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is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com.

e real printed book is available at hobby shops and from our online shop.
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Avatars of War presents
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

The game of miniatures combat in fantasy arenas

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


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

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

Copyright Avatars of War SLNE, 2006-2008. All rights reserved.

First printing: September 2008. Printed in Spain


Product code: AoWP01
*Avatars of War SLNE holds the exclusive copyright for all artwork and images contained herein, except for the images being derivations of the following images or which hold non-exclusive
copyright: p.132 Peter Cox, p.132 ZTS, p.133 Valcho, p.90 Christian Bijani, p.104 Sergio Hayashi, p.111 Faniell, p.108 M&K, p.105 Claudio Colombo, p.107
gRaNdLeMuRieN, p.106 Irina Efremova, p.103 Albo
CredITs

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
Avatars of War sLNe, President Interior art
Johanna Acquah Eric Chiang
Imaginary Friends Studios
Avatars of War sLNe, Creative direction Matt Dixon
Felix Paniagua Mark Gibbons
David Hammond
Game design Randy Humphries
Ignasi Ferrer
Felix Paniagua Game & scenery templates
Felix Paniagua
Arena deathMatch manager
Pere Pujol Concept art
Matt Dixon
rulebook written by Imaginary Friends Studios
Felix Paniagua Mark Gibbons
Mark Huffman
rulebook editor Felix Paniagua
Matthew Dyer
Cartography
Graphic design & layout Willem and Johannes Blaeu
Felix Paniagua Felix Paniagua

Creator of The darklands & the Avatars of War Mould Making


Felix Paniagua Jeff Rodman
Ben Rodman
Fiction stories
Joma Loza Internal Playtesting
Ignasi Ferrer
Miniature sculptors Huc Egea
Ignasi Ferrer Claudi Paniagua
Felix Paniagua Felix Paniagua
Raul Valiente Pere Pujol

Miniature painters external Playtesting


Adam Benesz Albert Biosca
Ali McVey Michael Brown
Mike McVey Robbie Davies
Fernando Morales Jake Flowers
Adam Skinner Raimund Gumpetsberger
Marc Iglesias
Painting guide Marc Plans
Studio McVey: Ali & Mike McVey Lee Purslow
www.studiomcvey.com Sergio Romero

Cover art
Des Hanley
ForeWord
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

It is quite amusing that after the entire book is written and It started a day like any other. I received an unexpected email; it
completely laid out, the last section that needs to be nished, only was from my friend Felix. It had been quite some time since I had
a few hours before the book goes to the printer, is the Foreword. heard from him. He asked me to accompany him in the
It would be dicult to write this section, however, without the developement of a miniatures game. I didn't imagine at that
overall perspective that you gain after everything else on the page. moment that the email would be the start of a great adventure.
Developing this game and this rulebook has been, without a
doubt, the biggest and most enjoyable professional project I have Like in all adventures worth telling (and this one denitely is),
done in my life. It turned out much bigger than I ever would have there are the intrepid and daring adventurers, Felix and Ignasi,
predicted. Developing a miniatures game it is not an easy task! and there are also inclemencies and obstacles that can easily lead
to despair. When overcome with tenacity and will, they lead to
It was denitely worth the eort, and now that I see many of the the desired reward, neither gold nor glory or even distinction;
things I only imagined made a reality in the form of a miniatures instead, a dream come true. Arena DeathMatch is our victory,
game, a world map, artwork depicting places and characters, our loot, and wed like to share it with all of you.
miniatures I feel very lucky, grateful and honoured.
Arena DeathMatch gathers and combines some of the best parts
Countless hours of work by many talented people were necessary of roleplaying and tabletop miniature games: freedom of action
to make this project a reality: rule developers, illustrators, (loads of it!), a cool atmosphere, a detailed setting, and the hobby
sculptors, miniature painters, writers, an editor, proofreaders, side of miniatures gaming.
playtesters... to all of them goes my biggest thank you!
It is a fun rule system which is accessible for every one but rewards
Also, a very special thanks goes to my spouse, family and friends the experienced player. It depicts with realism the bloody contests
for putting up with me during this period, especially towards the that take place in the arenas of the Darklands, a fantasy setting in
last few months, when my social life has been almost totally every sense of the word.
nonexistent.
I'd like to thank everyone that has collaborated to make this
My biggest thanks, however, is dedicated to you and to every project a reality, as well as those persons whom I have left
gamer and collector who has shown an interest in the stu we unattended or forsaken during this hectic time. I'd especially like
create here at Avatars of War. We NEVER forget that without to thank my family, my brother and sister, and that who was one
your support Avatars of War would not exist. day my better half. A very special memory for an outstanding
mother that has been and will always be with me.
It's been just over four years since I rst imagined how cool a
gladiatorial style contest would be, where the most powerful and I hope you enjoy the game as much as I enjoyed designing it, and
legendary of heroes clash in deadly combat. is simple idea led I hope it meets all your expectations and even exceeds them!
to the Darklands, the Avatars of War and Arena DeathMatch.
Have fun and remember this is only the beginning!
And this is just the beginning: the Darklands is a setting not only
where bloody deathmatches take place, but epic sagas, dramas anks,
and stories will develop. All of us at Avatars of War are really
looking forward to bringing them to your tabletop to share with
you.

In Arena DeathMatch you will nd many terms you are used to


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

Felix
Paniagua
MAGIC PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
TAbLe oF CoNTeNTs

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
RANGED CoMBAT PHASE . . . . . . . . . . . . . . . . . . . . . 19
CLoSE CoMBAT PHASE . . . . . . . . . . . . . . . . . . . . . . 20
INTRoDUCTIoN . . . . . . . . . . . 8 TokENS PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
WHAT IS AN ARENA? . . . . . . . . . . . . . . . . . . 8 RULES PRIoRITY . . . . . . . . . . . . . . . . . . . . . 20
WHAT IS A DEATHMATCH? . . . . . . . . . . . . . . 8 EFFECTS & RoUNDS . . . . . . . . . . . . . . . . . . 20
WHAT IS ARENA DEATHMATCH ABoUT? . . . 8 STAT CHECkS . . . . . . . . . . . . . . . . . . . . . . . 20
WHAT Do YoU NEED To PLAY THE GAME? . . 8 MANEUVER CHECkS . . . . . . . . . . . . . . . . . . . . . . . . 20
MINIATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 ATTACkS . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
GAMING SURFACE . . . . . . . . . . . . . . . . . . . . . . . . . . 9 CHECkS BETWEEN EqUAL STATS . . . . . . . . . 20
DICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 oRIGINAL & CURRENT STAT VALUES . . . . . . 20
CoUNTERS & TokENS . . . . . . . . . . . . . . . . . . . . . . 9
DIRECTIoN & SCATTER RoLLS . . . . . . . . . . . 21
A WoRD ABoUT SPoRTSMANSHIP . . . . . . . . . 9
MEASURING DISTANCES . . . . . . . . . . . . . . . . 21
oPEN GAME . . . . . . . . . . . . . . . . . . . . . . . . 10
PENALTIES AND BoNUSES . . . . . . . . . . . . . . . 21
MoDELS . . . . . . . . . . . . . . . . 11 RoUNDING . . . . . . . . . . . . . . . . . . . . . . . . . 21
TYPES oF MoDELS . . . . . . . . . . . . . . . . . . . . 11 DETERMINING A RESULT FRoM
AVATARS oF WAR . . . . . . . . . . . . . . . . . . . . . . . . . . 11 MULTIPLE oPTIoNS . . . . . . . . . . . . . . . . . . . 21
SUPPoRTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
BEASTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 ACTIoNS . . . . . . . . . . . . . . . . 22
MoDEL DESCRIPTIoN . . . . . . . . . . . . . . . . . 11 ACTIoN TYPES . . . . . . . . . . . . . . . . . . . . . . . 22
STATE TABLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 TACTICAL ACTIoNS . . . . . . . . . . . . . . . . . . . . . . . . . 22
SPECIAL RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 MAGIC ACTIoNS . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
FEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 RANGED CoMBAT ACTIoNS . . . . . . . . . . . . . . . . . . . 22
ACTIoNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 CLoSE CoMBAT ACTIoNS . . . . . . . . . . . . . . . . . . . . 22
CLoSE CoMBAT ACTIoNS . . . . . . . . . . . . . . . . . . . . 13 ACTIoN DESCRIPTIoN . . . . . . . . . . . . . . . . . 22
FoRMATIoNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 THE N NoTATIoN . . . . . . . . . . . . . . . . . . . . . . . . 22
DAMAGE & STATE oF A MoDEL . . . . . . . . . . . . . . . . 13 ACTIoN SUMMARIzED DESCRIPTIoN . . . . . . . . . . . . 23
MINIATURE BASE zoNES . . . . . . . . . . . . . . . . . . . . . 13 PERFoRMING AN ACTIoN. . . . . . . . . . . . . . . 23
CREATING YoUR BAND . . . . . . 14 WHAT IF AN AVATAR STAT IS 10? . . . . . . . . . . . . . . . 24
SHoWING oFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
RECRUITING AN AVATAR . . . . . . . . . . . . . . . 14 CoUNTERACTING ACTIoNS . . . . . . . . . . . . . 24
BASE HIRE CoST . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
TRAINING CoST . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
ACTIoNS RANGE . . . . . . . . . . . . . . . . . . . . . 26
SUPPoRTERS . . . . . . . . . . . . . . . . . . . . . . . . 15
CoMPULSoRY ACTIoNS . . . . . . . . . . . . . . . . 27
A SAMPLE BAND . . . . . . . . . . . . . . . . . . . . . 15
oPPoRTUNITY ACTIoNS . . . . . . . . . . . . . . . 27
CoMPUTER BAND MAkER . . . . . . . . . . . . . . 15
DECLARING oPPoRTUNITY ACTIoNS . . . . . . . . . . . . 27
GAME PREPARATIoN . . . . . . . . 17 AGILITY CHECk . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
WHEN DoES THE oPPoRTUNITY ACTIoN
NUMBER oF PLAYERS . . . . . . . . . . . . . . . . . . 17 TAkE PLACE? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
GAME DURATIoN . . . . . . . . . . . . . . . . . . . . 17 INFLUENCE oVER THE TRIGGERING ACTIoN. . . . . . . 28
DEATHMATCH LEVEL . . . . . . . . . . . . . . . . . 17 oPPoRTUNITY ACTIoN AGAINST A CRoWD EVENT . . 29
HoME oR AWAY? . . . . . . . . . . . . . . . . . . . . . 17 TACTICS . . . . . . . . . . . . . . . . . 30
SETTING UP THE GAMING SURFACE . . . . . . . 18
CoMMoN TACTICAL ACTIoNS . . . . . . . . . . . 30
ENTERING THE ARENA . . . . . . . . . . . . . . . . . 18
MoVEMENT ACTIoNS . . . . . . . . . . . . . . . . . . . . . . 30
GAME MECHANICS . . . . . . . . . 19 FACING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
FIRST AID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
THE RoUND PHASES . . . . . . . . . . . . . . . . . . 19 DISENGAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
SUPPoRTERS & BEASTS PHASE . . . . . . . . . . . . . . . . . 19 SPECIAL TACTICAL ACTIoNS . . . . . . . . . . . . . . . . . . . 32
SoUL PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
CoMPULSoRY PHASE . . . . . . . . . . . . . . . . . . . . . . . . 19
TACTICS PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
MAGIC . . . . . . . . . . . . . . . . . . 33 STEALING SoUL . . . . . . . . . . . . . . . . . . . . . . 50
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

DAMAGING THE SoUL . . . . . . . . . . . . . . . . . . . . . . 50


CASTING A SPELL . . . . . . . . . . . . . . . . . . . . 33 DRAINING THE SoUL . . . . . . . . . . . . . . . . . . . . . . . 50
EMPoWERING SPELLS . . . . . . . . . . . . . . . . . . . . . . . 33 FILLING THE SoUL . . . . . . . . . . . . . . . . . . . . . . . . . 50
DISPELLING MAGIC . . . . . . . . . . . . . . . . . . . 34 kILLING AN AVATAR oF WAR . . . . . . . . . . . . . . . . . 50
CoUNTERACTING A SPELL . . . . . . . . . . . . . . 34 SToLEN SoUL . . . . . . . . . . . . . . . . . . . . . . . 50
SoUL INSTABILITY . . . . . . . . . . . . . . . . . . . . . . . . . . 50
RANGED CoMBAT . . . . . . . . . . 35 USING ASSIMILATED SoUL SHARDS. . . . . . . . . . . . . . 51
LINE oF SIGHT (LoS) . . . . . . . . . . . . . . . . . 35 REGENERATING THE SoUL . . . . . . . . . . . . . . 52
ATTACk RANGE . . . . . . . . . . . . . . . . . . . . . . 36
LoS MoDIFIERS . . . . . . . . . . . . . . . . . . . . . . 36
PSYCHoLoGY . . . . . . . . . . . . . 53
MAkING A RANGED ATTACk . . . . . . . . . . . . . 36 FEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
FEAR EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
TARGETING . . . . . . . . . . . . . . . . . . . . . . . . . 36
TARGETING FoRMATIoNS . . . . . . . . . . . . . . . . . . . . 37
HATRED . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
HATRED EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . 53
SPoRTSMANSHIP AND RANGED ATTACkS . . . . 37
WoRSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . 53
CLoSE CoMBAT . . . . . . . . . . . 38 WoRSHIP EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . 53
ENGAGED IN CLoSE CoMBAT? . . . . . . . . . . . 38 BLIND RAGE . . . . . . . . . . . . . . . . . . . . . . . . 53
BLIND RAGE EFFECTS . . . . . . . . . . . . . . . . . . . . . . . 53
CLoSE CoMBAT ACTIoNS . . . . . . . . . . . . . . . 38
PSYCHoLoGY PRIoRITY . . . . . . . . . . . . . . . . 53
CoMMoN CLoSE CoMBAT ACTIoNS . . . . . . . . . . . . 39
SPECIAL CLoSE CoMBAT ACTIoNS . . . . . . . . . . . . . . 39 THE CRoWD . . . . . . . . . . . . . 54
RESoLVING CoMBAT . . . . . . . . . . . . . . . . . . 39
CRoWD MooD . . . . . . . . . . . . . . . . . . . . . . 54
SIMPLE CoMBAT . . . . . . . . . . . . . . . . . . . . . 39 RECoRDING THE CRoWD MooD VALUE . . . . . . . . . . 54
PERFoRMING CoMBAT ACTIoNS . . . . . . . . . . . . . . . 39 CRoWD MooD MoDIFIERS . . . . . . . . . . . . . . . . . . . 54
RESoLVING ATTACkS . . . . . . . . . . . . . . . . . . . . . . . . 40 APPLYING CRoWD MooD MoDIFIERS . . . . . . . . . . . . 54
APPLYING DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . 42
BLoW EFFECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
CRoWD EVENTS . . . . . . . . . . . . . . . . . . . . . 55
GENERATING CRoWD EVENTS . . . . . . . . . . . . . . . . . 55
MULTIPLE CoMBAT . . . . . . . . . . . . . . . . . . . 44 WHo RoLLS THE CRoWD EVENT? . . . . . . . . . . . . . . 55
PERFoRMING CoMBAT ACTIoNS . . . . . . . . . . . . . . . 44 BEASTS ENTERING THE ARENA . . . . . . . . . . . . . . . . . 55
RESoLVING ATTACkS & APPLYING DAMAGE . . . . . . . 45
BLoW EFFECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
ULTRA SUPPoRTERS . . . . . . . . . . . . . . . . . . . 55
RECRUITING ULTRA SUPPoRTERS . . . . . . . . . . . . . . . 56
CLoSE CoMBAT SPECIAL SITUATIoNS . . . . . . 46 SITUATING ULTRA SUPPoRTERS . . . . . . . . . . . . . . . . 56
CoMBAT FACING . . . . . . . . . . . . . . . . . . . . . . . . . . 46 AREA oF INFLUENCE . . . . . . . . . . . . . . . . . . . . . . . 56
FLANkING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 MoVING ULTRA SUPPoRTERS . . . . . . . . . . . . . . . . . 57
LoSING THE REARGUARD . . . . . . . . . . . . . . . . . . . . 46 SUPPoRTERS JUMPING IN THE ARENA . . . . . . . . . . . . 58
CLoSE CoMBAT MoDIFIERS . . . . . . . . . . . . . . . . . . . 46
FRIENDLY CoMBAT!. . . . . . . . . . . . . . . . . . . . . . . . . 46 TERRAIN FEATURES . . . . . . . . . 59
FoRMATIoNS . . . . . . . . . . . . . 47 TYPES oF TERRAIN. . . . . . . . . . . . . . . . . . . . 59
oPEN TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
MoUNT FoRMATIoN ACTIoN . . . . . . . . . . . 47 DIFFICULT TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . 59
FoRMATIoN MoVEMENT . . . . . . . . . . . . . . 47 IMPASSABLE TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . 59
CoUNTERS IN FoRMATIoNS . . . . . . . . . . . . . 47 ELEVATIoNS . . . . . . . . . . . . . . . . . . . . . . . . 59
JoINING A FoRMATIoN . . . . . . . . . . . . . . . . 48 SMALL ELEVATIoNS . . . . . . . . . . . . . . . . . . . . . . . . . 59
ABANDoNING FoRMATIoNS . . . . . . . . . . . . . 48 STANDING oN ELEVATIoNS . . . . . . . . . . . . . . . . . . . 59
FoRMATIoN TYPES. . . . . . . . . . . . . . . . . . . . 48 FALLING DoWN & DRoPPING FRoM ELEVATIoNS . . . 60
CIRCLE FoRMATIoN . . . . . . . . . . . . . . . . . . . . . . . . 48 PLATFoRMS . . . . . . . . . . . . . . . . . . . . . . . . 61
SHIELD FoRMATIoN . . . . . . . . . . . . . . . . . . . . . . . . 48 STAIRS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
WEDGE FoRMATIoN . . . . . . . . . . . . . . . . . . . . . . . . 48 PITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
THE PoWER WITHIN . . . . . . . 49 SCALE REFERENCE . . . . . . . . . . . . . . . . . . . 61
SoUL SHARDS . . . . . . . . . . . . . . . . . . . . . . . 49
USES FoR SoUL SHARDS . . . . . . . . . . . . . . . . . . . . . 49
DECLARING AND RoLLING SoUL SHARDS . . . . . . . . . 50
THE CoMBATANTS . . . . . . . . . 63 THE BARBARIAN HERo . . . . . . . . . . . . . . . 123

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
BASING THE MINIATURES . . . . . . . . . . . . . . . 124
BARBARIAN HERo . . . . . . . . . . . . . . . . . . . . 64
STAFF GALLERY . . . . . . . . . . . . . . . . . . . . . . 125
DARk ELF PRINCE . . . . . . . . . . . . . . . . . . . . 66
GAMERS & CoLLECToRS GALLERY . . . . . . . 127
GoBLIN HERo . . . . . . . . . . . . . . . . . . . . . . 68
oRC WARLoRD . . . . . . . . . . . . . . . . . . . . . . 70 BUILDING AN ARENA . . . . . . . 128
LIGHT ELF PRINCE . . . . . . . . . . . . . . . . . . . 72 NECESSARY MATERIALS & TooLS . . . . . . . . 128
DARk ELF SoRCERESS . . . . . . . . . . . . . . . . . 74 BUILDING PRoCESS . . . . . . . . . . . . . . . . . . . 128
BEASTMAN WARCHIEF . . . . . . . . . . . . . . . . . 78 PREPARING THE BoxES . . . . . . . . . . . . . . . . . . . . . . 128
DWARF BERSERkER . . . . . . . . . . . . . . . . . . . 80 THE ARENA WALLS . . . . . . . . . . . . . . . . . . . . . . . . . 129
oRC SHAMAN . . . . . . . . . . . . . . . . . . . . . . . 82 THE ARENA FLooR . . . . . . . . . . . . . . . . . . . . . . . . . 130
EDGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
NECRoMANCER. . . . . . . . . . . . . . . . . . . . . . 84
PUTTING BoTH HALVES ToGETHER . . . . . . . . . . . . . 131
SkELEToN WARRIoR . . . . . . . . . . . . . . . . . . . . . . . . 86
DooRS, PITS, AND CoLUMNS . . . . . . . . . . . . 131
DWARF THUNDERLoRD. . . . . . . . . . . . . . . . 88
FINAL THoUGHTS . . . . . . . . . . . . . . . . . . . . 132
kRoRk ToADGoBBLER, GoBLIN kING . . . . . 91
SCENERY TEMPLATES . . . . . . . . . . . . . . . . . . 133
DIRE WoLF . . . . . . . . . . . . . . . . . . . . . . . . 94
CoMMoN SUPPoRTER . . . . . . . . . . . . . . . . . 95 qUICk REFERENCE SHEET . . . . 136
DWARVEN IRoNFISTS . . . . . . . . . . . . . . . . . . 96
GoBLIN SCAVENGERS . . . . . . . . . . . . . . . . . 98 ALPHABETICAL INDEx . . . . . . . 139
THE WoRLD . . . . . . . . . . . . 101
THE WoRLD AS I kNoW IT . . . . . . . . . . . . 102
THE WARD. CRADLE oF DESTINY
AND STRIFE . . . . . . . . . . . . . . . . . . . . . . . . . 103
FAITH & FoUNDATIoN: HISToRY oF
THE WARD . . . . . . . . . . . . . . . . . . . . . . . . . 106
MYSTERIES oF THE WARD, ITS RACES, AND
BEYoND . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
THE GoDS oF WAR, THE STRUGGLE FoR
SUPREMACY, AND THE AFTERMATH . . . . . . 110
FIELD oF RAVENS . . . . . . . . . . . . . . . . . . . . 112
PAINTING GUIDE . . . . . . . . . . 118
oVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . 118
ADVANCED TECHNIqUES . . . . . . . . . . . . . . . 118
BLENDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
GLAzING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
THE oRC WARLoRD . . . . . . . . . . . . . . . . . 119
INITIAL CoLoURS . . . . . . . . . . . . . . . . . . . . . . . . . . 119
THE SkIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
THE FACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
THE ARMoUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
THE FUR CLoAk AND FINISHING ToUCHES . . . . . . 122
FINAL THoUGHTS . . . . . . . . . . . . . . . . . . . . . . . . . 122
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
of War miniatures to enact memorable deathmatches. The
INTrodUCTIoN

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
outcome of these clashes depends on your ability to think fast,
use sound tactics and take advantage of your Avatars strengths to
Avatars of War: Arena DeathMatch is a 28mm miniatures game overcome the Avatars controlled by your opponent.
that depicts the bloody clash between two or more bands of
heroes facing off on the floor of the arena, in front of a raucous Do not underestimate the importance of having supporters in the
crowd that is thirsty for action, violence and even death. This stands. Having the crowd on your side often makes the difference
deadly contest is known as a deathmatch. between victory and defeat!
The most powerful heroes among the mortal races are known as The perils of the Arena stand against you. Traps, hazards and even
the Avatars of Warheroes chosen by the gods themselves. These savage beasts stand between you and your opponent. only the
Avatars, in addition to being fierce combatants, are able to draw most skilled combatants can hope to be victorious.
upon the sliver of divinity within their souls for the power to
expand their already awesome combat abilities. The door to the Arena opens, and the shouting crowd is eager to
see their favourite heroes fight to the death. Will they be cheering
WhAT Is AN AreNA? your victory... or your death? Theres only one way to find out!

