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ARENA OF DEATH

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The Arenas of the Wych Cults; home to bloodsports of the most shocking kind. Here captured enemy cbampions and
"icious alien beasts give their all against the expert warrior-athletes of the Dark Eldar, the howling of the ever-thirsting crowd
deafening in its volwnc. There are only hvo ways to escape - to win through to the next round, or to meet a gory death ...
Arena of Death is a quick and easy mini-game designed
for those bloody duels that take place between the mighty
characters of the \Varhammer 40,000 universe.
STEPPING INTO THE ARENA
To fight, follow this simple procedure:
1) Both players select and equip a non-vehicle modellO a
prc-agrced points value (we recommend at least 150).
2) Set up a 2' x 2' arena with a little terrain - a Realm of
Battle r.iie will do nicely.
3) The players roll off. The winner deploys his gladialOr(s)
anywhere within 2" of the arena edge of his choice. His
opponent tben deploys within 2" of the opposite board
edge. Roll off once more - the winner takes first turn.
4) First, each player shuffles his card deck and draws a
hand of six cards.
5) Follow the usual Movement, Shooting and Assault
phases onVarhammer 40,000 until the opponents are
engaged in the Fight sub-phase, where instead of using
the normal rules, the procedure belo",' is observed (note
that l'vlorale tests are automatically passed) .
6) Players secretly choose a single card from their hands,
placing it face down.
Each game is a lighming-fast bar.tle where the gladiators try
to out-think their foes in order to land a lethal blow - or to
impress the baying crowd sufficiently to fight another day.
7) The players reveal tlleir cards. Each player then rolls for
their Speed. A gladiator's speed is equal to:
Initiative + Manoeuvre modifiers +
Positional modifiers + miscellaneous modifiers + 2D6
8) The player with the HIGHEST Speed reveals his
Manoeuvre card and resolves its major e1Iect. The player
\vith the LOWEST Speed then reveals his Manoeuvre
card and resolves its minor effect (if lhe players have
the same total, the players roll off to see \ ....ho goes first).
Each player then d raws a card.
9) Each player aclj usts his Roar of the Crowd rating
according lO the card they played this round. They may
then may pick up one Manoeuvre card in play (except
the card they played this round) .
10) Repeat stages 5-10 until one side kills his opponentes)
and hence wins the game and/ or or reaches a high
enough Roar of the Crowd rating to win the game.
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MANOEUVRING TOWARDS VICTORY
Manoeuvre cal-ds allow you to pull off uazy
e nact dari ng feats of agi li ty, and generall y beat on YOUl-
opponents. At the beginning of each Fight subphase.
you must choose a manoeuvre Lhat you wish to enact lhat
round from the Manoeuvre cards available to you. Choose
carefull y, though, because the card you choose could lead
la thrilling victory or ignomini o,:-! s defeat.
After resolving each card, a player must
ac!.j usl his Roar of the Crowd rating (often call ed RoC).
A gladiator'S RoC rating can be modifjed positively or
negatively by the Manoeuvre card he enacted. Note that th e
minor effect of the manoeuvre and the major effcCl have
different RoC ratings - a well-executed manoeuvre is mOI-e
likely to please ilS observers. We'll cover this la ter; for now
le t's look at how to determine your Speed.
SPEED - STRIKE FAST OR DIE TRYING
Landing me first bl ow is often t.he key to vinory, es pecially
in the Arenas of Commorragh where the combatants fi ght
wi th blurring alacrity and grace.
Speed is determi ned once each player has chosen his
gladia tor's Manoeuvre card. The system is as follows;
- Look at your gladia tor 's Initiative characteristic on his
