Adm Rulebook

download Adm Rulebook

of 29

Transcript of Adm Rulebook

  • 7/29/2019 Adm Rulebook

    1/29

    Avatars of War presents

    Fantasy miniatures gladiatorial combat

    Aatars War SLNE. Mare de De dels Angels, 37Sta. Clma de Gramenet - 08921 Barcelna - SanTel (+34) 933 850 326

    Webste: www.aatars--war.cmEmal: [email protected]

    All cntents eren, ncldng all artwr, mages, laces, tngs and caracter names areand/r 2006-2011 Aatars War, SLNE.

    Aatars War, Arena Deatmatc, Te Aatars War lg, te Arena Deatmatc lg,are regstered trademars and/r 2006-2011 Aatars War, SLNE

    Crgt Aatars War SLNE, 2006-2011. All rgts resered.

  • 7/29/2019 Adm Rulebook

    2/29

    RESoLviNG CoMBAT . . . . . . . . . . . . . . . . . . .33SiMpLE CoMBAT . . . . . . . . . . . . . . . . . . . . . .33AppLyiNG DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . .34BLoWEffECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

    MuLTipLE CoMBAT . . . . . . . . . . . . . . . . . . .35CLoSE CoMBAT SpECiAL SiTuATioNS . . . . . . .38

    CoMBAT fACiNG . . . . . . . . . . . . . . . . . . . . . . . . . . .38fLANkiNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38LoSiNGThE REARGuARD . . . . . . . . . . . . . . . . . . . . .38CLoSECoMBATMoDifiERS . . . . . . . . . . . . . . . . . . . .38DiSARMED! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38

    fRiENDLy CoMBAT! . . . . . . . . . . . . . . . . . . . . . . . . .38

    ThE poWERWiThiN . . . . . . .40CoNTExT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40ThE SAGiAN GoDS . . . . . . . . . . . . . . . . . . . . . . . . .40

    SouL ShARDS . . . . . . . . . . . . . . . . . . . . . . . .41uSESfoR SouL ShARDS . . . . . . . . . . . . . . . . . . . . . .41DECLARiNG AND RoLLiNG SouLShARDS . . . . . . . . . .41

    STEALiNG SouL . . . . . . . . . . . . . . . . . . . . . .41DAMAGiNG ThE SouL . . . . . . . . . . . . . . . . . . . . . . .42DRAiNiNG ThE SouL . . . . . . . . . . . . . . . . . . . . . . . .42fiLLiNG ThE SouL . . . . . . . . . . . . . . . . . . . . . . . . . .42kiLLiNG ANAvATAR ofWAR . . . . . . . . . . . . . . . . . .42

    ALiEN SouL . . . . . . . . . . . . . . . . . . . . . . . . .42SouL iNSTABiLiTy. . . . . . . . . . . . . . . . . . . . . . . . . . .42uSiNGASSiMiLATED SouLShARDS . . . . . . . . . . . . . .42

    REGENERATiNGThE SouL . . . . . . . . . . . . . . .43pSyChoLoGy . . . . . . . . . . . . .45

    fEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45fEAR EffECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45

    hATRED . . . . . . . . . . . . . . . . . . . . . . . . . . . .45hATRED EffECTS . . . . . . . . . . . . . . . . . . . . . . . . . . .45

    WoRShip . . . . . . . . . . . . . . . . . . . . . . . . . . .45WoRShip EffECTS . . . . . . . . . . . . . . . . . . . . . . . . . .45

    BLiND RAGE . . . . . . . . . . . . . . . . . . . . . . . . .45BLiNDRAGE EffECTS . . . . . . . . . . . . . . . . . . . . . . . .45

    pSyChoLoGy pRioRiTy . . . . . . . . . . . . . . . . .45

    ThE CRoWD . . . . . . . . . . . . . .46CRoWD MooD . . . . . . . . . . . . . . . . . . . . . . .46

    RECoRDiNG ThE CRoWD MooDvALuE . . . . . . . . . .46

    CRoWDMooD MoDifiERS . . . . . . . . . . . . . . . . . . . .46AppLyiNG CRoWD MooDMoDifiERS . . . . . . . . . . . . .46

    CRoWD EvENTS . . . . . . . . . . . . . . . . . . . . . .47GENERATiNGCRoWD EvENTS . . . . . . . . . . . . . . . . . .47

    WhoRoLLSThECRoWD EvENT? . . . . . . . . . . . . . . .47BEASTS ENTERiNGThE ARENA . . . . . . . . . . . . . . . . .47

    CELEBRiTiES . . . . . . . . . . . . . . . . . . . . . . . . .47ThERE CANoNLy BEoNE . . . . . . . . . . . . . . . . . . . . .47CELEBRiTiESSpECiALRuLES . . . . . . . . . . . . . . . . . . .47

    TERRAiN fEATuRES . . . . . . . . .48TypES of TERRAiN . . . . . . . . . . . . . . . . . . . .48

    opENTERRAiN . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48DiffiCuLTTERRAiN . . . . . . . . . . . . . . . . . . . . . . . . .48iMpASSABLETERRAiN . . . . . . . . . . . . . . . . . . . . . . . .48

    ELEvATioNS . . . . . . . . . . . . . . . . . . . . . . . . .48SMALL ELEvATioNS . . . . . . . . . . . . . . . . . . . . . . . . .48STANDiNG oN ELEvATioNS . . . . . . . . . . . . . . . . . . . .48fALLiNG DoWN & DRoppiNG fRoM ELEvATioNS . . . .49

    pLATfoRMS . . . . . . . . . . . . . . . . . . . . . . . . .50

    STAiRS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50piTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50SCALE REfERENCE . . . . . . . . . . . . . . . . . . . . .50

    ALphABETiCAL iNDEx . . . . . . .52

    CRoWD MooD TABLE . . . . . . .54

    quiCk REfERENCE ShEET . . . .55

    CREDiTS . . . . . . . . . . . . . . . . .56

    iNTRoDuCTioN . . . . . . . . . . .4WhAT iS AN ARENA? . . . . . . . . . . . . . . . . . . .4WhAT iS A DEAThMATCh? . . . . . . . . . . . . . .4WhAT iSARENADEAThMATCh ABouT? . . . .4WhAT Doyou NEEDTo pLAy ThE GAME? . . .4

    MiNiATuRES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4GAMiNG SuRfACE . . . . . . . . . . . . . . . . . . . . . . . . . . .5DiCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

    CouNTERS & TokENS . . . . . . . . . . . . . . . . . . . . . . .5AWoRD ABouT SpoRTSMANShip . . . . . . . . .5

    MoDELS . . . . . . . . . . . . . . . . .7TypES of MoDELS . . . . . . . . . . . . . . . . . . . .7AvATARS ofWAR . . . . . . . . . . . . . . . . . . . . . . . . . . .7SuppoRTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7BEASTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

    MoDEL DESCRipTioN . . . . . . . . . . . . . . . . . .7STATETABLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7fEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

    ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9CoMBAT ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . .9DAMAGE & STATE ofA MoDEL . . . . . . . . . . . . . . . .9MiNiATuREBASE zoNES . . . . . . . . . . . . . . . . . . . . . .9

    CREATiNG youR BAND . . . . . .10fACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . . .10RECRuiTiNG, TRAiNiNG & EquipMENT . . . . .10

    STATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10TRAiTS & fEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . .10

    ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10WEApoNS & ARMoR . . . . . . . . . . . . . . . . . . . . . . . .11iTEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11

    vALiDATiNG youR BAND . . . . . . . . . . . . . . . .11

    GAME pREpARATioN . . . . . . . .13NuMBER of pLAyERS . . . . . . . . . . . . . . . . . .13GAME DuRATioN . . . . . . . . . . . . . . . . . . . . .13DEAThMATCh LEvEL . . . . . . . . . . . . . . . . . .13hoMEoR AWAy? . . . . . . . . . . . . . . . . . . . . . .13SETTiNG up ThE GAMiNG SuRfACE . . . . . . . .14

    SELECTiNG BEASTS . . . . . . . . . . . . . . . . . . . . . . . . . .14ENTERiNG ThE ARENA . . . . . . . . . . . . . . . . .14

    GAME MEChANiCS . . . . . . . . .15ThE RouND phASES . . . . . . . . . . . . . . . . . . .15

    BEASTSphASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15SouLphASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15TACTiCS phASE . . . . . . . . . . . . . . . . . . . . . . . . . . . .15MAGiC phASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15ShooTiNG phASE . . . . . . . . . . . . . . . . . . . . . . . . . . .15CoMBAT phASE . . . . . . . . . . . . . . . . . . . . . . . . . . . .15TokENSphASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

    RuLES pRioRiTy . . . . . . . . . . . . . . . . . . . . . .15EffECTS & RouNDS . . . . . . . . . . . . . . . . . . .15STAT ChECkS . . . . . . . . . . . . . . . . . . . . . . . .16

    MANEuvER ChECkS . . . . . . . . . . . . . . . . . . . . . . . . .16

    BLoWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16ChECkS BETWEEN EquAL STATS . . . . . . . . . .16oRiGiNAL & CuRRENT STAT vALuES . . . . . . .16DiRECTioN & SCATTER RoLLS . . . . . . . . . . .16MEASuRiNG DiSTANCES . . . . . . . . . . . . . . . .16pENALTiES AND BoNuSES . . . . . . . . . . . . . . .17

    RouNDiNG . . . . . . . . . . . . . . . . . . . . . . . . . .17

    ACTioNS . . . . . . . . . . . . . . . . .18ACTioNTypES . . . . . . . . . . . . . . . . . . . . . . .18

    TACTiCAL ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . .18MAGiC ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . . . .18ShooTiNG ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . .18CoMBAT ACTioNS . . . . . . . . . . . . . . . . . . . . . . . . . .18

    ACTioNDESCRipTioN . . . . . . . . . . . . . . . . . .18pERfoRMiNG AN ACTioN . . . . . . . . . . . . . . .18WhAT ifANAvATARSTATiS 10? . . . . . . . . . . . . . . . .19ShoWiNG off . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19

    CouNTERACTiNG ACTioNS . . . . . . . . . . . . . .20oppoRTuNiTy ACTioNS . . . . . . . . . . . . . . . .22

    DECLARiNG oppoRTuNiTy ACTioNS . . . . . . . . . . . .22oppoRTuNiTyChECk . . . . . . . . . . . . . . . . . . . . . . .22

    WhEN DoESThE oA TAkE pLACE? . . . . . . . . . . . . .23iNfLuENCE ovERThE TRiGGERiNG ACTioN . . . . . . .23

    TACTiCS . . . . . . . . . . . . . . . . .24CoMMoNTACTiCAL ACTioNS . . . . . . . . . . . .24

    MovEMENT ACTioNS . . . . . . . . . . . . . . . . . . . . . . .24fACiNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25fiRST AiD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25MAGiC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26

    CASTiNG ASpELL . . . . . . . . . . . . . . . . . . . . .26EMpoWERiNG SpELLS . . . . . . . . . . . . . . . . . . . . . . . .27

    DiSpELLiNG MAGiC . . . . . . . . . . . . . . . . . . . .27CouNTERACTiNG A SpELL . . . . . . . . . . . . . . .28

    ShooTiNG . . . . . . . . . . . . . . .29LiNEof SiGhT (LoS) . . . . . . . . . . . . . . . . . .29

    ATTACk RANGE . . . . . . . . . . . . . . . . . . . . . . .30LoS MoDifiERS . . . . . . . . . . . . . . . . . . . . . .30MAkiNG A RANGED ATTACk . . . . . . . . . . . . .30TARGETiNG . . . . . . . . . . . . . . . . . . . . . . . . .30SpoRTSMANShip AND RANGED ATTACkS . . . .31

    CLoSE CoMBAT . . . . . . . . . . . .32ENGAGED iN CLoSECoMBAT? . . . . . . . . . . . .32CoMBAT ACTioNS . . . . . . . . . . . . . . . . . . . .32

    CoMMoNCoMBATACTioNS . . . . . . . . . . . . . . . . . .33

    TABLE OF CONTENTS

  • 7/29/2019 Adm Rulebook

    3/29

    54

    GAMING SURFACEArena Deatmatc des nt cme wt a bard; all need tla s a lat srace at least 2020 nces ( t 3030 nces).Ts srace reresents te arena were te Aatars clas.

