MORS REGNAT
Written and Created by Neuicon
Into the Eternal Fire
We welcome you to Mors Regnat (MR), a set of tabletop miniatures rules that will allow you to engage in small/minor skirmishes on the dying world of Dolorem, where warbands clash amongst one another for the prize of getting to live another day. These rules are a first for CPOP, bringing you an online set of rules that are also a set of "living" rules, which means any updates will be made available here, for you, for free.
Written and Created by Neuicon
Into the Eternal Fire
We welcome you to Mors Regnat (MR), a set of tabletop miniatures rules that will allow you to engage in small/minor skirmishes on the dying world of Dolorem, where warbands clash amongst one another for the prize of getting to live another day. These rules are a first for CPOP, bringing you an online set of rules that are also a set of "living" rules, which means any updates will be made available here, for you, for free.
Darkness Descends
What was once a peaceful and flourishing world, now stands as a testament to the carnage and visceral butchery that is true reality. Covered in the blood of victims to the slaughter, Mors rots from the inside, spewing forth countless hordes of damned souls who seek the destruction of all humanity.
Those who are determined to survive this insanity gather themselves and those they trust, to do battle in the hopes of living to see another day. These warbands clash on the bloodied fields of battle, slaughtering those they once considered friends, allies, or brethren.
It is a dark time, one in which sees no end in sight. The endless turmoil and destruction have paved the way for this new generation of madness and chaos, to which the world hungers for more victims.
Some claim the world to be alive. They claim to have seen the earth devour damned souls into its gaping maws, thus, spewing forth what was once human, now a rotting carcass, bent on the butchery of its first or next victim.
Mors now stands as a symbol of pure hatred, violent madness that continues with endless torment, slaughter, carnage and unending brutality. Those who roam the lands, do so with a reminder that life just a circumstance that is waiting to be extinguished. Survival becomes the only method of coping with the constant truth that it is only a matter of time before they too, are destroyed.
It is now a time of war and death. It is a time to rally your warbands, to seek refuge in the destruction of your enemies and to stake your claim as a survivor on the hell that is Mors. There is no god here. There is no peace.
What was once a peaceful and flourishing world, now stands as a testament to the carnage and visceral butchery that is true reality. Covered in the blood of victims to the slaughter, Mors rots from the inside, spewing forth countless hordes of damned souls who seek the destruction of all humanity.
Those who are determined to survive this insanity gather themselves and those they trust, to do battle in the hopes of living to see another day. These warbands clash on the bloodied fields of battle, slaughtering those they once considered friends, allies, or brethren.
It is a dark time, one in which sees no end in sight. The endless turmoil and destruction have paved the way for this new generation of madness and chaos, to which the world hungers for more victims.
Some claim the world to be alive. They claim to have seen the earth devour damned souls into its gaping maws, thus, spewing forth what was once human, now a rotting carcass, bent on the butchery of its first or next victim.
Mors now stands as a symbol of pure hatred, violent madness that continues with endless torment, slaughter, carnage and unending brutality. Those who roam the lands, do so with a reminder that life just a circumstance that is waiting to be extinguished. Survival becomes the only method of coping with the constant truth that it is only a matter of time before they too, are destroyed.
It is now a time of war and death. It is a time to rally your warbands, to seek refuge in the destruction of your enemies and to stake your claim as a survivor on the hell that is Mors. There is no god here. There is no peace.
General Information
The following information will help you understand some of the basic concepts and ideas behind a game of MR.
Items Needed to Play Mors Regnat
In order to play Mors Regnat, you'll need the following:
Setting Up the Battlefield
Before a game begins, players must agree on the placement of any terrain; not much needs to be placed. When a game begins, players randomly determine who deploys their warband first, or they can do so at the same time. The deployment area of a warband is anywhere within 4" of their own table-edge. With the warbands deployed, the battle can now begin.
