avatars of war rulebook

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Terms of Use Avatars of War, SLNE makes the elctronic version of the game rules for Arena Deathmatch (e-rulebook, this file), including, without limitation, text, tables, icons, images and artwork (collectively, the content) available for free through www.avatars-of-war.com for your use subject to the terms and conditions set forth in this page. Use By downloading or using this file in any way, including, without limitation, using or downloading any content, you agree to and are bound by theTerms of Use. If you do not agree to theseTerms of Use please do not use this file or its content. By using this file, you agree not to modify, rent, loan, sell, adapt, edit, or create derivative works based on this file or its content. You have permission to print the book for your own entertainment use, and to distribute (for free) the unmodified e-rulebook.

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Page 1: Avatars of War rulebook

Terms of UseAvatars of War, SLNE makes the elctronic version of the game rulesfor Arena Deathmatch (e-rulebook, this file), including, withoutlimitation, text, tables, icons, images and artwork (collectively, thecontent) available for free through www.avatars-of-war.com foryour use subject to the terms and conditions set forth in this page.

UseBy downloading or using this file in any way, including, withoutlimitation, using or downloading any content, you agree to andare bound by theTerms of Use. If you do not agree to theseTermsof Use please do not use this file or its content.By using this file, you agree not to modify, rent, loan, sell, adapt,edit, or create derivative works based on this file or its content.You have permission to print the book for your own entertainmentuse, and to distribute (for free) the unmodified e-rulebook.

Page 2: Avatars of War rulebook

Avatars of War presents

Fantasy miniatures gladiatorial combat

Avatars of War SLNE. Mare de Deu dels Angels, 37Sta. Coloma de Gramenet - 08921 Barcelona - SpainTel (+34) 933 850 326Website: www.avatars-of-war.comEmail: [email protected]

All contents herein, including all artwork, images, places, things and character names are ®and/or © 2006-2008 Avatars of War, SLNE.Avatars of War, Arena Deathmatch, The Avatars of War logo, the Arena Deathmatch logo,are registered trademarks and/or ©2006-2008 Avatars of War, SLNE

Copyright © Avatars of War SLNE, 2006-2009. All rights reserved.

1.5

Page 3: Avatars of War rulebook

Avatars of War SLNE, PresidentJohanna Acquah

Avatars of War SLNE, Creative DirectionFelix Paniagua

Game designIgnasi Ferrer Felix Paniagua

Arena Deathmatch developerHans Verhaegen

Rulebook written byFelix Paniagua

EditorsMatthew DyerDenis Maddalena

Graphic design & layoutHuc EgeaFelix Paniagua

Creator of The Darklands & the Avatars of WarFelix Paniagua

Fiction storiesJoma LazaHans Verhaegen

Miniature sculptorsPedro FernándezIgnasi FerrerFelix PaniaguaEdgar RamosRaul Valiente

Miniature paintersAdam BeneszAlfonso GiráldezAli McVeyMike McVeyFernando MoralesAdam Skinner

Painting guideStudio McVey: Ali & Mike McVey www.studiomcvey.com

Cover artDes Hanley

Interior artEric ChiangImaginary Friends StudiosMatt DixonMark GibbonsDavid HammondDes HanleyRandy Humphries

Game & scenery templatesFelix Paniagua

Concept artMatt DixonImaginary Friends StudiosMark GibbonsDes HanleyMark HuffmanFelix Paniagua

CartographyWillem and Johannes BlaeuFelix Paniagua

Mould MakingLuis AlemanyJeff RodmanBen Rodman

PlaytestingAlbert BioscaMichael BrownRobbie DaviesHuc EgeaJake FlowersRaimund GumpetsbergerMarc IglesiasClaudi PaniaguaMarc PlansPere PujolLee PurslowSergio Romero

CREDITS

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FOREWORDIt is quite amusing that after the entire book is written andcompletely laid out, the last section that needs to be finished, onlya few hours before the book goes to the printer, is the “Foreword.”It would be difficult to write this section, however, without theoverall perspective that you gain after everything else on the page.Developing this game and this rulebook has been, without adoubt, the biggest and most enjoyable professional project I havedone in my life. It turned out much bigger than I ever would havepredicted. Developing a miniatures game it is not an easy task!

It was definitely worth the effort, and now that I see many of thethings I only imagined made a reality in the form of a miniaturesgame, a world map, artwork depicting places and characters,miniatures… I feel very lucky, grateful and honoured.

Countless hours of work by many talented people were necessaryto make this project a reality: rule developers, illustrators,sculptors, miniature painters, writers, an editor, proofreaders,playtesters... to all of them goes my biggest thank you!

Also, a very special thanks goes to my spouse, family and friendsfor putting up with me during this period, especially towards thelast few months, when my social life has been almost totallynonexistent.

My biggest thanks, however, is dedicated to you and to everygamer and collector who has shown an interest in the stuff wecreate here at Avatars of War. We NEVER forget that withoutyour support Avatars of War would not exist.

It's been just over four years since I first imagined how cool agladiatorial style contest would be, where the most powerful andlegendary of heroes clash in deadly combat. is simple idea ledto the Darklands, the Avatars of War and Arena Deathmatch.

And this is just the beginning: the Darklands is a setting not onlywhere bloody deathmatches take place, but epic sagas, dramasand stories will develop. All of us at Avatars of War are reallylooking forward to bringing them to your tabletop to share withyou.

In Arena Deathmatch you will find many terms you are used toif you are familiar with miniature games: stats, actions, feats, …however, I believe the mechanics will surprise you. From a verysimple formula emerges an almost endless number of strategicoptions and situations. Arena Deathmatch is very easy to learn,but mastering it is another matter entirely…Enough talk. Let the dice roll and may the Gods of War favouryou…

FelixPaniagua

It started a day like any other. I received an unexpected email; itwas from my friend Felix. It had been quite some time since I hadheard from him. He asked me to accompany him in thedevelopement of a miniatures game. I didn't imagine at thatmoment that the email would be the start of a great adventure.

Like in all adventures worth telling (and this one definitely is),there are the intrepid and daring adventurers, Felix and Ignasi,and there are also inclemencies and obstacles that can easily leadto despair. When overcome with tenacity and will, they lead tothe desired reward, neither gold nor glory or even distinction;instead, a dream come true. Arena Deathmatch is our victory, ourloot, and we’d like to share it with all of you.

Arena Deathmatch gathers and combines some of the best partsof roleplaying and tabletop miniature games: freedom of action(loads of it!), a cool atmosphere, a detailed setting, and the hobbyside of miniatures gaming.

It is a fun rule system which is accessible for every one but rewardsthe experienced player. It depicts with realism the bloody conteststhat take place in the arenas of the Darklands, a fantasy setting inevery sense of the word.

I'd like to thank everyone that has collaborated to make thisproject a reality, as well as those persons whom I have leftunattended or forsaken during this hectic time. I'd especially liketo thank my family, my brother and sister, and that who was oneday my better half. A very special memory for an outstandingmother that has been and will always be with me.

I hope you enjoy the game as much as I enjoyed designing it, andI hope it meets all your expectations and even exceeds them!

Have fun and remember… this is only the beginning!

anks,

Ignasi Ferrer Casanovas_________________"e Avatars of War will attend in their uncontrollable thirst ofpower and glory!

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INTRoDUCTIoN 6WHAT IS AN ARENA? 6WHAT IS A DEATHMATCH? 6WHAT IS ARENA DEATHMATCH ABoUT? 6WHAT Do YoU NEED To PLAY THE GAME? 6

MINIATURES 6GAMING SURFACE 7DICE 7CoUNTERS & TokENS 7

A WoRD ABoUT SPoRTSMANSHIP 7oPEN GAME 8

MoDELS 9TYPES oF MoDELS 9

AVATARS oF WAR 9SUPPoRTERS 9BEASTS 9

MoDEL DESCRIPTIoN9STATE TABLE 9FEATS 11ACTIoNS 11CLoSE CoMBAT ACTIoNS 11FoRMATIoNS 11DAMAGE & STATE oF A MoDEL 11MINIATURE BASE zoNES 11

CREATING YoUR BAND 12RECRUITING AN AVATAR 12

BASE HIRE CoST 12TRAINING CoST 12

SUPPoRTERS 13A SAMPLE BAND 13CoMPUTER BAND MAkER 13

GAME PREPARATIoN 15NUMBER oF PLAYERS 15GAME DURATIoN 15DEATHMATCH LEVEL 15HoME oR AWAY? 15SETTING UP THE GAMING SURFACE 16ENTERING THE ARENA 16

GAME MECHANICS 17THE RoUND PHASES 17

SUPPoRTERS & BEASTS PHASE 17SoUL PHASE 17CoMPULSoRY PHASE 17TACTICS PHASE17MAGIC PHASE 17RANGED CoMBAT PHASE 17CLoSE CoMBAT PHASE 18

TokENS PHASE18RULES PRIoRITY 18EFFECTS & RoUNDS 18STAT CHECkS 18

MANEUVER CHECkS 18ATTACkS 18CHECkS BETWEEN EqUAL STATS 18oRIGINAL & CURRENT STAT VALUES 18DIRECTIoN & SCATTER RoLLS 19MEASURING DISTANCES 19PENALTIES AND BoNUSES 19RoUNDING 19

ACTIoNS 20ACTIoN TYPES 20

TACTICAL ACTIoNS 20MAGIC ACTIoNS 20RANGED CoMBAT ACTIoNS 20CLoSE CoMBAT ACTIoNS 20

ACTIoN DESCRIPTIoN 20PERFoRMING AN ACTIoN 20

WHAT IF AN AVATAR STAT IS 10? 21SHoWING oFF 22

CoUNTERACTING ACTIoNS 22FATIGUE 23ACTIoNS RANGE 24CoMPULSoRY ACTIoNS 24oPPoRTUNITY ACTIoNS 25

DECLARING oPPoRTUNITY ACTIoNS 25AGILITY CHECk 25WHEN DoES THE oPPoRTUNITY ACTIoN TAkE PLACE?25INFLUENCE oVER THE TRIGGERING ACTIoN 25oPPoRTUNITY ACTIoN AGAINST A CRoWD EVENT 27

TACTICS 28CoMMoN TACTICAL ACTIoNS28

MoVEMENT ACTIoNS 28FACING 29FIRST AID 29DISENGAGE 29SPECIAL TACTICAL ACTIoNS 30

MAGIC 31CASTING A SPELL 31

EMPoWERING SPELLS 31DISPELLING MAGIC 32CoUNTERACTING A SPELL 32

TABLE OF CONTENTS

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RANGED CoMBAT 33LINE oF SIGHT (LoS) 33ATTACk RANGE 34LoS MoDIFIERS 34MAkING A RANGED ATTACk 34TARGETING 34

TARGETING FoRMATIoNS 35SPoRTSMANSHIP AND RANGED ATTACkS 35

CLoSE CoMBAT36ENGAGED IN CLoSE CoMBAT?36CLoSE CoMBAT ACTIoNS 36

CoMMoN CLoSE CoMBAT ACTIoNS 37SPECIAL CLoSE CoMBAT ACTIoNS 37

RESoLVING CoMBAT 37SIMPLE CoMBAT 37

PERFoRMING CoMBAT ACTIoNS 37RESoLVING ATTACkS 38APPLYING DAMAGE 40BLoW EFFECT 40

MULTIPLE CoMBAT 42PERFoRMING CoMBAT ACTIoNS 42RESoLVING ATTACkS & APPLYING DAMAGE 43BLoW EFFECT 44

CLoSE CoMBAT SPECIAL SITUATIoNS 44CoMBAT FACING 44FLANkING 44LoSING THE REARGUARD 44CLoSE CoMBAT MoDIFIERS 44FRIENDLY CoMBAT! 44

FoRMATIoNS 45MoUNT FoRMATIoN ACTIoN 45FoRMATIoN MoVEMENT 45CoUNTERS IN FoRMATIoNS 45JoINING A FoRMATIoN 46ABANDoNING FoRMATIoNS 46FoRMATIoN TYPES 46

CIRCLE FoRMATIoN 46SHIELD FoRMATIoN 46WEDGE FoRMATIoN 46

THE PoWER WITHIN 47SoUL SHARDS47

USES FoR SoUL SHARDS 47DECLARING AND RoLLING SoUL SHARDS 48

STEALING SoUL 48DAMAGING THE SoUL 48DRAINING THE SoUL 48FILLING THE SoUL 48kILLING AN AVATAR oF WAR 48

SToLEN SoUL48SoUL INSTABILITY 48

USING ASSIMILATED SoUL SHARDS 49REGENERATING THE SoUL 50

PSYCHoLoGY 51FEAR 51

FEAR EFFECTS 51HATRED 51

HATRED EFFECTS 51WoRSHIP 51

WoRSHIP EFFECTS 51BLIND RAGE 51

BLIND RAGE EFFECTS 51PSYCHoLoGY PRIoRITY 51

THE CRoWD 52CRoWD MooD 52

RECoRDING THE CRoWD MooD VALUE 52CRoWD MooD MoDIFIERS 52APPLYING CRoWD MooD MoDIFIERS 52

CRoWD EVENTS 53GENERATING CRoWD EVENTS 53WHo RoLLS THE CRoWD EVENT? 53BEASTS ENTERING THE ARENA 53

ULTRA SUPPoRTERS 53RECRUITING ULTRA SUPPoRTERS 54SITUATING ULTRA SUPPoRTERS 54AREA oF INFLUENCE 54MoVING ULTRA SUPPoRTERS 55SUPPoRTERS JUMPING IN THE ARENA 56

TERRAIN FEATURES 57TYPES oF TERRAIN 57

oPEN TERRAIN 57DIFFICULT TERRAIN 57IMPASSABLE TERRAIN 57

ELEVATIoNS 57SMALL ELEVATIoNS 57STANDING oN ELEVATIoNS 57FALLING DoWN & DRoPPING FRoM ELEVATIoNS 58

PLATFoRMS 59STAIRS 59PITS 59SCALE REFERENCE 59

qUICk REFERENCE SHEET 60ALPHABETICAL INDEx 63

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of War miniatures to enact memorable deathmatches. Theoutcome of these clashes depends on your ability to think fast,use sound tactics and take advantage of your Avatar’s strengths toovercome the Avatars controlled by your opponent.

Do not underestimate the importance of having supporters in thestands. Having the crowd on your side often makes the differencebetween victory and defeat!

The perils of the Arena stand against you. Traps, hazards andeven savage beasts stand between you and your opponent. onlythe most skilled combatants can hope to be victorious.

The door to the Arena opens, and the shouting crowd is eager tosee their favourite heroes fight to the death. Will they be cheeringyour victory... or your death? There’s only one way to find out!

WHAT DO YOU NEED TO PLAY THE

GAME?You’ll need the following to play a game of Arena Deathmatch:

-This rulebook-Miniatures to represent your Avatars of War-A table or gaming surface to represent the arena-Ten sided dice (each player may need up to ten dice)-Something to measure distance (6 inch and 12 inch rulers)-A handful of tokens to indicate effects affecting your Avatars-A handful of counters (small d6 are perfect to thsi end) toindicate the number of action dice spent by your Avatars-The Avatars of War record cards-A printed or photocopied quick reference sheet and crowdevents table

MINIATURES

Each Avatar of War, beast or supporterthat appears in a game of Arena

Deathmatch must be represented by aminiature. Avatars of War produces

highly detailed metal miniatures especially designed to representthe Avatars of War, beasts and supporters that appear in thisrulebook. Every Avatars of War miniature is sculpted to thescale of 1/62: an average human (5,7 feet) measuring 28mmhigh to the top of the head.

Avatars of War miniatureslook even better when

painted; in thisrulebook there is a

Painting guide that showsyou how to achieve stunningpaintjobs for your Avatars. You onlyneed to paint around six miniatures to playArena Deathmatch, so you can afford tospend lots of time on each one to makethem look great on the arena floor and showoff your painting skills!

INTRODUCTIONAvatars of War: Arena Deathmatch is a 28mm miniatures gamethat depicts the bloody clash between two or more bands ofheroes facing off on the floor of the arena, in front of a raucouscrowd that is thirsty for action, violence and even death. Thisdeadly contest is known as a deathmatch.

The most powerful heroes among the mortal races are known asthe Avatars of War—heroes chosen by the gods themselves. TheseAvatars, in addition to being fierce combatants, are able to drawupon the sliver of divinity within their souls for the power toexpand their already awesome combat abilities.

WHAT IS AN ARENA?An arena is a structure designed to host public spectacles. Thearena floor, covered in sand, is surrounded by gradually ascendingstands where spectators closely follow the event.

Arenas vary in size, from small town arenas that hold a hundredspectators to colossal arenas that can hold thousands. Thesecoliseums, like the Drumminor Arena, are located in the largestand most important cities of the realm.

The word arena comes from the Latin for “sand”. The sandy floorof the arena is where the action takes place, perfectly absorbingthe blood which is spilled during the brutal contests known asdeathmatches.

WHAT IS A

DEATHMATCH?A Deathmatch is the term used todefine a deadly game of combatbetween teams of two or morecombatants which takes place in anenclosed area. The goal of thecombatants is to kill as many opponentsas possible during the deathmatch,while avoiding death themselves.

The enclosed areas wheredeathmatches take place arethe great arenas of theDarklands. The combatantsare the legendary Avatars ofWar, the greatest warriors theworld has even known.

WHAT IS ARENA DEATHMATCHABOUT?In Arena Deathmatch, each player controls a band of Avatars ofWar as they face off on the arena floor in front of a cheering (orjeering) crowd. In this book you’ll find the rules to use Avatars

Orc WarlordAvatar of War

Goblin HeroAvatar of War

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GAMING SURFACEArena Deathmatch does not come with a board; all you need toplay is a flat surface at least 20x20 inches (up to 30x30 inches).This surface represents the arena where the Avatars clash.

An Arena Deathmatch game looks great if you play over a brownmat (to simulate the sand of the arena). You can go even furtherby building walls, stands and other scenery elements. Take a lookat the “Building an arena” section in this book for quick and easyinstructions for creating a great looking gaming surface.

DICEArena Deathmatch uses ten sided dice (d10) to determine theoutcome of actions and attacks. In this rulebook, you’ll find 1d10indicates the rolling of one ten sided die while 6d10 wouldindicate the rolling of six ten sided dice.When rolling a d10 in Arena Deathmatch, regardless of the typeof roll, a result of 1 is always successful while a result of 10 (0) isa failure. The only exception to this rule is when an Avatar has astat score of 10. This exception is explained further in the sectionon Actions.

Sometimes you’ll need to roll as many as 10d10 for a particularlypowerful attack or action!

COUNTERS & TOKENSYou’ll need counters to keep track of the number of action dicespent by each Avatar. In addition, you’ll need some tokens toremind you of different effects such as those caused by spells andpsychology.

You can easily make your own action dice counters. Small six-sided dice are perfect for that end. While gaming, place the dicenext to the miniature; the shown face will indicate the action dicespent by that Avatar.

A WORD ABOUT SPORTSMANSHIPon some occasions your opponent may ask you for informationabout your band of Avatars (special rules, stats, feats, their currentstate, etc). You must share that information whenever youropponent asks for it.

At the end of the day, Avatars of War are well-known celebritiesand their abilities and strengths are no secret to fans of the arena.

A lot of testing went in to creating these rules and they have beencarefully designed to cover as many situations as possible. Sooneror later, a situation may pop up where how to correctly apply the

A game of Arena Deathmatch in progress

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rules is not completely clear. In these situations, try to find a quicksolution. Don’t argue with your opponent for a long time, as thatbreaks the pace of the game. If you can’t find a common positionquickly, you should both roll a d10. The highest roll decides theoutcome.

When the game is finished, there is plenty of time to discuss therule and what to do if the situation comes up again. You can evencheck the forums on the Avatars of War website to ask for advice

OPEN GAMEThis rulebook contains all the rules you need to start playingArena Deathmatch. In addition to this rulebook, new material iscreated monthly to enrich the game: new miniatures, Avatars ofWar and ultra supporter groups to join your band, more sceneryelements to spice up your arena, and new scenarios. These are just

some of the things that take Arena Deathmatch beyond thisrulebook.Stay up to date by visiting the Avatars of War website where you’llfind all the new releases for the game as well as news ontournaments and Avatars of War related events along with plentyof free downloadable stuff.

The website forums are the ideal place to discuss all aspects ofArena Deathmatch: talk about the miniatures, give suggestionsfor future releases, discuss the rules, showcase your painting andmodelling skills, and give or ask for advice. You can even findopponents close to you to clash in the arena.

Welcome to Arena Deathmatch and thanks so much for joiningthe game!

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MODELSEvery combatant that appears in Arena Deathmatch isrepresented by a miniature which is referred to as a model forrules purposes.

TYPES OFMODELSThere are three types ofmodels used in ArenaDeathmatch: Avatars ofWar, supporters, andbeasts.

AVATARS OFWAR

The Avatars of War are the greatest heroes that the world has everknown.

An Avatar is a dangerous opponent who has highly trained skillsand a long history of combat. To honour their martial skill, theyhave been granted a sliver of immortality by the gods themselves.

SUPPORTERSJust like any fans at a sporting event, supporters are heavilyinvested in their Avatars of choice. So invested, in fact, that theymight even jump out of the stands and on to the sands of thearena itself!

The supporter probably won’t stick around long (after all, eventhe greatest frenzy won’t last when face to face with someone likea 1200lbs orc Warlord) but while they’re running around thearena under your control, they can be quite useful.

BEASTSBeasts are monstrous animals that are thrown into the arena forthe enjoyment of the crowd. This normally happens when thecrowd gets bored of the fight taking place.

Beasts are not controlled by players, as they are bloodthirsty,hungry creatures that attack almost any combatant they find intheir way.

Every beast has a description in this book. There you’ll findguidelines on how to generate its actions in the arena.

Beware! Some beasts are powerful enough to pose a challenge foreven an Avatar of War.

MODEL DESCRIPTIONEvery model has a descirption listing its stats, feats, actions andspecial rules that may or not improve its performance on thearena.

This description is availablei the model’s record card .The record card iscomposed of the model’sdescription (size, homeland,...), the state table, and adescription of its specialrules, feats, and actions.

Example: Dark Elf Prince

Special rules WindwalkerHatred (Light Elves)

Feats Precise Strike Precise Shot Deflect Arrows

Tactical actions Running Thrust Throw Sand

Ranged Combat Actions Crossbow Shot ♥

Close combat actions FlankWin RearguardFeint

Formations Wedge, Circular, Shield

STATE TABLEThe state table gives a numeric description of the model’s differentstatistics (stats). It also records the current state of the model’sstatistics, as these change throughout a game of ArenaDeathmatch. The higher the value (on a scale of 1 to 10), thebetter the stat. These values are used on several types of rollsthroughout the game. The header of the statistic table lists thenumber of action dice and combat dice as well as the base hirecost.