    An Arena Deatmatc game ls great la er a brwnmat (t smlate te sand te arena). y can g een rterb bldng walls, stands and ter scener elements. Tae a lat te Bldng an arena sectn n ts b r c and easnstrctns r creatng a great lng gamng srace.

    DICEArena Deatmatc ses ten sded dce (d10) t determne tetcme actns. in ts rleb, ll nd 1d10 ndcateste rllng ne ten sded de wle 6d10 wld ndcate terllng s ten sded dce.

    Wen rllng a d10 n Arena Deatmatc, regardless te te rll, a reslt 1 s alwas sccessl wle a reslt 10 (0) sa alre. Te nl ecetn t ts rle s wen an Aatar as astat scre 10. Ts ecetn s elaned rter n te sectnn Actns.

    Smetmes ll need t rll as man as 10d10 r a artclarlwerl attac r actn!

    COUNTERS &TOKENSyll need cnters t ee trac te nmber actn dcesent b eac Aatar. in addtn, ll need sme tens tremnd derent eects sc as tse cased b sells andsclg.

    y can easl mae r wn actn dce c nters. Small s-sded dce are erect r tat end. Wle gamng, lace te dce

    net t te mnatre; te swn ace wll ndcate te actn dcesent b tat Aatar.

    AWORD ABOUT SPORTSMANSHIPon sme ccasns r nent ma as r nrmatnabt r band Aatars (trats, stats, eats, ter crrent state,etc). y mst sare tat nrmatn weneer r nentass r t.

    War mnatres t enact memrable deatmatces. Tetcme tese clases deends n r ablt t tn ast,se snd tactcs and tae adantage r Aatars strengts tercme te Aatars cntrlled b r nent.

    D nt nderestmate te mrtance ang srters n testands. hang te crwd n r sde ten maes te derencebetween ctr and deeat!

    Te erls te Arena stand aganst . Tras, aards and eensaage beasts stand between and r nent. onl temst slled cmbatants can e t be ctrs.

    Te dr t te Arena ens, and te stng crwd s eager tsee ter arte eres gt t te deat. Wll te be ceerngr ctr... r r deat? Teres nl ne wa t nd t!

    WHAT DO YOU NEED TO PLAY THEGAME?

    yll need te llwng t la a game Arena Deatmatc:

    -Ts rleb-Mnatres t reresent r Aatars War-A table r gamng srace t reresent te arena-Ten sded dce (eac laer ma need t ten dce)-Smetng t measre dstance (6 nc and 12 nc rlers)-A andl tens t ndcate eects aectng r Aatars

    -A andl cnters (small d6 are erect t ts end) tndcate te nmber actn dce sent b r Aatars-Te Aatars War recrd cards-A rnted r tced c reerence seet and crwdeents table

    MINIATURESEac Aatar War, beast r srter tat

    aears n a game Arena Deatmatcmst be reresented b a mnatre.Aatars War rdces gl detaled

    metal mnatres esecall desgned t reresent te Aatars War, beasts and srters tat aear n ts rleb. EerAatars War mnatre s sclted t te scale 1/62: anaerage man (5,7 eet) measrng 28mm g t te t te ead.

    Aatars War mnatresl een better wen

    anted; n tsrleb tere s a

    pantng gde tat sws w t acee stnnngant jbs r r Aatars. y nlneed t ant arnd s mnatres t la

    Arena Deatmatc, s can ard tsend lts tme n eac ne t maetem l great n te arena lr and sw r antng slls!

    INTRODUCTIONAatars War: Arena Deatmatc s a 28mm mnatres gametat dects te bld clas between tw r mre bands eres acng n te lr te arena, n rnt a racscrwd tat s trst r actn, lence and een deat. Tsdeadl cntest s nwn as a deatmatc.

    Te mst werl eres amng te mrtal races are nwn aste Aatars War eres csen b te gds temseles. Tese

    Aatars, n addtn t beng erce cmbatants, are able t draw

    n te sler dnt wtn ter sls r te wer teand ter alread awesme cmbat abltes.

    WHAT IS AN ARENA?An arena s a strctre desgned t st blc sectacles. Tearena lr, cered n sand, s srrnded b gradall ascendngstands were sectatrs clsel llw te eent.

    Arenas ar n se, rm small twn arenas tat ld a ndredsectatrs t clssal arenas tat can ld tsands. Teseclsems, le te Drmmnr Arena, are lcated n te largestand mst mrtant ctes te realm.

    Te wrd arena cmes rm te Latn r sand. Te sand lr te arena s were te actn taes lace, erectl absrbngte bld wc s slled drng te brtal cntests nwn as

    deatmatces.

    WHAT IS ADEATHMATCH?

    A Deatmatc s te term sed tdene a deadl game cmbatbetween teams tw r mrecmbatants wc taes lace n anenclsed area. Te gal tecmbatants s t ll as man nentsas ssble drng te deatmatc,

    wle adng deat temseles.

    Te enclsed areas weredeatmatces tae lace arete great arenas te

    Darlands. Te cmbatantsare te legendar Aatars

    War, te greatest warrrs tewrld as een nwn.

    WHAT IS ARENADEATHMATCHABOUT?in Arena Deatmatc, eac laer cntrls a band Aatars

    War as te ace n te arena lr n rnt a ceerng (rjeerng) crwd. in ts b ll nd te rles t se Aatars

    Orc Warlord

    Avatar of War

    Goblin HeroAvatar of War

  • 7/29/2019 Adm Rulebook

    4/29

  • 7/29/2019 Adm Rulebook

    5/29

    98

    FEATSfeats are ntable abltes tat ge mdels artclar benets.feats are alwas n eect.

    Eamles eats ncldeMighty Blowand Precise Shot.

    ACTIONSAlmst eertng a mdel can d s called an actn.Cmmn actns are aalable t all mdels (e.g. walng,rnnng, cargng) wle secal actns are aalable nl

    t secc mdels (e.g. Warcry, Provoke Crowd).

    Actns are classed as tactcal, magcal, stng r clsecmbat.

    Favoured actions

    An Aatar's ared actn s glgted n te mdelsrecrd card sng te llwng smbl: . Wen nared actn s ndcated, te Aatar ared actn sCharge.

    COMBAT ACTIONSAlmst eertng a mdel can d n clse cmbat scalled a cmbat actn. Cmmn cmbat actns areaalable t all mdels (e.g. standng wle n clsecmbat) wle secal cmbat actns (e.g. lanng r

    egnng) are aalable nl t secc mdels.

    DAMAGE &STATE OF AMODEL

    Damage n Arena Deatmatc s relected drectln te mdel state table.

    Eer tme a mdel sers damage ne ts statss aected, decreasng n ale. Ts means tatdamage taen b a mdel drectl aects tserrmance n te arena as ts stats decreasedrng te deatmatc.

    Wen all tree scal stats (Ag, St, M) decreaset ter lwest ale, te mdel s dead r t

    wnded t carr n gtng and s remed rmla.

    MINIATURE BASE ZONESMnatre bases ae rsdes: te rnt, rear and twlans. Te rnt s te sde

    te base were temnatres ead aces

    rward. Te rear sste ts. Te

    ter tw sdes arecalled lans.

    Te mnatre case s a tree dmensnal b measred rm tesare base t te t te mnatres ead.

    Wen seced tat a mnatre cntacts r tces smetng(le anter mnatre, r a blast temlate), t means tat anart ts case cntacts r tces te mnatre r te temlate.

    Base zones and case of a miniature

    rnd. Wen all actn dce ae been sent, te mdel cannterrm r cnter an mre actns ntl te net rnd.

    Cmbat Dce (CD): Cmbat dce are sed t errm andcnter cmbat actns. Ts s te nmber cmbat dce amdel can send eac rnd. Wen all cmbat dce ae beensent, te mdel cannt errm r cnter an mre cmbatactns ntl te net rnd.

    Recrtng cst (Cst): indcates te amnt gld cns (gc)rered t nclde an Aatar n r band. Te mre werlan Aatar s, te mre gld cns e carges r s serces.

    Physical stats

    Aglt (Ag): Measres te cness, crdnatn and relees a mdel.

    Strengt (St): indcates te scal wer a mdel. Testrnger a mdel s, te arder t attacs. it s als a reerence rte mdels scal se and wegt.

    Mnd (M): indcates te mental caact a mdel. it sesecall mrtant r magc-sers, as t drectl aects tewer and range sells and te ablt t dsel ters magc.it s als sed t resst te eects a sell.

    Descriptive stats

    Mement (M): Te dstance, n nces,

    tat a mdel can me b walng.

    plart (p): Measres te resect and admratn tat tecrwd and ter cmbatants ae r a mdel.Cmbat Sll (CS): Measres w slled a mdel s n clsecmbat.

    Stng Sll (RS): Measres w slled a mdel s sng mssleweans n ranged cmbat.

    Armr (Arm): indcates te te armr a mdel wears. Teger te nmber, te better te rtectn rm damage. Tsstat ncldes bt nrmal and magc armr.

    Soul stats

    Sl: Measres te wer an Aatars mmrtal sl.

    Alen Sl l: indcates te nmber btaned sl sards teAatar as (taen r receed rm ter Aatars War).

    TRAITSTrats are caracterstcs r abltes tat md rles r a mdel.Trats are alwas n eect.Eamles trats nclde Hatredand Toughness.

  • 7/29/2019 Adm Rulebook

    6/29

    1110

    Aatar can be traned can nt eceed snmber Actn Dce.Te nmber cmbat actns n wcan Aatar can be traned can nt eceeds nmber cmbat dce mns ne.

    WEAPONS &ARMORy can arm and e r Aatars War t r lng. Eac cmbnatn weans and armr wll be relected nte game.

    Eac cmbnatn weans and armrae a secc rcase rce. Eac

    Aatar War can e certan weansand armr, accrdng t s ressn,stats, race and wrsed Gd. TeCardmaer wll dsla te aalable

    weans and armr t te Aatar aretranng.

    An Aatar War can e tw tes weans, and ne armrte.

    ITEMSy can e r Aatars War wt derent and mltletems.Eac tem as a seced rcase rce. Eac Aatar War mae certan tems, accrdng t s ressn, weans and

    armr, stats, race and wrsed Gd. Te Cardmaer wlldsla tems and magcal rertes aalable t te Aatar are tranng.

    An Aatar War can e as man tems as te Sl stat rgnalale mns ne.

    fnall, sme secal tems can nt be reeated n a band, r canbe reeated nl a certan nmber tmes.

    VALIDATING YOUR BANDin te eent tat a band des nt cml wt te rles (egeceeds te aalablt a te Aatar, r an tem, r aet man alles), 'll see an eclamatn mar net t ts cnn te Cardmaer. y can anale te band t dscer wat terblem s and crrect t. Wen te band satses all rles, teeclamatn wll dsaear.

    CREATING YOUR BANDTe ssbltes ered b Arena Deatmatc wen creatng aband and cstmng r Aatars s etremel wde: cancse rm mre tan 500 derent tns r ter eats, trats,actns, weanr and armr, and eer cmbnatn wrs n aartclar wa n te arena.T mae te rcess mre enjable, we ae created a reestware r ts rse. Wt te Arena DeatmatcCardmaer can create and cstme r Aatars War,recrt tem n ne r mre bands, and rnt ter recrd cards

    wt all te nrmatn needed t cntrl tem t n te arena.frtermre, te Cardmaer wll ndcate r band meets allte rles and s terere legal.

    y can dwnlad te Cardmaer n r webste (www.aatars--war.cm).

    perdcall, new tes Aatars, new eats, trats, actns andbjects are added t te game (man tem sggested b laersn te Deatmatc Arena rm). Te Cardmaer datesatmatcall b dwnladng te new lsts and new aalable

    Aatars.

