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Avatars of War Rulebook

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The document outlines the terms of use and rules for the electronic rulebook for the Arena Deathmatch miniatures game.

Avatars of War presents Fantasy miniatures gladiatorial combat through the game Arena Deathmatch. It is created by Avatars of War SLNE based in Barcelona, Spain.

You are allowed to print the rulebook for personal use and distribute the unmodified electronic rulebook for free. You cannot modify, sell, loan or adapt the content without permission.

Terms of Use

Avatars of War, SLNE makes the elctronic version of the game rules
for Arena Deathmatch (e-rulebook, this file), including, without
limitation, text, tables, icons, images and artwork (collectively, the
content) available for free through www.avatars-of-war.com for
your use subject to the terms and conditions set forth in this page.

Use
By downloading or using this file in any way, including, without
limitation, using or downloading any content, you agree to and
are bound by theTerms of Use. If you do not agree to theseTerms
of Use please do not use this file or its content.
By using this file, you agree not to modify, rent, loan, sell, adapt,
edit, or create derivative works based on this file or its content.
You have permission to print the book for your own entertainment
use, and to distribute (for free) the unmodified e-rulebook.
Avatars of War presents

Fantasy miniatures gladiatorial combat

1.5

Avatars of War SLNE. Mare de Deu dels Angels, 37


Sta. Coloma de Gramenet - 08921 Barcelona - Spain
Tel (+34) 933 850 326
Website: www.avatars-of-war.com
Email: info@avatars-of-war.com

All contents herein, including all artwork, images, places, things and character names are ®
and/or © 2006-2008 Avatars of War, SLNE.
Avatars of War, Arena Deathmatch, The Avatars of War logo, the Arena Deathmatch logo,
are registered trademarks and/or ©2006-2008 Avatars of War, SLNE

Copyright © Avatars of War SLNE, 2006-2009. All rights reserved.


CREDITS
Painting guide
Avatars of War SLNE, President Studio McVey: Ali & Mike McVey
Johanna Acquah www.studiomcvey.com

Avatars of War SLNE, Creative Direction Cover art


Felix Paniagua Des Hanley

Game design Interior art


Ignasi Ferrer Eric Chiang
Felix Paniagua Imaginary Friends Studios
Matt Dixon
Arena Deathmatch developer Mark Gibbons
Hans Verhaegen David Hammond
Des Hanley
Rulebook written by Randy Humphries
Felix Paniagua
Game & scenery templates
Editors Felix Paniagua
Matthew Dyer
Denis Maddalena Concept art
Matt Dixon
Graphic design & layout Imaginary Friends Studios
Huc Egea Mark Gibbons
Felix Paniagua Des Hanley
Mark Huffman
Creator of The Darklands & the Avatars of War Felix Paniagua
Felix Paniagua
Cartography
Fiction stories Willem and Johannes Blaeu
Joma Laza Felix Paniagua
Hans Verhaegen
Mould Making
Miniature sculptors Luis Alemany
Pedro Fernández Jeff Rodman
Ignasi Ferrer Ben Rodman
Felix Paniagua
Edgar Ramos Playtesting
Raul Valiente Albert Biosca
Michael Brown
Miniature painters Robbie Davies
Adam Benesz Huc Egea
Alfonso Giráldez Jake Flowers
Ali McVey Raimund Gumpetsberger
Mike McVey Marc Iglesias
Fernando Morales Claudi Paniagua
Adam Skinner Marc Plans
Pere Pujol
Lee Purslow
Sergio Romero
FOREWORD
It is quite amusing that after the entire book is written and It started a day like any other. I received an unexpected email; it
completely laid out, the last section that needs to be finished, only was from my friend Felix. It had been quite some time since I had
a few hours before the book goes to the printer, is the “Foreword.” heard from him. He asked me to accompany him in the
It would be difficult to write this section, however, without the developement of a miniatures game. I didn't imagine at that
overall perspective that you gain after everything else on the page. moment that the email would be the start of a great adventure.
Developing this game and this rulebook has been, without a
doubt, the biggest and most enjoyable professional project I have Like in all adventures worth telling (and this one definitely is),
done in my life. It turned out much bigger than I ever would have there are the intrepid and daring adventurers, Felix and Ignasi,
predicted. Developing a miniatures game it is not an easy task! and there are also inclemencies and obstacles that can easily lead
to despair. When overcome with tenacity and will, they lead to
It was definitely worth the effort, and now that I see many of the the desired reward, neither gold nor glory or even distinction;
things I only imagined made a reality in the form of a miniatures instead, a dream come true. Arena Deathmatch is our victory, our
game, a world map, artwork depicting places and characters, loot, and we’d like to share it with all of you.
miniatures… I feel very lucky, grateful and honoured.
Arena Deathmatch gathers and combines some of the best parts
Countless hours of work by many talented people were necessary of roleplaying and tabletop miniature games: freedom of action
to make this project a reality: rule developers, illustrators, (loads of it!), a cool atmosphere, a detailed setting, and the hobby
sculptors, miniature painters, writers, an editor, proofreaders, side of miniatures gaming.
playtesters... to all of them goes my biggest thank you!
It is a fun rule system which is accessible for every one but rewards
Also, a very special thanks goes to my spouse, family and friends the experienced player. It depicts with realism the bloody contests
for putting up with me during this period, especially towards the that take place in the arenas of the Darklands, a fantasy setting in
last few months, when my social life has been almost totally every sense of the word.
nonexistent.
I'd like to thank everyone that has collaborated to make this
My biggest thanks, however, is dedicated to you and to every project a reality, as well as those persons whom I have left
gamer and collector who has shown an interest in the stuff we unattended or forsaken during this hectic time. I'd especially like
create here at Avatars of War. We NEVER forget that without to thank my family, my brother and sister, and that who was one
your support Avatars of War would not exist. day my better half. A very special memory for an outstanding
mother that has been and will always be with me.
It's been just over four years since I first imagined how cool a
gladiatorial style contest would be, where the most powerful and I hope you enjoy the game as much as I enjoyed designing it, and
legendary of heroes clash in deadly combat. is simple idea led I hope it meets all your expectations and even exceeds them!
to the Darklands, the Avatars of War and Arena Deathmatch.
Have fun and remember… this is only the beginning!
And this is just the beginning: the Darklands is a setting not only
where bloody deathmatches take place, but epic sagas, dramas anks,
and stories will develop. All of us at Avatars of War are really
looking forward to bringing them to your tabletop to share with
you.

In Arena Deathmatch you will find many terms you are used to
if you are familiar with miniature games: stats, actions, feats, … Ignasi Ferrer Casanovas
however, I believe the mechanics will surprise you. From a very _________________
simple formula emerges an almost endless number of strategic "e Avatars of War will attend in their uncontrollable thirst of
options and situations. Arena Deathmatch is very easy to learn, power and glory!
but mastering it is another matter entirely…
Enough talk. Let the dice roll and may the Gods of War favour
you…

Felix
Paniagua
TokENS PHASE 18
TABLE OF CONTENTS RULES PRIoRITY 18
INTRoDUCTIoN 6 EFFECTS & RoUNDS 18
STAT CHECkS 18
WHAT IS AN ARENA? 6 MANEUVER CHECkS 18
WHAT IS A DEATHMATCH? 6 ATTACkS 18
WHAT IS ARENA DEATHMATCH ABoUT? 6 CHECkS BETWEEN EqUAL STATS 18
WHAT Do YoU NEED To PLAY THE GAME? 6 oRIGINAL & CURRENT STAT VALUES 18
MINIATURES 6
DIRECTIoN & SCATTER RoLLS 19
GAMING SURFACE 7
DICE 7 MEASURING DISTANCES 19
CoUNTERS & TokENS 7 PENALTIES AND BoNUSES 19
A WoRD ABoUT SPoRTSMANSHIP 7 RoUNDING 19
oPEN GAME 8
ACTIoNS 20
MoDELS 9 ACTIoN TYPES 20
TYPES oF MoDELS 9 TACTICAL ACTIoNS 20
AVATARS oF WAR 9 MAGIC ACTIoNS 20
SUPPoRTERS 9 RANGED CoMBAT ACTIoNS 20
BEASTS 9 CLoSE CoMBAT ACTIoNS 20
MoDEL DESCRIPTIoN 9 ACTIoN DESCRIPTIoN 20
STATE TABLE 9 PERFoRMING AN ACTIoN 20
FEATS 11 WHAT IF AN AVATAR STAT IS 10? 21
ACTIoNS 11 SHoWING oFF 22
CLoSE CoMBAT ACTIoNS 11 CoUNTERACTING ACTIoNS 22
FoRMATIoNS 11 FATIGUE 23
DAMAGE & STATE oF A MoDEL 11
ACTIoNS RANGE 24
MINIATURE BASE zoNES 11
CoMPULSoRY ACTIoNS 24
CREATING YoUR BAND 12 oPPoRTUNITY ACTIoNS 25
RECRUITING AN AVATAR 12 DECLARING oPPoRTUNITY ACTIoNS 25
BASE HIRE CoST 12 AGILITY CHECk 25
TRAINING CoST 12 WHEN DoES THE oPPoRTUNITY ACTIoN TAkE PLACE?
25
SUPPoRTERS 13
INFLUENCE oVER THE TRIGGERING ACTIoN 25
A SAMPLE BAND 13 oPPoRTUNITY ACTIoN AGAINST A CRoWD EVENT 27
CoMPUTER BAND MAkER 13
TACTICS 28
GAME PREPARATIoN 15 CoMMoN TACTICAL ACTIoNS28
NUMBER oF PLAYERS 15 MoVEMENT ACTIoNS 28
GAME DURATIoN 15 FACING 29
DEATHMATCH LEVEL 15 FIRST AID 29
DISENGAGE 29
HoME oR AWAY? 15
SPECIAL TACTICAL ACTIoNS 30
SETTING UP THE GAMING SURFACE 16
ENTERING THE ARENA 16 MAGIC 31
CASTING A SPELL 31
GAME MECHANICS 17 EMPoWERING SPELLS 31
THE RoUND PHASES 17 DISPELLING MAGIC 32
SUPPoRTERS & BEASTS PHASE 17 CoUNTERACTING A SPELL 32
SoUL PHASE 17
CoMPULSoRY PHASE 17
TACTICS PHASE17
MAGIC PHASE 17
RANGED CoMBAT PHASE 17
CLoSE CoMBAT PHASE 18
USING ASSIMILATED SoUL SHARDS 49
RANGED CoMBAT 33 REGENERATING THE SoUL 50
LINE oF SIGHT (LoS) 33
ATTACk RANGE 34 PSYCHoLoGY 51
LoS MoDIFIERS 34 FEAR 51
MAkING A RANGED ATTACk 34 FEAR EFFECTS 51
TARGETING 34 HATRED 51
TARGETING FoRMATIoNS 35 HATRED EFFECTS 51
SPoRTSMANSHIP AND RANGED ATTACkS 35 WoRSHIP 51
WoRSHIP EFFECTS 51
CLoSE CoMBAT36 BLIND RAGE 51
ENGAGED IN CLoSE CoMBAT?36 BLIND RAGE EFFECTS 51
CLoSE CoMBAT ACTIoNS 36 PSYCHoLoGY PRIoRITY 51
CoMMoN CLoSE CoMBAT ACTIoNS 37
SPECIAL CLoSE CoMBAT ACTIoNS 37
THE CRoWD 52
RESoLVING CoMBAT 37 CRoWD MooD 52
SIMPLE CoMBAT 37 RECoRDING THE CRoWD MooD VALUE 52
PERFoRMING CoMBAT ACTIoNS 37 CRoWD MooD MoDIFIERS 52
RESoLVING ATTACkS 38 APPLYING CRoWD MooD MoDIFIERS 52
APPLYING DAMAGE 40 CRoWD EVENTS 53
BLoW EFFECT 40 GENERATING CRoWD EVENTS 53
MULTIPLE CoMBAT 42 WHo RoLLS THE CRoWD EVENT? 53
PERFoRMING CoMBAT ACTIoNS 42 BEASTS ENTERING THE ARENA 53
RESoLVING ATTACkS & APPLYING DAMAGE 43 ULTRA SUPPoRTERS 53
BLoW EFFECT 44 RECRUITING ULTRA SUPPoRTERS 54
CLoSE CoMBAT SPECIAL SITUATIoNS 44 SITUATING ULTRA SUPPoRTERS 54
CoMBAT FACING 44 AREA oF INFLUENCE 54
FLANkING 44 MoVING ULTRA SUPPoRTERS 55
LoSING THE REARGUARD 44 SUPPoRTERS JUMPING IN THE ARENA 56
CLoSE CoMBAT MoDIFIERS
FRIENDLY CoMBAT! 44
44
TERRAIN FEATURES 57
TYPES oF TERRAIN 57
FoRMATIoNS 45 oPEN TERRAIN 57
MoUNT FoRMATIoN ACTIoN 45 DIFFICULT TERRAIN 57
IMPASSABLE TERRAIN 57
FoRMATIoN MoVEMENT 45
ELEVATIoNS 57
CoUNTERS IN FoRMATIoNS 45
SMALL ELEVATIoNS 57
JoINING A FoRMATIoN 46 STANDING oN ELEVATIoNS 57
ABANDoNING FoRMATIoNS 46 FALLING DoWN & DRoPPING FRoM ELEVATIoNS 58
FoRMATIoN TYPES 46 PLATFoRMS 59
CIRCLE FoRMATIoN 46 STAIRS 59
SHIELD FoRMATIoN 46 PITS 59
WEDGE FoRMATIoN 46
SCALE REFERENCE 59
THE PoWER WITHIN 47 qUICk REFERENCE SHEET 60
SoUL SHARDS 47
USES FoR SoUL SHARDS 47
DECLARING AND RoLLING SoUL SHARDS 48
ALPHABETICAL INDEx 63
STEALING SoUL 48
DAMAGING THE SoUL 48
DRAINING THE SoUL 48
FILLING THE SoUL 48
kILLING AN AVATAR oF WAR 48
SToLEN SoUL 48
SoUL INSTABILITY 48
of War miniatures to enact memorable deathmatches. The
INTRODUCTION outcome of these clashes depends on your ability to think fast,
use sound tactics and take advantage of your Avatar’s strengths to
Avatars of War: Arena Deathmatch is a 28mm miniatures game overcome the Avatars controlled by your opponent.
that depicts the bloody clash between two or more bands of
heroes facing off on the floor of the arena, in front of a raucous Do not underestimate the importance of having supporters in the
crowd that is thirsty for action, violence and even death. This stands. Having the crowd on your side often makes the difference
deadly contest is known as a deathmatch. between victory and defeat!
The most powerful heroes among the mortal races are known as The perils of the Arena stand against you. Traps, hazards and
the Avatars of War—heroes chosen by the gods themselves. These even savage beasts stand between you and your opponent. only
Avatars, in addition to being fierce combatants, are able to draw the most skilled combatants can hope to be victorious.
upon the sliver of divinity within their souls for the power to
expand their already awesome combat abilities. The door to the Arena opens, and the shouting crowd is eager to
see their favourite heroes fight to the death. Will they be cheering
WHAT IS AN ARENA? your victory... or your death? There’s only one way to find out!

An arena is a structure designed to host public spectacles. The


arena floor, covered in sand, is surrounded by gradually ascending WHAT DO YOU NEED TO PLAY THE
stands where spectators closely follow the event.
GAME?
Arenas vary in size, from small town arenas that hold a hundred You’ll need the following to play a game of Arena Deathmatch:
spectators to colossal arenas that can hold thousands. These
coliseums, like the Drumminor Arena, are located in the largest -This rulebook
and most important cities of the realm. -Miniatures to represent your Avatars of War
-A table or gaming surface to represent the arena
The word arena comes from the Latin for “sand”. The sandy floor -Ten sided dice (each player may need up to ten dice)
of the arena is where the action takes place, perfectly absorbing -Something to measure distance (6 inch and 12 inch rulers)
the blood which is spilled during the brutal contests known as -A handful of tokens to indicate effects affecting your Avatars
deathmatches. -A handful of counters (small d6 are perfect to thsi end) to
indicate the number of action dice spent by your Avatars
WHAT IS A -The Avatars of War record cards
-A printed or photocopied quick reference sheet and crowd
DEATHMATCH? events table

A Deathmatch is the term used to


define a deadly game of combat
MINIATURES
between teams of two or more Each Avatar of War, beast or supporter
combatants which takes place in an that appears in a game of Arena
enclosed area. The goal of the Deathmatch must be represented by a
combatants is to kill as many opponents miniature. Avatars of War produces
as possible during the deathmatch, highly detailed metal miniatures especially designed to represent
while avoiding death themselves. the Avatars of War, beasts and supporters that appear in this
rulebook. Every Avatars of War miniature is sculpted to the
The enclosed areas where scale of 1/62: an average human (5,7 feet) measuring 28mm
deathmatches take place are high to the top of the head.
the great arenas of the Orc Warlord
Darklands. The combatants Avatar of War Avatars of War miniatures
are the legendary Avatars of look even better when
Goblin Hero
War, the greatest warriors the painted; in this
Avatar of War
world has even known. rulebook there is a
Painting guide that shows
you how to achieve stunning
WHAT IS ARENA DEATHMATCH paintjobs for your Avatars. You only
ABOUT? need to paint around six miniatures to play
Arena Deathmatch, so you can afford to
In Arena Deathmatch, each player controls a band of Avatars of spend lots of time on each one to make
War as they face off on the arena floor in front of a cheering (or them look great on the arena floor and show
jeering) crowd. In this book you’ll find the rules to use Avatars off your painting skills!

6
A game of Arena Deathmatch in progress

GAMING SURFACE COUNTERS & TOKENS


Arena Deathmatch does not come with a board; all you need to You’ll need counters to keep track of the number of action dice
play is a flat surface at least 20x20 inches (up to 30x30 inches). spent by each Avatar. In addition, you’ll need some tokens to
This surface represents the arena where the Avatars clash. remind you of different effects such as those caused by spells and
psychology.
An Arena Deathmatch game looks great if you play over a brown
mat (to simulate the sand of the arena). You can go even further You can easily make your own action dice counters. Small six-
by building walls, stands and other scenery elements. Take a look sided dice are perfect for that end. While gaming, place the dice
at the “Building an arena” section in this book for quick and easy next to the miniature; the shown face will indicate the action dice
instructions for creating a great looking gaming surface. spent by that Avatar.

DICE A WORD ABOUT SPORTSMANSHIP


Arena Deathmatch uses ten sided dice (d10) to determine the on some occasions your opponent may ask you for information
outcome of actions and attacks. In this rulebook, you’ll find 1d10 about your band of Avatars (special rules, stats, feats, their current
indicates the rolling of one ten sided die while 6d10 would state, etc). You must share that information whenever your
indicate the rolling of six ten sided dice. opponent asks for it.
When rolling a d10 in Arena Deathmatch, regardless of the type
of roll, a result of 1 is always successful while a result of 10 (0) is At the end of the day, Avatars of War are well-known celebrities
a failure. The only exception to this rule is when an Avatar has a and their abilities and strengths are no secret to fans of the arena.
stat score of 10. This exception is explained further in the section
on Actions. A lot of testing went in to creating these rules and they have been
carefully designed to cover as many situations as possible. Sooner
Sometimes you’ll need to roll as many as 10d10 for a particularly or later, a situation may pop up where how to correctly apply the
powerful attack or action!

7
rules is not completely clear. In these situations, try to find a quick some of the things that take Arena Deathmatch beyond this
solution. Don’t argue with your opponent for a long time, as that rulebook.
breaks the pace of the game. If you can’t find a common position Stay up to date by visiting the Avatars of War website where you’ll
quickly, you should both roll a d10. The highest roll decides the find all the new releases for the game as well as news on
outcome. tournaments and Avatars of War related events along with plenty
of free downloadable stuff.
When the game is finished, there is plenty of time to discuss the
rule and what to do if the situation comes up again. You can even The website forums are the ideal place to discuss all aspects of
check the forums on the Avatars of War website to ask for advice Arena Deathmatch: talk about the miniatures, give suggestions
for future releases, discuss the rules, showcase your painting and
modelling skills, and give or ask for advice. You can even find
OPEN GAME opponents close to you to clash in the arena.
This rulebook contains all the rules you need to start playing
Arena Deathmatch. In addition to this rulebook, new material is Welcome to Arena Deathmatch and thanks so much for joining
created monthly to enrich the game: new miniatures, Avatars of the game!
War and ultra supporter groups to join your band, more scenery
elements to spice up your arena, and new scenarios. These are just

8
This description is available on the arena deathmatch
MODELS i the model’s record card . website (www.avatars-of-war.com)
you’ll find the record cards for
The record card is
Every combatant that appears in Arena Deathmatch is composed of the model’s each released Avatar of War, beast
represented by a miniature which is referred to as a model for description (size, homeland, and supporter.
rules purposes. ...), the state table, and a
description of its special e record card is all you need to
rules, feats, and actions. control a model in a game of
Miniatures can stand on
different base types: small TYPES OF Arena Deathmatch.

(20x20 mm), medium and MODELS Example: Dark Elf Prince


large (25x25 mm), huge
(40x40 mm), beast There are three types of Dark Elf Prince AD 4 CD 4 BHC 139 gc
(25x50mm). models used in Arena
Ag 3 4 5 6 7 8 9 10 Soul Stolen
on the record card of each Deathmatch: Avatars of
St 3 4 5 6 7 8 9 10 0 0
model, you’ll find which the War, supporters, and
Mi 3 4 5 6 7 8 9 10 1 1
appropriate base for that model beasts.
Mov 1 2 2 3 3 3 4 4 2 2
is.
Pop 3 4 5 6 7 8 9 10 3 3
AVATARS OF WAR CS 3 4 5 6 7 8 9 10 4 4
The Avatars of War are the greatest heroes that the world has ever RS 3 4 5 6 7 8 9 10 5 5
known. Arm 3 4 5 6 7 8 9 10 6 6

An Avatar is a dangerous opponent who has highly trained skills


and a long history of combat. To honour their martial skill, they Special rules
have been granted a sliver of immortality by the gods themselves. Windwalker
Hatred (Light Elves)
SUPPORTERS
Feats
Just like any fans at a sporting event, supporters are heavily Precise Strike
invested in their Avatars of choice. So invested, in fact, that they Precise Shot
might even jump out of the stands and on to the sands of the Deflect Arrows
arena itself!
Tactical actions
The supporter probably won’t stick around long (after all, even Running Thrust
the greatest frenzy won’t last when face to face with someone like Throw Sand
a 1200lbs orc Warlord) but while they’re running around the
arena under your control, they can be quite useful. Ranged Combat Actions
Crossbow Shot ♥
BEASTS
Beasts are monstrous animals that are thrown into the arena for Close combat actions
the enjoyment of the crowd. This normally happens when the Flank
crowd gets bored of the fight taking place. Win Rearguard
Feint
Beasts are not controlled by players, as they are bloodthirsty,
hungry creatures that attack almost any combatant they find in Formations
their way. Wedge, Circular, Shield

Every beast has a description in this book. There you’ll find STATE TABLE
guidelines on how to generate its actions in the arena.
The state table gives a numeric description of the model’s different
statistics (stats). It also records the current state of the model’s
Beware! Some beasts are powerful enough to pose a challenge for
statistics, as these change throughout a game of Arena
even an Avatar of War.
Deathmatch. The higher the value (on a scale of 1 to 10), the
better the stat. These values are used on several types of rolls
MODEL DESCRIPTION throughout the game. The header of the statistic table lists the
number of action dice and combat dice as well as the base hire
Every model has a descirption listing its stats, feats, actions and cost.
special rules that may or not improve its performance on the
arena.