profile - tllis wiU be a num ber between 1 and 10.
- Add any Positional and/or Miscellaneous Modifiers (see
be low for details of how to dete nlline these).
- Add any Manoeuvre Modifiers (see the cards
on the following pages for detai ls) to the result.
- Roll 2D6 and add it to the the res ult of the previous steps.
The total is your Speed rating for this sub-phase.
Your opponent then does the same. It doesn't malleI' who
de(cnnines their Speed fi rst, o nly dl e end I-esult. First,
though, le t's look at these modifiers in a bi t more detai l.
POSITIONAL MODIFIERS
Initiative can be modified by positi onal modifi ers - if you're
str iking a t your oppone nt's fl ank, or at h is back, i t' ll be a lot
easier to hUrl him (see d iagram, above ri gh t).
-'fyour gladiatOr is in tllC side arc of his opponent.'s
model, add +2 to your Speed rolll.hat (Urn.
- If your gladiator is in the rear arc of h is opponent's
model, add +4 to your Speed roll that turn.
M ISCELLANEOUS MODIFIERS
Certain weapons can modify Ini tiative. For example, a
gladiator wielding a weapon with th e Unwieldy special
rule, such as a power List, is counted as having Initiative 1.
Li kewise, I-emember that chargi ng into terrain can reduce
your Initiative [() 1.
POSITIONAL MODIFIERS
(;lFRONT (;j REAR QSIDE
MANOEUVRE CARD MODIFIERS
Certain Manoeuvre cards have an IlIiliative mod lfier
that can makc you strike more swifLl y, or slow you down ,
depending on what you choose to do. Once revealed,
Manoeuvre cards re main in play until you pick them back
up. Some Manoeuvre cards played in previous turns can
modify your Initiative whilst they re main in play - fi ghti ng
defensively or all-out attacks can have a lasting effect.
REVEALING AND RESOLVI NG MANOEUVRE CARDS
On ce each player has determined his Speed for that phase,
it's time LO reveal and resolve you r Manoeuvre cards.
- First, the player with the highest Speed reveals his
Manoeuvre Card and resolves lhe Major effect listed .
- Ass uming he is still a live, the player with the lowest Speed
reveals and resolves (he Minor pan of hi s rvlanoeuvre Carel.
Gladiators may not use the same manoeuvre over and
over again - his opponent will gel wise to these tlicks soon
enough, and that can have deadly consequences. Because of
this, once a Manoeuvre card has been used , place it face up
next to your side of the arena. It is now considered ' in play.'
Once you have enacted a Manoeuvre, you MAY pick up one
of your Manoe uvre cards that is in play and put it back inLO
}'our hand with (he other Manoeuvre car ds available to you.
This cannot be the card that YOll played tbis turn.
Canny pl ayers will engineer situations where the Manouevrc
cards (hey have in play give tJlcm a bonus to subsequen t
Manouvres in futlll-e rounds of combat. It pays to dl ink
a head in tJl e Are na of Death, selting yourself up [or a ki ll e r
a ttack that will decide the ba[tie once and for all.
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THE MANOEUVRE CARDS
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Pi cking the ri ght manoeuvre at the right lime is "ital to success in (he AI-ena ofDealh. You' ll start off with a hand of six
Manoeuvre Cal"c\s, and draw an addi tional card at the e nd of each Fight sub-phase, as well as having the option to pick up
onc of your Manoeuvre cards in play. You'll lypicall y ga in morc cards as th e game progresses (to a maximum of twelve).
Some manoeuvres allow you to draw an extra carc! or force ),Olll- opponent to d iscard . You' ll need rwo decks of lwelve cards;
feci free to photocopy the next few pages twice over, cut them Out, and stick them to some cardboard before }'OLl start.
THE ROAR OFTHE CROWD
As the gladiators parry and thrust, the hollers and chan LS of
the crowd I-ing in thei r ears. Should they fi ght well this can
