arena of death tournament pack 1

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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 - Hellfire Sword 75pnts

    1 Magic Armour - Chaos Ruin Shield 50pnts

    1 Enchanted Item - Helm of Many Eyes 25pnts

    If your armys character has some special equipment/abilities rules that they can take in addition to their normal magic itemallowance, they are allowed up to its limit.

    Examples;

    Slaan Mage Priest up to four Slaan powers

    Vampire Lord up to 100pnts worth of Bloodline powers

    Warriors of Chaos 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 Forest sprites

    Bretonians Questing Vows

    Ogre Kingdoms 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.

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    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 8th

    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 rol led, 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 thetwo 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.

    2. 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 fromeach 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)

    3. Wet conditions the arena floor is muddy and slippery all avatars with an armour save of a 4+ and 3+ are at -1movement 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+

    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 getseaten)

    5. Normal Fight6. 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. The Avatar tries to climb out of the Arena in sheer terror and slips impaling himself on spikes YOU ARE DEAD.2. The Loving Fans grab and pull you in an attempt to touch and get a piece of you unfortunately they do Loose one

    wound.

    3. In the Crushing weight of the Fans you are squashed and trampled roll a dice on a 1 or 2 you break your arm andsuffer -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.

    4. 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 4-6they steal your magic armour.

    5. 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 stealyour enchanted item.

    6. Where are you sticking that Rabbits foot? You fall at the feet of a gypsy and she kisses you on the check promising youamazing luck for the remainder of the fight you receive +1 to hit and wound and you have an extra -1 armourpenetration in addition to your strength modifier.

    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