9
Header Descriptive stats
Action Dice (AD): Action dice are used to perform and counter Movement (Mv): The distance, in inches, that a model can move
actions. This is the number of action dice a model can spend each by walking.
round. When all action dice have been spent, the model cannot
perform or counter any more actions until the next round. Popularity (Pop): Measures the respect and admiration that the
crowd and other combatants have for a model.
Combat Dice (CD): Combat dice are used to perform and
counter close combat actions and to attack in close combat. This Combat Skill (CS): Measures how skilled a model is in close
is the number of combat dice a model can spend each round. combat.
When all combat dice have been spent, the model cannot perform
or counter any more close combat actions or attacks until the next Ranged Combat Skill (RS): Measures how skilled a model is using
round. missile weapons in ranged combat.

Base Hire Cost (BHC): The base hire cost indicates the amount Armour (Arm): Indicates the type of armour a model wears. The
of gold coins (gc) required to include an Avatar in your band. The higher the number, the better the protection from damage. This
more powerful an Avatar is, the more gold coins he charges for his stat includes both normal and magic armour.
services.
Soul stats
Physical stats Soul: Measures the power of an Avatar’s immortal soul.
Agility (Ag): Measures the quickness, coordination and reflexes
of a model. Stolen Soul pool: Indicates the number of stolen soul shards the
Avatar has (taken or received from other Avatars of War).
Strength (St): Indicates the physical power of a model. The
stronger a model is, the harder it attacks. It is also a reference for SPECIAL RULES
the model’s physical size and weight. Special rules are characteristics or abilities that modify rules for a
Mind (Mi): Indicates the mental capacity of a model. It is
especially important for magic-users, as it directly affects
the power and range of spells and the ability to dispel
other’s magic. It is also used to resist
the effects of a spell.

10
model. Special rules are always in effect. faces forward. The rear is opposite this. The other two sides are
Examples of special rules include Hatred and Toughness. called flanks.

FEATS The miniature box is a three dimensional box measured from the
square base up to the top of the miniature’s head.
Feats are notable abilities that give models particular benefits.
Feats are always in effect.

Examples of feats include Mighty Blow and Precise Shot.

ACTIONS
Almost everything a model can do is called an action.
Common actions are available to all models (e.g. walking,
running, charging) while special actions are available only
to specific models (e.g. Warcry, Provoke Crowd).

Actions are classified as tactical, magical, ranged combat


or close combat.

Favoured actions
An Avatar's favoured action is highlighted on the model’s
record card using the following symbol: ♥. When no
favoured action is indicated, the Avatar favoured action is
Charge.

CLOSE COMBAT ACTIONS


Almost everything a model can do in close combat is
called a close combat action. Common close combat
actions are available to all models (e.g. standing up while
in close combat) while special close combat actions (e.g. Base zones and box of a miniature
flanking or feigning) are available only to specific models.

FORMATIONS
Some Avatars know combat formations and can call other Avatars
to join one with him. Being in a formation gives special
advantages. For example, the circular formation eliminates flanks
and rears from Avatars so that they can only be attacked from
their front.

DAMAGE & STATE OF A MODEL


Damage in Arena Deathmatch is reflected directly on the model
state table.

Every time a model suffers damage one of its stats is affected,


decreasing in value. This means that damage taken by a model
directly affects its performance in the arena as its stats decrease
during the deathmatch.

When all three physical stats (Ag, St, Mi) decrease to


their lowest value, the model is dead or too wounded
to carry on fighting and is removed from play.

MINIATURE BASE ZONES


Miniature bases have four sides: the front,
rear and two flanks. The front is the side
of the base where the miniature’s head

11
Example: Dark Elf Prince
CREATING YOUR BAND Dark Elf Prince AD 4 CD 3, 4 at +6 BHC 139 gc
Before you create a band, decide on a Deathmatch level or special Ag 3 4 5 6 +4 8 9 10 Soul Stolen
scenario for your game which states the total amount of gold St 3 4 5 6 7 8 9 10 0 0
coins (gc) for each player. Mi 3 4 5 6 +4 8 9 10 1 1
Mov 1 2 2 3 3 3 4 4 2 2
There is one rule to follow when composing your band: the sum Pop 3 4 5 6 7 +2 9 10 3 3
of the cost of your Avatars (BHC plus training cost) plus the cost CS 3 4 5 6 +4 8 9 10 4 4
of bringing ultra supporters to the event has to be equal or less RS 3 4 5 6 7 +5 9 10 5 5
than the total amount of gold stipulated by the Deathmatch level Arm 3 4 5 6 7 8 9 10 6 6
or scenario. Special rules
Hatred
Windwalker
RECRUITING AN AVATAR
Recruiting and training your Avatars is an important part of Feats
Arena Deathmatch. Spend some time considering the possibilities (+5) Precise Strike
and combinations available. You can hire several Avatars with little (+5) Precise Shot
training, or perhaps you’d like fewer models with more trained (+5) Deflect Arrows
skills.
Tactical actions
BASE HIRE COST Throw Sand
(+4) Running Thrust
The base hire cost (BHC) of an Avatar indicates how many gc
you have to spend to recruit that Avatar. Ranged combat actions
Crossbow Shot
To recruit an Avatar, subtract his BHC from your current amount
of gold coins. once you have recruited all your Avatars, you are Close combat actions
ready to begin their training. Flank
Win Rearguard
TRAINING COST (+4) Feint
Training an Avatar gives you options to upgrade some of his
features, but at the cost of valuable gold. Formations
Shield, Wedge, Circular
Each Avatar record card specifies which features can be upgraded
and at what cost. Looking at the Dark Elf Prince State table we see that the following
stats can be upgraded:
When a number preceded by a “+” appears in the Avatar record Agility (Ag) from 6 to 7 at a cost of 4gc
card, it means that feature can be trained at the cost of that Mind (Mi) from 6 to 7 at a cost of 4gc
number of gold coins. If a feature shows “+5”, it can be trained Popularity (Pop) from 7 to 8 at a cost of 2 gc
at the cost of 5 gold coins. Combat Skill (CS) from 6 to 7 at a cost of 4 gc
Ranged combat Skill (RS) from 7 to 8 at a cost of 5 gc
Features that do not show that symbol cannot be trained for that Also the Dark Elf Prince can gain one extra CD at a training cost of
Avatar. 6gc
The Dark Elf Prince can learn the following feats:
Precise Strike at a cost of 5gc
Precise Shot at a cost of 5gc
Deflect Arrows at a cost of 5gc

The Dark Elf Prince can learn the following actions:


Running Thrust at a cost of 4gc

Finally, the Dark Elf Prince can learn the following close combat
actions:
Feint at a cost of 4gc

Training a Dark Elf Prince to his full potential will cost a total of
48gc.
The training cost of an Avatar is the sum of the cost of each

12
upgraded feature. To train an Avatar, subtract his training cost encourage our Avatars, as well as discourage our enemy’s band.
from your current amount of gold. We decided (since we have so many dwarfs in our band) that the
Dwarven Ironfists are a good choice. We also added in some
alcoholic drinks for our supporters in order to get them in the
SUPPORTERS mood for a deathmatch!
After recruiting your Avatars, you may want to invest in attracting
supporters. Dwarven Ironfists 50 gc
Alcoholic drinks 9 gc
Supporters won’t win any deathmatches by themselves, but that Total Cost 59 gc
can easily be the difference between victory and defeat by tipping Amount of gold left 2 gc
the balance of the deathmatch in your favour if your Avatars can
get them involved. At this point we’ve spent all our gold coins and have recruited
and trained our Avatars as well as attracted a group of supporters
to the event.
A SAMPLE BAND
We’ve recruited the following band for a
Regional Deathmatch where each player
has 750gc at his disposal for recruiting
and training his Avatars and attracting
supporters.

The first thing to do is recruit your


Avatars. To do so, we subtract their BHC
from the amount of gc (750).

The first Avatar we recruit is a Light Elf


Prince. His BHC is 142gc, so we have
608gc left.
Next, we hire two dwarf berserkers who
have a BHC of 127gc each. This leaves us
with 354gc.

We continue to hire Avatars for our band.


The following list shows our complete
band of Avatars and their BHCs.
COMPUTER BAND MAKER
Dwarf Berserker 127gc
Light Elf Prince 142gc The fastest way to create a band of Avatars is to use the Arena
Barbarian Hero 121 gc Deathmatch Band Maker. You can download it for free from the
Dwarf Berserker 127 gc Arena Deathmatch website.
Dwarf ThunderLord 117 gc
Total cost 634 gc It does all the math for you and also lists all available training
Amount of gold left 116gc options for each Avatar.

Now it’s time to train our Avatars. We haven’t spent too much
on training a single Avatar in order to be able to train all of them
in the few important features we need for our gaming strategy.

The following list shows the amount spent on training each


Avatar, the total training cost and the amount of gold coins left.

Dwarf Berserker 7 gc
Light Elf Prince 14 gc
Barbarian Hero 9 gc
Dwarf Berserker 7 gc
Dwarf ThunderLord 18 gc
Total training cost 55 gc
Amount of gold left 61gc
We’ve saved 61 gc for attracting supporters to cheer and

13
The Band Maker is updated when necessary with all the new
Avatars, beasts, and supporters along with rule updates so you can
be 100% sure that your Avatars are up to date if you use it to
create your band.

once your band is ready you can print it in an easy to use


roster sheet, or simply fill in your Avatar’s record cards
accordingly.

14
In the event that you reach the end of a deathmatch played with
GAME PREPARATION a time duration, the current round must end before finishing the
deathmatch. You cannot end a deathmatch in the middle of a
Before starting the game, players agree on a Deathmatch level round.
which determines the size of the arena and the gold coins that
each player has to hire and train their Avatars. There are also
particular scenarios which state their own Deathmatch level (you
DEATHMATCH LEVEL
can download several from the Arena Deathmatch website). Before a game, agree to a Deathmatch level or special scenario
with your opponent. If you choose to play a scenario note that the
Players can now create their band with the given gold coins. special scenario rules have priority over the Deathmatch level rules
when creating your band.
Next, set up the gaming surface that represents the arena where
the deathmatch takes place. Players then deploy their Avatars and Each Deathmatch level assigns a number of gold coins that each
the match begins! player can spend on hiring and training their Avatars and
attracting supporters.
The deathmatch finishes when a player destroys all his opponents
Avatars, when a predetermined number of rounds or a set amount The table below shows the different Deathmatch levels and the
of time has been played, when the objectives of a scenario have number of gold coins available at each level. Note that this table
been met, or even if the crowd becomes so frenzied there is no is provided as a guideline; you can choose any amount of gold
option left but to end the fight! coins you’d like for you deathmatch as long as your opponent
agrees.
NUMBER OF PLAYERS
Arena Deathmatch is normally played by two players. However,
HOME OR AWAY?
all the rules work perfectly with three or more players divided Before setting up the gaming surface, decide which player
into two teams. Whatever the number of players, each player represents the home team and which represents the away team. If
controls one band of Avatars. there are more than two players, there should be an equal number
of players on each team. If that is not possible, then the odd player
When there are more than two bands of Avatars in a deathmatch, should play on the away team (to offset the home advantage).
all bands are organized into two teams. Players on the same team
play cooperatively against the other team’s players. Gold coins are There are several ways to determine which player is playing at
split evenly amongst the players on a team. home. The players can agree amongst themselves who is playing
one of the teams is the home team, while the other is the away home and who is playing away. A good rule of thumb is that
team. whoever built the Arena is fighting at home.

Alternatively, you can randomly roll to determine the home team.


GAME DURATION once it has been determined how many player should be fighting
Arena Deathmatch games have a predefined game duration. at home and how many away, every player rolls a d10. The
Select a number of rounds to play, or a deathmatch duration (e.g. players with the highest results are fighting at home. In the case
2 hours). of a tie, the tied players reroll until teams are established.

At the end of the deathmatch, if no player has won by eliminating Example: Five Players are Taking Part in a Deathmatch.
the other player’s band of Avatars or by meeting scenario Two players play at home and three players are away. The five
objectives, the crowd mood value (see “The Crowd”) determines players each roll a d10, resulting in 9, 7, 7, 3 and 3. The two highest
the winner. If the crowd mood has a positive value, then the home rolls play at home, so the player who rolled a 9 is on the home team.
players have won the deathmatch. If the crowd mood is a negative The two players who each rolled a 7 reroll, since only one of them
value, the away players have won. If the crowd mood value is zero can play on the home team. They reroll a 6 and a 4. The player who
then the result of the deathmatch is a draw. rolled a 6 is on the home team. The player who rolled a 4 is on the

Deathmatch level Total gold Avatars of War per band* Arena size† Scenery pieces
Village (Local Deathmatch) 600-700 4-5 25x20 inches 5-7
Town (Regional Deathmatch) 701-800 4-6 25x25 inches 6-7
City (Mark Deathmatch) 801-900 5-7 25x30 inches 7-8
Capital (National Deathmatch) 901-1100 6-8 30x30 inches 8-10
* e number of Avatars of War per band is just an indicative number (assumes only one ultra supporter group is hired)
† e arena size is an indicative size for two player games. If there are more than two bands arenas should be bigger. Different shaped arenas
(such as a circular one) should be of the largest size that still fits inside the indicated arena size.

15
away team. The players who tied at 3 do not need to reroll because If you’d like to place them randomly you can follow this
there is only room left on the away team. procedure: for each scenery element roll a scatter roll and measure
the distance and direction indicated from the central point of the
The crowd reacts different towards away Avatars. The crowd is arena.
fickle though, and their support can shift based on the Alternatively you can create your own method for randomly
performance of the Avatars. See “The Crowd” for more placing the scenery elements.
information on how this affects a deathmatch.
Scenery elements cannot be placed over entrance elements.
SETTING UP THE GAMING SURFACE
It is now time to set up the gaming surface. The players fighting
ENTERING THE ARENA
at home will deploy the arena’s basic structure: the gaming mat, Home bands can choose their entrance element, while away
the arena walls and the scenery elements where the different bands bands’ entrance element should be randomly assigned.
and beasts will enter the arena (normally a door or pit for each
band and one door or pit for the beasts). There must be at least The Avatars fighting away are the first to enter the arena. Each
one entrance element for each band involved in the deathmatch away Avatar enters the arena from their designated entrance
and one entrance element for the beasts. Home bands can choose element by performing a Walk action.
their entrance element, only after all scenery pieces have been
placed, while away bands entrance elements should be randomly As you’ll discover while reading this rulebook and playing
assigned to the different away bands. deathmatches, the crowd plays a very important role in Arena
Deathmatch. At the beginning of the game, the crowd mood has
The Deathmatch level states a range specifying the number of a value of 0. After all the away avatars have entered the arena, the
scenery pieces (apart from the entrance elements) allowed. The crowd “welcomes” the away team with boos and jeers (or even
home players will choose the final number of scenery pieces from worse!). This gets the crowd excited and its mood goes up to 1
that range. It is time now to deploy these scenery elements on the and the first crowd event has to be generated. This crowd event
sand. will be generated by the home player. See “The crowd” for more
details on the crowd mood and crowd events descriptions.
Players fighting at home may choose up to two scenery pieces to
place where they choose, before any other piece of scenery is Next, the Avatars fighting at home enter the arena from their
placed on the sand. In case the arena is already modelled and has designated entrance element by performing a Walk action.
some fixed scenery pieces, subtract those pieces from the two the
home players can choose to place. The deathmatch has begun!

Next the rest of the scenery pieces are placed. our


recommendation is to place the different elements to try to
recreate a strategically and visually appealing arena. All players
should be collaborative on that task and these pieces shouldn’t
be placed to disadvantage any of the players.

16
COMPULSORY PHASE
GAME MECHANICS During this phase each player checks his models for any
Arena Deathmatch is played in a sequence of game rounds. Each compulsory actions that apply as a result of any effect, like magic
round is divided into eight different phases. or psychology effects, or an action’s outcome effects.

Each player goes through the round phases alternatively (except Models required to perform a compulsory action must perform
the close combat and tokens phases, which take place for all that action using at least two action dice (no matter the type of
players simultaneously). When all players have gone through all action) during this phase.
of the round phases, the round ends and the next round begins.
When all compulsory actions have been performed, the next
At the beginning of every round, you have to determine the player (in initiative order) goes through the Compulsory phase.
round initiative, which player goes first on all the current round’s
phases. Each player rolls a d10. The highest number goes first, Models can be activated in any order desired.
the second highest second, and so on.
TACTICS PHASE
Remember, before advancing to phase two, all players have to During this phase each player can order his models to perform
have gone through phase one in the order established by the different tactical actions using action dice.
initiative rolls. The same applies for all phases except close
combat, which is taken simultaneously by all players involved in When all action dice have been used, or the player states he is
combat, and the tokens phase, which is taken simultaneously by done, the next player (in initiative order) goes through the Tactics
all players. phase.

THE ROUND PHASES Models can be activated in any order desired. A model does not
need to perform all of its tactical actions at one time. Players can
The round is divided into eight different phases: go back and reactivate a model that has already been activated to
perform more tactical actions as long as it is still that player’s turn
1. Supporters & Beasts in the Tactics phase.
2. Soul
3. Compulsory
4. Tactics
MAGIC PHASE
5. Magic During this phase, each player can order his models to perform
6. Ranged Combat magic actions using their action dice.
7. Close Combat
8. Tokens When all action dice have been used, or the player states he is
done, the next player (in initiative order) goes through the Magic
Each player goes through phases 1 to 6 taking turns as established phase.
by that round’s initiative rolls. Phase 7 and 8 are taken
simultaneously by all players. Models can be activated in any order desired. A model does not
need to perform all of its magical actions at one time. Players can
SUPPORTERS & BEASTS PHASE go back and reactivate a model that has already been activated to
perform more magical actions as long as it is still that player’s
During this phase each player can move each one of their ultra turn in the Magic phase.
supporter groups, activate up to one feat of their supporter groups
and generate the actions of one beast (the one he chooses to).
RANGED COMBAT PHASE
If, after all players have gone through this phase, there are still During this phase, each player can order his models to perform
unactivated beasts, the players will alternate activating beasts and ranged combat actions using their action dice.
generating their actions based on the round’s initiative until all
beasts in the arena have been activated. When all action dice have been used, or the player states he is
done, the next player (in initiative order) goes through the
SOUL PHASE Ranged Combat phase.

During this phase each player can regenerate their Avatars souls Models can be activated in any order desired. A model does not
if they wish to. Also, each Avatar who has stolen soul shards must need to perform all of its ranged combat actions at one time.
make a soul stability check. Soul instability effects are applied Players can go back and reactivate a model that has already been
immediately after each check has been made. activated to perform more ranged combat actions as long as it is
still that player’s turn in the Ranged Combat phase.

17
CLOSE COMBAT PHASE The player rolls 1d10 obtaining a result of 5.
During this phase, all players order their combating models to The roll is then a doubly successful roll, as it is equal to the Dwarf
perform close combat actions and make attacks using their Thunderlord CS current value.
combat dice. When all combat dice have been used, or all
combats have been resolved, the phase ends. This means that the Dwarf Thunderlord passes the check and detects
the Goblin Hero. He can then turn to face his opponent.
TOKENS PHASE
During this phase all players remove action dice and combat dice In case the check would have failed, the Dwarf Thunderlord would
counters. Remove any token that refers to an effect or spell that have been surprised and attacked from his rearguard during this
expires this turn. Update, if necessary, any effect or spell tokens. round close combat phase.

RULES PRIORITY MANEUVER CHECKS


Maneuver checks (MC) are a particular type of stat check (against
Whenever two rules conflict because both describe a different the Agility (Ag) stat). A maneuver check involves rolling up to
resolution for the same circumstances, apply the following rule: 3d10 and looking for the result on the manoeuvre check table.
the more specific rule is the rule which has priority.
Successful check rolls Maneuver check (over open terrain*)
(Ag) result
EFFECTS & ROUNDS 0 The model is knocked down.
Some effects, like magic or psychology, last for one or more The model moves 1 inch in a random
1
direction, and faces in a random direction.
rounds.
2+ The model keeps the position.
Effects are always applied immediate in Arena Deathmatch. An *All maneuver checks over difficult terrain will be taken with one less die
effect that lasts for one round is active for the rest of the current than they would over open terrain, but always 1d10 can be rolled.
round only. An effect that lasts two rounds is active for the rest
of the current round and the entire following round.
ATTACKS
Example: Applying Effects During a deathmatch, several different types of attacks take place.
A Goblin Hero throws sand in the face of a Barbarian Hero. As a
result of the action the Barbarian Hero suffers a -2 penalty for one All attacks in Arena Deathmatch (close combat attacks, magic
round. As effects are applied immediately, the Barbarian Hero suffers attacks, ranged combat attacks and all other attacks types such as
the penalty immediately and until the end of the current round. a slam attack or an attack due to a collision) have an associated
attack strength, damage inflicted and a blow effect.
STAT CHECKS
When resolving ANY type of attack, follow this sequence:
In some game situations a model makes a check against a given 1. Determine the attack strength.
stat. Stat checks involve rolling 1d10 and comparing the result 2. Apply the inflicted damage to the victim.
to the checked stat. 3. Apply the blow effect to the victim.

If the roll is less than the current value of the stat, it is successful.
CHECKS BETWEEN EQUAL STATS
If the roll is equal to the current value of the stat, it is doubly on some occasions you will compare two models stats to make a
successful and counts as two successful rolls. decision. For example, the Agility stat is compared to determine
close combat initiative.
If the roll is greater than the current value of the checked stat, it
is not successful. If both stats are equal, each player should roll a d10 to break the
draw. The player who rolls highest wins initiative. In case of a tie
If one or more successful rolls are made, the check is passed. when rolling, roll again.
otherwise, the check is failed.