    FACTIONSBere create a band, mst cse te actn t wct wll belng. Te csen actn wll determne wc Aatars War can be recrted.

    At least al ls ne r gters mst be llwers ne te Gds War tat rm te actn. Te ter gters n rband can be llwers all Gds War.

    on te recrd card eac Aatar game wll nd wc Gd War te Aatar s a llwer .

    Te table belw lsts all actns and te Gds War tat rmtem, as well as te all Gds r eac actn. y can reer t"Te wer wtn" sectn te rleb r mre nrmatnregardng te Gds Saga.

    RECRUITING, TRAINING &EQUIPMENT

    Recrtng, tranng and eng r Aatars War s a ermrtant art Arena Deatmatc. y sld send sme

    tme cnsderng te ast ssbltes and cmbnatns aalable.y can recrt seeral Aatars wt less tranng, r ma wantt recrt ewer bt better traned nes.

    Te Deatmatc leel (see age 13), wll determne te ttalamnt gld cns (gc) aalable r eac laer t tran andrecrt s Aatars War.Tere s nl ne rle t llw wen creatng r band: tesm te cst r Aatars sld be eal t r less tan teamnt gld set b te Deatmatc leel.

    STATSAatar tranng ers a cance t mre sme ts eatres,bt n ecange r alable gld.

    Te recrd card eac Aatar War seces wc stats can betraned, swng an x n te mamm ale tat te stat cannatrall reac (wtt magc tems, ...).

    A stat can be traned at a cst eal t te new ale mltledb tw r scal stats, and at a cst eal t te new ale rdescrte stats. Te Sl stat can nt be traned.

    y can als decrease te ale an attrbte as mc as ws, lwerng te cst te Aatar, bt als s errmance nte arena.

    TRAITS &FEATSEac trat and eat as a certan tranng cst. An Aatar War

    can be traned n certan eats and trats, accrdng t sressn, race, stats and wrsed Gd. Te Cardmaer wllsw te eats and trats aalable t te Aatar aretranng.

    Te nmber trats and eats n wc an aatar can be tranedcan nt eceed te rgnal ale ts plart stat (p)mns tree.

    ACTIONSActns (ecet magc actns) ae n tranng cst. Eac Aatar War can be traned n certan actns, accrdng t sressn, stats, weans and armr, race and wrsed Gd.Te Cardmaer wll sw te actns aalable t te Aatar are tranng.

    Te sm te tactcal, magc and stng actns n wc an

    Faction Faction Gods(bld: actn leader)

    Ally Gods

    Draja Drakojia Eerel

    Gllnr Gllnir, Bjrn, L, Tr Rael, Eltras

    Lranna Loyranna, Nemess Nne

    Eerel Ezevriel kras

    Rael Rayviel, Eltras Gllnr, Tr, Galann, yssdra

    ur Urok Nne

    Galann Galanion, yssdra Rael

    kras Khorvas EerelArena Deathmatch Cardmaker screenshot

  • 7/29/2019 Adm Rulebook

    7/29

    1312

    GAME PREPARATIONBere startng te game, laers agree n a Deatmatc leel

    wc determnes te se te arena and te gld c ns tateac laer as t re and tran ter Aatars. Tere are alsartclar scenars wc state ter wn Deatmatc leel(can dwnlad seeral rm te Arena Deatmatc webste).

    plaers can nw create ter band wt te gen gld cns.

    Net, set te gamng srace tat reresents te arena werete deatmatc taes lace. plaers ten del ter Aatars andte matc begns!

    Te deatmatc nses wen a laer destrs all s nentsAatars, wen a redetermned nmber rnds r a set amnt tme as been laed, wen te bjectes a scenar aebeen met, r een te crwd becmes s rened tere s ntn let bt t end te gt!

    NUMBER OF PLAYERSArena Deatmatc s nrmall laed b tw laers. hweer,all te rles wr erectl wt tree r mre laers ddednt tw teams. Wateer te nmber laers, eac laercntrls ne band Aatars.

    Wen tere are mre tan tw bands Aatars n a deatmatc,

    all bands are rganed nt tw teams. plaers n te same teamla ceratel aganst te ter teams laers. Gld cns areslt eenl amngst te laers n a team.one te teams s te me team, wle te ter s te awateam.

    GAME DURATIONArena Deatmatc g ames ae a redened game dratn.Select a nmber rnds t la, r a deatmatc dratn (e.g.2 rs).

    At te end te deatmatc, n laer as wn b elmnatngte ter laers band Aatars r b meetng scenarbjectes, te crwd md ale (see Te Crwd) determneste wnner. i te crwd md as a ste ale, ten te melaers ae wn te deatmatc. i te crwd md s a negate

    ale, te awa laers ae wn. i te crwd md ale s erten te reslt te deatmatc s a draw.

    in te eent tat reac te end a deatmatc laed wta tme dratn, te crrent rnd mst end bere nsng tedeatmatc. y cannt end a deatmatc n te mddle arnd.

    DEATHMATCH LEVELBere a game, agree t a Deatmatc leel r secal scenar

    wt r nent. i cse t la a scenar nte tat tesecal scenar rles ae rrt er te Deatmatc leel rles

    wen creatng r band.

    Eac Deatmatc leel assgns a nmber gld cns tat eaclaer can send n rng and tranng ter Aatars andattractng srters.

    Te table belw sws te derent Deatmatc leels and tenmber gld cns aalable at eac leel. Nte tat ts tables rded as a gdelne; can cse an amnt gldcns d le r deatmatc as lng as r nentagrees.

    HOME OR AWAY?Bere settng te gamng srace, decde wc laerreresents te me team and wc reresents te awa team. itere are mre tan tw laers, tere sld be an eal nmber laers n eac team. i tat s nt ssble, ten te dd laersld la n te awa team (t set te me adantage).

    Tere are seeral was t determne wc laer s lang atme. Te laers can agree amngst temseles w s langme and w s lang awa. A gd rle tmb s tat

    weer blt te Arena s gtng at me.

    Alternatel, can randml rll t determne te me team.once t as been determned w man laer sld be gtngat me and w man awa, eer laer rlls a d10. Te laers

    wt te gest reslts are gtng at me. in te case a te,te ted laers rerll ntl teams are establsed.

    Example: Five Players are Taking Part in a Deathmatch.Two players play at home and three players are away. The five playerseach roll a d10, resulting in 9, 7, 7, 3 and 3. The two highest rollsplay at home, so the player who rolled a 9 is on the home team. Thetwo players who each rolled a 7 reroll, since o nly one of them can play

    on the home team. They reroll a 6 and a 4. The player who rol led a6 is on the home team. The player who rolled a 4 is on the away

    Deathmatch level Total gold Avatars of War per band* Arena size Scenery pieces

    vllage (Lcal Deatmatc) 600-800 4-5 2520 nces 5-7

    Twn (Regnal Deatmatc) 801-1000 4-6 2525 nces 6-7

    Ct (Mar Deatmatc) 1001-1200 5-7 2530 nces 7-8

    Catal (Natnal Deatmatc) 1201-1500 6-8 3030 nces 8-10

    * e number of Avatars of War per band is just an indicative number 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.

  • 7/29/2019 Adm Rulebook

    8/29

    1514

    GAME MECHANICSArena Deatmatc s laed n a seence game rnds. Eacrnd s dded nt s derent ases.

    Eac laer ges trg te rnd ases alternatel (ecette clse cmbat wc tae lace r all laers smltanesl).

    Wen all laers ae gne trg all te rnd ases, ternd ends and te net rnd begns.

    At te begnnng eer rnd, ae t determne te

    rnd ntate, wc laer ges rst n all te crrent rndsases. Eac laer rlls a d10. Te gest nmber ges rst,te secnd gest secnd, and s n.

    Remember, bere adancng t ase tw, all laers ae tae gne trg ase ne n te rder establsed b tentate rlls. Te same ales r all ases ecet clsecmbat, wc s taen smltanesl b all laers nled ncmbat, and te tens ase, wc s taen smltanesl ball laers.

    THE ROUND PHASESTe rnd s dded nt s derent ases:

    1. Beasts2. Sl

    3. Tactcs4. Magc5. Stng6. Cmbat

    BEASTS PHASEDrng ts ase eac laer generates te actns ne beast(te ne e cses t).

    i, ater all laers ae gne trg ts ase, tere are stllnactated beasts, te laers wll alternate actatng beasts andgeneratng ter actns based n te rnds ntate ntl allbeasts n te arena ae been actated.

    SOUL PHASE

    Drng ts ase eac laer can regenerate ter Aatars sls te ws t. Als, eac Aatar w as alen sl sards mstmae a sl stablt cec. Sl nstablt eects are aledmmedatel ater eac cec as been made.

    TACTICS PHASEDrng ts ase eac laer can rder s mdels t errmderent tactcal actns sng actn dce.

    Wen all actn dce ae been sed, r te laer states e sdne, te net laer (n ntate rder) ges trg te Tactcsase.

    Mdels can be actated n an rder desred. A mdel des ntneed t errm all ts tactcal actns at ne tme. plaers cang bac and reactate a mdel tat as alread been actated terrm mre tactcal actns as lng as t s stll tat laers trnn te Tactcs ase.

    MAGIC PHASEDrng ts ase, eac laer can rder s mdels t errmmagc actns sng ter actn dce.

    Wen all actn dce ae bee n sed, r te laer states e sdne, te net laer (n ntate rder) ges trg te Magcase.

    Mdels can be actated n an rder desred. A mdel des ntneed t errm all ts magcal actns at ne tme. plaers cang bac and reactate a mdel tat as alread been actated terrm mre magcal actns as lng as t s stll tat laers trnn te Magc ase.

    SHOOTING PHASEDrng ts ase, eac laer can rder s mdels t errmstng actns sng ter actn dce.

    Wen all actn dce ae bee n sed, r te laer states e sdne, te net laer (n ntate rder) ges trg teStng ase.

    Mdels can be actated n an rder desred. A mdel des ntneed t errm all ts stng actns at ne tme. plaerscan g bac and reactate a mdel tat as alread been actatedt errm mre stng actns as lng as t s stll tat laerstrn n te Stng ase.

    COMBAT PHASEDrng ts ase, all laers rder ter cmbatng mdels terrm cmbat actns sng ter cmbat dce. Wen allcmbat dce ae been sed, r all cmbats ae been resled,te ase ends.

    TOKENS PHASEDrng ts ase all laers reme actn dce and cmbat dcecnters. Reme an ten tat reers t an eect r sell tat

    eres ts trn. udate, necessar, an eect r s ell tens.

    RULES PRIORITYWeneer tw rles cnlct becase bt descrbe a derentresltn r te same crcmstances, al te llwng rle:te mre secc rle s te rle wc as rrt.

    EFFECTS &ROUNDSSme eects, le magc r sclg, last r ne r mrernds.

    team. The players who tied at 3 do not need to reroll because there isonly room left on the away team.

    Te crwd reacts derent twards awa Aatars. Te crwd scle tg, and ter srt can st based n teerrmance te Aatars. See Te Crwd r mrenrmatn n w ts aects a deatmatc.

    SETTING UP THE GAMING SURFACEit s nw tme t set te gamng srace. Te laers gtngat me wll del te arenas basc strctre: te gamng mat,

    te arena walls and te scener elements were te derent bandsand beasts wll enter te arena (nrmall a dr r t r eacband and ne dr r t r te beasts). Tere mst be at leastne entrance element r eac band nled n te deatmatcand ne entrance element r te beasts. hme bands can cseter entrance element, nl ater all scener eces ae beenlaced, wle awa bands entrance elements sld be randmlassgned t te derent awa bands.

    Te Deatmatc leel states a range secng te nmber scener eces (aart rm te entrance elements) allwed. Teme laers wll cse te nal nmber scener eces rmtat range. it s tme nw t del tese scener elements n tesand.

    plaers gtng at me ma cse t tw scener eces tlace were te cse, bere an ter ece scener s

    laced n te sand. in case te arena s alread mdelled and assme ed scener eces, sbtract tse eces rm te tw teme laers can cse t lace.Net te rest te scener eces are laced. orrecmmendatn s t lace te derent elements t tr trecreate a strategcall and sall aealng arena. All laers

    sld be cllabrate n tat tas and tese eces sldnt belaced t dsadantage an te laers.i d le t lace tem randml can llw tsrcedre: r eac scener element rll a scatter rll and measrete dstance and drectn ndcated rm te central nt tearena.