Miniatures can stand ondifferent base types: small(20x20 mm), medium andlarge (25x25 mm), huge

(40x40 mm), beast(25x50mm).

on the record card of eachmodel, you’ll find which the

appropriate base for that modelis.

on the arena deathmatchwebsite (www.avatars-of-war.com)

you’ll find the record cards foreach released Avatar of War, beast

and supporter.

e record card is all you need tocontrol a model in a game of

Arena Deathmatch.

Dark Elf Prince AD 4 CD 4 BHC 139 gcAg 3 4 5 6 7 8 9 10 Soul StolenSt 3 4 5 6 7 8 9 10 0 0Mi 3 4 5 6 7 8 9 10 1 1Mov 1 2 2 3 3 3 4 4 2 2Pop 3 4 5 6 7 8 9 10 3 3CS 3 4 5 6 7 8 9 10 4 4RS 3 4 5 6 7 8 9 10 5 5Arm 3 4 5 6 7 8 9 10 6 6

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HeaderAction Dice (AD): Action dice are used to perform and counteractions. This is the number of action dice a model can spend eachround. When all action dice have been spent, the model cannotperform or counter any more actions until the next round.

Combat Dice (CD): Combat dice are used to perform andcounter close combat actions and to attack in close combat. Thisis the number of combat dice a model can spend each round.When all combat dice have been spent, the model cannot performor counter any more close combat actions or attacks until the nextround.

Base Hire Cost (BHC): The base hire cost indicates the amountof gold coins (gc) required to include an Avatar in your band. Themore powerful an Avatar is, the more gold coins he charges for hisservices.

Physical statsAgility (Ag): Measures the quickness, coordination and reflexesof a model.

Strength (St): Indicates the physical power of a model. Thestronger a model is, the harder it attacks. It is also a reference forthe model’s physical size and weight.

Mind (Mi): Indicates the mental capacity of a model. It isespecially important for magic-users, as it directly affectsthe power and range of spells and the ability to dispelother’s magic. It is also used to resistthe effects of a spell.

Descriptive statsMovement (Mv): The distance, in inches, that a model can moveby walking.

Popularity (Pop): Measures the respect and admiration that thecrowd and other combatants have for a model.

Combat Skill (CS): Measures how skilled a model is in closecombat.

Ranged Combat Skill (RS): Measures how skilled a model is usingmissile weapons in ranged combat.

Armour (Arm): Indicates the type of armour a model wears. Thehigher the number, the better the protection from damage. Thisstat includes both normal and magic armour.

Soul statsSoul: Measures the power of an Avatar’s immortal soul.

Stolen Soul pool: Indicates the number of stolen soul shards theAvatar has (taken or received from other Avatars of War).

SPECIAL RULESSpecial rules are characteristics or abilities that modify rules for a

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model. Special rules are always in effect.Examples of special rules include Hatred and Toughness.

FEATSFeats are notable abilities that give models particular benefits.Feats are always in effect.

Examples of feats include Mighty Blow and Precise Shot.

ACTIONSAlmost everything a model can do is called an action.Common actions are available to all models (e.g. walking,running, charging) while special actions are available onlyto specific models (e.g. Warcry, Provoke Crowd).

Actions are classified as tactical, magical, ranged combator close combat.

Favoured actionsAn Avatar's favoured action is highlighted on the model’srecord card using the following symbol: ♥. When nofavoured action is indicated, the Avatar favoured action isCharge.

CLOSE COMBAT ACTIONSAlmost everything a model can do in close combat iscalled a close combat action. Common close combatactions are available to all models (e.g. standing up whilein close combat) while special close combat actions (e.g.flanking or feigning) are available only to specific models.

FORMATIONSSome Avatars know combat formations and can call other Avatarsto join one with him. Being in a formation gives specialadvantages. For example, the circular formation eliminates flanksand rears from Avatars so that they can only be attacked fromtheir front.

DAMAGE & STATE OF A MODELDamage in Arena Deathmatch is reflected directly on the modelstate table.

Every time a model suffers damage one of its stats is affected,decreasing in value. This means that damage taken by a modeldirectly affects its performance in the arena as its stats decreaseduring the deathmatch.

When all three physical stats (Ag, St, Mi) decrease totheir lowest value, the model is dead or too wounded

to carry on fighting and is removed from play.

MINIATURE BASE ZONES

Miniature bases have four sides: the front,rear and two flanks. The front is the side

of the base where the miniature’s head

faces forward. The rear is opposite this. The other two sides arecalled flanks.

The miniature box is a three dimensional box measured from thesquare base up to the top of the miniature’s head.

Base zones and box of a miniature

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CREATING YOUR BANDBefore you create a band, decide on a Deathmatch level or specialscenario for your game which states the total amount of goldcoins (gc) for each player.

There is one rule to follow when composing your band: the sumof the cost of your Avatars (BHC plus training cost) plus the costof bringing ultra supporters to the event has to be equal or lessthan the total amount of gold stipulated by the Deathmatch levelor scenario.

RECRUITING AN AVATARRecruiting and training your Avatars is an important part ofArena Deathmatch. Spend some time considering the possibilitiesand combinations available. You can hire several Avatars with littletraining, or perhaps you’d like fewer models with more trainedskills.

BASE HIRE COSTThe base hire cost (BHC) of an Avatar indicates how many gcyou have to spend to recruit that Avatar.

To recruit an Avatar, subtract his BHC from your current amountof gold coins. once you have recruited all your Avatars, you areready to begin their training.

TRAINING COSTTraining an Avatar gives you options to upgrade some of hisfeatures, but at the cost of valuable gold.

Each Avatar record card specifies which features can be upgradedand at what cost.

When a number preceded by a “+” appears in the Avatar recordcard, it means that feature can be trained at the cost of thatnumber of gold coins. If a feature shows “+5”, it can be trainedat the cost of 5 gold coins.

Features that do not show that symbol cannot be trained for thatAvatar.

Example: Dark Elf Prince

Special rules HatredWindwalker

Feats (+5) Precise Strike (+5) Precise Shot (+5) Deflect Arrows

Tactical actions Throw Sand(+4) Running Thrust

Ranged combat actions Crossbow Shot

Close combat actions Flank Win Rearguard (+4) Feint

Formations Shield, Wedge, Circular

Looking at the Dark Elf Prince State table we see that the followingstats can be upgraded:Agility (Ag) from 6 to 7 at a cost of 4gcMind (Mi) from 6 to 7 at a cost of 4gcPopularity (Pop) from 7 to 8 at a cost of 2 gcCombat Skill (CS) from 6 to 7 at a cost of 4 gcRanged combat Skill (RS) from 7 to 8 at a cost of 5 gcAlso the Dark Elf Prince can gain one extra CD at a training cost of6gcThe Dark Elf Prince can learn the following feats:Precise Strike at a cost of 5gcPrecise Shot at a cost of 5gcDeflect Arrows at a cost of 5gc

The Dark Elf Prince can learn the following actions:Running Thrust at a cost of 4gc

Finally, the Dark Elf Prince can learn the following close combatactions:Feint at a cost of 4gc

Training a Dark Elf Prince to his full potential will cost a total of48gc.The training cost of an Avatar is the sum of the cost of each

Dark Elf Prince AD 4 CD 3, 4 at +6 BHC 139 gcAg 3 4 5 6 +4 8 9 10 Soul StolenSt 3 4 5 6 7 8 9 10 0 0Mi 3 4 5 6 +4 8 9 10 1 1Mov 1 2 2 3 3 3 4 4 2 2Pop 3 4 5 6 7 +2 9 10 3 3CS 3 4 5 6 +4 8 9 10 4 4RS 3 4 5 6 7 +5 9 10 5 5Arm 3 4 5 6 7 8 9 10 6 6

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upgraded feature. To train an Avatar, subtract his training costfrom your current amount of gold.

SUPPORTERSAfter recruiting your Avatars, you may want to invest in attractingsupporters.

Supporters won’t win any deathmatches by themselves, but thatcan easily be the difference between victory and defeat by tippingthe balance of the deathmatch in your favour if your Avatars canget them involved.

A SAMPLE BANDWe’ve recruited the following band for aRegional Deathmatch where each playerhas 750gc at his disposal for recruitingand training his Avatars and attractingsupporters.

The first thing to do is recruit yourAvatars. To do so, we subtract their BHCfrom the amount of gc (750).

The first Avatar we recruit is a Light ElfPrince. His BHC is 142gc, so we have608gc left.Next, we hire two dwarf berserkers whohave a BHC of 127gc each. This leaves uswith 354gc.

We continue to hire Avatars for our band.The following list shows our completeband of Avatars and their BHCs.

Dwarf Berserker 127gcLight Elf Prince 142gcBarbarian Hero 121 gcDwarf Berserker 127 gcDwarf ThunderLord 117 gcTotal cost 634 gcAmount of gold left 116gc

Now it’s time to train our Avatars. We haven’t spent too muchon training a single Avatar in order to be able to train all of themin the few important features we need for our gaming strategy.

The following list shows the amount spent on training eachAvatar, the total training cost and the amount of gold coins left.

Dwarf Berserker 7 gcLight Elf Prince 14 gcBarbarian Hero 9 gcDwarf Berserker 7 gcDwarf ThunderLord 18 gcTotal training cost 55 gcAmount of gold left 61gc

We’ve saved 61 gc for attracting supporters to cheer and

encourage our Avatars, as well as discourage our enemy’s band.We decided (since we have so many dwarfs in our band) that theDwarven Ironfists are a good choice. We also added in somealcoholic drinks for our supporters in order to get them in themood for a deathmatch!

Dwarven Ironfists 50 gcAlcoholic drinks 9 gcTotal Cost 59 gcAmount of gold left 2 gc

At this point we’ve spent all our gold coins and have recruitedand trained our Avatars as well as attracted a group of supportersto the event.

COMPUTER BAND MAKERThe fastest way to create a band of Avatars is to use the ArenaDeathmatch Band Maker. You can download it for free from theArena Deathmatch website.

It does all the math for you and also lists all available trainingoptions for each Avatar.

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The Band Maker is updated when necessary with all the newAvatars, beasts, and supporters along with rule updates so you canbe 100% sure that your Avatars are up to date if you use it tocreate your band.

once your band is ready you can print it in an easy to useroster sheet, or simply fill in your Avatar’s record cardsaccordingly.

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GAME PREPARATIONBefore starting the game, players agree on a Deathmatch levelwhich determines the size of the arena and the gold coins thateach player has to hire and train their Avatars. There are alsoparticular scenarios which state their own Deathmatch level (youcan download several from the Arena Deathmatch website).

Players can now create their band with the given gold coins.

Next, set up the gaming surface that represents the arena wherethe deathmatch takes place. Players then deploy their Avatars andthe match begins!

The deathmatch finishes when a player destroys all his opponentsAvatars, when a predetermined number of rounds or a set amountof time has been played, when the objectives of a scenario havebeen met, or even if the crowd becomes so frenzied there is nooption left but to end the fight!

NUMBER OF PLAYERSArena Deathmatch is normally played by two players. However,all the rules work perfectly with three or more players dividedinto two teams. Whatever the number of players, each playercontrols one band of Avatars.

When there are more than two bands of Avatars in a deathmatch,all bands are organized into two teams. Players on the same teamplay cooperatively against the other team’s players. Gold coins aresplit evenly amongst the players on a team.one of the teams is the home team, while the other is the awayteam.

GAME DURATIONArena Deathmatch games have a predefined game duration.Select a number of rounds to play, or a deathmatch duration (e.g.2 hours).

At the end of the deathmatch, if no player has won by eliminatingthe other player’s band of Avatars or by meeting scenarioobjectives, the crowd mood value (see “The Crowd”) determinesthe winner. If the crowd mood has a positive value, then the homeplayers have won the deathmatch. If the crowd mood is a negativevalue, the away players have won. If the crowd mood value is zerothen the result of the deathmatch is a draw.

In the event that you reach the end of a deathmatch played witha time duration, the current round must end before finishing thedeathmatch. You cannot end a deathmatch in the middle of around.

DEATHMATCH LEVELBefore a game, agree to a Deathmatch level or special scenariowith your opponent. If you choose to play a scenario note that thespecial scenario rules have priority over the Deathmatch level ruleswhen creating your band.

Each Deathmatch level assigns a number of gold coins that eachplayer can spend on hiring and training their Avatars andattracting supporters.

The table below shows the different Deathmatch levels and thenumber of gold coins available at each level. Note that this tableis provided as a guideline; you can choose any amount of goldcoins you’d like for you deathmatch as long as your opponentagrees.

HOME OR AWAY?Before setting up the gaming surface, decide which playerrepresents the home team and which represents the away team. Ifthere are more than two players, there should be an equal numberof players on each team. If that is not possible, then the odd playershould play on the away team (to offset the home advantage).

There are several ways to determine which player is playing athome. The players can agree amongst themselves who is playinghome and who is playing away. A good rule of thumb is thatwhoever built the Arena is fighting at home.

Alternatively, you can randomly roll to determine the home team.once it has been determined how many player should be fightingat home and how many away, every player rolls a d10. Theplayers with the highest results are fighting at home. In the caseof a tie, the tied players reroll until teams are established.

Example: Five Players are Taking Part in a Deathmatch. Two players play at home and three players are away. The fiveplayers each roll a d10, resulting in 9, 7, 7, 3 and 3. The two highestrolls play at home, so the player who rolled a 9 is on the home team.The two players who each rolled a 7 reroll, since only one of themcan play on the home team. They reroll a 6 and a 4. The player whorolled a 6 is on the home team. The player who rolled a 4 is on the

Deathmatch level Total gold Avatars of War per band* Arena size† Scenery pieces

Village (Local Deathmatch) 600-700 4-5 25x20 inches 5-7Town (Regional Deathmatch) 701-800 4-6 25x25 inches 6-7

City (Mark Deathmatch) 801-900 5-7 25x30 inches 7-8Capital (National Deathmatch) 901-1100 6-8 30x30 inches 8-10

* e number of Avatars of War per band is just an indicative number (assumes only one ultra supporter group is hired)† e arena size is an indicative size for two player games. If there are more than two bands arenas should be bigger. Different shaped arenas(such as a circular one) should be of the largest size that still fits inside the indicated arena size.

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away team. The players who tied at 3 do not need to reroll becausethere is only room left on the away team.

The crowd reacts different towards away Avatars. The crowd isfickle though, and their support can shift based on theperformance of the Avatars. See “The Crowd” for moreinformation on how this affects a deathmatch.

SETTING UP THE GAMING SURFACEIt is now time to set up the gaming surface. The players fightingat home will deploy the arena’s basic structure: the gaming mat,the arena walls and the scenery elements where the different bandsand beasts will enter the arena (normally a door or pit for eachband and one door or pit for the beasts). There must be at leastone entrance element for each band involved in the deathmatchand one entrance element for the beasts. Home bands can choosetheir entrance element, only after all scenery pieces have beenplaced, while away bands entrance elements should be randomlyassigned to the different away bands.

The Deathmatch level states a range specifying the number ofscenery pieces (apart from the entrance elements) allowed. Thehome players will choose the final number of scenery pieces fromthat range. It is time now to deploy these scenery elements on thesand.

Players fighting at home may choose up to two scenery pieces toplace where they choose, before any other piece of scenery isplaced on the sand. In case the arena is already modelled and hassome fixed scenery pieces, subtract those pieces from the two thehome players can choose to place.

Next the rest of the scenery pieces are placed. ourrecommendation is to place the different elements to try torecreate a strategically and visually appealing arena. All playersshould be collaborative on that task and these pieces shouldn’tbe placed to disadvantage any of the players.

If you’d like to place them randomly you can follow thisprocedure: for each scenery element roll a scatter roll and measurethe distance and direction indicated from the central point of thearena. Alternatively you can create your own method for randomlyplacing the scenery elements.

Scenery elements cannot be placed over entrance elements.

ENTERING THE ARENAHome bands can choose their entrance element, while awaybands’ entrance element should be randomly assigned.

The Avatars fighting away are the first to enter the arena. Eachaway Avatar enters the arena from their designated entranceelement by performing a Walk action.

As you’ll discover while reading this rulebook and playingdeathmatches, the crowd plays a very important role in ArenaDeathmatch. At the beginning of the game, the crowd mood hasa value of 0. After all the away avatars have entered the arena, thecrowd “welcomes” the away team with boos and jeers (or evenworse!). This gets the crowd excited and its mood goes up to 1and the first crowd event has to be generated. This crowd eventwill be generated by the home player. See “The crowd” for moredetails on the crowd mood and crowd events descriptions.

Next, the Avatars fighting at home enter the arena from theirdesignated entrance element by performing a Walk action.

The deathmatch has begun!

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GAME MECHANICSArena Deathmatch is played in a sequence of game rounds. Eachround is divided into eight different phases.

Each player goes through the round phases alternatively (exceptthe close combat and tokens phases, which take place for allplayers simultaneously). When all players have gone through allof the round phases, the round ends and the next round begins.

At the beginning of every round, you have to determine theround initiative, which player goes first on all the current round’sphases. Each player rolls a d10. The highest number goes first,the second highest second, and so on.

Remember, before advancing to phase two, all players have tohave gone through phase one in the order established by theinitiative rolls. The same applies for all phases except closecombat, which is taken simultaneously by all players involved incombat, and the tokens phase, which is taken simultaneously byall players.

THE ROUND PHASESThe round is divided into eight different phases:

1. Supporters & Beasts2. Soul3. Compulsory4. Tactics5. Magic6. Ranged Combat7. Close Combat8. Tokens

Each player goes through phases 1 to 6 taking turns as establishedby that round’s initiative rolls. Phase 7 and 8 are takensimultaneously by all players.

SUPPORTERS & BEASTS PHASEDuring this phase each player can move each one of their ultrasupporter groups, activate up to one feat of their supporter groupsand generate the actions of one beast (the one he chooses to).

If, after all players have gone through this phase, there are stillunactivated beasts, the players will alternate activating beasts andgenerating their actions based on the round’s initiative until allbeasts in the arena have been activated.

SOUL PHASEDuring this phase each player can regenerate their Avatars soulsif they wish to. Also, each Avatar who has stolen soul shards mustmake a soul stability check. Soul instability effects are appliedimmediately after each check has been made.

COMPULSORY PHASEDuring this phase each player checks his models for anycompulsory actions that apply as a result of any effect, like magicor psychology effects, or an action’s outcome effects.

Models required to perform a compulsory action must performthat action using at least two action dice (no matter the type ofaction) during this phase.

When all compulsory actions have been performed, the nextplayer (in initiative order) goes through the Compulsory phase.

Models can be activated in any order desired.

TACTICS PHASEDuring this phase each player can order his models to performdifferent tactical actions using action dice.

When all action dice have been used, or the player states he isdone, the next player (in initiative order) goes through the Tacticsphase.

Models can be activated in any order desired. A model does notneed to perform all of its tactical actions at one time. Players cango back and reactivate a model that has already been activated toperform more tactical actions as long as it is still that player’s turnin the Tactics phase.

MAGIC PHASE

During this phase, each player can order his models to performmagic actions using their action dice.

When all action dice have been used, or the player states he isdone, the next player (in initiative order) goes through the Magicphase.

Models can be activated in any order desired. A model does notneed to perform all of its magical actions at one time. Players cango back and reactivate a model that has already been activated toperform more magical actions as long as it is still that player’sturn in the Magic phase.

RANGED COMBAT PHASE

During this phase, each player can order his models to performranged combat actions using their action dice.

When all action dice have been used, or the player states he isdone, the next player (in initiative order) goes through theRanged Combat phase.

Models can be activated in any order desired. A model does notneed to perform all of its ranged combat actions at one time.Players can go back and reactivate a model that has already beenactivated to perform more ranged combat actions as long as it isstill that player’s turn in the Ranged Combat phase.

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CLOSE COMBAT PHASEDuring this phase, all players order their combating models toperform close combat actions and make attacks using theircombat dice. When all combat dice have been used, or allcombats have been resolved, the phase ends.

TOKENS PHASEDuring this phase all players remove action dice and combat dicecounters. Remove any token that refers to an effect or spell thatexpires this turn. Update, if necessary, any effect or spell tokens.

RULES PRIORITYWhenever two rules conflict because both describe a differentresolution for the same circumstances, apply the following rule:the more specific rule is the rule which has priority.

EFFECTS & ROUNDSSome effects, like magic or psychology, last for one or morerounds.

Effects are always applied immediate in Arena Deathmatch. Aneffect that lasts for one round is active for the rest of the currentround only. An effect that lasts two rounds is active for the restof the current round and the entire following round.

Example: Applying EffectsA Goblin Hero throws sand in the face of a Barbarian Hero. As aresult of the action the Barbarian Hero suffers a -2 penalty for oneround. As effects are applied immediately, the Barbarian Hero suffersthe penalty immediately and until the end of the current round.

STAT CHECKSIn some game situations a model makes a check against a givenstat. Stat checks involve rolling 1d10 and comparing the resultto the checked stat.

If the roll is less than the current value of the stat, it is successful.

If the roll is equal to the current value of the stat, it is doublysuccessful and counts as two successful rolls.

If the roll is greater than the current value of the checked stat, itis not successful.

If one or more successful rolls are made, the check is passed.otherwise, the check is failed.

Example: Combat Skill checkA Dwarf ThunderLord makes a Combat Skill check to detect aGoblin Hero who is attacking him from his rearguard.

The check stat is Combat Skill (CS). The Dwarf Thunderlord’s CSstat current value is 5.

The player rolls 1d10 obtaining a result of 5.

The roll is then a doubly successful roll, as it is equal to the DwarfThunderlord CS current value.

This means that the Dwarf Thunderlord passes the check and detectsthe Goblin Hero. He can then turn to face his opponent.

In case the check would have failed, the Dwarf Thunderlord wouldhave been surprised and attacked from his rearguard during thisround close combat phase.

MANEUVER CHECKS

Maneuver checks (MC) are a particular type of stat check (againstthe Agility (Ag) stat). A maneuver check involves rolling up to3d10 and looking for the result on the manoeuvre check table.

ATTACKSDuring a deathmatch, several different types of attacks take place.

All attacks in Arena Deathmatch (close combat attacks, magicattacks, ranged combat attacks and all other attacks types such asa slam attack or an attack due to a collision) have an associatedattack strength, damage inflicted and a blow effect.

When resolving ANY type of attack, follow this sequence:1. Determine the attack strength.2. Apply the inflicted damage to the victim.3. Apply the blow effect to the victim.

CHECKS BETWEEN EQUAL STATSon some occasions you will compare two models stats to make adecision. For example, the Agility stat is compared to determineclose combat initiative.

If both stats are equal, each player should roll a d10 to break thedraw. The player who rolls highest wins initiative. In case of a tiewhen rolling, roll again.