Example: Combat Skill check ORIGINAL & CURRENT STAT


A Dwarf ThunderLord makes a Combat Skill check to detect a
Goblin Hero who is attacking him from his rearguard.
VALUES
When called on to make a decision based on a model’s stat values,
The check stat is Combat Skill (CS). The Dwarf Thunderlord’s CS unless otherwise noted use the current stat value (the value that
stat current value is 5. stat has at the moment and updated with any active modifiers),
not the original value (the value that stat has at the beginning of

18
the game). When the original stat value is to be used for a check, miniature is considered to be within a distance when any part of
it is explicitly stated. its box is within that distance.

DIRECTION & SCATTER ROLLS PENALTIES AND BONUSES


When you need to determine the direction of an event, you make When applying a penalty or bonus to a model, you modify its
a direction roll. To make a direction roll, roll a d10. The result available action and combat dice.
of the direction roll is whatever way the pointed end of the top
of the d10 is facing. The die score itself is not used; only the For example, a penalty of -1 subtracts one action die and one
direction the top of the die is facing is important. combat die, while a penalty of -2 subtracts two action dice and
two combat dice. A bonus of +1 adds one action die and one
combat die, while a bonus of +2 adds two action dice and two
combat dice.

Unless otherwise specified a penalty or bonus lasts for one round.

ROUNDING
When required to divide a number to make a decision, unless
specified to the contrary, always round any results with a fraction
up.

A direction roll

When called on to determine a move with a random direction


and a random distance, you make a scatter roll. This is the same
as a direction roll, but the die score indicates the distance moved
while the direction the die is pointed indicates the direction
moved.

A scatter roll

MEASURING DISTANCES
In Arena Deathmatch, distances are not measured until after
declaring an action (the outcome which depends on a target being
in range).

When measuring the distance to or from a miniature, measure to


or from any edge of the miniature box. This means that a

19
Ranged Combat phase. Unless stated to the contrary in the action
ACTIONS description, ranged combat actions cannot be performed while
engaged in close combat or against a model engaged in close
Almost everything a model does in Arena Deathmatch takes place combat.
in the form of an action. Walking, running, charging and
shooting are all actions. CLOSE COMBAT ACTIONS
Some actions are available to all models. These are called common Close combat actions are performed during the Close Combat
actions. They are described in different areas of this book. Most phase. These actions differ from other action types because they
actions are available only to specific models and are known as are performed by spending combat dice rather than action dice.
special actions. Special actions are described in the model’s record
card. ACTION DESCRIPTION
Whenever a special action rule conflicts with a common action on a model’s record card you’ll find a description for each special
rule, the special action rule has priority over the common action action the model can perform. An action description is composed
rule. of:

An action is performed rolling action dice (AD). The more action -The stat used to perform the action, identified by thd dice icon
dice used to perform an action, -The action’s range (if any), identified by thd ruler icon
the greater its chances of success. -The different outcomes of the action, identified by the
After performing an lightning icon. The outcomes are classified upon the number
Note that no action can be action do not forget to
successful unless at least one of successful dice rolled when performing the action.
place the required AD
action die is rolled to perform it. counter next to the
miniature, to update the
A model can spend all of its number of action dice
action dice every round to spent during the round
perform and counteract actions. by this model.
PERFORMING AN ACTION
This means the number of actions To perform an action, declare the number of action dice (AD)
a model can perform in one round depends directly on how many the model is going to spend to perform that action. Stating which
action dice it spends on each action. The more action dice a action the model is going to perform and how many action dice
model spends on each action, the fewer action dice it has to are going to be used is called declaring an action.
perform other actions. Alternatively, you can choose to spend
action dice on more actions, but each action is less likely to be The more action dice the model uses, the more successful the
successful with fewer action dice devoted to that action. action tends to be.

ACTION TYPES Roll 1d10 for each AD used to perform the action and compare
the results of each roll to the action stat’s current value.
In Arena Deathmatch there are four different types of actions:

TACTICAL ACTIONS
Tactical actions are performed by models to develop tactics during
the round. Tactical actions are performed during the Tactics
phase. Unless stated to the contrary in the action description,
tactical actions cannot be performed while engaged in close
combat or against a model engaged in close combat.

MAGIC ACTIONS
Magic actions involve casting spells. Magic actions are performed
during the Magic phase. Unless stated to the contrary in the
action description, magic actions cannot be performed while
engaged in close combat or against a model engaged in close
combat.

RANGED COMBAT ACTIONS


Ranged combat actions involve the use of ranged combat
weapons. Ranged combat actions are performed during the

20
Each AD roll that is lower than the action stat’s current value is
Popularity (Pop)
successful.
Each AD roll that is equal to the action stat’s current value is n: Crowd mood + n
doubly successful and counts as two successful rolls.
Each AD roll that is higher than the action stat’s current value is The Goblin’s Hero Popularity stat is 6. The player rolls 2d10
a failed roll. obtaining the following AD rolls: 4 and 8.
The first AD roll is a 4: a successful AD roll as it is less than the
Count the total number of successful AD rolls, look for the action Goblin Hero Pop.
outcome that corresponds to that number of successful rolls, and The second AD roll is an 8: a non successful AD roll as it is higher
apply that action outcome immediately. than the Goblin Hero Pop.

Example: Performing a Warcry action Thus, the total number of successful AD rolls is 1 (n=1 on the action
A player wants his Orc Warlrod to intimidate his opponents. He outcome). Looking at the action outcome we see that the result is that
chooses to perform the action Warcry using three AD. the Crowd Mood goes up one point.
The action’s description is as follows:
once a model starts performing an action, the AD allocated for
Popularity (Pop)
that action are spent, even if the model does not complete that
4 inches action, voluntary or not.
2: No effect | 3: All opponents in range are afraid of the Orc
Example: An Unfinished Action
Warlord for the current round.
A player wants to move his Orc Warlord to slam a Necromancer. He
starts to move the Orc Warlord, but then realizes that a slam would
The Orc Warlord’s Popularity stat is 8. The player rolls 3d10
be a mistake. He can stop the Orc Warlord‘s movement at any time,
obtaining the following AD rolls: 4, 9 and 8.
but the three action dice he allocated for the Slam action are lost.
The first AD roll is a 4: a successful AD roll as it is less than the Orc’s
Pop.
When an action requires the use of a specific
The second AD roll is a 9: a non successful AD roll as it is higher
weapon (e.g. Running Thrust, which
than the Orc’s Pop.
requires the Avatar to be waving
The third AD roll is an 8: a doubly successful AD roll as it is equal
his sword) it is
to the Orc’s Pop.
automatically supposed
that the Avatar is
Thus, the total number of successful AD rolls is 3. Looking at the
waving that
action outcome, the result (for 3 successful AD rolls) is that all
weapon. In
opponents in a radius of 4” are afraid of the Orc Warlord for two
Arena
rounds.
Deathmatch
there is no
Note that the first entry of the action’s outcome describes the
need to
outcome to be applied for the stated number of successful AD
specify the
rolls or less, while the last entry describes the outcome to be
changing of
applied for the stated number of successful AD rolls or more. For
weapons.
example, on the following outcome,
1:No effect | 2:Attack of strength 7
1: states the outcome when obtaining one or less succesful rolls,
while 2: states the outcome when obtaining two or more succesful
rolls.

on several action’s outcome you may notice the letter “n”. Replace
the “n” with the number of successful action dice rolled when
performing an action. For example, on the following outcome :
Attack of strength 5+n , if you obtain two successful AD rolls,
replace the “n” with “2.” This gives you an attack that is an
attack strength of 7 (5+ 2). If you get three successful rolls you
get an attack strength of 8 (5+3).

Example: Performing a Provoke crowd action


A player wants his Goblin Hero to try to encourage the crowd
in his own interest. He then chooses to perform the action
Provoke crowd using two AD.
The action’s description is as follows:

21
WHAT IF AN AVATAR STAT IS 10? it also affects the action’s target. In this case, the model who is
performing the action is the attacker and the models affected by
Sometimes Avatars become so powerful that one or more of his the action are the defenders.
stats has a value of 10!
The defenders can use their action dice to modify the action’s
Upon performing an action, check or attack, rolling a 10 (0) on outcome. This happens
the die can mean a non successful roll (as a result of 0 is always during the attacker’s tactical
considered a failure) or a doubly successful roll (as the roll is equal After counteracting an
action do not forget to place phase, on the attacker’s turn.
to the Avatar stat). In these cases, for each obtained result of 10, Counteracting the attacker’s
roll another d10. the required AD counter
next to the defender(s) action can be done by the
miniature(s), to update the defender during the attacker’s
If the dice result is an even number, the roll is considered a doubly turn.
successful roll. number of spent AD by the
model(s).
Every successful AD rolled by
If the dice result is an odd number the roll is considered a non- the defenders is subtracted
successful roll. from the attacker’s successful AD rolls. The total number of
successful AD rolls is the attacker’s successful AD minus the
This rule is applied to all types of actions, including combat defenders successful AD. Each defender can use at most the same
actions, and attacks. number of AD as the attacker is using when counteracting an
action.
SHOWING OFF
Sometimes Avatars are so confident in their actions that they try It is important to note that both players must state how many
to impress the crowd by adding a flourish or other attractive but AD are being rolled before any roll is made. The player declaring
unnecessary movements. the action chooses how many AD he spends on his action, and
then the defenders can declare how many AD they wish to use to
To perform a show off action the Avatar has to perform the action defend, if any. The dice are then rolled.
as normal with a modifier of -1 to the action stat. A show off
action must be declared when the player declares the number of Also note that to counteract an action, the defender must be
action dice to be used. aware that the attacker’s action is taking place. Unless otherwise
specified in the action description, this means that the attacker
If the action outcome or an event which is a direct consequence must be in line of sight (LoS) of the defender.
of the action (like an Avatar death) modifies the crowd mood,
then the crowd mood is modified by an additional point. If the Any action dice that are allocated by a defender to counteract an
outcome modifies the Avatar’s Popularity (Pop) stat, increase that action are spent for the current round, even if it is not yet that
stat by one additional point. player’s turn in the current phase.

Example: Showing off For actions that can be countered, the action outcomes contain a
A Barbarian Hero is fighting in close combat against an Orc letter (A or D) preceding the number of successful AD rolls. A1
Shaman. The Barbarian’s strength is so overwhelming that he decides means the attacker has one more successful AD roll than the
to show himself off with his next combat action: the Barbarian Hero defender, while a D2 would mean the defender rolled two more
performs a show off knob Hit action. For example, he draws a full successful AD rolls than the attacker. A0 means the attacker and
circle before hitting the Orc Shaman with the knob of his axe. defender obtained the same number of successful AD rolls.

The Barbarian Hero CS is 6, thus he will perform the action with a Again, the first entry describes the outcome to be applied for the
value of 5. The player controlling the Barbarian rolls 2d10, scoring stated number of successful AD rolls or less, while the last entry
a 2 and a 5, obtaining three successful rolls! describes the outcome to be applied for the stated number of
successful AD rolls or more. For example, on the following
As a result of the action, the Orc Shaman is knocked down, event outcome,
that modifies the crowd mood by one point in favour of the Barbarian A0:No effect | A1:Attack of strength 5 | A2:Attack of strength 7
Hero team. However, as the Barbarian Hero was performing a show A0 states the outcome when the attacker obtains the same
off action, the crowd mood modifying value will be of two points successful AD as the defenders or less, while A2 states the
instead of one. The crowd was very impressed with the Barbarian outcome when the attacker obtains two or more successful AD
Hero’s performance! than the defenders.

COUNTERACTING ACTIONS on some actions the stat used by the attacker to perform its
action is not the same as the stat used by the defenders to
Several actions affect two or more models. For example, Throw counteract. In these actions, both stats will appear in the form
Sand requires a check from the model performing the action but “attacker stat” vs. “defender stat”, so for example, upon

22
performing the Fireball Example: Several Avatars Counteracting a Disengage Action
Remember: actions that
magic action, the spellcaster In a combat situation, a Dark Elf Prince is fighting against an Orc
can be counteracted will show a
uses Mind (Mi) stat while Warlord and a Goblin Hero. The player wants his Dark Elf to
letter (A or D) preceding the
the defender can try to abandon the combat because the Dark Elf Prince is badly wounded.
number of successful AD rolls
dodge it, and uses then its
on their different outcomes.
Agility (Ag) stat The player controlling the Dark Elf Prince speaks first: he’ll use three
Actions that can not be
Finally, sometimes the dice to perform the action. It is very important to him abandoning
counteracted will only present
defender can choose one of the combat.
the number indicating the
several stats to counteract an
number of successful AD rolls.
action. In this case, all usable The opponent player can now counteract not only with the Orc
stats will appear separated by Warlord, but also with the Goblin Hero, as this model is involved in
a slash symbol (/). The the same combat.
defender can decide then
which stat to use to counteract the action from the ones listed. He chooses to roll three dice with the Goblin Hero and one dice with
the Orc Warlord.
Example: Counteracting a Throw Sand Action
A player wants his Goblin Hero (before moving into combat) to throw
sand to the eyes of his opponent to get a slight advantage, as his
opponent, being a Dwarf Hero, is much powerful than the Goblin in
combat.

The player controlling the Goblin Hero decides to use two dice for
performing the action. The player controlling the Dwarven Berserker
can use at most two dice to counteract. He decides to use only one dice
to defend from the Goblin Hero action.

The action’s description is:


Combat Skill (CS).
The action’s stat is Combat Skill (CS).
A0: No effect | A1: Defender looses 1CD and 1AD for the rest
of the round | A2: Defender looses 2 CD and 2AD for the rest of the The Dark Elf Prince CS stat is 7. The player rolls 3, 8 and 6.
round The first AD roll is a 3: a successful AD roll as it is less than the Dark
Elf CS.
The Goblin Hero CS stat is 5. The player rolls 2d10 obtaining the The second AD roll is an 8: an unsuccessful AD roll as it is greater
following AD rolls: 4, and 6. than the Dark Elf CS.
The first AD roll is a 4: a successful AD roll as it is less than the The third AD roll is a 6: a successful AD roll as it is less than the
Goblin Hero CS. Dark Elf CS.
The second AD roll is a 6: an unsuccessful AD roll as it is greater Thus, the total number of the Dark Elf Prince successful AD rolls is
than the Goblin Hero CS. two.

Thus, the total number of the Goblin Hero successful AD rolls is one. The Orc Warlord CS stat is 5. The player rolls 1d10 obtaining the
following AD roll: 9. Thus, the total number of the Orc Warlord
The Dwarf Hero CS stat is 6. The player rolls 1d10 obtaining the successful AD rolls is zero.
following AD roll: 6. A lucky roll! A double successful AD roll as it
is equal to the Dwarf Hero CS. The Goblin Hero CS stat is 5. The player rolls 3d10 obtaining the
following AD rolls: 4, 0 and 3. Thus, the total number of the Goblin
Thus, the total number of the Dwarf Hero successful AD rolls is two. Hero successful AD rolls is two.

As the Goblin Hero has rolled one successful AD roll, and the Dwarf As the Dark Elf Hero has rolled two successful AD rolls and the
Hero has rolled two successful AD rolls, the final result is D1 (we Goblin Hero and Orc Warlord sum a total of two successful AD rolls,
subtract the two Dwarf Hero successful AD rolls from the only the result is zero (we subtract the two Orc Warlord and Goblin Hero
successful Goblin Hero AD roll). successful AD rolls from the two successful Dark Elf Prince AD rolls).

Looking at the action outcome A0 entry (as D1 means less successful Looking at the action outcome (pg. 30) we see that the A0 result is
rolls than A0, and we use then the first entry) we see that the result quite positive for the Dark Elf Prince: he is able to abandon the
is quite negative for the goblin! His action does not affect the Dwarf combat. However he can not run and must make a maneuver check
Hero at all and he has lost two valuable AD with no benefit! which could leave him in a very bad position or even be knocked
down.

23
FATIGUE COMPULSORY ACTIONS
When fighting in the arena, models are exerting immense physical Sometimes Avatars are required to perform actions over which
and mental energy and as a result eventually suffer fatigue. The players have no control. These actions are called Compulsory
effects of fatigue often have a direct influence on their actions.
performance. Compulsory actions and related checks, called compulsory
checks, are always performed during the Compulsory phase.
Whenever a double (except double 9’s or 0’s) is
rolled while performing any type of action or
close combat attack, the model suffers a fatigue
damage point. A triplet is considered only as
one double, four times the same dice result as
two doubles, five times the same dice result as
two doubles, six times the same dice result as
three doubles and so on.

Note that by spending more action dice to


perform an action, you also increase the
likelihood of rolling doubles. The action is more
effective, but because the model is putting forth
a greater effort to insure it is effective he is more
likely to become fatigued.

Ignore action and combat dice generated from


soul shards and doubly successful rolls when
checking doubles for fatigue damage.

Example: Fatigue damage


An Orc Shaman (Mi 7) rolls 7d10 for casting an
empowered spell, scoring 1, 1, 7, 1, 3, 2 and 7.
The three 1s are counted for fatigue damage (as
one double), while the two 7s are ignored because
they are double successful rolls.

Example: Fatigue damage and soul shards


An Orc Shaman (Mi 7) rolls 3d10 for casting a
spell, scoring 1, 1 and 3. The player rolls as well 2
action dice generated from soul shards, obtaining a
9 and a 3.

The double 1 is counted for fatigue damage while


the double 3 is ignored because one of them is obtained from a soul
Compulsory actions can be a result of (sorted by descending
generated action dice.
priority):
-A magic effect
ACTIONS RANGE -A psychology effect
-An action outcome
Some actions require a target to be into a determined range for the
action to be successful. An Avatar can perform only one compulsory action each round.
only after declaring the action (inlcuding the number of action However, sometimes an Avatar may be bound to more than one
dice used) do you measure the distance to a target. compulsory action: the Avatar will perform only the compulsory
If the target is out of range, the action can not be performed action with highest priority. If bound to more than one
regardless of the results of any action dice rolled. The attacker still compulsory action with equal priority select randomly the action
rolls the declared action dice and must check for fatigue. There to perform.
is no need for the defender to counteract the action and does not
spend the action dice allocated to counteract it. once the compulsory action to perform has been selected, the
Avatar has to pass a successful compulsory check or immediately
Actions range is always specified in inches. perform that action. The stat used to roll the compulsory check
will be determined by the related compulsory action; when no

24
stat is stated the Mind stat (Mi) will be the one used. Each player can only declare one opportunity action or advanced
action each round. Choose wisely when to use them, as they can
Avatars required to perform a compulsory action must perform change the outcome of a round or even an entire deathmatch.
that action using at least two action dice (no matter the type of
action). DECLARING OPPORTUNITY ACTIONS
Example: Multiple Compulsory Actions After your opponent declares his model’s action but before he
A Goblin Hero performs a Provoke Enemy action starts performing it, declare that you’d like to perform an
against a Dwarf Thunderlord. As a result the opportunity action. When declaring the opportunity action, it
Thunderlord is forced to immediately run towards the must be explained in full to your opponent.
Goblin Hero.
once an action has started you cannot declare an opportunity
On the next round’s Compulsory phase, the Dwarf action against it. Be sure to declare your opportunity action
Thunderlord is still pursuing the Goblin Hero, and is immediately after your opponent has declared his triggering
in charge distance from a hated creature (a psychology action.
effect) and thus must also attack the hated enemy.
AGILITY CHECK
Two compulsory actions apply: pursuing the Goblin An opportunity action can be performed if the model is quick
Hero and attacking the hated enemy. The Dwarf enough to perform its action before the opponent’s model starts
Thunderlord will ignore the Goblin Hero and attack performing the triggering action. To determine which model is
the hated enemy as this compulsory action (resulting quicker, both must perform an Agility check. . The model trying
from a psychology effect) has priority over pursuing the to perform the opportunity action can spend one soul shard to
Goblin Hero (result of an action outcome). roll one extra d10 on the Agility check.

Now that we have selected the action to perform, the If the model attempting the opportunity action obtains at least
Dwarf Thunderlord must pass the related compulsory one more successful roll than its opponent, it is able to perform
check (a Mind check in this case) or immediately the opportunity action. otherwise, the model is unable to
perform that action. perform the opportunity action and automatically loses one
action die.
Compulsory actions can be counteracted as usual
and can trigger opportunity actions. Note that no matter the Agility check results, the player has
declared his opportunity action for the current round.
OPPORTUNITY ACTIONS
An opportunity action (oA) gives a model a chance
WHEN DOES THE OPPORTUNITY ACTION
to act when it is not its controller’s turn. opportunity TAKE PLACE?
actions temporarily break the turn sequence; they
cannot, however, be performed during the close If you are able to perform an opportunity action, it takes place at
combat phase. any moment during the performance of the opponent’s triggering
action.
An opportunity action may only be taken as a direct
reaction to a declared action by an enemy player. This declared The opponent’s model must start performing its triggering action
action is called a triggering action. until you decide to start performing your model’s opportunity
An opportunity action can be of any type (tactical, magical or action. Your opponent then immediately pauses his model’s
ranged combat action) regardless of the current phase, but its action while you perform your opportunity action. The
outcome must directly have some influence (if successful) on the opportunity action’s effect is applied immediately. If still possible
model performing the triggering action or the triggering action (that is, the effects of the opportunity action still allow it) the
itself. opponent’s model can choose to continue its triggering action or
decide to not resume the action. Either way, all action dices
opportunity actions do not allow for extra movement, so an allocated to perform the triggering action will be spent.
opportunity action involving movement cannot be taken if a
movement action has already been performed during the same For example, if the triggering action contains movement, your
round. opponent moves his model until you decide to perform your
Close combat actions and close combat attacks can not be opportunity action (e.g. when the enemy model is in range to be
performed as opportunity actions. affected by your opportunity action). Perform the opportunity
action and apply its effects immediately. If still possible, your
opportunity actions may never be taken as a reaction to another opponent can choose to resume his model’s movement.
opportunity action.
opportunity actions can not be counteracted.