    Alternatel can c reate r wn metd r randmllacng te scener elements. Nte tat scener elements canntbe laced er entrance elements.

    SELECTING BEASTS

    unless terwse seced b a secc scenar, reel selectwc beasts are aalable r te game.

    ENTERING THE ARENAhme bands can cse ter entrance element, wle awabands entrance element sld be randml assgned.

    Te Aatars gtng awa are te rst t enter te arena. Eacawa Aatar enters te arena rm ter desgnated entranceelement b errmng aWalkactn.

    As ll ds cer wle readng ts rleb and langdeatmatces, te crwd las a er mrtant rle n ArenaDeatmatc. At te begnnng te game, te crwd md asa ale 0. Ater all te awa aatars ae entered te arena, tecrwd welcmes te awa team wt bs and jeers (r een

    wrse!). Ts gets te crwd ected and ts md ges t 1and te rst crwd eent as t be generated. Ts crwd eent

    wll be generated b te me laer. See Te crwd r mredetals n te crwd md and crwd eents descrtns.Net, te Aatars gtng at me enter te arena rm terdesgnated entrance element b errmng aWalkactn.

    Te deatmatc as begn!

    14

  • 7/29/2019 Adm Rulebook

    9/29

    1716

    PENALTIES AND BONUSESWen alng a enalt r bns t a mdel, md tsaalable actn and cmbat dce.

    fr eamle, a enalt -1 sbtracts ne actn de and necmbat de, wle a enalt -2 sbtracts tw actn dce andtw cmbat dce. A bns +1 adds ne actn de and necmbat de, wle a bns +2 adds tw actn dce and twcmbat dce.

    unless terwse seced a enalt r bns lasts r ne rnd.

    ROUNDINGWen rered t dde a nmber t mae a decsn, nlessseced t te cntrar, alwas rnd an reslts wt a ractn.

    A direction roll

    A scatter roll

    Eects are alwas aled mmedate n Arena Deatmatc. Aneect tat lasts r ne rnd s acte r te rest te crrentrnd nl. An eect tat lasts tw rnds s acte r te rest te crrent rnd and te entre llwng rnd.

    Example: Applying EffectsA Goblin Hero throws sand in the face of a Barbarian Hero. As aresult of the action the Barbarian Hero suffers a -2 penalty for oneround. As effects are applied immediately, the Barbarian Hero suffersthe penalty immediately and until the end of the current round.

    STAT CHECKSin sme game statns a mdel maes a cec aganst a genstat. Stat cecs nle rllng 1d10 and cmarng te resltt te ceced stat.

    i te rll s eal r less tan te crrent ale te stat, tecec s assed.i te rll s greater tan te crrent ale te ceced stat, tecec s aled.

    Example: Combat Skill checkA Dwarf Thunderlord makes a Combat Skill check to detect a GoblinHero who is attacking him from his rearguard.

    The check stat is Combat Skill (CS). The Dwarf Thunderlords CSstatcurrent value is 5.

    The player rolls 1d10 obtaining a result of 4.

    This means that the Dwarf Thunderlord passes the check and detectsthe Goblin Hero. He canthen turn to face his opponent.

    In case the check would have failed, the Dwarf Thunderlord wouldhave been surprised and attacked from his rearguard during thisround close combat phase.

    MANEUVER CHECKSManeer cecs (MC) are a artclar te stat cec (aganstte Aglt (Ag) stat). A maneer cec nles rllng t3d10 and lng r te reslt n te manere cec table.

    BLOWSDrng a deatmatc, seeral derent tes blws tae lace.

    All blws n Aren a Deatmatc (as a reslt clse cmbatactns, magc actns, stng actns and all ter tes scas a slam actns r a c llsn) ae an asscated blw strengt,damage nlcted and a blw eect.

    Wen alng ANy blw, llw ts seence:1. Determne te blw strengt.2. Al te nlcted damage t te ctm.

    3. Al te blw eect t te ctm.

    CHECKS BETWEEN EQUAL STATSon sme ccasns wll cmare tw mdels stats t mae adecsn. fr eamle, te Aglt stat s cmared t determneclse cmbat ntate.

    i bt stats are eal, eac laer sld rll a d10 t brea tedraw. Te laer w rlls gest wns ntate. in case a te

    wen rllng, rll agan.

    ORIGINAL&CURRENT STAT VALUESWen called n t mae a decsn based n a mdels stat ales,nless terwse nted se te crrent stat ale (te ale tatstat as at te mment and dated wt an acte mders),

    nt te rgnal ale (te ale tat stat as at te begnnng te game). Wen te rgnal stat ale s t be sed r a cec,t s elctl stated.

    DIRECTION &SCATTER ROLLSWen need t determne te drectn an eent, maea drectn rll. T mae a drectn rll, rll a d10. Te reslt te drectn rll s wateer wa te nted end te t te d10 s acng. Te de scre tsel s nt sed; nl tedrectn te t te de s acng s mrtant.

    Wen called n t determne a me wt a randm drectnand a randm dstance, mae a scatter rll. Ts s te sameas a drectn rll, bt te de scre ndcates te dstance med

    wle te drectn te de s nted ndcates te drectnmed.

    MEASURING DISTANCESin Arena Deatmatc, dstances are nt measred ntl aterdeclarng an actn (te tcme wc deends n a target bengn range).

    Wen measrng te dstance t r rm a mnatre, measret r rm an edge te mnatre case. Ts means tat amnatre s cnsdered t be wtn a dstance wen an art ts case s wtn tat dstance.

    Failed check rolls (Ag)Maneuver check (over open terrain*)

    result

    0 Te mdel ees te stn.

    1Te mdel mes 1 nc n a randmdrectn, and aces n a randm drectn.

    2+ Te mdel s nced dwn.

    *All maneer cecs er dclt terran wll be taen wt ne mrede tan te wld er en terran.

  • 7/29/2019 Adm Rulebook

    10/29

    18

    Cnt te ttal nmber sccessl rlls, l r te actntcme tat crresnds t tat nmber sccessl rlls, andal tat actn tcme mmedatel: an tet tat aears nCApS n te tcme an actn, mst be aled as mantmes as sccesses btaned wen rllng dce t errm teactn.

    Wen te nmber sccesses s er, te actn s atmatcallaled, and n eect r tcme s aled. in ter wrds, tal te tcme an actn, te laer mst at least btanne sccess wen rllng dce.

    Example: Performing apre te crwd actionA player wants his Goblin Hero to try to encourage the crowd in hisown interest. He then chooses to perform the action pre crwdusing two AD.The actions description is as follows:

    Popularity (Pop)

    Vary Crowd mood TWO points in favour of the Avatar

    The Goblins Hero Popularity stat is 6. The player rolls 2d10obtaining the following rolls: 4 and 5.The first roll is a 4: a successful roll as it is less than the Goblin HeroPop.The second roll is an 5: a successful roll as it is less than the GoblinHero Pop.

    Thus, the total number of successful rolls is 2. Looking at the actionoutcome we see that the result is that the Crowd Mood goes varies by

    four points.

    once a mdel starts errmng an actn, te AD allcated rtat actn are sent, een te mdel des nt cmlete tatactn, lntar r nt.Example: An Unfinished ActionA player wants to move his Orc Warlord to slam a Necromancer. Hestarts to move the Orc Warlord, but then realizes that a slam wouldbe a mistake. He can stop the Orc Warlords movement at any time,but the three action dice he allocated for the Slam action are lost.

    Wen an actn reres te se a secc wean (e.g.Running Thrust, wc reres te Aatar t be wang sswrd) t s atmatcall ssed tat te Aatar s wang tat

    wean. in Arena Deatmatc tere s n need t sec tecangng weans.

    WHAT IF AN AVATAR STAT IS 10?Smetmes Aatars becme s werl tat ne r mre sstats as a ale 10!

    un errmng an actn r cec, rllng a 10 (0) n te decan mean a nn sccessl rll (as a reslt 0 s alwas cnsdereda alre) r a dbl sccessl rll (as te rll s eal t te

    Aatar stat). in tese cases, r eac btaned reslt 10, rllanter d10.

    i te dce reslt s an een nmber, te rll s cnsdered adbl sccessl rll.

    i te dce reslt s an dd nmber te rll s cnsdered a nn-sccessl rll.

    Ts rle s aled t all tes actns, ncldng cmbatactns.

    SHOWING OFFSmetmes Aatars are s cndent n ter actns tat te trt mress te crwd b addng a lrs r ter attracte btnnecessar mements.

    T errm a sw actn te Aatar as t errm te actnas nrmal wt a mder -1 t te actn stat. A sw actn mst be declared wen te laer declares te nmber actn dce t be sed.

    i te actn tcme r an eent wc s a drect cnseence te actn (le an Aatar deat) mdes te crwd md,ten te crwd md s mded b an addtnal nt. i tetcme mdes te Aatars plart (p) stat, ncrease tatstat b ne addtnal nt.

    Example: Showing offA Barbarian Hero is fighting in close combat against an OrcShaman. The Barbarians strength is so overwhelming that he decidesto show himself off with his next combat action: the Barbarian Heroperforms a show offknb ht action. For example, hedraws a full circle before hitting the OrcShaman with the knob of his axe.

    The Barbarian Hero CS is6, thus he will performthe action with avalue of 5. Theplayer controllingthe Barbarian rolls2d10, scoring a 2and a 5,obtaining threesuccessful rolls!

    As a result of theaction, the OrcShaman isknocked

    19

    ACTIONSAlmst eertng a mdel des n Arena Deatmatc taes lacen te rm an actn. Walng, rnnng, cargng andstng are all actns.

    Sme actns are aalable t all mdels. Tese are called cmmnactns. Te are descrbed n derent areas ts b. Mstactns are aalable nl t secc mdels and are nwn assecal actns. Secal actns are descrbed n te mdels recrdcard.

    Weneer a secal actn rle cnlcts wt a cmmn actnrle, te secal actn rle as rrt er te cmmn actnrle.

    An actn s errmed rllng actn dce (AD). Te mre actndce sed t errm an actn,te greater ts cances sccess.Nte tat n actn can besccessl nless at least neactn de s rlled t errm t.

    A mdel can send all tsactn dce eer rnd terrm and cnteract actns.

    Ts means te nmber actns

    a mdel can errm n ne rnd deends drectl n w manactn dce t sends n eac actn. Te mre actn dce amdel sends n eac actn, te ewer actn dce t as terrm ter actns. Alternatel, can cse t sendactn dce n mre actns, bt eac actn s less lel t besccessl wt ewer actn dce deted t tat actn.

    ACTION TYPESin Arena Deatmatc tere are r derent tes actns.

    TACTICAL ACTIONSTactcal actns are errmed b mdels t deel tactcs drngte rnd. Tactcal actns are errmed drng te Tactcsase. unless stated t te cntrar n te actn descrtn,tactcal actns cannt be errmed wle engaged n clsecmbat r aganst a mdel engaged n clse cmbat.

    MAGIC ACTIONSMagc actns nle castng sells. Magc actns are errmeddrng te Magc ase. unless stated t te cntrar n teactn descrtn, magc actns cannt be errmed wleengaged n clse cmbat r aganst a mdel engaged n clsecmbat.

    SHOOTING ACTIONSStng actns nle te se ranged cmbat weans.Stng actns are errmed drng te Stng ase.

    unless stated t te cntrar n te actn descrtn, stngactns cannt be errmed wle engaged n clse cmbat raganst a mdel engaged n clse cmbat.

    COMBAT ACTIONSCmbat actns are errmed drng te Clse Cmbat ase.Tese actns der rm ter actn tes becase te areerrmed b sendng cmbat dce rater tan actn dce.