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


arena floor, covered in sand, is surrounded by gradually ascending WhAT do yoU Need To PLAy The
stands where spectators closely follow the event.
GAMe?
Arenas vary in size, from small town arenas that hold a hundred Youll need the following to play a game of Arena DeathMatch:
spectators to colossal arenas that can hold thousands. These
coliseums, like the Drumminor Arena, are located in the largest -This rulebook
and most important cities of the realm. -Miniatures to represent your Avatars of War
-A table or gaming surface to represent the arena
The word arena comes from the Latin for sand. The sandy floor -Ten sided dice (each player may need up to ten dice)
of the arena is where the action takes place, perfectly absorbing -Something to measure distance (6 inch and 12 inch rulers)
the blood which is spilled during the brutal contests known as -A handful of tokens to indicate effects affecting your Avatars
deathmatches. -A handful of counters to indicate the number of action dice
spent by your Avatars
WhAT Is A -Arena DeathMatch in-game record cards or a band roster
sheet for each player
deAThMATCh? -A printed or photocopied quick reference sheet

A deathmatch is the term used to define


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

8
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

A game of Arena DeathMatch ready to start

GAMING sUrFACe CoUNTers & TokeNs


Arena Deathmatch does not come with a board; all you need to Youll need counters to keep track of the number of action dice
play is a flat surface at least 20x20 inches (up to 30x30 inches). spent by each Avatar. In addition, youll need some tokens to
This surface represents the arena where the Avatars clash. remind you of different effects such as those caused by spells and
psychology.
An Arena DeathMatch game looks great if you play over a brown
mat (to simulate the sand of the arena). You can go even further Avatars of War produces metal counters with different numbers
by building walls, stands and other scenery elements. Take a look and metal tokens for every effect that appears in the game. You
at the Building an arena section in this book for quick and easy can also easily make your own action dice counters. Try using
instructions for creating a great looking gaming surface. four different colour tokens, each representing a number one
through four. While gaming, place the appropriate colour token
dICe next to the miniature to indicate the action dice spent by that
Avatar.
Arena DeathMatch uses ten sided dice (d10) to determine the
outcome of actions and attacks. In this rulebook, youll find 1d10
indicates the rolling of one ten sided die while 6d10 would A Word AboUT sPorTsMANshIP
indicate the rolling of six ten sided dice. on some occasions your opponent may ask you for information
When rolling a d10 in Arena DeathMatch, regardless of the type about your band of Avatars (special rules, stats, feats, their current
of roll, a result of 1 is always successful while a result of 10 (0) is state, etc). You must share that information whenever your
a failure. The only exception to this rule is when an Avatar has a opponent asks for it.
stat score of 10. This exception is explained further in the section
on Actions. At the end of the day, Avatars of War are well-known celebrities
and their abilities and strengths are no secret to fans of the arena.
Sometimes youll need to roll as many as 10d10 for a particularly
powerful attack or action!

9
A lot of testing went in to creating these rules and they have been created monthly to enrich the game: new miniatures, Avatars of

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
carefully designed to cover as many situations as possible. Sooner War and ultra supporter groups to join your band, more scenery
or later, a situation may pop up where how to correctly apply the elements to spice up your arena, and new scenarios. These are just
rules is not completely clear. In these situations, try to find a quick some of the things that take Arena DeathMatch beyond this
solution. Dont argue with your opponent for a long time, as that rulebook.
breaks the pace of the game. If you cant find a common position Stay up to date by visiting the Avatars of War website where youll
quickly, you should both roll a d10. The highest roll decides the find all the new releases for the game as well as news on
outcome. tournaments and Avatars of War related events along with plenty
of free downloadable stuff.
When the game is finished, there is plenty of time to discuss the
rule and what to do if the situation comes up again. You can even The website forums are the ideal place to discuss all aspects of
check the forums on the Avatars of War website to ask for advice Arena DeathMatch: talk about the miniatures, give suggestions
for future releases, discuss the rules, showcase your painting and
modelling skills, and give or ask for advice. You can even find
oPeN GAMe opponents close to you to clash in the arena.
This rulebook contains all the rules you need to start playing
Arena Deathmatch. In addition to this rulebook, new material is Welcome to Arena DeathMatch & thanks so much for joining
the game!

10
is the complete description
ModeLs
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

found in this rulebook, and


is composed of the creature In this book youll nd
Every combatant that appears in Arena DeathMatch is description, the state table, each model complete record
represented by a miniature which is referred to as a model for and a detailed description of (see e Combatants). e
rules purposes. its special rules, feats, and in-game records explained in
actions. this section are available as
in-game record cards or
Miniatures can stand on
dierent base types: small TyPes oF The in-game record is a generated as a band roster
sheet if using Arena
quick reference summarizing
(20x20 mm), medium and ModeLs DeathMatch band maker.
the complete description.
large (25x25 mm), huge
(40x40 mm), beast There are three types of
Note that the model in-game
(25x40mm). models used in Arena
record only has summaries of the different rules, so if there is any
on the record of each model DeathMatch: Avatars of
doubt, check this book for the complete description. You should
in this book, youll nd which War, supporters, and
be familiar with the complete rules to get the most out of the
the appropriate base for that beasts.
summarized descriptions that appear on the in-game record.
model is.
AvATArs oF WAr Example: Dark Elf Prince summarized in-game record
The Avatars of War are the greatest heroes that the world has ever
known. dark elf Prince Ad 4 Cd 4 bhC 139 gc
Ag 3 4 5 6 7 8 9 10 soul stolen
An Avatar is a dangerous opponent who has highly trained skills st 3 4 5 6 7 8 9 10 0 0
and a long history of combat. To honour their martial skill, they Mi 3 4 5 6 7 8 9 10 1 1
have been granted a sliver of immortality by the gods themselves. Mov 1 2 2 3 3 3 4 4 2 2
Pop 3 4 5 6 7 8 9 10 3 3
sUPPorTers Cs 3 4 5 6 7 8 9 10 4 4
Just like any fans at a sporting event, supporters are heavily rs 3 4 5 6 7 8 9 10 5 5
invested in their Avatars of choice. So invested, in fact, that they Arm 3 4 5 6 7 8 9 10 6 6
might even jump out of the stands and on to the sands of the
arena itself! Special rules
Windwalker
The supporter probably wont stick around long (after all, even Hatred (Light Elves)
the greatest frenzy wont last when face to face with someone like
a 1200lbs orc Warlord) but while theyre running around the Feats
arena under your control, they can be quite useful. Precise Strike
Precise Shot
beAsTs Deflect Arrows
Beasts are monstrous animals that are thrown into the arena for
Tactical actions
the enjoyment of the crowd. This normally happens when the
Running Thrust
crowd gets bored of the fight taking place.
Throw Sand
Beasts are not controlled by players, as they are bloodthirsty,

Crossbow Shot
Ranged Combat Actions
hungry creatures that attack almost any combatant they find in
their way.

Every beast has a description in this book. There youll find Close combat actions
guidelines on how to generate its actions in the arena. Flank
Win Rearguard
Beware! Some beasts are powerful enough to pose a challenge for Feint
even an Avatar of War.
Formations
Wedge, Circular, Shield
ModeL desCrIPTIoN
Every model has a description listing its stats and skills. models
may also have special rules that may or not improve its
performance on the battlefield. The complete record of a model

11
sTATe TAbLe Strength (St): Indicates the physical power of a model. The

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
stronger a model is, the harder it attacks. It is also a reference for
The state table gives a numeric description of the models different the models physical size and weight.
statistics (stats). It also records the current state of the models
statistics, as these change throughout a game of Arena Mind (Mi): Indicates the mental capacity of a model. It is
DeathMatch. The higher the value (on a scale of 1 to 10), the especially important for magic-users, as it directly affects the
better the stat. These values are used on several types of rolls power and range of spells and the ability to dispel others magic.
throughout the game. The header of the statistic table lists the It is also used to resist the effects of a spell.
number of action dice and combat dice as well as the base hire
cost.
descriptive stats
header Movement (Mv): The distance, in inches, that a model can move
by walking.
Action Dice (AD): Action dice are used to perform and counter
actions. This is the number of action dice a model can spend each Popularity (Pop): Measures the respect and admiration that the
round. When all action dice have been spent, the model cannot crowd and other combatants have for a model.
perform or counter any more actions until the next round.
Combat Skill (CS): Measures how skilled a model is in close
Combat Dice (CD): Combat dice are used to perform and combat.
counter close combat actions and to attack in close combat. This
is the number of combat dice a model can spend each round. Ranged Skill (RS): Measures how skilled a model is using missile
When all combat dice have been spent, the model cannot perform weapons in ranged combat.
or counter any more close combat actions or attacks until the next
round. Armour (Arm): Indicates the type of armour a model wears. The
higher the number, the better the protection from damage. This
Base Hire Cost (BHC): The base hire cost indicates the amount stat includes both normal and magic armour.
of gold coins (gc) required to include an Avatar in your band. The
more powerful an Avatar is, the more gold coins he charges for his
services.

Physical stats
Agility (Ag): Measures the quickness,
coordination and reflexes of a model.

12
soul stats of its stats is affected, decreasing in value. This means that damage
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

taken by a model directly affects its performance in the arena as


Soul: Measures the power of an Avatars immortal soul. If reaching
its stats decrease during the deathmatch.
greater than 6, use the in-game record columns empty cell to
record the value.
When all three physical stats (Ag, St, Mi) decrease to their lowest
value, the model is dead or too wounded to carry on fighting and
Stolen Soul pool: Indicates the number of stolen soul shards the
is removed from play.
Avatar has (taken or received from other Avatars of War).
If reaching greater than 6, use the in-game record
columns empty cell to record the value.

sPeCIAL rULes
Special rules are characteristics or abilities that modify
rules for a model. Special rules are always in effect.
Examples of special rules include Hatred and Toughness.

FeATs
Feats are notable abilities that give models particular
benefits. Feats are always in effect.

Examples of feats include Mighty Blow and Precise Shot.

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

Actions are classified as tactical, magical, ranged combat


or close combat. Base zones and box of a miniature

Favoured actions
MINIATUre bAse zoNes
symbol: . When no favoured action is indicated, the Avatar
An Avatar's favoured action is highlighted using the following
Miniature bases have four sides: the front, rear and two flanks.
favoured action is Charge. The front is the side of the base where the miniatures head faces
forward. The rear is opposite this. The other two sides are called
CLose CoMbAT ACTIoNs flanks.
Almost everything a model can do in close combat is called a close
The miniature box is a three dimensional box measured from the
combat action. Common close combat actions are available to all
square base up to the top of the miniatures head.
models (e.g. standing up while in close combat) while special close
combat actions (e.g. flanking or feigning) are available only to
specific models.

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

dAMAGe & sTATe oF A ModeL


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

Every time a model suffers damage one

13
Example: Dark Elf Prince complete record
CreATING yoUr bANd

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
dark elf Prince Ad 4 Cd 3, 4 at +6 bhC 139 gc
Before you create a band, decide on a DeathMatch level or special Ag 3 4 5 6 +4 8 9 10 soul stolen
scenario for your game which states the total amount of gold st 3 4 5 6 7 8 9 10 0 0
coins (gc) for each player. Mi 3 4 5 6 +4 8 9 10 1 1
Mov 1 2 2 3 3 3 4 4 2 2
There is one rule to follow when composing your band: the sum Pop 3 4 5 6 7 +2 9 10 3 3
of the cost of your Avatars (BHC plus training cost) plus the cost Cs 3 4 5 6 +4 8 9 10 4 4
of bringing ultra supporters to the event has to be equal or less rs 3 4 5 6 7 +5 9 10 5 5
than the total amount of gold stipulated by the DeathMatch level Arm 3 4 5 6 7 8 9 10 6 6
or scenario.
Special rules
Hatred
reCrUITING AN AvATAr Windwalker
Recruiting and training your Avatars is an important part of
Arena DeathMatch. Spend some time considering the possibilities Feats
and combinations available. You can hire several Avatars with little (+5) Precise Strike
training, or perhaps youd like fewer models with more trained (+5) Precise Shot
skills. (+5) Deflect Arrows

bAse hIre CosT Tactical actions


Throw Sand
The base hire cost (BHC) of an Avatar indicates how many gc (+4) Running Thrust
you have to spend to recruit that Avatar.
Ranged combat actions
To recruit an Avatar, subtract his BHC from your current amount Crossbow Shot
of gold coins. once you have recruited all your Avatars, you are
ready to begin their training. Close combat actions
Flank
TrAINING CosT Win Rearguard
Training an Avatar gives you options to upgrade some of his (+4) Feint
features, but at the cost of valuable gold.
Formations
Each Avatar complete record specifies which features can be Shield, Wedge, Circular
upgraded and at what cost.
Looking at the Dark Elf Prince State table we see that the following
When a number preceded by a + appears in the Avatar complete stats can be upgraded:
record, it means that feature can be trained at the cost of that Agility (Ag) from 6 to 7 at a cost of 4gc
number of gold coins. If a feature shows +5, it can be trained Mind (Mi) from 6 to 7 at a cost of 4gc
at the cost of 5 gold coins. Popularity (Pop) from 7 to 8 at a cost of 2 gc
Combat Skill (CS) from 6 to 7 at a cost of 4 gc
Features that do not show that symbol cannot be trained for that Ranged combat Skill (RS) from 7 to 8 at a cost of 5 gc
Avatar. Also the Dark Elf Prince can gain one extra CD at a training cost of
6gc
The Dark Elf Prince can learn the following feats:
Precise Strike at a cost of 5gc
Precise Shot at a cost of 5gc
Deflect Arrows at a cost of 5gc

The Dark Elf Prince can learn the following actions:


Running Thrust at a cost of 4gc

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

Training a Dark Elf Prince to his full potential will cost a total of
48gc.

14
The training cost of an Avatar is the sum of the cost of each Weve saved 61 gc for attracting supporters to cheer and
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upgraded feature. To train an Avatar, subtract his training cost encourage our Avatars, as well as discourage our enemys band.
from your current amount of gold. We decided (since we have so many dwarfs in our band) that the
Dwarven Ironfists are a good choice. We also added in some
alcoholic drinks for our supporters in order to get them in the
sUPPorTers mood for a deathmatch!
After recruiting your Avatars, you may want to invest in attracting
supporters. Dwarven Ironfists 50 gc
Alcoholic drinks 9 gc
Supporters wont win any deathmatches by themselves, but that Total Cost 59 gc
can easily be the difference between victory and defeat by tipping Amount of gold left 2 gc
the balance of the deathmatch in your
favour if your Avatars can get them
involved.

A sAMPLe bANd
Weve recruited the following band for a
Regional DeathMatch where each player
has 750gc at his disposal for recruiting
and training his Avatars and attracting
supporters.

The first thing to do is recruit your


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

The first Avatar we recruit is a Light Elf


Prince. His BHC is 142gc, so we have
608gc left.
Next, we hire two dwarf berserkers who
have a BHC of 127gc each. This leaves us
with 354gc.
At this point weve spent all our gold coins and have recruited
We continue to hire Avatars for our band. The following list and trained our Avatars as well as attracted a group of supporters
shows our complete band of Avatars and their BHCs. to the event.

Dwarf Berserker
Light Elf Prince
127gc
142gc
CoMPUTer bANd MAker
Barbarian Hero 121 gc The easiest way to create a band of Avatars is to use the Arena
Dwarf Berserker 127 gc DeathMatch Band Maker. You can download it for free from the
Dwarf ThunderLord 117 gc Arena DeathMatch website.
Total cost 634 gc
Amount of gold left 116gc

Now its time to train our Avatars. We havent spent too much on
training a single Avatar in order to be able to train all of them in
the few important features we need for our gaming strategy.

The following list shows the amount spent on training each


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

Dwarf Berserker 7 gc
Light Elf Prince 14 gc
Barbarian Hero 9 gc
Dwarf Berserker 7 gc
Dwarf ThunderLord 18 gc
Total training cost 55 gc
Amount of gold left 61gc

15
Not only does all the math for you but also lists all available

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
training options for each Avatar and prints the in-game records in
an easy to use roster sheet.
The Band Maker is updated when necessary with all the new
Avatars, beasts, and supporters along with rule updates so you can
be 100% sure that your Avatars are up to date if you use it
to create your band.

16
In the event that you reach the end of a deathmatch played with
GAMe PrePArATIoN
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

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

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


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

At the end of the deathmatch, if no player has won by eliminating Example: Five Players are Taking Part in a Deathmatch.
the other players band of Avatars or by meeting scenario Two players play at home and three players are away. The five players
objectives, the crowd mood value (see The Crowd) determines each roll a d10, resulting in 9, 7, 7, 3 and 3. The two highest rolls
the winner. If the crowd mood has a positive value, then the home play at home, so the player who rolled a 9 is on the home team. The
players have won the deathmatch. If the crowd mood is a negative two players who each rolled a 7 reroll, since only one of them can play
value, the away players have won. If the crowd mood value is zero on the home team. They reroll a 6 and a 4. The player who rolled a
then the result of the deathmatch is a draw. 6 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
Village (Local DeathMatch) 600-700 4-5 25x20 inches 5-7
Town (Regional DeathMatch) 701-800 4-6 25x25 inches 6-7
City (Mark DeathMatch) 801-900 5-7 25x30 inches 7-8
Capital (National DeathMatch) 901-1100 6-8 30x30 inches 8-10
* e number of Avatars of War per band is just an indicative number (assumes only one ultra supporter group is hired)
e arena size is an indicative size for two player games. If there are more than two bands arenas should be bigger. Dierent shaped arenas
(such as a circular one) should be of the largest size that still ts inside the indicated arena size.

17
team. The players who tied at 3 do not need to reroll because there is If youd like to place them randomly you can follow this

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
only room left on the away team. procedure: for each scenery element roll a scatter roll and measure
the distance and direction indicated from the central point of the
The crowd reacts different towards away Avatars. The crowd is arena.
fickle though, and their support can shift based on the Alternatively you can create your own method for randomly
performance of the Avatars. See The Crowd for more placing the scenery elements.
information on how this affects a deathmatch.
Scenery elements cannot be placed over entrance elements.
seTTING UP The GAMING sUrFACe
It is now time to set up the gaming surface. The players fighting
eNTerING The AreNA
at home will deploy the arenas basic structure: the gaming mat, Home bands can choose their entrance element, while away
the arena walls and the scenery elements where the different bands bands entrance element should be randomly assigned.
and beasts will enter the arena (normally a door or pit for each
band and one door or pit for the beasts). There must be at least The Avatars fighting away are the first to enter the arena. Each
one entrance element for each band involved in the deathmatch away Avatar enters the arena from their designated entrance
and one entrance element for the beasts. Home bands can choose element by performing a Walk action.
their entrance element, only after all scenery pieces have been
placed, while away bands entrance elements should be randomly As youll discover while reading this rulebook and playing
assigned to the different away bands. deathmatches, the crowd plays a very important role in Arena
DeathMatch. At the beginning of the game, the crowd mood has
The DeathMatch level states a range specifying the number of a value of 0. After all the away avatars have entered the arena, the
scenery pieces (apart from the entrance elements) allowed. The crowd welcomes the away team with boos and jeers (or even
home players will choose the final number of scenery pieces from worse!). This gets the crowd excited and its mood goes up to 1
that range. It is time now to deploy these scenery elements on the and the first crowd event has to be generated. This crowd event
sand. will be generated by the home player. See The crowd for more
details on the crowd mood and crowd events descriptions.
Players fighting at home may choose up to two scenery pieces to
place where they choose, before any other piece of scenery is Next, the Avatars fighting at home enter the arena from their
placed on the sand. In case the arena is already modelled and has designated entrance element by performing a Walk action.
some fixed scenery pieces, subtract those pieces from the two the
home players can choose to place. The deathmatch has begun!

