Post by Jack Shrapnel on Mar 8, 2011 10:28:38 GMT -5
Okay all you warhammer fantasy players, new and old... it's time to throw your mightiest hero in the ring for bloody battle!
If you've never done an arena of death before, it's pretty simple, you post a character in this thread made using the rules below. We then create an ongoing story online where the characters are pitted against one another in a battle to the death - one character remaining at the end as sole champion. The battles are rolled up by myself offline, and the narrative of the battles I post in the thread. You add to the storyline between battles, can challenge other characters to fight, etc. It's alot of fun!
You are allowed to use any Lord or Hero character from any of the current army books. The Indy Chaos Dwarf book is also allowed, mainly because Chaos Dwarfs are cool, should still be supported by GW and look to be in line for at least some upcoming forgeworld support. Dogs of war - if you want to use a dogs of war character, you most certainly can do that too, although the restrictions below still count:
• Each character must be named (by you!)
• They must be legal and cost no more than 250 points in total unless otherwise specified.
• They cannot ride monstrous mounts (mounts with more than one wound) and they cannot ride chariots.
• No special characters.
• All Hero choices may select 100 points of magic items, rather than the usual 50.
• In addition, each one must be accompanied by a background and a description of them for the write ups.
• To enter, you post in this thread (which will be locked once we fill up - 16 characters max - or the arena starts, whichever comes first)
• Name of character
• Background (please note - in this arena, you will be "captured" and being forced to fight in an arena - feel free to put it in your background if you'd like - never got to run this concept in the November arena so still want to try it out - by the way, you've been captured by cloaked mysterious things to be taken to the arena)
• Equipment
• Total cost
Rules
We're using 8th Ed rules. Magic is NOT used is the Arena of Death
Equalizers
• Goblin Warbosses (Night Goblins included) may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Skink Chieftans may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Skaven Warlords may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Vampires get 35pts extra – they may not exceed their magic item limit.
• Tomb Kings get 25 points extra, they may not exceed their magic item limit.
• Empire characters that do not take a Runefang may go up to 20pts over the magic item limit providing that they do not exceed 250 points in total.
• Wood Elf characters get 20 points extra; they may not exceed their magic item limit.
• Dark Elf Assassins are counted as Hero choices for all intents and purposes.
• Bretonnians must pray to gain the Blessing, allowing their opponent to charge them and gain all the benefits thereof in the first round of each combat. A Bretonnian player who does not wish to pray should specify this before the match is rolled.
Additional Rules
Breath Weapons - Nope. Too game changing. Not so bad in a game of warhammer with many combats. In a one on one fight where you get to "recharge" your breath weapon between rounds it's a little too powerful for the cost.
Killing Blow - If a character scores a KB hit then this is how damaged will be worked out: D2+n
(n stands for the number of original wounds the character had minus two. This gives a 50% chance of killing a character off.)
Blade of Realities – All rules for the Blade of Realitis apply except it does D2+n wounds instead of slaying its opponent outright
Dwarfs – Any dwarf lord entered may be mounted upon shieldbearers, all rules and restrictions apply as per usual. Please note that in 8th ed, sheildbearers no longer make you immune to killing blow!
Gaze of the gods table: chaos characters will receive a single roll at the start of the tournament to represent the champion having the favour of his gods to take part. However unlike in a normal game further rolls will not be made after any victorious matches.
BANNED ITEMS
The following items are banned, they are found to be too powerful or have an unfair advantage in an Arena of Death game.
- Tress of Isolde
- Sword of Fate
- Van Horstmann's Speculum
- The Daemon Sword
- The Fellblade
- The Bane Head
- The Grudge Rune
- Kurbog's Curmudgeonly Klobbera
- Virtue of Confidence
- Annoyance of Netlings
- Palanquin mount
- Mounts with more than one wound
- Chariots
- Pendant of Kaeleth
- Breath weapon abilities
- Any and all items/weapons/armour that nullifies or breaks magic weapons or armour.
Also, any item that includes in its rules "nominate one enemy character" is illegal.
The Standard "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 as 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.
We 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.
Combat
- 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. In essence, we will follow the rules as outlined by GW for ASF, great weapons, and the like. This includes High Elves getting to reroll to hit if ASF and higher initiative.
- 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, this will be determined randomly. No killing each other simultaneously! Bad for later rounds!!!
- 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 anything that permanently reduces statistics). It is as if the last fight never happened. You're so tough you recover quite well!
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. THERE IS NO WAY TO FLEE IN AN AOD. 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 handled normally, rolled every round.
- Hatred
Hatred is also handled as normal. The warrior will re-roll failed 'to hit' rolls against hated foes in the first round, unless a specific army book overrules this.
- Stupidity
Since stupidity is ignored in combat, it only effects the first turn when the model suffering stupidity is attempting to charge. He or she will take a stupidity test as normal; if failed, the model strikes last, no matter what. I.e., no ASF for failed test. Even if your a High Elf. Why? because there has to be a drawback to stupidity!
- Frenzy
While there's nowhere to run, you can still have the frenzy knocked out of you; therefore, models do lose frenzy as normal.
Any questions or recommendations for this arena, feel free to post here as well!