25
INFLUENCE OVER THE TRIGGERING ACTION place, it must be stopped immediately.
How the opportunity action influences your opponent’s Example: Opportunity action
triggering action is sometimes A player controlling a Dark Elf Prince speaks that his Avatar is going
obvious, but other times may to charge the opponent’s Goblin Hero.
once an action has allow for different
started taking place you interpretations. In that case, try
can not declare an The opponent player has his Orc Shaman quite close to the Goblin
to agree to the most common Hero. He decides to perform an opportunity action to prevent the
opportunity action sense result with your opponent.
against it. Be sure to Dark Elf Prince charge. He then declares his opportunity action: The
If you are unable to agree, roll a Orc Shaman is going to cast a “Provoke paralysis” spell on the Dark
declare your opportunity d10 and the highest roll
action immediately after Elf Prince using two AD. Both Avatars make an Agility check and
determines the influence of the as a result the Orc Shaman can perform his opportunity action. The
you opponent has opportunity action.
declared his action! Shaman’s controller asks the player controlling the Dark Elf Prince to
start making his charge.
If the outcome of the
opportunity action results in The Dark Elf Prince starts making his charging movement, until his
action dice being lost by your opponent’s model, these action opponent asks him to stop (when he believes the Dark Elf Prince is in
dice have to be removed from the dice allocated range of his spell). At this point the player
to perform the triggering action. If due to controlling the Dark Elf Prince has to stop his
losing action dice the Avatar.
triggering action no
longer has the action The Dark Elf Prince is effectively in range, so the spell
dice to take is cast. If the spell is successful, the Dark Elf Prince
will loose at least one AD and CD and the charge
will be frustrated as he will not be able to run
anymore. Otherwise the charge will take place.

Note that the Dark Elf Prince can not counteract the spell as it was
cast as an opportunity magic action.

Example: Opportunity action


A player controlling a Light Elf Prince speaks that his Avatar is
going to shoot his eagle bow at his opponent’s
Necromancer with three AD.

The opponent player has his Dwarf


Berserker very close to the Light Elf
Prince. He decides to perform an
opportunity action to try to prevent the
Light Elf Prince from shooting. He
then declares his opportunity action:
The Dwarf Berserker is going to throw
sand at the Light Elf Prince using one
AD. Both Avatars make an Agility
check and as a result the Dwarf
berserker can perform his opportunity
action.

The Dwarf Berserker performs his


action immediately (only an instant
after the Light Elf Prince starts loading
his bow), and as a result the Light Elf
Prince looses one AD.

The Light Elf Prince will still be able


to shoot, but only rolling two AD
instead of three AD (although all
allocated three AD are spent!).

26
Note that the Light Elf Prince could not counteract the Throw Sand A player wants his Orc Warlord to charge an enemy Dark Elf
action, as it was an opportunity action. Sorceress. The Orc Warlord can not reach his target with a charge as
of now. However, if the Orc Shaman was casting a successful teleport
OPPORTUNITY ACTION AGAINST A CROWD spell on the Orc Warlord, he could get him close enough for a charge.
EVENT The player needs to do the magic action now, during the tactics phase,
opportunity actions may also be taken against crowd events. In so he decides to take an advanced action to cast now the teleport spell.
this case, the model attempting to perform the opportunity action
makes an Agility check as usual, but the crowd makes a check
against crowd mood value (if negative, ignore the sign).

If the model trying to perform the opportunity action obtains at


least one more successful roll than the crowd, it is able to perform
the opportunity action. The model trying to perform the
opportunity action can spend one soul shard to roll one extra d10
on the Agility check.

Example: Opportunity Actions Against the Crowd Mood


A stone is hurled from the stands against a Dwarf Thunderlord. The
Dwarf Thunderlord decides to perform an opportunity action to
avoid the stone. He also decides to spend one soul shard to win an
extra d10 for his Agility check.

The Dwarf Thunderlord performs his Agility check, while the crowd
performs a check against the current crowd mood value, which is, for
example, 6.

The player who the crowd throwing the stone is a supporter off, rolls
1d10 obtaining a 5. The player controlling the Dwarf Thunderlord
rolls 2d10 obtaining two successful rolls.

The Dwarf Thunderlord can then perform his opportunity action


getting out of the range of the stone. Note that the crowd could not
switch target now, as their action already started before the Dwarf
ThunderLord started moving out of range. The stone will simply
impact on the ground!

ADVANCED ACTIONS
An advanced action gives a model a chance to perform an action,
during its controller’s turn, that should usually be performed in
a later phase.

For example, an advanced action allows a model to perform a


magic action during the tactics phase, or a ranged combat action
during the magic phase. Advanced actions temporarily break the
round sequence and can be counteracted as normal.
Close combat actions and close combat attacks can not be
performed as advanced actions.

Advanced actions can be counteracted as usual and can trigger an


opportunity action

Advanced actions can not be taken during the Compulsory phase.

Each player can only declare one advanced or opportunity action


each round.

Example: Advanced Action

27
TACTICS A model that walks and ends its movement in box to box contact
with an enemy model (already engaged in close combat or not)
enters close combat. A model that moves into combat by walking
Tactical actions involve actions that develop strategies and plans must attack its enemy on the closest free base zone.
for the current round. Tactical actions are performed using action
dice during the Tactics phase. Run
A model may run to move at least its current Movement (Mv)
There is no limit to the number of tactical actions that a model stat and at most double its current Movement (Mv) stat in inches.
can perform during a round as long as the model has action dice To run, the model spends two action dice, but there is no need to
to perform them. The same tactical action may be performed as roll. This action only has one outcome (movement) and there are
many times as desired by a model in the same round as long as it no fatigue checks.
is not a movement action and as long as it does not target the
same objective more than once.
Charge
A model that runs in an almost straight line and ends in box to
COMMON TACTICAL ACTIONS box contact with an enemy model (already engaged in close
Common tactical actions can be performed by all models and do combat or not) enters close combat and is making a charge. A
not appear on the model’s record card. Charge action is performed exactly as a Run action. If the charging
model ends in box to box contact with more than one enemy, it
must choose only one of the contacted models as the target of the
MOVEMENT ACTIONS
charge.
Walk, Run, Charge, Sprint, Disengage and Stand Up are movement
actions. It is very important to note that movement actions are A model charging uses its inertia to unleash a powerful attack.
exclusive, meaning a model can only do one movement action
each round. All movement actions are tactical actions. During the first close combat phase after charging:
-The model has to perform its first combat action against the
Note that in order to move through a space, the model’s base has charged model if possible.
to fit in that space, otherwise the model can not move through -The model has to perform its first attack against the charged
that space. model if possible. If doing so, add one point to the attack
strength.
Walk
A model walking may move up to its current Movement (Mv) To charge an enemy, the victim must be in the attacker’s line of
stat in inches. Walking costs one action die, but there is no need sight at the start of the player’s tactics phase, before making any
to roll. This action has only one outcome (movement) and there movements (including facing). The charging model can rotate
are no fatigue checks. before starting to run if desired, and can only rotate once, a

Charge examples

28
maximum of 45º, while running. The model must charge its A Light Elf Prince is forced, due to the effects of a Provoke enemy
enemy on the closest base zone. action, to run towards the provoker with an extra Run movement
action. The Light Elf Prince must perform a Run action now,
Note that a model can change facing to gain line of sight and then spending two action dice as usual, even if he performed another
run into box to box contact with an enemy model, but this is not movement action during the same round. Also, he will be able to
a charge. The model is still considered to be in close combat. A perform another movement action during the same round.
model that moves into combat by running must attack its enemy
on the closest free base zone. A Dark Elf Hero receives, due to a
crowd event effect, a free extra Run After performing a
action. The Dark Elf Hero can run tactical action do not
Sprint forget to place the
now without spending two action
A model may sprint to move at least double its current Movement required AD counter
dice as well as perform another
(Mv) stat in inches and at most double its current Movement next to the model’s
movement action during the same
(Mv) stat in inches plus half its current Movement (Mv) stat in miniature, to update the
round.
inches. To sprint the model spends three action dice. This action number of spent AD,
only has one outcome (movement) but the player will roll the during the round, by the
three action dice to check for fatigue. FACING model.
Facing consists of rotating a
A model cannot end a sprint in box to box contact with an enemy model without moving. Facing
model. costs no action dice and can be done at any time during a player’s
Tactics phase as many times as desired.
Stand up & knocked down
A model that is knocked down can stand up. To stand up, the FIRST AID
model spends two action dice, but there is no need to roll. This An Avatar trying to heal himself has to spend all his action dice
action only has one outcome (standing up) and there are no for the current round to do so. Fatigue effects are ignored when
fatigue checks. performing this action.
When a model is knocked down, determine the direction of the The action’s description is:
fall with a direction roll. Place a marker next to the knocked down
miniature indicating the direction it has fallen to. If you prefer to Combat Skill (CS).
lie over the miniature, make sure the base stays in the same place. 0: The Avatar makes a mistake while trying to heal himself
and suffers one damage point | 1: The Avatar recovers one
A knocked down model can be declared the target of any action damage point for each successful AD rolled. The damage point
(such as a charge or a launch) unless the action specifies the can be recovered from any chosen stat (except Armour).
contrary.

A knocked down model does not have flanks or rearguard. DISENGAGE


A model engaged in close combat can leave combat at any point
Example: Knocked down
An Avatar has a pit trap to his left and is knocked down due to a
failed maneuver check. Upon making a direction roll, the Avatar
falls to his right. He is lucky and avoids falling into the pit!

Free & Extra Movement Actions


A free movement action is a movement action that does not cost
any action dice to perform.

An extra movement action is a movement action that can be


performed even if another movement action has already been or
will be performed.

Example: Free & Extra Movement Actions


An Orc Warlord receives, due to a spell effect, a free run action. The
Orc Warlord can perform a Run action now (provided he has not
perfromed a movement action on the current round) without
spending two action dice, but he will not be able to perform another
movement action during the same round.

29
during the Tactics phase. oponent(s) can counteract that action. and Warcry.
A model cannot perform a disengage action on the same round
that it enters combat.

The action’s description is:


Combat Skill (CS).
D1: Attacker can not leave combat | A0: Attacker leaves
combat walking. Then makes a maneuver check with two dice |
A1: Attacker leaves combat walking. Then makes a maneuver
check with three dice | A2: Attacker leaves combat walking (if
he spent only one AD to perform the action) or running (if he
spent two or more AD to perform the action)

SPECIAL TACTICAL ACTIONS


Special tactical actions are available only to certain models and
are described in the model’s record card.

Examples of special tactical actions include Running Thrust, Slam,

30
the number of action dice allocated to the empowered spell.
MAGIC The Avatar starts the next round ready to cast a spell, and is able
Some models are able to perform magical actions. These models to cast it at any moment, using all of the allocated action dice
may have gained their magical power through the intensive study (and no more). Resolve this as if it was an extra advanced or extra
of spells or through the use of a magical object. opportunity action, depending on whether it is the controller’s
turn.
Magical actions involve casting a spell. There is no limit to the
number of spells that a model can perform during a round as long To take full advantage of an empowered spell, the player has to
as the model has action dice to perform them. The same spell wait until his next Magic phase to unleash the spell. If the spell is
may be cast as many times as desired by a model in the same cast during the controlling player’s next Magic phase, is
round as long as it does not target the same objective more than empowered by adding the last round’s allocated action dice to the
once. action dice the player uses to perform the spell.

If the spell is cast before the player’s next Magic phase, it is


CASTING A SPELL performed using only the allocated dice. An empowered spell
Spells are special magical actions. cannot be combined with an advanced or opportunity action.
After performing Their descriptions appear in the There is no way to gain more action dice to cast the spell if cast
a magic action do not model’s record card. The most before the player’s next Magic phase.
forget to place the common magic action stat is Mind
required AD counter (Mi). After the spell is cast, the Avatar can perform actions as normal
next to the miniature, during the remainder of the round with any unspent action dice.
to update the number Spells can only be performed during
of spent AD. the Magic phase. If the empowered spell is not cast during the round after it is
allocated, all allocated dice are lost. The Avatar cannot accumulate
magical power for more than one round as it is extremely difficult
Example: Casting a Spell to manipulate.
An Orc Shaman wants to cast a Rolling Boulder spell.
The Avatar cannot perform any
The action’s description is: action or counteraction before
casting the empowered spell Note that
Mi vs. Ag once it has been allocated or he empowering a spell is the
D1: Victim dodges. The boulder carries on rolling while in range loses concentration. All allocated last action the avatar does
until it hits a model or scenery piece. | An: The victim suffers a St dice are lost immediately. on the current round, so
7+n attack be sure to perform any
If the Avatar is damaged or spells you wish to cast this
Upon reaching his Magic phase he still has three remaining AD. The forced to make a maneuver round before announcing
controlling player decides to use two AD to cast the spell (he prefers check he loses concentration. All the empowering of a
to keep one AD just in case he later needs to dispel). allocated dice are lost spell.
The shaman obtains 2 successful AD rolls, inflicting an attack of immediately.
Strength 9 to his victim!
Example: Empowered Spell
ere is no need to The player controlling a Dark Elf Sorceress decides she won’t cast any
EMPOWERING SPELLS specify which spell is spells during the current Magic phase, and instead accumulates the
An Avatar of War can being empowered. In remaining AD (three out of four) to empower her next spell.
accumulate magical power Arena Deathmatch magic
between two consecutive rounds power can be On the following round, the Dark Elf Sorceress controller decides to
(the current round and the accumulated before cast the spell, as an extra advanced action, before the Magic phase.
following one) to cast an deciding which spell is The Dark Elf Sorceress can only use the three accumulated dice to
empowered going to be the recipient cast the spell.
spell. of that power.
If instead the controller had waited until the Magic phase, she would
To do so, have been able to cast the spell with up to seven AD! (Using the three
the player announces during the Magic allocated to empower the spell plus the four available on the current
phase that the Avatar is empowering a round).
spell. All that round’s unspent action
dice are then allocated to empower the
next spell cast by that Avatar. Place a
d10 next to the miniature to indicate

31
cast (e.g. Cause Fear). The victim of the spell can counteract the
DISPELLING MAGIC spell’s effects in the remaining rounds during the Tactics phase.
Dispelling magic is type of counteraction available only to magic Each successful Mind (Mi) roll made with action dice removes
users. Every model that can cast a spell is able to dispel magic if one successful AD from the effects of the spell.
it is not in close combat. Models who cannot cast spells cannot
dispel magic. Example: Dispelling and counteracting a spell
The stat used to dispel magic is the Mind (Mi) stat. A Necromancer tries to curse an enemy Beastman Warchief. The
Necromancer casts the spell with four AD. An enemy magic-user, a
When a magic user casts a spell one or more enemy magic users Dark Elf Sorceress, is in range to dispel; she tries to dispel it using
can try to dispel it. two AD. The Beastman Warchief also tries to counteract the spell
using three AD.
To dispel magic, the spell effect or the magic user casting the spell The Necromancer rolls five successful AD (as he obtained a double
must be in range (can be measured prior to allocating dices for successful roll). The enemy magic-user rolls one successful AD. The
dispelling). The range of dispel magic is equal to the current value Beastman Warchief rolls one successful AD.
of the dispelling magic user’s Mind (Mi) stat in inches. Looking at the Curse spell outcome we see that the Beastman
Warchief is cursed for three rounds (the current round plus the two
As with countering other actions, subtract the number of next ones).
successful action dice rolls by the dispellers from the action dice
rolls by the magic user casting the spell. Example: Dispelling and Counteracting the Effects of a Spell
Carrying on from the last example, on the next round the Beastman
Some spells effects remain in effect one or more rounds after they Warchief is still under the effects of the Curse spell (and will be on
are cast. A magic user can dispel these remaining spell effects the following one as well unless some measures are taken by his
during his Magic phase. Each successful AD roll will remove one controller).
successful AD from the effects of the spell.
On the Beastman Warchief controller’s Tactics phase, the player
Example: Dispelling a spell decides that his Beastman Warchief will try to counter the effects of
An Orc Shaman wishes to paralyze an enemy Shadowdancer. The the spell using all of his four AD. He rolls 4d10 and scores only one
Orc Shaman casts the spell with four AD. As the enemy magic-user successful roll, which is removed from the effects of the spell. The
is in range of dispel, he will try to dispel it using two AD. Beastman Warchief is cursed one less round than before
The Orc Shaman rolls three successful AD. The enemy magic-user (only one round remains, the current one, now).
rolls one successful AD. So the total number of successful AD rolls is
two. Next, during his Magic phase, the
Looking at the Provoke paralysis spell outcome we see that the player decides that his Orc
Shadowdancer will suffer a -2 penalty for the rest of the current Shaman will try to dispel the
round. effects of the spell using two
AD. He rolls 2d10 and
Example: Dispelling the Effects of a spell scores one successful roll,
Carrying on from the last example, the Shadowdancer suffers now a which is automatically
penalty of -2. As this penalty is caused by the effects of a spell, it can removed from the effects
be dispelled. of the spell. The Beastman
On the Shadowdancer controller’s Magic phase, the player decides Warchief is free of the
that his Necromancer will try to dispel the effects of the spell using two effects of the Curse spell,
AD. He then rolls 2d10 and scores one successful roll, which as the spell effect is again
automatically affects the effects of the spell. The penalty applied to the reduced by one
Shadowdancer is now -1 instead of -2, and so the Shadowdancer gets successful AD
back one AD and one CD! (which
translates
again
COUNTERACTING A SPELL into one
As with other actions that affect two or more models, spells can round),
be counteracted by their target. thus
Counteracting a spell can be done while engaged in close combat.

Counteracting spells work as counteracting any other action; each


successful action dice roll is subtracted from the caster’s successful
action dice rolls, and the result is used to determine the effects of
the spell.

Some spells remain in effect a number of rounds after they are

32
attacker to have line of sight to its target. on the models’ record
RANGED COMBAT card there is a description of each ranged combat action a model
can make.
Ranged combat actions (or ranged attacks) are special actions.
Their descriptions appear on the model’s record card. The ranged
combat action stat is usually Ranged combat Skill (RS).
LINE OF SIGHT (LOS)
A model can see anything in its field of view. The field of view is
Note that even if a ranged combat action involves two models, 180° extended from the front of their base as shown below.
these actions cannot be counteracted unless it is specifically stated
so on the action’s description. To determine if a target is in line of sight, image a line from any
point of the attacker’s box front face (and into the model’s field
Ranged combat in Arena Deathmatch takes place during the of view) to any point of the target’s miniature box.
Ranged combat phase. Generally, any model that carries a ranged
combat weapon (bows, crossbows, or guns) can make ranged -If you can draw a line to any part of the target’s box without
attacks during this phase. going across an obstacle or miniature box, then the target is in
full line of sight of the attacker.
A ranged attack is a ranged combat action. To perform a ranged
combat action, the model must spend action dice. -If you can draw a line to only 50-99% of the target’s box
without going across an obstacle or miniature box, then the
There is no limit to the number of ranged attacks a model can target is in partial line of sight of the attacker.
perform during a round, as long as it has the action dice to
continue attacking. The same ranged attack can be performed as -If you can draw a line to less than 50% of the target’s box
many times as desired during a round, but can only target the without going across an obstacle or miniature box, then the
same objective once. target is in minimal line of sight of the attacker.

A ranged attack can be made against any model that can be -If you can not draw a line to any part of the target’s box
selected as the target of an attack. Normally that means the model without going across an obstacle or miniature box, there is no
is within line of sight of the attacker. However, there may be line of sight.
exceptions such as ranged weapons which do not require the

Filed of view and line of sight (LoS)

33
Example: Ranged Attack
ATTACK RANGE A player wants his Dwarf Thunderlord to shoot his opponent’s
For a ranged attack to hit its target, the target must be in range Beastman Warchief using his Thunder pistol. He declares his target
of the attack. If the target is out of range, the attack automatically (the Beastman Warchief) and declares that he is going to perform the
misses regardless of the results of any action dice rolled. ranged attack using three AD. Remember that the attacker cannot
measure the distance now, he must guess that his target is in range.
on the model’s record card there is a detailed descriptions of each
ranged combat action (including its range, in inches) a model can Both players determine if any LoS modifier should be applied. In this
make. case, the dwarf has a partial view to the Beastman Warchief, so he
looses one of the allocated AD to perform the ranged attack.
Attack range is always specified in inches.
The Beastman Warchief cannot counteract the attack, so his
controller has no need to declare a counter action.
LOS MODIFIERS
Unless the contrary is specified, apply LoS modifiers when The player controlling the Dwarf Thunderlord proceeds to measure
performing any Ranged Combat action. to see if the Beastman Warchief is in range. It is! He then rolls two
AD (one is lost due to having only partial LoS to the target) and
LoS modifiers
obtains two successful rolls. Looking at the Thunder pistol outcome we
Automatically loses one of the AD see that the outcome of the action is that the Beastman Warchief
allocated to perform a ranged suffers a Strength 7 attack!
Partial LoS to target
combat action against a target in
partial LoS If the Beastman Warchief had been out of range, then the ranged
Automatically loses two of the AD attack would have missed automatically and the Thunderlord would
allocated to perform a ranged have lost all three allocated AD.
Minimal LoS to target
combat action against a target in
minimal LoS
TARGETING
No LoS to target Ranged attack not possible
An Avatar of War can target his ranged attack objective through
two consecutive rounds (the current round and the following
Example: Minimum LoS one) in order to take a precise and extremely damaging shot. To
A Dark Elf Prince has minimum LoS to a Light Elf Prince hiding do so, the player controlling the Avatar must announce during
behind a column. The Dark Elf Prince wants to shoot the Light Elf the Ranged Combat phase that the Avatar is targeting a specific
Prince anyway, allocating three AD for the attack. He finally shoots objective. That entire round’s
the Light Elf Prince rolling only one AD, as he automatically loses two unspent action dice are then Note that targeting is
of the allocated AD. allocated to upgrade the next the last action the Avatar
ranged attack. does during the current
MAKING A RANGED ATTACK Place a d10 next to the
round, so be sure to
perform all desired ranged
To make a ranged attack, use the following procedure: miniature to indicate the combat actions before
number of action dice allocated. declaring you are
1. The attacker declares attack, specifying a target and how targeting an objective.
many action dice are to be spent performing the attack. The Avatar starts the next round
ready to make the ranged attack
2. If required, apply any LoS modifiers to the attack. and is able to shoot at any moment using all the allocated dice
(and no more). Resolve this as if it was an extra advanced or extra
3. If there is the possibility of the target counteracting the opportunity action, depending on if it is the Avatar controller’s
action, the player controlling the targeted model declares turn.
how many action dice are to be used counteracting.
To take full advantage of targeting an objective, the player must
4. Measure to see if the target is in range. wait until the next round’s Ranged Combat phase to unleash the
If the target is in range, perform the ranged attack and apply ranged attack. If the ranged attack is made during the player’s
the outcome. If the attack results in a hit, apply damage next round Ranged Combat phase is upgraded by adding the last
effect and blow effect as explained in the chapter on Close round’s allocated action dice to the action dice declared to
Combat. perform the ranged attack.
If the target is out of range the attack automatically misses. If the ranged attack is made before the player’s next round
The attacker still rolls the declared action dice and must Ranged Combat phase, it is performed using only the allocated
check for fatigue. There is no need for the defender to dice. A targeted ranged attack cannot be combined with an
counteract the attack and does not spend the action dice advanced or opportunity action. There is no way to gain more
allocated to counteract it. action dice to make a ranged attack if made before the player’s

34
next Ranged Combat phase. before the Ranged Combat phase. The opportunity action Agility
After the ranged attack is made, the Avatar can perform actions check is taken, resulting in the Dark Elf being able to shoot (only
as normal during the remainder of the round with any unspent with the allocated dice) before the Dwarf Berserker moves into cover.
action dice.
If the Dwarf Berserker hadn’t moved, the Dark Elf Hero controller
An Avatar can target the same objective for only two consecutive would have waited until his Ranged Combat phase, and then been
rounds. The allocated dice for a targeted ranged attack are always able to shoot the Dwarf Berserker with up to 7 AD! (Using the three
those from the preceding round. targeting allocated AD plus the four available on the current round).

