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Arena of Death Tournament pack.

Design you Avatar


Choose a character from within any of the Warhammer Fantasy Army books currently in use. You are allowed to equip your character with one magic item of any points limit per magic item slot which are normally allowed from your armys rulebook or allowed in the main Rulebook. Example; 1 Magic Weapon 1 Magic Armour 1 Enchanted Item Hellfire Sword Chaos Ruin Shield Helm of Many Eyes 75pnts 50pnts 25pnts

If your armys character has some special equipment/abilities rules that they can take in addition to their normal magic item allowance, they are allowed up to its limit. Examples; Slaan Mage Priest Vampire Lord Warriors of Chaos up to four Slaan powers up to 100pnts worth of Bloodline powers up to 50pnts worth of Gifts

Should your character have access to an extra list of abilities that come out of their normal points allowance they are treated the same as normal Magic Items. Examples; Wood elves Bretonians Ogre Kingdoms Forest sprites Questing Vows Big Names

Further Exceptions and Special cases; Dwarfs Dwarfs follow all their normal rules for creating Magic items as found in their army book i.e. Jealous Runes, Rule of three etc. However the main change is, that the dwarf player has an allowance of 100pnts per item created. Daemons Daemon Princes can spend up to 200points on Daemonic Gifts and should the Daemon player Mark his prince then he can spend up to 75pnts of the total allowance on the patrons gifts as per rules set out in army book. Heralds can be equipped with up to 200points of gifts from their own selection.

Enter the Arena


The arena will be 24 in Diameter Players will be matched up randomly against each other, once its their turn to fight they will fight each other for the Best of Three games. The Winner will advance to the next round where he will be randomly be match up against his next opponent while the looser will be out of the tournament. This process will be followed until there is a single winner. Both Avatars will enter and start in the arena 24 apart. Both players will roll a dice to see who gets first turn. Players will move, cast magic, shoot and strike up combat as per the normal rules from the 8 edition rule book. With the following exceptions; All infantry characters will have 360 deg Vision All Cavalry, Monstrous Cavalry and Monstrous Infantry will have a 270 deg charge arc. Please note that No flying Avatars and No Monstrous Avatars are allowed. Exception to this ruling is a Daemon Prince without Wings. (They always looked the same size as Monstrous infantry to me?) All Avatars will count as being stubborn for the purpose of any Break tests. NO Battle Standard Bearers are allowed Avatars will be allowed to break from combat at the start of their own turn so long as they can pass a LD test with a negative 3 modifier. If they are facing a character that causes fear then the modifier is 4 and terror is -5. Should you break off combat you will move 2D6 in a straight line in a direction of your choice from the fight, the enemy Avatar will not move. If you roll a double when breaking off from combat you will move in a Random Direction. Winds of Magic tend to blow softer than normal in the gladiatorial arenas of Altdorf, therefore only 1D6 is rolled each turn. Channeling happens as per normal. For example a 5 is rolled, the casting player receives 5 dice while the defending player receives half the amount rolled rounding up adding 1, in this case 4. Although magic is sometime fun to watch the crowd do tend to get annoyed when a battle is going well and suddenly a warrior is turned to stone or a toad - The mob tend to find this very anti-climaxing therefore the area has recently been fitted with Rune of Miscasting - if a wizard rolls any double he will suffer a miscast. Exploding Wizards are far more entertaining. Dispelling tends to be easier inside the Arena also After all, the crowd has paid money to see a sword fight and not a firework show. If an Avatar chooses to throw only One dice when dispelling it will always be successful on a 4+, excluding Irresistible force. NO Raised units can be used in the Arena as the crowd prefers a fair fight At the discretion of Arena Master a Mountain Chimera may enter the arena as per the Dragons rules in the Get Your Tickets for the Greatest Show the Old World has Ever Known section. Note that all Attacks made by the Chimera will be MAXED OUT. NO Items/magic/powers/spells etc...... that allow re-rolls will work within the area - you only ever get one shot at rolling the dice. With the one exception Hatred and having Always strikes first and a equal or higher initiative.
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Get Your Tickets For The Greatest Show The Old World Has Ever Known.
All the paying spectators expect an amazing day out for their money so why should they be disappointed! Before each fight starts roll a dice to see what show stopper is lined up for today? 1. The Cages are opened and the Arena Master lets a Chaos Dragon into the arena for the pleasure of the crowds the two Avatars must kill the Dragon first before they fight each other as they are far too distracted by the huge beast that has entered the fray. The Dragon will be setup in the centre of the arena and will have 360 deg line of sight it will get the first turn of the game the other players will still dice of for their turn sequence. The Arena Master will control the Dragon. Each Dragon turn the Arena Master will roll a dice to see which Avatar the Dragon will focus its attention on, it will even leave combat to go fight the other avatar if the dice roll indicates. If the dragon is in combat with both Avatars it will splits its attacks between them and will stop rolling to see who it will attack. Open the pits, 3 pits are opened in the floor of the arena. Each pit is 4 x 4 in size and are space equal distance from each other and the wall of the arena ( think Merc car badge) should a avatar fall into a pit he will sustain 1 automatic wound and spend his next turn climbing out of the pit place your avatar on any side of the pit he fell into (should he survive) Wet conditions the arena floor is muddy and slippery all avatars with an armour save of a 4+ and 3+ are at -1 movement while Avatars with a armour save of a 2+ and 1+ are at -2 movement. Furthermore gunpowder weapons only work on a dice roll of a 4+ Dumb and Dumber enter the ring this time the Arena master releases TWO Slave Giants for our Avatars to fight. Follow all the same rules as per a roll of a 1. Except each player will have to fight his own Giant. (hope nobody gets eaten) Normal Fight Normal Fight

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Meet your Fans


Possibly the worst thing that can happen to our Avatars is being pushed into the crowds as our fans usually end up being a huge pain in the #*%s Should your avatar end up in the crowd for whatever reason maybe running from Terror, breaking from combat or Breaking off from a combat roll a dice and consult the following table; 1. 2. The Avatar tries to climb out of the Arena in sheer terror and slips impaling himself on spikes YOU ARE DEAD. The Loving Fans grab and pull you in an attempt to touch and get a piece of you unfortunately they do Loose one wound. In the Crushing weight of the Fans you are squashed and trampled roll a dice on a 1 or 2 you break your arm and suffer -3 WS, on a 3 or 4 you crack a rib and loose -1 strength and lastly on a 5 or 6 you damage your back and suffer 1 toughness. The fans feel like a memento and snatch at your gear roll a dice on a 1-3 they steal your magic Weapon and on 4-6 they steal your magic armour. The fans feel like a memento and snatch at your gear roll a dice on a 1-3 they steal your talisman and on 4-6 they steal your enchanted item. Where are you sticking that Rabbits foot? You fall at the feet of a gypsy and she kisses you on the check promising you amazing luck for the remainder of the fight you receive +1 to hit and wound and you have an extra -1 armour penetration in addition to your strength modifier.

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In your own turn you enter the arena in exactly the same place you left it and you cannot move as you dust yourself off you cannot shoot but can cast magic.

Enjoy the fight Cheers Brennan

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