-You get two characters each, these characters must be a lord, hero, unit champion from a legal army book.
-No special characters.
-DE assassins count as heros and have access to regular magic items as well as their own, except for magic armor (it's gets in the way of their sneaky style).
-Mounts and accompanying models such as sabretusks may be taken however attacks from opponents will always be directed at the owning fighter. In fact any fighter may ride into battle on any mount allowed to a hero or lord from the same book for the same cost they pay, plus they can ride any monster available in their book for their cost.
-Each character can be a maximum of 200 points (250 if you include fluff), and hero level characters can take the same amount of magical gear as the lord level can (I'd just say 100 but it's different for dwarfs.), and deamons can take the gifts of their greater deamon counter-part, except that dark insanity only give D6+2 attacks for heralds.
-If the character is a wizard you must declare which lore you are using, and what spells you want to use (see below for more details). You must use the same lore throughout the tournament.
-Note all special rules/stats that model has (within reason) and write any tactics you wished to be used (for example 'use great weapon against AS 2+ and better and shield against anything else' or 'my vampire will always default to IoN').
-The characters do NOT have to come from the same army book, however if they are (and both are still alive) you can include in your tactics which fighter will start in the ring.
-No two characters may be exactly the same. (First come first serve.)
-Items/abilities/spells that change your opponent's stats (like Van Horstmans Speculum) are banned (this includes the rune of steel) with the exception of ones that remove 1 attack, the mark of nurgle, or ones that alter initiative. Ward saves, and inverse ward saves are capped at 4+ (3-) unless it's a one time use item.
-One use items will be uses once per round.
-Items that destroy or ignore other items (including immunity to flaming attacks) will only work on a 5+ which will be rolled at the start of every round of combat (so for example the bretonnian flail that destroys weapons on a 4+ would require a 5+ rolled at the start of the round and then a 4+ after a successful hit). The only exception is the null stone which will only work if the bearer is in the ring.
-Killing blow is automatically upgraded to heroic killing blow.
-Bretonnian fighters will start with the blessing.
-32 people can enter (so 64 characters overall).
-Once all the entries are in, a week will be given for final edits and then they will be locked. After this you can change your fighter’s tactics (even from fight to fight) but nothing else (unless otherwise stated).
-Fluff is optional, but if you do not provide it I'll make it up as I go.
-I will be the roller.
The Way It Will Run:
-Once we have 16 entrants I will set up the match ups.
-A random character from each team will start in the arena.
-Each character will have the chance to casts spells in order of initiative. They get a number of power dice equal to their wizard level plus two (so a lvl 3 wizard would have 5). Wizards know all the spells of their lore so it is very important that you state in your tactics what spell you want to cast, and if it's more than one then how many dice will be used on each casting. These in turn can be dispelled by the opponent by 2 free dispel dice (plus any from items) used on the first spell cast. If the wizard miscasts it will lose D6 wounds, with no saves of any kind allowed, and the miscast table is ignored. Note that in the arena the miscast takes effect BEFORE the result of the spell. Bound item are used as normal (needing PD) however a miscast will result in D6 wounds just like a regular spell. A miscast can't be ignored/passed on by any means.
-Each character will have one chance to shoot at the other before combat done in order of initiative.
-The characters will then charge each other (getting charge bonus).
-The characters will be counted as in a challenge.
-The character with the highest initiative (or ASF) will go first. If they have the same initiative they strike at the same time. Mounts attack at the same time as the rider. If a model has the stupidity rule then they either lose ASF if they have it, or are at -2 initiative.
-After each of the characters has attacked (assuming neither of them have died) the character that lost the most wounds will take a leadership test reduced by the number of wounds taken (if it's a tie then there is no test), and if the leadership test is failed the character flinches and the other character gets a free attack (just 1 attack) that automatically hits. This does not apply to characters that are unbreakable or immune to psychology.
-Characters that can shoot or use spells will have another chance to do so if they pass a leadership test.
-The characters repeat the last four steps (thus no longer count as charging) until one character dies.
-Once a character dies the team mate will join the battle (assuming there is still a living one) and the process starts over again (starting at them being able to cast magic at each other).
-Once one team has been wiped out the other side wins.
-In the case where both the last characters die at the same time they will each gain new found respect for each other and will continue the tournament as a new team.
-Characters that have lost some of their wounds (but did not die) will gain them all back before the next battle.
-Characters killed in a previous battle will come back to life on a 6+ with one wound, otherwise they stay dead.
-Any item destroyed (such as hand of dust rolling a 1 after it is used) will still be gone in all following rounds.