ORIGINAL & CURRENT STATVALUESWhen called on to make a decision based on a model’s stat values,unless otherwise noted use the current stat value (the value thatstat has at the moment and updated with any active modifiers),not the original value (the value that stat has at the beginning of

Successful check rolls(Ag)

Maneuver check (over open terrain*)result

0 The model is knocked down.

1 The model moves 1 inch in a randomdirection, and faces in a random direction.

2+ The model keeps the position.*All maneuver checks over difficult terrain will be taken with one less diethan they would over open terrain, but always 1d10 can be rolled.

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the game). When the original stat value is to be used for a check,it is explicitly stated.

DIRECTION & SCATTER ROLLSWhen you need to determine the direction of an event, you makea direction roll. To make a direction roll, roll a d10. The resultof the direction roll is whatever way the pointed end of the topof the d10 is facing. The die score itself is not used; only thedirection the top of the die is facing is important.

When called on to determine a move with a random directionand a random distance, you make a scatter roll. This is the sameas a direction roll, but the die score indicates the distance movedwhile the direction the die is pointed indicates the directionmoved.

MEASURING DISTANCESIn Arena Deathmatch, distances are not measured until afterdeclaring an action (the outcome which depends on a target beingin range).

When measuring the distance to or from a miniature, measure toor from any edge of the miniature box. This means that a

miniature is considered to be within a distance when any part ofits box is within that distance.

PENALTIES AND BONUSESWhen applying a penalty or bonus to a model, you modify itsavailable action and combat dice.

For example, a penalty of -1 subtracts one action die and onecombat die, while a penalty of -2 subtracts two action dice andtwo combat dice. A bonus of +1 adds one action die and onecombat die, while a bonus of +2 adds two action dice and twocombat dice.

Unless otherwise specified a penalty or bonus lasts for one round.

ROUNDINGWhen required to divide a number to make a decision, unlessspecified to the contrary, always round any results with a fractionup.

A direction roll

A scatter roll

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ACTIONSAlmost everything a model does in Arena Deathmatch takes placein the form of an action. Walking, running, charging andshooting are all actions.

Some actions are available to all models. These are called commonactions. They are described in different areas of this book. Mostactions are available only to specific models and are known asspecial actions. Special actions are described in the model’s recordcard.

Whenever a special action rule conflicts with a common actionrule, the special action rule has priority over the common actionrule.

An action is performed rolling action dice (AD). The more actiondice used to perform an action,the greater its chances of success.Note that no action can besuccessful unless at least oneaction die is rolled to perform it.

A model can spend all of itsaction dice every round toperform and counteract actions.

This means the number of actionsa model can perform in one round depends directly on how manyaction dice it spends on each action. The more action dice amodel spends on each action, the fewer action dice it has toperform other actions. Alternatively, you can choose to spendaction dice on more actions, but each action is less likely to besuccessful with fewer action dice devoted to that action.

ACTION TYPESIn Arena Deathmatch there are four different types of actions:

TACTICAL ACTIONSTactical actions are performed by models to develop tactics duringthe round. Tactical actions are performed during the Tacticsphase. Unless stated to the contrary in the action description,tactical actions cannot be performed while engaged in closecombat or against a model engaged in close combat.

MAGIC ACTIONS

Magic actions involve casting spells. Magic actions are performedduring the Magic phase. Unless stated to the contrary in theaction description, magic actions cannot be performed whileengaged in close combat or against a model engaged in closecombat.

RANGED COMBAT ACTIONS

Ranged combat actions involve the use of ranged combatweapons. Ranged combat actions are performed during the

Ranged Combat phase. Unless stated to the contrary in the actiondescription, ranged combat actions cannot be performed whileengaged in close combat or against a model engaged in closecombat.

CLOSE COMBAT ACTIONSClose combat actions are performed during the Close Combatphase. These actions differ from other action types because theyare performed by spending combat dice rather than action dice.

ACTION DESCRIPTIONon a model’s record card you’ll find a description for each specialaction the model can perform. An action description is composedof:

-The stat used to perform the action, identified by thd dice icon-The action’s range (if any), identified by thd ruler icon -The different outcomes of the action, identified by the

lightning icon. The outcomes are classified upon the numberof successful dice rolled when performing the action.

PERFORMING AN ACTIONTo perform an action, declare the number of action dice (AD)the model is going to spend to perform that action. Stating whichaction the model is going to perform and how many action diceare going to be used is called declaring an action.

The more action dice the model uses, the more successful theaction tends to be.

Roll 1d10 for each AD used to perform the action and comparethe results of each roll to the action stat’s current value.

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After performing anaction do not forget toplace the required AD

counter next to theminiature, to update thenumber of action dicespent during the round

by this model.

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Each AD roll that is lower than the action stat’s current value issuccessful.Each AD roll that is equal to the action stat’s current value isdoubly successful and counts as two successful rolls.Each AD roll that is higher than the action stat’s current value isa failed roll.

Count the total number of successful AD rolls, look for the actionoutcome that corresponds to that number of successful rolls, andapply that action outcome immediately.

Example: Performing a Warcry actionA player wants his Orc Warlrod to intimidate his opponents. Hechooses to perform the action Warcry using three AD.The action’s description is as follows:

Popularity (Pop)

4 inches

2: No effect | 3: All opponents in range are afraid of the OrcWarlord for the current round.

The Orc Warlord’s Popularity stat is 8. The player rolls 3d10obtaining the following AD rolls: 4, 9 and 8.The first AD roll is a 4: a successful AD roll as it is less than the Orc’sPop.The second AD roll is a 9: a non successful AD roll as it is higherthan the Orc’s Pop.The third AD roll is an 8: a doubly successful AD roll as it is equalto the Orc’s Pop.

Thus, the total number of successful AD rolls is 3. Looking at theaction outcome, the result (for 3 successful AD rolls) is that allopponents in a radius of 4” are afraid of the Orc Warlord for tworounds.

Note that the first entry of the action’s outcome describes theoutcome to be applied for the stated number of successful ADrolls or less, while the last entry describes the outcome to beapplied for the stated number of successful AD rolls or more. Forexample, on the following outcome,

1:No effect | 2:Attack of strength 71: states the outcome when obtaining one or less succesful rolls,while 2: states the outcome when obtaining two or more succesfulrolls.

on several action’s outcome you may notice the letter “n”. Replacethe “n” with the number of successful action dice rolled whenperforming an action. For example, on the following outcome :Attack of strength 5+n , if you obtain two successful AD rolls,replace the “n” with “2.” This gives you an attack that is anattack strength of 7 (5+ 2). If you get three successful rolls youget an attack strength of 8 (5+3).

Example: Performing a Provoke crowd actionA player wants his Goblin Hero to try to encourage the crowdin his own interest. He then chooses to perform the actionProvoke crowd using two AD.The action’s description is as follows:

Popularity (Pop)

n: Crowd mood + n

The Goblin’s Hero Popularity stat is 6. The player rolls 2d10obtaining the following AD rolls: 4 and 8.The first AD roll is a 4: a successful AD roll as it is less than theGoblin Hero Pop.The second AD roll is an 8: a non successful AD roll as it is higherthan the Goblin Hero Pop.

Thus, the total number of successful AD rolls is 1 (n=1 on the actionoutcome). Looking at the action outcome we see that the result is thatthe Crowd Mood goes up one point.

once a model starts performing an action, the AD allocated forthat action are spent, even if the model does not complete thataction, voluntary or not.

Example: An Unfinished ActionA player wants to move his Orc Warlord to slam a Necromancer. Hestarts to move the Orc Warlord, but then realizes that a slam wouldbe a mistake. He can stop the Orc Warlord‘s movement at any time,but the three action dice he allocated for the Slam action are lost.

When an action requires the use of a specificweapon (e.g. Running Thrust, whichrequires the Avatar to be wavinghis sword) it isautomatically supposedthat the Avatar iswaving thatweapon. InArenaDeathmatchthere is noneed tospecify thechanging ofweapons.

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WHAT IF AN AVATAR STAT IS 10?Sometimes Avatars become so powerful that one or more of hisstats has a value of 10!

Upon performing an action, check or attack, rolling a 10 (0) onthe die can mean a non successful roll (as a result of 0 is alwaysconsidered a failure) or a doubly successful roll (as the roll is equalto the Avatar stat). In these cases, for each obtained result of 10,roll another d10.

If the dice result is an even number, the roll is considered a doublysuccessful roll.

If the dice result is an odd number the roll is considered a non-successful roll.

This rule is applied to all types of actions, including combatactions, and attacks.

SHOWING OFFSometimes Avatars are so confident in their actions that they tryto impress the crowd by adding a flourish or other attractive butunnecessary movements.

To perform a show off action the Avatar has to perform the actionas normal with a modifier of -1 to the action stat. A show offaction must be declared when the player declares the number ofaction dice to be used.

If the action outcome or an event which is a direct consequenceof the action (like an Avatar death) modifies the crowd mood,then the crowd mood is modified by an additional point. If theoutcome modifies the Avatar’s Popularity (Pop) stat, increase thatstat by one additional point.

Example: Showing offA Barbarian Hero is fighting in close combat against an OrcShaman. The Barbarian’s strength is so overwhelming that he decidesto show himself off with his next combat action: the Barbarian Heroperforms a show off knob Hit action. For example, he draws a fullcircle before hitting the Orc Shaman with the knob of his axe.

The Barbarian Hero CS is 6, thus he will perform the action with avalue of 5. The player controlling the Barbarian rolls 2d10, scoringa 2 and a 5, obtaining three successful rolls!

As a result of the action, the Orc Shaman is knocked down, eventthat modifies the crowd mood by one point in favour of the BarbarianHero team. However, as the Barbarian Hero was performing a showoff action, the crowd mood modifying value will be of two pointsinstead of one. The crowd was very impressed with the BarbarianHero’s performance!

COUNTERACTING ACTIONSSeveral actions affect two or more models. For example, ThrowSand requires a check from the model performing the action but

it also affects the action’s target. In this case, the model who isperforming the action is the attacker and the models affected bythe action are the defenders.

The defenders can use their action dice to modify the action’soutcome. This happensduring the attacker’s tacticalphase, on the attacker’s turn.Counteracting the attacker’saction can be done by thedefender during the attacker’sturn.

Every successful AD rolled bythe defenders is subtracted

from the attacker’s successful AD rolls. The total number ofsuccessful AD rolls is the attacker’s successful AD minus thedefenders successful AD. Each defender can use at most the samenumber of AD as the attacker is using when counteracting anaction.

It is important to note that both players must state how manyAD are being rolled before any roll is made. The player declaringthe action chooses how many AD he spends on his action, andthen the defenders can declare how many AD they wish to use todefend, if any. The dice are then rolled.

Also note that to counteract an action, the defender must beaware that the attacker’s action is taking place. Unless otherwisespecified in the action description, this means that the attackermust be in line of sight (LoS) of the defender.

Any action dice that are allocated by a defender to counteract anaction are spent for the current round, even if it is not yet thatplayer’s turn in the current phase.

For actions that can be countered, the action outcomes contain aletter (A or D) preceding the number of successful AD rolls. A1means the attacker has one more successful AD roll than thedefender, while a D2 would mean the defender rolled two moresuccessful AD rolls than the attacker. A0 means the attacker anddefender obtained the same number of successful AD rolls.

Again, the first entry describes the outcome to be applied for thestated number of successful AD rolls or less, while the last entrydescribes the outcome to be applied for the stated number ofsuccessful AD rolls or more. For example, on the followingoutcome,

A0:No effect | A1:Attack of strength 5 | A2:Attack of strength 7A0 states the outcome when the attacker obtains the samesuccessful AD as the defenders or less, while A2 states theoutcome when the attacker obtains two or more successful ADthan the defenders.

on some actions the stat used by the attacker to perform itsaction is not the same as the stat used by the defenders tocounteract. In these actions, both stats will appear in the form“attacker stat” vs. “defender stat”, so for example, upon

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After counteracting anaction do not forget to place

the required AD counternext to the defender(s)

miniature(s), to update thenumber of spent AD by the

model(s).

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performing the Fireballmagic action, the spellcasteruses Mind (Mi) stat whilethe defender can try tododge it, and uses then itsAgility (Ag) statFinally, sometimes thedefender can choose one ofseveral stats to counteract anaction. In this case, all usablestats will appear separated bya slash symbol (/). The

defender can decide thenwhich stat to use to counteract the action from the ones listed.

Example: Counteracting a Throw Sand ActionA player wants his Goblin Hero (before moving into combat) to throwsand to the eyes of his opponent to get a slight advantage, as hisopponent, being a Dwarf Hero, is much powerful than the Goblin incombat.

The player controlling the Goblin Hero decides to use two dice forperforming the action. The player controlling the Dwarven Berserkercan use at most two dice to counteract. He decides to use only one diceto defend from the Goblin Hero action.

The action’s description is:

Combat Skill (CS).

A0: No effect | A1: Defender looses 1CD and 1AD for the restof the round | A2: Defender looses 2 CD and 2AD for the rest of theround

The Goblin Hero CS stat is 5. The player rolls 2d10 obtaining thefollowing AD rolls: 4, and 6.The first AD roll is a 4: a successful AD roll as it is less than theGoblin Hero CS.The second AD roll is a 6: an unsuccessful AD roll as it is greaterthan the Goblin Hero CS.

Thus, the total number of the Goblin Hero successful AD rolls is one.

The Dwarf Hero CS stat is 6. The player rolls 1d10 obtaining thefollowing AD roll: 6. A lucky roll! A double successful AD roll as itis equal to the Dwarf Hero CS.

Thus, the total number of the Dwarf Hero successful AD rolls is two.

As the Goblin Hero has rolled one successful AD roll, and the DwarfHero has rolled two successful AD rolls, the final result is D1 (wesubtract the two Dwarf Hero successful AD rolls from the onlysuccessful Goblin Hero AD roll).

Looking at the action outcome A0 entry (as D1 means less successfulrolls than A0, and we use then the first entry) we see that the resultis quite negative for the goblin! His action does not affect the DwarfHero at all and he has lost two valuable AD with no benefit!

Example: Several Avatars Counteracting a Disengage ActionIn a combat situation, a Dark Elf Prince is fighting against an OrcWarlord and a Goblin Hero. The player wants his Dark Elf toabandon the combat because the Dark Elf Prince is badly wounded.

The player controlling the Dark Elf Prince speaks first: he’ll use threedice to perform the action. It is very important to him abandoningthe combat.

The opponent player can now counteract not only with the OrcWarlord, but also with the Goblin Hero, as this model is involved inthe same combat.

He chooses to roll three dice with the Goblin Hero and one dice withthe Orc Warlord.

The action’s stat is Combat Skill (CS).

The Dark Elf Prince CS stat is 7. The player rolls 3, 8 and 6.The first AD roll is a 3: a successful AD roll as it is less than the DarkElf CS.The second AD roll is an 8: an unsuccessful AD roll as it is greaterthan the Dark Elf CS.The third AD roll is a 6: a successful AD roll as it is less than theDark Elf CS.Thus, the total number of the Dark Elf Prince successful AD rolls istwo.

The Orc Warlord CS stat is 5. The player rolls 1d10 obtaining thefollowing AD roll: 9. Thus, the total number of the Orc Warlordsuccessful AD rolls is zero.

The Goblin Hero CS stat is 5. The player rolls 3d10 obtaining thefollowing AD rolls: 4, 0 and 3. Thus, the total number of the GoblinHero successful AD rolls is two.

As the Dark Elf Hero has rolled two successful AD rolls and theGoblin Hero and Orc Warlord sum a total of two successful AD rolls,the result is zero (we subtract the two Orc Warlord and Goblin Herosuccessful AD rolls from the two successful Dark Elf Prince AD rolls).

Looking at the action outcome (pg. 30) we see that the A0 result isquite positive for the Dark Elf Prince: he is able to abandon thecombat. However he can not run and must make a maneuver checkwhich could leave him in a very bad position or even be knockeddown.

Remember: actions thatcan be counteracted will show a

letter (A or D) preceding thenumber of successful AD rollson their different outcomes.

Actions that can not becounteracted will only present

the number indicating thenumber of successful AD rolls.

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FATIGUEWhen fighting in the arena, models are exerting immense physicaland mental energy and as a result eventually suffer fatigue. Theeffects of fatigue often have a direct influence on theirperformance.

Whenever a double (except double 9’s or 0’s) isrolled while performing any type of action orclose combat attack, the model suffers a fatiguedamage point. A triplet is considered only asone double, four times the same dice result astwo doubles, five times the same dice result astwo doubles, six times the same dice result asthree doubles and so on.

Note that by spending more action dice toperform an action, you also increase thelikelihood of rolling doubles. The action is moreeffective, but because the model is putting fortha greater effort to insure it is effective he is morelikely to become fatigued.

Ignore action and combat dice generated fromsoul shards and doubly successful rolls whenchecking doubles for fatigue damage.

Example: Fatigue damageAn Orc Shaman (Mi 7) rolls 7d10 for casting anempowered spell, scoring 1, 1, 7, 1, 3, 2 and 7. The three 1s are counted for fatigue damage (asone double), while the two 7s are ignored becausethey are double successful rolls.

Example: Fatigue damage and soul shardsAn Orc Shaman (Mi 7) rolls 3d10 for casting aspell, scoring 1, 1 and 3. The player rolls as well 2action dice generated from soul shards, obtaining a9 and a 3.

The double 1 is counted for fatigue damage whilethe double 3 is ignored because one of them is obtained from a soul

generated action dice.

ACTIONS RANGESome actions require a target to be into a determined range for theaction to be successful.only after declaring the action (inlcuding the number of actiondice used) do you measure the distance to a target.If the target is out of range, the action can not be performedregardless of the results of any action dice rolled. The attacker stillrolls the declared action dice and must check for fatigue. Thereis no need for the defender to counteract the action and does notspend the action dice allocated to counteract it.

Actions range is always specified in inches.

COMPULSORY ACTIONSSometimes Avatars are required to perform actions over whichplayers have no control. These actions are called Compulsoryactions. Compulsory actions and related checks, called compulsorychecks, are always performed during the Compulsory phase.

Compulsory actions can be a result of (sorted by descendingpriority):

-A magic effect-A psychology effect-An action outcome

An Avatar can perform only one compulsory action each round.However, sometimes an Avatar may be bound to more than onecompulsory action: the Avatar will perform only the compulsoryaction with highest priority. If bound to more than onecompulsory action with equal priority select randomly the actionto perform.

once the compulsory action to perform has been selected, theAvatar has to pass a successful compulsory check or immediatelyperform that action. The stat used to roll the compulsory checkwill be determined by the related compulsory action; when no

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stat is stated the Mind stat (Mi) will be the one used.

Avatars required to perform a compulsory action must performthat action using at least two action dice (no matter the type ofaction).

Example: Multiple Compulsory ActionsA Goblin Hero performs a Provoke Enemy actionagainst a Dwarf Thunderlord. As a result theThunderlord is forced to immediately run towards theGoblin Hero.

On the next round’s Compulsory phase, the DwarfThunderlord is still pursuing the Goblin Hero, and isin charge distance from a hated creature (a psychologyeffect) and thus must also attack the hated enemy.

Two compulsory actions apply: pursuing the GoblinHero and attacking the hated enemy. The DwarfThunderlord will ignore the Goblin Hero and attackthe hated enemy as this compulsory action (resultingfrom a psychology effect) has priority over pursuing theGoblin Hero (result of an action outcome).

Now that we have selected the action to perform, theDwarf Thunderlord must pass the related compulsorycheck (a Mind check in this case) or immediatelyperform that action.

Compulsory actions can be counteracted as usualand can trigger opportunity actions.

OPPORTUNITY ACTIONSAn opportunity action (oA) gives a model a chanceto act when it is not its controller’s turn. opportunityactions temporarily break the turn sequence; theycannot, however, be performed during the closecombat phase.

An opportunity action may only be taken as a directreaction to a declared action by an enemy player. This declaredaction is called a triggering action. An opportunity action can be of any type (tactical, magical orranged combat action) regardless of the current phase, but itsoutcome must directly have some influence (if successful) on themodel performing the triggering action or the triggering actionitself.

opportunity actions do not allow for extra movement, so anopportunity action involving movement cannot be taken if amovement action has already been performed during the sameround.Close combat actions and close combat attacks can not beperformed as opportunity actions.

opportunity actions may never be taken as a reaction to anotheropportunity action. opportunity actions can not be counteracted.

Each player can only declare one opportunity action or advancedaction each round. Choose wisely when to use them, as they canchange the outcome of a round or even an entire deathmatch.

DECLARING OPPORTUNITY ACTIONSAfter your opponent declares his model’s action but before hestarts performing it, declare that you’d like to perform anopportunity action. When declaring the opportunity action, itmust be explained in full to your opponent.

once an action has started you cannot declare an opportunityaction against it. Be sure to declare your opportunity actionimmediately after your opponent has declared his triggeringaction.

AGILITY CHECKAn opportunity action can be performed if the model is quickenough to perform its action before the opponent’s model startsperforming the triggering action. To determine which model isquicker, both must perform an Agility check. . The model tryingto perform the opportunity action can spend one soul shard toroll one extra d10 on the Agility check.

If the model attempting the opportunity action obtains at leastone more successful roll than its opponent, it is able to performthe opportunity action. otherwise, the model is unable toperform the opportunity action and automatically loses oneaction die.

Note that no matter the Agility check results, the player hasdeclared his opportunity action for the current round.

WHEN DOES THE OPPORTUNITY ACTIONTAKE PLACE?

If you are able to perform an opportunity action, it takes place atany moment during the performance of the opponent’s triggeringaction.

The opponent’s model must start performing its triggering actionuntil you decide to start performing your model’s opportunityaction. Your opponent then immediately pauses his model’saction while you perform your opportunity action. Theopportunity action’s effect is applied immediately. If still possible(that is, the effects of the opportunity action still allow it) theopponent’s model can choose to continue its triggering action ordecide to not resume the action. Either way, all action dicesallocated to perform the triggering action will be spent.

For example, if the triggering action contains movement, youropponent moves his model until you decide to perform youropportunity action (e.g. when the enemy model is in range to beaffected by your opportunity action). Perform the opportunityaction and apply its effects immediately. If still possible, youropponent can choose to resume his model’s movement.

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INFLUENCE OVER THE TRIGGERING ACTIONHow the opportunity action influences your opponent’s

triggering action is sometimesobvious, but other times mayallow for differentinterpretations. In that case, tryto agree to the most commonsense result with your opponent.If you are unable to agree, roll ad10 and the highest rolldetermines the influence of theopportunity action.

If the outcome of theopportunity action results in

action dice being lost by your opponent’s model, these actiondice have to be removed from the dice allocated

to perform the triggering action. If due tolosing action dice thetriggering action nolonger has the actiondice to take

place, it must be stopped immediately.

Example: Opportunity actionA player controlling a Dark Elf Prince speaks that his Avatar is goingto charge the opponent’s Goblin Hero.