The Avatar cannot perform any action or counteraction before TARGETING FORMATIONS
making the upgraded ranged attack, or he loses concentration and
as a result loses all extra allocated action dice. If targeting a formation, all Avatars in the formation become
possible objectives of the ranged attack. When targeting a
If the Avatar is damaged or forced to make a maneuver check, he formation, there is no need to specify which Avatar is being
immediately loses concentration and as a result loses all extra targeted until the ranged attack is made. The player controlling
allocated action dice. the attacker can then declare one of the Avatars in that formation
as the final objective of the targeting.
If the line of sight to the target becomes minimal or the Avatar
loses line of sight to the target, the targeting Avatar immediately If the LoS to all Avatars in the formation becomes minimal or
loses all targeting allocated action dice. null, the targeting Avatar immediately loses all allocated dice.

Example: Targeting SPORTSMANSHIP AND RANGED


The player controlling a Dark Elf Hero decides to target an enemy
Dwarf Berserker, to make a powerful shot during the next round. He ATTACKS
uses his remaining AD (three out of four) to concentrate on targeting
Determining the modifiers to a ranged attack may on occasion be
his victim.
unclear. In some situations determining line of sight to the target
or even range may be unclear as well.
During the following round, seeing that the Dwarf
Berserker is going to move into cover (thus
In situations like these, try to find a quick solution. Do not argue
causing the Dark Elf to lose all dice allocated
with your opponent; it only slows down the game. Instead, try to
for targeting), the Dark Elf Hero’s
find a common agreement. or, each of you can roll a d10 and the
controller decides to shoot as
highest roll can determine the results.
an extra opportunity action,

35
called a close combat action. All close combat actions affect two
CLOSE COMBAT or more models, so all close combat actions can be counteracted.

Close combat is characterized by a quick and dangerous exchange A close combat action is performed the same way as other action,
of blows accompanied by all kinds of swift movements, attacks but uses combat dice instead of action dice. As with other
and defences. actions, the more combat dice spent to perform a close combat
action usually means a greater chance of success.
Arena Deathmatch close combat is not composed of a static
succession of predetermined dice rolls, but instead by player’s There is an important difference between combat dice and action
actions and ability to exploit his Avatar’s fighting style and dice however: successful combat dice rolls do not count as spent
strengths. by the model and are kept to perform more combat actions.

In Arena Deathmatch, every combat is different not only because A model in close combat can spend all of its combat dice every
of dice rolls but because of the different combat actions taken by round to perform close combat actions. The model can perform
Avatars of War. as many close combat actions as desired while it still has combat
dice left. Each close combat action can only be performed once
against the same target during the same round.
ENGAGED IN CLOSE COMBAT?
All models that are in box to box contact (even if only the smallest When a close combat action requires the use of a specific weapon
part of the box) with one or more enemy models at the start of the (e.g. Knob Hit, which requires the Barbarian Hero to be waving
Close Combat phase are considered to be engaged in close his axe) it is automatically assumed that the Avatar is waving that
combat. weapon. There is no need to specify the changing of weapons.
When engaged in close combat a model should touch as much of
the enemy miniature’s box as possible. At the start of the close As with other actions, common close combat actions are available
combat phase, if asked by a player, combatant positions should be to all models and are described in this section. Special close
corrected (by shifting their bases) to touch as much of the enemy combat actions are only available to certain models and are
miniature’s box as possible. described in the avatar record cards.

Whenever a special close combat action rule conflicts with a


CLOSE COMBAT ACTIONS common close combat action rule, the special close combat action
Close combat is resolved by performing close combat actions. rule takes priority.
Everything a model can do in close combat before attacking is

All models in this picture are engaged in close combat.Note that even if the elf and goblin bases do not contact, their boxes do.

36
COMMON CLOSE COMBAT ACTIONS the defender can at most
CD counters
use only the number of
Common close combat actions can be performed by all models It is very useful to use d10s as
combat dice the attacker
and do not appear on the model’s record card. CD counters. Place 1d10, for
uses to perform the
each available CD, next to each
action.
Stand up (in combat) model involved in combat
(simple or multiple). When one
A model that is knocked down and is engaged in close combat can once the attacker has
CD is spent, remove 1d10 from
try to stand up during the close combat phase. opponents declared its close combat
the ones next to the
currently engaging that model can counteract this action. action and the defender
corresponding miniature base.
has declared its
is way you will always know
The action’s description is: counteraction, the close
how many dice each model has
combat action is
Combat Skill (CS). to make its combat actions or
immediately performed.
attacks.
A0: Attacker can not stand up | A1: Attacker stands up and The outcome is applied
faces randomly | A1: Attacker leaves combat walking. Then immediately.
makes a maneuver check with three dice | A2: Attacker stands The roles are then reversed: the attacker becomes the defender
up faces at will and the defender becomes the attacker.
This process is repeated until there are no more combat dice to
Note that close combat modifiers for performing a combat action spend or both players decide not to perform any more close
from the ground against a standing enemy do not apply when combat actions.
performing the Stand up combat action. The model is not
performing an action against its enemies, but rather just trying to Example: Combat Actions
stand up, so it can always use up to all of its CD for performing A Dwarf Berserker (four CD) is fighting against an Orc Warlord
this action. (four CD). The Dwarf Berserker’s current Agility is the highest, so
the Dwarf Berserker acts first. Its controller declares that the Dwarf
SPECIAL CLOSE COMBAT ACTIONS Berserker will perform a Flank combat action using three CD. The
Orc Warlord controller wishes to counteract this action, as he does not
Special close combat actions are only available to certain models want to end up flanked, and declares he will use two CD.
and are described in the model’s record card.
The Dwarf Berserker’s controller gets two successful rolls, and the Orc
RESOLVING COMBAT Warlord controller gets two successful rolls as well. Looking at the
Flank action outcome we see that the Dwarf Berserker moves to the
All combats are resolved during the Close Combat phase. The Orc’s flank but the Orc faces him again.
player that has round initiative chooses the order in which
combats are resolved. The Dwarf Berserker has lost the non-successful CD rolled, so he has
three CD left.
If, for any reason, a new combat is created during the Close The Orc Warlord has lost no CD, as all its rolls were successful. He
Combat phase, that combat is resolved during the same phase still has all of its four CD.
using the combatants remaining combat dice.
Now is the Orc Warlord’s turn to act. Its controller decides to launch
SIMPLE COMBAT the Dwarf Berserker through the air. He declares a Launch action
using all four CD (he really goes for it!). The Dwarf Berserker
A simple combat involves only two engaged models. counteracts the action using only two CD (a bit risky, but he has only
three CD left!).
PERFORMING COMBAT ACTIONS
The Orc’s controller obtains only two successful rolls while the Dwarf ’s
If one of the models has charged this round, it automatically
controller obtains a doubly successful roll. Looking at the Launch
becomes the attacker: The controller declares its first close
action outcome we see that the Orc catches the Dwarf, but the Dwarf
combat action (including how many combat dice he uses to
escapes!
perform that action).
The Dwarf Berserker still has three CD left, while the Orc Warlord
If neither or both models have charged, the model with the
now only has two CD left (as he lost the other two while performing
highest Agility stat (AG) becomes the attacker. The controller
the Launch action). Things look better for the Dwarf now!
declares its first close combat action (including how many combat
It’s the Dwarf Berserker’s turn to act again. The controller decides he
dice he uses to perform that action).
does not want to perform any more close combat actions (he wants to
attack with its greater number of CD).
The opposing player (the defender) then decides if he would like
to counteract the attacker’s first close combat action and declares
The Orc Warlord controller also states that he does not want to do
how many combat dice he is going to roll. As with other actions,
any more close combat actions. It is time to resolve the attacks!

37
RESOLVING ATTACKS Each attack die roll that is greater than the current value of the
model’s Combat Skill stat is a failure.
once both models have finished performing close combat
actions, it is time to attack! The model who has the most successful attack dice rolls hits its
Attacking is done simultaneously by both models. opponent and becomes the attacker. The other model becomes
the victim of this attack.
All combat dice not spent performing close combat actions
become attack dice (ATD) and can be used to attack. The more If both models roll the same number of successful attack dice two
attack dice you roll, the more powerful the attack becomes. If all situations arise:
combat dice were spent performing close combat actions, the
model cannot attack. -If the number of successful attack dice rolled by each player is
one or zero, then neither models hits their opponent
The player that controls the
once the player with
model with the highest Agility -If the number of successful attack dice rolled by each player is
the turn’s initiative
(Ag) declares first how many two or more, then a clash occurs. Both models have attacked so
declares how many ATD
attack dice are allocated for his hard that hit each other simultaneously. When a clash takes
he’ll use for performing
model’s attack. The other player place, resolve the attack results of both attacks before applying
an attack, he can not
then declares how many attack any damage points. The hits are simultaneous, so any damage
change that number after
dice are allocated for his model’s effects do not apply until after both models have hit their
the other player has
attack. Both players then roll opponent.
declared his attack, so
their attack dice and compare
think twice when
the results to the current value of The attack result is obtained by subtracting the victim’s successful
declaring!
their model’s Combat Skill (CS) attack dice rolls from the attacker’s successful attack dice rolls.
stat.
Attack result = Attacker successful ATD - Victim successful
Each attack die roll that is lower than the current value of the ATD
model’s Combat Skill stat is successful. Example: Attacking
The Dwarf Berserker was ready to attack. He had three CD left (so
Each attack die roll that is equal to the current value of the three ATD for attacking) and the Orc Warlord had two CD left (so
model’s Combat Skill stat is doubly successful, and counts as two two ATD for attacking).
successful rolls.

38
Both players roll their ATD: the Dwarf’s controller obtains four Note that the more attack dice an Avatar converts to armour
successful rolls while the Orc Warlord’s controller obtains only one points the less probable it is that the attack is successful. However,
successful roll. if your Avatar does lose the combat, he is in a good defensive
position and is likely to take less damage.
The Dwarf Berserker wins the attack by three points (attack result of Attack dice must be converted to armour points when attack dice
3)! are declared for that combat, before any dice are rolled.

once attack result has been obtained, if any attacks result in a hit Example: Defensive attack
or a clash, damage must be calculated. A Goblin Hero is fighting against a Dark Elf Hero. After performing
The strength of an attack (Attack Strength) is equal to the sum of all combat actions, both Avatars have four CD left. However, the
the attacker’s current Strength (St) stat plus the attack result. Dark Elf Hero’s CS is much higher than the Goblin’s CS.
Attack Strength= Attack result + Attacker current St
Odds are the goblin will be hit even if he rolls all four ATD; instead,
To obtain the damage, subtract the victim’s current Armour stat his controller decides to convert all ATD to armour points.
from the Attack Strength.
Damage points= Attack Strength – Victim Armour (Arm) The Goblin will be hit almost for sure, but his Armour is raised by
four points (to a value of 9). The Dark Elf hero has to hit really hard
Aggressive attacks to damage the Goblin!
An attack can be made more aggressive by converting attack dice
in to strength points. Strength points are automatically added to Show off attacks
the attack Strength. An Sometimes Avatars feel so
Avatar can convert as many confident in their abilities
attack dice as desired in to that they try to impress the
strength points. crowd by embellishing an attack with
impressive, but unnecessary, flourishes.
Note that the more attack dice an Avatar
converts to strength points the less probable it To perform a show off attack the Avatar
is that the attack is successful. However, if your has to perform the attack as normal with
Avatar does win the combat, his blow is a modifier of -1 to his Combat Skill
especially strong. (CS) stat. A show off attack must be
declared when the player declares the
Attack dice must be converted to Strength number of attack dice to be used in
points when attack dice are declared for combat.
that attack, before any dice are rolled.
If the attack outcome or an event
Example: Aggressive attack which is a direct consequence of the
A Barbarian Hero is fighting against attack (such as an Avatar death)
a Light Elf Prince. After performing all his modifies the crowd mood, then the crowd mood is modified
combat actions the barbarian has still four CD left which are by an additional point. If the outcome modifies the Avatar’s
converted to ATD. Popularity (Pop) stat, increase that stat by one additional point.

As the elf lost all his CD performing combat actions, the Barbarian Example: Show Off attack
Hero’s controller believes that by rolling only one ATD (his CS is 7) A Dwarf Berserker is fighting in close combat against an Orc
the odds are he’ll hit the Elf Prince. The other option would be rolling Shaman. The Dwarf’s strength is so overwhelming that he decides to
more ATD, to make sure to obtain at least one successful roll. show off with his attack. For example, he makes a very appealing but
However, he also risks obtaining unsuccessful rolls as well and losing unnecessary movement with his axes just before directing them in to
attack strength. his victim.

The barbarian’s controller decides to make a risky but aggressive The Dwarf Berserker’s CS is 6, thus he performs the attack with a
attack, converting three out of four ATD to strength points, and rolls value of 5. The player controlling the dwarf rolls two attack dice,
only one ATD. scoring a 2 and a 4, obtaining two successful rolls.
The player rolls a 3. The attack hits, and a strong one it is!
As a result of the attack, the Orc Shaman dies. This modifies the
Defensive attacks crowd mood by three points in favour of the Dwarf Berserker’s team.
However, as the Dwarf was performing a show off attack, the crowd
An attack can be made more defensive by converting attack dice
mood modifying value will be of four points instead of three. The
to armour points. These armour points are automatically added
crowd was very impressed with the Dwarf Berserker’s finishing move!
to the victim’s Armour (Arm). An Avatar can convert as many
attack dice as desired to armour points.

39
APPLYING DAMAGE Fatigue damage
Damage in Arena Deathmatch is reflected directly on the model Fatigue damage is applied exactly the same way as combat
state table. Every time a model suffers damage, one of its stats is damage. However, the damaged stat is determined by the
affected, decreasing by one point. number that was rolled double (thus provoking fatigue) according
to the following table.

Combat damage Fatigue damage


1 Mv 1 (1,2) St
2 Pop 2 (3,4,5) Ag
3 CS 3 (6,7,8) Mi
4 RS 4 CS
5,6 Arm 5 RS
7 (1-3) Ag 6,7 Pop
8 (4-6) St 8 Mv
9 (7-9) Mi
0 So Fatigue damage does not affect the current action or attack result
even if the stat being damaged is the stat used to perform the
For each damage point roll 1d10 and subtract one point from the action.
stat indicated on the following table. That is because fatigue damage is not applied until after obtaining
If a descriptive stat has already reached its lowest value, you the current action rolls or attack result.
cannot decrease that stat further. Instead, apply the damage point
to the next descriptive stat on the record card state table. If that Example: Fatigue damage
stat cannot be decreased, move on to the next non empty Again, back to the fight between the Orc Warlord and the Dwarf
descriptive stat (downwards, returning to the top Berserker.
if necessary). The Dwarf Berserker rolls 3d10 for performing his
When all five descriptive stats (Mv, Pop, CS, For quick and easy attack scoring 1, 1 and 5. All three rolls are successful
RS, Arm) have decreased to their lowest value, reference, both Combat (the 5 is doubly successful); however, a double 1 is
the model only receives damage to its physical and Fatigue damage tables obtained, so the dwarf suffers fatigue damage.
stats (Ag, St, Mi). Use the values indicated in appear at the bottom of Looking at the fatigue damage table we see that the
parentheses on the Combat damage table to the band roster sheet Dwarf Berserker Strength stat will get damaged and
determine which physical stat is affected if all (when generated using will be then reduced, by one point, to a value of 4,
the descriptive stats are at their lowest value. the Band Maker). immediately after obtaining the attack result of 4.

If a physical stat has already reached its lowest value, you cannot Next we calculate the attack strength. As the Dwarf
decrease that stat further. Instead, apply the damage point to the Berserker Strength has now decreased to a value of 4, adding the
next physical stat on the record card state table. If that stat cannot dwarf Strength (St 4) to the attack result of 3 we obtain attack
be decreased, move on to the next non empty physical stat strength of 7.
(downwards, returning to the top if necessary).
once all three physical stats (Ag, St, Mi) decrease to their lowest BLOW EFFECT
values, the model is dead or too wounded to continue fighting
Close combat is not a static exchange of blows; fighters move
and is removed from play.
many times involuntarily while in combat. The strength of an
attack my make a victim lose position, be knocked down, or
If the Soul stat of an Avatar reaches zero, the soul damage is
something even worse.
applied to the first physical stat in the Avatar record card state
table that can be decreased one point.
To reflect this, once damage has been applied, subtract the
victim’s original Strength (St) stat (not the current stat, as here the
Example: Combar damage
Strength stat is used an indication of size and weight) from the
Getting back to the Orc Warlord and the Dwarf Berserker combat,
Attack Strength and apply the result indicated on the following
the dwarf won the attack with an attack result of 3. Adding the
table.
Dwarf Berserker’s Strength (St 5) to the attack result we obtain attack
Blow effect= Attack strength - Victim original Strength
strength of 8.
As the Orc Warlord’s current Armour stat is 5, the Dwarf Berserker
inflicts three damage points to the Orc Warlord.
The Dwarf Berserker rolls 3d10, 1d10 for each damage point,
Collisions with obstacles
obtaining 6, 3 and 8. This means the Orc Warlord’s Armour, Whenever a model is thrown through the air due to a blow effect,
Combat Skill and Strength all are immediately reduced by one point. it may collide with an obstacle during the flight.

40
Blow effect
Strength (St) minus its current Agility stat (Ag).
If the obstacle is a rigid scenery element, the flyer suffers a number
Attacker is pushed 1 inch at random direction. Attacker
<0† of damage points equal to its own original Strength (St) minus its
must make a maneuver check with 2d10*
current Agility stat (Ag) plus two points, and is knocked down in
0-1 Victim keeps position front of the obstacle. If no rigid scenery element is collided, the
Victim is pushed 1 inch at blow direction. flyer suffers a number of damage points equal to its own original
2-3 Strength (St) minus its current Agility stat (Ag) plus one point
Victim must make a maneuver check with 2d10*
when colliding with rigid ground. The model will be knocked
Victim is pushed 2 inches at blow direction.
4-5 down on the collided spot.
Victim must make a maneuver check with 1d10*
Victim is thrown through the air at blow direction, 3 A pushed model automatically stops upon colliding with a rigid
inches (6,7) o 4 inches (8+) and is knocked down. obstacle or another model. Collided models are not pushed back.
6+
Victim Pop -2. Attacker Pop+2
CM +/- 2. Crowd event.
Forced out of combat
* If victim is knocked down then attacker Pop+1.Victim Pop-1. CM +/- 1
on some occasions a model involved in combat may lose box to
† Does not apply in ranged attacks. Does not apply to attacks resulting
box contact with its opponents. This might happen because of a
when dropping from or falling down an elevation.
close combat action or a blow effect.
If the obstacle is another model, the model collided with receives
A model that loses box to box contact with its opponents is no
an attack of the flyer's original Strength (St). The flyer carries on
longer in close combat and is not able to perform close combat
through the air if the collided model is pushed or is knocked
actions or attacks during the rest of the close combat phase.
down, otherwise it is knocked down next to
During the next Tactics phase, that model may once again enter
the collided model and suffers a number of
close combat.
damage points equal to its own original

Even if a blow effect is explained here,


remember that all attacks in Arena
Deathmatch (close combat attacks, ranged
attacks, magic attacks, and any other
possible attack types like a slam attack) have
an associated blow effect.
When resolving an attack you’ll always have
to follow this sequence: Determine the
attack strength, apply the inflicted damage
to the victim and finally apply the blow
effect to the victim.

41
Example: Blow effect Example: Multiple Combat Actions
The Dwarf Berserker’s attack strength is 8. We subtract the Orc A Dark Elf Sorceress and a Dark Elf Prince are fighting against
Warlord’s original Strength, 7, obtaining a blow effect of 1. Looking Krork Toadgobbler the Goblin King and another Goblin hero.
at the blow effect table we find out that the Orc Warlord keeps his The Dark Elf Prince has charged this round to help the troubled
position. It is very difficult pushing such a big and strong Avatar. Dark Elf Sorceress against such a renowned enemy!

If the attack strength would have been only one point greater, the
Orc Warlord would have been forced to make a maneuver check and
likely be knocked down as he’s not an agile creature. It was close!

MULTIPLE COMBAT
When there are three or more models engaged in combat, a
multiple combat occurs. In these cases the procedure to resolve
combat is as follows.

PERFORMING COMBAT ACTIONS


All models involved in the combat act in the following combat
order:

1. Models that have charged that turn sorted by descending The acting order is as follows: First the Dark Elf Prince acts as he
Agility (Ag). charged this round, next is the Dark Elf Sorceress (Ag 7), followed by
2. Models that have not charged that turn sorted by descending the Goblin Hero (Ag 6) and followed finally by Krork (Ag 3).
Agility (Ag).
The Dark Elf performs a Feint action against Krork, taking
The model that acts first becomes the first attacker to declare its advantage of Krork’s low Ag stat. Both the Goblin Hero (even if not
first close combat action. A model can perform close combat directly affected, he can influence on the Dark Elf as there is box to
actions against any enemy in box to box contact. box contact) and Krork can counteract the action. The player decides
Each model affected by or able to neutralize that action (again to counteract with three CD from the Goblin Hero and only one CD
those in box to box contact from the Goblin King, as the low Krork Ag will very probably make
with the attacker) losing all allocated rolls to counteract.
CD counters becomes a defender and
It is very useful to use d10s as can counteract the close The Dark Elf Prince obtains three successful CD rolls, while the
CD counters. Place 1d10, for combat action using goblin obtains two and Krork one. The number of successful rolls is
each available CD, next to each combat dice. This means zero (we subtract the Goblin Hero and Krork’s successful rolls from
model involved in combat the attacker’s combat dice the three Dark Elf successful rolls). Looking at the Feint action
(simple or multiple). When one are counteracted by the outcome we see that the action does not affect Krork at all, thanks to
CD is spent, remove 1d10 from sum of all defender the Goblin Hero being a nuisance!
the ones next to the combat dice.
corresponding miniature base. once all models involved Next the Dark Elf Sorceress acts. She decides to try to flank Krork.
is way you will always know in that action have The Goblin Hero cannot help Krork this time, as he’s not in box to
how many dice each model has declared their combat box contact with the Shadowdancer. Only Krork can counteract.
to make its combat actions or dice, perform the close Upon resolving the action Krork gets flanked by the Dark Elf
attacks. combat action and
immediately apply its
outcome.