orte n encourage them or spur them on to vicLOry, lhough a
\varri o r who is found wanting will oflen find hi mself facing
impossible odd<;.
Keep a running tall y or yoU!' gladialor"s RoC rating on some
scrap paper. U a gladiator's Roar of the Crowd rating ever
equals or exceeds his points value, he automatically wins
the game. Having pleased the crowd, hc has survived [his
round of his ordeal, and may cven escape back to freedom
though that's ano[he l' story.
A glHdiator who 'dies' before his RoC rating equals or
cxcet:ds his points value is out of action - mortally wounded
or ot.herwise un able to fi ght Oil , he is dragged from the
are na and sent to t he Haemo nculi oublie ues for 'regrowth'
- or perhaps even just left to rot on the bloody sand .
Every time a gladiator kiUs an enemy model in the arena,
his gladiator's RoC rating is adjusted upward by an amount
equal to that model' s points value.
Defeating a common Da rk Eldar \"' yeh (10 po ints)
will improve your RoC rating by a meagre 10, whe reas
defeating t he Queen o f t he Are nas he rself, Lelith Hes pera..x
(175 points), will improve it b}' 175, a lmost cerlainly
guaranteeing fame, fonune and perhaps even surviv.J. 1.
RUNNING OUT OF CARDS
Note that if a player's hand is reduced LO 0, his men
collapse from exertion and he automati call y loses lhe game.
A NOTE ON INSTANT DEATH
Th e Dark Eldar modify lh e of t he ir captives
to e nsure their bloodsporLS are not over too q uickl y. To
represent th is, lhe Instant Demh rule does not apply.
INTRODUCING NEW COMBATANTS
Phil: After a scr.J.p or [WO, adve nturolls players will waot to
up the stakes. One player might use a migl1ly hero whilst his
opponent has several models lhm, between them, add up
to the same tota l. In such insta nces, whe n one player
has ki lled all the oppone nLS in the arena, both playel"S then
shume their hands and their cards [hat remain in play back
into the Manoeuvre card deck. They ul en introduce the
next gladiator (s) by playing through the sequence at the
beginning of these rul es from stages 3 to 10 (the victorious
combatant carries ove r any wounds he has already taken) .
In our own games, I started ofT by setting various Wyches
on my Space Marine captives, the n bui lt up 10 Khymcrae,
Clawed Fi ends, Succubi and even a Carnifex!
WiUl a bit of common sense, it's a lso poss ible to have more
than onc combatant (l;om one side in the arena at the
same time. lf you choose to allow this, those models who
are on the same side as each other must share the same
hand of Girds. Not onl y that, btu they must resolve the ir
a ttacks sepera te1), (a bit li ke in those films where the bad
guys attack lhe hero onc aftcr another ). Each player rakes il
in turns to nominate a model and the n enact that model's
turn, alternating ben\'cen sidcs until all models have
an,ed. When llsi ng mul tiple models, t.hough, I'eme mbe r
(ha[ CCItain Speed modifiers that affecl one combatant
mi ght not affect another. Because of this it's a good idea to
place the cards next to the models they afTect to help you
remember which manoeuvre applies to which model.
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PARRY
3 ) 8t'ij???2 $ 0
MANOEUVRE MODIFIER: + 1
M,NOR: BAD BLADEWORK
Your ttllempllo pan)' is Pitiful, thrmglt ),oUI'Jootwmk bu)'s
JOlt a liule time.
You do not get to make an attack th is round.
However, )' OU may move your model 1 " direcuy
backwa rds.
ROAR OF THE CROWD RATING, +0
MAIOR, DEFLECT AND RIPOSTE
YOUT blade knocks that oJ ),oltr enemy I.Q one side, leaving
)'ou lite 0NJOriu nity JOI' a clever counterst rike.
You ma}' make a single Attack. Your opponent
may not ma ke an}' Auacks againsl you this rpl1 nd.
Furthermore, rou may draw an exo-a card after both
Manoeuvres have been resol ved.
ROAR OFTHE CROWD RATING, +3