Next the rest of the scenery pieces are placed. our


recommendation is to place the different elements to try to
recreate a strategically and visually appealing arena. All players
should be collaborative on that task and these pieces shouldnt be
placed to disadvantage any of the players.

18
CoMPULsory PhAse
GAMe MeChANICs
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During this phase each player checks his models for any
Arena DeathMatch is played in a sequence of game rounds. Each compulsory actions that apply as a result of any effect, like magic
round is divided into eight different phases. or psychology effects, or an actions outcome effects.

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

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

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

19
CLose CoMbAT PhAse The player rolls 1d10 obtaining a result of 5.

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

rULes PrIorITy MANeUver CheCks


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

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

Example: Combat Skill check orIGINAL & CUrreNT sTAT vALUes


A Dwarf ThunderLord makes a Combat Skill check to detect a When called on to make a decision based on a models stat values,
Goblin Hero who is attacking him from his rearguard. unless otherwise noted use the current stat value (the value that
stat has at the moment and updated with any active modifiers),
The check stat is Combat Skill (CS). The Dwarf Thunderlords CS not the original value (the value that stat has at the beginning of
stat current value is 5. the game). When the original stat value is to be used for a check,
it is explicitly stated.

20
miniature is considered to be within a distance when any part of
dIreCTIoN & sCATTer roLLs
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its box is within that distance.


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

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

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

deTerMINING A resULT FroM


A direction roll
MULTIPLe oPTIoNs
on some occasions you need to randomly select a result from
as a direction roll, but the die score indicates the distance moved multiple available options. To randomly determine one of the
while the direction the die is pointed indicates the direction options, roll 1d10 and use the following table to assign the die roll
moved. result to one of the options.

Available options 1d10 result


(option selected)
1-5 6-0 Even odd
2
(1) (2) (1) (2)
1-3 4-6 7-9 0
3
(1) (2) (3) reroll

4 1-2 3-4 5-6 7-8 9-0


(1) (2) (3) (4) reroll
5 1-2 3-4 5-6 7-8 9-0
(1) (2) (3) (4) (5)

Example: Determining a Result From Two Options


A crowd event effect has to be applied to the Avatar with the highest
or lowest Popularity.

There are then two different options to choose from: highest/lowest

To select one of them, we roll 1d10 and obtain a result of 8. Looking


A scatter roll at the table we see that the selected option will be option 2: lowest.

We may as well use the alternative method for two options, depending
MeAsUrING dIsTANCes on an even or odd result on the dice. In this case a result of 8 would
In Arena DeathMatch, distances are not measured until after mean selecting option 1: highest.
declaring an action (the outcome which depends on a target being
in range).

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


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

21
rANGed CoMbAT ACTIoNs
ACTIoNs

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Ranged combat actions involve the use of ranged combat
Almost everything a model does in Arena DeathMatch takes place weapons. Ranged combat actions are performed during the
in the form of an action. Walking, running, charging and Ranged Combat phase. Unless stated to the contrary in the action
shooting are all actions. description, ranged combat actions cannot be performed while
engaged in close combat or against a model engaged in close
Some actions are available to all models. These are called common combat.
actions. They are described in different areas of this book. Most
actions are available only to specific models and are known as CLose CoMbAT ACTIoNs
special actions. Special actions are described in the model Close combat actions are performed during the Close Combat
complete record in detail and are summarized in the model in- phase. These actions differ from other action types because they
game record. are performed by spending combat dice rather than action dice.

Whenever a special action rule conflicts with a common action


rule, the special action rule has priority over the common action ACTIoN desCrIPTIoN
rule. Every action has a description that states the type of action (T for
tactical, M for magic, R for ranged combat or C for close
An action is performed rolling combat), the stat used to perform the action, and the different
action dice (AD). The more After performing an outcomes of the action on the action outcome table.
action dice used to perform an action do not forget to
action, the greater its chances of
success. Note that no action can
place the required AD The N NoTATIoN
counter next to the
be successful unless at least one miniature, to update the on some action descriptions you may notice the letter n.
action die is rolled to perform it. number of action dice Replace the n with the number of successful action dice rolled
spent during the round when performing an action. For example, on the following spell
A model can spend all of its by this model. outcome table, replace the n with the number of successful
action dice every round to action dice rolled.
perform and counteract actions.
M: Magic missile (Mi)
This means the number of actions a model can perform in one Successful AD rolls Outcome
round depends directly on how many action dice it spends on 0 No effect
each action. The more action dice a model spends on each action,
An Attack of strength 5+n
the fewer action dice it has to perform other actions. Alternatively,
you can choose to spend action dice on more actions, but each
action is less likely to be successful with fewer action dice devoted If you roll 3d10 when casting a Magic Missile spell and obtain
to that action. two successful AD rolls, replace the n with 2. This gives you
an attack that is an attack strength of 7 (5+ 2). If you get three
successful rolls you get an attack strength of 8 (5+3).
ACTIoN TyPes
In Arena DeathMatch there are four different types of actions:

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

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

22
ACTIoN sUMMArIzed desCrIPTIoN Popularity stat is 6. The player rolls 2d10 obtaining the following
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AD rolls: 4 and 8.
In order to save space on the roster sheet generated by the Arena
DeathMatch Band Maker and on the in-game record cards, the T: Provoke crowd (Pop)
in-game record of a model lists a summarized description of all Successful AD rolls Outcome
actions the model can perform.
n Crowd mood +/- n

To perfectly understand the in-game records descriptions you The first AD roll is a 4: a successful AD roll as it is less than the
have to be familiar with the complete record descriptions that Goblin Hero Pop.
appear in the rulebook and with the way actions are summarized The second AD roll is an 8: a non successful AD roll as it is higher
The general structure of the summaries on the in-game record than the Goblin Hero Pop.
follow this pattern:
Action name (stat used to perform the action; range, if any; Thus, the total number of successful AD rolls is 1 (n=1 on the action
conditions that have to be met to perform the action, if any; outcome table). Looking at the action outcome table we see that the
restrictions/notes, if any; summarized outcome table results) result is that the Crowd Mood goes up or down one point.
Following this structure, the Magic Missile spell appears as: once a model starts performing an action, the AD allocated for
that action are spent, even if the model does not complete that
Magic Missile (Mi; Mi; LoS; Apply LoS modifiers; A0: No effect, action, voluntary or not.
An: Attack of St 5+n) where
-The stat used to perform the action is Mind (Mi) Example: An Unfinished Action
-Range is the Mind value in inches A player wants to move his Orc Warlord to slam a Necromancer. He
-Conditions to be met are that target must be in line of sight of the starts to move the Orc Warlord, but then realizes that a slam would
caster be a mistake. He can stop the Orc Warlords movement at any time,
-Restrictions to apply are the modifiers line of sight but the three action dice he allocated for the Slam action are lost.
At first this might look a little confusing; once you are familiar When an action requires the use of a
with the actions complete description the summary is very easily specific weapon (e.g. Running
interpreted. Thrust, which requires the
Avatar to be waving his
PerForMING AN ACTIoN sword) it is
automatically
To perform an action, declare the number of action dice (AD) supposed that
the model is going to spend to perform that action. Stating which the Avatar is
action the model is going to perform and how many action dice waving that
are going to be used is called declaring an action. weapon. In
Arena
The more action dice the model uses, the more successful the DeathMatch
action tends to be. there is no
need to
Roll 1d10 for each AD used to perform the action and compare specify the
the results of each roll to the action stats current value. changing of
weapons.
Each AD roll that is lower than the action stats current value is
successful.
Each AD roll that is equal to the action stats current value is
doubly successful and counts as two successful rolls.
Each AD roll that is higher than the action stats current value is
a failed roll.

Count the total number of successful AD rolls, look for the


action outcome on the action outcome table and apply the
action outcome immediately.

Example: Performing a Provoke crowd action


A player wants his Goblin Hero to try to encourage the crowd
in his own interest. He then chooses to perform the action
Provoke crowd using two AD.
The actions stat is Popularity (Pop). The Goblins Hero

23
WhAT IF AN AvATAr sTAT Is 10? it also affects the actions target. In this case, the model who is

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

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

The Barbarian Hero CS is 6, thus he will perform the action with a Note that the first entry of the outcome table states the outcome
value of 5. The player controlling the Barbarian rolls 2d10, scoring to be applied for the stated number of successful AD rolls or less,
a 2 and a 5, obtaining three successful rolls! while the last entry of the outcome table states the outcome to be
applied for the stated number of successful AD rolls or more. For
As a result of the action, the Orc Shaman is knocked down, event example, on the following outcome table,
that modifies the crowd mood by one point in favour of the Barbarian T: Throw sand (CS)
Hero team. However, as the Barbarian Hero was performing a show Successful AD rolls Outcome
off action, the crowd mood modifying value will be of two points
instead of one. The crowd was very impressed with the Barbarian A0 No effect
Heros performance! A1 Defender looses 1CD and 1AD for the rest of
the round
Defender looses 2 CD and 2AD for the rest of
CoUNTerACTING ACTIoNs A2
the round
Several actions affect two or more models. For example, Throw
Sand requires a check from the model performing the action but A0 states the outcome when the attacker obtains the same
successful AD as the defenders or less, while A2 states the

24
outcome when the attacker obtains two or more successful AD following AD roll: 6. A lucky roll! A double successful AD roll as it
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than the defenders. is equal to the Dwarf Hero CS.

on some actions the stat used by the attacker to perform its Thus, the total number of the Dwarf Hero successful AD rolls is two.
action is not the same as the stat used by the defenders to
counteract. In these actions, both stats will appear in the form As the Goblin Hero has rolled one successful AD roll, and the Dwarf
attacker stat vs. defender stat, so for example, upon Hero has rolled two successful AD rolls, the final result is D1 (we
performing the Fireball magic action, the spellcaster uses Mind subtract the two Dwarf Hero successful AD rolls from the only
(Mi) stat while the defender can try to dodge it, and uses then its successful Goblin Hero AD roll).
Agility (Ag) stat
Looking at the action outcome table A0 entry (as D1 means less
M: Fireball (Mi vs. Ag) successful rolls than A0, and we use then the first entry) we see that
Successful AD rolls Outcome the result is quite negative for the goblin! His action does not affect
A0 No effect the Dwarf Hero at all and he has lost two valuable AD with no
An Attack of strength 5+n benefit!

Finally, sometimes the defender can choose one of several stats to


counteract an action. In this case, all usable stats will appear
separated by a slash symbol (/). The defender can decide then
which stat to use to counteract the action from the ones listed.

C: Launch (St vs. St/Ag)


Successful CD rolls Outcome
A0 Attacker makes a MC with 3d10
Attacker catches defender, but defender escapes.
A1
Defender makes a MC with 2d10

A2 Launch!

Example: Several Avatars Counteracting a Disengage Action


Example: Counteracting a In a combat situation, a Dark Elf Prince is fighting against an Orc
Remember: actions that Throw Sand Action Warlord and a Goblin Hero. The player wants his Dark Elf to
can be counteracted will show a A player wants his Goblin abandon the combat because the Dark Elf Prince is badly wounded.
letter (A or D) preceding the Hero (before moving into
number of successful AD rolls combat) to throw sand to the The player controlling the Dark Elf Prince speaks first: hell use three
on their outcome table. eyes of his opponent to get a dice to perform the action. It is very important to him abandoning
Actions that can not be slight advantage, as his the combat.
counteracted will just present a opponent, being a Dwarf
number indicating the number Hero, is much powerful than The opponent player can now counteract not only with the Orc
of successful AD rolls on their the Goblin in combat. Warlord, but also with the Goblin Hero, as this model is involved in
outcome table. the same combat.
The player controlling the
Goblin Hero decides to use He chooses to roll three dice with the Goblin Hero and one dice with
two dice for performing the action. The player controlling the the Orc Warlord.
Dwarven Berserker can use at most two dice to counteract. He decides The actions stat is Combat Skill (CS).
to use only one dice to defend from the Goblin Hero action.
T: Disengage (CS)
The actions stat is Combat Skill (CS). Successful AD rolls Outcome
D1 Attacker can not leave combat
The Goblin Hero CS stat is 5. The player rolls 2d10 obtaining the A0 Attacker leaves combat walking. Then makes a
following AD rolls: 4, and 6. MC with 2d10
A1 Attacker leaves combat walking. Then makes a
The first AD roll is a 4: a successful AD roll as it is less than the MC with 3d10
Goblin Hero CS. A2 Attacker leaves combat and can run if he spent
The second AD roll is a 6: an unsuccessful AD roll as it is greater two or more AD to perform the action
than the Goblin Hero CS.
The Dark Elf Prince CS stat is 7. The player rolls 3, 8 and 6.
Thus, the total number of the Goblin Hero successful AD rolls is one.
The first AD roll is a 3: a successful AD roll as it is less than the Dark
The Dwarf Hero CS stat is 6. The player rolls 1d10 obtaining the Elf CS.

25
The second AD roll is an 8: an unsuccessful AD roll as it is greater The three 1s are counted for fatigue damage (as one double), while

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than the Dark Elf CS. the two 7s are ignored because they are double successful rolls.

The third AD roll is a 6: a successful AD roll as it is less than the Example: Fatigue damage and soul shards
Dark Elf CS. An Orc Shaman (Mi 7) rolls 3d10 for casting a spell, scoring 1, 1 and
3. The player rolls as well 2 action dice generated from soul shards,
Thus, the total number of the Dark Elf Prince successful AD rolls is obtaining a 9 and a 3.
two.
The double 1 is counted for fatigue damage while the double 3 is
The Orc Warlord CS stat is 5. The player rolls ignored because one of them is obtained from a soul
1d10 obtaining the following AD roll: 9. Thus, generated action dice.
the total number of the Orc Warlord successful AD
rolls is zero.

The Goblin Hero CS stat is 5. The player rolls


3d10 obtaining the following AD rolls: 4, 0 and
3. Thus, the total number of the Goblin Hero
successful AD rolls is two.

As the Dark Elf Hero has rolled two successful AD


rolls and the Goblin Hero and Orc Warlord sum a
total of two successful AD rolls, the result is zero
(we subtract the two Orc Warlord and Goblin
Hero successful AD rolls from the two successful
Dark Elf Prince AD rolls).

Looking at the action outcome table we see that


the A0 result is quite positive for the Dark Elf
Prince: he is able to abandon the combat. However
he can not run and must make a maneuver check
which could leave him in a very bad position or even
be knocked down.

FATIGUe
When fighting in the arena, models are exerting
immense physical and mental energy and as a
result eventually suffer fatigue. The effects of
fatigue often have a direct influence on their
performance.

Whenever a double (except double 9s or 0s) is


rolled while performing any type of action or close
combat attack, the model suffers a fatigue damage point.
A triplet is considered only as one double, four times the same
dice result as two doubles, five times the same dice result as two ACTIoNs rANGe
doubles, six times the same dice result as three doubles and so on.
Some actions require a target to be into a determined range for the
action to be performed.
Note that by spending more action dice to perform an action,
only after declaring the action (inlcuding the number of action
you also increase the likelihood of rolling doubles. The action is
dice used) do you measure the distance to a target.
more effective, but because the model is putting forth a greater
If the target is out of range, the action can not be performed
effort to insure it is effective he is more likely to become fatigued.
regardless of the results of any action dice rolled. The attacker still
rolls the declared action dice and must check for fatigue. There
Ignore action and combat dice generated from soul shards and
is no need for the defender to counteract the action and does not
doubly successful rolls when checking doubles for fatigue damage.
spend the action dice allocated to counteract it.
Example: Fatigue damage
Actions range is always specified in inches.
An Orc Shaman (Mi 7) rolls 7d10 for casting an empowered spell,
scoring 1, 1, 7, 1, 3, 2 and 7.

26
CoMPULsory ACTIoNs oPPorTUNITy ACTIoNs
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Sometimes Avatars are required to perform actions over which An opportunity action (oA) gives a model a chance to act when
players have no control. These actions are called Compulsory it is not its controllers turn. opportunity actions temporarily
actions. break the turn sequence; they cannot, however, be performed
Compulsory actions and related checks, called compulsory during the close combat phase.
checks, are always performed during the Compulsory phase.
An opportunity action may only be taken as a direct reaction to
Compulsory actions can be a result of (sorted by descending a declared action by an enemy player. This declared action is
priority): called a triggering action.
-A magic effect An opportunity action can be of any type (tactical, magical or
-A psychology effect ranged combat action) regardless of the current phase, but its
-An action outcome outcome must directly have some influence (if successful) on the
model performing the triggering action or the triggering action
An Avatar can perform only one compulsory itself.
action each round. However, sometimes an Avatar
may be bound to more than one compulsory opportunity actions do not allow for extra movement, so an
action: the Avatar will perform only the opportunity action involving movement cannot be taken if a
compulsory action with highest priority. If bound movement action has already been performed during the same
to more than one compulsory action with equal round.
priority select randomly the action to perform. Close combat actions and close combat attacks can not be
performed as opportunity actions.
once the compulsory action to perform has been
selected, the Avatar has to pass a successful opportunity actions may never be taken as a reaction to another
compulsory check or immediately perform that opportunity action.
action. The stat used to roll the compulsory check opportunity actions can not be counteracted.
will be determined by the related compulsory Each player can only declare one opportunity action or advanced
action; when no stat is stated the Mind stat (Mi) action each round. Choose wisely when to use them, as they can
will be the one used. change the outcome of a round or even an entire deathmatch.

Avatars required to perform a compulsory action must deCLArING oPPorTUNITy ACTIoNs


perform that action using at least two action dice (no matter
the type of action). After your opponent declares his models action but before he
starts performing it, declare that youd like to perform an
Example: Multiple Compulsory Actions opportunity action. When declaring the opportunity action, it
A Goblin Hero performs a Provoke Enemy action must be explained in full to your opponent.
against a Dwarf Thunderlord. As a result the
Thunderlord is forced to immediately run towards once an action has started you cannot declare an opportunity
the Goblin Hero. action against it. Be sure to declare your opportunity action
immediately after your opponent has declared his triggering
On the next rounds Compulsory phase, the Dwarf action.
Thunderlord is still pursuing the Goblin Hero, and
is in charge distance from a hated creature (a AGILITy CheCk
psychology effect) and thus must also attack the hated An opportunity action can be performed if the model is quick
enemy. enough to perform its action before the opponents model starts
performing the triggering action. To determine which model is
Two compulsory actions apply: pursuing the Goblin Hero and quicker, both must perform an Agility check. . The model trying
attacking the hated enemy. The Dwarf Thunderlord will ignore the to perform the opportunity action can spend one soul shard to
Goblin Hero and attack the hated enemy as this compulsory action roll one extra d10 on the Agility check.
(resulting from a psychology effect) has priority over pursuing the
Goblin Hero (result of an action outcome). If the model attempting the opportunity action obtains at least
one more successful roll than its opponent, it is able to perform
Now that we have selected the action to perform, the Dwarf the opportunity action. otherwise, the model is unable to
Thunderlord must pass the related compulsory check (a Mind check perform the opportunity action and automatically loses one
in this case) or immediately perform that action. action die.
Compulsory actions can be counteracted as usual and can trigger
opportunity actions. Note that no matter the Agility check results, the player has
declared his opportunity action for the current round.

27
WheN does The oPPorTUNITy ACTIoN choose to continue its triggering action or decide to not resume

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the action. Either way, all action dices allocated to perform the
TAke PLACe? triggering action will be spent.

once an action has If you are able to perform an For example, if the triggering action contains movement, your
started taking place you opportunity action, it takes place opponent moves his model until you decide to perform your
can not declare an at any moment during the opportunity action (e.g. when the enemy model is in range to be
opportunity action performance of the opponents affected by your opportunity action). Perform the opportunity
against it. Be sure to triggering action. action and apply its effects immediately. If still possible, your
declare your opportunity opponent can choose to resume his models movement.
action immediately after The opponents model must start
you opponent has performing its triggering action INFLUeNCe over The TrIGGerING ACTIoN
declared his action! until you decide to start
performing your models How the opportunity action influences your opponents
opportunity action. Your triggering action is sometimes obvious, but other times may allow
opponent then immediately pauses for different interpretations. In that case, try to agree to the most
his models action while you perform your opportunity common sense result with your opponent. If you are unable to
action. The opportunity actions effect is applied agree, roll a d10 and the highest roll
immediately. If still possible (that is, the effects determines the influence of the opportunity
of the opportunity action.
action still allow it)
the opponents If the outcome of the opportunity action results in
model action dice being lost by your opponents model,
can these action dice have to be removed from the
dice allocated to perform the triggering action.
If due to losing action dice the triggering action no longer has
the action dice to take place, it must be stopped immediately.

Example: Opportunity action


A player controlling a Dark Elf Prince speaks that his Avatar is going
to charge the opponents Goblin Hero.

The opponent player has his Orc Shaman quite close to the
Goblin Hero. He decides to perform an opportunity
action to prevent the Dark Elf Prince charge. He then
declares his opportunity action: The
Orc Shaman is going to cast a Provoke
paralysis spell on the Dark Elf Prince
using two AD. Both Avatars make an
Agility check and as a result the Orc
Shaman can perform his opportunity
action. The Shamans controller asks
the player controlling the Dark Elf
Prince to start making his charge.