The second model to act becomes the attacker and can declare a
close combat action. This procedure is then repeated, strictly
following the combat order established earlier, until there are no
more combat dice to spend or all models involved are finished
performing close combat actions.

42
Sorceress. established). Attacks involving the first model in the combat
Now the Goblin Hero acts, but he does not perform any combat order are resolved first, and so on until all attacks have been
actions to keep his CD for attacking. resolved and all damage effects have been applied.

Finally, the Goblin King gets his turn. He wants to launch the Dark Note that damage effects are applied immediately after an attack
Elf Prince as far as possible performing a Launch action. Krork rolls has been resolved, which is why it is important to resolve attacks
all his CD. The Dark Elf Sorceress counteracts with two CD and the in the combat order.
Dark Elf Prince with three CD.
Krork obtains four successful CD rolls, while the Dark Elf Sorceress Example: Multiple Attacks
obtains two and the Dark Elf Prince only one! Krork catches the Dark A Barbarian Hero and a Dark Elf Prince are fighting against two
dwarf berserkers, Borg and Korg, brothers of blood.

Elf Prince and throws him away!

The Dark Elf Prince and the Goblin Hero are both forced out of All combat actions have been performed and it is time now to attack!
combat, so it is now time for the Dark Elf Sorceress to act again.
Krork follows. As Korg has charged this round to help his brother Borg, he is the first
to attack. Next is the Dark Elf (Ag 6) followed by the Barbarian (Ag
5) and Borg (Ag 4).

Players declare how their Avatars use their ATD to attack.

Korg (four ATD) declares that he uses two ATD to attack the
Barbarian Hero and two ATD to attack the Dark Elf Prince.

Next the Dark Elf (three ATD) declares he uses two ATD to attack
Korg and one ATD to attack Borg.
RESOLVING ATTACKS & APPLYING DAMAGE
once all models are finished performing close combat actions, it The Barbarian Hero (two ATD) uses all ATD to attack Borg.
is time to attack!
Borg uses his two ATD to attack the Dark Elf Prince.
Following the combat Attack strength counters
order, players declare It is very useful to use d10s as Now, to resolve the attacks and apply damage.
how many attack dice Attack strength counters for easily
are allocated for each resolving later blow effects. When First Korg’s attacks are resolved, in the controller desired order. The
possible attack for each resolving attacks, place 1d10 player decides to resolve first the attack against the Dark Elf. ATD
model involved in the indicating the highest Attack are rolled and damage applied (it is a good idea to place a d10 next
combat. A model can strength suffered by each to the Dark Elf Prince indicating Korg’s attack strength). Next Korg’s
attack any enemy in combatant, next to each model attack against the Barbarian Hero is resolved (and we place an attack
box to box contact. involved in combat. is way you strength counter as well next to the Barbarian). The Barbarian Hero
will later know which Attack is hit and as a result his Strength is reduced by one point. He won’t
once all attack dice strength to apply to each model strike as strong now!
have been allocated, for determining blow effects.
proceed to resolving Now it’s time to resolve the Dark Elf prince’s attacks, followed by the
each attack and applying Barbarian’s attacks and finally Borg’s attacks. Note that in the case
damage immediately (following the combat order already Borg’s attack strength against the Dark Elf Prince is higher than

43
Korg, we should update the Dark Elf Prince’s attack strength counter Surprise attacks
with the new higher attack strength.
A model that is not in close combat can be attacked from its rear
as long as the attacker has not been in line of sight of its target at
BLOW EFFECT any moment during the approaching movement. This attack is
once all attacks have been resolved and damage applied, you can called a surprise attack. The model being attacked must make a
apply blow effects. Combat Skill (CS) check, and if successful detects the attack. If
the model detects its opponent, it turns to face the attack. If the
When more than two models are involved in the same combat, check is unsuccessful, the model cannot turn and loses its
quite often a model is on the receiving end of more than one rearguard during the next close combat phase.
attack, each with its own blow effect. In these cases, only the
highest blow effect on the table is applied. The others are ignored. CLOSE COMBAT MODIFIERS
The following table lists all combat modifiers that apply in special
Blow effects are applied to all models in combat sorted from
combat situations.
highest to lowest. For example, a blow effect of 5 is applied before
a blow effect of 3.
These modifiers have to be applied when performing an attack or
close combat action.
Example: Multiple Blow effects
Following the last example, after all attacks have been resolved and Close combat modifiers
all damage effects applied it is time to apply blow effects. Blow effects Automatically looses 2 of the ATD or CD
are very easily applied if the attack strength counter is placed next to allocated to attack or perform/counter a
Flanked
each combatant. close combat action against an enemy in its
flank

CLOSE COMBAT SPECIAL Rearlost


Can use no ATD or CD to attack or
perform/counter a close combat action
against an enemy in its rearguard
SITUATIONS
Close combat is chaotic and gives rise to exceptional situations. Can only use 1 ATD or CD to attack or
Fighting from the
There are some special situations that need a description. perform/counter close combat actions
ground
against a standing enemy.

COMBAT FACING Automatically looses 1 of the ATD or CD


Fighting from a to attack or perform/counter a close
A model in close combat always strives to keep its enemy to its lower position combat action against an enemy in higher
front, except for the first combat phase after a successful surprise position
attack (see below).
Example: Flank attack
At the start of the close combat phase, and only at the start, before A Dark Elf Prince is flanked by a Light Elf Prince. The Dark Elf
resolving any combat, models automatically and immediately Prince wants to attack the Light Elf Prince anyway. The Dark Elf
rotate to face enemies (as chosen by the model’s controller) if there Prince allocates five ATD for the attack, so he rolls only three ATD
are no enemies to their front. to attack the enemy on his flank. The other two ATD are
automatically lost, as if they were unsuccessfully rolled.
FLANKING
When a model already in close combat with an enemy to its front
FRIENDLY COMBAT!
or flanks is attacked by a model on one of its sides, the model on few occasions, due to a psychology effect or the effects of a
cannot turn to face the new opponent and is now considered spell an Avatar may enter close combat against an ally Avatar.
flanked.
In these situations, the player controlling both Avatars only
A model can also lose its flank as a result of an action outcome, controls one of the Avatars involved in the combat (the one he
like the Flank action. wishes to), while the other Avatar is controlled by his opponent.
If more than one opponent player wishes to control the fighting
LOSING THE REARGUARD Avatar, the highest roller takes control of the combatant.

When a model that is already in close combat with an enemy to The player keeps control of this Avatar until the combat ends for
its front or flanks is attacked by a model from its rear, the model any reason (combatants lose box to box contact) or the effect
cannot turn to face the new opponent and has lost its rearguard. provoking the Avatar to attack his allies expires.

A model can also lose its rearguard as a result of an action


outcome, like the Win rearguard action.

44
Specify which Avatar is calling for the formation and which
FORMATIONS Avatars are being called. Avatars being called have to move in to
formation by walking or running (not sprinting). Note that
Some Avatars possess a wide array of knowledge and experience mounting a formation does not give extra movement to the called
with warfare techniques such as formations. These Avatars can Avatars, so they must be able to perform the Walk or Run action.
call on other Avatars to join them in formation that give combat
advantages. If the action is performed successfully, measure for each of the
called Avatars to see if they can reach the formation by walking
A formation must be formed by at least two Avatars of War. There or running. If so, place them in formation. If they cannot reach
is no limit to the number of Avatars that can join a formation. they use their full movement in the direction of the formation
caller. Do not forget to update the called Avatars action dice
To mount or change a formation, an Avatar must perform the counters.
Mount Formation action. If successful, this Avatar becomes the
formation leader.
FORMATION MOVEMENT
Avatars in formation must be in base to base contact and A formation can walk or run, but never sprint. The formation
positioned as specified in each formation type. moves at the rate of the current lowest Movement (Mv) stat of its
participants. All terrain rules that restrict movement apply to
formations.
MOUNT FORMATION ACTION
To mount a formation an Avatar must perform the Mount Changing position inside the formation does not count as
Formation action during the Tactics phase. This action is movement and does not cost any action dice. This can be done
common to all Avatars that know one or more formations. at any moment during the Tactics phase.

The action’s decription is: Avatars cannot climb, swim, charge or move in to combat while
in a formation. To do so, they must leave the formation.
Popularity (Pop).
0: The Avatars called for formation ignore the caller. The
formation is not mounted | 1:Called Avatars heed the formation
COUNTERS IN FORMATIONS
call. The formation is mounted if at least one of the called Avatars You do not need to place an AD counter for an Avatar in
reaches the formation. The caller becomes the formation leader. formation if that Avatar has spent the same amount of action dice
as the formation’s leader has.

45
Place an AD counter next to the leader and apply the following
rule: all formation Avatars without a counter have spent the same
action dice as the leader.

JOINING A FORMATION
An Avatar can join a formation that has already been mounted by
simply moving in to base to base contact with any of the models
in the formation. An Avatar cannot join a formation from a
sprint.

ABANDONING FORMATIONS
An Avatar will abandon a formation by moving out of base to
base contact (voluntarily or not) with all Avatars in the formation.
Shield formation
FORMATION TYPES
The Council of Drumminor has ruled the following formations
WEDGE FORMATION
legal in sanctioned deathmatches. Wedge formation is only known by the most martial of Avatars
and is useful for moving in close to charge your enemy.
CIRCLE FORMATION Avatars in wedge formation must be placed to form a wedge, with
the leader in the first row.
Circle formation is useful when advancing between or when
surrounded by enemy Avatars.

If only two Avatars are in circle formation, place them back to


back. If more than two Avatars are in circle formation, they must
be placed to form a circle.

Wedge formation

When in close combat, an enemy Avatar must always fight against


two of the wedge formation Avatars. If an enemy Avatar charges
or moves into combat with an Avatar in wedge formation, place
it on the flank or front of the attacked model so that the closest
Circle formation Avatar in the formation can join the combat.

An Avatar in circle formation does not have flanks or a rearguard


and as a result can only be attacked from the front.

SHIELD FORMATION
Shield formation is useful for defending against missile attacks.

Avatars in shield formation must be placed to form a square.


When in a shield formation, the leader attempts to intercept any
missile attacks directed at the formation’s members. All members
in a shield formation use the leader’s current Armour stat (Arm)
against projectile attacks.

46
Boost attack
THE POWER WITHIN For each soul shard burnt, an extra attack die may be rolled when
performing a close combat attack. Attack dice generated from
The Avatars of War are heroes chosen by the gods. When a mortal soul shards do not provoke fatigue (ignore them when checking
is chosen by a God of War to become an Avatar, that mortal is doubles for fatigue damage).
imbued with a sliver of the god’s own immortality. The Avatar’s
soul is forever changed. A player boosting an attack must
state so when the attack is An attack cannot
It is this new, immortal soul that makes the difference between a declared. be performed using
mortal hero and an Avatar of War. An Avatar of War can draw on
only ATD generated
the sliver of divinity in his immortal soul to increase his already Example: Boost Attack from soul shards. At
awesome combat skills. A Dwarf Berserker is attacking his least one natural ATD
opponent and has two ATD must be spent.
SOUL SHARDS remaining. For the attack to be more
effective the controller decides to burn
To measure the power of their souls, each Avatar of War has a two soul shards for two extra ATD. The player rolls four ATD.
number of Soul shards (Soul stat). This number appears on the
Avatar’s record card.
Boost blow
For each soul shard burnt, an extra attack strength point may be
USES FOR SOUL SHARDS gained when hitting an enemy in close combat.
Soul shards can be used to improve an Avatar’s performance.
Unless otherwise specified, an Avatar can burn as many soul A player boosting a blow must state so when the attack is
shards as desired to improve an action, counteraction or attack. declared.

Boost movement Example: Boost blow


By burning one soul shard, an Avatar can add half his Movement A Barbarian Hero is going to attack and has three ATD remaining.
(Mv) stat’s current value in inches when performing an action As the controller is very confident about hitting his enemy, to make
involving movement. A player boosting movement must state so the attack stronger, he decides to burn two soul shards for two extra
when the action is declared. attack strength points. The player rolls his ATD and hits his enemy
with attack strength of 7. Thanks to the use of the two soul shards, the
Example: Boost movement final attack strength will be of 9!
A Beastman Warchief (Mv 3) wants to Slam an enemy. The controller
is not sure of the Beastman reaching even by sprinting. He decides to Boost spell range
burn a soul shard to add one and a half inches to the movement range By burning one soul shard, an Avatar can add half the current
to make sure the Beastman impacts his victim. value of his Mind (Mi) stat in inches to the range of a performed
spell. A player boosting the range of a spell must state so when
Boost action declaring the magic action.
For each soul shard burnt, an extra action die or an extra combat
die may be rolled when performing or counteracting an action. Further soul shards can be used, each adding half the current
All action types can be boosted. value of the Mind (Mi) stat in inches to the spell range. However,
for each soul shard burnt from the second onwards a Mind check
Action dice and combat dice must be made. If any of the Mind checks fail, the Avatar loses all
An action cannot soul shards used to boost that spell’s range and the spell range is
generated from soul shards do not
be performed using not increased at all.
provoke fatigue (ignore them
only AD/CD generated
when checking doubles for fatigue
from soul shards. At Example: Boost spell range
damage).
least one natural A Necromancer (Mi 6) casting a Ray of Death decides to
AD/CD must be spent. dramatically increase the range of the spell by burning three soul
A player boosting an action must
state so when the action is shards. If successful, the range is increased by nine inches, allowing for
declared. a spectacular Ray of Death fifteen inches long!
The player has to roll a Mind check for the second and third soul
Example: Boost action shards used. The rolls are 1 and 3, so the necromancer is able to cast
A Necromancer wants to cast a spell but has only one AD left. To his spell with the increased range!
make the spell stronger the controller burns two soul shards to win If either the first or second roll had failed, the Necromancer would
two extra AD to cast the spell. The player rolls then three AD. still have been able to cast the spell, but with no increased range.

47
Healing FILLING THE SOUL
A soul shard can be burnt to heal two damage points. Those two Soul shards can be given to an Avatar by magically filling the soul
points may be divided between two different stats. through the use of a spell or magical item. Each given soul shard
Armour stat can not be healed. is captured by the target Avatar and added to his pool of stolen
soul shards.
Healing by the use of soul shards can be performed at any point
during a controller’s turn, including while the Avatar is in close
combat.
KILLING AN AVATAR OF WAR
Soul shards can also be stolen by killing an Avatar of War. An
DECLARING AND ROLLING SOUL SHARDS Avatar that kills another Avatar automatically captures the entire
victim’s remaining soul shards and adds them to his pool of stolen
Soul shards are usually used in conjunction with action dice soul shards.
combat dice and attack dice. The number of soul shards being
burnt when boosting an action or attack must be stated when the
action is declared and cannot be changed later. STOLEN SOUL
Manipulating stolen soul shards for an Avatar’s own gain is a
When performing boosted actions or attacks, use a die of a dangerous matter. Sometimes even an Avatar of War cannot cope
different colour to represent dice generated by soul shards, as with such power—the energies stolen from another soul may
these rolls do not count towards fatigue if doubles are rolled. conflict with the divine powers that dwell within an Avatar’s own
soul. The reward, however, is worth the risk to an Avatar of War!
STEALING SOUL Any soul shard an
The only way for an Avatar to
SOUL INSTABILITY
Avatar obtains (by any
increase his power permanently is means) from another An Avatar of War that has one or more stolen soul shards at the
to steal soul shards of another Avatar of War start of the soul phase must make a soul stability check in order
Avatar. Avatars of War have an (opponent or not) to assimilate the stolen soul shards.
unmatched thirst for divine becomes a stolen soul
power, and any encounter shard. The player controlling the Avatar rolls 1d10 and compares the
between two Avatars of War is result to the Avatar’s current Mind stat value, plus his own soul
likely to result in a fatal combat. shards but minus the number of stolen soul shards (Mind + Soul
shards - Stolen soul shards).
There are several ways an Avatar can obtain soul shards from If the result is equal to or less, the soul stability check is successful
another Avatar of War. and all stolen soul shards become assimilated soul shards. An
Avatar can then use those assimilated soul shards for his own
DAMAGING THE SOUL profit.

Soul shards can be stolen from an Avatar of War by damaging otherwise, the Avatar’s soul becomes unstable, and the player
his Soul (So) stat. Every time an Avatar’s Soul stat is decreased one must roll on the soul instability effects table below, adding one
point from any type of damage, the Avatar that caused that point to the rolled result for each stolen soul shard the Avatar has.
damage absorbs that soul shard adding it to his pool of stolen soul Soul instability effects are applied immediately after the roll is
shards. made.

The immortal soul of an Avatar of War never disappears entirely.


Even if the Soul stat’s current value has reached zero, a small Soul instability effects (+1 for each stolen soul shard)
portion of his soul remains. A damage point made to a Soul stat 1-5 The Avatar looses all stolen soul shards.
always generates one stolen soul shard. The Avatar looses both all his soul shards and all stolen soul
6-7
shards.
When an Avatar’s Soul stat has reached zero, the sliver of divinity 8
The Avatar enters in a catatonic state during the current
in an Avatar’s soul drains physical health to stay “alive.” once round. Looses all AD and CD.
the Soul stat of an Avatar reaches zero, the damage is applied to 9 The Avatar enters in blind rage (see page 53)
the first physical stat on the Avatar’s state table (going
downwards) that can be decreased one point . The Avatar’s soul explodes. The Avatar loses all his own soul
shards (but not the stolen ones) and suffers 1d10 damage
10+ points.
DRAINING THE SOUL If rolling a natural 10 (a 0 on the dice roll) the Avatar dies
Soul shards can also be stolen from an Avatar by magically of painful brain shock.
draining the soul through the use of a spell or magical item. Each
drained soul shard is captured by the opposing Avatar and added
to his pool of stolen soul shards.

48
Example: Soul stability check Example: Avatar Evolution
A Dark Elf Sorceress has two stolen soul shards at the start of her Suppose once again that the Sorceress rolls a 3 when checking for soul
controller’s Soul phase. She has to pass a soul stability check in order stability, assimilating the two stolen soul shards. The player decides
to assimilate these stolen soul shards. she wishes her Dark Elf Sorceress to evolve.

Her Mind stat value is 6, and she has three soul shards left, so the roll She can choose to boost one of the Sorceress’s stats twice, or boost two
has to be equal to or less than 7 (Mi 6 + 3 own soul shards – 2 stolen different stats.
soul shards) in order to be successful.
She decides to boost her Mind stat twice, increasing it to 9. It is
The player rolls a 0! The roll was unsuccessful and the stolen soul is healed to its original value, which was 7 and increased twice: once for
not assimilated. The Sorceress has then to roll 1d10 on the soul each combined own soul shard and assimilated soul shard. As the
instability effects table, adding two points to the result, as she has two
stolen soul shards. The roll result is a 6, so the result to look for in the
table is 8. The Dark Elf Sorceress enters in a catatonic state for the
entire round.

Stolen soul shards remain throughout rounds and are of no use


to the Avatar until they become assimilated soul shards.

USING ASSIMILATED SOUL SHARDS


Assimilated soul shards must be used immediately after a
successful soul stability check, during the same Soul phase, and
can be used under any effect (no matter the source) or while
engaged in close combat. Assimilated soul shards can be used in
two different manners.

Stolen soul absorption


The assimilated soul shards are automatically added to the soul of
the Avatar. By absorbing stolen soul shards an Avatar can increase
his number of own soul shards beyond the original value.

Example: Stolen Soul Absorption


Suppose that the Sorceress from the last example rolls a 3 when
checking for soul stability, thus assimilating the two stolen soul shards.
The player decides she wishes her Dark Elf Sorceress to absorb the
two stolen soul shards. The Sorceress now has five soul shards.

Avatar Evolution
By combining his own soul with assimilated stolen soul an avatar
can evolve to a greater state of power.

By burning an own soul shard and an assimilated soul shard an


Avatar of War can increase a stat’s original value by one point
and up to a maximum value of 10. Also the boosted stat is
automatically set to that value (all damage in that stat is
automatically healed).

During one evolution, several stats can be boosted, or the same


stat can be boosted multiple times (if more than one own and
assimilated soul shards are available) increasing its original value
repeatedly.

Finally, all effects (of any source) disappear immediately. A


knocked down Avatar automatically stands up as a free extra
action.

49
Sorceress had three own soul shards before the evolution process, she increased to three.
now has only one soul shard left and no assimilated soul shards left.
With his Mind stat value of 4, with three soul shards left now, the roll
This is the only way an Avatar of War can become more powerful. for a successful stability check must be equal to or less than 5 (Mi 4
An Avatar evolution is a quite notorious spectacle. The Avatar + 3 own soul – 2 stolen soul). Things look quite better now!
acquires a triumphant god-like aspect for a few seconds, while
changing to the new higher state, surrounded by an aura of
powerful expanding energy. The crowd just loves it!!!

Every time an Avatar evolves, his Popularity (Pop) stat is raised by


two points. The crowd and other Avatars see the spectacle, and as
a result their respect, fear or admiration for the Avatar increases!

REGENERATING THE SOUL


An Avatar can pray to the Gods of War to regenerate his soul.
Regenerating the soul does not give the option to gain soul shards
beyond the original number, only to recover burnt or lost soul
shards.

To regenerate his soul an Avatar must perform the Warpray


action. The Warpray action is a tactical action common to all
Avatars, so no description is given on the Avatar’s record card.

The action’s description is:


Mi (Mi).
0: The Gods of War ignore the Avatar’s praying | 1-2:
The Avatar regenerates one soul shard | 3: The Avatar
regenerates two soul shards | 4: The Avatar regenerates three soul
shards

Note that the Warpray action can be performed during the Tactics
phase, as all tactical actions, and during the Soul phase as well.

If this action is performed during the Soul phase, it must be


performed before making any soul stability check. The spent AD
are lost for the round as normal.

It is a good idea to regenerate the soul before making stability


checks and also for the Avatar to be able to merge the
required soul shards to evolve.

Example: Regenerate soul


As a result of combat during the past round, a Barbarian Hero has
two stolen soul shards at the start of his controller’s Soul phase. He
must pass a soul stability check in order to assimilate the stolen soul
shards.