    ACTION DESCRIPTION

    on a mdels recrd card ll nd a descrtn r eac secalactn te mdel can errm. An actn descrtn s cmsed:

    Te stat sed t errm te actn

    Addtnal nrmatn abt te actn ( rered)

    Te actns range ( an)

    Te tcme te actn.

    PERFORMING AN ACTIONT errm an actn, declare te nmber actn dce (AD)te mdel s gng t send t errm tat actn. Statng wcactn te mdel s gng t errm and w man actn dceare gng t be sed s called declarng an actn.

    Te mre actn dce te mdel ses, te mre sccessl teactn tends t be.

    Rll 1d10 r eac AD sed t errm te actn and cmarete reslts eac rll t te actn stats crrent ale.

    Eac rll tat s lwer tan te actn stats crrent ale ssccessl.Eac rll tat s eal t te actn stats crrent ale s dblsccessl and cnts as tw sccessl rlls.Eac rll tat s ger tan te actn stats crrent ale s aaled rll.

    18

    Ater errmng anactn d nt rget tlace te rered AD

    cnter net t temnatre, t date tenmber actn dcesent drng te rnd

    b ts mdel.

  • 7/29/2019 Adm Rulebook

    11/29

    2120

    cntered sw an actn stat te rm "stat sed b teattacer s. stat sed b te deender, t sec bt te stat terrm te actn and te stat t cnter t. Wen mltleattrbtes searated b a slas ("/"), te laer can cse wcstat t se rm amng tse mentned, t errm rcnteract te actn.

    Example: Counteracting aTrw SandActionA player wants his Goblin Hero (before moving into combat) to throwsand to the eyes of his opponent to get a slight advantage, as hisopponent, being a Dwarf Hero, is much powerful than the Goblin incombat.

    The player controlling the Goblin Hero decides to use two dice forperforming the action. The player controlling the Dwarven Berserkercan use at most two dice to counteract. He decides to use only one diceto defend from the Goblin Hero action.

    The actions description is:

    CS vs. CS

    Defender looses ONE CD and ONE AD for the rest of the round

    The Goblin Hero CS stat is 5. The player rolls 2d10 obtaining thefollowing rolls: 4, and 6.The first roll is a 4: a successful roll as it is less than the Goblin HeroCS.The second roll is a 6: an unsuccessful roll as it is greater than theGoblin Hero CS.

    Thus, the total number of the Goblin Hero successful rolls is one.

    The Dwarf Hero CS stat is 6. The player rolls 1d10 obtaining thefollowing roll: 6. A lucky roll! A double successful roll as it is equal tothe Dwarf Hero CS.

    Thus, the total number of the Dwarf Hero successful rolls is two.

    As the Goblin Hero has rolled one successful roll, and the Dwarf Herohas rolled two successful rolls, the final result is 0 successful rolls (wesubtract the two Dwarf Hero successful rolls from the only successfulGoblin Hero roll).

    Looking at the action outcome we see that the result is quite negativefor the goblin! His action does not affect the Dwarf Hero at all andhe has lost two valuable AD with no benefit!

    In sme statns, seeral cmbatants can cnteract te actn te attacer smltanesl. in tese cases sbtract te ttalnmber te sccesses rlled b te deenders rm te nmber

    sccesses rlled b te attacer.

    Example: Several Avatars Counteracting aDisengage Action

    In a combat situation, a Dark Elf Prince isfighting against an Orc Warlord and aGoblin Hero. The player wants his DarkElf to abandon the combat because theDark Elf Prince is badly wounded.

    The player controlling the Dark Elf Prince speaks first: hell use threedice to perform the action. It is very important to him abandoningthe combat.

    The opponent player can now counteract not only with the OrcWarlord, but also with the Goblin Hero, as this model is involved inthe same combat.

    He chooses to roll three dice with the Goblin Hero and one dice withthe Orc Warlord.The actions stat is Combat Skill (CS).

    The Dark Elf Prince CS stat is 7. The player rolls 3, 8 and 6.The first roll is a 3: a successful roll as it is less than the Dark Elf CS.The second roll is an 8: an unsuccessful roll as it is greater than theDark Elf CS.The third roll is a 6: a successful roll as it is less than the Dark Elf CS.Thus, the total number of the Dark Elf Prince successful rolls is two.

    The Orc Warlord CS stat is 5. The player rolls 1d10 obtaining thefollowing roll: 9. Thus, the total number of the Orc Warlord successfulrolls is zero.

    The Goblin Hero CS stat is 5. The player rolls 3d10 obtaining thefollowing rol ls: 4, 0 and 3. Thus, the total number of the GoblinHero successful rolls is two.

    As the Dark Elf Hero has rolled two successful rolls and the GoblinHero and Orc Warlord sum a total of two successful rolls, the result

    is zero (we subtract the two Orc Warlord and Goblin Hero successfulrolls from the two successful Dark Elf Prince rolls). The action is thenvoid, and no outcome is applied. The Dark Elf cannot flee!

    in ter statns, seeral cmbatants are aected b te actnand ts can cnteract, bt nt smltanesl. in tese cases,eac deender mst cnter te actn ndeendentl and tetcme te actn wll al t eac cmbatant searatel.unless te cntrar s seced n te actn descrtn, alltactcal, magc and stng actns are cnteractedndeendentl.

    Example: Several Avatars independently countering an actionAn Orc Shaman casts a Rolling boulder spell against a High Elf. Thisspell creates a rock that rolls across the floor, crushing any combatanton its way. Behind the Elf is standing a Barbarian Hero who is alsoin the path of the spell.Both combatants will counter the spell independently. Maybe theHigh Elf counters successfully the spell (dodges the rock), while theBarbarian hero fails to counters and is crushed.

    Wen te attacer btans at least ne sccess, and te deenderbtans as man r mre sccesses tan te attacer, we sa tatte actn as been netraled (te end reslt s er sccessbecase te cnter, and te actn s ten d).

    down, event that modifies the crowd mood by o ne point in favour ofthe Barbarian Hero team. However, as the Barbarian Hero wasperforming a show off action, the crowd mood modifying value willbe of two points instead of one. The crowd was very impressed withthe Barbarian Heros performance!

    COUNTERACTING ACTIONSSeeral actns aect tw r mre mdels. fr eamle, ThrowSandreres a cec rm te mdel errmng te actn btt als aects te actns target. in ts case, te mdel w serrmng te actn s te attacer and te mdels aected b

    te actn are te deenders.

    Te deenders can se ter actn dce t md te actnstcme. Ts aens drng te attacers tactcal ase, nte attacers trn. Cnteractng te attacers actn can bedne b te deender drng te attacers trn.

    Eer sccessl rll btaned b te deenders s sbtracted rm

    te attacers sccessl rlls. Te ttal nmber sccessl rllss te attacers sccessl rlls mns te deenders sccesslrlls.

    it s mrtant t nte tat btlaers mst state w man ADare beng rlled bere an rll smade. Te laer declarng teactn cses w man AD esends n s actn, and tente deenders can declare wman AD te ws t se t

    deend, an. Te dce are tenrlled.

    Als nte tat t c nteract an actn, te deender mst beaware tat te attacers actn s tang lace. unless terwseseced n te actn descrtn, ts means tat te attacermst be n lne sgt (LS) te deender.

    An actn dce tat areallcated b a deender t

    cnteract anactn are sent

    r te crrentrnd, een t snt et tatlaers trn n te

    crrent ase.

    Actns tat canbe

    20

    Ater cnteractng anactn d nt rget t lace

    te rered AD cnternet t te deender(s)

    mnatre(s), t date tenmber sent AD b te

    mdel(s).

  • 7/29/2019 Adm Rulebook

    12/29

    2322

    WHEN DOES THE OPPORTUNITYACTIONTAKE PLACE?

    i are able t errm an rtnt actn, t taes lace atan mment drng te errmance te nents trggerngactn.Te nents mdel mst start errmng ts trggerng actnntl decde t start errmng r mdels rtntactn. yr nent ten mmedatel ases s mdelsactn wle errm r rtnt actn. Tertnt actns eect s aled mmedatel. i stll ssble

    (tat s, te eects te rtnt actn stll allw t) tenents mdel can cse t cntne ts trggerng actn rdecde t nt resme te actn. Eter wa, all actn dcesallcated t errm te trggerng actn wll be sent.

    fr eamle, te trggerng actn cntans mement, rnent mes s mdel ntl decde t errm rrtnt actn (e.g. wen te enem mdel s n range t beaected b r rtnt actn). perrm te rtntactn and al ts eects mmedatel. i stll ssble, rnent can cse t resme s mdels mement.

    INFLUENCE OVER THE TRIGGERING ACTIONhw te rtnt actn nlences r nentstrggerng actn s smetmes bs, bt ter tmes ma allwr derent nterretatns. in tat case, tr t agree t te mstcmmn sense reslt wt r nent. i are nable tagree, rll a d10 and te gest rll determnes te nlence te rtnt actn.

    i te tcme te rtnt actn reslts n actn dcebeng lst b r nents mdel, tese actn dce ae t beremed rm te dce allcated t errm te trggerng actn.i de t lsng actn dce te trggerng actn n lnger aste actn dce t tae lace, t mst be sted mmedatel.

    Example: Opportunity actionA player controlling a Dark Elf Prince speaks that his Avatar is goingto charge the opponents Goblin Hero.The opponent player has his Orc Shaman quite close to the GoblinHero. He decides to perform an opportunity action to prevent theDark Elf Prince charge. He then declares his opportunity action: TheOrc Shaman is going to cast a Provoke paralysis spell on the DarkElf Prince using two AD. The Orc Shaman passes the Opportunity

    check and as a result can perform his opportunity action. TheShamans controller asks the player controlling the Dark Elf Prince tostart making his charge.The Dark Elf Prince starts making his charging movement, until hisopponent asks him to stop (when he believes the Dark Elf Prince is inrange of his spell). At this point the player controlling the Dark ElfPrince has to stop his Avatar.The Dark Elf Prince is effectively in range, so the spell is cast. If thespell is successful, the Dark Elf Prince will loose at least one AD andCD and the charge will be frustrated as he will not be able to runanymore. 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 actionA player controlling a Light Elf Prince speaks that his Avatar is goingto shoot his eagle bow at his opponents Necromancer with three AD.The opponent player has his Dwarf Berserker very close to the LightElf Prince. He decides to perform an opportunity action to try toprevent the Light Elf Prince fro m sho oting. He the n de clares h isopportunity action: The Dwarf Berserker is going to throw sandat theLight Elf Prince using one AD. The Dwarf berserker makes anOpportunity check and as a result 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 aresult the Light Elf Prince looses one AD.The Light Elf Prince will still be able to shoot, but only rolling twoAD instead of three AD (although all allocated three AD are spent!).Note that the Light Elf Prince could not counteract theTrw Sandaction, as it was an opportunity action.

    ADVANCED ACTIONSAn adanced actn ges a mdel a cance t errm an actn,drng ts cntrllers trn, tat sld sall be errmed na later ase.

    fr eamle, an adanced actn allws a mdel t errm amagc actn drng te tactcs ase, r a stng actn drngte magc ase. Adanced actns temrarl brea te rnd

    seence and can be cnteracted as nrmal.Cmbat actns and clse cmbat attacs can nt be errmedas adanced actns.

    Adanced actns can be cnteracted as sal and can trgger anrtnt actn

    Adanced actns can nt be taen drng te Cmlsr ase.

    Eac laer can nl declare ne adanced r rtnt actneac rnd.

    Example: Advanced ActionA player wants his Orc Warlord to charge an enemy Dark ElfSorceress. The Orc Warlord can not reach his target with a charge asof now. However, if the Orc Shaman was casting a successful teleportspell on the Orc Warlord, he could get him close enough for a charge.

    The player needs to do the magic action now, during the tactics phase,so he decides to take an advanced action to cast now the teleport spell.

    ACTIONS RANGESme actns rere a target t be nt a determned range r teactn t be sccessl.onl ater declarng te actn (ncldng te nmber actndce sed) d measre te dstance t a target.i te target s t range, te actn can nt be errmedregardless te reslts an actn dce rlled. Tere s n needr te deender t cnteract te actn and des nt send teactn dce allcated t cnteract t.