Game Turn and Turn Phases
Games of MR are played in TURNS, with each turn divided into PHASES. The following phases make up a game turn:
Performing Attacks
When attacking, use the following method, in order:
Achieving Victory
A standard game of MR is decided by wiping out an enemy warband. There are no set number of turns, however, players can mutually agree on playing a scenario-type game by agreeing on an objective or applicable way to end the game (this is up to the players, and you're encouraged to think up a style or theme for the game you want to engage in). In MR, most warbands stop at nothing to get what they want, and the total annihilation of their enemies is paramount.
The following information will help you understand some of the basic concepts and ideas behind a game of MR.
- Measurements in MR are done in INCHES and should be done from the edge of a miniature's base. When measuring ranged attacks, a straight LINE OF SIGHT must be visible, from the attacker's base-edge to the target's base-edge.
- MR uses ten-sided dice, also referred to as D10. When more than one D10 is rolled, you'll see it as XD10, where X is the number of D10 to roll.
- Any close combat weapons can only be used when in base-to-base contact with an enemy target. Ranged weapons can be used/fired up to 12" away, with a minimum distance of 1" and are allowed in close combat.
- Miniatures should be based individually; the standard base size should be between 25-32mm. You are encouraged to use whatever miniatures you already have.
- Any movement done through difficult, or "rough" terrain, forces the miniature to move at HALF their SPEED (rounding up).
- The way in which a miniature is facing is not important, as they have a 360-degree field of vision.
- Miniatures, individually are called "Warriors" and a player's collective force is called a player's "Warband".
Items Needed to Play Mors Regnat
In order to play Mors Regnat, you'll need the following:
- 1 by 1 foot, or 2 by 2 foot playing area.
- Several ten-sided dice, also referred to as D10.
- Tape Measure (or a ruler or basic measuring device).
- Tabletop terrain (anything will do, either basic items like cans and boxes to more appropriate looking terrain pieces).
- 28-32mm Miniatures (players should agree on the scale of the miniatures).
Setting Up the Battlefield
Before a game begins, players must agree on the placement of any terrain; not much needs to be placed. When a game begins, players randomly determine who deploys their warband first, or they can do so at the same time. The deployment area of a warband is anywhere within 4" of their own table-edge. With the warbands deployed, the battle can now begin.
Game Turn and Turn Phases
Games of MR are played in TURNS, with each turn divided into PHASES. The following phases make up a game turn:
- Initiative Phase: Players each roll 1D10; the player who rolls highest may activate one of their Warriors first, followed by the opponent. Activations continue back and forth until all Warriors on the battlefield have been activated.
- Action Phase: When a Warrior is activated, it can perform ONE "full action". A Warrior's action can, however, be divided into TWO "minor actions". Actions available are as follows:
- ADVANCE / Full Action: The Warrior moves up to it's SPEED.
- DEDICATED ATTACK / Full Action: The Warrior performs either a RANGED or CLOSE COMBAT attack.
- REST / Full Action: The Warrior does nothing. Roll 1D10; on the result of an 8 or greater, the Warrior heals 1D10 WOUNDS (a Warrior can NEVER gain more WOUNDS than its base value). This healing roll is OPTIONAL and must be agreed to by players before a game begins.
- CAUTIOUS ADVANCE / Minor Action: The Warrior moves up to HALF their SPEED (rounding up).
- WEAK ATTACK / Minor Action: The Warrior performs either a RANGED or CLOSE COMBAT attack at HALF their ATTACK (rounding up).
Performing Attacks
When attacking, use the following method, in order:
- Allocate the attacker's ATTACK (this value is the number of D10 rolled when attacking) among any enemies within range of its weapon (either ranged or close combat, and they MUST be within the appropriate range). You can allocate them all to a single enemy, or among several enemies (example: a Warrior has an ATTACK of 4, and a ranged weapon, so he allocates 1 die to an enemy, 2 to another and 1 to another, targeting 3 enemies with a single attack).
