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Warhammer arena of death tournament


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Rules

No model can cost more than 300pts

Each model can have upto 200pts to spend on magic items normal rules apply though

No model can have killing blow or any item that target one enemy model.

Each character must be named

They cannot ride monstrous mounts (mounts with more than one wound)

No special characters

In addition, each one must be accompanied by a background and a description of them for my write ups.

Gaze of the Gods - Same points cost, before the battle roll a D6 - 1 = you get a 6+ ward, 2-3 = you get a 5+ ward, 4-6 = you get a 4+ ward. Such is the fickle nature of chaos.

Warpstone amulet - Same points cost, but roll to see if you die BEFORE the fight instead of afterwards.

The following items are banned, they are found to be too powerful or have an unfair advantage in an Arena game.

Tress of Isolde

Sword of Fate

The Daemon Sword

The Fellblade

The Bane Head

The Grudge Rune

The Talisman of Saphery

Kurbog's Curmudgeonly Klobbera

Virtue of Confidence

Annoyance of Netlings

Layout

Name

Background

Race

Class

Magic items

Points

How it works

If you have never fought in one of these, the point is to pit two characters against one another, one on one. In all essence it is a challenge in a normal game but with a few differences. Namely, they’re trapped in an arena with the only way out is to kill or be killed.

There is no magic phase or shooting phase, but bound spells are allowed if they are combat orientated. Also if you have a missile weapon you can shoot that before the combat happens. I will roll a match up between two characters until one perishes. The one who remains standing will be the victor and progress to the next round.

The battles will be represented by a ‘story’ format written by myself and following that will be a note of how many wounds were caused by each other in each round. For example:

[ (i) CA: 2 CB: 1 (ii) CA: 1 CB: 3 ] etc

[CA = Character A, CB = Character B, (x) = Round number ]

Combat

- Strike First

- First round of combat

In the first round of combat, both warriors count as charging for the purposes of lances and other special rules. If neither warrior has a 'strike first' ability (or a 'strike last' ability), the person with the highest Initiative will strike first. If both warriors are equally entitled to strike first (usually because they have equal initiative), striking order will be determined randomly.

- Later rounds

In later rounds of combat, neither warrior gets charging bonuses (pretty obvious ). Strike order will be determined using the same system as in the first round of combat - however, in cases of equal initiative, the die to determine strike order is not rolled. Instead, the person who struck first last time will strike first again, combat alternating between each warrior.

- After the Fight

After the fight, the victor advances to the next round. Any wounds they suffer are healed, as well as any other effects (such as the manbane poison: or anything else that permanently reduces statistics). It is as if the last fight never happened!

Psychology

- Break tests

Break tests are ignored in the Arena (where are they going to run in a ring of death?). Other psychology that may force an opponent to flee from combat is also ignored. For this reason, panic, unbreakable and Stubborn also have no effect.

In addition, undead warriors ignore the rule that causes them to take wounds from combat resolution. In a similar manner, daemonic characters do not suffer from instability.

- Fear

Fear is ignored in the arena.

- Hatred

Hatred is handled as normal. The warrior will re-roll failed 'to hit' rolls against hated foes.

- Stupidity

Each turn the warrior will take a Ld test. If failed, a further die will be rolled. On a 1-3, the warrior will strike last, on a 4+ they will strike as normal.

- Frenzy

While there's nowhere to run, you can still have the confidence and fighting frenzy knocked out of you, and therefore models do lose frenzy as normal.

-апдейт-

16 человек

Изменено пользователем Mr Carloff
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