-Spell effects are cancelled at the end of each match, and eye of the gods bonuses are kept.
-The following match ups will then be set and the process continues until one team is declared the winner.
Once the battle is over the surviving fighters will roll on the following table:
(0 or less) Serious injury = Fighter will continue with only half the attacks and total power dice (rounded down).
(1) Minor injury = Fighter will continue with 1 less attack and total power dice.
(2-4) Nothing = Fighter continues on like normal.
(5) Loot = fighter takes a random item/mount from the last opponent killed.
(6 or more) Unlocked potential = Fighter continues on with +1 attack and power dice.
The table is modified by the following:
-Each wound taken during the battle gives a -1
-Each opponent killed gives a +1
Taking Over The Arena:
-One race controls the arena
-Any fighters in your team from the race that controls the arena gains D6 rerolls for each round (rerolled each round), used on the first failed roll, and they also ignore any negative underground activity on a 4+. (Note that this does not effect positive underground activity for their opponent.)
-When a team made up of two characters of the owning race fight against two characters of the same different race the ownership of the arena is up for grabs and will go to the winner of the match.
-This can mean fighters that had or didn't have a reroll in one match could gain or lose it in future matches.
Winning the Tournament:
-The person who created the fighters who win the tournament will be allowed to use 10% more points to create his/her fighters in the next tournament, or may opt to instead instead give one of his fighters the Arena Blade (+3 Str, granting killing blow, and reroll to hit) or the arena shield (5+ AS, 5+ ward, and immune to killing blow) for free.
Mystery Final Boss:
-Once the winning team has been declared they will fight one more match.
-Their opponent will be a mystery final boss which will be a special character from the race that controls the arena.
-If both fighters of the team are still alive they will both fight the boss at the same time and the boss will attack them at random.
-If the arena champions are able to defeat the mystery final boss then they will have survived the arena and a piece of fluff will be given telling of their life after the arena, and the person who created them may take BOTH the Arena Blade AND the Arena Shield in the next tournament.
Sophistication (or at least the appearance of it) is what differentiates between an Arena and a regular battle. The viewers are free to make wagers to make the spectacle all the more enjoyable…
-Anyone who has fighters in the tournament may take part in the betting (this even applies if your fighters have already been eliminated).
-All people taking part start with 100 gold coins.
-Before the match takes place you may post your bet in the sign-up thread.
-There are two kinds of bets: You can pick the side that will win and if your pick wins then you will gain the amount of coins you bet, but if you lose then you lose those coins. (Example: Malorian bets 80 of his 100 coins that Lahboura will beat Morko. Lahboura does win and so Malorian now has 180 coins.), or you can pick the fighters that will move on and if your pick wins then you will gain the amount of coins you bet plus an extra 25%, but if you lose then you lose those coins. (Example: Malorian bets 80 of his 100 coins that Lahboura will move on. Lahboura does win and so Malorian now has 200 coins.).
-Please note that in the case that the two last fighters kill each other and become a new team you will lose your bet unless you bet that those two fighters would be moving on.
-Obviously since you couldn't tell if you'd actually have the coins to make future bets you can't make all your bets at once (just looking at all the match-ups) and would have to make a new one with each fight.
-If you lose all your coins you may still bet with your zeros. For example you could get to 0 X2, X3, X4, and so on.
-At the end of the tournament the player with the most coins may spend 10% more points on their fighters in the next tounrament, or may opt to 'buy the arena' if their total is at least 1000 coins, allowing them to change ownership of the arena to whatever race they wish.
-The person who ends up with the most zeros at the end of the tournament may use the ‘Crown of the Losers’ on one of their fighters in the next tournament which is a magical armor (that can be combined with mundane armor) that grants a 6+ AS and if the wearer is wounded an attacker must pass a leadership test at -3 to bring himself to attack such a pitiful creature.
The Arena Underground:
There are always those willing to ‘help’ or ‘hinder’ a fighter for a cost, and the Arena of Death is full of such obliging characters…
-Gold earned through betting can be used in the Arena Underground. Doing so will obviously remove the gold coins spent from your total and will make it harder for you to win in that area.
-To do this simply PM myself (Malorian) what you want to do. It will not be revealed until the next fight/round match-up is posted.
-Each person may only use the underground once per fight (unless otherwise stated). Note that the activities are stackable, for example two people could bless a fighter giving him 2D6 rerolls.
-These totals can also be met by several people pooling their coins.
-No underground activities are allowed during the first round of the tournament (so everyone gets at least 1 fair fight).