The Dark Elf Prince starts making his


charging movement, until his opponent
asks him to stop (when he believes the
Dark Elf Prince is in range of his spell).
At this point the player controlling the
Dark Elf Prince has to stop his Avatar.

The Dark Elf Prince is effectively in


range, so the spell is cast. If the spell is
successful, the Dark Elf Prince will
loose at least one AD and CD and the
charge will be frustrated as he will not
be able to run anymore. Otherwise the
charge will take place.

28
AdvANCed ACTIoNs
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Note that the Dark Elf Prince can not counteract the spell it was cast
as an opportunity magic action. An advanced action gives a model a chance to perform an action,
during its controllers turn, that should usually be performed in
Example: Opportunity action a later phase.
A player controlling a Light Elf Prince speaks that his Avatar is going
to shoot his eagle bow at his opponents Necromancer with three AD. For example, an advanced action allows a model to perform a
magic action during the tactics phase, or a ranged combat action
The opponent player has his Dwarf Berserker very close to the Light during the magic phase. Advanced actions temporarily break the
Elf Prince. He decides to perform an opportunity action to try to round sequence and can be counteracted as normal.
prevent the Light Elf Prince from shooting. He then declares his Close combat actions and close combat attacks can not be
opportunity action: The Dwarf Berserker is going to throw sand at the performed as advanced actions.
Light Elf Prince using one AD. Both Avatars make an Agility check
and as a result the Dwarf berserker can perform his opportunity Advanced actions can be counteracted as usual and can trigger an
action. opportunity action

The Dwarf Berserker performs his action immediately (only an Advanced actions can not be taken during the Compulsory phase.
instant after the Light Elf Prince starts loading his bow), and as a
result the Light Elf Prince looses one AD. Each player can only declare one advanced or opportunity action
each round.
The Light Elf Prince will still be able to shoot, but only rolling two
AD instead of three AD (although all allocated three AD are spent!). Example: Advanced Action
A player wants his Orc Warlord to charge an enemy Dark Elf
Note that the Light Elf Prince could not counteract the Throw Sand Sorceress. The Orc Warlord can not reach his target with a charge as
action, as it was an opportunity action. of now. However, if the
Orc Shaman was
oPPorTUNITy ACTIoN AGAINsT A CroWd casting a successful While opportunity actions
teleport spell on the Orc and advanced actions may seem
eveNT Warlord, he could get very similar now, there is one big
opportunity actions may also be taken against crowd events. In him close enough for a dierence between them.
this case, the model attempting to perform the opportunity action charge. opportunityactions can only be
makes an Agility check as usual, but the crowd makes a check taken out of the players turn (as
against crowd mood value (if negative, ignore the sign). The player needs to do a reaction to an opponent
the magic action now, action), while advanced actions
If the model trying to perform the opportunity action obtains at during the tactics phase, can only be taken during the
least one more successful roll than the crowd, it is able to perform so he decides to take an players turn (at any moment).
the opportunity action. The model trying to perform the advanced action to cast
opportunity action can spend one soul shard to roll one extra d10 now the teleport spell.
on the Agility check.

Example: Opportunity Actions Against the Crowd Mood


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

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

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

The Dwarf Thunderlord can then perform his opportunity action


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

29
TACTICs A model that walks and ends its movement in box to box contact

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

Charge examples

30
maximum of 45, while running. The model must charge its A Light Elf Prince is forced, due to the effects of a Provoke enemy
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enemy on the closest base zone. action, to run towards the provoker with an extra Run movement
action. The Light Elf Prince must perform a Run action now,
Note that a model can change facing to gain line of sight and then spending two action dice as usual, even if he performed another
run into box to box contact with an enemy model, but this is not movement action during the same round. Also, he will be able to
a charge. The model is still considered to be in close combat. A perform another movement action during the same round.
model that moves into combat by running must attack its enemy
on the closest free base zone. A Dark Elf Hero receives, due to a
crowd event effect, a free extra Run After performing a
action. The Dark Elf Hero can run tactical action do not
sprint forget to place the
now without spending two action
A model may sprint to move at least double its current Movement required AD counter
dice as well as perform another
(Mv) stat in inches and at most double its current Movement next to the models
movement action during the same
(Mv) stat in inches plus half its current Movement (Mv) stat in miniature, to update the
round.
inches. To sprint the model spends three action dice. This action number of spent AD,
only has one outcome (movement) but the player will roll the during the round, by the
three action dice to check for fatigue. FACING model.
Facing consists of rotating a
A model cannot end a sprint in box to box contact with an enemy model without moving. Facing
model. costs no action dice and can be done at any time during a players
Tactics phase as many times as desired.
stand up & knocked down
A model that is knocked down can stand up. To stand up, the FIrsT AId
model spends two action dice, but there is no need to roll. This An Avatar trying to heal himself has to spend all his action dice
action only has one outcome (standing up) and there are no for the current round to do so. Fatigue effects are ignored when
fatigue checks. performing this action.
When a model is knocked down, determine the direction of the
fall with a direction roll. Place a marker next to the knocked down
T: First aid (Mi)
miniature indicating the direction it has fallen to. If you prefer to
Successful AD rolls outcome
lie over the miniature, make sure the base stays in the same place.
The Avatar makes a mistake while trying to
0
A knocked down model can be declared the target of any action heal himself and suffers one damage point
(such as a charge or a launch) unless the action specifies the The Avatar recovers one damage point for
contrary. each successful AD rolled. The damage point
1
can be recovered from any chosen stat (except
A knocked down model does not have flanks or rearguard. Armour).

Example: Knocked down


An Avatar has a pit trap to his left and is knocked down due to a
failed maneuver check. Upon making a direction roll, the Avatar
falls to his right. He is lucky and avoids falling into the pit!

Free & extra Movement Actions


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

An extra movement action is a movement action that can be


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

Example: Free & Extra Movement Actions


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

31
dIseNGAGe sPeCIAL TACTICAL ACTIoNs

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A model engaged in close combat can leave combat at any point Special tactical actions are available only to certain models and are
during the Tactics phase. oponent(s) can counteract that action. described in the model complete record. Special tactical actions also have
A model cannot perform a disengage action on the same round a summarized description on the model in-game record.
that it enters combat.
Examples of special tactical actions include Running Thrust, Slam, and
Warcry.
T: disengage (Cs)
Successful AD rolls outcome
D1 Attacker can not leave combat

Attacker leaves combat walking. Then makes


A0
a maneuver check with two dice

Attacker leaves combat walking. Then makes


A1
a maneuver check with three dice

Attacker leaves combat walking (if he spent


only one AD to perform the action) or
A2
running (if he spent two or more AD to
perform the action)

32
the number of action dice allocated to the empowered spell.
MAGIC
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The Avatar starts the next round ready to cast a spell, and is able
Some models are able to perform magical actions. These models to cast it at any moment, using all of the allocated action dice
may have gained their magical power through the intensive study (and no more). Resolve this as if it was an extra advanced or extra
of spells or through the use of a magical object. opportunity action, depending on whether it is the controllers
turn.
Magical actions involve casting a spell. There is no limit to the
number of spells that a model can perform during a round as long To take full advantage of an empowered spell, the player has to
as the model has action dice to perform them. The same spell wait until his next Magic phase to unleash the spell. If the spell is
may be cast as many times as desired by a model in the same cast during the controlling players next Magic phase, is
round as long as it does not target the same objective more than empowered by adding the last rounds allocated action dice to the
once. action dice the player uses to perform the spell.

If the spell is cast before the players next Magic phase, it is


CAsTING A sPeLL performed using only the allocated dice. An empowered spell
Spells are special magical actions. cannot be combined with an advanced or opportunity action.
After performing Their descriptions appear in the There is no way to gain more action dice to cast the spell if cast
a magic action do not models complete record. A before the players next Magic phase.
forget to place the summary appears on the models in-
required AD counter game record. The most common After the spell is cast, the Avatar can perform actions as normal
next to the miniature, spell action stat is Mind (Mi). during the remainder of the round with any unspent action dice.
to update the number
of spent AD. Spells can only be performed during If the empowered spell is not cast during the round after it is
the Magic phase. allocated, all allocated dice are lost. The Avatar cannot accumulate
magical power for more than one round as it is extremely difficult
Example: Casting a Spell to manipulate.

M: Rolling boulder (Mi) The Avatar cannot perform any


Successful AD rolls Outcome action or counteraction before
Victim dodges. The boulder carries on rolling casting the empowered spell Note that
D1 while in range until it hits a model or scenery once it has been allocated or he empowering a spell is the
piece. loses concentration. All allocated last action the avatar does
An The victim suffers a St 7+n attack dice are lost immediately. on the current round, so
be sure to perform any
An Orc Shaman wants to cast a Rolling Boulder spell. Upon If the Avatar is damaged or spells you wish to cast this
reaching his Magic phase he still has three remaining AD. The forced to make a maneuver round before announcing
controlling player decides to use two AD to cast the spell (he prefers check he loses concentration. All the empowering of a
to keep one AD just in case he later needs to dispel). allocated dice are lost spell.
The shaman obtains 2 successful AD rolls, inflicting an attack of immediately.
Strength 9 to his victim!
Example: Empowered Spell
ere is no need to The player controlling a Dark Elf Sorceress decides she wont cast any
eMPoWerING sPeLLs specify which spell is spells during the current Magic phase, and instead accumulates the
An Avatar of War can being empowered. In remaining AD (three out of four) to empower her next spell.
accumulate magical power arena DeathMatch magic
between two consecutive rounds power can be On the following round, the Dark Elf Sorceress controller decides to
(the current round and the accumulated before cast the spell, as an extra advanced action, before the Magic phase.
following one) to cast an deciding which spell is The Dark Elf Sorceress can only use the three accumulated dice to
empowered going to be the recipient cast the spell.
spell. of that power.
If instead the controller had waited until the Magic phase, she would
To do so, have been able to cast the spell with up to seven AD! (Using the three
the player announces during the Magic allocated to empower the spell plus the four available on the current
phase that the Avatar is empowering a round).
spell. All that rounds unspent action
dice are then allocated to empower the
next spell cast by that Avatar. Place a
d10 next to the miniature to indicate

33
cast (e.g. Cause Fear). The victim of the spell can counteract the
dIsPeLLING MAGIC

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

Counteracting spells work as counteracting any other action; each


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

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

34
is within line of sight of the attacker and is in range of the attack.
rANGed CoMbAT
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However, there may be exceptions such as ranged weapons which


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

A ranged attack can be made against any model that can be -If you can not draw a line to any part of the targets box
selected as the target of an attack. Normally that means the model without going across an obstacle or miniature box, there is no
line of sight.

Filed of view and line of sight (LoS)

35
Example: Ranged Attack
ATTACk rANGe

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

36
Combat phase. before the Ranged Combat phase. The opportunity action Agility
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After the ranged attack is made, the Avatar can perform actions check is taken, resulting in the Dark Elf being able to shoot (only
as normal during the remainder of the round with any unspent with the allocated dice) before the Dwarf Berserker moves into cover.
action dice.
If the Dwarf Berserker hadnt moved, the Dark Elf Hero controller
An Avatar can target the same objective for only two consecutive would have waited until his Ranged Combat phase, and then been
rounds. The allocated dice for a targeted ranged attack are always able to shoot the Dwarf Berserker with up to 7 AD! (Using the three
those from the preceding round. targeting allocated AD plus the four available on the current round).

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

Example: Targeting sPorTsMANshIP ANd rANGed


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

37
called a close combat action. All close combat actions affect two
CLose CoMbAT

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or more models, so all close combat actions can be counteracted.

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

In Arena DeathMatch, every combat is different not only because A model in close combat can spend all of its combat dice every
of dice rolls but because of the different combat actions taken by round to perform close combat actions. The model can perform
Avatars of War. as many close combat actions as desired while it still has combat
dice left. Each close combat action can only be performed once
against the same target during the same round.
eNGAGed IN CLose CoMbAT?
All models that are in box to box contact (even if only the smallest When a close combat action requires the use of a specific weapon
part of the box) with one or more enemy models at the start of the (e.g. Knob Hit, which requires the Barbarian Hero to be waving
Close Combat phase are considered to be engaged in close his axe) it is automatically assumed that the Avatar is waving that
combat. weapon. There is no need to specify the changing of weapons.
When engaged in close combat a model should touch as much of
the enemy miniatures box as possible. At the start of the close As with other actions, common close combat actions are available
combat phase, if asked by a player, combatant positions should be to all models and are described in this section. Special close
corrected (by shifting their bases) to touch as much of the enemy combat actions are only available to certain models and are
miniatures box as possible. described in the avatar complete record in this book. There is
also a summarized description on the model in-game record.
CLose CoMbAT ACTIoNs Whenever a special close combat action rule conflicts with a
Close combat is resolved by performing close combat actions. common close combat action rule, the special close combat action
Everything a model can do in close combat before attacking is rule takes priority.

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

38
CoMMoN CLose CoMbAT ACTIoNs the defender can at most
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Cd counters
use only the number of
Common close combat actions can be performed by all models It is very useful to use d10s as
combat dice the attacker
and do not appear on the model in-game record. CD counters. Place 1d10, for
uses to perform the
each available CD, next to each
action.
stand up model involved in combat
(simple or multiple). When one
A model that is knocked down and is engaged in close combat can once the attacker has
CD is spent, remove 1d10 from
try to stand up during the close combat phase. opponents declared its close combat
the ones next to the
currently engaging that model can counteract this action. action and the defender
corresponding miniature base.
has declared its
C: stand up (Cs) is way you will always know
counteraction, the close
Successful CD rolls outcome how many dice each model has
combat action is
to make its combat actions or
A0 Attacker can not stand up immediately performed.
attacks.
A1 Attacker stands up and faces randomly The outcome is applied
immediately.
A2 Attacker stands up faces at will
The roles are then reversed: the attacker becomes the defender
Note that close combat modifiers for performing a combat action and the defender becomes the attacker.
from the ground against a standing enemy do not apply when This process is repeated until there are no more combat dice to
performing the Stand up combat action. The model is not spend or both players decide not to perform any more close
performing an action against its enemies, but rather just trying to combat actions.
stand up, so it can always use up to all of its CD for performing
this action. Example: Combat Actions
A Dwarf Berserker (four CD) is fighting against an Orc Warlord
sPeCIAL CLose CoMbAT ACTIoNs (four CD). The Dwarf Berserkers current Agility is the highest, so
the Dwarf Berserker acts first. Its controller declares that the Dwarf
Special close combat actions are only available to certain models Berserker will perform a Flank combat action using three CD. The
and are described in the model complete record in this book. Orc Warlord controller wishes to counteract this action, as he does not
There is also a summarized description on the model in-game want to end up flanked, and declares he will use two CD.
record.
The Dwarf Berserkers controller gets two successful rolls, and the Orc
resoLvING CoMbAT Warlord controller gets two successful rolls as well. Looking at the
Flank action outcome table we see that the Dwarf Berserker moves to
All combats are resolved during the Close Combat phase. The the Orcs flank but the Orc faces him again.
player that has round initiative chooses the order in which
combats are resolved. The Dwarf Berserker has lost the non-successful CD rolled, so he has
three CD left.
If, for any reason, a new combat is created during the Close The Orc Warlord has lost no CD, as all its rolls were successful. He
Combat phase, that combat is resolved during the same phase still has all of its four CD.
using the combatants remaining combat dice.
Now is the Orc Warlords turn to act. Its controller decides to launch
sIMPLe CoMbAT the Dwarf Berserker through the air. He declares a Launch action
using all four CD (he really goes for it!). The Dwarf Berserker
A simple combat involves only two engaged models. counteracts the action using only two CD (a bit risky, but he has only
three CD left!).
PerForMING CoMbAT ACTIoNs
The Orcs controller obtains only two successful rolls while the Dwarf s
If one of the models has charged this round, it automatically
controller obtains a doubly successful roll. Looking at the Launch
becomes the attacker: The controller declares its first close
action outcome table we see that the Orc catches the Dwarf, but the
combat action (including how many combat dice he uses to
Dwarf escapes!
perform that action).
The Dwarf Berserker still has three CD left, while the Orc Warlord
If neither or both models have charged, the model with the
now only has two CD left (as he lost the other two while performing
highest Agility stat (AG) becomes the attacker. The controller
the Launch action). Things look better for the Dwarf now!
declares its first close combat action (including how many combat
Its the Dwarf Berserkers turn to act again. The controller decides he
dice he uses to perform that action).
does not want to perform any more close combat actions (he wants to
attack with its greater number of CD).
The opposing player (the defender) then decides if he would like
to counteract the attackers first close combat action and declares
The Orc Warlord controller also states that he does not want to do
how many combat dice he is going to roll. As with other actions,
any more close combat actions. It is time to resolve the attacks!

39
resoLvING ATTACks Each attack die roll that is greater than the current value of the

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

40
Both players roll their ATD: the Dwarf s controller obtains four Note that the more attack dice an Avatar converts to armour
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successful rolls while the Orc Warlords controller obtains only one points the less probable it is that the attack is successful. However,
successful roll. if your Avatar does lose the combat, he is in a good defensive
position and is likely to take less damage.
The Dwarf Berserker wins the attack by three points (attack result of Attack dice must be converted to armour points when attack dice
3)! are declared for that combat, before any dice are rolled.

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

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

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

41
APPLyING dAMAGe Fatigue damage

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

Combat damage Fatigue damage


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

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

42
blow effect
Strength (St) minus its current Agility stat (Ag).
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If the obstacle is a rigid scenery element, the flyer suffers a number


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

Even if a blow eect is explained here,


remember that all attacks in Arena
DeathMatch (close combat attacks, ranged
attacks, magic attacks, and any other
possible attack types like a slam attack) have
an associated blow eect.
When resolving an attack youll always have
to follow this sequence: Determine the
attack strength, apply the inicted damage
to the victim and nally apply the blow
eect to the victim.

43
Example: Blow effect Example: Multiple Combat Actions

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

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

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

PerForMING CoMbAT ACTIoNs


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

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

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

44
Now the Goblin Hero acts, but he does not perform any combat combat order already established). Attacks involving the first
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actions to keep his CD for attacking. model in the combat order are resolved first, and so on until all
attacks have been resolved and all damage effects have been
Finally, the Goblin King gets his turn. He wants to launch the Dark applied.
Elf Prince as far as possible performing a Launch action. Krork rolls
all his CD. The Dark Elf Sorceress counteracts with two CD and the Note that damage effects are applied immediately after an attack
Dark Elf Prince with three CD. has been resolved, which is why it is important to resolve attacks
Krork obtains four successful CD rolls, while the Dark Elf Sorceress in the combat order.
obtains two and the Dark Elf Prince only one! Krork catches the Dark
Elf Prince and throws him away! Example: Multiple Attacks
A Barbarian Hero and a Dark Elf Prince are fighting against two
dwarf berserkers, Borg and Korg, brothers of blood.

The Dark Elf Prince and the Goblin Hero are both forced out of
combat, so it is now time for the Dark Elf Sorceress to act again.
Krork follows. All combat actions have been performed and it is time now to attack!

As Korg has charged this round to help his brother Borg, he is the first
to attack. Next is the Dark Elf (Ag 6) followed by the Barbarian (Ag
5) and Borg (Ag 4).

Players declare how their Avatars use their ATD to attack.

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

Next the Dark Elf (three ATD) declares he uses two ATD to attack
resoLvING ATTACks & APPLyING dAMAGe Korg and one ATD to attack Borg.
once all models are finished performing close combat actions, it
The Barbarian Hero (two ATD) uses all ATD to attack Borg.
is time to attack!
Attack strength counters Borg uses his two ATD to attack the Dark Elf Prince.
Following the combat It is very useful to use d10s as
order, players declare Attack strength counters for easily Now, to resolve the attacks and apply damage.
how many attack dice resolving later blow eects. When
are allocated for each resolving attacks, place 1d10 First Korgs attacks are resolved, in the controller desired order. The
possible attack for each indicating the highest Attack player decides to resolve first the attack against the Dark Elf. ATD are
model involved in the strength suered by each rolled and damage applied (it is a good idea to place a d10 next to
combat. A model can combatant, next to each model the Dark Elf Prince indicating Korgs attack strength). Next Korgs
attack any enemy in box involved in combat. is way you attack against the Barbarian Hero is resolved (and we place an attack
to box contact. will later know which Attack strength counter as well next to the Barbarian). The Barbarian Hero
strength to apply to each model is hit and as a result his Strength is reduced by one point. He wont
once all attack dice for determining blow eects. strike as strong now!
have been allocated,
proceed to resolving
Now its time to resolve the Dark Elf princes attacks, followed by the
each attack and applying damage immediately (following the
Barbarians attacks and finally Borgs attacks. Note that in the case

45
Borgs attack strength against the Dark Elf Prince is higher than Korg, surprise attacks

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we should update the Dark Elf Princes attack strength counter with
A model that is not in close combat can be attacked from its rear
the new higher attack strength.
as long as the attacker has not been in line of sight of its target at
any moment during the approaching movement. This attack is
bLoW eFFeCT called a surprise attack. The model being attacked must make a
once all attacks have been resolved and damage applied, you can Combat Skill (CS) check, and if successful detects the attack. If
apply blow effects. the model detects its opponent, it turns to face the attack. If the
check is unsuccessful, the model cannot turn and loses its
When more than two models are involved in the same combat, rearguard during the next close combat phase.
quite often a model is on the receiving end of more than one
attack, each with its own blow effect. In these cases, only the CLose CoMbAT ModIFIers
highest blow effect on the table is applied. The others are ignored.
The following table lists all combat modifiers that apply in special
combat situations.
Blow effects are applied to all models in combat sorted from
highest to lowest. For example, a blow effect of 5 is applied before
These modifiers have to be applied when performing an attack or
a blow effect of 3.
close combat action.
Example: Multiple Blow effects Close combat modifiers
Following the last example, after all attacks have been resolved and Automatically looses 2 of the ATD or CD
all damage effects applied it is time to apply blow effects. Blow effects allocated to attack or perform/counter a
Flanked
are very easily applied if the attack strength counter is placed next to close combat action against an enemy in its
each combatant. flank
Can use no ATD or CD to attack or
Rearlost perform/counter a close combat action
CLose CoMbAT sPeCIAL against an enemy in its rearguard
sITUATIoNs Can only use 1 ATD or CD to attack or
Fighting from the
Close combat is chaotic and gives rise to exceptional situations. perform/counter close combat actions
ground
against a standing enemy.
There are some special situations that need a description.
Automatically looses 1 of the ATD or CD
CoMbAT FACING Fighting from a to attack or perform/counter a close
lower position combat action against an enemy in higher
A model in close combat always strives to keep its enemy to its position
front, except for the first combat phase after a successful surprise
attack (see below). Example: Flank attack
A Dark Elf Prince is flanked by a Light Elf Prince. The Dark Elf
At the start of the close combat phase, and only at the start, before Prince wants to attack the Light Elf Prince anyway. The Dark Elf
resolving any combat, models automatically and immediately Prince allocates five ATD for the attack, so he rolls only three ATD
rotate to face enemies (as chosen by the models controller) if there to attack the enemy on his flank. The other two ATD are
are no enemies to their front. automatically lost, as if they were unsuccessfully rolled.

