last updated:
21.08.08 | 18:45 gmt
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written by:
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Arena of Death
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For the Dragon Slayers Bash in 2002 we decided to bring something a little bit unusual, as well as the scenarios; an Arena of Death, in which your General’s Champion will do battle Gladiator-style to win you points!
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Gareth Hamilton's fantastic Skaven Champion
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In the Arena of Death
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The Gods have decided to intervene in your General’s campaigns and ask for a Champion to represent you and your army. This Champion is destined to fight for their amusement in the Arena of Death! Before each game, this contest must be fought between you and your opponent. Both of you must place your Champion at the centre of the battlefield and allow them to fight to the death! Well, until your ten minutes are up, anyway...
Be aware that the Arena of Death is meant to be a fun part of the tournament and horrendous weapon or magic item combinations are not only allowed, they are positively encouraged. Go wild—there may even be a prize for the best combo, so sharpen your beards and get into the spirit!
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General's Champion
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In addition to your 2,500 point army your General must choose a champion to represent his army in the Arena of Death. This champion does not affect your army’s selections in any way—to all intents and purposes he is an extra character. He may not be used in normal battles, of course.
You are allowed to spend a total of 200 points on the General’s champion (including magic items, weapons and abilities), which can be any character on foot normally available in your army, including Lords. Bretonnian champions dismount and the cost of their horse is refunded—8 points for a Lord, 6 points for a Hero.
Champions are allowed to spend up to 100 points on magic items, weapons, bloodlines, honours or any other kind of special ability normally available to them; however, no single magic item or ability may exceed 50 points in total.
Please note that all these characters will be restricted or increased to three wounds. This should balance the differences between Lords and Heroes somewhat and also ensures the combats are not over in two seconds!
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Combat Rules
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The first thing to note about the Arena of Death is that the combats are not considered to be a challenge. Therefore, any magic items or abilities that are specifically meant for a challenge are pointless. Empire players may not cry when reading this — you can’t always rely on the Speculum!
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There is a “start of the battle” phase so any magic items or abilities that apply here (such as the Lizardmen item The Bane Head) may be used.
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The Champions begin their fight in base contact and can never part, even if compelled to do so by other forces. The Arena is considered to be a continuous combat with no other phases interfering — in other words, there is no movement or magic phase.
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The first round of combat is considered to be a charge by both Champions, with all the benefits that entails. This round will therefore be fought simultaneously; if one character dies before striking, he is still allowed to attack back. Decide amongst yourselves who rolls the dice first!
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The second and any subsequent rounds are fought in Initiative order with a twist. Each player must roll a D6 and add that roll to his Champion’s Initiative (up to a maximum of 10). The Champion with the highest score goes first.
Players with Great weapons or handicaps that mean they strike last count their Initiative as 0, whilst those with weapons or abilities that mean they strike first count their Initiative as 10.
In the event of a tie, both players strike simultaneously, as in the first round.
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No combat results are calculated; both Champions fight until one (or perhaps both) are dead.
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Psychology
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Psychology will play a part within the Arena of Death, so pay attention people...
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When faced by an opponent that causes Fear or Terror, and if your Champion would normally be affected by this psychological reaction, he must take a Leadership test before the combat. If this test is failed, the Champion only hits his opponent on the roll of a 6. This only affects him in the first round of combat; in subsequent rounds he is assumed to overcome his fear and is unaffected. Note that if a Terror test is failed, the Champion may not attack at all in the first round. Again, he is assumed to recover his wits in subsequent rounds.
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If a Champion is affected by Stupidity he must test each round. If the test is failed he fights with half his attacks (rounding up).
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Frenzy applies each round as normal. With combat resolution ignored, a character may never lose his frenzy.
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Hatred applies in the first round of combat as normal.
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Stubborn characters count as Immune to Psychology.
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Arena of Death Points
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Depending on how your Champion performs, you will gain Arena of Death points. These are as follows:
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Reward:
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Given For:
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+100
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Wounds Caused
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For every wound caused on the opposing Champion you will receive a reward of 100 points, up to a maximum of 300. A Killing Blow will cause three wounds.
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+100
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Wounds Remaining
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For every wound remaining on your Champion you will receive a reward of 100 points, up to a maximum of 300.
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Wednesday, 07 January 2009
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