-ACCEPTABLE ACTIVITIES: The following choices are available at no risk
-Poison covered weapons: For a cost of 500 coins you can give the fighter of your choice poisoned attacks in close combat in their next match.
-Steroid boost: For a cost of 750 coins you can give the fighter of your choice Always Strikes First in their next fight.
-Magical blessing: For a cost of 1000 coins you can give the fighter of your choice D6 rerolls in their next fight.
-Magical curse: For a cost of 1000 coins you can make the fighter of your choice reroll their first D6 successful rolls in their next fight.
-Healing potion: For a cost of 1500 coins you can heal one wound lost for the fighter of your choice before the fight starts.
-Buying more gear: For a cost of the item from the army book X50 coins you can buy more gear (weapons, armor, mount, magical items) from the same book.
-UNACCEPTABLE ACTIVITIES: The following choices (carried out by trained ninjas) are frowned upon and as such after they are done a dice will be rolled. On a 5+ the person(s) responsible will be fined 10,000 gold.
-Glass dust: For a cost of 3000 coins a ninja will blow glass into the fighter of your choice. They will not be able to attack during the first round as they try and clear their eyes.
-Stealing: For a cost of 3000 coins a ninja will steal a random item from the fighter of your choice (even from deamons!). Note this includes things like heavy armor and other mundane equipment, although the hand weapon is not included.
-Poisoned drink: For a cost of 3000 coins a ninja will sneak poison into the drink of a fighter of your choice, making them loose 1 wound. (Multiples of this will still only cause 1 wound)
-Change the books: For a cost of 3000 coins a ninja can change the books to allow you to change the FOLLOWING match-up (not the current one being bet on) as long as the fighters haven't fought that round. Note that if this happens more than once for the same fight only the first will apply and the rest will be ignored.
-BANNED ACTIVITIES: The following actions are banned and as such after they are done a dice will be rolled. On a 4+ the person(s) responsible will loose all remaining coins and their fighters will be kicked out of the tournament.
-Interference: For a cost of 5000 coins a fighter of the person(s) responsible (their choice), that is not part of the match, will jump in and attack the first fighter from the pair of your choice in the next fight, then leave.
-Raise the dead: For a cost of 10,000 coins the dead fighter of your choice can be brought back to life as a wight king with +1 toughness and wound but with -3 weapon skill, and join any team with only 1 fighter.
-Assassination attempt: For a cost of 15,000 coins ten dark elve assassins with extra handweapons and killing blow will attempt to assassinate the fighter of your choice before their next match.
-UNDERGROUND PROTECTION: Greasus Goldtooth is always looking for new ways to make money and upon hearing complaints of underground activities ‘screwing over’ fighters he has made several of his ironguts available for protection, for a fee of course...
-Ironguts may be hired to protect the team of your choice for a cost of 500 coins each (multiples are allowed). Each irongut will stop a magical curse on a 2+ or stop a ninja on a 4+ as they pound the mage/ninja into a pulp. So for example if ninjas tried to steal a fighter’s weapon and blow glass into his eyes when three ironguts were protecting his team 3 dice would be rolled for each activity and if any of them was a 4+ then that particular activity would be stopped, and if two people sent ninjas to steal a weapon you would roll 3 dice for each.
-Against an assassination attempt the hired ironguts would simply join in the fight and the assassins would attack the ironguts before they attack the fighter.
-You can also hire a butcher to protect you from magic. For a cost of 500 coins he will dispell the first cast spell by the team of your choice in the next battle. Unlike the ironguts, only 1 can be taken per team per fight.
Like all places where bets are made and gold changes hands there will be those that find themselves the scorn of lady luck, forced to watch the fights in poverty. However even in these slums of the arena there is still some fun to be had…
-The Slums work just like the Underground except instead of gold you give 0s (viewed as ‘arena-cred’ or ‘personal favors’…)
-For the cost of 5 0s you can decided which fighter will start in the ring from the side of your choice.
-For the cost of 5 0s you can give the side of your choice 1 reroll.
-For the cost of 10 0s you can have rotten food given a fighter’s mount of your choice, and in their next fight the mount will not take part (will simply not be there).
-For the cost of 25 0s you can have a single dark elve assassin with extra handweapon and killing blow attack the fighter of your choice before their next battle.
-Some times mistakes happen. If you notice a mistake please bring it up.
-Depending on the criticality of the mistake and how soon it is caught will determine how it is handled.
With that, please post your fighter and I will start the process once we have 64.
To help me out please number them when you create them (saves me the time of counting them all) and if you make any changes please edit your original post rather then making a new one.