Gorb the Filthy licked the rhinox blood off his fists and smacked his lips in anticipation. This would be one heck of a good feast, and there’d be a good fight to boot.
Scratching at himself in contentment, the Butcher’s assistant surveyed the other ogres around him. They gazed hungrily at the rhinox he had just slaughtered, and some of them even gave a little attention to the guard duty they were supposed to be attending to, here inside the newly build Ogre arena. Gorb grinned widely at them, and watched the rhinox blood set into the arena floor, exactly as he was supposed to do.
He could feel Rumgur’s one-eyed gaze upon him as he worked, and hoped that he was doing everything according to the Slaughtermaster’s plan. With the proper sacrifices, the Great Maw would truly bless this arena, and the tribe would grow strong and conquer. If things went wrong, however…Gorb didn’t like to think about that.
The last of the blood drained into the arena floor, and the earth quaked a bit as if gurgling in anticipation of more to come. Nearby, a mighty roar shook a large barred and barricaded cave. Gorb looked up into the arena at Rumgur, sitting with his buckets of bile and intestines. The Slaughtermaster nodded in satisfaction at his young apprentice, and popped a handful of dwarf eyes into his mouth.
Soon, the arena would be filled with fighters, and it would soon drink its fill of their blood. The slaughter of world’s greatest fighter would be but the beginning of a great Ogre feast that would consume the world. They would come by choice or come by force, but in the end, all would bleed in the Arena of Death.
We are looking for a maximum of sixteen characters. Places will be allocated on a first-come, first-served basis. If there is an odd number then we will enter one to even the numbers.
How to enter:
You are allowed to use any Lord or Hero character from any of the current army books. Storm of Chaos and the like are out. Below you will find a list of rules on how things work; however, there are a few limits on your characters.
· Each character must be named.
· They must be legal and cost no more than 260 points in total.
· They cannot ride monstrous mounts (mounts with more than one wound).
· 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 my write ups.
· To enter, you reply in this thread along with:
· Name of character
· Total cost
· Goblin Warbosses (Night Goblins included) may go up to 20 points over their magic item limit providing that they do not exceed 260 pts in total.
· Skink Chieftans may go up to 20 points over their magic item limit providing that they do not exceed 260 pts in total.
· Skaven Warlords may go up to 20 points over their magic item limit providing that they do not exceed 260 pts in total. The Appendix Plague Lord is no longer permitted.
· Tomb Kings get 20 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 260 points in total.
· Wood Elf characters may exceed their magic point allowance by 20 points, as long as they do not exceed 260 points in total.
· 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.
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.
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.)
Dwarfs – Any dwarf lord entered may be mounted upon shieldbearers, all rules and restrictions apply as per usual.
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
- Pendant of Kaeleth
- Because AFG is such a question asker ! Any and all items/weapons/armor that nullifies or breaks magic weapons or armor.
Also, any item that includes in its rules "nominate one enemy character" is illegal.
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.
- Always 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. In essence, we will follow the rules as outlined by GW for ASF, great weapons, and the like.
- 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, 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!
- 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 is handled similarly to normal. In the first round of combat, a warrior facing a fearsome foe will take a Ld test. If he fails, he will hit on 6+ for that round of combat. After that, fear has no effect.
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.
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.
While there's nowhere to run, you can still have the frenzy knocked out of you; therefore, models do lose frenzy as normal.
***** Organiser's Note *****We may make some more rule changes, most likely only to restricted items as we take on the task of surveying the new books for unsporting items.
Cheers, and get those characters in quickly!