FLANkING FrIeNdLy CoMbAT!


When a model already in close combat with an enemy to its front on few occasions, due to a psychology effect or the effects of a
or flanks is attacked by a model on one of its sides, the model spell an Avatar may enter close combat against an ally Avatar.
cannot turn to face the new opponent and is now considered
flanked. In these situations, the player controlling both Avatars only
controls one of the Avatars involved in the combat (the one he
A model can also lose its flank as a result of an action outcome, wishes to), while the other Avatar is controlled by his opponent.
like the Flank action. If more than one opponent player wishes to control the fighting
Avatar, the highest roller takes control of the combatant.
LosING The reArGUArd
The player keeps control of this Avatar until the combat ends for
When a model that is already in close combat with an enemy to any reason (combatants lose box to box contact) or the effect
its front or flanks is attacked by a model from its rear, the model provoking the Avatar to attack his allies expires.
cannot turn to face the new opponent and has lost its rearguard.

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


outcome, like the Win rearguard action.

46
Specify which Avatar is calling for the formation and which
ForMATIoNs
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Avatars are being called. Avatars being called have to move in to


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

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

47
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Place an AD counter next to the leader and apply the following
rule: all formation Avatars without a counter have spent the same
action dice as the leader.

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

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

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


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

Wedge formation

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


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

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


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

shIeLd ForMATIoN
Shield formation is useful for defending against missile attacks.

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


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

48
boost attack
The PoWer WIThIN
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For each soul shard burnt, an extra attack die may be rolled when
performing a close combat attack. Attack dice generated from
The Avatars of War are heroes chosen by the gods. When a mortal soul shards do not provoke fatigue (ignore them when checking
is chosen by a God of War to become an Avatar, that mortal is doubles for fatigue damage).
imbued with a sliver of the gods own immortality. The Avatars
soul is forever changed. A player boosting an attack must
state so when the attack is An attack cannot
It is this new, immortal soul that makes the difference between a declared. be performed using
mortal hero and an Avatar of War. An Avatar of War can draw on
only ATD generated
the sliver of divinity in his immortal soul to increase his already Example: Boost Attack from soul shards. At
awesome combat skills. A Dwarf Berserker is attacking his least one natural ATD
opponent and has two ATD must be spent.
soUL shArds remaining. For the attack to be more
effective the controller decides to burn
To measure the power of their souls, each Avatar of War has a two soul shards for two extra ATD. The player rolls four ATD.
number of Soul shards (Soul stat). This number appears on the
Avatars complete and in-game records.
boost blow
For each soul shard burnt, an extra attack strength point may be
Uses For soUL shArds gained when hitting an enemy in close combat.
Soul shards can be used to improve an Avatars performance.
Unless otherwise specified, an Avatar can burn as many soul A player boosting a blow must state so when the attack is
shards as desired to improve an action, counteraction or attack. declared.

boost movement Example: Boost blow


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

49
healing FILLING The soUL

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

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

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


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

50
Example: Soul stability check Example: Avatar Evolution
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A Dark Elf Sorceress has two stolen soul shards at the start of her Suppose once again that the Sorceress rolls a 3 when checking for soul
controllers Soul phase. She has to pass a soul stability check in order stability, assimilating the two stolen soul shards. The player decides she
to assimilate these stolen soul shards. wishes her Dark Elf Sorceress to evolve.

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

Stolen soul shards remain throughout rounds and are of no use to


the Avatar until they become assimilated soul shards.

UsING AssIMILATed soUL shArds


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

stolen soul absorption


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

Example: Stolen Soul Absorption


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

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

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


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

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


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

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


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

51
Sorceress had three own soul shards before the evolution process, she The player decides to perform a Warpray action using all four AD,

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now has only one soul shard left and no assimilated soul shards left. in order to regenerate some very valuable soul shards.

This is the only way an Avatar of War can become more powerful. He rolls, obtaining three successful rolls. The Barbarian Hero
An Avatar evolution is a quite notorious spectacle. The Avatar regenerates two soul shards. His number of soul shards is now
acquires a triumphant god-like aspect for a few seconds, while increased to three.
changing to the new higher state, surrounded by an aura of
powerful expanding energy. The crowd just loves it!!! With his Mind stat value of 4, with three soul shards left now, the roll
for a successful stability check must be equal to or less than 5 (Mi 4
Every time an Avatar evolves, his Popularity (Pop) stat is raised by + 3 own soul 2 stolen soul). Things look quite better now!
two points. The crowd and other Avatars see the spectacle, and as
a result their respect, fear or admiration for the Avatar increases!

reGeNerATING The soUL


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

To regenerate his soul an Avatar must perform the Warpray


action. The Warpray action is a tactical action common to all
Avatars, so no summarized description is given on the Avatar in-
game record.

T: Warpray (Mi)
Successful AD rolls outcome

0 The Gods of War ignore the Avatars


praying.

1-2 The Avatar regenerates one soul shard.

3 The Avatar regenerates two soul shards.

4 The Avatar regenerates three soul shards.

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

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


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

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


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

Example: Regenerate soul


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

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

52
or more hated models (enemies or not) must pass a Mind check
PsyChoLoGy
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(during the Compulsory phase) or perform its favoured action


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

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

53
CroWd Mood ModIFIers
The CroWd

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
Crowd mood varies throughout the course a deathmatch. The
In Arena DeathMatch, the crowd plays an important role. The actions the Avatars take in the arena directly affect the mood and
crowd quite often takes part in the deathmatch in several different behaviour of supporters on the stands.
ways.
Players have many ways to affect the crowds mood.
Do not underestimate the importance of supporters. Having the
crowd on your side often makes the difference between victory Crowd mood can be directly affected, in a limited way, through
and defeat! the use of special actions like the Provoke Crowd action or a show
off action.

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

54
A crowd mood modifier is applied immediately after resolving action, attack, or event is resolved, generate the crowd event and
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

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

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

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

55
reCrUITING ULTrA sUPPorTers If there is not enough free space available, ultra supporters will

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fight to win their space on the stands.
Players can spend part of their assigned gold to recruit ultra Both conflicting ultra groups perform a Strength check; the ultra
supporters that support his Avatars with extreme enthusiasm group with the greatest amount of stands space adds the
during the deathmatch. difference between the Stands Space stat of the two groups to its
Strength score. The ultra supporter that loses the check must
base hire Cost relocate to give space to the winning ultras. If no space is available
The base hire cost (BHC) of an ultra group indicates how many for relocating, then the losing ultra group must shrink as many
gold coins you have to spend to bring that group to the inches as necessary to be able to relocate to another zone of the
deathmatch. arenas perimeter.

Recruiting an ultra supporters group is done in the same way as Example: Ultra groups fight
an Avatar of War; subtract its base hire cost from your current The Goblin Scavengers fight with the Ogre Bonecrushers for space on
amount of gold. the stands.
The Goblin Scavengers Stand Space stat is 10. The Ogre
Players also have the option to acquire special features for ultra Bonecrushers stand space is 6. Thus, the stands space difference
supporters: more seats in the stands for the group, alcoholic between both ultra groups is 10-6=4.
drinks, or even clubs and other gadgets to bring to the
deathmatch! The Goblin Scavengers (the group with greatest stand space) performs
the Strength check by adding the difference in stand space (4) to
Each ultra group complete record specifies which features can be their Strength. As their Strength stat is 4, they use a strength of 8
acquired for that group and at which cost. when making the check (4+4).

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

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

Example: Area of influence and effects


A Barabrian Hero is booed by the crowd and receives a -1 penalty. As
Ultra groups occupy the stands after all scenery is deployed, the barbarian is in the Goblin Scavengers' area of influence, the boo
before the Avatars of War enter the arena. is from the Goblin Scavengers, which adds one extra point to the
penalty applied.
Players fighting at home first situate their ultra supporters (in any If the Barbarian Hero is outside all of the areas of influence, the boo
desired order) into any desired space of the arena perimeter. is performed by common supporters.
once all home ultra supporters are situated, away players locate
their ultra groups (in any desired order), into any free space of If no special rule of the ultra supporters group can be applied, the
the arena perimeter. crowd event is carried out by common supporters. Resolve then

56
the crowd event without applying any special rules. Two different situations arise depending on which group wins the
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

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

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

When crowd event effects take place outside of all areas of


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

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


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

MovING ULTrA sUPPorTers


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

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

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

57
The images below show the two possible consequences. If this location is situated in the stands space of an ultra group

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supporting the indicated Avatars (home or away) on the crowd
1) The Dwarven Ironfists decide to give space to the Goblin event, then the supporter jumping in the arena is a member of
Scavengers. They move then 1.5 to their left, and so do the Goblin that group. otherwise, the supporter jumping in the arena is a
Scavengers. common supporter.

Example: Supporter jumping in the arena


A crowd event states that An away supporter jumps in the arena.

2) The Dwarven Ironfists fight for their space, loosing some of the
dwarven supporters. If you use the Band Maker ultra templates, a
piece should be cut out from the Dwarven Ironfists template to reflect
its new size of 5 inches. The image above shows the direction roll as well as how the imaginary
line shows the point where the supporter jumps in the arena.

As the Dwarven Ironfists support the away Avatars, a member of this


ultra group jumps in the arena.

If instead the Dwarven Ironfists were supporting home players, an


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

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

Who controls supporters?


sUPPorTers JUMPING IN The AreNA
During each round, home supporters that have jumped into the
When a frenzied supporter jumps in the arena youll have to arena are controlled by the home player with the highest round
determine the spot where the supporter enters the arena. initiative. Away supporters that have jumped into the arena are
controlled by the away player with the highest round initiative.
To do so, the player controlling the frenzied supporter makes a
direction roll inside the area of influence of his choice. Draw an Supporters perform actions during the different phases exactly as
imaginary line, following the indicated direction, to the arena Avatars of War do.
perimeter. The location where the supporter jumps in the arena
is the point where the line intersects the arena perimeter.

58
IMPAssAbLe TerrAIN
TerrAIN FeATUres
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

Models cannot move across impassable terrain. Examples of


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

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

59
Example: Climbing Since the Barbarian Hero starts the next round climbing, he cannot

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
A Barbarian Hero wants to attack a Goblin Hero that is hidden perform any actions other than running or walking to carry on
behind a wall three inches high and half an inch wide. The climbing or to jump down. He performs a Run action, and spends
Barbarian does not want to go around the wall, as it is a ten inch long three inches to climb down the wall. The barbarian can still move his
obstacle. He decides to climb up and over the three inch wall. The remaining three inches towards his target. As the Goblin Hero was in
Barbarian Hero's Movement stat is 3, and is his Agility stat is 6. line of sight of the Barbarian at the start of the current round (he
could see the Goblin as he climbed down from the top of the wall),
the Barbarian is charging his victim!

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

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

dropping from an elevation


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

A model dropping from a distance higher than one inch that


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

60
use the Agility stat instead of the Armour stat when calculating Deep water can not be entered voluntarily. A model may fall into
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the damage effect. deep water, however, for several reasons such as a blow effect or a
If the dropping model lands on top of another model, the attack teleport spell.
is suffered by the collided model as well. Use then the collided Models must swim across deep water and cannot perform any
model's Armour as usual for determining the damage effect. action or attack other than swimming as part of a Walk action.
Swimming over normal water has no penalty applied to
Example: Dropping from an elevation movement. However, muddy water, for example, could be treated
From the last example, the Barbarian Hero could have dropped from as difficult terrain when swimming.
the wall (after crossing the top of the obstacle). He would suffer an A model that is knocked down while swimming across deep water
attack of his own original Strength (5) plus 2, as the distance covered is drowned and as a result is removed from play.
while going down the wall is two inches (sustracting one inch). As Not all models are able to swim due to the weight of their
his agility is 5, the Barbarian Hero would suffer two damage points. equipment. Models whose original Armour stat (ignoring
He would suffer as well a blow effect of 2. magically enhanced armour like the war tattoos of a Barbarian
Hero) is greater than their current Strength stat are not able to
If the Goblin was two or less inches away from the wall, after swim, and drown (and as a result are removed from play) if they
dropping from the wall, the barbarian would still be able to engage fall into deep water.
the goblin during the same round(if not prevented by the blow effect).
When placing a water scenery element, declare if it is deep or
If an Orc Hero was dropping from the same height, he would suffer shallow. If shallow, classify it as a type of terrain.
an attack of strength 9 (his original Strength is 7). As his agility is 4,
the Orc Hero would suffer five damage points. He would suffer as
well a blow effect of 2.
PITs
Pits are perhaps arenas most common terrain feature. Some pits
PLATForMs may contain water or acid, while others may be line with deadly
spikes.
Platforms should generally not be higher than half an inch and
wide enough for several models to stand over them. If a platform When placing a pit scenery element, declare its depth and agree
is high enough to affect a models movement, treat it as an on any special rules that may affect a model falling into the pit.
elevation. For example, declare if any extra damage is inflicted by the spikes
or acid at the bottom of the pit.
sTAIrs A model can drop into or climb down a pit to get to the bottom
Normally stair steps should not be higher than a quarter of inch of it, or climb up a pit to get out.
and wide enough for models to stand over them. If some steps
are high enough to prevent a model climbing them freely, treat
them as a succession of elevations (each step would be an
sCALe reFereNCe
elevation). Avatars of War miniatures are sculpted at 1:62 scale; to convert
real world feet to Arena DeathMatch scale (in inches) perform
WATer the following operation : multiply the number of real world feet
Water terrain features in Arena Deathmatch can be classified as by 12 and divide the result by 62.
deep or shallow.
For example, a pit 10 feet deep is 10 x 12 / 62 inches in gaming
Shallow water can be crossed by any model, but should be scale: 2 inches deep.
considered as difficult terrain.

61
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The CoMbATANTs
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bArbArIAN hero

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From the frozen wastes of krond to the barbarian hero Ad 3, 4 at +8 Cd 4 bhC 121 gc
heart of the Ward itself, men are Ag 3 4 5 +4 7 8 9 10 soul stolen
abundant. They are the most versatile of st 3 4 5 6 +5 8 9 10 0 0
the races, yet it is the most powerful of Mi 3 4 5 6 7 8 9 10 1 1
men that truly thrive. Few men can claim Mov 1 2 2 3 3 3 4 4 2 2
to be as powerful as the krond Pop 3 4 5 6 +3 8 9 10 3 3
redskins. Born to fight, they live
Cs 3 4 5 6 +5 8 9 10 4 4
only so that they might die in
rs 3 4 5 6 7 8 9 10 5 5
combat. They take up their
Arm 3 4 5 6 7 8 9 10 6 6
massive weapons to sow terror and
destruction among their foes. With
bodies of colossal proportions and the
ferocity of dragons, all who would call
Mighty blow
the barbarians enemy know that When fighting in close combat against multiple enemies, if the
they are among the greatest of first attacked victim is pushed, the attack carries on to the next
forces to be reckoned with. model in box to box contact, with an attack strength reduced
by 2 points. It carries on while it keeps pushing enemies, but
Inscribed with the markings of war always in the same direction (chosen by the player), drawing a
from their tribes shamans, they wield their ancestral weapons and circle.
obliterate lesser foes with a single blow. They take to combat with Training cost: 5 gc
such unparalleled savagery that even the most hardened of men
cringe at the sight.

God of War: Elythrias The Herald


Avatar of War type: Generic (rare). Up to two Barbarian Heroes
can be recruited in a band.
Miniature base: 25x25 mm. size: Medium
Main homeland: The Frostlands of krond
Weapons: Battle axe
Armour: None

sPeCIAL rULes

Toughness
A Barbarian Hero ignores double 1 or double 2 when checking
fatigue.
Training cost: 5 gc

barbarian rage
A Barbarian Hero never abandons close combat.

FeATs

War tattoos
The Barbarian Hero paints all kinds of magical war tattoos on
his skin.
The Barbarian Heros armour is raised by one point.
Training cost: 4gc

64
TACTICAL ACTIoNs CLose CoMbAT ACTIoNs
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Warcry knob hit


The Barbarian Hero starts shouting and making aggressive The Barbarian Hero uses the knob of his axe to launch a blow to
gestures and movements to scare his enemy. his enemys head.
Action stat: Popularity Action stat: Combat Skill
Conditions: Victim must be in LoS of the Barbarian Hero and Conditions: N/A
the Barbarian Hero must be in LoS of the victim. restrictions / notes: N/A
range: The Barbarian Heros charging distance Training cost: N/A
restrictions / notes: N/A
Training cost: N/A C: knob hit (Cs)
Successful CD rolls outcome
T: Warcry (Pop)
A0 No effect
Successful AD rolls outcome
A0 No effect Defender must make a maneuver check with
A1
2d10
The victim is afraid of the Barbarian Hero
A1 Defender suffers an attack of the Barbarian
for the current round.
A2 Hero current St and must make a maneuver
check with 2d10
Throw sand
The Barbarian Hero kicks sand from the ground to the face of
Launch
his victim.
Action stat: Combat Skill The Barbarian Hero lifts his enemy over his head and launches
Conditions: Victim must be in LoS of the Barbarian Hero and the victim through the air.
the Barbarian Hero must be in LoS of the victim. Action stat: Strength
range: 3 inches Conditions: Victims original St must be at least two points lower
restrictions / notes: N/A than the Barbarian Hero St
Training cost: N/A restrictions / notes: N/A
Training cost: N/A
T: Throw sand (Cs)
Successful AD rolls outcome C: Launch (st vs. Ag/st)
A0 No effect Successful CD rolls outcome
Defender dodges. The Barbarian Hero has to
The victim suffers a -1 penalty during the D1
A1 make a maneuver check with 3d10
current round.
The Barbarian Hero catches his victim, but
The victim suffers a -2 penalty during the
A2 the defender escapes. Both the Barbarian
current round. A0
Hero and the victim have to make a
maneuver check with 2d10
Provoke crowd Launch! The victim is thrown through the
The Barbarian Hero makes movements and gestures to excite and air* in the chosen direction within LoS, and
at a distance equal to the difference between
provoke the crowd.
the Barbarian Hero St and the victim original
Action stat: Popularity minus crowd mood St, multiplied by 2, in inches.
Conditions: N/A An
range: N/A *Apply the rules on page 43, but use the
restrictions / notes: Subtract CM value from the Barbarian Hero Barbarian Hero St+n for any attack or
pop stat value. Can use up to 2 AD. Doubly successful rolls are damage suffered because of collisions against
not allowed. Treat them as a normal successful roll. any obstacle.
Training cost: N/A
T: Provoke crowd (Pop-CM) ForMATIoNs
Successful AD rolls outcome Circular Formation
n Crowd mood +/- n