    Actns range s alwas seced n nces.

    OPPORTUNITY ACTIONSAn rtnt actn (oA) ges a mdel a cance t act went s nt ts cntrllers trn. ortnt actns temrarlbrea te trn seence; te cannt, weer, be errmeddrng te clse cmbat ase.

    An rtnt actn ma nl be taen as a drect reactn ta declared actn b an enem laer. Ts declared actn scalled a trggerng actn.

    An rtnt actn can be an te (tactcal, magcal rstng actn) regardless te crrent ase, bt ts tcmemst drectl ae sme nlence ( sccessl) n te mdelerrmng te trggerng actn r te trggerng actn tsel.

    ortnt actns d nt allw r etra mement, s anrtnt actn nlng mement cannt be taen a

    mement actn as alread been errmeddrng te same rnd.Cmbat actns can nt be errmed

    as rtnt actns.

    ortnt actns ma neer be taen as a reactn t anterrtnt actn.ortnt actns can nt be cnteracted.Eac laer can nl declare ne rtnt actn r adancedactn eac rnd. Cse wsel wen t se tem, as te cancange te tcme a rnd r een an entre deatmatc.

    DECLARING OPPORTUNITY ACTIONSAter r nent declares s mdels actn bt be re estarts errmng t, declare tat d le t errm anrtnt actn. Wen declarng te rtnt actn, t

    mst be elaned n ll t r nent.

    once an actn as started cannt declare an rtntactn aganst t. Be sre t declare r rtnt actnmmedatel ater r nent as declared s trggerngactn.

    OPPORTUNITYCHECKAn rtnt actn can be errmed te mdel s ceng t errm ts actn bere te nents mdel startserrmng te trggerng actn. T determne t, te mdel msterrm an Aglt cec. . Te mdel trng t errm tertnt actn can send ne sl sard t add ne etrant t ts Aglt stat n te ortnt cec.

    i te mdel attemtng te rtnt actn asses teortnt cec, t s able t errm te rtnt actn.

    oterwse, te mdel s nable t errm te rtnt actnand atmatcall lses ne actn de.

    Nte tat n matter te ortnt cec reslts, te laeras declared s rtnt actn r te crrent rnd.

  • 7/29/2019 Adm Rulebook

    13/29

    2524

    A mdel cannt end a srnt n case t case cntact wt anenem mdel.

    Stand up & knocked down

    A mdel tat s nced dwn can nl stand . T stand ,te mdel sends tw actn dce, bt tere s n need t rll.Ts actn nl as ne tcme (standng ).

    Wen a mdel s nced dwn, determne te drectn teall wt a drectn rll. place a marer net t te nced dwnmnatre ndcatng te drectn t as allen t. i reer t

    le er te mnatre, mae sre te base stas n te same lace.

    A nced dwn mdel can be declared te target an actn(sc as a carge r a lanc) nless te actn seces tecntrar.

    A nced dwn mdel des nt ae lans r reargard.

    Example: Knocked downAn Avatar has a pit trap to his left and is knocked down due to afailed maneuver check. Upon making a direction roll, the Avatarfalls to his right. He is lucky and avoids falling into the pit!

    Free & Extra Movement Actions

    A ree mement actn s a mement actn tat des nt cstan actn dce t errm.

    An etra mement actn s a mement actn tat can beerrmed een anter mement actn as alread been rwll be errmed.

    Example: Free & Extra Movement ActionsAn Orc Warlord receives, due to a spell effect, a free run action. TheOrc Warlord can perform aRn action now (provided he has notperformed a movement action on the current round) withoutspending two action dice, but he will not be able to perform anothermovement action during the same round.

    A Light Elf Prince is forced, due to the effects of apre enemaction, to run towards the provoker with an extraRn movementaction. The Light Elf Prince must perform aRn action now,spending two action dice as usual, even if he performed anothermovement action during the same round. Also, he will be able toperform another movement action during the same round.

    A Dark Elf Hero receives, due to a crowd event effe ct, a free extraRn action. The Dark Elf Hero can run now without spending twoaction dice as well as perform another movement action during thesame round.

    FACINGfacng cnssts rtatng a mdel wtt mng. facng cstsn actn dce and can be dne at an tme drng a laersTactcs ase as man tmes as desred.

    FIRST AIDAn Aatar trng t ealmsel as t send all sactn dce r te crrentrnd t d s.

    Te actns descrtn s:

    Mnd (M).

    Te Aatar recers oNEdamage nt rm an csenstat (ecet Armr).

    TACTICSTactcal actns nle actns tat deel strateges and lansr te crrent rnd. Tactcal actns are errmed sng actndce drng te Tactcs ase.

    Tere s n lmt t te nmber tactcal actns tat a mdelcan errm drng a rnd as lng as te mdel as actn dcet errm tem. Te same tactcal actn ma be errmed asman tmes as desred b a mdel n te same rnd as lng as ts nt a mement actn and as lng as t des nt target te

    same bjecte mre tan nce.

    COMMON TACTICAL ACTIONSCmmn tactcal actns can be errmed b all mdels and dnt aear n te mdels recrd card.

    MOVEMENT ACTIONSWalk, Run, Charge, Sprintand Stand Up are mement actns. its er mrtant t nte tat mement actns are eclse,meanng a mdel can nl d ne mement actn eac rnd(ncldng actns errmed as adanced r rtntactns). All mement actns are tactcal actns.

    Nte tat n rder t me trg a sace, te mdels base ast t n tat s ace, terwse te mdel can nt me trgtat sace.

    Walk

    A mdel walng ma me t ts crrent Mement (M)stat n nces. Walng csts ne actn de, bt tere s n needt rll. Ts actn as nl ne tcme (mement).

    A mdel tat wals and ends ts mement n case t case cntactwt an enem mdel (alread engaged n clse cmbat r nt)enters clse cmbat. A mdel tat mes nt cmbat b walngmst assal ts enem n te clsest ree base ne.

    Run & charge

    A mdel ma rn t me at least ts crrent Mement (M)

    stat and at mst dble ts crrent Mement (M) stat nnces. T rn, te mdel sends tw actn dce, bt tere s nneed t rll. Ts actn nl as ne tcme (mement).

    A mdel tat rns and ends n case t case cntact wt an enemmdel (alread engaged n clse cmbat r nt) enters clsecmbat and s mang a carge. Te mdel mst carge ts enemn te clsest base ne.

    A mdel cargng ses ts nerta t nleas a werl attac:wns cmbat ntate and adds ne nt t te blw eect (an) ts rst actn ater cargng.

    Sprint

    A mdel ma srnt t me at least dble ts crrent Mement(M) stat n nces and at mst trle ts crrent Mement(M) stat n nces. T srnt te mdel sends tree actn dceand tere s n need t rll. Ts actn nl as ne tcme

    (mement).

    24

    Ater errmng atactcal actn d nt

    rget t lace terered AD cnternet t te mdels

    mnatre, t date tenmber sent AD,

    drng te rnd, b temdel.

  • 7/29/2019 Adm Rulebook

    14/29

    2726

    Example: Casting a SpellAn Orc Shaman wants to cast aRllng Blder spell.

    The actions description is:

    Mi vs. Ag

    The victim suffers a blow of strength 7 + ONE

    Upon reaching his Magic phase he still has three remaining AD. Thecontrolling player decides to use two AD to cast the spell (he prefersto keep one AD just in case he later needs to dispel).The shaman obtains 2 successful rolls, inflicting a blow of strength 9to his victim!

    EMPOWERING SPELLSAn Aatar War can accmlate

    magcal wer between twcnsecte rnds (te crrentrnd and te llwng ne) tcast an emwered sell.

    T d s, te laer annncesdrng te Magc ase tat te

    Aatar s emwerng a sell. Alltat rnds nsent actn dce areten allcated t emwer te net

    sell cast b tat Aatar. place a d10net t te mnatre t ndcate te nmber actn dceallcated t te emwered sell.

    Te Aatar starts te net rnd read t cast a sell, and s ablet cast t at an mment, sng all te allcated actn dce(and n mre). Resle ts as t was an etra adanced r etrartnt actn, deendng n weter t s te c ntrllerstrn.

    T tae ll adantage an emwered sell, te laer as twat ntl s net Magc ase t nleas te sell. i te sell scast drng te cntrllng laers net Magc ase, semwered b addng te last rnds allcated actn dce t teactn dce te laer ses terrm te sell.

    i te sell s cast bere telaers net Magc ase, t serrmed sng nl teallcated dce. An emweredsell cannt be cmbned wtan adanced r rtntactn. Tere s n wa t ganmre actn dce t cast te sell cast bere te laers netMagc ase.

    Ater te sell s cast, te Aatar can errm actns as nrmaldrng te remander te rnd wt an nsent actn dce.

    i te emwered sell s nt cast drng te rnd ater t sallcated, all allcated dce are lst. Te Aatar cannt accmlate

    magcal wer r mre tan ne rnd as t s etremel dcltt manlate.

    Te Aatar cannt errm an actn r cnteractn berecastng te emwered sell nce t as been allcated r e lsescncentratn. All allcated dce are lst mmedatel.

    i te Aatar s damaged r rced t mae a maneer cec elses cncentratn. All allcated dce are lst mmedatel.

    Example: Empowered SpellThe player controlling a Dark Elf Sorceress decides she wont cast any

    spells during the current Magic phase, and instead accumulates theremaining AD (three out of four) to empower her next spell.

    On the following round, the Dark Elf Sorceress controller decides tocast the spell, as an extra advanced action, before the Magic phase.The Dark Elf Sorceress can only use the three accumulated dice tocast the spell.

    If instead the controller had waited until the Magic phase, she wouldhave been able to cast the spell with up to seven AD! (Using the threeallocated to empower the spell plus the four available on the currentround).

    DISPELLING MAGICDsellng magc s te cnteractn aalable nl t magcsers. Eer mdel tat can cast a

    sell s able t dsel magc t snt n clse cmbat. Mdelsw cannt cast sells canntdsel magc.Te stat sed t dsel magc ste Mnd (M) stat.

    Wen a magc ser casts a sellne r mre enem magc serscan tr t dsel t.

    T dsel magc, te sell eect rte magc ser castng te sell mst be n range (can be measredrr t allcatng dces r dsellng). Te range dsel magcs eal t te crrent ale te dsellng magc sers Mnd(M) stat n nces.

    As wt cnterng ter actns, sbtract te nmber sccessl actn dce rlls b te dsellers rm te actn dcerlls b te magc ser castng te sell.

    Sme sells eects reman n eect ne r mre rnds ater teare cast. A magc ser can dsel tese remanng sell eectsdrng s Magc ase. Eac sccessl rll wll reme nesccessl AD rm te eects te sell.

    Example: Dispelling a spellAn Orc Shaman wishes to paralyze an enemy Shadowdancer. TheOrc Shaman casts the spell with four AD. As the enemy magic-useris in range of dispel, he will try to dispel it using two AD.

    Ater errmnga magc actn d nt

    rget t lace terered AD cnternet t te mnatre,t date te nmber

    sent AD.

    ere s n need tsec wc sell sbeng emwered. in

    Arena Deatmatc magcwer can be

    accmlated beredecdng wc sell s

    gng t be te recent tat wer.

    Nte tatemwerng a sell s telast actn te aatar desn te crrent rnd, sbe sre t errm an

    sells ws t cast tsrnd bere annncng

    te emwerng asell.

    MAGICSme mdels are able t errm magcal actns. Tese mdelsma ae ganed ter magcal wer trg te ntense std sells r trg te se a magcal bject.

    Magcal actns nle castng a sell. Tere s n lmt t tenmber sells tat a mdel can errm drng a

    rnd as lng as te mdel as actndce t errm tem. Te same sellma be cast as man

    tmes as desred b a mdel n te same rnd as lng as t desnt target te same bjecte mre tan nce.

    CASTING A SPELLSells are secal magcal actns. Ter descrtns aear n temdels recrd card. Te mst cmmn magc actn stat s Mnd(M).

