MTS Quick Rules.pdf

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  • 7/29/2019 MTS Quick Rules.pdf

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    Morituri Te Salutant 1-sheet Quick Rules

    Pre-Game Sequence

    1. Choose Gladiator, appropriate card deck andcontrol sheet

    2. Roll 2d6 + 6 for hit points3. Place gladiators 6 hexes apart

    Turn Sequence:

    1. Dice for InitiativeD6 + Base + Action IN

    2. Activate Gladiators in strict orderIf tie, break on >Base followed by >die followed

    by roll off if needed. Exception: entangled

    gladiators always go after the one that

    entangled them

    3. Activated Gladiator reveals actiona. If not acceptable, convert, otherwiseb. Movec. Change Facing (R or L indicates facing

    change only in that direction.)

    d. Attacke. Chose card for next turn not on

    prohibited list

    Example Move Card

    The grey hexes are the ones the gladiator moves into.

    The black triangle represents the gladiator and the

    facing direction. The IN:5 indicates this maneuver has a

    base initiative of 5. The black text under the maneuver

    name (Lunge) is the list of legal maneuvers this

    maneuver can convert to. The red words (back, retire)

    are the maneuvers that arent allowed to be chosen

    next turn. The value after the F are the number of

    facing changes allowed. In this case the number is 0.

    The name of the gladiator type is along the side

    (Samnite) and the card number is at the bottom (3).

    Example Attack Card

    The Yellow hexes are the ones the attack may extend

    into.

    Stunning

    When a gladiator is stunned the next time they must

    draw a card they must take a card that saysstunned

    maneuver on it like the example Lunge card above.

    Down

    When a gladiator is knocked down they must choose a

    maneuver that says down maneuver on it. If they are

    down AND stunned they must find cards that have both

    on them.

    Note that the Crawl maneuver may only be played

    when down.

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    Converted Maneuvers

    When you convert a maneuver, such as Jab to

    Parry, inherit all of the restrictions on your next

    maneuver all red text maneuver names are now

    prohibited from your next maneuver choice.

    Resolving Attacks

    Attacks are resolved against the MTS Matrix. Along the

    side are the attack maneuver and across the top are the

    maneuvers used by your target. The cross reference

    shows the difficulty of the attack and the severity of the

    wound.

    Special cases: if the attack is against a gladiator that has

    already done an offensive maneuver but not against

    your gladiatorthen compare to Move BT. If the

    gladiator moved or stood compare to Move FS.

    Resolving the Hit

    If the result of the matrix look up is not a black square,

    the first letter is difficulty (E = Easy, F = Fair, D =

    Difficult) and the second is the severity (L = Light, M =

    Moderate, S = Severe) so a result ofF M is FairModerate. These are modified:

    Target is Down: Difficulty is 1 level easier; Damage is 1

    level more severe.

    Behind Target: Difficulty is 1 level easier

    Target Entangled: Difficulty is 1 level easier

    Converted Attack: Difficulty is 1 level harder

    Regardless the difficulty cannot get easier than Easy or

    harder than Difficult, nor the damage greater than

    Severe.

    For the Difficulty/Severity, look up the rows on the

    Result Table. Finally find the specific row that

    references the level of protection the target gladiator

    has: U = unarmored, P = protected, A = armored and H =

    heavily armored. Roll a D20 and find the result:

    Blank = No Effect

    S = Stunned

    N = Nicked

    C = Cut

    D = Dead

    Effects take place immediately. Initiative is affected for

    the maneuver chosen NEXT turn. If you get an effect

    before you attacked in this turn, you may still complete

    that attack even if it would now be invalid (not a Down

    or Stunned Maneuver.) However your gladiator will

    suffer any difficulty or severity penalties from the

    wound.

    Injury Matrix

    Each gladiator sheet has an injury matrix. There is room

    to cover 2 nicks, 2 cuts and 2 wounds. You check off

    these as they happen and apply the effect. Initiativeeffects cap your maximum initiative. Hit points are

    always lost as indicated. Hit difficulty and severity

    penalties only apply the first time you get that type of

    injury. Injuries can cascade. Ex. if you have 2 nicks, 2

    cuts and 2 wounds a single nick will cascade all the way

    to death!