The opponent player has his Orc Shaman quite close to the GoblinHero. He decides to perform an opportunity action to prevent theDark Elf Prince charge. He then declares his opportunity action: TheOrc Shaman is going to cast a “Provoke paralysis” spell on the DarkElf Prince using two AD. Both Avatars make an Agility check andas a result the Orc Shaman can perform his opportunity action. TheShaman’s controller asks the player controlling the Dark Elf Prince tostart making his charge.

The Dark Elf Prince starts making his charging movement, until hisopponent asks him to stop (when he believes the Dark Elf Prince is in

range of his spell). At this point the playercontrolling the Dark Elf Prince has to stop his

Avatar.

The Dark Elf Prince is effectively in range, so the spellis cast. If the spell is successful, the Dark Elf Princewill loose at least one AD and CD and the charge

will be frustrated as he will not be able to runanymore. Otherwise the charge will take place.

Note that the Dark Elf Prince can not counteract the spell as it wascast as an opportunity magic action.

Example: Opportunity actionA player controlling a Light Elf Prince speaks that his Avatar is

going to shoot his eagle bow at his opponent’sNecromancer with three AD.

The opponent player has his DwarfBerserker very close to the Light ElfPrince. He decides to perform anopportunity action to try to prevent theLight Elf Prince from shooting. Hethen declares his opportunity action:The Dwarf Berserker is going to throwsand at the Light Elf Prince using oneAD. Both Avatars make an Agilitycheck and as a result the Dwarfberserker can perform his opportunityaction.

The Dwarf Berserker performs hisaction immediately (only an instantafter the Light Elf Prince starts loadinghis bow), and as a result the Light ElfPrince looses one AD.

The Light Elf Prince will still be ableto shoot, but only rolling two ADinstead of three AD (although allallocated three AD are spent!).

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once an action hasstarted taking place you

can not declare anopportunity action

against it. Be sure todeclare your opportunityaction immediately after

you opponent hasdeclared his action!

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Note that the Light Elf Prince could not counteract the Throw Sandaction, as it was an opportunity action.

OPPORTUNITY ACTION AGAINST A CROWDEVENT

opportunity actions may also be taken against crowd events. Inthis case, the model attempting to perform the opportunity actionmakes an Agility check as usual, but the crowd makes a checkagainst crowd mood value (if negative, ignore the sign).

If the model trying to perform the opportunity action obtains atleast one more successful roll than the crowd, it is able to performthe opportunity action. The model trying to perform theopportunity action can spend one soul shard to roll one extra d10on the Agility check.

Example: Opportunity Actions Against the Crowd MoodA stone is hurled from the stands against a Dwarf Thunderlord. TheDwarf Thunderlord decides to perform an opportunity action toavoid the stone. He also decides to spend one soul shard to win anextra d10 for his Agility check.

The Dwarf Thunderlord performs his Agility check, while the crowdperforms a check against the current crowd mood value, which is, forexample, 6.

The player who the crowd throwing the stone is a supporter off, rolls1d10 obtaining a 5. The player controlling the Dwarf Thunderlordrolls 2d10 obtaining two successful rolls.

The Dwarf Thunderlord can then perform his opportunity actiongetting out of the range of the stone. Note that the crowd could notswitch target now, as their action already started before the DwarfThunderLord started moving out of range. The stone will simplyimpact on the ground!

ADVANCED ACTIONSAn advanced action gives a model a chance to perform an action,during its controller’s turn, that should usually be performed ina later phase.

For example, an advanced action allows a model to perform amagic action during the tactics phase, or a ranged combat actionduring the magic phase. Advanced actions temporarily break theround sequence and can be counteracted as normal.Close combat actions and close combat attacks can not beperformed as advanced actions.

Advanced actions can be counteracted as usual and can trigger anopportunity action

Advanced actions can not be taken during the Compulsory phase.

Each player can only declare one advanced or opportunity actioneach round.

Example: Advanced Action

A player wants his Orc Warlord to charge an enemy Dark ElfSorceress. The Orc Warlord can not reach his target with a charge asof now. However, if the Orc Shaman was casting a successful teleportspell on the Orc Warlord, he could get him close enough for a charge.

The player needs to do the magic action now, during the tactics phase,so he decides to take an advanced action to cast now the teleport spell.

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TACTICSTactical actions involve actions that develop strategies and plansfor the current round. Tactical actions are performed using actiondice during the Tactics phase.

There is no limit to the number of tactical actions that a modelcan perform during a round as long as the model has action diceto perform them. The same tactical action may be performed asmany times as desired by a model in the same round as long as itis not a movement action and as long as it does not target thesame objective more than once.

COMMON TACTICAL ACTIONSCommon tactical actions can be performed by all models and donot appear on the model’s record card.

MOVEMENT ACTIONS

Walk, Run, Charge, Sprint, Disengage and Stand Up are movementactions. It is very important to note that movement actions areexclusive, meaning a model can only do one movement actioneach round. All movement actions are tactical actions.

Note that in order to move through a space, the model’s base hasto fit in that space, otherwise the model can not move throughthat space.

WalkA model walking may move up to its current Movement (Mv)stat in inches. Walking costs one action die, but there is no needto roll. This action has only one outcome (movement) and thereare no fatigue checks.

A model that walks and ends its movement in box to box contactwith an enemy model (already engaged in close combat or not)enters close combat. A model that moves into combat by walkingmust attack its enemy on the closest free base zone.

RunA model may run to move at least its current Movement (Mv)stat and at most double its current Movement (Mv) stat in inches.To run, the model spends two action dice, but there is no need toroll. This action only has one outcome (movement) and there areno fatigue checks.

ChargeA model that runs in an almost straight line and ends in box tobox contact with an enemy model (already engaged in closecombat or not) enters close combat and is making a charge. ACharge action is performed exactly as a Run action. If the chargingmodel ends in box to box contact with more than one enemy, itmust choose only one of the contacted models as the target of thecharge.

A model charging uses its inertia to unleash a powerful attack.

During the first close combat phase after charging:-The model has to perform its first combat action against thecharged model if possible. -The model has to perform its first attack against the chargedmodel if possible. If doing so, add one point to the attackstrength.

To charge an enemy, the victim must be in the attacker’s line ofsight at the start of the player’s tactics phase, before making anymovements (including facing). The charging model can rotatebefore starting to run if desired, and can only rotate once, a

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Charge examples

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maximum of 45º, while running. The model must charge itsenemy on the closest base zone.

Note that a model can change facing to gain line of sight and thenrun into box to box contact with an enemy model, but this is nota charge. The model is still considered to be in close combat. Amodel that moves into combat by running must attack its enemyon the closest free base zone.

SprintA model may sprint to move at least double its current Movement(Mv) stat in inches and at most double its current Movement(Mv) stat in inches plus half its current Movement (Mv) stat ininches. To sprint the model spends three action dice. This actiononly has one outcome (movement) but the player will roll thethree action dice to check for fatigue.

A model cannot end a sprint in box to box contact with an enemymodel.

Stand up & knocked downA model that is knocked down can stand up. To stand up, themodel spends two action dice, but there is no need to roll. Thisaction only has one outcome (standing up) and there are nofatigue checks.

When a model is knocked down, determine the direction of thefall with a direction roll. Place a marker next to the knocked downminiature indicating the direction it has fallen to. If you prefer tolie over the miniature, make sure the base stays in the same place.

A knocked down model can be declared the target of any action(such as a charge or a launch) unless the action specifies thecontrary.

A knocked down model does not have flanks or rearguard.

Example: Knocked downAn Avatar has a pit trap to his left and is knocked down due to afailed maneuver check. Upon making a direction roll, the Avatarfalls to his right. He is lucky and avoids falling into the pit!

Free & Extra Movement ActionsA free movement action is a movement action that does not costany action dice to perform.

An extra movement action is a movement action that can beperformed even if another movement action has already been orwill be performed.

Example: Free & Extra Movement ActionsAn Orc Warlord receives, due to a spell effect, a free run action. TheOrc Warlord can perform a Run action now (provided he has notperfromed a movement action on the current round) withoutspending two action dice, but he will not be able to perform anothermovement action during the same round.

A Light Elf Prince is forced, due to the effects of a Provoke enemyaction, to run towards the provoker with an extra Run movementaction. The Light Elf Prince must perform a Run action now,spending two action dice as usual, even if he performed anothermovement action during the same round. Also, he will be able toperform another movement action during the same round.

A Dark Elf Hero receives, due to acrowd event effect, a free extra Runaction. The Dark Elf Hero can runnow without spending two actiondice as well as perform anothermovement action during the sameround.

FACINGFacing consists of rotating amodel without moving. Facingcosts no action dice and can be done at any time during a player’sTactics phase as many times as desired.

FIRST AIDAn Avatar trying to heal himself has to spend all his action dicefor the current round to do so. Fatigue effects are ignored whenperforming this action.

The action’s description is:

Combat Skill (CS).

0: The Avatar makes a mistake while trying to heal himselfand suffers one damage point | 1: The Avatar recovers onedamage point for each successful AD rolled. The damage pointcan be recovered from any chosen stat (except Armour).

DISENGAGEA model engaged in close combat can leave combat at any point

After performing atactical action do not

forget to place therequired AD counternext to the model’s

miniature, to update thenumber of spent AD,

during the round, by themodel.

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during the Tactics phase. oponent(s) can counteract that action.A model cannot perform a disengage action on the same roundthat it enters combat.

The action’s description is:

Combat Skill (CS).

D1: Attacker can not leave combat | A0: Attacker leavescombat walking. Then makes a maneuver check with two dice |A1: Attacker leaves combat walking. Then makes a maneuvercheck with three dice | A2: Attacker leaves combat walking (ifhe spent only one AD to perform the action) or running (if hespent two or more AD to perform the action)

SPECIAL TACTICAL ACTIONSSpecial tactical actions are available only to certain models andare described in the model’s record card.

Examples of special tactical actions include Running Thrust, Slam,

and Warcry.

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MAGICSome models are able to perform magical actions. These modelsmay have gained their magical power through the intensive studyof spells or through the use of a magical object.

Magical actions involve casting a spell. There is no limit to thenumber of spells that a model can perform during a round as longas the model has action dice to perform them. The same spellmay be cast as many times as desired by a model in the sameround as long as it does not target the same objective more thanonce.

CASTING A SPELLSpells are special magical actions.Their descriptions appear in themodel’s record card. The mostcommon magic action stat is Mind(Mi).

Spells can only be performed duringthe Magic phase.

Example: Casting a SpellAn Orc Shaman wants to cast a Rolling Boulder spell.

The action’s description is:

Mi vs. Ag

D1: Victim dodges. The boulder carries on rolling while in rangeuntil it hits a model or scenery piece. | An: The victim suffers a St7+n attack

Upon reaching his Magic phase he still has three remaining AD. Thecontrolling player decides to use two AD to cast the spell (he prefersto keep one AD just in case he later needs to dispel).The shaman obtains 2 successful AD rolls, inflicting an attack ofStrength 9 to his victim!

EMPOWERING SPELLSAn Avatar of War canaccumulate magical powerbetween two consecutive rounds(the current round and thefollowing one) to cast an

empoweredspell.

To do so,the player announces during the Magicphase that the Avatar is empowering aspell. All that round’s unspent actiondice are then allocated to empower thenext spell cast by that Avatar. Place ad10 next to the miniature to indicate

the number of action dice allocated to the empowered spell.

The Avatar starts the next round ready to cast a spell, and is ableto cast it at any moment, using all of the allocated action dice(and no more). Resolve this as if it was an extra advanced or extraopportunity action, depending on whether it is the controller’sturn.

To take full advantage of an empowered spell, the player has towait until his next Magic phase to unleash the spell. If the spell iscast during the controlling player’s next Magic phase, isempowered by adding the last round’s allocated action dice to theaction dice the player uses to perform the spell.

If the spell is cast before the player’s next Magic phase, it isperformed using only the allocated dice. An empowered spellcannot be combined with an advanced or opportunity action.There is no way to gain more action dice to cast the spell if castbefore the player’s next Magic phase.

After the spell is cast, the Avatar can perform actions as normalduring the remainder of the round with any unspent action dice.

If the empowered spell is not cast during the round after it isallocated, all allocated dice are lost. The Avatar cannot accumulatemagical power for more than one round as it is extremely difficultto manipulate.

The Avatar cannot perform anyaction or counteraction beforecasting the empowered spellonce it has been allocated or heloses concentration. All allocateddice are lost immediately.

If the Avatar is damaged orforced to make a maneuvercheck he loses concentration. Allallocated dice are lostimmediately.

Example: Empowered SpellThe player controlling a Dark Elf Sorceress decides she won’t cast anyspells during the current Magic phase, and instead accumulates theremaining AD (three out of four) to empower her next spell.

On the following round, the Dark Elf Sorceress controller decides tocast the spell, as an extra advanced action, before the Magic phase.The Dark Elf Sorceress can only use the three accumulated dice tocast the spell.

If instead the controller had waited until the Magic phase, she wouldhave been able to cast the spell with up to seven AD! (Using the threeallocated to empower the spell plus the four available on the currentround).

After performinga magic action do not

forget to place therequired AD counternext to the miniature,to update the number

of spent AD.

ere is no need tospecify which spell isbeing empowered. In

Arena Deathmatch magicpower can be

accumulated beforedeciding which spell is

going to be the recipientof that power.

Note thatempowering a spell is thelast action the avatar doeson the current round, sobe sure to perform any

spells you wish to cast thisround before announcing

the empowering of aspell.

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DISPELLING MAGICDispelling magic is type of counteraction available only to magicusers. Every model that can cast a spell is able to dispel magic ifit is not in close combat. Models who cannot cast spells cannotdispel magic.The stat used to dispel magic is the Mind (Mi) stat.

When a magic user casts a spell one or more enemy magic userscan try to dispel it.

To dispel magic, the spell effect or the magic user casting the spellmust be in range (can be measured prior to allocating dices fordispelling). The range of dispel magic is equal to the current valueof the dispelling magic user’s Mind (Mi) stat in inches.

As with countering other actions, subtract the number ofsuccessful action dice rolls by the dispellers from the action dicerolls by the magic user casting the spell.

Some spells effects remain in effect one or more rounds after theyare cast. A magic user can dispel these remaining spell effectsduring his Magic phase. Each successful AD roll will remove onesuccessful AD from the effects of the spell.

Example: Dispelling a spellAn Orc Shaman wishes to paralyze an enemy Shadowdancer. TheOrc Shaman casts the spell with four AD. As the enemy magic-useris in range of dispel, he will try to dispel it using two AD. The Orc Shaman rolls three successful AD. The enemy magic-userrolls one successful AD. So the total number of successful AD rolls istwo.Looking at the Provoke paralysis spell outcome we see that theShadowdancer will suffer a -2 penalty for the rest of the currentround.

Example: Dispelling the Effects of a spellCarrying on from the last example, the Shadowdancer suffers now apenalty of -2. As this penalty is caused by the effects of a spell, it canbe dispelled.On the Shadowdancer controller’s Magic phase, the player decidesthat his Necromancer will try to dispel the effects of the spell using twoAD. He then rolls 2d10 and scores one successful roll, whichautomatically affects the effects of the spell. The penalty applied to theShadowdancer is now -1 instead of -2, and so the Shadowdancer getsback one AD and one CD!

COUNTERACTING A SPELLAs with other actions that affect two or more models, spells canbe counteracted by their target. Counteracting a spell can be done while engaged in close combat.

Counteracting spells work as counteracting any other action; eachsuccessful action dice roll is subtracted from the caster’s successfulaction dice rolls, and the result is used to determine the effects ofthe spell.

Some spells remain in effect a number of rounds after they are

cast (e.g. Cause Fear). The victim of the spell can counteract thespell’s effects in the remaining rounds during the Tactics phase.Each successful Mind (Mi) roll made with action dice removesone successful AD from the effects of the spell.

Example: Dispelling and counteracting a spellA Necromancer tries to curse an enemy Beastman Warchief. TheNecromancer casts the spell with four AD. An enemy magic-user, aDark Elf Sorceress, is in range to dispel; she tries to dispel it usingtwo AD. The Beastman Warchief also tries to counteract the spellusing three AD.The Necromancer rolls five successful AD (as he obtained a doublesuccessful roll). The enemy magic-user rolls one successful AD. TheBeastman Warchief rolls one successful AD. Looking at the Curse spell outcome we see that the BeastmanWarchief is cursed for three rounds (the current round plus the twonext ones).

Example: Dispelling and Counteracting the Effects of a SpellCarrying on from the last example, on the next round the BeastmanWarchief is still under the effects of the Curse spell (and will be onthe following one as well unless some measures are taken by hiscontroller).

On the Beastman Warchief controller’s Tactics phase, the playerdecides that his Beastman Warchief will try to counter the effects ofthe spell using all of his four AD. He rolls 4d10 and scores only onesuccessful roll, which is removed from the effects of the spell. TheBeastman Warchief is cursed one less round than before(only one round remains, the current one, now).

Next, during his Magic phase, theplayer decides that his OrcShaman will try to dispel theeffects of the spell using twoAD. He rolls 2d10 andscores one successful roll,which is automaticallyremoved from the effectsof the spell. The BeastmanWarchief is free of theeffects of the Curse spell,as the spell effect is againreduced by onesuccessful AD(whichtranslatesagaininto oneround),thus

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RANGED COMBATRanged combat actions (or ranged attacks) are special actions.Their descriptions appear on the model’s record card. The rangedcombat action stat is usually Ranged combat Skill (RS).

Note that even if a ranged combat action involves two models,these actions cannot be counteracted unless it is specifically statedso on the action’s description.

Ranged combat in Arena Deathmatch takes place during theRanged combat phase. Generally, any model that carries a rangedcombat weapon (bows, crossbows, or guns) can make rangedattacks during this phase.

A ranged attack is a ranged combat action. To perform a rangedcombat action, the model must spend action dice.

There is no limit to the number of ranged attacks a model canperform during a round, as long as it has the action dice tocontinue attacking. The same ranged attack can be performed asmany times as desired during a round, but can only target thesame objective once.

A ranged attack can be made against any model that can beselected as the target of an attack. Normally that means the modelis within line of sight of the attacker. However, there may beexceptions such as ranged weapons which do not require the

attacker to have line of sight to its target. on the models’ recordcard there is a description of each ranged combat action a modelcan make.

LINE OF SIGHT (LOS)A model can see anything in its field of view. The field of view is180° extended from the front of their base as shown below.

To determine if a target is in line of sight, image a line from anypoint of the attacker’s box front face (and into the model’s fieldof view) to any point of the target’s miniature box.

-If you can draw a line to any part of the target’s box withoutgoing across an obstacle or miniature box, then the target is infull line of sight of the attacker.

-If you can draw a line to only 50-99% of the target’s boxwithout going across an obstacle or miniature box, then thetarget is in partial line of sight of the attacker.

-If you can draw a line to less than 50% of the target’s boxwithout going across an obstacle or miniature box, then thetarget is in minimal line of sight of the attacker.

-If you can not draw a line to any part of the target’s boxwithout going across an obstacle or miniature box, there is noline of sight.

Filed of view and line of sight (LoS)

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ATTACK RANGEFor a ranged attack to hit its target, the target must be in rangeof the attack. If the target is out of range, the attack automaticallymisses regardless of the results of any action dice rolled.

on the model’s record card there is a detailed descriptions of eachranged combat action (including its range, in inches) a model canmake.

Attack range is always specified in inches.

LOS MODIFIERSUnless the contrary is specified, apply LoS modifiers whenperforming any Ranged Combat action.

Example: Minimum LoSA Dark Elf Prince has minimum LoS to a Light Elf Prince hidingbehind a column. The Dark Elf Prince wants to shoot the Light ElfPrince anyway, allocating three AD for the attack. He finally shootsthe Light Elf Prince rolling only one AD, as he automatically loses twoof the allocated AD.

MAKING A RANGED ATTACKTo make a ranged attack, use the following procedure:

1. The attacker declares attack, specifying a target and howmany action dice are to be spent performing the attack.

2. If required, apply any LoS modifiers to the attack.

3. If there is the possibility of the target counteracting theaction, the player controlling the targeted model declareshow many action dice are to be used counteracting.

4. Measure to see if the target is in range.If the target is in range, perform the ranged attack and applythe outcome. If the attack results in a hit, apply damageeffect and blow effect as explained in the chapter on CloseCombat.If the target is out of range the attack automatically misses.The attacker still rolls the declared action dice and mustcheck for fatigue. There is no need for the defender tocounteract the attack and does not spend the action diceallocated to counteract it.

Example: Ranged AttackA player wants his Dwarf Thunderlord to shoot his opponent’sBeastman Warchief using his Thunder pistol. He declares his target(the Beastman Warchief) and declares that he is going to perform theranged attack using three AD. Remember that the attacker cannotmeasure the distance now, he must guess that his target is in range.

Both players determine if any LoS modifier should be applied. In thiscase, the dwarf has a partial view to the Beastman Warchief, so helooses one of the allocated AD to perform the ranged attack.

The Beastman Warchief cannot counteract the attack, so hiscontroller has no need to declare a counter action.

The player controlling the Dwarf Thunderlord proceeds to measureto see if the Beastman Warchief is in range. It is! He then rolls twoAD (one is lost due to having only partial LoS to the target) andobtains two successful rolls. Looking at the Thunder pistol outcome wesee that the outcome of the action is that the Beastman Warchiefsuffers a Strength 7 attack!

If the Beastman Warchief had been out of range, then the rangedattack would have missed automatically and the Thunderlord wouldhave lost all three allocated AD.

TARGETINGAn Avatar of War can target his ranged attack objective throughtwo consecutive rounds (the current round and the followingone) in order to take a precise and extremely damaging shot. Todo so, the player controlling the Avatar must announce duringthe Ranged Combat phase that the Avatar is targeting a specificobjective. That entire round’sunspent action dice are thenallocated to upgrade the nextranged attack.

Place a d10 next to theminiature to indicate thenumber of action dice allocated.

The Avatar starts the next roundready to make the ranged attackand is able to shoot at any moment using all the allocated dice(and no more). Resolve this as if it was an extra advanced or extraopportunity action, depending on if it is the Avatar controller’sturn.

To take full advantage of targeting an objective, the player mustwait until the next round’s Ranged Combat phase to unleash theranged attack. If the ranged attack is made during the player’snext round Ranged Combat phase is upgraded by adding the lastround’s allocated action dice to the action dice declared toperform the ranged attack.If the ranged attack is made before the player’s next roundRanged Combat phase, it is performed using only the allocateddice. A targeted ranged attack cannot be combined with anadvanced or opportunity action. There is no way to gain moreaction dice to make a ranged attack if made before the player’s

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LoS modifiers

Partial LoS to target

Automatically loses one of the ADallocated to perform a rangedcombat action against a target inpartial LoS

Minimal LoS to target

Automatically loses two of the ADallocated to perform a rangedcombat action against a target inminimal LoS

No LoS to target Ranged attack not possible

Note that targeting isthe last action the Avatardoes during the current

round, so be sure toperform all desired ranged

combat actions beforedeclaring you are

targeting an objective.