His Mind stat value is 4, and has only one own soul shard left, so the
roll must be equal or less than 3 (Mi 4 + 1 own soul – 2 stolen soul)
in order to be successful.
Things do not look good at all for the barbarian.

The player decides to perform a Warpray action using all four AD,
in order to regenerate some very valuable soul shards.

He rolls, obtaining three successful rolls. The Barbarian Hero


regenerates two soul shards. His number of soul shards is now

50
or more hated models (enemies or not) must pass a Mind check
PSYCHOLOGY (during the Compulsory phase) or perform its favoured action
against one of those hated models. The controlling player can
Even if all Avatars of War are extremely experienced and awesome choose the target if more than one available.
combatants, in some situations, even the hardest Avatar does not
act as you might normally expect. For example, under the effect
a spell, an Avatar might have a distorted vision of reality, affecting
WORSHIP
his behaviour. Hatred between races also affects the way Avatars Some Avatars of War are such renowned characters that they are
fight and some terrifying creatures might be too much of a worshiped even by other Avatars of War. These Avatars are more
challenge for even some Avatars of War! courageous when close to their admired Avatar of War.

Psychology effects are special rules that determine those situations WORSHIP EFFECTS
in which the mental strength of an Avatar is put to the test.
-An Avatar of War in running distance from an ally worshiped
Avatar can use the worshiped Avatar’s Popularity stat for any
FEAR Popularity check.
Just because the Avatars of War are the greatest warriors the world -A model must pass a Popularity check to move into close
knows doesn’t mean they cannot feel fear. Fear can come in many combat against a worshipped Avatar. The Popularity check can
forms: the effect of a spell can cause fear or an especially be taken multiple times, but each time is failed one AD is lost.
dangerous and terrifying creature can be feared even by an Avatar
of War. BLIND RAGE
Sometimes due to the effects of drugs or magic, an Avatar of War
FEAR EFFECTS can enter a very extreme state of mental agitation known as a
-A model must pass a Popularity check to move into close blind rage. A model in a blind rage enters a destructive frenzy
combat against a model it is afraid of, unless the source of dominated by uncontrollable fury and mindless violence, even to
fear is already in combat with an enemy. The Popularity check the point of ignoring his own safety. Blind rage is normally
can be taken multiple times, but each time is failed one AD is accompanied by hallucinations of all kinds.
lost.
-A model fighting against a model it is afraid of cannot make BLIND RAGE EFFECTS
show off attacks or show off combat actions.
-A model under the effects of blind rage must make a
compulsory Mind check.
HATRED If successful, the model is no longer under the effect of blind
Hatred is a very intense and quite common feeling between rage. If not, the model must move into close combat (charging
Avatars of War. An Avatar of War might hate another or not) with the closest model. It will atack using only one CD
Avatar for several reasons. (the rest are converted to strength points). If it can not reach
the closest model, will run towards its victim.
Without a doubt, the most common type of
hatred between the Avatars of War is racial PSYCHOLOGY PRIORITY
hatred. Many tragedies, conflicts and wars have
taken place between the different races of the When two psychology effects apply on the same situation, use
Darklands, culminating in deeply rooted the priorities to know which psychology effect prevails. If more
hatred between members of those societies. than one psychology effect with equal priority apply, select
randomly the one prevailing.
Hatred might be an advantage in some situations, Psychology effects sorted by descending priority:
but can easily become a disadvantage as well! -Blind rage
-Worship
-Fear
HATRED EFFECTS -Hatred
-A model in close combat against a hated enemy on a same priority level, psychology effects related to enemy
gains an extra attack die when attacking the hated models will prevail over those related to ally models.
enemy.
-An Avatar in close combat against a hated Example: Hatred and Fear
enemy cannot make show off attacks or show A Goblin Hero is fighting in close combat against a Dwarf Berserker.
off combat actions. Goblins hate Dwarves, but are as well afraid of Dwarf Berserkers.
-An Avatar of War cannot share a formation Being afraid of the Dwarf Berserker prevails over his hatred for
with a hated Avatar. Dwarves, so no hatred effects should be applied on the Goblin in this
-A model able to charge (by running or walking) one case.

51
CROWD MOOD MODIFIERS
THE CROWD Crowd mood varies throughout the course a deathmatch. The
In Arena Deathmatch, the crowd plays an important role. The actions the Avatars take in the arena directly affect the mood and
crowd quite often takes part in the deathmatch in several different behaviour of supporters on the stands.
ways.
Players have many ways to affect the crowd’s mood.
Do not underestimate the importance of supporters. Having the
crowd on your side often makes the difference between victory Crowd mood can be directly affected, in a limited way, through
and defeat! the use of special actions like the Provoke Crowd action or a show
off action.

CROWD MOOD The outcome of other actions may indirectly affect the crowd
mood. Very successful actions or attacks are to the liking (or not!)
The crowd mood is a very important concept and factor of Arena
of supporters, and leave the crowd never indifferent. Action’s
Deathmatch. It is a numeric number describing how the home
outcome descriptions state how the crowd mood is affected.
supporters are feeling towards the home heroes fighting on the
arena.
Some events, such as Avatar evolution or Avatar death also change
the crowd’s feelings towards the deathmatch and the heroes
Crowd mood has a numeric value that can vary from -12 to 12.
participating. The following table lists how these events affect the
All positive values indicate that the home supporters are happy
crowd mood.
with what their adored Avatars are doing on the arena. The higher
the value, the happier the supporters are.
Crowd mood modifiers
All negative values indicate that the home supporters are unhappy Avatar evolution. Crowd mood +/- 2
with what their not so adored at the moment Avatars are doing Avatar death. Crowd mood +/- 3
on the arena. The lower the value, the unhappier the home crowd Celebrity Avatar death. Crowd mood +/- 4
is.
Celebrity Avatar enters the arena. Crowd mood +/- 1
A negative crowd mood value is a positive for away Avatars.
Away Avatars enter the arena. Crowd mood + 1
Numeric crowd mood values have an associated crowd mood state
as follows: APPLYING CROWD MOOD MODIFIERS
-Frenzied within crowd mood values of 9 to 12
-Inflamed within crowd mood values of 6 or 8 All actions or events that affect the crowd mood change its
-Excited within crowd mood values of 3 to 5 numeric value by adding or subtracting a number.
-Calm within crowd mood values of -2 to 2
-Unhappy within crowd mood values of -3 to -5 When a “-“ symbol precedes this number, subtract the number
-Raged within crowd mood values of -6 to -8 from the crowd mood’s numeric value.
-Infuriated within crowd mood values of -9 to -12
When a “+“ symbol precedes this number, add the number to the
on some occasions, you must compare a die roll to the crowd crowd mood’s numeric value.
mood value (e.g. for opportunity actions against a crowd event),
or use the crowd mood value as a modifier to a roll (e.g. when an When a “+/-” symbol precedes this number you may have to add
Avatar performs a Provoke Crowd action). In these cases use only or subtract the number to the crowd mood numeric value. To
the crowd mood’s absolute value (ignore the sign) even if the know when to subtract or add the number, just follow this simple
crowd mood has a negative value. rule: when the action or event affecting the crowd mood should
benefit away players or please away supporters, subtract the
Example: Provoke Crowd number. When the action or event affecting the crowd mood
A Goblin Hero wants to provoke the crowd with the use of the should benefit home players or please home supporters, add the
Provoke Crowd action. The crowd mood value is -2, and the Goblin’s number.
Pop stat value is 6.
To successfully provoke the crowd the Goblin Hero must roll 4 or less Example: Modifying Crowd Mood
on a d10, as we subtract the absolute value of the Crowd mood (2) An Orc Warlord hits a Goblin Hero, launching him through the air
from the Goblin Hero’s Pop value (6). (a blow effect of 8!). The blow effect table states that the crowd mood
is modified by two points.
RECORDING THE CROWD MOOD VALUE If the Orc Warlord is fighting at home, add two points.
on the printed quick reference sheet there is the crowd
mood/crowd events table. Use that table to update the crowd If the Orc Warlord is fighting away, subtract two points.
mood value when necessary.

52
A crowd mood modifier is applied immediately after resolving action, attack, or event is resolved, generate the crowd event and
the action or attack that has generated it. An action or attack can immediately apply its result. Finally, remove the crowd event
only modify the crowd mood once. If two or more crowd mood marker.
modifiers are generated by the same action or attack, apply only
the highest of them. The same action or attack can only trigger one crowd event. If
two or more crowd events are triggered by the same action or
attack, then place only one crowd event marker and generate just
CROWD EVENTS one crowd event. In other words, a new crowd event can not
The supporters watching a deathmatch let their emotions guide happen (simply ignore it) when there already is a crowd event
their actions. This is represented in Arena Deathmatch by the use waiting to be generated.
of crowd events.
WHO ROLLS THE CROWD EVENT?
Crowd events can be triggered randomly or as a consequence of
the actions and events taking place on the arena. Determining which player rolls a crowd event is important, as a
result of 0 allows the rolling player to choose a crowd event.
Action triggered crowd events To determine which player roll the crowd event apply the
Spectacular actions or attacks trigger a big reaction from the following guidelines:
crowd, translating in to a crowd event for gaming purposes.
Action and attack outcome descriptions state if a crowd event is -Action triggered crowd events are rolled by the player who
triggered. performed the triggering action.
-Event triggered crowd events are rolled by the player whose
Event triggered crowd events actions or attacks the crowd event is a consequence of.
Important events also trigger a big reaction from the crowd, -All other crowd events, including randomly triggered crowd
translating in to a crowd event for gaming purposes. events, are rolled by home players if the crowd mood has a
value equal or greater than zero, or rolled by away players if the
Events that trigger a crowd event are: crowd mood has a value lower than zero.
-Avatar death
-Avatar evolution (multiple evolutions from Avatars of a same BEASTS ENTERING THE ARENA
player only generate one crowd event. Resolve the crowd event Beasts are monstrous creatures that are let loose in the arena to
at the end of the player’s Soul phase). spice up the fight. This normally happens when the deathmatch
-Away Avatars enter the arena is not entertaining enough.

Randomly triggered crowd events Unless otherwise specified by a specific scenario or beast rule,
Whenever a double 9, a double 0, or a triplet is rolled while randomly select which beast enters the arena and from which
performing any type of action or close combat attack (including entrance element from those available to beasts.
any soul generated dice used to boost the action or attack), a
crowd event is triggered.
ULTRA SUPPORTERS
This rule is reflects that the more extreme actions on the arena, As deathmatches become more and more popular, extreme
the more probable is the crowd getting excited enough to wish to supporter groups, widely known as ultras, have appeared in
influence the spectacle. Effectively, the more dice you roll to different parts of the Darklands.
perform an action or attack, the higher the odds to obtain a triplet
or a double 9 or 0. Ultras are a specific type of supporters characterized by their
extreme behaviour when attending deathmatches.
GENERATING CROWD EVENTS
Whenever a crowd event must be generated, roll 1d10 on the An ultra group can vary from a handful of fans to hundreds.
crowd events table. Combine the die result with the crowd mood These groups are normally based around a core group, with
state to find out which crowd event to apply. smaller subgroups organized by location. Each subgroup attends
the deathmatches taking place close to their location.
on a result of 0, the player who is rolling the crowd event is
allowed to choose a crowd event (in the corresponding crowd once in the arena, ultra supporters claim an entire section of the
mood state column). arena stands.

Crowd events take place immediately after finishing resolving the Fierce rivalries exist between ultra supporter groups, and quite
action, attack or event that has triggered it. When a crowd event often there are riots and fights between different ultra supporters
is triggered, place a crowd event marker on a visible place and watching a deathmatch.
carry on resolving the current action, attack, or event. once the

53
RECRUITING ULTRA SUPPORTERS fight to win their space on the stands.
Both conflicting ultra groups perform a Strength check; the ultra
Players can spend part of their assigned gold to recruit ultra group with the greatest amount of stands space adds the
supporters that support his Avatars with extreme enthusiasm difference between the Stands Space stat of the two groups to its
during the deathmatch. Strength score. The ultra supporter that loses the check must
relocate to give space to the winning ultras. If no space is available
Base Hire Cost for relocating, then the losing ultra group must shrink as many
The base hire cost (BHC) of an ultra group indicates how many inches as necessary to be able to relocate to another zone of the
gold coins you have to spend to bring that group to the arena’s perimeter.
deathmatch.
Example: Ultra groups fight
Recruiting an ultra supporters group is done in the same way as The Goblin Scavengers fight with the Ogre Bonecrushers for space on
an Avatar of War; subtract its base hire cost from your current the stands.
amount of gold. The Goblin Scavengers Stand Space stat is 10’’. The Ogre
Bonecrushers stand space is 6’’. Thus, the stands space difference
Players also have the option to acquire special features for ultra between both ultra groups is 10-6=4’’.
supporters: more seats in the stands for the group, alcoholic
drinks, or even clubs and other “gadgets” to bring to the The Goblin Scavengers (the group with greatest stand space) performs
deathmatch! the Strength check by adding the difference in stand space (4”) to
their Strength. As their Strength stat is 4, they use a strength of 8
Each ultra group record card specifies which features can be when making the check (4+4).
acquired for that group and at which cost.
The Ogre Bonecrushers make the Strength check using their Strength
SITUATING ULTRA SUPPORTERS of 6.

Each ultra group record card states how large a section they The player controlling the Goblin Scavengers rolls a 7, while the
occupy in the stands. The Stands Space stat indicates the size of player controlling the Ogre Bonecrushers rolls a 6 (matching their
the stands section assigned to that ultra supporters group. stat, a doubly successful roll). So, even though they are less numerous,
the Ogre Bonecrushers win the check, forcing the Goblin Scavengers
Each ultra group occupies a portion of the arena perimeter as to relocate to another zone of the arena stands, even losing inches if
wide as their Stands Space stat in inches. The space assigned to an necessary.
ultra group can be situated in the corner of the stands.
If you create your band using the Arena Deathmatch Band
Example: Situating ultra groups Maker, you can print out the ultra supporters templates which
The image below shows three different ultra groups situated on are very useful for delimiting the different stand spaces allocated
different zones of the arena perimeter. to ultra groups. Pieces of the templates can be cutout when an
ultra group shrinks. Alternatively, place some markers on the
arena perimeter to delimit the different spaces allocated to the
different ultra groups.

AREA OF INFLUENCE
The area of influence of an ultra group defines the arena space
where crowd events carried by members of that ultra group have
effect. This means that any crowd event which effects take place
in that area are generated applying the ultra supporters’ special
rules, if possible.

Example: Area of influence and effects


A Barabrian Hero is booed by the crowd and receives a -1 penalty. As
Ultra groups occupy the stands after all scenery is deployed, the barbarian is in the Goblin Scavengers' area of influence, the boo
before the Avatars of War enter the arena. is from the Goblin Scavengers, which adds one extra point to the
penalty applied.
Players fighting at home first situate their ultra supporters (in any If the Barbarian Hero is outside all of the areas of influence, the boo
desired order) into any desired space of the arena perimeter. is performed by common supporters.
once all home ultra supporters are situated, away players locate
their ultra groups (in any desired order), into any free space of If no special rule of the ultra supporters group can be applied, the
the arena perimeter. crowd event is carried out by common supporters. Resolve then
If there is not enough free space available, ultra supporters will the crowd event without applying any special rules.

54
The area of influence of an ultra group is an eight inch long Two different situations arise depending on which group wins the
rectangle extending from the edge where the space is located into Strength check.
the arena. -If the group that was collided with wins, the moving ultra
group must immediately stop its movement upon contact with
Example: Area of Influence the enemy group.
The image below shows the same ultra groups as the last example and -In case the moving ultra group wins the check, the group that
their areas of influence highlighted in the arena. was collided with has two options:
1. Move back, giving enough space to the pushing group to
finish its movement.
2. keep its position. The collided ultra group finds no free
space to move back, or the group wants to keep its position,
and as a consequence the supporters in contact with the
pushing group are squashed!
The collided ultra group looses one inch of stand space (from
the side contacting the pushing ultra group), but stays in its
original position. The pushing group finally moves one inch
(over the squashed supporters) to take the newly won space
(no matter what its remaining movement was).

Example: Riot!
The Goblin Scavengers want to move 2’’ to their left.
Sometimes, crowd event effects take place in a spot or zone that After moving 0.5 inches they collide with the Dwarven Ironfists. A
is influenced by various supporter groups. In these cases, select riot occurs!
randomly which supporter group special rules are applied.

When crowd event effects take place outside of all areas of


influence, the crowd event is carried by common supporters.
Resolve the crowd event without applying any special rules.

A model is considered to be inside the area of influence of an ultra


group if any part of the miniature box is within that area.

MOVING ULTRA SUPPORTERS


During the deathmatch ultra groups will move to follow the
events taking place in the arena from as close as possible.

During the Supporters & Beasts phase, each player can move each The Goblin Scavengers stand space is 8’’. The Dwarven Ironfists stand
one of his ultra groups a number of inches up to the ultra group space is 6’’. The difference in stands space between both ultra groups
Movement (Mv) stat, following the arena perimeter. is 8”-6” = 2’’.

Riot! The Goblin Scavengers perform the riot Strength check by adding to
When an ultra group, during its movement, collides with another their Strength the stands space difference. As their Strength stat is 3,
ultra group, a riot occurs. The moving ultra supporters try they use a Strength of 5 to make the check (3+2).
pushing the enemy ultra group to complete their movement,
while the collided ultra group tries to stop the other group’s The Dwarven Ironfists make the Strength check using their Strength
movement. stat of 4.
Both conflicting ultra groups perform a Strength check; the ultra
group with the greatest amount of stands space adds the The player controlling the Goblin Scavengers rolls a 4, while the
difference between the Stands Space stat of the two groups to its player controlling the Dwarven Ironfists rolls a 6. So, the Goblin
Strength score. Scavengers win the riot!

55
The images below show the two possible consequences. event, then the supporter jumping in the arena is a member of
that group. otherwise, the supporter jumping in the arena is a
1) The Dwarven Ironfists decide to give space to the Goblin common supporter.
Scavengers. They move then 1.5’’ to their left, and so do the Goblin
Scavengers. Example: Supporter jumping in the arena
A crowd event states that “An away supporter jumps in the arena”.

The image above shows the direction roll as well as how the imaginary

2) The Dwarven Ironfists fight for their space, loosing some of the
dwarven supporters. If you use the Band Maker ultra templates, a line shows the point where the supporter jumps in the arena.
piece should be cut out from the Dwarven Ironfists’ template to reflect
its new size of 5 inches. As the Dwarven Ironfists support the away Avatars, a member of this
ultra group jumps in the arena.

If instead the Dwarven Ironfists were supporting home players, an


away common supporter would have been the one to jump in the
arena.

If the point where the supporter jumps in the arena was outside of all
areas of influence then a common away supporter would jump in the
arena.

Who controls supporters?


During each round, home supporters that have jumped into the
SUPPORTERS JUMPING IN THE ARENA arena are controlled by the home player with the highest round
When a frenzied supporter jumps in the arena you’ll have to initiative. Away supporters that have jumped into the arena are
determine the spot where the supporter enters the arena. controlled by the away player with the highest round initiative.

To do so, the player controlling the frenzied supporter makes a Supporters perform actions during the different phases exactly as
direction roll inside the area of influence of his choice. Draw an Avatars of War do.
imaginary line, following the indicated direction, to the arena
perimeter. The location where the supporter jumps in the arena
is the point where the line intersects the arena perimeter.
If this location is situated in the stands space of an ultra group
supporting the indicated Avatars (home or away) on the crowd

56
IMPASSABLE TERRAIN
TERRAIN FEATURES Models cannot move across impassable terrain. Examples of
Any scenery element that is placed on the arena’s surface is called impassable terrain are a big crack, a trap pit, a wall or a column.
a terrain feature. Terrain features can be natural elements such as
snow, ponds, rocks, or mud as well as artificial elements such as ELEVATIONS
platforms, pits, or walls.
Some terrain features provide elevations above (e.g. a wall) or
The deployment and position of terrain features has a huge below (e.g. a pit) the arena floor level. Most elevations cannot be
influence on the outcome of a deathmatch. With a bit of thinking crossed unless they are quite small. However, this does not mean
you can use scenery elements to the benefit of your Avatars. the model is forced to go around!

There are an immense number of scenery elements that can SMALL ELEVATIONS
appear in the arena; creating specific rules for each is impossible. A model can climb up freely, without spending any movement,
Instead, we provide you with a set of guidelines to easily create any elevation up to half an inch tall.
rules for your scenery elements by the use of a few distinctive A model can climb down freely, without spending any movement,
attributes. Generally, agree with your opponent whether each any elevation up to one inch tall.
scenery element should be classified as a type of terrain, if it is
rigid or not, and to any specific rules that a scenery element might Note that even if climbing up and down a small elevation is free,
have prior to commencing the deathmatch. the distance covered horizontally when crossing the top of the
elevation counts as spent movement.
TYPES OF TERRAIN
All terrain in the arena should be classified by the players as one
CLIMBING ELEVATIONS
of the following types before starting the deathmatch. Climbing up or down an elevation is done with no penalty to
movement while performing a Walk or Run action. However, a
model can only climb, on a single round, a number of inches
OPEN TERRAIN equal to its Agility stat divided by two.
open terrain is the most common type of terrain. Most of the A model sprinting cannot climb up or down a scenery element
arena surface should be open terrain. Models move normally and must stop upon contacting an elevated scenery element.
(with no penalties) across open terrain. A typical flat arena surface
consisting of sand is open terrain. If there is not enough movement left to climb an obstacle entirely
during the current Walk or Run action, the Avatar can continue
DIFFICULT TERRAIN climbing during the next round. Position the miniature short of
the climbed obstacle, on the spot where the model started to
Models can move across difficult terrain, but with more difficulty climb (if climbing up) or the spot where the model will touch
as the name implies. Difficult terrain can be any type of terrain ground (if climbing down) and place a d10 next to the miniature
that slows down movement such as snow, brushes, rocky areas, to indicate the number of inches climbed up or down.
or muddy areas.
A model that is climbing cannot perform any action other than
A model is moving across difficult terrain if any part of the the Walk or Run action (to continue climbing or dropping down)
miniature base crosses difficult terrain. While moving across this and falls down if, for any reason, it suffers a blow effect of 2 or
type of terrain the model’s movement is reduced by half. more.
An Avatar that is climbing can use only one attack die if engaged
A model that wishes to run across difficult terrain needs to make in close combat.
a maneuver check with 3d10 and obtain at least two successful
rolls. otherwise, the model must stop running and suffer the
effects of the maneuver check upon contact with the difficult STANDING ON ELEVATIONS
terrain. A model that has climbed or moved atop an obstacle can stand
over it if there is enough room for the miniature’s base to be
A model that wishes to sprint across difficult terrain needs to placed entirely over the obstacle. otherwise, the the model is
make a maneuver check with 2d10 and obtain at least two allowed to cross the top entirely, but not to stop over it.
successful rolls. otherwise, the model stops sprinting and suffers If the model does not have enough movement left to completely
the effects of the maneuver check upon contact with the difficult cross the top of the obstacle, it must stop before reaching the top
terrain. of the obstacle.
Note that in some occasions the obstacle may be wide enough for
All maneuver checks over difficult terrain are taken with one less the Avatar to stand over it, but there may not be enough room
die than over open terrain, but at least 1d10 is always rolled. because there are already other miniatures taking up the available
space.