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DODGE
t "NZ ? 6 ,.
MANOEUVRE MODIFIER: +3 (+1 WHEN
THIS CARD REMAINS IN PLAY).
M INOR:
You ?VU with the impact of ')'OUT o/Jponell t s blow, I
reposilion'ing for attach.
Move anywhel'e }" from your cur re nt positi on.
You must remain in base contact with at leas t onc
opponent, though you may [ace any direction.
ROAR OFTHE CROWD RATI NG, +0
MAIOR: ACROBATICS
)'()U flil), vault or leap out of 1'ach, ready to strike from a
beller vantage point.
Your opponent may nOt resolve any attacks or To Hil
rolls agai nst you th is round. Fw-the rmore, YOlI may
illl mediately move anywhe re up to 0 3+1" from your
current position, igno ring lhe ellects of any diffi cult
ter rain. You may face any direction.
ROAR OF THE CROWD RATI NG, + 2

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ALL OUT ATTACK
S ? e:prttC Jj
MANOEUVRE MODIFIER: -2 (-I WHEN
THIS CARD REMAINS IN PLAY)
M, NOR: BUND.llAGE
Yourfury dce.s you credit - if not )'our accuracy!
,
Yo u make your full number of Auacks, thoug' h t.hey
will only hit on a 5+.
ROAR OF THE CROWD RATING, +0
MAIOR: STORM OF STEEL
Your opponent fights for his life againsl a. devastating
combination auack.
You make your full number of Attacks, and coun t as if
you were charging thal round.
ROAR OF THE CROWD RATING, +4

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RUN LIKE HELL
3 Hell'? e j'
MANOEUVRE MODIFIER: +3 (+3 WHEN
THIS CARD REMAINS IN PLAY).
M, NOR: STUMBLE AWAY
Fast., but ma),be not fasi enough ...
" Move anywhere up to 03" away from your CUlTel1l
position that is not in base contaCt with an oppone nt.
YOll illay face any di rection. Any opponen t ulal was
in base comact can take an Initiative lest. If the lCSl
is passed, he may immedialely move back into base
contact wilh YOIl (though he must remai n in tht: same
arc and facing tll e same direction as he was before).
ROAR OF THE CROWD RATING, -2
MAIOR, BREAK OFF
You dOTI. swiftl)' away.
Move anY'"here up to 30 6" away from your currcnt
position that is not in base con tact with any glad iator.
You may face any di recti on. Your opponen t may not
I'esolve h is chosen )'1.anoeuvre card this .-oum\.
ROAR OF THE CROWD RATING, +3
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RAIN OF BLOWS
MANOEUVRE MODIFIER: -2
MINOR: FLAIL
You strike out over and over, morp to keep )'our Joe away
than to land Q, mortal blow.
" Make your full number of Attacks (remember to add
e '+ 1 if you charged). These are resolved at half
strength.
ROAR OF THE CROWD RATING: + X*
M AJOR: F LURRY
You lash out again and again with lethal intent.
Make your full number of Attacks (remember to add
+1 if you charged).
ROAR OF THE CROWD RATING: + X'
(*X is the number of hits )'OU SCOTe with this manoeuvre)

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OPEN FIRE
MANOEUVRE MODIFIER: +4
Only usable by a model with a weapon that has a Range
other than
M , NOR: N EAR MISS
. Seeing you raise )lour weapon, )'our oj)jJonenl evades the
shot.
You miss enti rely and do not get to make an attack
this round.
ROAR OF THE CROWD RATI NG, -1
MAJOR: KApOW'
YoU?' shot rings (Jul across the arena, ternporaril), drowning
out lhe crowd.
a Shooting attack fr om your ranged weapon -
all To Hi t rolls for this attack automatically h it.
ROAR OFTHE CROWD RATING: +(4 tim"X)
(*X is the number oJ successful rolls To Hit).