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next Ranged Combat phase.After the ranged attack is made, the Avatar can perform actionsas normal during the remainder of the round with any unspentaction dice.

An Avatar can target the same objective for only two consecutiverounds. The allocated dice for a targeted ranged attack are alwaysthose from the preceding round.

The Avatar cannot perform any action or counteraction beforemaking the upgraded ranged attack, or he loses concentration andas a result loses all extra allocated action dice.

If the Avatar is damaged or forced to make a maneuver check, heimmediately loses concentration and as a result loses all extraallocated action dice.

If the line of sight to the target becomes minimal or the Avatarloses line of sight to the target, the targeting Avatar immediatelyloses all targeting allocated action dice.

Example: TargetingThe player controlling a Dark Elf Hero decides to target an enemyDwarf Berserker, to make a powerful shot during the next round. Heuses his remaining AD (three out of four) to concentrate on targetinghis victim.

During the following round, seeing that the DwarfBerserker is going to move into cover (thuscausing the Dark Elf to lose all dice allocated

for targeting), the Dark Elf Hero’scontroller decides to shoot asan extra opportunity action,

before the Ranged Combat phase. The opportunity action Agilitycheck is taken, resulting in the Dark Elf being able to shoot (onlywith the allocated dice) before the Dwarf Berserker moves into cover.

If the Dwarf Berserker hadn’t moved, the Dark Elf Hero controllerwould have waited until his Ranged Combat phase, and then beenable to shoot the Dwarf Berserker with up to 7 AD! (Using the threetargeting allocated AD plus the four available on the current round).

TARGETING FORMATIONSIf targeting a formation, all Avatars in the formation becomepossible objectives of the ranged attack. When targeting aformation, there is no need to specify which Avatar is beingtargeted until the ranged attack is made. The player controllingthe attacker can then declare one of the Avatars in that formationas the final objective of the targeting.

If the LoS to all Avatars in the formation becomes minimal ornull, the targeting Avatar immediately loses all allocated dice.

SPORTSMANSHIP AND RANGED

ATTACKSDetermining the modifiers to a ranged attack may on occasion beunclear. In some situations determining line of sight to the targetor even range may be unclear as well.

In situations like these, try to find a quick solution. Do not arguewith your opponent; it only slows down the game. Instead, try tofind a common agreement. or, each of you can roll a d10 and thehighest roll can determine the results.

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CLOSE COMBATClose combat is characterized by a quick and dangerous exchangeof blows accompanied by all kinds of swift movements, attacksand defences.

Arena Deathmatch close combat is not composed of a staticsuccession of predetermined dice rolls, but instead by player’sactions and ability to exploit his Avatar’s fighting style andstrengths.

In Arena Deathmatch, every combat is different not only becauseof dice rolls but because of the different combat actions taken byAvatars of War.

ENGAGED IN CLOSE COMBAT?All models that are in box to box contact (even if only the smallestpart of the box) with one or more enemy models at the start of theClose Combat phase are considered to be engaged in closecombat.When engaged in close combat a model should touch as much ofthe enemy miniature’s box as possible. At the start of the closecombat phase, if asked by a player, combatant positions should becorrected (by shifting their bases) to touch as much of the enemyminiature’s box as possible.

CLOSE COMBAT ACTIONSClose combat is resolved by performing close combat actions.Everything a model can do in close combat before attacking is

called a close combat action. All close combat actions affect twoor more models, so all close combat actions can be counteracted.

A close combat action is performed the same way as other action,but uses combat dice instead of action dice. As with otheractions, the more combat dice spent to perform a close combataction usually means a greater chance of success.

There is an important difference between combat dice and actiondice however: successful combat dice rolls do not count as spentby the model and are kept to perform more combat actions.

A model in close combat can spend all of its combat dice everyround to perform close combat actions. The model can performas many close combat actions as desired while it still has combatdice left. Each close combat action can only be performed onceagainst the same target during the same round.

When a close combat action requires the use of a specific weapon(e.g. Knob Hit, which requires the Barbarian Hero to be wavinghis axe) it is automatically assumed that the Avatar is waving thatweapon. There is no need to specify the changing of weapons.

As with other actions, common close combat actions are availableto all models and are described in this section. Special closecombat actions are only available to certain models and aredescribed in the avatar record cards.

Whenever a special close combat action rule conflicts with acommon close combat action rule, the special close combat actionrule takes priority.

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All models in this picture are engaged in close combat.Note that even if the elf and goblin bases do not contact, their boxes do.

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COMMON CLOSE COMBAT ACTIONSCommon close combat actions can be performed by all modelsand do not appear on the model’s record card.

Stand up (in combat)A model that is knocked down and is engaged in close combat cantry to stand up during the close combat phase. opponentscurrently engaging that model can counteract this action.

The action’s description is:

Combat Skill (CS).

A0: Attacker can not stand up | A1: Attacker stands up andfaces randomly | A1: Attacker leaves combat walking. Thenmakes a maneuver check with three dice | A2: Attacker standsup faces at will

Note that close combat modifiers for performing a combat actionfrom the ground against a standing enemy do not apply whenperforming the Stand up combat action. The model is notperforming an action against its enemies, but rather just trying tostand up, so it can always use up to all of its CD for performingthis action.

SPECIAL CLOSE COMBAT ACTIONSSpecial close combat actions are only available to certain modelsand are described in the model’s record card.

RESOLVING COMBATAll combats are resolved during the Close Combat phase. Theplayer that has round initiative chooses the order in whichcombats are resolved.

If, for any reason, a new combat is created during the CloseCombat phase, that combat is resolved during the same phaseusing the combatants remaining combat dice.

SIMPLE COMBATA simple combat involves only two engaged models.

PERFORMING COMBAT ACTIONSIf one of the models has charged this round, it automaticallybecomes the attacker: The controller declares its first closecombat action (including how many combat dice he uses toperform that action).

If neither or both models have charged, the model with thehighest Agility stat (AG) becomes the attacker. The controllerdeclares its first close combat action (including how many combatdice he uses to perform that action).

The opposing player (the defender) then decides if he would liketo counteract the attacker’s first close combat action and declareshow many combat dice he is going to roll. As with other actions,

the defender can at mostuse only the number ofcombat dice the attackeruses to perform theaction.

once the attacker hasdeclared its close combataction and the defenderhas declared itscounteraction, the closecombat action isimmediately performed.The outcome is appliedimmediately.The roles are then reversed: the attacker becomes the defenderand the defender becomes the attacker.This process is repeated until there are no more combat dice tospend or both players decide not to perform any more closecombat actions.

Example: Combat ActionsA Dwarf Berserker (four CD) is fighting against an Orc Warlord(four CD). The Dwarf Berserker’s current Agility is the highest, sothe Dwarf Berserker acts first. Its controller declares that the DwarfBerserker will perform a Flank combat action using three CD. TheOrc Warlord controller wishes to counteract this action, as he does notwant to end up flanked, and declares he will use two CD.

The Dwarf Berserker’s controller gets two successful rolls, and the OrcWarlord controller gets two successful rolls as well. Looking at theFlank action outcome we see that the Dwarf Berserker moves to theOrc’s flank but the Orc faces him again.

The Dwarf Berserker has lost the non-successful CD rolled, so he hasthree CD left.The Orc Warlord has lost no CD, as all its rolls were successful. Hestill has all of its four CD.

Now is the Orc Warlord’s turn to act. Its controller decides to launchthe Dwarf Berserker through the air. He declares a Launch actionusing all four CD (he really goes for it!). The Dwarf Berserkercounteracts the action using only two CD (a bit risky, but he has onlythree CD left!).

The Orc’s controller obtains only two successful rolls while the Dwarf ’scontroller obtains a doubly successful roll. Looking at the Launchaction outcome we see that the Orc catches the Dwarf, but the Dwarfescapes!

The Dwarf Berserker still has three CD left, while the Orc Warlordnow only has two CD left (as he lost the other two while performingthe Launch action). Things look better for the Dwarf now!It’s the Dwarf Berserker’s turn to act again. The controller decides hedoes not want to perform any more close combat actions (he wants toattack with its greater number of CD).

The Orc Warlord controller also states that he does not want to doany more close combat actions. It is time to resolve the attacks!

CD countersIt is very useful to use d10s asCD counters. Place 1d10, for

each available CD, next to eachmodel involved in combat

(simple or multiple). When oneCD is spent, remove 1d10 from

the ones next to thecorresponding miniature base.is way you will always knowhow many dice each model hasto make its combat actions or

attacks.

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RESOLVING ATTACKSonce both models have finished performing close combatactions, it is time to attack!Attacking is done simultaneously by both models.

All combat dice not spent performing close combat actionsbecome attack dice (ATD) and can be used to attack. The moreattack dice you roll, the more powerful the attack becomes. If allcombat dice were spent performing close combat actions, themodel cannot attack.

The player that controls themodel with the highest Agility(Ag) declares first how manyattack dice are allocated for hismodel’s attack. The other playerthen declares how many attackdice are allocated for his model’sattack. Both players then rolltheir attack dice and comparethe results to the current value oftheir model’s Combat Skill (CS)stat.

Each attack die roll that is lower than the current value of themodel’s Combat Skill stat is successful.

Each attack die roll that is equal to the current value of themodel’s Combat Skill stat is doubly successful, and counts as twosuccessful rolls.

Each attack die roll that is greater than the current value of themodel’s Combat Skill stat is a failure.

The model who has the most successful attack dice rolls hits itsopponent and becomes the attacker. The other model becomesthe victim of this attack.

If both models roll the same number of successful attack dice twosituations arise:

-If the number of successful attack dice rolled by each player isone or zero, then neither models hits their opponent

-If the number of successful attack dice rolled by each player istwo or more, then a clash occurs. Both models have attacked sohard that hit each other simultaneously. When a clash takesplace, resolve the attack results of both attacks before applyingany damage points. The hits are simultaneous, so any damageeffects do not apply until after both models have hit theiropponent.

The attack result is obtained by subtracting the victim’s successfulattack dice rolls from the attacker’s successful attack dice rolls.

Attack result = Attacker successful ATD - Victim successfulATD

Example: AttackingThe Dwarf Berserker was ready to attack. He had three CD left (sothree ATD for attacking) and the Orc Warlord had two CD left (sotwo ATD for attacking).

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once the player withthe turn’s initiative

declares how many ATDhe’ll use for performing

an attack, he can notchange that number after

the other player hasdeclared his attack, so

think twice whendeclaring!

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Both players roll their ATD: the Dwarf’s controller obtains foursuccessful rolls while the Orc Warlord’s controller obtains only onesuccessful roll.

The Dwarf Berserker wins the attack by three points (attack result of3)!

once attack result has been obtained, if any attacks result in a hitor a clash, damage must be calculated.The strength of an attack (Attack Strength) is equal to the sum ofthe attacker’s current Strength (St) stat plus the attack result.

Attack Strength= Attack result + Attacker current St

To obtain the damage, subtract the victim’s current Armour statfrom the Attack Strength.

Damage points= Attack Strength – Victim Armour (Arm)

Aggressive attacksAn attack can be made more aggressive by converting attack dicein to strength points. Strength points are automatically added tothe attack Strength. AnAvatar can convert as manyattack dice as desired in tostrength points.

Note that the more attack dice an Avatarconverts to strength points the less probable itis that the attack is successful. However, if yourAvatar does win the combat, his blow isespecially strong.

Attack dice must be converted to Strengthpoints when attack dice are declared forthat attack, before any dice are rolled.

Example: Aggressive attackA Barbarian Hero is fighting againsta Light Elf Prince. After performing all hiscombat actions the barbarian has still four CD left which areconverted to ATD.

As the elf lost all his CD performing combat actions, the BarbarianHero’s controller believes that by rolling only one ATD (his CS is 7)the odds are he’ll hit the Elf Prince. The other option would be rollingmore ATD, to make sure to obtain at least one successful roll.However, he also risks obtaining unsuccessful rolls as well and losingattack strength.

The barbarian’s controller decides to make a risky but aggressiveattack, converting three out of four ATD to strength points, and rollsonly one ATD. The player rolls a 3. The attack hits, and a strong one it is!

Defensive attacksAn attack can be made more defensive by converting attack diceto armour points. These armour points are automatically addedto the victim’s Armour (Arm). An Avatar can convert as manyattack dice as desired to armour points.

Note that the more attack dice an Avatar converts to armourpoints the less probable it is that the attack is successful. However,if your Avatar does lose the combat, he is in a good defensiveposition and is likely to take less damage.Attack dice must be converted to armour points when attack diceare declared for that combat, before any dice are rolled.

Example: Defensive attackA Goblin Hero is fighting against a Dark Elf Hero. After performingall combat actions, both Avatars have four CD left. However, theDark Elf Hero’s CS is much higher than the Goblin’s CS.

Odds are the goblin will be hit even if he rolls all four ATD; instead,his controller decides to convert all ATD to armour points.

The Goblin will be hit almost for sure, but his Armour is raised byfour points (to a value of 9). The Dark Elf hero has to hit really hardto damage the Goblin!

Show off attacksSometimes Avatars feel so

confident in their abilitiesthat they try to impress the

crowd by embellishing an attack withimpressive, but unnecessary, flourishes.

To perform a show off attack the Avatarhas to perform the attack as normal witha modifier of -1 to his Combat Skill(CS) stat. A show off attack must bedeclared when the player declares thenumber of attack dice to be used incombat.

If the attack outcome or an eventwhich is a direct consequence of the

attack (such as an Avatar death)modifies the crowd mood, then the crowd mood is modified

by an additional point. If the outcome modifies the Avatar’sPopularity (Pop) stat, increase that stat by one additional point.

Example: Show Off attackA Dwarf Berserker is fighting in close combat against an OrcShaman. The Dwarf’s strength is so overwhelming that he decides toshow off with his attack. For example, he makes a very appealing butunnecessary movement with his axes just before directing them in tohis victim.

The Dwarf Berserker’s CS is 6, thus he performs the attack with avalue of 5. The player controlling the dwarf rolls two attack dice,scoring a 2 and a 4, obtaining two successful rolls.

As a result of the attack, the Orc Shaman dies. This modifies thecrowd mood by three points in favour of the Dwarf Berserker’s team.However, as the Dwarf was performing a show off attack, the crowdmood modifying value will be of four points instead of three. Thecrowd was very impressed with the Dwarf Berserker’s finishing move!

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APPLYING DAMAGEDamage in Arena Deathmatch is reflected directly on the modelstate table. Every time a model suffers damage, one of its stats isaffected, decreasing by one point.

For each damage point roll 1d10 and subtract one point from thestat indicated on the following table.If a descriptive stat has already reached its lowest value, youcannot decrease that stat further. Instead, apply the damage pointto the next descriptive stat on the record card state table. If thatstat cannot be decreased, move on to the next non emptydescriptive stat (downwards, returning to the topif necessary).When all five descriptive stats (Mv, Pop, CS,RS, Arm) have decreased to their lowest value,the model only receives damage to its physicalstats (Ag, St, Mi). Use the values indicated inparentheses on the Combat damage table todetermine which physical stat is affected if allthe descriptive stats are at their lowest value.

If a physical stat has already reached its lowest value, you cannotdecrease that stat further. Instead, apply the damage point to thenext physical stat on the record card state table. If that stat cannotbe decreased, move on to the next non empty physical stat(downwards, returning to the top if necessary).once all three physical stats (Ag, St, Mi) decrease to their lowestvalues, the model is dead or too wounded to continue fightingand is removed from play.

If the Soul stat of an Avatar reaches zero, the soul damage isapplied to the first physical stat in the Avatar record card statetable that can be decreased one point.

Example: Combar damageGetting back to the Orc Warlord and the Dwarf Berserker combat,the dwarf won the attack with an attack result of 3. Adding theDwarf Berserker’s Strength (St 5) to the attack result we obtain attackstrength of 8.As the Orc Warlord’s current Armour stat is 5, the Dwarf Berserkerinflicts three damage points to the Orc Warlord.The Dwarf Berserker rolls 3d10, 1d10 for each damage point,obtaining 6, 3 and 8. This means the Orc Warlord’s Armour,Combat Skill and Strength all are immediately reduced by one point.

Fatigue damageFatigue damage is applied exactly the same way as combatdamage. However, the damaged stat is determined by thenumber that was rolled double (thus provoking fatigue) accordingto the following table.

Fatigue damage does not affect the current action or attack resulteven if the stat being damaged is the stat used to perform theaction.That is because fatigue damage is not applied until after obtainingthe current action rolls or attack result.

Example: Fatigue damageAgain, back to the fight between the Orc Warlord and the Dwarf

Berserker. The Dwarf Berserker rolls 3d10 for performing hisattack scoring 1, 1 and 5. All three rolls are successful(the 5 is doubly successful); however, a double 1 isobtained, so the dwarf suffers fatigue damage.Looking at the fatigue damage table we see that theDwarf Berserker Strength stat will get damaged andwill be then reduced, by one point, to a value of 4,immediately after obtaining the attack result of 4.

Next we calculate the attack strength. As the DwarfBerserker Strength has now decreased to a value of 4, adding thedwarf Strength (St 4) to the attack result of 3 we obtain attackstrength of 7.

BLOW EFFECT

Close combat is not a static exchange of blows; fighters movemany times involuntarily while in combat. The strength of anattack my make a victim lose position, be knocked down, orsomething even worse.

To reflect this, once damage has been applied, subtract thevictim’s original Strength (St) stat (not the current stat, as here theStrength stat is used an indication of size and weight) from theAttack Strength and apply the result indicated on the followingtable.

Blow effect= Attack strength - Victim original Strength

Collisions with obstaclesWhenever a model is thrown through the air due to a blow effect,it may collide with an obstacle during the flight.

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Combat damage

1 Mv

2 Pop

3 CS

4 RS

5,6 Arm

7 (1-3) Ag

8 (4-6) St

9 (7-9) Mi

0 So

Fatigue damage

1 (1,2) St

2 (3,4,5) Ag

3 (6,7,8) Mi

4 CS

5 RS

6,7 Pop

8 Mv

For quick and easyreference, both Combat

and Fatigue damage tablesappear at the bottom of

the band roster sheet(when generated using

the Band Maker).

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If the obstacle is another model, the model collided with receivesan attack of the flyer's original Strength (St). The flyer carries onthrough the air if the collided model is pushed or is knockeddown, otherwise it is knocked down next tothe collided model and suffers a number ofdamage points equal to its own original

Strength (St) minus its current Agility stat (Ag).If the obstacle is a rigid scenery element, the flyer suffers a numberof damage points equal to its own original Strength (St) minus itscurrent Agility stat (Ag) plus two points, and is knocked down infront of the obstacle. If no rigid scenery element is collided, theflyer suffers a number of damage points equal to its own originalStrength (St) minus its current Agility stat (Ag) plus one pointwhen colliding with rigid ground. The model will be knockeddown on the collided spot.

A pushed model automatically stops upon colliding with a rigidobstacle or another model. Collided models are not pushed back.

Forced out of combaton some occasions a model involved in combat may lose box tobox contact with its opponents. This might happen because of aclose combat action or a blow effect.

A model that loses box to box contact with its opponents is nolonger in close combat and is not able to perform close combatactions or attacks during the rest of the close combat phase.During the next Tactics phase, that model may once again enterclose combat.

Blow effect

<0† Attacker is pushed 1 inch at random direction. Attackermust make a maneuver check with 2d10*

0-1 Victim keeps position

2-3 Victim is pushed 1 inch at blow direction. Victim must make a maneuver check with 2d10*

4-5 Victim is pushed 2 inches at blow direction. Victim must make a maneuver check with 1d10*

6+

Victim is thrown through the air at blow direction, 3inches (6,7) o 4 inches (8+) and is knocked down.Victim Pop -2. Attacker Pop+2CM +/- 2. Crowd event.

* If victim is knocked down then attacker Pop+1.Victim Pop-1. CM +/- 1† Does not apply in ranged attacks. Does not apply to attacks resultingwhen dropping from or falling down an elevation.

Even if a blow effect is explained here,remember that all attacks in Arena

Deathmatch (close combat attacks, rangedattacks, magic attacks, and any other

possible attack types like a slam attack) havean associated blow effect.

When resolving an attack you’ll always haveto follow this sequence: Determine the

attack strength, apply the inflicted damageto the victim and finally apply the blow

effect to the victim.

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Example: Blow effectThe Dwarf Berserker’s attack strength is 8. We subtract the OrcWarlord’s original Strength, 7, obtaining a blow effect of 1. Lookingat the blow effect table we find out that the Orc Warlord keeps hisposition. It is very difficult pushing such a big and strong Avatar.

If the attack strength would have been only one point greater, theOrc Warlord would have been forced to make a maneuver check andlikely be knocked down as he’s not an agile creature. It was close!

Example: Multiple Combat ActionsA Dark Elf Sorceress and a Dark Elf Prince are fighting againstKrork Toadgobbler the Goblin King and another Goblin hero.The Dark Elf Prince has charged this round to help the troubledDark Elf Sorceress against such a renowned enemy!

The acting order is as follows: First the Dark Elf Prince acts as hecharged this round, next is the Dark Elf Sorceress (Ag 7), followed bythe Goblin Hero (Ag 6) and followed finally by Krork (Ag 3).

The Dark Elf performs a Feint action against Krork, takingadvantage of Krork’s low Ag stat. Both the Goblin Hero (even if notdirectly affected, he can influence on the Dark Elf as there is box tobox contact) and Krork can counteract the action. The player decidesto counteract with three CD from the Goblin Hero and only one CDfrom the Goblin King, as the low Krork Ag will very probably makelosing all allocated rolls to counteract.

The Dark Elf Prince obtains three successful CD rolls, while thegoblin obtains two and Krork one. The number of successful rolls iszero (we subtract the Goblin Hero and Krork’s successful rolls fromthe three Dark Elf successful rolls). Looking at the Feint actionoutcome we see that the action does not affect Krork at all, thanks tothe Goblin Hero being a nuisance!

Next the Dark Elf Sorceress acts. She decides to try to flank Krork.The Goblin Hero cannot help Krork this time, as he’s not in box tobox contact with the Shadowdancer. Only Krork can counteract.Upon resolving the action Krork gets flanked by the Dark Elf

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MULTIPLE COMBATWhen there are three or more models engaged in combat, amultiple combat occurs. In these cases the procedure to resolvecombat is as follows.

PERFORMING COMBAT ACTIONSAll models involved in the combat act in the following combatorder:

1. Models that have charged that turn sorted by descendingAgility (Ag).2. Models that have not charged that turn sorted by descendingAgility (Ag).