Participants:
1: Vicomte Armand Theudis
2: Matt, the unnamed high elf (killed by Vas Dutari)
3: Flinzo
4: Raphael Byron (killed by Snickerslit)
5: Snickerslit
6: Vas Dutari
7: Terath the Bloodied
8: Da'Rolla and Ground Pounda
9: Yakka BorHorn
10: Bruenor Battlehammer
If you've never done an arena of death before, it's pretty simple, you post a character in this thread made using the rules below. We then create an ongoing story online where the characters are pitted against one another in a battle to the death - one character remaining at the end as sole champion. The battles are rolled up by myself offline, and the narrative of the battles I post in the thread. You add to the storyline between battles, can challenge other characters to fight, etc. It's alot of fun!
You are allowed to use any Lord or Hero character from any of the current army books. The Indy Chaos Dwarf book is also allowed, mainly because Chaos Dwarfs are cool, should still be supported by GW and look to be in line for at least some upcoming forgeworld support. Dogs of war - if you want to use a dogs of war character, you most certainly can do that too, although the restrictions below still count:
• Each character must be named (by you!)
• They must be legal and cost no more than 250 points in total unless otherwise specified.
• They cannot ride monstrous mounts (mounts with more than one wound) and they cannot ride chariots.
• No special characters.
• All Hero choices may select 100 points of magic items, rather than the usual 50.
• In addition, each one must be accompanied by a background and a description of them for the write ups.
• To enter, you post in this thread (which will be locked once we fill up - 16 characters max - or the arena starts, whichever comes first)
• Name of character
• Background (please note - in this arena, you will be "captured" and being forced to fight in an arena - feel free to put it in your background if you'd like - never got to run this concept in the November arena so still want to try it out - by the way, you've been captured by cloaked mysterious things to be taken to the arena)
• Equipment
• Total cost
Rules
We're using 8th Ed rules. Magic is NOT used is the Arena of Death
Equalizers
• Goblin Warbosses (Night Goblins included) may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Skink Chieftans may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Skaven Warlords may go up to 20 points over their magic item limit providing that they do not exceed 250 pts in total.
• Vampires get 35pts extra – they may not exceed their magic item limit.
• Tomb Kings get 25 points extra, they may not exceed their magic item limit.
• Empire characters that do not take a Runefang may go up to 20pts over the magic item limit providing that they do not exceed 250 points in total.
• Wood Elf characters get 20 points extra; they may not exceed their magic item limit.
• Dark Elf Assassins are counted as Hero choices for all intents and purposes.
• Bretonnians must pray to gain the Blessing, allowing their opponent to charge them and gain all the benefits thereof in the first round of each combat. A Bretonnian player who does not wish to pray should specify this before the match is rolled.
Additional Rules
Breath Weapons - Nope. Too game changing. Not so bad in a game of warhammer with many combats. In a one on one fight where you get to "recharge" your breath weapon between rounds it's a little too powerful for the cost.
Killing Blow - If a character scores a KB hit then this is how damaged will be worked out: D2+n
(n stands for the number of original wounds the character had minus two. This gives a 50% chance of killing a character off.)
Blade of Realities – All rules for the Blade of Realitis apply except it does D2+n wounds instead of slaying its opponent outright
Dwarfs – Any dwarf lord entered may be mounted upon shieldbearers, all rules and restrictions apply as per usual. Please note that in 8th ed, sheildbearers no longer make you immune to killing blow!
Gaze of the gods table: chaos characters will receive a single roll at the start of the tournament to represent the champion having the favour of his gods to take part. However unlike in a normal game further rolls will not be made after any victorious matches.
BANNED ITEMS
The following items are banned, they are found to be too powerful or have an unfair advantage in an Arena of Death game.
- Tress of Isolde
- Sword of Fate
- Van Horstmann's Speculum
- The Daemon Sword
- The Fellblade
- The Bane Head
- The Grudge Rune
- Kurbog's Curmudgeonly Klobbera
- Virtue of Confidence
- Annoyance of Netlings
- Palanquin mount
- Mounts with more than one wound
- Chariots
- Pendant of Kaeleth
- Breath weapon abilities
- Any and all items/weapons/armour that nullifies or breaks magic weapons or armour.
Also, any item that includes in its rules "nominate one enemy character" is illegal.
The Standard "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 as 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.
We 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.
Combat
- 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. In essence, we will follow the rules as outlined by GW for ASF, great weapons, and the like. This includes High Elves getting to reroll to hit if ASF and higher initiative.
- 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, this will be determined randomly. No killing each other simultaneously! Bad for later rounds!!!
- 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 anything that permanently reduces statistics). It is as if the last fight never happened. You're so tough you recover quite well!
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. THERE IS NO WAY TO FLEE IN AN AOD. 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 handled normally, rolled every round.
- Hatred
Hatred is also handled as normal. The warrior will re-roll failed 'to hit' rolls against hated foes in the first round, unless a specific army book overrules this.
- Stupidity
Since stupidity is ignored in combat, it only effects the first turn when the model suffering stupidity is attempting to charge. He or she will take a stupidity test as normal; if failed, the model strikes last, no matter what. I.e., no ASF for failed test. Even if your a High Elf. Why? because there has to be a drawback to stupidity!
- Frenzy
While there's nowhere to run, you can still have the frenzy knocked out of you; therefore, models do lose frenzy as normal.
Any questions or recommendations for this arena, feel free to post here as well!
Participants:
1: Vicomte Armand Theudis
2: Matt, the unnamed high elf (killed by Vas Dutari)
3: Flinzo
4: Raphael Byron (killed by Snickerslit)
5: Snickerslit
6: Vas Dutari
7: Terath the Bloodied
8: Da'Rolla and Ground Pounda
9: Yakka BorHorn
10: Bruenor Battlehammer