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HAMMER BLOW
3_31 t eri'W>"p% @ IDS
MANOEUVRE MODIFIER: -4 (-2 WHEN
THIS CARD REMAINS IN PLAY).
M,NOR: SWING AND A MISS
Your attack doesn't connect, and the crowd hoot in deri<;ion.
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You do not get to make an attack this round.
ROAR OF THE CROWD RATING: -1
M AJOR: WALLOpl
Ymlr devastating blow connects soundLy, leaving the Joe
reeling.
You automatically hit your chosen opponent with
a si ngle attack, which is resolved at +2 Strength.
Furthermore, after both Manoeuvres have been
resolved your opponent randomly discan;ls a
Manoeuvre card from his hand and places on the
bottom of his card Manoc uvre deck.
ROAR OF THE CROWD RATING: +8


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DIRTY TRICK
bWWGW"J
MANOEUVRE MODIFIER: +2 (+1 WHEN
THIS CARD REMAINS IN PLAY)
M , NOR: D ESPERATE MEASURES
You kick sand in your opponent s Jace.
You do not get to make an attack this round ,
However, your opponent has a - 2 modifier to his
Speed in the next round only.
ROAR OF THE CROWD RATING: + I
MAjOR: TRI P
You wrongfoot and trip up )'our opponent.
You do not get to make an attack thi s round.
However, your opponent has a -4 modific r to his
Speed in the next round on ly. Funhermore, you may
draw an extra card after both Manoeuvres have been
resolved .
ROAR OF THE CROWD RATING: +3
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CRUSADE or f iRE - AiL'!.:

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MANOEUVRE MODIFIER: +6
MINOR: ANTICIPATED BLOW
}')ur opponent leans aut of the avoiding lhe worst of
the bl.ow.
" Make a .single Attack against your opponent, resolved
at -1 Strength.
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ROAR OFTHE CROWD RATING: +0
MAJOR: MINOR BLOW
Your speed)' jab connects with. ),our foe.
You autOmatically hi t your chosen opponent with a
single attack, resolved al - l Strength.
ROAR OFTHE CROWD RATING: +3,
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LUNGE
{I s ac'8F;rt?s J r
MANOEUVRE MODIFIER: +0
MINOR: FORCEBACK
Your ojJ/JOnenl is forced to move backwards, avoiding fhe
worst of the blow.
" Make a single Attack agai nst your opponent, resolved
. at-l Strength. Irit misses, you may move your
opponent's model up to 2" d irectl y backwards. Ir this
rorces him into another model, in to difficult terrai n
or to the edge of the arena, the movement is halLed
and he takes an automatic S4 AP - hit.
ROAR OF THE CROWD RATING: + \
MAIOR: PALPABLE HIT
}'(m stab through Jom' opponents defences with a deft lunge,
inlending to m,1t him through.
You automatically hit your chosen opponen t with a
single Auack, .-esolved at + 1 Strength.
ROAR OF THE CROWD RATING, +4


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SERPENT STRIKE
e
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MANOEUVRE MODIFIER: +2
MlSOR: TIS BL.T A SCRATCH
l our altad onJ:t Jwt tJv of )'lmr

Make a single Attack against ' "OUT opponc oL If this
allack hits it is resoh"cd al half trength.
ROAR OF THE CROWD RATING: T I
MAIOR: CUNNING BLOW
You oplln Cl weakness in ),oltr opponents guard and strike
out hard.
Make a single Auack against your opponent. If this
attack hilS it is resolved at half Strengtll, thOllgh it
ignores annour saves.
ROAR OFTHE CROWD RATING, +3

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FEINT
$ .. 0
MANOEUVRE MODIFIER: + I (+3 WHEN
THIS CARD REMAINS IN PLAY)
MINOR: TRANSPARENT TACTIC
YOllr oppOlumt's not.Jallingfor it this lime.
You do not get to make an aHack this round .
However, you may move your model 1" in any
d ircctio n, provided it remai ns in base contacl with
your opponent.
ROAR OF THE CROWD RATI NG: -\
MAIOR: OPEN GUARD
Your opfJollellllries to deal with a blow that never COllies,
leaving him. wide open.
You do not gel LO make an attack this round.
However, you may move your model 1" in any
djrcction, provided it remains in base con tact wiLh
your opponent. Lastly, this card's Speed modifi er is
doubled in the nexl round.
ROAR OF THE CROWD RATING: + \
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