The model that acts first becomes the first attacker to declare itsfirst close combat action. A model can perform close combatactions against any enemy in box to box contact.Each model affected by or able to neutralize that action (again

those in box to box contactwith the attacker)becomes a defender andcan counteract the closecombat action usingcombat dice. This meansthe attacker’s combat diceare counteracted by thesum of all defendercombat dice.once all models involvedin that action havedeclared their combatdice, perform the closecombat action andimmediately apply its

outcome.

The second model to act becomes the attacker and can declare aclose combat action. This procedure is then repeated, strictlyfollowing the combat order established earlier, until there are nomore combat dice to spend or all models involved are finishedperforming close combat actions.

CD countersIt is very useful to use d10s asCD counters. Place 1d10, for

each available CD, next to eachmodel involved in combat

(simple or multiple). When oneCD is spent, remove 1d10 from

the ones next to thecorresponding miniature base.is way you will always knowhow many dice each model hasto make its combat actions or

attacks.

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Sorceress.Now the Goblin Hero acts, but he does not perform any combatactions to keep his CD for attacking.

Finally, the Goblin King gets his turn. He wants to launch the DarkElf Prince as far as possible performing a Launch action. Krork rollsall his CD. The Dark Elf Sorceress counteracts with two CD and theDark Elf Prince with three CD.Krork obtains four successful CD rolls, while the Dark Elf Sorceressobtains two and the Dark Elf Prince only one! Krork catches the Dark

Elf Prince and throws him away!

The Dark Elf Prince and the Goblin Hero are both forced out ofcombat, so it is now time for the Dark Elf Sorceress to act again.Krork follows.

RESOLVING ATTACKS & APPLYING DAMAGEonce all models are finished performing close combat actions, itis time to attack!

Following the combatorder, players declarehow many attack diceare allocated for eachpossible attack for eachmodel involved in thecombat. A model canattack any enemy inbox to box contact.

once all attack dicehave been allocated,proceed to resolvingeach attack and applyingdamage immediately (following the combat order already

established). Attacks involving the first model in the combatorder are resolved first, and so on until all attacks have beenresolved and all damage effects have been applied.

Note that damage effects are applied immediately after an attackhas been resolved, which is why it is important to resolve attacksin the combat order.

Example: Multiple AttacksA Barbarian Hero and a Dark Elf Prince are fighting against twodwarf berserkers, Borg and Korg, brothers of blood.

All combat actions have been performed and it is time now to attack!

As Korg has charged this round to help his brother Borg, he is the firstto attack. Next is the Dark Elf (Ag 6) followed by the Barbarian (Ag5) and Borg (Ag 4).

Players declare how their Avatars use their ATD to attack.

Korg (four ATD) declares that he uses two ATD to attack theBarbarian Hero and two ATD to attack the Dark Elf Prince.

Next the Dark Elf (three ATD) declares he uses two ATD to attackKorg and one ATD to attack Borg.

The Barbarian Hero (two ATD) uses all ATD to attack Borg.

Borg uses his two ATD to attack the Dark Elf Prince.

Now, to resolve the attacks and apply damage.

First Korg’s attacks are resolved, in the controller desired order. Theplayer decides to resolve first the attack against the Dark Elf. ATDare rolled and damage applied (it is a good idea to place a d10 nextto the Dark Elf Prince indicating Korg’s attack strength). Next Korg’sattack against the Barbarian Hero is resolved (and we place an attackstrength counter as well next to the Barbarian). The Barbarian Herois hit and as a result his Strength is reduced by one point. He won’tstrike as strong now!

Now it’s time to resolve the Dark Elf prince’s attacks, followed by theBarbarian’s attacks and finally Borg’s attacks. Note that in the caseBorg’s attack strength against the Dark Elf Prince is higher than

Attack strength countersIt is very useful to use d10s as

Attack strength counters for easilyresolving later blow effects. When

resolving attacks, place 1d10indicating the highest Attack

strength suffered by eachcombatant, next to each model

involved in combat. is way youwill later know which Attack

strength to apply to each modelfor determining blow effects.

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Korg, we should update the Dark Elf Prince’s attack strength counterwith the new higher attack strength.

BLOW EFFECT

once all attacks have been resolved and damage applied, you canapply blow effects.

When more than two models are involved in the same combat,quite often a model is on the receiving end of more than oneattack, each with its own blow effect. In these cases, only thehighest blow effect on the table is applied. The others are ignored.

Blow effects are applied to all models in combat sorted fromhighest to lowest. For example, a blow effect of 5 is applied beforea blow effect of 3.

Example: Multiple Blow effectsFollowing the last example, after all attacks have been resolved andall damage effects applied it is time to apply blow effects. Blow effectsare very easily applied if the attack strength counter is placed next toeach combatant.

CLOSE COMBAT SPECIALSITUATIONSClose combat is chaotic and gives rise to exceptional situations.There are some special situations that need a description.

COMBAT FACINGA model in close combat always strives to keep its enemy to itsfront, except for the first combat phase after a successful surpriseattack (see below).

At the start of the close combat phase, and only at the start, beforeresolving any combat, models automatically and immediatelyrotate to face enemies (as chosen by the model’s controller) if thereare no enemies to their front.

FLANKINGWhen a model already in close combat with an enemy to its frontor flanks is attacked by a model on one of its sides, the modelcannot turn to face the new opponent and is now consideredflanked.

A model can also lose its flank as a result of an action outcome,like the Flank action.

LOSING THE REARGUARDWhen a model that is already in close combat with an enemy toits front or flanks is attacked by a model from its rear, the modelcannot turn to face the new opponent and has lost its rearguard.

A model can also lose its rearguard as a result of an actionoutcome, like the Win rearguard action.

Surprise attacksA model that is not in close combat can be attacked from its rearas long as the attacker has not been in line of sight of its target atany moment during the approaching movement. This attack iscalled a surprise attack. The model being attacked must make aCombat Skill (CS) check, and if successful detects the attack. Ifthe model detects its opponent, it turns to face the attack. If thecheck is unsuccessful, the model cannot turn and loses itsrearguard during the next close combat phase.

CLOSE COMBAT MODIFIERSThe following table lists all combat modifiers that apply in specialcombat situations.

These modifiers have to be applied when performing an attack orclose combat action.

Example: Flank attackA Dark Elf Prince is flanked by a Light Elf Prince. The Dark ElfPrince wants to attack the Light Elf Prince anyway. The Dark ElfPrince allocates five ATD for the attack, so he rolls only three ATDto attack the enemy on his flank. The other two ATD areautomatically lost, as if they were unsuccessfully rolled.

FRIENDLY COMBAT!on few occasions, due to a psychology effect or the effects of aspell an Avatar may enter close combat against an ally Avatar.

In these situations, the player controlling both Avatars onlycontrols one of the Avatars involved in the combat (the one hewishes to), while the other Avatar is controlled by his opponent.If more than one opponent player wishes to control the fightingAvatar, the highest roller takes control of the combatant.

The player keeps control of this Avatar until the combat ends forany reason (combatants lose box to box contact) or the effectprovoking the Avatar to attack his allies expires.

Close combat modifiers

Flanked

Automatically looses 2 of the ATD or CDallocated to attack or perform/counter aclose combat action against an enemy in itsflank

RearlostCan use no ATD or CD to attack orperform/counter a close combat actionagainst an enemy in its rearguard

Fighting from theground

Can only use 1 ATD or CD to attack orperform/counter close combat actionsagainst a standing enemy.

Fighting from alower position

Automatically looses 1 of the ATD or CDto attack or perform/counter a closecombat action against an enemy in higherposition

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FORMATIONSSome Avatars possess a wide array of knowledge and experiencewith warfare techniques such as formations. These Avatars cancall on other Avatars to join them in formation that give combatadvantages.

A formation must be formed by at least two Avatars of War. Thereis no limit to the number of Avatars that can join a formation.

To mount or change a formation, an Avatar must perform theMount Formation action. If successful, this Avatar becomes theformation leader.

Avatars in formation must be in base to base contact andpositioned as specified in each formation type.

MOUNT FORMATION ACTIONTo mount a formation an Avatar must perform the MountFormation action during the Tactics phase. This action iscommon to all Avatars that know one or more formations.

The action’s decription is:

Popularity (Pop).

0: The Avatars called for formation ignore the caller. Theformation is not mounted | 1:Called Avatars heed the formationcall. The formation is mounted if at least one of the called Avatarsreaches the formation. The caller becomes the formation leader.

Specify which Avatar is calling for the formation and whichAvatars are being called. Avatars being called have to move in toformation by walking or running (not sprinting). Note thatmounting a formation does not give extra movement to the calledAvatars, so they must be able to perform the Walk or Run action.

If the action is performed successfully, measure for each of thecalled Avatars to see if they can reach the formation by walkingor running. If so, place them in formation. If they cannot reachthey use their full movement in the direction of the formationcaller. Do not forget to update the called Avatars action dicecounters.

FORMATION MOVEMENTA formation can walk or run, but never sprint. The formationmoves at the rate of the current lowest Movement (Mv) stat of itsparticipants. All terrain rules that restrict movement apply toformations.

Changing position inside the formation does not count asmovement and does not cost any action dice. This can be doneat any moment during the Tactics phase.

Avatars cannot climb, swim, charge or move in to combat whilein a formation. To do so, they must leave the formation.

COUNTERS IN FORMATIONSYou do not need to place an AD counter for an Avatar information if that Avatar has spent the same amount of action diceas the formation’s leader has.

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Place an AD counter next to the leader and apply the followingrule: all formation Avatars without a counter have spent the sameaction dice as the leader.

JOINING A FORMATIONAn Avatar can join a formation that has already been mounted bysimply moving in to base to base contact with any of the modelsin the formation. An Avatar cannot join a formation from asprint.

ABANDONING FORMATIONSAn Avatar will abandon a formation by moving out of base tobase contact (voluntarily or not) with all Avatars in the formation.

FORMATION TYPESThe Council of Drumminor has ruled the following formationslegal in sanctioned deathmatches.

CIRCLE FORMATIONCircle formation is useful when advancing between or whensurrounded by enemy Avatars.

If only two Avatars are in circle formation, place them back toback. If more than two Avatars are in circle formation, they mustbe placed to form a circle.

An Avatar in circle formation does not have flanks or a rearguardand as a result can only be attacked from the front.

SHIELD FORMATION

Shield formation is useful for defending against missile attacks.

Avatars in shield formation must be placed to form a square.When in a shield formation, the leader attempts to intercept anymissile attacks directed at the formation’s members. All membersin a shield formation use the leader’s current Armour stat (Arm)against projectile attacks.

WEDGE FORMATION

Wedge formation is only known by the most martial of Avatarsand is useful for moving in close to charge your enemy.Avatars in wedge formation must be placed to form a wedge, withthe leader in the first row.

When in close combat, an enemy Avatar must always fight againsttwo of the wedge formation Avatars. If an enemy Avatar chargesor moves into combat with an Avatar in wedge formation, placeit on the flank or front of the attacked model so that the closestAvatar in the formation can join the combat.

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Circle formation

Shield formation

Wedge formation

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THE POWERWITHINThe Avatars of War are heroes chosen by the gods. When a mortalis chosen by a God of War to become an Avatar, that mortal isimbued with a sliver of the god’s own immortality. The Avatar’ssoul is forever changed.

It is this new, immortal soul that makes the difference between amortal hero and an Avatar of War. An Avatar of War can draw onthe sliver of divinity in his immortal soul to increase his alreadyawesome combat skills.

SOUL SHARDSTo measure the power of their souls, each Avatar of War has anumber of Soul shards (Soul stat). This number appears on theAvatar’s record card.

USES FOR SOUL SHARDSSoul shards can be used to improve an Avatar’s performance.Unless otherwise specified, an Avatar can burn as many soulshards as desired to improve an action, counteraction or attack.

Boost movementBy burning one soul shard, an Avatar can add half his Movement(Mv) stat’s current value in inches when performing an actioninvolving movement. A player boosting movement must state sowhen the action is declared.

Example: Boost movementA Beastman Warchief (Mv 3) wants to Slam an enemy. The controlleris not sure of the Beastman reaching even by sprinting. He decides toburn a soul shard to add one and a half inches to the movement rangeto make sure the Beastman impacts his victim.

Boost actionFor each soul shard burnt, an extra action die or an extra combatdie may be rolled when performing or counteracting an action.All action types can be boosted.

Action dice and combat dicegenerated from soul shards do notprovoke fatigue (ignore themwhen checking doubles for fatiguedamage).

A player boosting an action muststate so when the action isdeclared.

Example: Boost actionA Necromancer wants to cast a spell but has only one AD left. Tomake the spell stronger the controller burns two soul shards to wintwo extra AD to cast the spell. The player rolls then three AD.

Boost attackFor each soul shard burnt, an extra attack die may be rolled whenperforming a close combat attack. Attack dice generated fromsoul shards do not provoke fatigue (ignore them when checkingdoubles for fatigue damage).

A player boosting an attack muststate so when the attack isdeclared.

Example: Boost AttackA Dwarf Berserker is attacking hisopponent and has two ATDremaining. For the attack to be moreeffective the controller decides to burntwo soul shards for two extra ATD. The player rolls four ATD.

Boost blowFor each soul shard burnt, an extra attack strength point may begained when hitting an enemy in close combat.

A player boosting a blow must state so when the attack isdeclared.

Example: Boost blowA Barbarian Hero is going to attack and has three ATD remaining.As the controller is very confident about hitting his enemy, to makethe attack stronger, he decides to burn two soul shards for two extraattack strength points. The player rolls his ATD and hits his enemywith attack strength of 7. Thanks to the use of the two soul shards, thefinal attack strength will be of 9!

Boost spell rangeBy burning one soul shard, an Avatar can add half the currentvalue of his Mind (Mi) stat in inches to the range of a performedspell. A player boosting the range of a spell must state so whendeclaring the magic action.

Further soul shards can be used, each adding half the currentvalue of the Mind (Mi) stat in inches to the spell range. However,for each soul shard burnt from the second onwards a Mind checkmust be made. If any of the Mind checks fail, the Avatar loses allsoul shards used to boost that spell’s range and the spell range isnot increased at all.

Example: Boost spell rangeA Necromancer (Mi 6) casting a Ray of Death decides todramatically increase the range of the spell by burning three soulshards. If successful, the range is increased by nine inches, allowing fora spectacular Ray of Death fifteen inches long!The player has to roll a Mind check for the second and third soulshards used. The rolls are 1 and 3, so the necromancer is able to casthis spell with the increased range!If either the first or second roll had failed, the Necromancer wouldstill have been able to cast the spell, but with no increased range.

An action cannotbe performed using

only AD/CD generatedfrom soul shards. At

least one naturalAD/CD must be spent.

An attack cannotbe performed usingonly ATD generatedfrom soul shards. At

least one natural ATDmust be spent.

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HealingA soul shard can be burnt to heal two damage points. Those twopoints may be divided between two different stats.Armour stat can not be healed.

Healing by the use of soul shards can be performed at any pointduring a controller’s turn, including while the Avatar is in closecombat.

DECLARING AND ROLLING SOUL SHARDS

Soul shards are usually used in conjunction with action dicecombat dice and attack dice. The number of soul shards beingburnt when boosting an action or attack must be stated when theaction is declared and cannot be changed later.

When performing boosted actions or attacks, use a die of adifferent colour to represent dice generated by soul shards, asthese rolls do not count towards fatigue if doubles are rolled.

STEALING SOULThe only way for an Avatar toincrease his power permanently isto steal soul shards of anotherAvatar. Avatars of War have anunmatched thirst for divinepower, and any encounterbetween two Avatars of War islikely to result in a fatal combat.

There are several ways an Avatar can obtain soul shards fromanother Avatar of War.

DAMAGING THE SOULSoul shards can be stolen from an Avatar of War by damaginghis Soul (So) stat. Every time an Avatar’s Soul stat is decreased onepoint from any type of damage, the Avatar that caused thatdamage absorbs that soul shard adding it to his pool of stolen soulshards.

The immortal soul of an Avatar of War never disappears entirely.Even if the Soul stat’s current value has reached zero, a smallportion of his soul remains. A damage point made to a Soul statalways generates one stolen soul shard.

When an Avatar’s Soul stat has reached zero, the sliver of divinityin an Avatar’s soul drains physical health to stay “alive.” oncethe Soul stat of an Avatar reaches zero, the damage is applied tothe first physical stat on the Avatar’s state table (goingdownwards) that can be decreased one point .

DRAINING THE SOULSoul shards can also be stolen from an Avatar by magicallydraining the soul through the use of a spell or magical item. Eachdrained soul shard is captured by the opposing Avatar and addedto his pool of stolen soul shards.

FILLING THE SOULSoul shards can be given to an Avatar by magically filling the soulthrough the use of a spell or magical item. Each given soul shardis captured by the target Avatar and added to his pool of stolensoul shards.

KILLING AN AVATAR OF WAR

Soul shards can also be stolen by killing an Avatar of War. AnAvatar that kills another Avatar automatically captures the entirevictim’s remaining soul shards and adds them to his pool of stolensoul shards.

STOLEN SOULManipulating stolen soul shards for an Avatar’s own gain is adangerous matter. Sometimes even an Avatar of War cannot copewith such power—the energies stolen from another soul mayconflict with the divine powers that dwell within an Avatar’s ownsoul. The reward, however, is worth the risk to an Avatar of War!

SOUL INSTABILITYAn Avatar of War that has one or more stolen soul shards at thestart of the soul phase must make a soul stability check in orderto assimilate the stolen soul shards.

The player controlling the Avatar rolls 1d10 and compares theresult to the Avatar’s current Mind stat value, plus his own soulshards but minus the number of stolen soul shards (Mind + Soulshards - Stolen soul shards).If the result is equal to or less, the soul stability check is successfuland all stolen soul shards become assimilated soul shards. AnAvatar can then use those assimilated soul shards for his ownprofit.

otherwise, the Avatar’s soul becomes unstable, and the playermust roll on the soul instability effects table below, adding onepoint to the rolled result for each stolen soul shard the Avatar has.Soul instability effects are applied immediately after the roll ismade.

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Any soul shard anAvatar obtains (by anymeans) from another

Avatar of War(opponent or not)

becomes a stolen soulshard.

Soul instability effects (+1 for each stolen soul shard) 1-5 The Avatar looses all stolen soul shards.

6-7 The Avatar looses both all his soul shards and all stolen soulshards.

8 The Avatar enters in a catatonic state during the currentround. Looses all AD and CD.

9 The Avatar enters in blind rage (see page 53)

10+

The Avatar’s soul explodes. The Avatar loses all his own soulshards (but not the stolen ones) and suffers 1d10 damagepoints.If rolling a natural 10 (a 0 on the dice roll) the Avatar diesof painful brain shock.

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Example: Soul stability checkA Dark Elf Sorceress has two stolen soul shards at the start of hercontroller’s Soul phase. She has to pass a soul stability check in orderto assimilate these stolen soul shards.

Her Mind stat value is 6, and she has three soul shards left, so the rollhas to be equal to or less than 7 (Mi 6 + 3 own soul shards – 2 stolensoul shards) in order to be successful.

The player rolls a 0! The roll was unsuccessful and the stolen soul isnot assimilated. The Sorceress has then to roll 1d10 on the soulinstability effects table, adding two points to the result, as she has twostolen soul shards. The roll result is a 6, so the result to look for in thetable is 8. The Dark Elf Sorceress enters in a catatonic state for theentire round.

Stolen soul shards remain throughout rounds and are of no useto the Avatar until they become assimilated soul shards.

USING ASSIMILATED SOUL SHARDS

Assimilated soul shards must be used immediately after asuccessful soul stability check, during the same Soul phase, andcan be used under any effect (no matter the source) or whileengaged in close combat. Assimilated soul shards can be used intwo different manners.

Stolen soul absorptionThe assimilated soul shards are automatically added to the soul ofthe Avatar. By absorbing stolen soul shards an Avatar can increasehis number of own soul shards beyond the original value.

Example: Stolen Soul AbsorptionSuppose that the Sorceress from the last example rolls a 3 whenchecking for soul stability, thus assimilating the two stolen soul shards.The player decides she wishes her Dark Elf Sorceress to absorb thetwo stolen soul shards. The Sorceress now has five soul shards.

Avatar EvolutionBy combining his own soul with assimilated stolen soul an avatarcan evolve to a greater state of power.

By burning an own soul shard and an assimilated soul shard anAvatar of War can increase a stat’s original value by one pointand up to a maximum value of 10. Also the boosted stat isautomatically set to that value (all damage in that stat isautomatically healed).

During one evolution, several stats can be boosted, or the samestat can be boosted multiple times (if more than one own andassimilated soul shards are available) increasing its original valuerepeatedly.

Finally, all effects (of any source) disappear immediately. Aknocked down Avatar automatically stands up as a free extraaction.

Example: Avatar EvolutionSuppose once again that the Sorceress rolls a 3 when checking for soulstability, assimilating the two stolen soul shards. The player decidesshe wishes her Dark Elf Sorceress to evolve.

She can choose to boost one of the Sorceress’s stats twice, or boost twodifferent stats.

She decides to boost her Mind stat twice, increasing it to 9. It ishealed to its original value, which was 7 and increased twice: once foreach combined own soul shard and assimilated soul shard. As the

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Sorceress had three own soul shards before the evolution process, shenow has only one soul shard left and no assimilated soul shards left.

This is the only way an Avatar of War can become more powerful.An Avatar evolution is a quite notorious spectacle. The Avataracquires a triumphant god-like aspect for a few seconds, whilechanging to the new higher state, surrounded by an aura ofpowerful expanding energy. The crowd just loves it!!!

Every time an Avatar evolves, his Popularity (Pop) stat is raised bytwo points. The crowd and other Avatars see the spectacle, and asa result their respect, fear or admiration for the Avatar increases!

REGENERATING THE SOULAn Avatar can pray to the Gods of War to regenerate his soul.Regenerating the soul does not give the option to gain soul shardsbeyond the original number, only to recover burnt or lost soulshards.

To regenerate his soul an Avatar must perform the Warprayaction. The Warpray action is a tactical action common to allAvatars, so no description is given on the Avatar’s record card.

The action’s description is:

Mi (Mi).

0: The Gods of War ignore the Avatar’s praying | 1-2:The Avatar regenerates one soul shard | 3: The Avatarregenerates two soul shards | 4: The Avatar regenerates three soulshards

Note that the Warpray action can be performed during the Tacticsphase, as all tactical actions, and during the Soul phase as well.

If this action is performed during the Soul phase, it must beperformed before making any soul stability check. The spent ADare lost for the round as normal.

It is a good idea to regenerate the soul before making stabilitychecks and also for the Avatar to be able to merge therequired soul shards to evolve.

Example: Regenerate soulAs a result of combat during the past round, a Barbarian Hero hastwo stolen soul shards at the start of his controller’s Soul phase. Hemust pass a soul stability check in order to assimilate the stolen soulshards.

