RESULT THREAD
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Deep in the southern chaos wastes there is a mighty valley, its sheer sides glitter under the many coloured clouds. It is the valley of obsidian, fabled across the world. It is held in wonder by all, for rumoured to live in the obsidian valley is Deep in the southern chaos wastes there is a mighty valley, its sheer sides glitter under the many coloured clouds. It is the valley of obsidian, fabled across the world. It is held in wonder by all, for rumoured to live in the obsidian valley is the obsidian pigeon. A magical creature of unparalleled power, for it is said to lay eggs of stable warpstone.
Many wizards, treasure hunters and beastmasters have all sought to claim the pigeon but none have ever returned to tell the tale.
For this arena you will need to create a unit of flyers (squadron) and artillery (ground team) to hunt the pigeon. 250pts total.
This 'squadron' may be:
A single character/wizard that can fly or is mounted on a mount that can fly.
A single character/wizard that can fly or is mounted on a mount that can fly accompanying a unit with the fly rule.
A unit of models with the fly rule.
*One use items/abilities are one use. Any questions post below.
*Flying carpet allowed by all.
*All squadrons count as skirmishers -1 to hit with shooting.
*For those armies short on flyers (see what i did there). You may choose a single core choice to be mounted on Giant obsidian crows for their points cost plus the amount for the crows.
Giant Obsidian Crows WS3 BS0 S3 T3 W2 I3 A2 LD3 (flying fast cav, unit size 1-10) 20PTS
Example: you could mount 4 quarrellers on them at a total of 124pts (20X4+4X11).
You may also create a 'gound team', max 100pts. This may be:
A warmachine and or artillery. (if not applicable you may choose a rare choice that can shoot)
Each round players will choose an action for the squadron and the ground team, PM to me. Actions are done in the order of the pm.
Squadron actions:
Soar: Cannot be attacked for 1 turn (cant be used twice in a row)
Swipe: 1 round of combat with other flyer of choice
Strafe: 1 round of shooting @ ground team of choice, hits are randomised between the crew and machine
Shoot: 1 round of shooting @ one other flyer of choice
Swoop: Grab the pigeon! I test with -1 for each armour point better than a 6+, rolling a 6 is auto fail. Swoop can be used on people that currently hold the pigeon.
Ground team actions:
Fire: Shoot @ one flyer of choice (if a miss it hits random other flyer)
Covering fire: Shoot any flyer that attacks team flyer (if miss hits random)
Destroy enemy artillery: Fire once at enemy ground team
Obsidian valley:
Avalanche: 6 on a D6 starts an avalanche each turn, D6 strength 2 hits no saves allowed on random ground team. +1 to dice roll for each ground team that has fired that turn, +1 strength for each ground team that has fired that turn..
Due to the conflicting effects of the chaos wastes and the sheer amount of obsidian any wizard that tries to cast a spell will auto miscast. (unless they are holding the pigeon)
The obsidian pigeon grants the wizard the power to cast without auto miscast, they may cast a spell aswel as do any other action.
The last one to be holding the pigeon is the winner.
*If all squadrons are dead the pigeon can be shot down (or coaxed with bread crumbs) by a ground team on the roll of a seven (6 followed by a 4+).
One more thing...
nab him!
jab him!
tab him!
grab him!
stop that pigeon now!


MOMUS
I want dirty MOMUS back 
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