    Sells can nl be errmed drng teMagc ase.

  • 7/29/2019 Adm Rulebook

    15/29

    2928

    SHOOTINGStng actns (r ranged attacs) are secal actns. Terdescrtns aear n te mdels recrd card. Te stngactn stat s sall Stng Sll (RS).

    Nte tat een a stng actn nles tw mdels, teseactns cannt be cnteracted nless t s seccall stated s nte actns descrtn.

    Stng n Arena Deatmatc taes lace drng te Stng

    ase.Generall, an mdel tat carres a ranged cmbat wean(bws, crssbws, r gns) can mae ranged attacs drng tsase.

    A ranged attac s a stng actn. T errm a stngactn, te mdel mst send actn dce.

    Tere s n lmt t te nmber ranged attacs a mdel canerrm drng a rnd, as lng as t as te actn dce tcntne attacng. Te same ranged attac can be errmed asman tmes as desred drng a rnd, bt can nl target tesame bjecte nce.

    A ranged attac can be m ade aganst an mdel tat can beselected as te target an attac. Nrmall tat means te mdels wtn lne sgt te attacer. hweer, tere ma beecetns sc as ranged weans wc d nt rere te

    attacer t ae lne sgt t ts target. on te mdels recrdcard tere s a descrtn eac stng actn a mdel canmae.

    LINE OF SIGHT (LOS)A mdel can see antng n ts eld ew. Te eld ew s180 etended rm te rnt ter base as swn belw.

    T determne a target s n lne sgt, mage a lne rm annt te attacers case rnt ace (and nt te mdels eld ew) t an nt te targets mnatre case.

    -i can draw a lne t an art te targets case wttgng acrss an bstacle r mnatre case, ten te target s nll lne sgt te attacer.

    -i can draw a lne t nl 50-99% te targets casewtt gng acrss an bstacle r mnatre case, ten tetarget s n artal lne sgt te attacer.

    -i can draw a lne t less tan 50% te targets casewtt gng acrss an bstacle r mnatre case, ten tetarget s n mnmal lne sgt te attacer.

    -i can nt draw a lne t an art te targets casewtt gng acrss an bstacle r mnatre case, tere s nlne sgt.

    Filed of view and line of sight (LoS)

    The Orc Shaman rolls three successful AD. The enemy magic-userrolls one successful AD. So the total number of successful rolls is two.Looking at the Provoke paralysis spell outcome we see that theShadowdancer will suffer a -2 penalty for the rest of the currentround.

    Example: Dispelling the Effects of a spellCarrying on from the last example, the Shadowdancer suffers now apenalty of -2. As this penalty is caused by the effects of a spell, it canbe dispelled.On the Shadowdancer controllers Magic phase, the player decidesthat his Necromancer will try to dispel the effects of the spell using two

    AD. He then rolls 2d10 and scores one successful roll, whichautomatically affects the effects of the spell. The penalty applied to theShadowdancer is now -1 instead of -2, and so the Shadowdancer getsback one AD and one CD!

    COUNTERACTING A SPELLAs wt ter actns tat aect tw r mre mdels, sme sellscan be cnteracted b ter target.

    Cnteractng sells wr as cnteractng an ter actn; eacsccessl actn dce rll s sbtracted rm te casters sccesslactn dce rlls, and te reslt s sed t determne te eects te sell.

    Sme sells reman n eect a nmber rnds ater te arecast (e.g. Cause Fear). Te ctm te sell can cnteract te

    sells eects n te remanng rnds drng te Tactcs ase.Eac sccessl Mnd (M) rll made wt actn dce remesne sccessl AD rm te eects te sell.

    Example: Dispelling and counteracting a spellA Necroman cer tries to curs e an enemy Be astman Warchief. TheNecromancer casts the spell with four AD. An enemy magic-user, aDark Elf Sorceress, is in range to dispel; she tries to dispel it usingtwo AD. The Beastman Warchief also tries to counteract the spellusing three AD.The Necromancer rolls five successful AD (as he obtaineda double successful roll). The enemy magic-user rollsone successful AD. The Beastman Warchief rollsone successful AD.Looking at theCrse spell outcome we see thatthe Beastman Warchief is cursed for three rounds(the current round plus the two next ones).

    Example: Dispelling and Counteracting theEffects of a SpellCarrying on from the last example, on thenext round the Beastman Warchief isstillunder the effects of theCrse spell (andwill be on the following one as wellunless some measures are taken by hiscontroller).

    On the Beastman Warchief controllers Tactics phase, theplayer decides that his

    Beastman Warchief will try to counter the effects of the spell using allof his four AD. He rolls 4d10 and scores only one successful roll, whichis removed from the effects of the spell. The Beastman Warchief iscursed one less round than before (only one round remains, the currentone, now).

    Next, during his Magic phase, the player decides that his Orc Shamanwill try to dispel the effects of the spell using two AD. He rolls 2d10and scores one successful roll, which is automatically removed from theeffects of the spell. The Beastman Warchief is free of the effects of theCrse spell, as the spell effect is again reduced by one successful AD(which translates again into one round), thus reducing the number

    of rounds to zero!

  • 7/29/2019 Adm Rulebook

    16/29

    3130

    as nrmal drng te remander te rnd wt an nsentactn dce.

    An Aatar can target te same bjecte r nl tw cnsecternds. Te allcated dce r a targeted ranged attac are alwastse rm te recedng rnd.

    Te Aatar cannt errm an actn r cnteractn beremang te graded ranged attac, r e lses cncentratn andas a reslt lses all etra allcated actn dce.

    i te Aatar s damaged r rced t mae a maneer cec, e

    mmedatel lses cncentratn and as a reslt lses all etraallcated actn dce.

    i te lne sgt t te target becmes mnmal r te Aatarlses lne s gt t te target, te targetng Aatar mmedatellses all targetng allcated actn dce.

    Example: TargetingThe player controlling a Dark Elf Hero decides to target an enemyDwarf Berserker, to make a powerful shot during the next round. Heuses his remaining AD (three out of four) to concentrate on targetinghis victim.During the following round, seeing that the Dwarf Berserker is goingto move into cover (thus causing the Dark Elf to lose all dice allocatedfor targeting), the Dark Elf Heros controller decides to shoot as an

    extra opportunity action, before the Shooting phase.The opportunity action Agility check is

    taken, resulting in the Dark Elf being able toshoot (only with the allocated dice)before the Dwarf Berserkermoves into cover.

    If the Dwarf Berserker hadnt moved, the Dark Elf Hero controllerwould have waited until his Shooting phase, and thenbeen able toshoot the Dwarf Berserker with up to 7 AD! (Using the three targetingallocated AD plus the four available on the current round).

    SPORTSMANSHIP AND RANGEDATTACKS

    Determnng te mders t a ranged attac ma n ccasn benclear. in sme statns determnng lne sgt t te targetr een range ma be nclear as well.

    in statns le tese, tr t nd a c s ltn. D nt argewt r nent; t nl slws dwn te game. instead, tr tnd a cmmn agreement. or, eac can rll a d10 andte gest rll can determne te reslts.

    ATTACK RANGEfr a ranged attac t t ts target, te target mst be n range te attac. i te target s t range, te attac atmatcallmsses regardless te reslts an actn dce rlled.

    on te mdels recrd card tere s a detaled descrtns eacstng actn (ncldng ts range, n nces) a mdel can mae.

    Attac range s alwas seced n nces.

    LOS MODIFIERSunless te cntrar s seced, al LS mders wenerrmng an Stng actn.

    Example: Minimum LoS

    A Dark Elf Prince has minimum LoS to a Light Elf Prince hidingbehind a column. The Dark Elf Prince wants to shoot the Light ElfPrince anyway, allocating three AD for the attack. He finally shootsthe Light Elf Prince rolling only one AD, as he automatically loses twoof the allocated AD.

    MAKING A RANGED ATTACKT mae a ranged attac, se te llwng rcedre:

    1. Te attacer declares attac, secng a target and wman actn dce are t be sent errmng te attac.

    2. i rered, al an LS mders t te attac.

    3. i tere s te ssblt te target cnteractng teactn, te laer cntrllng te targeted mdel declaresw man actn dce are t be sed cnteractng.

    4. Measre t see te target s n range.i te target s n range, errm te ranged attac and alte tcme. i te attac reslts n a t, al damageeect and blw eect as elaned n te cater n ClseCmbat.i te target s t range te attac atmatcall mssesand te attacer lses te declared actn dce. Tere s nneed r te deender t cnteract te attac and des ntsend te actn dce allcated t cnteract t.

    Example: Ranged AttackA player wants his Dwarf Thunderlord to shoot his opponents

    Beastman Warchief using his Thunder pistol. He declares his target(the Beastman Warchief) and declares that he is going to perform theranged attack using three AD. Remember that the attacker cannotmeasure the distance now, he must guess that his target is in range.

    Both players determine if any LoS modifier should be applied. In thiscase, the dwarf has a partial view to the Beastman Warchief, so helooses one of the allocated AD to perform the ranged attack.

    The Beastman Warchief cannot counteract the attack, so his controllerhas no need to declare a counter action.

    The player controlling the Dwarf Thunderlord proceeds to measure tosee 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 obtainstwo successful rolls. Looking at the Thunder pistol outcome we seethat the outcome of the action is that the Beastman Warchief suffersa Strength 7 attack!

    If the Beastman Warchief had been out of range, then the rangedattack would have missed automatically and the Thunderlord wouldhave lost all three allocated AD.

    TARGETINGAn Aatar War can target s ranged attac bjecte trgtw cnsecte rnds (te crrent rnd and te llwng ne)n rder t tae a recse and etremel damagng st. T d s,te laer cntrllng te Aatar mst annnce drng te

    Stng ase tat te Aatar s targetng a secc bjecte.Tat entre rnds nsent actn dce are ten allcated tgrade te net ranged attac.

    place a d10 net t temnatre t ndcate tenmber actn dce allcated.

    Te Aatar starts te net rndread t mae te ranged attacand s able t st at anmment sng all te allcateddce (and n mre). Resle tsas t was an etra adanced retra rtnt actn, deendng n t s te Aatarcntrllers trn.

    T tae ll adantage targetng an bjecte, te laer mst

    wat ntl te net rnds Stng ase t nleas te rangedattac. i te ranged attac s made drng te laers net rndStng ase s graded b addng te last rnds allcatedactn dce t te actn dce declared t errm te rangedattac.i te ranged attac s made bere te laers net rndStng ase, t s errmed sng nl te allcated dce. Atargeted ranged attac cannt be cmbned wt an adanced rrtnt actn. Tere s n wa t gan mre actn dce tmae a ranged attac made bere te laers net Stngase.

    Ater te ranged attac s made, te Aatar can errm actns

    LoS modifiers

    partal LS t targetAtmatcall lses ne te ADallcated t errm a stngactn aganst a target n artal LS

    Mnmal LS t target

    Atmatcall lses tw te ADallcated t errm a stngactn aganst a target n mnmalLS

    N L S t tar get Ranged a ttac nt ssble

    30

    Nte tat targetng ste last actn te Aatardes drng te crrent

    rnd, s be sre terrm all desred

    stng actns beredeclarng are

    targetng an bjecte.

  • 7/29/2019 Adm Rulebook

    17/29

    3332

    COMMON COMBAT ACTIONSCmmn cmbat actns can be errmed b all mdels and dnt aear n te mdels recrd card.

    Attack (Hit with weapon)Te Aatar attacs s enem wt s wean.CS s. CSvctm sers a blw te Aatars Strengt ls oNE lste weans Strengt mder.Ts actn can nl be cnteracted b te ctm teattac, een tere are ter Aatars n cntact wt te attacer.

    Disengage

    Dsengage s nw a cmbat actn, and mst ten be errmedsng Cmbat Dce n te Cmbat ase.

    A mdel engaged n cmbat can leae cmbat b te se tsactn.CS s. CSCan se oNE te aalable Cmbat Dce t errm nwan etra mement t abandn cmbat (wal wt 1CD, Rn

    wt 2CD, Srnt wt 3CD). Cmbat Dce sed t escae aresent r te trn.A mdel engaged n clse cmbat can leaecmbat at an nt drng te Tactcs ase. onent(s) cancnteract tat actn. A mdel cannt errm a dsengageactn n te same rnd tat t enters cmbat.

