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Arena of Death, V3.1 - Yellowfish

WHO (OR WHAT) CAN ENTER?

Any player is free to enter a character or unit champion provided it complies with the following rules and restrictions:

1. His model is selected within the rules and restrictions of its respective codex.
2. Is FULLY painted.
3. Is WYSIWYG. (Meaning that all wargear and items purchased for the model are represented on the model clearly) .
4. The player has a copy of the relevant 40k codex and any other material needed (such as chapter approved, Q&A etc)

There are three separate weight categories. (note that all numbers are inclusive)

Lightweight: Costing between 0-50 pts, these lightweight bruisers may have no more than one wound. No ranged weapons above st7.

Middleweight: Costing between 51- 150 pts. Unlimited wounds. No ranged weapons above st7.

Heavyweight: costing between 151-200 pts. . Unlimited wounds. No ranged weapons above st7.

Super heavyweight: 200 PTS+ ANYTHING GOES! (note that greater daemons, wraithlords, talos, c'tan, vehicles with weapon skills, carnifexes, hive tyrants and avatars and all models that use the monstrous creature rule. enter into this category regardless of points costs.) Must be mounted on large base.

Please note that special characters may be used provided they fit into the above categories.

THE RULES (TWO WALK IN…ONE WALKS OUT!!!)

Both players start with their models in their respective corners of the arena.

Both players roll of for whom gains priority for that turn at the beginning of each turn. The winner goes first. If a player wins priority for two consecutive turns then the opposing player automatically gains priority for the next.

All movement, shooting and assault rules stated in the 40k rulebook apply with the following exceptions…

1. Characters lose one attack if they fired a ranged weapon and charged.
2. If a character declares a charge he must move their allocated charge range. (Yep, if you stop a few inches short, that's your problem!)
3. In the event of two warriors killing each other simultaneously, the winner is decided by who caused the most wounds (overkill). Failing that, both players go to "sudden death". Both player get up with one wound remaining and continue fighting.

GRAPPLING

To represent the might (or desperation) of a players champion at the end of each combat phase the two champions may attempt to grab hold of the opposing model and kick, throw or ed'butt their opponents away from them and out into (or out of) the arena!

Grapple after all attacks have been made. Both players roll a d6. The winner of the combat adds +1 to his result. The winner may attempt to knock back their opponent in a random direction by a distance of S+D6 - opponent's toughness.

E.g. A Warrior with a power fist succeeds in mega punching a marine; he would throw him (s) 8+d6- (t) 4. Say he rolled a 4. He throws him 8 inches in the direction indicated. Models that have been thrown land face down and roll a d6 on the following table.

1Black out! May not move, shoot, or assault. Is automatically hit by shooting and in combat! Regains consciousness next turn.
2-3Winded! May not move, only stand up. and all shooting and combat attacks are at -1 to hit.
4-6A stumble but is ok! Continue as normal.


GOING 'OUT OF THE ARENA'

A crowd that make Cardiff city fans look like girl guides by comparison surround the arena. They desire little else but for blood to be shed, even if they have to do it themselves.

Any warrior unfortunate enough to be flung into this vicious example of audience participation gone mad suffers D3 wounds (normal and invulnerable saves apply)

A warrior may attempt to climb, scramble or fight his way out of the mosh pit by passing a difficult terrain test. If he fails he takes an additional d3 wounds as above.

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