Morturi: Medium Roles

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

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

  • Barbarian - Unarmoured, but armed with a double handed weapon, a barbarian hits as hard as a heavy fighter but is as mobile as a light fighter. Few can match him in sheer killing power!
  • Dimachaerus - The "two-swords" fighter is unshielded and lightly armoured, but is a versatile fighter as he can use his dual-wielding for offensive or defensive benefit.
  • Murmillo - With arm guard, stylised fish-helms, a single manica (arm guard) and a classic sword-shield combination, these medium fighters are more lightly armoured than the Provocators, but are more popular with the crowds.
  • Peltast - A spear-fighter, equally adept at range and in melee.
  • Provocator - A well armoured medium fighter, with armour and armaments mirroring a Legionnaire (for this game, typically a shield and sword). These medium fighters are genuine all rounders, with medium armour and armament and good tactical flexibility.
  • Retarius - With trident, net and dagger, a Retarius is expert at pinning down mobile opponents, then finishing them with lethal attacks.
  • Secutor - A sword and shield "pursuer", excellent at harrying mobile foes and closing the gap on ranged warriors.
  • Thracian - Armed with sica (curved sword) and shield, another all rounder class but with a greater emphasis on the kill than Provocator fighters, and slightly lower tactical flexibility.



Barbarian

"Puny Roman! Jurgen smash you like a bug!"
- Jurgen the Volcano

  • Move: 4
  • Attack: Double handed weapon - Roll 5+ to deal 5 damage.
  • Life Points: 8

Barbarian Special Rules

Undisciplined - Because they are bloodthirsty, barbarians are ever eager to close the distance with the enemy. On its turn, a barbarian must move towards the nearest opponent by the most direct route possible (Lanista selects if two equidistant choices). A barbarian adjacent to one or more opponents must stay in the square it is in and attack one of those opponents.

Barbarian Tricks

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

  • Aggression

If this gladiator is adjacent to two or more opponents, he gains +1 damage to his attacks.

  • Courage

The Barbarian is immune to Fear effects.

  • Last Stand

If he is the only Gladiator of his school active in the battle, this Gladiator gains a +1 damage bonus against all opponents.

  • Light Mobility

After making any attack against a target, the barbarian may move 1 square for free. This movement does not have to follow the undisciplined rule.

  • Survivor's Wits

The Barbarian can turn-to-face as a reaction even if there is an enemy in his front square.

  • 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.

Dimachaerus

"Battle is a dance, and I am an excellent dancer."
- Appius Aelius, The Duellist

  • Move: 4
  • Attack: Swords - Roll 4+ to deal 4 damage.
  • Life Points: 8

Dimachaerus Special Rules

Stances - The Dimachaerus is a versatile fighter able to adopt different stances with his tricks. At the start of his turn he can use one trick with the stance keyword. He can only maintain one stance at a time, so if in a later turn he uses a different trick with the stance keyword, then the previous stance immediately ends.

Dimachaerus Tricks

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

  • Assault Stance

Stance. While in this stance, the Dimachaerus pushes the enemy back one square whenever he successfully makes a damaging attack against that enemy, and then moves into the square the enemy has just vacated.

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Defence Stance

Stance. While in this stance, any attack roll against the Dimachaerus that rolls "3" or less automatically misses. Also, while in this stance, the Dimachaerus can turn-to-face as a reaction even if there is an enemy in his front square.

  • Duellist Stance

Stance. While in this stance, the Dimachaerus rolls 2D6 to attack, and picks one of the dice to use as his attack roll. The other dice is set aside and has no effect.

  • Mobility Stance

Stance. While in this stance, the Dimachaerus has +1 Movement Point.

  • Versatile Stances

The Dimachaerus can use up to TWO stances at once. At the start of each of his turn, he can select two different stances he knows, and both are considered to be active. He cannot select the same stance twice in a single turn.

  • Will to Live

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

Murmillo

"Gods hear me... If this is to be my final performance, let me die soaked in the blood of my enemies. Morturi te salutant!"
- Tiberius Artorius, the Cat's Claw

  • Move: 4
  • Attack: Melee weapon - Roll 4+ to deal 4 damage.
  • Life Points: 8

Murmillo 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+).

Murmillo Tricks

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

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Execute

If the Murmillo rolls a "6" on a damaging attack roll, he deals +3 damage.

  • Everyone Loves Murmillos!