- Roll the dice to determine the ATTACK.
- The enemy target(s) roll their TOUGHNESS (this value is the number of D10 rolled when defending against an attack). Each TOUGHNESS die that results in equal or greater than an ATTACK die blocks the ATTACK die.
- Any remaining ATTACK dice that weren't blocked now deal damage. Each weapon type will tell you how much damage each ATTACK die deals. Damage is subtracted from a Warrior's WOUNDS; when a Warrior's WOUNDS falls to 0 or below, they are killed and left on the battlefield as a casualty (you can lay the miniature on its side or mark it with a token to note that they have fallen in battle).
Achieving Victory
A standard game of MR is decided by wiping out an enemy warband. There are no set number of turns, however, players can mutually agree on playing a scenario-type game by agreeing on an objective or applicable way to end the game (this is up to the players, and you're encouraged to think up a style or theme for the game you want to engage in). In MR, most warbands stop at nothing to get what they want, and the total annihilation of their enemies is paramount.
Warband Creation
You will create your Warband from scratch. First, name your Warband, then create your Warriors (be sure and name them). Use the following methods outlined below to create each individual Warrior in your Warband.
Each Warrior begins with 12 "Creation Points", which you distribute among your Warriors different STATS. A Warrior's STATS and BASE values are:
In regards to STATS, you can spend ONE Creation Point to gain: 1 to SPEED, ATTACK or TOUGHNESS, or 2 to WOUNDS.
Next choose ONE weapon; this can be either a ranged or close combat weapon:
You can optionally choose to set limits on STATS, such as 10" for a Warrior's SPEED. Additionally, you can choose to create some sort of SPECIAL ABILITIES, which should be created with caution (examples could be rolling an additional +2 ATTACKS or +2 TOUGHNESS dice); if you do, these abilities should cost between 1-2 Creation Points. As these rules develop, special abilities may be implemented.
You will create your Warband from scratch. First, name your Warband, then create your Warriors (be sure and name them). Use the following methods outlined below to create each individual Warrior in your Warband.
Each Warrior begins with 12 "Creation Points", which you distribute among your Warriors different STATS. A Warrior's STATS and BASE values are:
- SPEED: 3"
- ATTACK: 0
- TOUGHNESS: 0
- WOUNDS: 2
In regards to STATS, you can spend ONE Creation Point to gain: 1 to SPEED, ATTACK or TOUGHNESS, or 2 to WOUNDS.
Next choose ONE weapon; this can be either a ranged or close combat weapon:
- RANGED WEAPONS: Weak (1 Damage, 2 Creation Points), Light (2 Damage, 4 Creation Points), Strong (3 Damage, 6 Creation Points)
- CLOSE COMBAT WEAPONS: Bare-Handed (1 Damage, 0 Creation Points), Light (3 Damage, 4 Creation Points), Strong (6 Damage, 6 Creation Points)
You can optionally choose to set limits on STATS, such as 10" for a Warrior's SPEED. Additionally, you can choose to create some sort of SPECIAL ABILITIES, which should be created with caution (examples could be rolling an additional +2 ATTACKS or +2 TOUGHNESS dice); if you do, these abilities should cost between 1-2 Creation Points. As these rules develop, special abilities may be implemented.
Written and Created by Neuicon
Mors Regnat is © 2022, Crushpop Productions. All Rights Reserved.
Rules last updated on December 7, 2022.
Mors Regnat is © 2022, Crushpop Productions. All Rights Reserved.
Rules last updated on December 7, 2022.
2024, CRUSHPOP PRODUCTIONS. ALL RIGHTS RESERVED.
THIS WEBSITE IS BEST VIEWED IN A HIGH DEFINITION DISPLAY OF 1920 BY 1080 OR GREATER.
THIS WEBSITE IS BEST VIEWED IN A HIGH DEFINITION DISPLAY OF 1920 BY 1080 OR GREATER.