ability instead of an ordinary melee attack. The attack hits on a 4+, deals 1 damage and knocks the enemy 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

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.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.