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=The Core List=
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=The List=
  
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=

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