His Mind stat value is 4, and has only one own soul shard left, so theroll must be equal or less than 3 (Mi 4 + 1 own soul – 2 stolen soul)in order to be successful.Things do not look good at all for the barbarian.

The player decides to perform a Warpray action using all four AD,in order to regenerate some very valuable soul shards.

He rolls, obtaining three successful rolls. The Barbarian Heroregenerates two soul shards. His number of soul shards is now

increased to three.

With his Mind stat value of 4, with three soul shards left now, the rollfor a successful stability check must be equal to or less than 5 (Mi 4+ 3 own soul – 2 stolen soul). Things look quite better now!

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PSYCHOLOGYEven if all Avatars of War are extremely experienced and awesomecombatants, in some situations, even the hardest Avatar does notact as you might normally expect. For example, under the effecta spell, an Avatar might have a distorted vision of reality, affectinghis behaviour. Hatred between races also affects the way Avatarsfight and some terrifying creatures might be too much of achallenge for even some Avatars of War!

Psychology effects are special rules that determine those situationsin which the mental strength of an Avatar is put to the test.

FEARJust because the Avatars of War are the greatest warriors the worldknows doesn’t mean they cannot feel fear. Fear can come in manyforms: the effect of a spell can cause fear or an especiallydangerous and terrifying creature can be feared even by an Avatarof War.

FEAR EFFECTS-A model must pass a Popularity check to move into closecombat against a model it is afraid of, unless the source of

fear is already in combat with an enemy. The Popularity checkcan be taken multiple times, but each time is failed one AD islost.

-A model fighting against a model it is afraid of cannot makeshow off attacks or show off combat actions.

HATREDHatred is a very intense and quite common feeling between

Avatars of War. An Avatar of War might hate anotherAvatar for several reasons.

Without a doubt, the most common type ofhatred between the Avatars of War is racialhatred. Many tragedies, conflicts and wars havetaken place between the different races of theDarklands, culminating in deeply rootedhatred between members of those societies.

Hatred might be an advantage in some situations,but can easily become a disadvantage as well!

HATRED EFFECTS-A model in close combat against a hated enemygains an extra attack die when attacking the hated

enemy.-An Avatar in close combat against a hatedenemy cannot make show off attacks or showoff combat actions.-An Avatar of War cannot share a formation

with a hated Avatar.-A model able to charge (by running or walking) one

or more hated models (enemies or not) must pass a Mind check(during the Compulsory phase) or perform its favoured actionagainst one of those hated models. The controlling player canchoose the target if more than one available.

WORSHIPSome Avatars of War are such renowned characters that they areworshiped even by other Avatars of War. These Avatars are morecourageous when close to their admired Avatar of War.

WORSHIP EFFECTS

-An Avatar of War in running distance from an ally worshipedAvatar can use the worshiped Avatar’s Popularity stat for anyPopularity check.-A model must pass a Popularity check to move into closecombat against a worshipped Avatar. The Popularity check canbe taken multiple times, but each time is failed one AD is lost.

BLIND RAGESometimes due to the effects of drugs or magic, an Avatar of Warcan enter a very extreme state of mental agitation known as ablind rage. A model in a blind rage enters a destructive frenzydominated by uncontrollable fury and mindless violence, even tothe point of ignoring his own safety. Blind rage is normallyaccompanied by hallucinations of all kinds.

BLIND RAGE EFFECTS

-A model under the effects of blind rage must make acompulsory Mind check. If successful, the model is no longer under the effect of blindrage. If not, the model must move into close combat (chargingor not) with the closest model. It will atack using only one CD(the rest are converted to strength points). If it can not reachthe closest model, will run towards its victim.

PSYCHOLOGY PRIORITYWhen two psychology effects apply on the same situation, usethe priorities to know which psychology effect prevails. If morethan one psychology effect with equal priority apply, selectrandomly the one prevailing.Psychology effects sorted by descending priority:

-Blind rage-Worship-Fear-Hatred

on a same priority level, psychology effects related to enemymodels will prevail over those related to ally models.

Example: Hatred and FearA Goblin Hero is fighting in close combat against a Dwarf Berserker.Goblins hate Dwarves, but are as well afraid of Dwarf Berserkers.Being afraid of the Dwarf Berserker prevails over his hatred forDwarves, so no hatred effects should be applied on the Goblin in thiscase.

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THE CROWDIn Arena Deathmatch, the crowd plays an important role. Thecrowd quite often takes part in the deathmatch in several differentways.

Do not underestimate the importance of supporters. Having thecrowd on your side often makes the difference between victoryand defeat!

CROWD MOODThe crowd mood is a very important concept and factor of ArenaDeathmatch. It is a numeric number describing how the homesupporters are feeling towards the home heroes fighting on thearena.

Crowd mood has a numeric value that can vary from -12 to 12.All positive values indicate that the home supporters are happywith what their adored Avatars are doing on the arena. The higherthe value, the happier the supporters are.

All negative values indicate that the home supporters are unhappywith what their not so adored at the moment Avatars are doingon the arena. The lower the value, the unhappier the home crowdis. A negative crowd mood value is a positive for away Avatars.

Numeric crowd mood values have an associated crowd mood stateas follows:

-Frenzied within crowd mood values of 9 to 12-Inflamed within crowd mood values of 6 or 8-Excited within crowd mood values of 3 to 5-Calm within crowd mood values of -2 to 2-Unhappy within crowd mood values of -3 to -5-Raged within crowd mood values of -6 to -8-Infuriated within crowd mood values of -9 to -12

on some occasions, you must compare a die roll to the crowdmood value (e.g. for opportunity actions against a crowd event),or use the crowd mood value as a modifier to a roll (e.g. when anAvatar performs a Provoke Crowd action). In these cases use onlythe crowd mood’s absolute value (ignore the sign) even if thecrowd mood has a negative value.

Example: Provoke CrowdA Goblin Hero wants to provoke the crowd with the use of theProvoke Crowd action. The crowd mood value is -2, and the Goblin’sPop stat value is 6.To successfully provoke the crowd the Goblin Hero must roll 4 or lesson a d10, as we subtract the absolute value of the Crowd mood (2)from the Goblin Hero’s Pop value (6).

RECORDING THE CROWD MOOD VALUE

on the printed quick reference sheet there is the crowdmood/crowd events table. Use that table to update the crowdmood value when necessary.

CROWD MOOD MODIFIERS

Crowd mood varies throughout the course a deathmatch. Theactions the Avatars take in the arena directly affect the mood andbehaviour of supporters on the stands.

Players have many ways to affect the crowd’s mood.

Crowd mood can be directly affected, in a limited way, throughthe use of special actions like the Provoke Crowd action or a showoff action.

The outcome of other actions may indirectly affect the crowdmood. Very successful actions or attacks are to the liking (or not!)of supporters, and leave the crowd never indifferent. Action’soutcome descriptions state how the crowd mood is affected.

Some events, such as Avatar evolution or Avatar death also changethe crowd’s feelings towards the deathmatch and the heroesparticipating. The following table lists how these events affect thecrowd mood.

APPLYING CROWD MOOD MODIFIERS

All actions or events that affect the crowd mood change itsnumeric value by adding or subtracting a number.

When a “-“ symbol precedes this number, subtract the numberfrom the crowd mood’s numeric value.

When a “+“ symbol precedes this number, add the number to thecrowd mood’s numeric value.

When a “+/-” symbol precedes this number you may have to addor subtract the number to the crowd mood numeric value. Toknow when to subtract or add the number, just follow this simplerule: when the action or event affecting the crowd mood shouldbenefit away players or please away supporters, subtract thenumber. When the action or event affecting the crowd moodshould benefit home players or please home supporters, add thenumber.

Example: Modifying Crowd MoodAn Orc Warlord hits a Goblin Hero, launching him through the air(a blow effect of 8!). The blow effect table states that the crowd moodis modified by two points.

If the Orc Warlord is fighting at home, add two points.

If the Orc Warlord is fighting away, subtract two points.

Crowd mood modifiersAvatar evolution. Crowd mood +/- 2

Avatar death. Crowd mood +/- 3

Celebrity Avatar death. Crowd mood +/- 4

Celebrity Avatar enters the arena. Crowd mood +/- 1

Away Avatars enter the arena. Crowd mood + 1

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A crowd mood modifier is applied immediately after resolvingthe action or attack that has generated it. An action or attack canonly modify the crowd mood once. If two or more crowd moodmodifiers are generated by the same action or attack, apply onlythe highest of them.

CROWD EVENTSThe supporters watching a deathmatch let their emotions guidetheir actions. This is represented in Arena Deathmatch by the useof crowd events.

Crowd events can be triggered randomly or as a consequence ofthe actions and events taking place on the arena.

Action triggered crowd eventsSpectacular actions or attacks trigger a big reaction from thecrowd, translating in to a crowd event for gaming purposes.Action and attack outcome descriptions state if a crowd event istriggered.

Event triggered crowd eventsImportant events also trigger a big reaction from the crowd,translating in to a crowd event for gaming purposes.

Events that trigger a crowd event are:-Avatar death-Avatar evolution (multiple evolutions from Avatars of a sameplayer only generate one crowd event. Resolve the crowd eventat the end of the player’s Soul phase).-Away Avatars enter the arena

Randomly triggered crowd eventsWhenever a double 9, a double 0, or a triplet is rolled whileperforming any type of action or close combat attack (includingany soul generated dice used to boost the action or attack), acrowd event is triggered.

This rule is reflects that the more extreme actions on the arena,the more probable is the crowd getting excited enough to wish toinfluence the spectacle. Effectively, the more dice you roll toperform an action or attack, the higher the odds to obtain a tripletor a double 9 or 0.

GENERATING CROWD EVENTS

Whenever a crowd event must be generated, roll 1d10 on thecrowd events table. Combine the die result with the crowd moodstate to find out which crowd event to apply.

on a result of 0, the player who is rolling the crowd event isallowed to choose a crowd event (in the corresponding crowdmood state column).

Crowd events take place immediately after finishing resolving theaction, attack or event that has triggered it. When a crowd eventis triggered, place a crowd event marker on a visible place andcarry on resolving the current action, attack, or event. once the

action, attack, or event is resolved, generate the crowd event andimmediately apply its result. Finally, remove the crowd eventmarker.

The same action or attack can only trigger one crowd event. Iftwo or more crowd events are triggered by the same action orattack, then place only one crowd event marker and generate justone crowd event. In other words, a new crowd event can nothappen (simply ignore it) when there already is a crowd eventwaiting to be generated.

WHO ROLLS THE CROWD EVENT?Determining which player rolls a crowd event is important, as aresult of 0 allows the rolling player to choose a crowd event.

To determine which player roll the crowd event apply thefollowing guidelines:

-Action triggered crowd events are rolled by the player whoperformed the triggering action.-Event triggered crowd events are rolled by the player whoseactions or attacks the crowd event is a consequence of.-All other crowd events, including randomly triggered crowdevents, are rolled by home players if the crowd mood has avalue equal or greater than zero, or rolled by away players if thecrowd mood has a value lower than zero.

BEASTS ENTERING THE ARENABeasts are monstrous creatures that are let loose in the arena tospice up the fight. This normally happens when the deathmatchis not entertaining enough.

Unless otherwise specified by a specific scenario or beast rule,randomly select which beast enters the arena and from whichentrance element from those available to beasts.

ULTRA SUPPORTERSAs deathmatches become more and more popular, extremesupporter groups, widely known as ultras, have appeared indifferent parts of the Darklands.

Ultras are a specific type of supporters characterized by theirextreme behaviour when attending deathmatches.

An ultra group can vary from a handful of fans to hundreds.These groups are normally based around a core group, withsmaller subgroups organized by location. Each subgroup attendsthe deathmatches taking place close to their location.

once in the arena, ultra supporters claim an entire section of thearena stands.

Fierce rivalries exist between ultra supporter groups, and quiteoften there are riots and fights between different ultra supporterswatching a deathmatch.

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RECRUITING ULTRA SUPPORTERSPlayers can spend part of their assigned gold to recruit ultrasupporters that support his Avatars with extreme enthusiasmduring the deathmatch.

Base Hire CostThe base hire cost (BHC) of an ultra group indicates how manygold coins you have to spend to bring that group to thedeathmatch.

Recruiting an ultra supporters group is done in the same way asan Avatar of War; subtract its base hire cost from your currentamount of gold.

Players also have the option to acquire special features for ultrasupporters: more seats in the stands for the group, alcoholicdrinks, or even clubs and other “gadgets” to bring to thedeathmatch!

Each ultra group record card specifies which features can beacquired for that group and at which cost.

SITUATING ULTRA SUPPORTERSEach ultra group record card states how large a section theyoccupy in the stands. The Stands Space stat indicates the size ofthe stands section assigned to that ultra supporters group.

Each ultra group occupies a portion of the arena perimeter as wide as their Stands Space stat in inches. The space assigned to anultra group can be situated in the corner of the stands.

Example: Situating ultra groupsThe image below shows three different ultra groups situated ondifferent zones of the arena perimeter.

Ultra groups occupy the stands after all scenery is deployed,before the Avatars of War enter the arena.

Players fighting at home first situate their ultra supporters (in anydesired order) into any desired space of the arena perimeter.once all home ultra supporters are situated, away players locatetheir ultra groups (in any desired order), into any free space ofthe arena perimeter.If there is not enough free space available, ultra supporters will

fight to win their space on the stands. Both conflicting ultra groups perform a Strength check; the ultragroup with the greatest amount of stands space adds thedifference between the Stands Space stat of the two groups to itsStrength score. The ultra supporter that loses the check mustrelocate to give space to the winning ultras. If no space is availablefor relocating, then the losing ultra group must shrink as manyinches as necessary to be able to relocate to another zone of thearena’s perimeter.

Example: Ultra groups fightThe Goblin Scavengers fight with the Ogre Bonecrushers for space onthe stands.The Goblin Scavengers Stand Space stat is 10’’. The OgreBonecrushers stand space is 6’’. Thus, the stands space differencebetween both ultra groups is 10-6=4’’.

The Goblin Scavengers (the group with greatest stand space) performsthe Strength check by adding the difference in stand space (4”) totheir Strength. As their Strength stat is 4, they use a strength of 8when making the check (4+4).

The Ogre Bonecrushers make the Strength check using their Strengthof 6.

The player controlling the Goblin Scavengers rolls a 7, while theplayer controlling the Ogre Bonecrushers rolls a 6 (matching theirstat, a doubly successful roll). So, even though they are less numerous,the Ogre Bonecrushers win the check, forcing the Goblin Scavengersto relocate to another zone of the arena stands, even losing inches ifnecessary.

If you create your band using the Arena Deathmatch BandMaker, you can print out the ultra supporters templates whichare very useful for delimiting the different stand spaces allocatedto ultra groups. Pieces of the templates can be cutout when anultra group shrinks. Alternatively, place some markers on thearena perimeter to delimit the different spaces allocated to thedifferent ultra groups.

AREA OF INFLUENCEThe area of influence of an ultra group defines the arena spacewhere crowd events carried by members of that ultra group haveeffect. This means that any crowd event which effects take placein that area are generated applying the ultra supporters’ specialrules, if possible.

Example: Area of influence and effectsA Barabrian Hero is booed by the crowd and receives a -1 penalty. Asthe barbarian is in the Goblin Scavengers' area of influence, the boois from the Goblin Scavengers, which adds one extra point to thepenalty applied.If the Barbarian Hero is outside all of the areas of influence, the boois performed by common supporters.

If no special rule of the ultra supporters group can be applied, thecrowd event is carried out by common supporters. Resolve thenthe crowd event without applying any special rules.

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The area of influence of an ultra group is an eight inch longrectangle extending from the edge where the space is located intothe arena.

Example: Area of InfluenceThe image below shows the same ultra groups as the last example andtheir areas of influence highlighted in the arena.

Sometimes, crowd event effects take place in a spot or zone thatis influenced by various supporter groups. In these cases, selectrandomly which supporter group special rules are applied.

When crowd event effects take place outside of all areas ofinfluence, the crowd event is carried by common supporters.Resolve the crowd event without applying any special rules.

A model is considered to be inside the area of influence of an ultragroup if any part of the miniature box is within that area.

MOVING ULTRA SUPPORTERSDuring the deathmatch ultra groups will move to follow theevents taking place in the arena from as close as possible.

During the Supporters & Beasts phase, each player can move eachone of his ultra groups a number of inches up to the ultra groupMovement (Mv) stat, following the arena perimeter.

Riot!When an ultra group, during its movement, collides with anotherultra group, a riot occurs. The moving ultra supporters trypushing the enemy ultra group to complete their movement,while the collided ultra group tries to stop the other group’smovement.Both conflicting ultra groups perform a Strength check; the ultragroup with the greatest amount of stands space adds thedifference between the Stands Space stat of the two groups to itsStrength score.

Two different situations arise depending on which group wins theStrength check.

-If the group that was collided with wins, the moving ultragroup must immediately stop its movement upon contact withthe enemy group.-In case the moving ultra group wins the check, the group thatwas collided with has two options:

1. Move back, giving enough space to the pushing group tofinish its movement.2. keep its position. The collided ultra group finds no freespace to move back, or the group wants to keep its position,and as a consequence the supporters in contact with thepushing group are squashed! The collided ultra group looses one inch of stand space (fromthe side contacting the pushing ultra group), but stays in itsoriginal position. The pushing group finally moves one inch(over the squashed supporters) to take the newly won space(no matter what its remaining movement was).

Example: Riot!The Goblin Scavengers want to move 2’’ to their left. After moving 0.5 inches they collide with the Dwarven Ironfists. Ariot occurs!

The Goblin Scavengers stand space is 8’’. The Dwarven Ironfists standspace is 6’’. The difference in stands space between both ultra groupsis 8”-6” = 2’’.

The Goblin Scavengers perform the riot Strength check by adding totheir Strength the stands space difference. As their Strength stat is 3,they use a Strength of 5 to make the check (3+2).

The Dwarven Ironfists make the Strength check using their Strengthstat of 4.

The player controlling the Goblin Scavengers rolls a 4, while theplayer controlling the Dwarven Ironfists rolls a 6. So, the GoblinScavengers win the riot!

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The images below show the two possible consequences.

1) The Dwarven Ironfists decide to give space to the GoblinScavengers. They move then 1.5’’ to their left, and so do the GoblinScavengers.

2) The Dwarven Ironfists fight for their space, loosing some of thedwarven supporters. If you use the Band Maker ultra templates, apiece should be cut out from the Dwarven Ironfists’ template to reflectits new size of 5 inches.

SUPPORTERS JUMPING IN THE ARENAWhen a frenzied supporter jumps in the arena you’ll have todetermine the spot where the supporter enters the arena.

To do so, the player controlling the frenzied supporter makes adirection roll inside the area of influence of his choice. Draw animaginary line, following the indicated direction, to the arenaperimeter. The location where the supporter jumps in the arenais the point where the line intersects the arena perimeter.If this location is situated in the stands space of an ultra groupsupporting the indicated Avatars (home or away) on the crowd

event, then the supporter jumping in the arena is a member ofthat group. otherwise, the supporter jumping in the arena is acommon supporter.

Example: Supporter jumping in the arenaA crowd event states that “An away supporter jumps in the arena”.

The image above shows the direction roll as well as how the imaginary

line shows the point where the supporter jumps in the arena.

As the Dwarven Ironfists support the away Avatars, a member of thisultra group jumps in the arena.

If instead the Dwarven Ironfists were supporting home players, anaway common supporter would have been the one to jump in thearena.

If the point where the supporter jumps in the arena was outside of allareas of influence then a common away supporter would jump in thearena.

Who controls supporters?During each round, home supporters that have jumped into thearena are controlled by the home player with the highest roundinitiative. Away supporters that have jumped into the arena arecontrolled by the away player with the highest round initiative.

Supporters perform actions during the different phases exactly asAvatars of War do.

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TERRAIN FEATURESAny scenery element that is placed on the arena’s surface is calleda terrain feature. Terrain features can be natural elements such assnow, ponds, rocks, or mud as well as artificial elements such asplatforms, pits, or walls.

The deployment and position of terrain features has a hugeinfluence on the outcome of a deathmatch. With a bit of thinkingyou can use scenery elements to the benefit of your Avatars.

There are an immense number of scenery elements that canappear in the arena; creating specific rules for each is impossible.Instead, we provide you with a set of guidelines to easily createrules for your scenery elements by the use of a few distinctiveattributes. Generally, agree with your opponent whether eachscenery element should be classified as a type of terrain, if it isrigid or not, and to any specific rules that a scenery element mighthave prior to commencing the deathmatch.

TYPES OF TERRAINAll terrain in the arena should be classified by the players as oneof the following types before starting the deathmatch.

OPEN TERRAINopen terrain is the most common type of terrain. Most of thearena surface should be open terrain. Models move normally(with no penalties) across open terrain. A typical flat arena surfaceconsisting of sand is open terrain.

DIFFICULT TERRAINModels can move across difficult terrain, but with more difficultyas the name implies. Difficult terrain can be any type of terrainthat slows down movement such as snow, brushes, rocky areas,or muddy areas.

A model is moving across difficult terrain if any part of theminiature base crosses difficult terrain.While moving across thistype of terrain the model’s movement is reduced by half.

A model that wishes to run across difficult terrain needs to makea maneuver check with 3d10 and obtain at least two successfulrolls. otherwise, the model must stop running and suffer theeffects of the maneuver check upon contact with the difficultterrain.

A model that wishes to sprint across difficult terrain needs tomake a maneuver check with 2d10 and obtain at least twosuccessful rolls. otherwise, the model stops sprinting and suffersthe effects of the maneuver check upon contact with the difficultterrain.

All maneuver checks over difficult terrain are taken with one lessdie than over open terrain, but at least 1d10 is always rolled.

IMPASSABLE TERRAINModels cannot move across impassable terrain. Examples ofimpassable terrain are a big crack, a trap pit, a wall or a column.

ELEVATIONSSome terrain features provide elevations above (e.g. a wall) orbelow (e.g. a pit) the arena floor level. Most elevations cannot becrossed unless they are quite small. However, this does not meanthe model is forced to go around!

SMALL ELEVATIONSA model can climb up freely, without spending any movement,any elevation up to half an inch tall.A model can climb down freely, without spending any movement,any elevation up to one inch tall.

Note that even if climbing up and down a small elevation is free,the distance covered horizontally when crossing the top of theelevation counts as spent movement.

CLIMBING ELEVATIONSClimbing up or down an elevation is done with no penalty tomovement while performing a Walk or Run action. However, amodel can only climb, on a single round, a number of inchesequal to its Agility stat divided by two.A model sprinting cannot climb up or down a scenery elementand must stop upon contacting an elevated scenery element.