65 65
dArk eLF PrINCe

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Born of cruel nobility and
dark elf Prince Ad 4 Cd 3, 4 at +6 bhC 139 gc
guided
Ag 3 4 5 6 +4 8 9 10 soul stolen
by their
unending hate, the st 3 4 5 6 7 8 9 10 0 0
Banir princes are masters of Mi 3 4 5 6 +4 8 9 10 1 1
the blade and incarnations of Mov 1 2 2 3 3 3 4 4 2 2
death. Nurturing a deep grudge Pop 3 4 5 6 7 +2 9 10 3 3
against their benevolent Cs 3 4 5 6 +4 8 9 10 4 4
counterparts, the Light Elves, rs 3 4 5 6 7 +5 9 10 5 5
their lives are an endless Arm 3 4 5 6 7 8 9 10 6 6
routine of rigorous training
and ferocious martial development to
further hone their already lethal
skills. When a Dark Elf becomes an
Avatar of War, however, their skills
increase to a whole new level.
Their lightning quick reflexes grant them
unmatched response time. Because they are well-versed in the art Precise strike
of anatomy, they are able to engage in battle and end it quickly The Dark Elf Prince is extremely skilled at damaging critical
with a well-placed slice or shot. Armed with two swords of the points of the body.
finest craftsmanship and a crossbow of the greatest accuracy, they When causing damage in close combat, the Dark Elf Prince can
deliver swift and efficient death to those who would dare to stand change the damaged stat by the superior or inferior stat on the stat
in their way. These are the deadliest combatants the Isle of table (never switching from a descriptive to a physical stat or vice
Banishment must offer. versa).
Training cost: 5gc
God of War: Loryanna The Harlot
Avatar of War type: Generic (rare). Up to two Precise shot
Dark Elf Princes can be recruited in a band.
The Dark Elf Prince is
Miniature base: 20x20 mm. size: Medium
extremely skilled at
Main homeland: Isle of Banishment
shooting critical points
Weapons: Sword, crossbow
of the body.
Armour: Heavy armour, dragon skin cloak,
When causing damage
shield
in ranged combat, the
Dark Elf Prince can
sPeCIAL rULes change the damaged stat
by the superior or
Windwalker inferior stat on the stat
table (never switching
A Dark Elf ignores fatigue when from a descriptive to a
performing actions. physical stat or vice
versa).
hatred Training cost: 5gc
Light Elves
deflect arrows
The Dark Elf Prince is
FeATs so fast and quick that he
may try to deflect an
banir Warmask arrow with his sword.
The Dark Elf Prince can
The Dark Elf Prince wears a full helmet use his Agility stat with
forged by the Banir blacksmiths. a penalty of -2 to
counteract a bow or
The Dark Elf Prince armour is raised by crossbow missile attack.
one point. The Dark Elf Prince field of Training cost: 5gc
view is reduced to 90.
Training cost: 4gc

66
TACTICAL ACTIoNs CLose CoMbAT ACTIoNs
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running thrust Flank


The Dark Elf Prince runs and strikes his victim with a very fast The Dark Elf Prince tries to gain the flank of his enemy.
blow. Action stat: CS
Action stat: Combat Skill Conditions: The Dark Elf must be on the front of his enemy.
Conditions: The Dark Elf Prince must perform a Run action restrictions / notes: N/A
(completing the whole running distance) and be in box to box Training cost: N/A
contact with his victim at some point during his running
C: Flank (Cs)
movement.
Successful CD rolls outcome
range: N/A
D1 No effect
restrictions / notes: Can perform the action rolling only 1 AD
(but will spend three AD, two for running and one for The Dark Elf Prince flanks but the defender
A0
performing the thrust). The victim has no AD to counteract the may face him.
action unless his Ag stat is equal or higher than the Dark Elf The Dark Elf Prince gains the flank of his
A1
Princes Ag stat. enemy.
Training cost: 4gc
T: running thrust (Cs) Win rearguard
Successful AD rolls outcome
The Dark Elf Prince tries to attack his enemy from his rearguard.
A0 No effect Action stat: CS
An Attack of Dark Elf Prince St+n Conditions: The Dark Elf must be on the flank of his enemy.
restrictions / notes: N/A
Throw sand Training cost: N/A
The Dark Elf Prince kicks sand from the ground to the face of his C: Win rearguard (Cs)
victim. Successful CD rolls outcome
Action stat: Combat Skill D1 Defender faces the Dark Elf Prince.
Conditions: Victim must be in LoS of the Dark Elf Prince and
The Dark Elf Prince moves to the enemy
the Dark Elf Prince must be in LoS of the victim.
A0 rearguard, but the defender may rotate (still
range: 3 inches being flanked).
restrictions / notes: N/A
Training cost: N/A The Dark Elf Prince gains the rearguard of
A1
his enemy.
T: Throw sand (Cs)
Successful AD rolls outcome
A0 No effect Feint
The Dark Elf Prince tries to gain an advantage by tricking his
The victim suffers a -1 penalty during the
A1 enemy with special fighting movements.
current round.
Action stat: Ag
The victim suffers a -2 penalty during the
A2 Conditions: The Dark Elf Prince must be on the front or flank
current round.
of his enemy.
restrictions / notes: N/A
rANGed CoMbAT ACTIoNs Training cost: 4gc

Crossbow shot
C: Feint (Ag)
Successful CD rolls outcome
The Dark Elf Prince loads his crossbow, aims and shoots. An Defender loses n CD
Action stat: Ranged combat Skill
Conditions: Victim must be in LoS.
range: 8 inches
ForMATIoNs
restrictions / notes: N/A Circular Formation, Wedge Formation, Shield Formation
Training cost: N/A
r: Crossbow shot (rs)
Successful AD rolls outcome
0 Miss!
n Attack of strength 4+n

67
GobLIN hero

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Sneaky as a rat and equal parts smell and attitude, the Goblin
Goblin hero Ad 3 Cd 3, 4 at +6 bhC 111 gc
Hero scampers through arena after arena, gnawing and looting
at each and every unfortunate soul he Ag 3 4 5 +4 7 8 9 10 soul stolen
can find. Goblin warriors infest sites of st 3 4 5 6 7 8 9 10 0 0
combat; as a result, they inhabit most Mi 3 4 5 6 7 8 9 10 1 1
of the dangerous Darklands Mountains. Mov 1 2 2 3 3 3 4 4 2 2
Pop 3 4 5 +2 7 8 9 10 3 3
Most veterans see these critters as a Cs 3 4 5 +4 7 8 9 10 4 4
mere nuisance, but when blessed rs 3 4 5 6 7 8 9 10 5 5
by the Gods of War, they become a Arm 3 4 5 6 7 8 9 10 6 6
deadly threat. Dwarves usually pick
these pests off with relative ease
and, in turn, goblinoids hate
dwarves.

They outfit themselves


from salvaged equipment, which is laughable to
most warriors. Its the vicious swarm of these
vermin together when fighting that elevates their
efficiency. They usually use crude weaponry and they
favour the axe due to its brutish appearance and savage
chopping edge.

God of War: Urok (the Forsaken)


Avatar of War type: Generic (rare). Up to three Goblin
Heroes can be recruited in a band.
Miniature base: 20x20 mm. size: Small
Main homeland: The Fire Mountains
Weapons: Battle axe
Armour: Light armour, shield

sPeCIAL rULes

hatred
Dwarves

Gangfighting
Goblins fighting against the same opponent may combine their
CD in one attack. For initiative purposes, use the highest Ag of TACTICAL ACTIoNs
the different Goblin Heroes participating in the attack. Use the Provoke Crowd
Goblins highest St and CS for the attack. The Goblin Hero makes movements and gestures to excite and
If a positive blow effect occurs, the direction of the blow will be provoke the crowd.
calculated from the Goblin with the highest St. If a negative blow Action stat: Popularity-crowd mood
effect occurs, all Goblin Heroes suffer it. Conditions: N/A
range: N/A
If soul shards are stolen as a result of the attack, determine restrictions / notes: Can use up to 2 AD. Doubly successful rolls
randomly which Goblin Hero steals each soul shard. are not allowed, treat them as a normal successful roll.
Training cost: N/A
The Goblin Heroes form a frenzied hacking mass, so no close
combat modifiers are applied when gangfighting. T: Provoke crowd (Pop-CM)
Successful AD rolls outcome
n Crowd mood +/- n

68
Provoke enemy C: Flank (Cs)
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The Goblin Hero starts mocking and makes provoking gestures Successful CD rolls outcome
and movements to infuriate his enemy. D1 No effect
Action stat: Popularity The Goblin Hero flanks but the defender
Conditions Victim must be in LoS of the Goblin Hero and the A0
may face him.
Goblin Hero must be in LoS of the victim. The Goblin Hero gains the flank of his
range: 7 inches A1
enemy.
restrictions / notes: N/A
Training cost: N/A sneak off
T: Provoke enemy (Pop vs. Mi) The Goblin Hero takes advantage of his small size when fighting
Successful AD rolls outcome large enemies. He enjoys passing between the legs of his enemy to
A0 No effect attack from their rearguard.
Action stat: Ag
Enemy must immediately move (as a free
extra movement) into combat with the Conditions: The enemy must be a large model or bigger. A
A1 knocked down model cannot be selected as target.
Goblin Hero if he can reach by walking,
running or charging. restrictions / notes: N/A
Enemy must run towards the Goblin Hero Training cost: N/A
for n rounds until engaged in combat with C: sneak off (Ag vs. Ag /Cs)
him. Enemy is unable to do any other action
Successful CD rolls outcome
during these n rounds. First run action is
performed immediately as a free extra Defender stamps on the Goblin Hero. The
An movement action. D1 Goblin Hero suffers an attack of the
If the enemy is attacked, in any way, by defenders St and does not win the rearguard.
another model, or passes a compulsory Mi A0 No effect
check on any of the following rounds he
forgets about the Goblin Heros The Goblin Hero wins the rearguard.
provocations. A1 Defender makes a maneuver check with
3d10
Throw sand The Goblin Hero wins the rearguard.
A2 Defender cannot figure out where the
The Goblin Hero kicks sand from the ground to the face of his Goblin Hero is and looses one CD
victim.
Action stat: Combat Skill
Conditions: Victim must be in LoS of the Goblin Hero and the
Feint
Goblin Hero must be in LoS of the victim. The Goblin Hero tries to gain an advantage by tricking his enemy
range: 2 inches with special fighting movements.
restrictions / notes: N/A Action stat: Ag
Training cost: N/A Conditions: The Goblin Hero must be on the frontguard or
flank of his enemy.
T: Throw sand (Cs) restrictions / notes: N/A
Successful AD rolls outcome Training cost: 5gc
A0 No effect
C: Feint (Ag)
The victim suffers a -1 penalty during the Successful CD rolls outcome
A1
current round.
An Defender loses n CD
The victim suffers a -2 penalty during the
A2
current round.
ForMATIoNs
CLose CoMbAT ACTIoNs Circular Formation

Flank
The Goblin Hero will try to gain the flank of his enemy.
Action stat: CS
Conditions: The Goblin Hero must be on the front of his enemy.
restrictions / notes: N/A
Training cost: 5 gc

69
orC WArLord

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orc Warlord Ad 3, 4 at +8 Cd 4 bhC 136 gc
Ag 3 4 5 6 7 8 9 10 soul stolen
With bulging muscles and olive skin, the orc Warlord
st 3 4 5 6 7 +5 9 10 0 0
enters the fray as a towering bringer of doom. These
Mi 3 4 5 6 7 8 9 10 1 1
ravagers from the Fire Mountains and its
neighbouring areas sow discord whenever they appear. Mov 1 2 2 3 3 3 4 4 2 2
With brutality to match that of a wyrms, they Pop 3 4 5 6 7 +3 9 10 3 3
hack apart Cs 3 4 5 +4 8 8 9 10 4 4
anything rs 3 4 5 6 7 8 9 10 5 5
thrown Arm 3 4 5 6 7 8 9 10 6 6
against
them,
and
dance TACTICAL ACTIoNs
under the
rain of blood which they bring Warcry
forth. In their mortal forms
The orc Warlord shouts and makes aggressive gestures and
they are an imposing figure,
movements to scare his enemy.
but when turned into a favoured
Action stat: Popularity
soul of the Gods of War they
Conditions: Victim must be in LoS of the orc Warlord and the
become unstoppable hulks.
orc Warlord must be in LoS of the victim.
With an axe in each
range: The orc Warlord charging distance
gauntlet, they rampage
restrictions / notes: N/A
through the arena in a
Training cost: N/A
blind frenzy.

God of War: Urok (the Forsaken)


Avatar of War type: Generic (rare). Up to two orc
Warlordes can be recruited in a band.
Miniature base: 25x25 mm. size: Large
Main homeland: The Fire Mountains
Weapons: Two battle axes
Armour: Heavy armour

sPeCIAL rULes

Toughness
An orc Warlord ignores
double 1 or double 2 when
checking fatigue.

FeATs

Mighty blow
When fighting in close combat against multiple
enemies, if the first attacked victim is pushed, the attack
carries on to the next model in box to box contact, with
an attack strength reduced by 2 points. It carries on while
it keeps pushing enemies, but always in the same direction
(chosen by the player), drawing a circle.
Training cost: 5 gc

70
T: Warcry (Pop) T: slam (st vs. Ag)
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Successful AD rolls outcome Successful AD rolls outcome


A0 No effect Defender dodges. Can keep running and
target another enemy in the same direction
The victim is afraid of the orc Warlord for n
An (no need to reroll).
rounds. A0
If stops running before completing his full
movement, the orc Warlord must make a
Throw sand maneuver check with 3d10
The orc Warlord kicks sand from the ground to the face of his Slam! The victim receives an attack equal to
enemy. An
the orc Warlords current St+n
Action stat: Combat Skill
Conditions: Victim must be in LoS of the orc Warlord and the CLose CoMbAT ACTIoNs
orc Warlord must be in LoS of the victim.
range: 4 inches
restrictions / notes: N/A Launch
Training cost: N/A The orc Warlord lifts his enemy over his head and launches the
victim through the air!
T: Throw sand (Cs) Action stat: Strength
Successful AD rolls outcome Conditions: Victim original St two points lower than the orc
A0 No effect Warlords St
The victim suffers a -1 penalty during the restrictions / notes: N/A
A1
current round. Training cost: N/A
The victim suffers a -2 penalty during the C: Launch (st vs. Ag /st)
A2
current round.
Successful CD rolls outcome
Defender dodges. The orc Warlord has to
D1
Provoke crowd make a maneuver check with 3d10
The orc Warlord makes movements and gestures to excite and The orc Warlord catches his victim, but the
provoke the crowd. A0 defender escapes. Defender must make a
Action stat: Popularity minus crowd mood maneuver check with 2d10
Conditions: N/A Launch! The victim is thrown through the
range: N/A air* in the chosen direction within LoS, and
restrictions / notes: Can use up to 2 AD. Doubly successful rolls at a distance equal to the difference between
are not allowed. Treat them as a normal successful roll. the orc Warlord St and the victim original
Training cost: N/A St, multiplied by 2, in inches.
An
T: Provoke crowd (Pop-CM) *Apply the rules on page 43, but use the orc
Successful AD rolls outcome Warlord St+n for any attack or damage
n Crowd mood +/- n suffered because of collisions against any
obstacle.
slam
The orc Warlord runs towards his victim and tries to slam it with head-butt
all his inertia.
Action stat: Strength The orc Warlord slams his big and brutish head to the victims
Conditions: Must run or sprint. face.
range: N/A Action stat: CS
restrictions / notes: The AD spent on running or sprinting are Conditions: Victim can not be a small model. A knocked down
also rolled and can count as successful rolls. The orc Warlord model cannot be selected as target.
must slam his enemy on the closest base zone and can only rotate restrictions / notes: N/A
a maximum of 45 once, while running or sprinting. Victims Training cost: N/A
other than the declared target can dodge with a penalty of -1 to C: head-butt (Cs)
their Ag stat. A knocked down model cannot be selected as target. Successful CD rolls outcome
Training cost: N/A A0 No effect
Victim suffers an attack of the orc Warlords
An
St. Victim is stunned, losing n CD

ForMATIoNs
Circular Formation

71
LIGhT eLF PrINCe

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Ambassadors of good will and benevolence, the Light elf Prince Ad 4 Cd 3, 4 at +6 bhC 142 gc
Light Elf Princes are the exact opposite of their dark Ag 3 4 5 6 +5 8 9 10 soul stolen
counterparts. But just because they are good- st 3 4 5 6 7 8 9 10 0 0
hearted doesnt mean theyre weaker Mi 3 4 5 6 +3 8 9 10 1 1
than their dark brothers. Light Elf Mov 1 2 2 3 3 3 4 4 2 2
nobles are also formidable in their Pop 3 4 5 6 7 +2 9 10 3 3
own right, swift as a deer and spry as Cs 3 4 5 6 +3 8 9 10 4 4
a wolf, they make quick work of rs 3 4 5 6 7 +4 9 10 5 5
those who underestimate them. Arm 3 4 5 6 7 8 9 10 6 6
They despise Dark Elves, and they
leap at the opportunity to slay one
on sight.
sPeCIAL rULes
As denizens of the White Citadel in
Galanor, they are proud warriors who
strive to live up to the image that Windwalker
they represent. A Light Elf ignores fatigue when performing actions.

With longsword and bow in hand hatred


and a quiver loaded with arrows ready to take flight, they emerge
Dark Elves
from the fortifications of the White Citadel to wreak havoc
among those foolish enough to try their temper.
vain
God of War: Yssidra The Sentinel of Blades If the Light Elf Prince Popularity goes below a value of 6, the
Avatar of War type: Generic (rare). Up to two Light Elf Princes Light Elf Prince will make all of his attacks as show-off attacks
can be recruited in a band. until his popularity is equal or greater than 6.
Miniature base: 20x20 mm size: Medium
Main homeland:: Galanor FeATs
Weapons: Sword, Eagle bow
Armour: Heavy
armour Precise strike
The Light Elf Prince is extremely skilled at damaging critical
points of the body.
When causing damage in close combat, the Light Elf Prince can
change the damaged stat by the superior or inferior stat on the stat
table (never switching from a descriptive to a physical stat or vice
versa).
Training cost: 5gc

Precise shot
The Light Elf Prince is extremely skilled at
shooting critical points of the body.
When causing damage in ranged combat, the
Light Elf Prince can change the damaged stat by
the superior or inferior stat on the stat table (never
switching from a descriptive to a physical stat or
vice versa).
Training cost: N/A

deflect arrows
The Light Elf Prince is so fast and quick that he
may try to deflect an arrow with his sword.
The Light Elf Prince can use his Agility stat with
a penalty of -2 to counteract a bow or crossbow
missile attack.
Training cost: 5gc

72
TACTICAL ACTIoNs CLose CoMbAT ACTIoNs
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running thrust Flank


The Light Elf Prince runs and strikes his victim with a very fast The Light Elf Prince tries to gain the flank of his enemy.
blow. Action stat: CS
Action stat: Combat Skill Conditions: The Light Elf must be on the front of his enemy.
Conditions: The Light Elf Prince must make a full run and be in restrictions / notes: N/A
box to box contact with his victim at some point during his Training cost: N/A
running movement.
C: Flank (Cs)
range: N/A
Successful CD rolls outcome
restrictions / notes: Can perform the action rolling only 1 AD
D1 No effect
(but will spend three AD, two for running and one for
performing the thrust). The victim will have no AD to counteract The Light Elf Prince flanks but the defender
A0
the attack unless his Ag stat is equal or higher than the Light Elf may face him.
Prince Ag stat. The Light Elf Prince gains the flank of his
A1
Training cost: 4gc enemy.

T: running thrust (Cs)


Successful AD rolls outcome Win rearguard
A0 No effect The Light Elf Prince tries to attack his enemy from his rearguard.
An Attack of Light Elf Prince St+n Action stat: CS
Conditions: The Light Elf must be on the flank of his enemy.
restrictions / notes: N/A
rANGed CoMbAT ACTIoNs Training cost: N/A

eagle bow shot


C: Win rearguard (Cs)
Successful CD rolls outcome
The Light Elf Prince loads his eagle bow, aims and shoots. D1 Defender faces the Light Elf Prince.
Action stat: Ranged combat Skill The Light Elf Prince moves to the enemy
Conditions: Victim must be in LoS A0 rearguard, but the defender may rotate (still
range: 9 inches being flanked).
restrictions / notes: Favoured action The Light Elf Prince gains the rearguard of
A1
Training cost: N/A his enemy.

r: eagle bow shot (rs)


Successful AD rolls outcome Feint
0 Miss!
The Light Elf Prince will try to gain an advantage by tricking his
n Attack of strength 5+n enemy with special fighting movements.
Action stat: Ag
Conditions: The Light Elf must be on the front or flank of his
enemy.
restrictions / notes: N/A
Training cost: 4gc
C: Feint (Ag)
Successful CD rolls outcome
An Defender loses n CD

ForMATIoNs
Circular Formation, Wedge Formation, Shield Formation

73 73
dArk eLF sorCeress

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Guided by their hate for their Light cousins, the dark elf sorceresss Ad 4 Cd 2,3 at +6 bhC 143 gc
arcanists of the Dark Elves wield dread magics Ag 3 4 5 6 +4 8 9 10 soul stolen
crafted from st 3 4 5 6 7 8 9 10 0 0
their anger. Mi 3 4 5 6 +5 8 9 10 1 1
These ebon- Mov 1 2 2 3 3 3 4 4 2 2
skinned vixens Pop 3 4 5 +3 7 8 9 10 3 3
are capable of twisting and manipulating Cs 3 4 5 6 7 8 9 10 4 4
thought and will, allowing them to toy with rs 3 4 5 +4 7 8 9 10 5 5
their victims mind for their own benefit. Arm 3 4 5 6 7 8 9 10 6 6
They can spark fear into the hearts of even
the most iron-willed individuals, freeze
enemies in place with their icy spells, among the Banirs chosen elite, and only a few can match their
maim their foes, or even steal the power mind-breaking spells.
of their opponents soul.
outfitted with a virulent hydra staff God of War: Loryanna The Harlot
and accompanied by their Avatar of War type: Generic (very rare). only one Dark Elf
dragonette Sorceress can be recruited in a band.
familiars, they stride Miniature base: 20x20 mm size: Medium
through the arena, causing Main homeland: Isle of Banishment
mayhem as they go. Weapons: Dragonette
They are Armour: Dragonskin skirt

sPeCIAL rULes

Windwalker
A Dark Elf ignores fatigue when performing actions.

hatred
Light Elves

hydra staff
The hydra staff head bites are poisonous. Always damages on
physical stats or soul.