57
Example: Climbing Since the Barbarian Hero starts the next round climbing, he cannot
A Barbarian Hero wants to attack a Goblin Hero that is hidden perform any actions other than running or walking to carry on
behind a wall three inches high and half an inch wide. The climbing or to jump down. He performs a Run action, and spends
Barbarian does not want to go around the wall, as it is a ten inch long three inches to climb down the wall. The barbarian can still move his
obstacle. He decides to climb up and over the three inch wall. The remaining three inches towards his target. As the Goblin Hero was in
Barbarian Hero's Movement stat is 3, and is his Agility stat is 6. line of sight of the Barbarian at the start of the current round (he
could see the Goblin as he climbed down from the top of the wall),
the Barbarian is charging his victim!

The Barbarian performs a Run action and spends one inch to move
into contact with the wall. He has five inches of movement left, of
which three (Agility divided by two) can be spent for climbing the
wall. The Barbarian reaches the top of the wall and still has two more FALLING DOWN & DROPPING FROM
inches of movement left. Note that if the wall was higher, the
barbarian should stop climbing here: he can not climb any further as ELEVATIONS
he’s only allowed to climb three inches at once. Some game situations can result in a model falling down or
dropping from a high elevation or into a pit.
If the wall was wide enough for the Barbarian Hero to stand on it,
his controller could decide to place the miniature standing on the wall Falling down
top, and the Barbarian would no longer be climbing. He could even
move two inches along the wall top, as the Barbarian still has two A model immediately falls down from an elevation when more
inches of movement left. than half its miniature base is not touching the ground.

In this case though, the wall top is not wide enough for the Barbarian A model that falls down from a distance higher than one inch
to stand on it. As the Barbarian Hero still has two inches of movement and collides with a rigid obstacle or solid ground suffers an attack
left, he can cross the top of the wall. However, he can not climb down of its own original Strength stat plus one point for each inch
during this same Run action (he has already spent all of his allowed traveled while falling down (rounding up to the nearest inch).
climbing movement) so he must stop right before climbing down. Resolve the attack as usual (damage effect and blow effect), but
The Run action ends, and as the Barbarian cannot stand on the wall, use the Agility stat instead of the Armour stat when calculating
he is considered to be climbing. Place the miniature where it will damage effect.
touch ground. Place a d10 to indicate he has climbed down zero
inches. If the falling model lands on top of another model, the attack is
suffered by the collided model as well. Use the collided model's
armour as usual for determining the damage effect.

Dropping from an elevation


Dropping from an elevation can be done by performing a Walk
or Run action. Distance covered while going down is ignored
when calculating spent movement.
Upon contacting the gorund, position the miniature short of the
obstacle, on the spot where the model touches ground.

A model dropping from a distance higher than one inch that


collides with a rigid obstacle or solid ground suffers an attack of
its own original Strength stat plus one point for each inch covered
while going down (rounding down to the nearest inch or
subtracting one inch if the elevation’s height is a whole number).
Resolve the attack as usual (damage effect and blow effect), but

58
use the Agility stat instead of the Armour stat when calculating Deep water can not be entered voluntarily. A model may fall into
the damage effect. deep water, however, for several reasons such as a blow effect or
If the dropping model lands on top of another model, the attack a teleport spell.
is suffered by the collided model as well. Use then the collided Models must swim across deep water and cannot perform any
model's Armour as usual for determining the damage effect. action or attack other than swimming as part of a Walk action.
Swimming over normal water has no penalty applied to
Example: Dropping from an elevation movement. However, muddy water, for example, could be treated
From the last example, the Barbarian Hero could have dropped from as difficult terrain when swimming.
the wall (after crossing the top of the obstacle). He would suffer an A model that is knocked down while swimming across deep water
attack of his own original Strength (5) plus 2, as the distance covered is drowned and as a result is removed from play.
while going down the wall is two inches (sustracting one inch). As his Not all models are able to swim due to the weight of their
agility is 5, the Barbarian Hero would suffer two damage points. He equipment. Models whose original Armour stat (ignoring
would suffer as well a blow effect of 2. magically enhanced armour like the war tattoos of a Barbarian
Hero) is greater than their current Strength stat are not able to
If the Goblin was two or less inches away from the wall, after swim, and drown (and as a result are removed from play) if they
dropping from the wall, the barbarian would still be able to engage fall into deep water.
the goblin during the same round(if not prevented by the blow effect).
When placing a water scenery element, declare if it is deep or
If an Orc Hero was dropping from the same height, he would suffer shallow. If shallow, classify it as a type of terrain.
an attack of strength 9 (his original Strength is 7). As his agility is 4,
the Orc Hero would suffer five damage points. He would suffer as
well a blow effect of 2.
PITS
Pits are perhaps arenas’ most common terrain feature. Some pits
PLATFORMS may contain water or acid, while others may be line with deadly
spikes.
Platforms should generally not be higher than half an inch and
wide enough for several models to stand over them. If a platform When placing a pit scenery element, declare its depth and agree
is high enough to affect a model’s movement, treat it as an on any special rules that may affect a model falling into the pit.
elevation. For example, declare if any extra damage is inflicted by the spikes
or acid at the bottom of the pit.
STAIRS A model can drop into or climb down a pit to get to the bottom
Normally stair steps should not be higher than a quarter of inch of it, or climb up a pit to get out.
and wide enough for models to stand over them. If some steps are
high enough to prevent a model climbing them freely, treat them
as a succession of elevations (each step would be an elevation).
SCALE REFERENCE
Avatars of War miniatures are sculpted at 1:62 scale; to convert
WATER real world feet to Arena Deathmatch scale (in inches) perform
Water terrain features in Arena Deathmatch can be classified as the following operation : multiply the number of real world feet
deep or shallow. by 12 and divide the result by 62.

Shallow water can be crossed by any model, but should be For example, a pit 10 feet deep is 10 x 12 / 62 inches in gaming
considered as difficult terrain. scale: 2 inches deep.

59
QUICK REFERENCE SHEET
ROUND SEQUENCE
0 DETERMINE RoUND INITIATIVE
1 SUPPoRTERS & BEASTS PHASE
2 SoUL PHASE: “WAR PRAY” ACTIoNS / SoUL STABILITY CHECkS
3 CoMPULSoRY PHASE
4 TACTICS PHASE
5 MAGIC PHASE
6 RANGED CoMBAT PHASE
7 CLoSE CoMBAT PHASE
8 TokENS PHASE: REMoVE ALL AD AND CD CoUNTERS, AND ALL TokENS FoR EFFECTS THAT ExPIRE THIS RoUND.

Blow effect Close Combat Attacking Options


Attacker is pushed 1 inch at random direction. Attacker
<0† Defensive atack Convert ATD to armor points
must make a maneuver check with 2d10*
0-1 Victim keeps position Aggressive attack Convert ATD to strength points
Victim is pushed 1 inch at blow direction. CS-1. Add one point to any consequent CM
2-3 Show off attack
Victim must make a maneuver check with 2d10* and Pop modifiers.
Victim is pushed 2 inches at blow direction.
4-5 All Actions Options
Victim must make a maneuver check with 1d10*
Victim is thrown through the air at blow direction, 3 Action stat -1. Add one point to any
Show off action
inches (6,7) o 4 inches (8+) and is knocked down. consequent CM and Pop modifiers.
6+
Victim Pop -2. Attacker Pop+2
CM +/- 2. Crowd event. Successful check rolls Maneuver check (over open terrain*)
(Ag) result
* If victim is knocked down then attacker Pop+1.Victim Pop-1. CM +/- 1
0 The model is knocked down.
† Does not apply in ranged attacks. Does not apply to attacks resulting
The model moves 1 inch in a random
when jumping from or falling down an elevation. 1
direction, and faces in a random direction.
2+ The model keeps the position.
Close combat modifiers *All maneuver checks over difficult terrain will be taken with one less
dice than they would over open terrain, but always 1d10 can be rolled.
Automatically looses 2 of the ATD or CD allocated to
Flanked attack or perform/counter a close combat action
LoS modifiers
against an enemy in its flank
Can use no ATD or CD to attack or perform/counter Automatically loses one of the AD
Rearlost Partial LoS to target allocated to perform a ranged combat
a close combat action against an enemy in its rearguard
action against a target in partial LoS
Fighting Can only use 1 ATD or CD to attack or
from the perform/counter close combat actions against a Automatically loses two of the AD
ground standing enemy. Minimal LoS to target allocated to perform a ranged combat
Fighting action against a target in minimal LoS
Automatically looses 1 of the ATD or CD to attack or
from a lower
perform/counter a close combat action against an
position No LoS to target Ranged attack not possible
enemy in higher position

Combat 1 2 3 4 5,6 7 (1-3) 8 (4-6) 9 (7-9) 0 Fatigue 1 (1-3) 2 (3-5) 3 (6-8) 4 5 6,7 8
damage Mv Pop CS RS Arm Ag St Mi So damage St Ag Mi CS RS Pop Mv

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Crowd Mood Modifiers
Avatar evolution. Crowd mood +/- 2. Crowd event*
Avatar death. Crowd mood +/- 3. Crowd event
Celebrity Avatar death Crowd mood +/- 4. Crowd event
Celebrity Avatar enters the arena. Crowd mood +/- 1
Away Avatars enters the arena. Crowd mood +/- 1
*Multiple evolutions from Avatars of a same player only generate one crowd event. Resolve the crowd event at the end of the player’s Soul phase.

Uses of Soul Shards


Boost movement: + ½ movement. only one soul shard can be burnt to potentiate movement.
Boost action: +1AD
Boost Combat action: +1CD
Boost attack: +1ATD
Boost blow: +1 to Attack strength
Boost spell range. + ½ Mi in inches for each burnt soul shard. If burning more than one, then have to pass a Mind check for each used
soul shard. If failed, looses all used soul shards and spell range is not boosted.
Healing: recover 2 damage points per soul shard (does not apply to Armour stat).

Uses of Assimilated Soul Shards


Stolen soul absorption: assimilated soul shards are converted to own soul shards, and added to the soul shards of the Avatar (evend beyond
the original value).
Avatar Evolution: boost one or more stats. All effects disappear. Pop +2. CM+2. Crowd event.

Soul instability effects (+1 for each stolen soul shard) Warpray action
1-5 The Avatar looses all stolen soul shards. Mi (Mi).
The Avatar looses both all his soul shards and all stolen soul
6-7 0: The Gods of War ignore the Avatar’s praying | 1-2: The
shards.
Avatar regenerates one soul shard | 3: The Avatar regenerates two
The Avatar enters in a catatonic state during the current round.
8 soul shards | 4: The Avatar regenerates three soul shards
Looses all AD and CD.
9 The Avatar enters in blind rage.

The Avatar’s soul explodes. The Avatar loses all his own soul Psycholoy: Blind rage
shards (but not the stolen ones) and suffers 1d10 damage
-A model under the effects of blind rage must make a compulsory Mind check.
10+ points. If successful, the model is no longer under the effect of blind rage. If not, the
If rolling a natural 10 (a 0 on the dice roll) the Avatar dies of model must move into close combat (charging or not) with the closest model.
painful brain shock. It will atack using only one CD (the rest are converted to strength points). If it
can not reach the closest model, will run towards its victim.

Psycholoy priority Psycholoy: Fear


Blind rage, Worship, Fear, Hatred -A model must pass a Popularity check to move into close combat against a
model he is afraid of, unless the source of fear is already in combat with an
enemy. The Popularity check can be taken multiple times, but each time is
Psycholoy: Hatred failed one AD is lost.
-A model in close combat against a hated enemy gains an extra attack die when -A model fighting against a model he is afraid of cannot make show off attacks
attacking the hated enemy. or show off combat actions.
-An Avatar in close combat against a hated enemy cannot make show off attacks
or show off combat actions. Psycholoy: Worship
-An Avatar of War cannot share a formation with a hated Avatar. -An Avatar of War in running distance from an ally worshiped Avatar can use
-A model able to charge (by running or walking) one or more hated models the worshiped Avatar’s Popularity stat for any Popularity check.
(enemies or not) must pass a Mind check (during the Compulsory phase) or -A model must pass a Popularity check to move into close combat against a
perform its favoured action against one of those hated models. The controlling worshipped Avatar. The Popularity check can be taken multiple times, but
player can choose the target if more than one available. each time is failed one AD is lost.

Inches 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
CM 2,5 5 7,5 10 12,5 15 17,5 20 22,5 25 27,5 30 32,5 35 37,5

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Crowd events table
-12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

Infuriated Raged Unhappy Calm Excited Inflamed Frenzied


e Avatar with
e home Avatar with e away Avatar with e away Avatar with e away Avatar with
e home Avatar with the the lowest Pop is e Avatar with the
the highest Pop is lowest or highest Pop is the highest Pop is the highest Pop is
highest Pop is heavily heavily booed by lowest Pop is heavily
1 heavily booed by the
booed by the crowd and the crowd and
heavily booed by the
booed by the crowd and
heavily booed by the heavily booed by the
crowd and receives a -3 crowd and receives a -1 crowd and receives a - crowd and receives a -3
receives a -2 penalty. receives a -1 receives a -1 penalty.
penalty. penalty. 2 penalty. penalty.
penalty.
e crowd asks the
Cheered by the crowd,
Cheered by the crowd, home Avatar with
the home Avatar* with His name echoes through
home Avatar with the highest Pop* to run
Cheered by the crowd, Cheered by the crowd, the the highest Pop must the stands!
e crowd asks for highest Pop in close now (free extra
the away Avatar with the away Avatar with the pass a Mi check or run e home Avatar with the
2 highest Pop receives a +2 highest Pop receives a +1
a beast to be
now (free extra highest Pop receives a +1
combat must pass a movement) towards his
released! Mi check or make his closest enemy (and
bonus. bonus. movement) towards his bonus.
next attack a “show off charge if possible). If he
closest enemy (and
attack”. does: CM+1. If he
charge if possible)
doesn’t: Pop-2, CM-1.
e home Avatar*
Two home supporters
closest to the
An away supporter Cheered by the crowd, the jump frenzied into the
stands is heavily e Avatar with the
jumps frenzied into the away Avatar with highest Cheered by the crowd, arena! ey stay for
booed. Pass a Mi lowest Pop is heavily
arena! He moves Pop in close combat has to e crowd asks for a beast the home Avatar with three rounds then leave
3 immediately and stays pass a Mi check or make
check or hurl a booed by the crowd
to be released! highest Pop receives a the arena. ey move
stone to the crowd. and receives a -1
for five rounds; then his next attack a “show off +2 bonus. immediately.
If he fails the penalty.
leaves the arena. CM+1 attack”. CM +1
check: loses 2 AD,
Pop+1, CM+1
e away Avatar closest to A very big stone is
A very big stone is His name echoes
e home Avatar the stands is heavily Riot on the stands! hurled from the stands!
hurled from the stands! Riot on the stands! through the stands!
with the lowest Pop booed. Has to pass a Mi Home supporters e away Avatar*
e home Avatar* closest Away supporters charge Choose one home
is heavily booed by check or hurl a stone to charge away closest to the stands
4 to the stands receives home supporters! CM-2.
the crowd and
Avatar; he can make a
the crowd. supporters! CM +1. receives three strength 6
three strength 6 attacks. Reroll! free extra movement
receives a -1 If he fails the check: loses Reroll! attacks.
CM-1 now (run or walk).
penalty. 2 AD, Pop+1, CM+1 CM+1

His name echoes through An away supporter His name echoes


A home supporter jumps
the stands! jumps frenzied into through the stands!
Global boo!! All home frenzied into the arena! Global boo!! All away
e away Avatar with the the arena! Stays for e crowd asks for a Choose one home
5 Avatars receive a -1
highest Pop receives a +2 three rounds then beast to be released!
He stays for three rounds
Avatar; can make a
Avatars receive a -1
penalty. then leaves the arena. penalty.
bonus. leaves the arena. free extra movement
CM+1
CM+1 now (run or walk).

e crowd asks the home e crowd asks the home


Avatar with highest Pop* His name echoes Avatar with highest Pop* His name echoes
A rain of objects is
A rain of objects is to run now (free extra through the stands! to run now (free extra through the stands!
e crowd asks for hurled form the stands!
hurled form the stands! movement) towards his e home Avatar with movement) towards his e home Avatar with
6 All models suffer a closest enemy (and charge
a beast to be
the highest Pop receives closest enemy (and charge the highest Pop
All models suffer a
released! strength 5 attack.
strength 5 attack. if possible). If he does: a +1. if possible). If he does: receives a +2 bonus.
CM-1. If he doesn’t: Pop- CM+1. If he doesn’t: Pop-
2, CM+1. 2, CM-1.

A stone is hurled e away Avatar*


Crowd invasion! from the stands! closest to the stands is A stone is hurled from the A rain of objects is Crowd invasion!
Each away avatar suffers e home Avatar* heavily booed. Pass a stands! hurled form the Each home avatar
Global boo!! All home
two wounds. with lowest Pop Mi check or hurl a e away Avatar* with the stands! suffers two wounds.
7 Each home Avatar
Avatars receive a -1
receives two stone to the crowd. lowest Pop receives two Each model suffers a Each away Avatar
penalty.
suffers four wounds. strength 5 attacks. If he fails the check: strength 5 attacks. CM+1 strength 5 attack. suffers four wounds.
CM-1 loses 2 AD, Pop+1,
CM+1

An away supporter
A stone is hurled from Magic, magic! e Surrender!
Surrender! jumps frenzied into A home supporter jumps
Magic, magic! e away the stands! home magic-user with e away Avatar with
e home Avatar with the arena! Moves frenzied into the arena!
spellcaster with highest e away Avatar* with the highest Pop* the lowest Pop
8 the lowest Pop abandons
Pop* receives two extra AD
immediately. Stays
the highest Pop receives
Moves immediately. Stays
receives two extra AD abandons the
the deathmatch! for three rounds for three rounds then
for his next magic action. 2 strength 5 attacks. for his next magic deathmatch!
CM-2 then leaves the leaves the arena. CM+1
CM+2 action. CM+2
arena. CM+1

e home supporters A stone is hurled


An away supporter A big stone is hurled e away supporters
abandon the A big stone is hurled from from the stands! A stone is hurled from the
jumps frenzied into the from the stands! abandon the
deathmatch! the stands! e home Avatar* stands!
arena! Moves e away Avatar* deathmatch!
9 e deathmatch ends, e home Avatar* closest closest to the
immediately. Stay for
e away Avatar* closest
closest to the stands e deathmatch ends,
and the away players are to the stands receives three stands receives two to the stands receives two
three rounds then receives three strength and the home players
the winners. strength 5 attacks. CM-1 strength 5 attacks. strength 5 attacks. CM+2
leaves the arena. CM+2 5 attacks. CM+1 are the winners.
CM-2

Crowd events effects are applied immediately. If a crowd event conditions can not be met, then the crowd event has no effect.
*If Avatar is engaged in combat, then select the first matching Avatar not engaged in close combat.
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ALPHABETICAL INDEX D
d10, 7
A Deathmatch level, 15
Action Dice (AD), 10 Deathmatch, 6
Action, 20 Defensive attack, 39
Advanced action, 27 Difficult terrain, 57
Aggressive attack, 39 Direction roll, 19
Agility (Ag), 10 Dispelling, 32
Agility check, 25 Doubly successful roll, 21
Area of influence, 54 Dropping from an elevation, 58
Arena, 6 Duration (game), 15
Armour (Arm), 10
Assimilated soul shard, 48 E
Attack result, 38 Elevations, 57
Avatar evolution, 49 Empowering spells, 31
Evolution, 49
B
Base hire cost (BHC), 12 F
Blind rage, 51 Facing, 29
Bonus, 19 Falling down (from an elevation), 58
Boost action, 47 Fatigue, 24
Boost attack, 47 Favoured action, 11
Boost blow, 47 Fear, 51
Boost movement, 47 Feats, 11
Boost spell range, 47 First aid, 29
Formations, 45
C
Casting spells, 31 G
Charge, 28 Game duration, 15
Circle formation, 46
Climbing, 57 H
Close combat action, 20 Hatred, 51
Close combat phase, 18
Combat Dice (CD), 10 k
Combat Skill (CS), 10 knocked down, 29
Compulsory action, 25
Compulsory check, 17 L
Computer Band Maker, 13 Line of sight (LoS), 33
Counteracting, 22
Counteracting (spells), 32 M
Counters, 7 Magic action, 20
Crowd event, 53 Magic phase, 17
Crowd mood, 52 Maneuver check, 18
Current stat value, 18 Measuring (distance), 19
Mind (Mi), 10
Miniature base zones, 11
Miniature box, 11
Model, 9

63
Mount formation, 45 Surprise attack, 44
Movement (Mv), 10
Movement action, 28 T
Tactical action, 20
o Tactics phase, 17
open terrain, 57 Targeting, 34
opportunity action, 25 Tokens phase, 18
original stat value, 18 Tokens, 7
Training cost, 12
P
Penalty, 19 W
Pits, 59 Walk, 28
Platforms, 59 Warpray, 50
Popularity (Pop), 10 Water, 59
Priority (rules), 18 Wedge formation, 46
Priority (Psychology), 51 Worship, 51
Priority (compulsory action), 25

R
Ranged combat action 20
Ranged combat phase, 17
Ranged Skill (RS), 10
Record card, 9
Riot, 55
Rounding, 19
Run, 28

S
Scale, 59
Scatter roll, 19
Shield formation, 46
Showing off, 22
Show off attack, 39
Soul phase, 17
Soul shard, 47
Sprint, 29
Special rule, 11
Spells (casting), 31
Spells (counteracting), 32
Spells (dispelling), 32
Stairs, 59
Stand up, 29
Stand up (in close combat), 37
Stat check, 18
State table, 10
Stolen soul pool, 11
Stolen soul shard, 48
Strength (St), 10
Supporters & Beasts phase, 17

64
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