If there is not enough movement left to climb an obstacle entirelyduring the current Walk or Run action, the Avatar can continueclimbing during the next round. Position the miniature short ofthe climbed obstacle, on the spot where the model started toclimb (if climbing up) or the spot where the model will touchground (if climbing down) and place a d10 next to the miniatureto indicate the number of inches climbed up or down.

A model that is climbing cannot perform any action other thanthe Walk or Run action (to continue climbing or dropping down)and falls down if, for any reason, it suffers a blow effect of 2 ormore.An Avatar that is climbing can use only one attack die if engagedin close combat.

STANDING ON ELEVATIONSA model that has climbed or moved atop an obstacle can standover it if there is enough room for the miniature’s base to beplaced entirely over the obstacle. otherwise, the the model isallowed to cross the top entirely, but not to stop over it.If the model does not have enough movement left to completelycross the top of the obstacle, it must stop before reaching the topof the obstacle.Note that in some occasions the obstacle may be wide enough forthe Avatar to stand over it, but there may not be enough roombecause there are already other miniatures taking up the availablespace.

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Example: ClimbingA Barbarian Hero wants to attack a Goblin Hero that is hiddenbehind a wall three inches high and half an inch wide. TheBarbarian does not want to go around the wall, as it is a ten inch longobstacle. He decides to climb up and over the three inch wall. TheBarbarian Hero's Movement stat is 3, and is his Agility stat is 6.

The Barbarian performs a Run action and spends one inch to moveinto contact with the wall. He has five inches of movement left, ofwhich three (Agility divided by two) can be spent for climbing thewall. The Barbarian reaches the top of the wall and still has two moreinches of movement left. Note that if the wall was higher, thebarbarian should stop climbing here: he can not climb any further ashe’s only allowed to climb three inches at once.

If the wall was wide enough for the Barbarian Hero to stand on it,his controller could decide to place the miniature standing on the walltop, and the Barbarian would no longer be climbing. He could evenmove two inches along the wall top, as the Barbarian still has twoinches of movement left.

In this case though, the wall top is not wide enough for the Barbarianto stand on it. As the Barbarian Hero still has two inches of movementleft, he can cross the top of the wall. However, he can not climb downduring this same Run action (he has already spent all of his allowedclimbing movement) so he must stop right before climbing down.The Run action ends, and as the Barbarian cannot stand on the wall,he is considered to be climbing. Place the miniature where it willtouch ground. Place a d10 to indicate he has climbed down zeroinches.

Since the Barbarian Hero starts the next round climbing, he cannotperform any actions other than running or walking to carry onclimbing or to jump down. He performs a Run action, and spendsthree inches to climb down the wall. The barbarian can still move hisremaining three inches towards his target. As the Goblin Hero was inline of sight of the Barbarian at the start of the current round (hecould see the Goblin as he climbed down from the top of the wall),the Barbarian is charging his victim!

FALLING DOWN & DROPPING FROMELEVATIONS

Some game situations can result in a model falling down ordropping from a high elevation or into a pit.

Falling downA model immediately falls down from an elevation when morethan half its miniature base is not touching the ground.

A model that falls down from a distance higher than one inchand collides with a rigid obstacle or solid ground suffers an attackof its own original Strength stat plus one point for each inchtraveled while falling down (rounding up to the nearest inch).Resolve the attack as usual (damage effect and blow effect), butuse the Agility stat instead of the Armour stat when calculatingdamage effect.

If the falling model lands on top of another model, the attack issuffered by the collided model as well. Use the collided model'sarmour as usual for determining the damage effect.

Dropping from an elevationDropping from an elevation can be done by performing a Walkor Run action. Distance covered while going down is ignoredwhen calculating spent movement.Upon contacting the gorund, position the miniature short of theobstacle, on the spot where the model touches ground.

A model dropping from a distance higher than one inch thatcollides with a rigid obstacle or solid ground suffers an attack ofits own original Strength stat plus one point for each inch coveredwhile going down (rounding down to the nearest inch orsubtracting one inch if the elevation’s height is a whole number).Resolve the attack as usual (damage effect and blow effect), but

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use the Agility stat instead of the Armour stat when calculatingthe damage effect.If the dropping model lands on top of another model, the attackis suffered by the collided model as well. Use then the collidedmodel's Armour as usual for determining the damage effect.

Example: Dropping from an elevationFrom the last example, the Barbarian Hero could have dropped fromthe wall (after crossing the top of the obstacle). He would suffer anattack of his own original Strength (5) plus 2, as the distance coveredwhile going down the wall is two inches (sustracting one inch). As hisagility is 5, the Barbarian Hero would suffer two damage points. Hewould suffer as well a blow effect of 2.

If the Goblin was two or less inches away from the wall, afterdropping from the wall, the barbarian would still be able to engagethe goblin during the same round(if not prevented by the blow effect).

If an Orc Hero was dropping from the same height, he would sufferan attack of strength 9 (his original Strength is 7). As his agility is 4,the Orc Hero would suffer five damage points. He would suffer aswell a blow effect of 2.

PLATFORMSPlatforms should generally not be higher than half an inch andwide enough for several models to stand over them. If a platformis high enough to affect a model’s movement, treat it as anelevation.

STAIRSNormally stair steps should not be higher than a quarter of inchand wide enough for models to stand over them. If some steps arehigh enough to prevent a model climbing them freely, treat themas a succession of elevations (each step would be an elevation).

WATERWater terrain features in Arena Deathmatch can be classified asdeep or shallow.

Shallow water can be crossed by any model, but should beconsidered as difficult terrain.

Deep water can not be entered voluntarily. A model may fall intodeep water, however, for several reasons such as a blow effect ora teleport spell.Models must swim across deep water and cannot perform anyaction or attack other than swimming as part of a Walk action.Swimming over normal water has no penalty applied tomovement. However, muddy water, for example, could be treatedas difficult terrain when swimming.A model that is knocked down while swimming across deep wateris drowned and as a result is removed from play. Not all models are able to swim due to the weight of theirequipment. Models whose original Armour stat (ignoringmagically enhanced armour like the war tattoos of a BarbarianHero) is greater than their current Strength stat are not able toswim, and drown (and as a result are removed from play) if theyfall into deep water.

When placing a water scenery element, declare if it is deep orshallow. If shallow, classify it as a type of terrain.

PITSPits are perhaps arenas’ most common terrain feature. Some pitsmay contain water or acid, while others may be line with deadlyspikes.

When placing a pit scenery element, declare its depth and agreeon any special rules that may affect a model falling into the pit.For example, declare if any extra damage is inflicted by the spikesor acid at the bottom of the pit.

A model can drop into or climb down a pit to get to the bottomof it, or climb up a pit to get out.

SCALE REFERENCEAvatars of War miniatures are sculpted at 1:62 scale; to convertreal world feet to Arena Deathmatch scale (in inches) performthe following operation : multiply the number of real world feetby 12 and divide the result by 62.

For example, a pit 10 feet deep is 10 x 12 / 62 inches in gamingscale: 2 inches deep.

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You can photocopy this page for personal use or, alternatively, you can download it from www.avatars-of-war.com

ROUND SEQUENCE

0 DETERMINE RoUND INITIATIVE

1 SUPPoRTERS & BEASTS PHASE

2 SoUL PHASE: “WAR PRAY” ACTIoNS / SoUL STABILITY CHECkS

3 CoMPULSoRY PHASE

4 TACTICS PHASE

5 MAGIC PHASE

6 RANGED CoMBAT PHASE

7 CLoSE CoMBAT PHASE

8 TokENS PHASE: REMoVE ALL AD AND CD CoUNTERS, AND ALL TokENS FoR EFFECTS THAT ExPIRE THIS RoUND.

Blow effect

<0† Attacker is pushed 1 inch at random direction. Attackermust make a maneuver check with 2d10*

0-1 Victim keeps position

2-3 Victim is pushed 1 inch at blow direction. Victim must make a maneuver check with 2d10*

4-5 Victim is pushed 2 inches at blow direction. Victim must make a maneuver check with 1d10*

6+

Victim is thrown through the air at blow direction, 3inches (6,7) o 4 inches (8+) and is knocked down.Victim Pop -2. Attacker Pop+2CM +/- 2. Crowd event.

* If victim is knocked down then attacker Pop+1.Victim Pop-1. CM +/- 1† Does not apply in ranged attacks. Does not apply to attacks resultingwhen jumping from or falling down an elevation.

Close Combat Attacking Options

Defensive atack Convert ATD to armor points

Aggressive attack Convert ATD to strength points

Show off attack CS-1. Add one point to any consequent CMand Pop modifiers.

LoS modifiers

Partial LoS to targetAutomatically loses one of the ADallocated to perform a ranged combataction against a target in partial LoS

Minimal LoS to targetAutomatically loses two of the ADallocated to perform a ranged combataction against a target in minimal LoS

No LoS to target Ranged attack not possible

Close combat modifiers

FlankedAutomatically looses 2 of the ATD or CD allocated toattack or perform/counter a close combat actionagainst an enemy in its flank

Rearlost Can use no ATD or CD to attack or perform/countera close combat action against an enemy in its rearguard

Fightingfrom theground

Can only use 1 ATD or CD to attack orperform/counter close combat actions against astanding enemy.

Fightingfrom a lowerposition

Automatically looses 1 of the ATD or CD to attack orperform/counter a close combat action against anenemy in higher position

All Actions Options

Show off action Action stat -1. Add one point to anyconsequent CM and Pop modifiers.

Successful check rolls(Ag)

Maneuver check (over open terrain*)result

0 The model is knocked down.

1 The model moves 1 inch in a randomdirection, and faces in a random direction.

2+ The model keeps the position.*All maneuver checks over difficult terrain will be taken with one lessdice than they would over open terrain, but always 1d10 can be rolled.

Combatdamage

1 2 3 4 5,6 7 (1-3) 8 (4-6) 9 (7-9) 0

Mv Pop CS RS Arm Ag St Mi SoFatiguedamage

1 (1-3) 2 (3-5) 3 (6-8) 4 5 6,7 8

St Ag Mi CS RS Pop Mv

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Page 62: Avatars of War rulebook

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Crowd Mood ModifiersAvatar evolution. Crowd mood +/- 2. Crowd event*

Avatar death. Crowd mood +/- 3. Crowd event

Celebrity Avatar death Crowd mood +/- 4. Crowd event

Celebrity Avatar enters the arena. Crowd mood +/- 1

Away Avatars enters the arena. Crowd mood +/- 1*Multiple evolutions from Avatars of a same player only generate one crowd event. Resolve the crowd event at the end of the player’s Soul phase.

Uses of Soul ShardsBoost movement: + ½ movement. only one soul shard can be burnt to potentiate movement.

Boost action: +1AD

Boost Combat action: +1CD

Boost attack: +1ATD

Boost blow: +1 to Attack strength

Boost spell range. + ½ Mi in inches for each burnt soul shard. If burning more than one, then have to pass a Mind check for each usedsoul shard. If failed, looses all used soul shards and spell range is not boosted.

Healing: recover 2 damage points per soul shard (does not apply to Armour stat).

Uses of Assimilated Soul ShardsStolen soul absorption: assimilated soul shards are converted to own soul shards, and added to the soul shards of the Avatar (evend beyondthe original value).

Avatar Evolution: boost one or more stats. All effects disappear. Pop +2. CM+2. Crowd event.

Soul instability effects (+1 for each stolen soul shard) 1-5 The Avatar looses all stolen soul shards.

6-7 The Avatar looses both all his soul shards and all stolen soulshards.

8 The Avatar enters in a catatonic state during the current round.Looses all AD and CD.

9 The Avatar enters in blind rage.

10+

The Avatar’s soul explodes. The Avatar loses all his own soulshards (but not the stolen ones) and suffers 1d10 damagepoints.If rolling a natural 10 (a 0 on the dice roll) the Avatar dies ofpainful brain shock.

Psycholoy: Hatred-A model in close combat against a hated enemy gains an extra attack die whenattacking the hated enemy.-An Avatar in close combat against a hated enemy cannot make show off attacksor show off combat actions.-An Avatar of War cannot share a formation with a hated Avatar.-A model able to charge (by running or walking) one or more hated models(enemies or not) must pass a Mind check (during the Compulsory phase) orperform its favoured action against one of those hated models. The controllingplayer can choose the target if more than one available.

Psycholoy: Fear-A model must pass a Popularity check to move into close combat against amodel he is afraid of, unless the source of fear is already in combat with anenemy. The Popularity check can be taken multiple times, but each time isfailed one AD is lost.-A model fighting against a model he is afraid of cannot make show off attacksor show off combat actions.

Psycholoy: Worship-An Avatar of War in running distance from an ally worshiped Avatar can usethe worshiped Avatar’s Popularity stat for any Popularity check.-A model must pass a Popularity check to move into close combat against aworshipped Avatar. The Popularity check can be taken multiple times, buteach time is failed one AD is lost.

Psycholoy priorityBlind rage, Worship, Fear, Hatred

Inches 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

CM 2,5 5 7,5 10 12,5 15 17,5 20 22,5 25 27,5 30 32,5 35 37,5

Psycholoy: Blind rage

-A model under the effects of blind rage must make a compulsory Mind check. If successful, the model is no longer under the effect of blind rage. If not, themodel must move into close combat (charging or not) with the closest model.It will atack using only one CD (the rest are converted to strength points). If itcan not reach the closest model, will run towards its victim.

Warpray action

Mi (Mi).

0: The Gods of War ignore the Avatar’s praying | 1-2: TheAvatar regenerates one soul shard | 3: The Avatar regenerates twosoul shards | 4: The Avatar regenerates three soul shards

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Infuriated Raged Unhappy Calm Excited Inflamed Frenzied

1

e home Avatar withthe highest Pop is

heavily booed by thecrowd and receives a -3

penalty.

e home Avatar with thehighest Pop is heavily

booed by the crowd andreceives a -2 penalty.

e Avatar withthe lowest Pop isheavily booed bythe crowd andreceives a -1

penalty.

e away Avatar withlowest or highest Pop is

heavily booed by thecrowd and receives a -1

penalty.

e Avatar with thelowest Pop is heavily

booed by the crowd andreceives a -1 penalty.

e away Avatar withthe highest Pop is

heavily booed by thecrowd and receives a -

2 penalty.

e away Avatar withthe highest Pop is

heavily booed by thecrowd and receives a -3

penalty.

2Cheered by the crowd,

the away Avatar with thehighest Pop receives a +2

bonus.

Cheered by the crowd, theaway Avatar with the

highest Pop receives a +1bonus.

e crowd asks fora beast to be

released!

Cheered by the crowd,the home Avatar* withthe highest Pop must

pass a Mi check or runnow (free extra

movement) towards hisclosest enemy (andcharge if possible)

His name echoes throughthe stands!e home Avatar with thehighest Pop receives a +1

bonus.

Cheered by the crowd,home Avatar with thehighest Pop in closecombat must pass a

Mi check or make hisnext attack a “show off

attack”.

e crowd asks thehome Avatar with

highest Pop* to runnow (free extra

movement) towards hisclosest enemy (and

charge if possible). If hedoes: CM+1. If he

doesn’t: Pop-2, CM-1.

3

An away supporterjumps frenzied into the

arena! He movesimmediately and staysfor five rounds; then

leaves the arena. CM+1

Cheered by the crowd, theaway Avatar with highest

Pop in close combat has topass a Mi check or make

his next attack a “show offattack”.

e home Avatar*closest to the

stands is heavilybooed. Pass a Micheck or hurl a

stone to the crowd.If he fails the

check: loses 2 AD,Pop+1, CM+1

e Avatar with thelowest Pop is heavilybooed by the crowd

and receives a -1penalty.

e crowd asks for a beastto be released!

Cheered by the crowd,the home Avatar withhighest Pop receives a

+2 bonus.

Two home supportersjump frenzied into the

arena! ey stay forthree rounds then leavethe arena. ey move

immediately.CM +1

4

A very big stone ishurled from the stands!

e home Avatar* closestto the stands receives

three strength 6 attacks.CM-1

Riot on the stands!Away supporters charge

home supporters! CM-2.Reroll!

e home Avatarwith the lowest Popis heavily booed by

the crowd andreceives a -1

penalty.

His name echoesthrough the stands!Choose one home

Avatar; he can make afree extra movementnow (run or walk).

e away Avatar closest tothe stands is heavily

booed. Has to pass a Micheck or hurl a stone to

the crowd.If he fails the check: loses

2 AD, Pop+1, CM+1

Riot on the stands!Home supporters

charge awaysupporters! CM +1.

Reroll!

A very big stone ishurled from the stands!

e away Avatar*closest to the stands

receives three strength 6attacks.CM+1

5Global boo!! All home

Avatars receive a -1penalty.

His name echoes throughthe stands!

e away Avatar with thehighest Pop receives a +2

bonus.

An away supporterjumps frenzied intothe arena! Stays forthree rounds thenleaves the arena.

CM+1

e crowd asks for abeast to be released!

A home supporter jumpsfrenzied into the arena!

He stays for three roundsthen leaves the arena.

CM+1

His name echoesthrough the stands!Choose one homeAvatar; can make a

free extra movementnow (run or walk).

Global boo!! All awayAvatars receive a -1

penalty.

6A rain of objects is

hurled form the stands!All models suffer astrength 5 attack.

e crowd asks the homeAvatar with highest Pop*

to run now (free extramovement) towards his

closest enemy (and chargeif possible). If he does:

CM-1. If he doesn’t: Pop-2, CM+1.

e crowd asks fora beast to be

released!

His name echoesthrough the stands!

e home Avatar withthe highest Pop receives

a +1.

e crowd asks the homeAvatar with highest Pop*

to run now (free extramovement) towards his

closest enemy (and chargeif possible). If he does:

CM+1. If he doesn’t: Pop-2, CM-1.

His name echoesthrough the stands!

e home Avatar withthe highest Pop

receives a +2 bonus.

A rain of objects ishurled form the stands!

All models suffer astrength 5 attack.

7

Crowd invasion!Each away avatar suffers

two wounds.Each home Avatar

suffers four wounds.

Global boo!! All homeAvatars receive a -1

penalty.

A stone is hurledfrom the stands!

e home Avatar*with lowest Pop

receives twostrength 5 attacks.

CM-1

e away Avatar*closest to the stands isheavily booed. Pass aMi check or hurl astone to the crowd.If he fails the check:loses 2 AD, Pop+1,

CM+1

A stone is hurled from thestands!

e away Avatar* with thelowest Pop receives two

strength 5 attacks. CM+1

A rain of objects ishurled form the

stands!Each model suffers a

strength 5 attack.

Crowd invasion!Each home avatar

suffers two wounds.Each away Avatar

suffers four wounds.

8

Surrender!e home Avatar with

the lowest Pop abandonsthe deathmatch!

CM-2

Magic, magic! e awayspellcaster with highest

Pop* receives two extra ADfor his next magic action.

An away supporterjumps frenzied into

the arena! Movesimmediately. Staysfor three roundsthen leaves thearena. CM+1

A stone is hurled fromthe stands!

e away Avatar* withthe highest Pop receives

2 strength 5 attacks.CM+2

A home supporter jumpsfrenzied into the arena!

Moves immediately. Staysfor three rounds then

leaves the arena. CM+1

Magic, magic! ehome magic-user with

the highest Pop*receives two extra AD

for his next magicaction.

Surrender!e away Avatar with

the lowest Popabandons thedeathmatch!

CM+2

9

e home supportersabandon thedeathmatch!

e deathmatch ends,and the away players are

the winners.

A big stone is hurled fromthe stands!

e home Avatar* closestto the stands receives threestrength 5 attacks. CM-1

A stone is hurledfrom the stands!e home Avatar*

closest to thestands receives twostrength 5 attacks.

CM-2

An away supporterjumps frenzied into the

arena! Movesimmediately. Stay for

three rounds thenleaves the arena. CM+2

A stone is hurled from thestands!e away Avatar* closestto the stands receives twostrength 5 attacks. CM+2

A big stone is hurledfrom the stands!

e away Avatar*closest to the stands

receives three strength5 attacks. CM+1

e away supportersabandon thedeathmatch!

e deathmatch ends,and the home players

are the winners.

Crowd events effects are applied immediately. If a crowd event conditions can not be met, then the crowd event has no effect.*If Avatar is engaged in combat, then select the first matching Avatar not engaged in close combat.

Crowd events table-12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

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Page 64: Avatars of War rulebook

63

Dd10, 7Deathmatch level, 15Deathmatch, 6Defensive attack, 39Difficult terrain, 57Direction roll, 19Dispelling, 32Doubly successful roll, 21Dropping from an elevation, 58Duration (game), 15

EElevations, 57Empowering spells, 31Evolution, 49

FFacing, 29Falling down (from an elevation), 58Fatigue, 24Favoured action, 11Fear, 51Feats, 11First aid, 29Formations, 45

GGame duration, 15

HHatred, 51

kknocked down, 29

LLine of sight (LoS), 33

MMagic action, 20Magic phase, 17Maneuver check, 18Measuring (distance), 19Mind (Mi), 10Miniature base zones, 11Miniature box, 11Model, 9

ALPHABETICAL INDEX

AAction Dice (AD), 10Action, 20Advanced action, 27Aggressive attack, 39Agility (Ag), 10Agility check, 25Area of influence, 54Arena, 6Armour (Arm), 10Assimilated soul shard, 48Attack result, 38Avatar evolution, 49

BBase hire cost (BHC), 12Blind rage, 51Bonus, 19Boost action, 47Boost attack, 47Boost blow, 47Boost movement, 47Boost spell range, 47

CCasting spells, 31Charge, 28Circle formation, 46Climbing, 57Close combat action, 20Close combat phase, 18Combat Dice (CD), 10Combat Skill (CS), 10Compulsory action, 25Compulsory check, 17Computer Band Maker, 13Counteracting, 22Counteracting (spells), 32Counters, 7Crowd event, 53Crowd mood, 52Current stat value, 18

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Mount formation, 45Movement (Mv), 10Movement action, 28

oopen terrain, 57opportunity action, 25original stat value, 18

PPenalty, 19Pits, 59Platforms, 59Popularity (Pop), 10Priority (rules), 18Priority (Psychology), 51Priority (compulsory action), 25

RRanged combat action 20Ranged combat phase, 17Ranged Skill (RS), 10Record card, 9Riot, 55Rounding, 19Run, 28

SScale, 59Scatter roll, 19Shield formation, 46Showing off, 22Show off attack, 39Soul phase, 17Soul shard, 47Sprint, 29Special rule, 11Spells (casting), 31Spells (counteracting), 32Spells (dispelling), 32Stairs, 59Stand up, 29Stand up (in close combat), 37Stat check, 18State table, 10Stolen soul pool, 11Stolen soul shard, 48Strength (St), 10Supporters & Beasts phase, 17

Surprise attack, 44

TTactical action, 20Tactics phase, 17Targeting, 34Tokens phase, 18Tokens, 7Training cost, 12

WWalk, 28Warpray, 50Water, 59Wedge formation, 46Worship, 51

64

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