MAGIC ACTIoNs

Lightning bolt
The Dark Elf Sorceress is able to create a sphere of electric energy
and direct it against an enemy at lightning speed.
Action stat: Mind
Conditions: Victim must be in LoS.
range: The Dark Elf Sorceress Mind stat in inches.
restrictions / notes: Apply LoS modifiers. The electric energy
spreads through all models in box to box contact with the victim
and will suffer the same attack as the victim.
Training cost: N/A
M: Lighning bolt (Mi)
Successful AD rolls outcome
A0 No effect
An Attack of strength 5+n

74
Cause fear souldrain
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The Dark Elf Sorceress is able to manipulate the mind of enemy The Dark Elf Sorceress drains a portion of the immortal soul of
Avatars and affect their courage. an ally or an enemy Avatar of War.
Action stat: Mind Action stat: Mind
Conditions: Victim must be in LoS. Conditions: Victim must be in LoS of the Dark Elf Sorceress.
range: The Dark Elf Sorceress Mind stat in inches. range: The Dark Elf Sorceress Mind stat in inches.
restrictions / notes: Can be cast against models engaged in close restrictions / notes: Can be cast against a model engaged in close
combat. combat.
Training cost: N/A Training cost: N/A
M: Cause fear (Mi vs. Pop) M: souldrain (Mi)
Successful AD rolls outcome Successful AD rolls outcome
The victim is afraid of all enemy Avatars for A1 No effect
An
n rounds.
The Dark Elf Sorceress steals one soul shard
A2-A3 from the victim. Work this out as damage
Teleport inflicted to the victims Soul stat.
The Dark Elf Sorceress creates a bluish field of energy around an The Dark Elf Sorceress steals two soul shards
ally or enemy model. She can then move this field of energy at A4-A5 from the victim. Work this out as damage
will, teleporting the targeted model. inflicted to the victims Soul stat.
Action stat: Mind The Dark Elf Sorceress steals three soul
Conditions: Victim must be in LoS of the Dark Elf Sorceress. A6 shards from the victim. Work this out as
range: The Dark Elf Sorceress Mind stat in inches. damage inflicted to the victims Soul stat.
restrictions / notes: N/A
Training cost: N/A soulfill
M: Teleport (Mi) The Dark Elf Sorceress transfers a portion of her own immortal
Successful AD rolls outcome soul to an ally or an enemy Avatar of War.
Action stat: Mind
A0 No effect
Conditions: Victim must be in LoS of the Dark Elf Sorceress.
The target is teleported to a random range: The Dark Elf Sorceress Mind stat in inches.
position. Roll a scatter dice to determine the restrictions / notes: Every transferred soul shard is lost by the
A1
final location. Roll a direction dice to Dark Elf Sorceress, so she can only transfer as many soul shards
determine facing.
as she has. Can be cast against a model engaged in close combat.
The target is teleported to any desired point Training cost: N/A
A2 in LoS of the Dark Elf Sorceress and in a
radius of 5 inches around the selected target. M: soulfill (Mi)
Successful AD rolls outcome
A1 No effect
Freezing orb The Dark Elf Sorceress transfers one soul
The Dark Elf Sorceress creates a field of blue and freezing energy A2-A3
shard to the target.
around an enemy model which numbs his muscles. The Dark Elf Sorceress transfers two soul
Action stat: Mind A4-A5
shards to the target.
Conditions: Victim must be in LoS of the Dark Elf Sorceress. The Dark Elf Sorceress transfers three soul
range: The Dark Elf Sorceress Mind stat in inches. A6
shards to the target.
restrictions / notes: Can be cast against a model engaged in close
combat.
Training cost: N/A.

M: Freezing orb (Mi vs. st)


Successful AD rolls outcome
A0 No effect
The victim loses n CD during the current
An
round.

75
rANGed CoMbAT ACTIoNs

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Launch dragonette
The Dark Elf Sorceress orders her dragonette to attack an enemy
model and return to her arm after the attack.
Action stat: Dragonette Combat Skill.
Conditions: Victim must be in LoS.
range: 4 inches
restrictions / notes: Do not apply LoS modifiers. The
dragonette can be launched against models engaged in close
combat. Dragonette Combat Skill is 5.
Training cost: N/A
r: launch dragonette ((dragonette Cs vs. Cs)
Successful AD rolls outcome
D1 Target kills Dragonette!
An Attack of strength 4+n

CLose CoMbAT ACTIoNs

Feint
The Dark Elf Sorceress will try to gain an advantage by tricking
her enemy with special fighting movements.
Action stat: Ag
Conditions: The Dark Elf Sorceress must be on the front or flank
of her enemy.
restrictions / notes: N/A
Training cost: 5gc
C: Feint (Ag)
Successful CD rolls outcome
An Defender loses n CD

76
77
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beAsTMAN WArChIeF

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beastman Warchief Ad 4 Cd 3, 4 at +7 bhC 128 gc
Ag 3 4 5 6 7 8 9 10 soul stolen
A grisly hybrid of man and ram, the beastman is a spawn
st 3 4 5 6 +5 8 9 10 0 0
of twisted mutation and evolution gone wrong. Mi 3 4 5 6 7 8 9 10 1 1
His twin lynx-like
Mov 1 2 2 3 3 3 4 4 2 2
eyes observe the arena
as he tracks down Pop 3 4 5 6 +3 8 9 10 3 3
his next kill. Cs 3 4 5 +4 7 8 9 10 4 4
Massive horns rs 3 4 5 6 7 8 9 10 5 5
protrude from Arm 3 4 5 6 7 8 9 10 6 6
his skull,
intimidating the while it keeps pushing enemies, but always in the same
unprepared. His lean yet muscled direction (chosen by the player), drawing a circle.
physical stature emanates Training cost: 5 gc
unmatched power. At the scent of
blood, his finely tuned senses awaken,
and his animalistic instincts are
sharpened as he answers the call of war.
Countless battles have earned him the
favor of wars deities, allowing
him to surpass the ferocity of
his kin to become a savage
among savages.

Bearing mementos and morbid trophies from past


engagements, he instills waking terror to the weak of
mind and will as he mercilessly hacks apart all
opposition in the arena. The children of the Aberrance
revel in brutality under a rain of blood, never hesitating
to make another addition to the steadily growing
totems of dangling skulls he wears as trophies. Taking
up his fearsome great axe, he rises from the cinders of
the Ashlands and cleaves his way towards domination
as he tears through all resistance.

God of War: Drakoija The Great Devourer


Avatar of War type: Generic (rare). Up to two
Beastman Warchiefs can be recruited in a band.
Miniature base: 25x25 mm. size: Large
Main homeland: The Ashlands
Weapons: Battle axe
Armour: Light armour, shield

sPeCIAL rULes

Toughness
A Beastman Warchief ignores double 1 or double 2
when checking fatigue.

FeATs

Mighty blow
When fighting in close combat against multiple
enemies, if the first attacked victim is pushed, the attack
carries on to the next model in box to box contact, with
an attack strength reduced by 2 points. It carries on

78
TACTICAL ACTIoNs T: hornslam (st vs. Ag)
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Successful AD rolls outcome


Defender dodges. Can keep running and
Throw sand target another enemy in the same direction
The Beastman Warchief kicks sand from the ground to the face (no need to reroll action).
A0
of his victim. If he stops running before completing his full
Action stat: Combat Skill movement, the Beastman Warchief must
Conditions: Victim must be in LoS of the Beastman Warchief make a maneuver check with 3d10
and the Beastman Warchief must be in LoS of the victim.
Slam! The victim receives an attack equal to
range: 4 inches An
the Beastman Warchief current St+1+n
restrictions / notes: N/A
Training cost: N/A
T: Throw sand (Cs) CLose CoMbAT ACTIoNs
Successful AD rolls outcome
A0 No effect knob hit
The victim suffers a -1 penalty during the The Beastman Warchief uses the knob of his axe to launch a blow
A1
current round. to his enemys head.
The victim suffers a -2 penalty during the Action stat: Combat Skill
A2
current round. Conditions: N/A
restrictions / notes: N/A
Training cost: 5 gc
Provoke crowd
C: knob hit (Cs)
The Beastman Warchief makes movements and gestures to excite Successful CD rolls outcome
and provoke the crowd.
A0 No effect
Action stat: Popularity minus crowd mood
Conditions: N/A Defender must make a maneuver check with
A1
range: N/A 2d10
restrictions / notes: Can use up to 2 AD. Doubly successful rolls Defender suffers an attack of the Beastman
are not allowed. Treat them as a normal successful roll. A2 Warchief current St and must make a
Training cost: N/A maneuver check with 2d10

T: Provoke crowd (Pop-CM) Gore


Successful AD rolls outcome The Beastman Warchief impacts with his horns on his victim.
n Crowd mood +/- n Action stat: Ag
Conditions: N/A
restrictions / notes: Victim can use up to 1 CD less, to
hornslam counteract the action, than the CD used by the Beastman
Warchief for performing the Gore combat action. A knocked
The Beastman Warchief runs towards his victim and tries to slam
down model cannot be selected as target.
it with all his inertia.
Training cost: N/A
Action stat: Strength
Conditions: Must run or sprint. The Beastman Warchief must C: Gore (Ag)
slam his enemy on the closest base zone and can only rotate a Successful CD rolls outcome
maximum of 45 once, while running or sprinting. The Beastman Warchief must make a
D1
range: N/A maneuver check with 3d10
restrictions / notes: The AD spent on running or sprinting are Victim suffers an attack of the Beastman
An
also rolled and can count as successful rolls. Victims other than Warchief St+n
the declared target can dodge with a penalty of -1 to their Ag stat.
A knocked down model cannot be selected as target.
Training cost: N/A

79
dWArF berserker

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dwarf berserker Ad 3, 4 at +7 Cd 4 bhC 127 gc
Ag 3 4 +3 6 7 8 9 10 soul stolen
Short, burly, heavily tattooed, and deadlier than a
st 3 4 5 6 +4 8 9 10 0 0
raging bull, the Dwarf Berserker is a true sight
Mi 3 4 5 6 7 8 9 10 1 1
to behold in any arena.
Rising from the rugged Mov 1 2 2 3 3 3 4 4 2 2
environs of Cadhras Pop 3 4 5 6 7 +3 9 10 3 3
Isen (The Iron Cs 3 4 5 +4 7 8 9 10 4 4
Mountains), this rs 3 4 5 6 7 8 9 10 5 5
fearsome warrior Arm 3 4 5 6 7 8 9 10 6 6
is on a crazed quest
to spill his opponents blood. He has a fury
that only the toughest opponent can FeATs
match.

Many creatures fear a Dwarf War tattoos


Berserker, but it is the goblins who The Dwarf Berserker paints all kinds of magical war tattoos on his
truly dread him. He easily wades skin.
through the lines of his enemies, leaving a trail of blood in his The Dwarf Berserkers armour raises one point.
wake. He can overpower any creature regardless of size, rank, Training cost: 4gc
or race.

With twin axes in hand and runes of power plotting a map


of war on his body in ink, he embarks on a brutal quest for
ascension as he hacks apart any competitor that would
dare to cross his blades!

God of War: Eigadrengr The almighty


Avatar of War type: Generic (rare). Up to two Dwarf
Berserkers can be recruited in a band.
Miniature base: 20x20 mm size: Medium
Main homeland: Heimlifjall (The Mountains of Iron),
Haldahjalmstallr (The Barren Mounts)
Weapons: Two battle axes
Armour: None

sPeCIAL rULes

Toughness
A Dwarf berserker ignores double 1 or double 2 when
checking fatigue.

hatred
Goblins

Cause fear
Goblins

berserker rage
When charging, if more than one target available, the Dwarf
Berserker will select as his target the enemy with greatest Pop.
The Dwarf Berserker never abandons close combat.

Fearless
The Dwarf Berserker is immune to fear

80
TACTICAL ACTIoNs CLose CoMbAT ACTIoNs
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Warcry head-butt
The Dwarf Berserker starts shouting and making aggressive The Dwarf Berserker impacts with his very strong head on his
gestures and movements to scare his enemy. victims face.
Action stat: Popularity Action stat: CS
Conditions: Victim must be in LoS of the Dwarf Berserker and Conditions: Victim can not be large or bigger models. A knocked
the Dwarf Berserker must be in LoS of the victim. down model cannot be selected as target.
range: The Dwarf Berserker charging distance restrictions / notes: N/A
restrictions / notes: N/A Training cost: N/A
Training cost: N/A C: head-butt (Cs)
T: Warcry (Pop) Successful CD rolls outcome
Successful AD rolls outcome A0 No effect
A0 No effect Victim suffers an attack of the Dwarf
The victim is afraid of the Dwarf Berserker An Berserkers St. Victim is stunned, losing n
A1 CD
for the current round.

Throw sand Flank


The Dwarf Berserker kicks sand from the ground to the face of The Dwarf Berserker tries to gain the flank of his enemy.
his victim. Action stat: CS
Action stat: Combat Skill Conditions: The Dwarf Berserker must be on the front of his
Conditions: Victim must be in LoS of the Dwarf Berserker and enemy.
the Dwarf Berserker must be in LoS of the victim. restrictions / notes: N/A
range: 3 inches Training cost: 4 gc
restrictions / notes: N/A C: Flank (Cs)
Training cost: N/A Successful CD rolls outcome
T: Throw sand (Cs) D1 No effect
Successful AD rolls outcome
The Dwarf Berserker flanks but the
A0 No effect A0
defender may face him.
The victim suffers a -1 penalty during the The Dwarf Berserker gains the flank of his
A1 A1
current round. enemy.
The victim suffers a -2 penalty during the
A2
current round.
ForMATIoNs
Circular Formation, Wedge Formation
Provoke crowd
The Dwarf Berserker starts making movements and gestures to
excite and provoke the crowd.
Action stat: Popularity minus crowd mood
Conditions: N/A
range: N/A
restrictions / notes: Can use up to 2 AD. Doubly successful rolls
are not allowed; treat them as a normal successful roll.
Training cost: N/A
T: Provoke crowd (Pop-CM)
Successful AD rolls outcome
n Crowd mood +/- n

81
orC shAMAN

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orc shaman Ad 4 Cd 1, 2 at +5 bhC 127 gc
Ag 3 4 5 6 7 8 9 10 soul stolen
Even though orcs are renowned for their sheer
st 3 4 5 6 7 8 9 10 0 0
physical strength, there are some of them who
Mi 3 4 5 6 +4 8 9 10 1 1
prefer mysticism and thaumaturgy to dispose of
their foes. orc sorcerers are vital members of Mov 1 2 2 3 3 3 4 4 2 2
orcish society. They often take the role of an elder Pop 3 4 5 +3 7 8 9 10 3 3
or a shaman, Cs 3 4 5 6 7 8 9 10 4 4
and are rs 3 4 5 6 7 8 9 10 5 5
usually Arm 3 4 5 6 7 8 9 10 6 6
venerated
inside a tribe. As MAGIC ACTIoNs (sPeLLs)

rolling boulder
mortals, they are
treated as leaders
and keepers of
wisdom. As The orc Shaman is able to create a big rock-hard boulder shaped
Avatars of War, they sphere of energy and direct it against an enemy at high speed.
are feared as deities. Action stat: Mind
What they might Conditions: Victim must be in LoS of the orc Shaman.
lack in substantial range: The orc Shaman Mind stat in inches.
martial prowess they make restrictions / notes: Apply LoS modifiers (only to the declared
up with superior sorcery skills. target) and terrain type modifiers. Declared target can dodge if
the orc Shaman is in LoS. Victims other than the declared target
They harness wild and untamed magic which they use against can not dodge.
those who put up resistance, incinerating weaklings in cold blue Training cost: N/A
fire. These cabalistic conjurers possess more power than one might M: rolling boulder (Mi vs. Ag)
expects, and victims often realize Successful AD rolls outcome
this when it is already too late. Victim dodges. The boulder carries on
D1 rolling while in range until it hits a model or
God of War: Urok (the Forsaken) scenery piece.
Avatar of War type: Generic (very
rare). only one orc Shaman can An Attack of strength 7+n
be recruited in a band.
Miniature base: 25x25 mm size:
Medium
Main homeland: The Fire
Mountains
Weapons: Idol staff
Armour: None

82
War might M: Teleport (Mi)
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The orc Shaman creates a field of energy around him that imbues Successful AD rolls outcome
allies within, with extreme fury and valour in close combat. A0 No effect
Action stat: Mind The target is teleported to a random
Conditions: N/A position. Roll a scatter dice to determine the
range: The orc Shaman Mind stat in inches. A1
final location. Roll a direction dice to
restrictions / notes: N/A determine facing.
Training cost: N/A
The target is teleported to any desired point
M: War might (Mi) A2 in LoS of the orc Shaman and in a radius of
Successful AD rolls outcome 4 inches around the selected target.
Chose up to n allies that are in range and
An engaged in close combat, and distribute up souldrain
to n extra CD between them. The orc Shaman drains a portion of the immortal soul of an ally
or an enemy Avatar of War.
Action stat: Mind
Provoke paralysis
Conditions: Victim must be in LoS of the orc Shaman.
The orc Shaman creates an invisible field of energy around an range: The orc Shaman Mind stat in inches.
enemy model which paralyzes it. restrictions / notes: Can be cast against a model engaged in close
Action stat: Mind combat.
Conditions: Victim must be in LoS of the orc Shaman. Training cost: N/A
range: The orc Shaman Mind stat in inches.
restrictions / notes: N/A M: souldrain (Mi)
Training cost: N/A Successful AD rolls outcome
A1 No effect
M: Provoke paralysis (Mi)
Successful AD rolls outcome The orc Shaman steals one soul shard from
A2-A3 the victim. Work this out as damage inflicted
A0 No effect
to the victims Soul stat.
The victim suffers a penalty of n points
An The orc Shaman steals two soul shards from
during the current round.
A4-A5 the victim. Work this out as damage inflicted
to the victims Soul stat.
stone skin The orc Shaman steals three soul shards
The orc Shaman creates a field of energy around himself or an A6 from the victim. Work this out as damage
ally model. These fields provide magic armour. inflicted to the victims Soul stat.
Action stat: Mind
Conditions: Spell target must be in LoS of the orc Shaman. soulfill
range: The orc Shaman Mi/2.
The orc Shaman transfers a portion of his own immortal soul to
restrictions / notes: N/A
an ally or an enemy Avatar of War.
special: The orc Shaman can cast the spell on himself while
Action stat: Mind
engaged in close combat.
Conditions: Victim must be in LoS of the orc Shaman.
Training cost: N/A
range: The orc Shaman Mind stat in inches.
M: stone skin (Mi) restrictions / notes: Each transferred soul shard is lost by the
Successful AD rolls outcome orc Shaman, so he can only transfer as many soul shards as he
The target Armour stat increases n points has.
An Can be cast against a model engaged in close combat.
during the current round.
Training cost: N/A
Teleport M: soulfill (Mi)
The orc Shaman creates an invisible field of energy around Successful AD rolls outcome
himself, an ally, or enemy model. He can then move this field of A1 No effect
energy at will, teleporting the targeted model. The orc Shaman transfers one soul shard to
A2-A3
Action stat: Mind the target.
Conditions: Victim must be in range of spell and in LoS of the The orc Shaman transfers two soul shards to
orc Shaman. A4-A5
the target.
range: The orc Shaman Mind stat in inches. The orc Shaman transfers three soul shards
restrictions / notes: N/A A6
to the target.
Training cost: N/A

83
NeCroMANCer

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Stiffening darkness radiates from the tormented Necromancer Ad 4 Cd 1,2 at +5 bhC 134 gc
ground, and staleness hangs above the air Ag 3 4 5 6 7 8 9 10 soul stolen
around him. Shrouded in a mist of st 3 4 5 6 7 8 9 10 0 0
choking ash, he sends chills through Mi 3 4 5 6 7 +6 9 10 1 1
the spines of everyone in the arena, Mov 1 2 2 3 3 3 4 4 2 2
giving them a taste of death. The Pop 3 4 5 6 +3 8 9 10 3 3
Necromancer is among the most
Cs 3 4 5 6 7 8 9 10 4 4
feared of all magic users, and that
rs 3 4 5 6 7 8 9 10 5 5
fear only grows when
Arm 3 4 5 6 7 8 9 10 6 6
he becomes chosen of
the Gods of War. He
prowls where fear as the undead do.
decadence and All models with an original Popularity stat lower than 6 are afraid
destruction lingers, for of the Necromancer.
it is there where his powers are Training cost: N/A
fully awake. A master of the
arts of undeath and the
Worshipped
infernal, only the most
powerful and well- The Necromancer is admired by all other magic users, as
versed in the arcane necromantic knowledge can only be acquired by the most
can brandish such talented magic users.
devilish knowledge. All magic users (enemies and allies) with an original Popularity
Necromancers may be few in stat lower than 7 worship the Necromancer.
number, but one is enough to tear down any obstacle that blocks Training cost: N/A
his progress. Death itself is his weapon of choice, and he wields
it with frightening proficiency.

Armed with his demonic staff and a grimoire inscribed with pure
evil, he graces the fields to invoke fear among whelps and
underlings. He emanates decay with each step, and those
who do hear his call have it etched deep in their
minds to serve as a morbid reminder about who
theyre facing.