    Stand up (in combat)

    A mdel tat s nced dwn and s engaged n clse cmbat cantr t stand drng te clse cmbat ase. onentscrrentl engagng tat mdel can cnteract ts actn.

    Te actns descrtn s: CS s. CSMdel stands and aces at wll (wt tw s ccesses r mre)r aces randml (wt nl ne sccess).

    Nte tat clse cmbat mders r errmng a cmbat actnrm te grnd aganst a standng enem d nt al wenerrmng te Stand up cmbat actn. Te mdel s nterrmng an actn aganst ts enemes, bt rater jst trng tstand , s t can alwas se t all ts CD r errmngts actn.

    RESOLVING COMBATAll cmbats are resled drng te Clse Cmbat ase. Telaer tat as rnd ntate cses te rder n wccmbats are resled.

    i, r an reasn, a new cmbat s created drng te ClseCmbat ase, tat cmbat s resled drng te same asesng te cmbatants remanng cmbat dce.

    SIMPLE COMBATA smle cmbat nles nl tw engaged mdels.i ne te mdels as carged ts rnd, t atmatcall

    becmes te attacer:Te cntrller declares tsrst cmbat actn(ncldng w mancmbat dce e ses terrm tat actn).

    i neter r bt mdelsae carged, te mdel

    wt te gest Agltstat (Ag) becmes teattacer. Te cntrller

    declares ts rst cmbatactn (ncldng wman cmbat dce e sest errm tat actn).

    Te sng laer (te deender) ten decdes e wld let cnteract te attacers rst cmbat actn and declares wman cmbat dce e s gng t rll. As wt ter actns, tedeender can at mst se nl te nmber cmbat dce teattacer ses t errm te actn.

    once te attacer as declared ts cmbat actn and te deenderas declared ts cnteractn, te cmbat actn s mmedatelerrmed. Te tcme s aled mmedatel.Te rles are ten reersed: te attacer becmes te deenderand te deender becmes te attacer.Ts rcess s reeated ntl tere are n mre cmbat dce t

    send r bt laers cannt r decde nt t errm an mrecmbat actns.

    Example: Simple combatA Dwarf Berserker (fo ur CD) is fighting against an Orc Warlord(four CD). The Dwarf Berserkers current Agility is the highest, sothe Dwarf Berserker acts first. Its controller declares that the DwarfBerserker will perform aflancombat action using three CD. TheOrc Warlord controller wishes to counteract this action, as he does notwant to end up flanked, and declares he will use two CD.The Dwarf Berserkers controller gets two successful rolls, and the OrcWarlord controller gets two successful rolls as well. Looking at theflanaction outcome we see that the Dwarf Berserker moves to theOrcs flank but the Orc faces him again.

    The Dwarf Berserker has lost the non-successful CD rolled, so he hasthree CDleft.The Orc Warlord has lost no CD, as all its rolls were successful. He

    still has all of its four CD.

    Now is the Orc Warlords turn to act. Its controlle r decides to launchthe Dwarf Berserker through the air. He declares aLanc actionusing all four CD (he really goes for it!). The Dwarf Berserkercounteracts the action using only two CD (a bit risky, but he has onlythree CD left!).

    The Orcs controller obtains only two successful rolls while the Dwarfscontroller obtains a doubly successful roll. Looking at theLancaction outcome we see that the Orc catches the Dwarf, but the Dwarfescapes!

    CLOSE COMBATClse cmbat s caractered b a c and dangers ecange blws accmaned b all nds swt mements, attacsand deences.

    Arena Deatmatc clse c mbat s nt cmse d a statcsccessn redetermned dce rlls, bt nstead b laersactns and ablt t elt s Aatars gtng stle andstrengts.

    in Arena Deatmatc, eer cmbat s derent nt nl becase dce rlls bt becase te derent cmbat actns taen b

    Aatars War.

    ENGAGED IN CLOSE COMBAT?All mdels tat are n cas e t case cntact ( een nl tesmallest art te case) wt ne r mre enem mdels at testart te Clse Cmbat ase are cnsdered t be engaged nclse cmbat.

    Wen engaged n clse cmbat a mdel sld tc as mc te enem mnatres case as ssble. At te start te clsecmbat ase, ased b a laer, cmbatant stns sld becrrected (b stng ter bases) t tc as mc te enemmnatres case as ssble.

    COMBAT ACTIONSClse cmbat s resled b errmng cmbat actns.Eertng a mdel can d n clse cmbat s called a cmbatactn. All cmbat actns aect tw r mre mdels, s allcmbat actns can be cnteracted.

    A cmbat actn s errmed te same wa as ter actn, btses cmbat dce nstead actn dce. As wt ter actns, temre cmbat dce sent t errm a cmbat actn sallmeans a greater cance sccess.

    Tere s an mrtant derence between cmbat dce and actndce weer: sccessl cmbat dce rlls d nt cnt as sentb te mdel and are et t errm mre cmbat actns.

    unless te cntrar s seced n te actn descrtn, cmbatactns are cntered smltanesl b all enem mdels n case

    t case cntact wt te attacer. Ts means te attacerscmbat dce are cnteracted b te sm all deenders cmbatdce.

    A mdel n clse cmbat can send all ts cmbat dce eerrnd t errm cmbat actns. Te mdel can errm asman cmbat actns as desred wle t stll as c mbat dce let.Eac cmbat actn can nl be errmed nce aganst te sametarget drng te same rnd.

    Wen a cmbat actn reres te se a secc wean (e.g.Knob Hit, wc reres te Barbaran her t be wang sae) t s atmatcall assmed tat te Aatar s wang tat

    wean. Tere s n need t sec te cangng weans.

    As wt ter actns, cmmn cmbat actns are aalable t allmdels and are descrbed n ts sectn. Secal cmbat actns

    are nl aalable t certan mdels and are descrbed n te aatarrecrd cards.Weneer a secal cmbat actn rle cnlcts wt a cmmncmbat actn rle, te secal cmbat actn rle taes rrt.

    32

    CD countersit s er sel t se d10s asCD cnters. place 1d10, r

    eac aalable CD, net t eacmdel nled n cmbat

    (smle r mltle). Wen neCD s sent, reme 1d10 rm

    te nes net t tecrresndng mnatre base.s wa wll alwas nww man dce eac mdel as

    t mae ts cmbat actns.

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

  • 7/29/2019 Adm Rulebook

    18/29

    3534

    BLOW EFFECTClse cmbat s nt a statc ecange blws; gters meman tmes nlntarl wle n cmbat. Te strengt a blwm mae a ctm lse stn, be nced dwn, r smetngeen wrse.

    T relect ts, nce damage as been aled, sbtract te ctmsrgnal Strengt (St) stat (nt te crrent stat, as ere teStrengt stat s sed an ndcatn se and wegt) rm teblw strengt and al te reslt ndcated n te llwng

    table.

    Weneer a mdel s trwn trg te ar de t a blw eect,t ma cllde wt an bstacle drng te lgt.

    i te bstacle s anter mdel, te mdel cllded wt receesa blw te ler's rgnal Strengt (St). Te ler carres ntrg te ar te cllded mdel s sed r s nceddwn, terwse t s nced dwn net t te cllded mdeland sers a nmber damage nts eal t ts wn rgnalStrengt (St) mns ts crrent Aglt stat (Ag).i te bstacle s a rgd scener element, te ler sers a nmber damage nts eal t ts wn rgnal Strengt (St) mns tscrrent Aglt stat (Ag) ls tw nts, and s nced dwn nrnt te bstacle. i n rgd scener element s cllded, teler sers a nmber damage nts eal t ts wn rgnalStrengt (St) mns ts crrent Aglt stat (Ag) ls ne nt

    wen clldng wt rgd grnd. Te mdel wll be nceddwn n te cllded st.

    A sed mdel atmatcall sts n clldng wt a rgdbstacle r anter mdel. Cllded mdels are nt sed bac.

    A sed cmbatant can lse cntact wt all s enemes:-i, ater beng sed, te mdel s at a dstance greater tan nenc rm all ts enemes, ten te mdel s nt n cmbatanmre and ts cannt errm cmbat actns ntl t reganscntact wt an enem.-i, n te cntrar, ater beng sed, te dstance t ne r

    mre enemes s less tan r eal t ne nc, tese clse enemes( nt engaged n cmbat) can atmatcall be relcated t gancntact and rceed wt cmbat as sal.

    Example: Blow effectThe Dwarf Berserkers blow strength is 8. We subtract the OrcWarlords original Strength, 7, obtaining a blow effect of 1. Lookingat the blow effect table we find out that the Orc Warlord keeps hisposition. It is very difficult pushing such a big and strong Avatar.

    If the blow strength would have been only one point greater, the OrcWarlord would have been forced to make a maneuver check and likely

    be knocked down as hes not an agile creature. It was close!

    MULTIPLE COMBATWen tere are tree r mre mdels e ngaged n cmbat, amltle cmbat ccrs. in tese cases te rcedre t reslecmbat s as llws.

    All mdels nled n te cmbat act n te llwng cmbatrder:

    1. Mdels tat ae carged tat trn srted b descendngAglt (Ag).2. Mdels tat ae nt carged tat trn srted b descendng

    Aglt (Ag).

    Te mdel tat acts rst becmes te rst attacer t declare tsrst cmbat actn. A mdel can errm cmbat actns aganst

    an enem n case t case cntact.Eac mdel aected b r able t netrale tat actn (agantse n case t case cntact wt te attacer)becmes a deenderand can cnteract te cmbat actn sng cmbat dce. Tsmeans te attacers cmbat dce are cnteracted b te sm all deenders cmbat dce.once all mdels nled n tat actn ae declared tercmbat dce, errm te cmbat actn and mmedatel alts tcme.

    Te secnd mdel t act becmes te attacer and can declare acmbat actn, ten te trd mdel, and s n. Ts rcedres ten reeated, strctl llwng te cmbat rder establsedearler, ntl tere are n mre cmbat dce t send r all mdelsnled are nsed r cannt errm mre cmbat actns.

    The Dwarf Berserker still has three CD left, while the Orc Warlordnow only has two CD left (as he lost the other two while performingthe Launch action). Things look better for the Dwarf now!Its the Dwarf Berserkers turn to act again. The controller decides hewants to attack (perform the action Attack with weapon) using allthree available CD. The Orc Warlord counters the attack using histwo CD.Both players roll their CD: the Dwarfs controller obtains foursuccessful rolls while the Orc Warlords controller obtains only onesuccessful roll. The dwarf wins by three successes, and looking at theaction outcome we see that the Orc suffers a blow of strength 9.Effectively, the Dwarfs Strength stat is 5, and uses a one-handed

    weapon (+1 to blow strength). Blow strength is thus 5+1+3 successes=9.once wee determned te blw strengt, t s tme t nd tenlcted damage. T nd te nlcted damage nts, sbtractte deenders Armr stat (Arm) t te blw strengt.

    Example: Calculating damageAs the Orc Warlords Armor stat is 5, and the Dwarfs blow strengthis 9, the Orc suffers a total of 9-5=4 damage points.

    Applying damageDamage n Arena Deatmatc s relected drectl n te mdelstate table. Eer tme a mdel sers damage, ne ts stats saected, decreasng b ne nt.

    fr eac damage nt rll 1d10 and sbtract ne nt rm te

    stat ndcated n te llwng table.

    i a stat as alread reaced tslwest ale, canntdecrease tat stat rter.instead, al te damage ntt te net stat n te recrdcard state table. i tat statcannt be decreased, me nt te net nn emtdescrte stat (dwnwards,retrnng t te t necessar,and neer swtcng rm adescrte stat t a scal stat

    r ce ersa, ts rm M weg t Arm, and rm M t Ag).

    i te Sl stat an Aatar reaces er r s er becase tecmbatant s nt an Aatar War, te sl damage s aled tte rst scal stat n te Aat