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

  • Last Words

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

  • Shield Slam

The gladiator can choose to use this ability instead of an ordinary melee attack. Shield Slam hits on a 4+, deals 1 damage and 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.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

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

Peltast

"A traveler once told me that the spear is the king of weapons. The spearman then, is emperor of the arena."
- Assengai, the Lion Spear

  • Move: 4
  • Attack: Spear - Roll 4+ to deal 4 damage. Pilum - see below.
  • Life Points: 8

Peltast Special Rules

Pilum - At the start of his turn the Peltast 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 4+ to deal 4 damage, and can be made at a distance of up to 4 squares. He may not use his ranged attack against enemies adjacent to him.

Peltast Tricks

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

  • Accurate throw

On a Pilum attack roll of "3" the Peltast hits for 3 damage.

  • Charging spear

At the start of his turn the Peltast 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.

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Powerful throw

With his Pilum attacks, the Peltast deals +1 damage on a roll of "5", and +2 damage on a roll of "6".

  • Range increase

The Peltast's ranged pilum attack gains +2 range.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

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

Provocator

"Discipline and control, in your sword arm and in your heart. That way lies victory."
- Ravius Caetulicus, the Soldier

  • Move: 4
  • Attack: Melee weapon - Roll 4+ to deal 4 damage.
  • Life Points: 8

Provocator Special Rules

Scutum - Melee attacks against the front facing of the Provocator receive a -1 damage reduction. This is an armour effect.

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

Provocator Tricks

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

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Courage

The Provocator is immune to Fear effects.

  • Determination

If an attack reduces the Provocator to exactly 0 Life Points, roll a D6. On a roll of 4+, the Provocator immediately regains 1 Life Point.

  • Fling Dart

Instead of making a melee attack, the Provocator may fling a dart. This is a ranged attack with a range of 3 squares, that hits on a 4+ and deals 1 point of damage. It may not be used against an adjacent enemy.

  • Military Training

The Provcator may spend 4 movement points to gain +1 damage for the rest of the current turn.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

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

Retarius

"Position yourself, and be patient for the right moment, but then make the catch!"
- Vitruvius, the Fisherman

  • Move: 4
  • Attack: Trident - Roll 4+ to deal 4 damage.
  • Life Points: 8

Retarius Special Rules

None.

Retarius Tricks

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

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Coup de Grace

If the Retarius makes a damaging melee attack against an opponent that is both prone and entangled at the the start of the attack being made, then that attack deals +2 damage.

  • No escape

Enemies adjacent to the Retarius 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 Retarius is no longer adjacent and facing towards that enemy.

  • Secutor Enmity

Against Secutors, the Retarius rolls 2D6 to attack, and picks the higher dice to use as his attack roll. The other dice is set aside and not used. Also, when a Secutor attacks this Retarius, he must roll 2D6 to attack, and use the lower roll. If the opposing Secutor has the Retarius Enmity trick, the two tricks cancel each other out and have no effect.

  • Takedown

If the Retarius hits with a melee attack with a roll of "6", his 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.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.

Secutor

  • Move: 4
  • Attack: Melee weapon - Roll 4+ to deal 4 damage.
  • Life Points: 8

Secutor Special Rules

Scutum - Melee attacks against the front facing of the Gladiator receive a -1 damage reduction. This is an armour effect.

Secutor Tricks

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

  • Agility

Ranged attacks against the Secutor have a +2 to their to-hit number (e.g. 3+ to hit becomes 5+).

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Escape Entanglement

At the start of the Secutor's turn, if he is entangled roll a D6. On a 3+, the Secutor is not entangled this turn.

  • Relentless Pursuit

If an enemy leaves the square in front of the Secutor, the Secutor may immediately move into that square, and turns to face that enemy after the move.

  • Retarius Enmity

Against Retarii, the Secutor rolls 2D6 to attack, and picks the higher dice to use as his attack roll. The other dice is set aside and not used. Also, when a Retarius attacks this Secutor, he must roll 2D6 to attack, and use the lower roll. If the opposing Secutor has the Secutor Enmity trick, the two tricks cancel each other out and have no effect.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

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

Thracian

  • Move: 4
  • Attack: Melee weapon - Roll 4+ to deal 4 damage.
  • Life Points: 8

Thracian 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+).

Thracian Tricks

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

  • Aggression

If this gladiator is adjacent to two or more opponents, he gains +1 damage to his attacks.

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Fight from High

If you have terrain height advantage over your target, then your basic attack hits on a 2+ instead of 4+.

  • Killer instinct

+1 to damage dealt against wounded targets.

  • No Mercy for the Weak

+2 to damage dealt against Servus gladiators.

  • Warrior Disicipline

Any attack roll against this gladiator that rolls "2" or less automatically misses.

  • Will to Live

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