Avatar of War type: Generic (very


rare), only one Necromancer can be recruited in a band.
Miniature base: 25x25 mm
size: Medium
Main homeland: The
Gravelands
Weapons: Necromantic staff
Armour: None

FeATs

Necromantic knowledge
The Necromancer is immune
to fear.
Training cost: N/A

Cause fear
The Necromancer, although a
living creature, is very close to
the dead, and as a result causes

84
MAGIC ACTIoNs (sPeLLs) bone skin
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The Necromancer creates a field of energy around himself or an


ray of death
ally model. This field provides magic armour.
Action stat: Mind
The Necromancer is able to launch a negative energy beam and Conditions: Spell target must be in LoS of the Necromancer.
direct it against an enemy at great speed. range: The Necromancer Mi divided by 2.
restrictions / notes: N/A
Action stat: Mind special: The Necromancer can cast the spell on himself while
Conditions: Victim must be in LoS of the Necromancer. engaged in close combat. Can be cast on a model engaged in close
range: The Necromancers Mind stat in inches. combat.
restrictions / notes: If the Necromancer is in the targets LoS, the Training cost: N/A
victim can dodge with a penalty of one point to the Agility stat.
M: bone skin (Mi)
Always damages physical stats or soul. Apply LoS modifiers (only
Successful AD rolls outcome
to the declared target). Can be cast against models engaged in
close combat. A0 No effect
A Ray of Death goes through any model (but stops if it hits a The targets Armour stat increases n-1 points
An
scenery rigid obstacle). This means that upon hitting its target, a for the current round.
Ray of Death carries on in a straight line, for the full range of the
spell, hitting all models on its way. Victims other than the Curse
declared target can not dodge.
The Necromancer creates an invisible field of black energy around
Training cost: N/A
an enemy model. The targeted model becomes cursed.
M: ray of death (Mi vs. Ag-1) Action stat: Mind
Successful AD rolls outcome Conditions: Victim must be in LoS of the Necromancer.
Victim dodges. The ray of death carries on range: The Necromancers Mind stat in inches.
D1 while in range until it hits a rigid scenery restrictions / notes: A cursed model must reroll once all
piece. successful AD and CD rolls. Rerolled dice do not count towards
Attack of strength 3+n. The Ray of Death
fatigue damage. Can be cast against a model engaged in close
carries on while in range, hitting all models combat.
An Training cost: N/A
in its way. It stops if it hits a rigid scenery
piece. M: Curse (Mi)
Successful AD rolls outcome
Aura of death An The victim is cursed for n rounds.
The Necromancer creates a field of black energy around an ally
Avatar. The targeted Avatar causes fear to enemy models inside
the spells field.
summon skeleton Warrior
Action stat: Mind
Conditions: N/A The Necromancer can summon undead slaves to serve him as
range: The Necromancers Mind stat in inches. bodyguards.
restrictions / notes: N/A Action stat: Mind
Training cost: N/A Conditions: The Necromancer can summon up to four Skeleton
M: Aura of death (Mi) Warriors during a deathmatch.
Successful AD rolls outcome range: Skeleton Warriors can be created in any spot within a
radius equal to the Necromancers Mind stat in inches. A Skeleton
A0 No effect Warrior cannot be created directly engaged in close combat.
Choose an ally Avatar, in range, as target of restrictions / notes: A Skeleton Warrior is immediately vanished
the spell. if any part of its miniature box is, at any moment, outside the
An All enemy models in a radius of 2*n inches of spells range. Skeletons activate during the Tactics phase.
the spells target become afraid of that Avatar Training cost: N/A
for two rounds.
M: summon skeleton Warrior (Mi)
Successful AD rolls outcome
A1 No effect

Summons one Skeleton Warrior.


Each successful roll can be used to increase
An
one of the Skeleton Warriors stats. The same
stat can be increased repeatedly.

85
souldrain soulfill

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The Necromancer drains a portion of the immortal soul of an The Necromancer transfers a portion of his own immortal soul to
ally or an enemy Avatar of War. an ally or an enemy Avatar of War.
Action stat: Mind Action stat: Mind
Conditions: Victim must be in LoS of the Necromancer. Conditions: Victim must be in LoS of the Necromancer.
range: The Necromancers Mind stat in inches. range: The Necromancers Mind stat in inches.
restrictions / notes: Can be cast against a model engaged in close restrictions / notes: Each transferred soul shard is lost by the
combat. Necromancer, so he can only transfer as many soul shards as he
Training cost: N/A has. Can be cast against a model engaged in close combat.
M: souldrain (Mi) Training cost: N/A
Successful AD rolls outcome
A1 No effect M: soulfill (Mi)
The Necromancer steals one soul shard from Successful AD rolls outcome
A2 the victim. Work this out as damage inflicted A1 No effect
to the victims Soul stat.
The Necromancer transfers one soul shard
The Necromancer steals two soul shards A2-A3
to the target.
A3 from the victim. Work this out as damage
inflicted to the victims Soul stat. The Necromancer transfers two soul shards
A4-A5
The Necromancer steals three soul shards to the target.
A4 from the victim. Work this out as damage The Necromancer transfers three soul shards
A6
inflicted to the victims Soul stat. to the target.

skeLeToN WArrIor
skeleton warrior Ad 3 Cd 2
Miniature base: 25x25 mm size: Medium Ag 3 4 5 6 7 8 9 10
Weapons: Rusted weapons st 3 4 5 6 7 8 9 10
Armour: Light armour Mi 3 4 5 6 7 8 9 10
Mov 1 2 2 3 3 3 4 4
sPeCIAL rULes Pop 3 4 5 6 7 8 9 10
Cs 3 4 5 6 7 8 9 10
Cause fear rs 3 4 5 6 7 8 9 10
The Skeleton warrior is an undead, and so causes fear. Arm 3 4 5 6 7 8 9 10

All models with an original Popularity stat lower than 6 are afraid TACTICAL ACTIoNs
of the Skeleton warrior.
Training cost: N/A Throw sand
The Skeleton warrior kicks sand from the ground to the face of
bone structure
his victim.
Being only made of bones, piercing ranged missiles are very few Action stat: Combat Skill
effective against skeleton warriors. Conditions: Victim must be in LoS of the Skeleton warrior and
the Skeleton warrior ker must be in LoS of the victim.
A model automatically loses two of the AD allocated to perform range: 3 inches
a bullet/arrow based ranged combat action against a Skeleton restrictions / notes: N/A
warrior. Training cost: N/A
Training cost: N/A
T: Throw sand (Cs)
Successful AD rolls outcome
A0 No effect
The victim suffers a -1 penalty during the
A1
current round.
The victim suffers a -2 penalty during the
A2
current round.

86
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skeLeTeoN WArrIors reCord sheeT

skeleton warrior Ad 3 Cd 2 skeleton warrior Ad 3 Cd 2


Ag 3 4 5 6 7 8 9 10 Ag 3 4 5 6 7 8 9 10
st 3 4 5 6 7 8 9 10 st 3 4 5 6 7 8 9 10
Mi 3 4 5 6 7 8 9 10 Mi 3 4 5 6 7 8 9 10
Mov 1 2 2 3 3 3 4 4 Mov 1 2 2 3 3 3 4 4
Pop 3 4 5 6 7 8 9 10 Pop 3 4 5 6 7 8 9 10
Cs 3 4 5 6 7 8 9 10 Cs 3 4 5 6 7 8 9 10
rs 3 4 5 6 7 8 9 10 rs 3 4 5 6 7 8 9 10
Arm 3 4 5 6 7 8 9 10 Arm 3 4 5 6 7 8 9 10

skeleton warrior Ad 3 Cd 2 skeleton warrior Ad 3 Cd 2


Ag 3 4 5 6 7 8 9 10 Ag 3 4 5 6 7 8 9 10
st 3 4 5 6 7 8 9 10 st 3 4 5 6 7 8 9 10
Mi 3 4 5 6 7 8 9 10 Mi 3 4 5 6 7 8 9 10
Mov 1 2 2 3 3 3 4 4 Mov 1 2 2 3 3 3 4 4
Pop 3 4 5 6 7 8 9 10 Pop 3 4 5 6 7 8 9 10
Cs 3 4 5 6 7 8 9 10 Cs 3 4 5 6 7 8 9 10
rs 3 4 5 6 7 8 9 10 rs 3 4 5 6 7 8 9 10
Arm 3 4 5 6 7 8 9 10 Arm 3 4 5 6 7 8 9 10
sPeCIAL rULes TACTICAL ACTIoNs

Cause fear Throw sand ( CS, 3, Mutual LoS, A0:


All models with an original Popularity stat lower No effect, A1: Victim suffers a -1 penalty,
than 6 are afraid of the Skeleton warrior. A2: Victim suffers a -2 penalty)

bone structure
A model automatically loses two of the AD
allocated to perform a bullet/arrow based ranged
combat action against a Skeleton warrior.

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87
dWArF ThUNderLord

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With a temper as quick as the shortest of fuses, the Dwarf
dwarf Tunderlord Ad 4 Cd 2,3 at +7 bhC 117 gc
Thunderlord tears through the arena
with all his guns blazing. He burns Ag 3 4 5 6 7 8 9 10 soul stolen
through bullets like cigars and blasts st 3 4 5 6 7 8 9 10 0 0
through enemies Mi 3 4 5 6 7 8 9 10 1 1
effortlessly like straw Mov 1 2 2 3 3 3 4 4 2 2
men in the fields. Pop 3 4 5 +3 7 8 9 10 3 3
Hailing from the dwarven Cs 3 4 +4 6 7 8 9 10 4 4
strongholds of Heimlifjall, he rs 3 4 5 6 +5 8 9 10 5 5
possesses the same toughness Arm 3 4 5 6 7 8 9 10 6 6
and hardiness as all dwarves.
This quick-draw may not be
as fearsome as his Berserker
counterpart, but that doesnt
mean hes any less deadly.

In combat, Thunderlords often equip themselves with powerful A Dwarf Thunderlord carrying a dwarven battle axe can not carry
hand cannons known as Blunderbusses and Thunder pistols. a Thunder pistol.
These contraptions are much more lethal than crossbows, and far Training cost: 5 gc
more accurate. They also have the habit of packing some
explosives which they can hurl with frightening skill.
Thunderlords who enter the fray themselves arent unheard of,
either. Theres not a better marksman than one who follows
through on his shot, and for the Dwarf Thunderlord, an axe in
the other hand helps finish the job.

God of War: Eigadrengr The almighty warrior


Avatar of War type: Generic (very rare), only one Dwarf
Thunderlord can be recruited in a band.
Miniature base: 20x20 mm size: Medium
Main homeland: Heimlifjall
(The Mountains of Iron),
Haldahjalmstallr (The Barren
Mounts)
Weapons: Blunderbuss,
optional Thunder pistol, two
optional Thunder grenades,
optional battle axe
Armour: Heavy armour

sPeCIAL rULes

hatred
Goblins

FeATs

dwarven battle axe


A Dwarf Thunderlord carrying
a dwarven battle axe receives a
Strength bonus, increasing
Strength by one point.

88
TACTICAL ACTIoNs rANGed CoMbAT ACTIoNs
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Throw sand blunderbuss shot


The Dwarf Thunderlord kicks sand from the ground to the face The Dwarf Thunderlord loads his blunderbuss, aims and shoots.
of his victim. Action stat: Ranged Combat Skill
Action stat: Combat Skill Conditions: Victim must be in LoS of the Dwarf Thunderlord.
Conditions: Victim must be in LoS of the Dwarf Thunderlord range: Blunderbuss spary template
and the Dwarf Thunderlord must be in LoS of the victim. restrictions / notes: Place the blunderbuss spray template origin
range: 3 inches at any point of the Dwarf Thunderlord miniature box.
restrictions / notes: N/A Training cost: N/A
Training cost: N/A r: blunderbuss shot (rs)
T: Throw sand (Cs) Successful AD rolls outcome
Successful AD rolls outcome Miss! If a double is rolled the blunderbuss
A0 No effect 0 explodes and the Dwarf Thunderlord suffers
a strength 5 attack.
The victim suffers a -1 penalty during the
A1
current round.
Any model with its box totally or partially
The victim suffers a -2 penalty during the n within the blunderbuss spray template suffers
A2
current round. an attack of strength 6+n

Provoke crowd Throw Thunder grenade


The Dwarf Thunderlord makes movements and gestures to excite The Dwarf Thunderlord aims and launches a Thunder grenade
and provoke the crowd. (the Dwarf Thunderlord can launch two Thunder grenades
Action stat: Popularity minus crowd mood during a deathmatch).
Conditions: N/A Action stat: Ranged combat Skill
range: N/A Conditions: Targeted spot must be in LoS of the Dwarf
restrictions / notes: Can use up to 2 AD. Doubly successful rolls Thunderlord. Fuse must be lit.
are not allowed. Treat them as a normal successful roll. range: The Dwarf Thunderlords St in inches.
Training cost: N/A restrictions / notes: A Thunder grenade causes a St12 attack on
T: Provoke crowd (Pop-CM) any model located at the explosion point. Place the Thunder
Successful AD rolls outcome grenade template centered on the explosion point. Expansion
n Crowd mood +/- n wave causes a St9 attack to any model with its miniature box
totally within the template and a St8 attack to any model with its
miniature box partially within the template.
Light Thunder grenade fuse Training cost: 5 gc
The Dwarf Thunderlord prepares a grenade to be launched. once
the fuse is lit, the grenade explodes at the end of the next Ranged r: Throw Thunder grenade (rs)
Combat phase, whether it has been thrown or not! Successful AD rolls outcome
Action stat: RS 0 The grenade does not explode!
Conditions: N/A
range: N/A Choose a spot within LoS and range.
restrictions / notes: Can use up to 2 AD The grenade falls at 1d2 inches of distance
Training cost: N/A 1 and at a random direction from the designed
spot. Use scatter dice for distance (even: 1
T: Light grenade fuse (rs) inch, odd:2 inches) and direction.
Successful AD rolls outcome
1 Fuse is lit. Choose a spot within LoS and range.
2 on spot! The grenade falls on the designed
spot.

89
Thunder pistol shot

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The Dwarf Thunderlord loads his pistol, aims and shoots.
Action stat: Ranged combat Skill
Conditions: Victim must be in LoS.
range: 10 inches
restrictions / notes: Not compatible with Dwarven Battle Axe under grenade template
feat.

If engaged in close combat, the Dwarf Thunderlord can shoot


the Thunder Pistol once during each entire close combat. The
Dwarf Thunderlord can shoot the Thunder pistol during the close
combat phase as a combat action, and spends CD instead of AD.
The defender can use his CS stat to counteract.

A close combat is considered ended when the Dwarf Thunderlord


disengages for any reason (including being forced out of combat).
Training cost: 5 gc

r: Thunder Pistol shot (rs)


Successful AD rolls outcome
0 Miss!
n Attack of strength 5+n

CLose CoMbAT ACTIoNs

Flank
The Dwarf Thunderlord tries to gain the flank of his enemy.
Action stat: CS
Conditions: The Dwarf Thunderlord must be on the front of his blunderbuss template
enemy.
restrictions / notes: N/A
Training cost: 4 gc

C: Flank (Cs)
Successful CD rolls outcome
D1 No effect
The Dwarf Thunderlord flanks but the
A0
defender may face him.
The Dwarf Thunderlord gains the flank of
A1
his enemy.

ForMATIoNs
Shield Formation, Circular Formation

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90
krork ToAdGobbLer, GobLIN
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krork Toadgobbler Ad 3 Cd 4 bhC 174 gc


kING Ag 3 4 5 6 7 8 9 10 soul stolen
Even goblins develop sense of hierarchy. But when their king st 3 4 5 6 7 8 9 10 0 0
becomes an Avatar of War, arrogance becomes their new calling. Mi 3 4 5 6 7 8 9 10 1 1
krork Toadgobbler of the Thunder Mountains has decided to Mov 1 2 2 3 3 3 4 4 2 2
prove that goblins can also be a menace! Pop 3 4 5 6 8 8 9 10 3 3
Cs 3 4 5 6 8 8 9 10 4 4
He wears a headdress looted rs 3 4 5 6 7 8 9 10 5 5
from a long-gone Arm 3 4 5 6 7 8 9 10 6 6
dwarven king,
which he uses to
enforce his
authority. Hes a bully
among his own kind,
ruling because of his
mammoth size. Hes unnaturally
obese even for a monster, and his
unusual diet consists of a poisonous toad
called Fire Toad which he finds Worship
appetizing and also explains his immunity to
toxins. To the seasoned elite, he is still an All goblins worship krork Toadgobbler.
intimidating foe, but those who are unprepared
for him often flinch at the sight of him. Fat blow absorption
krork Toadgobbler is so fat that his own flesh protects
He brandishes a dwarven axe which he him from blows.
acquired by looting a dwarven tomb along with the crown he
proudly claims as his. He has a habit of head-hunting, using the After suffering a physical damage point krork rolls 1d10. on a
grisly trophies as breeding grounds for his snack toads, or as result of 4 or less krork does not suffer that damage point.
revolting weapons which he launches at enemies in combat. There
are a number of impostors, but in battle, only the real krork All blow effects applied against krork are reduced by one point.
Toadgobbler stands triumphant!
Immune to poison
Avatar of War type: Celebrity (unique), only one krork
krork Toadgobblers favourite snack is a species of toad called Fire
Toadgobbler can be recruited in a band.
Toad. These red coloured toads are poisonous animals, but krork
If two or more krork appear on a deathmatch, all of them except
has devoured so many of them that he has developed a natural
one are impostors trying to look like krork. Each player
resistance to poison.
controlling a krork rolls 1d10. The highest one is the real krork,
All poisoned attacks directed to krork are treated as non-
the rest are impostors. All impostor krorks soul stat is
poisonous attacks and do not directly affect a physical stat.
immediately reduced by one point and lose the Launch Severed
Head ranged combat action as well as the Immune to poison feat.
Miniature base: 25x25 mm size: Medium FeATs
Main homeland: The Fire Mountains
Weapons: Dwarven king battle axe. Poisoned severed heads. Mighty blow
Armour: Light armour
When fighting in close combat against multiple enemies, if the
first attacked victim is pushed, the attack carries on to the next
model in box to box contact, with an attack strength reduced by
sPeCIAL rULes 2 points. It carries on while it keeps pushing enemies, but always
in the same direction (chosen by the player), drawing a circle.
hatred Training cost: N/A
Dwarves

Cause fear
All models with an original popularity stat lower than 6 are afraid
of krork Toadgobbler.

91
TACTICAL ACTIoNs slam

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krork Toadgobbler runs towards his victim and tries to slam it
Warcry with all his inertia.
Action stat: Strength
krork Toadgobbler starts shouting and making aggressive gestures Conditions: Must run or sprint.
and movements to scare his enemy. range: N/A
Action stat: Popularity restrictions / notes: The AD spent on running or sprinting are
Conditions: Victim must be in LoS of krork Toadgobbler and also rolled and can count as successful rolls. krork Toadgobbler
krork Toadgobbler must be in LoS of the victim. must slam his enemy on the closest base zone and can only rotate
range: krork Toadgobbler charging distance plus one inch. a maximum of 45 once, while running or sprinting. Victims
restrictions / notes: N/A other than the declared target can dodge with a penalty of -1 to
Training cost: N/A their Ag stat. A knocked down model cannot be selected as target.
T: Warcry (Pop) Training cost: N/A
Successful AD rolls outcome T: slam (st vs. Ag)
A0 No effect Successful AD rolls outcome
The victim is afraid of krork Toadgobbler for Defender dodges. Can keep running and
An target another enemy in the same direction
n rounds.
(no need to reroll).
A0
If stops running before completing his full
Throw sand movement, krork Toadgobbler must make a
krork Toadgobbler kicks sand from the ground to the face of his maneuver check with 3d10
enemy. Slam! The victim receives an attack equal to
An
Action stat: Combat Skill krork Toadgobbler current St+n+1
Conditions: Victim must be in LoS of krork Toadgobbler and
krork Toadgobbler must be in LoS of the victim.
range: 4 inches
restrictions / notes: N/A
Training cost: N/A
T: Throw sand (Cs) rANGed CoMbAT ACTIoNs
Successful AD rolls outcome
A0 No effect Launch severed head
The victim suffers a -1 penalty during the krork Toadgobbler collects his victims heads as war trophies. Not
A1
current round. only that, he also uses the collected heads to infest them with Fire
The victim suffers a -2 penalty during the Toad eggs, to breed loads of young toads, which krork finds so
A2
current round. delicious.
Each one of the severed heads is infested with young tiny
poisonous toads.
Provoke crowd Action stat: Ranged combat Skill
krork Toadgobbler makes movements and gestures to excite and Conditions: Victim must be in LoS
provoke the crowd. range: krork Strength in inches
Action stat: Popularity minus crowd mood restrictions / notes: Victim can dodge if krork is in LoS.
Conditions: N/A Victims other than the declared target can not dodge.
range: N/A krork carries two severed heads at the start of the deathmatch.
restrictions / notes: Can use up to 3 AD. Doubly successful rolls Each time krork kills an Avatar he collects his head. krork can
are not allowed. Treat them as a normal successful roll. only perform this action if he has severed heads.
Training cost: N/A Training cost: N/A
T: Provoke crowd (Pop-CM) r: Launch severed head (rs vs. Ag)
Successful AD rolls outcome Successful AD rolls outcome
n Crowd mood +/- n Defender dodges. Head carries on while in
A0
range.

The launched severed head impacts on the


An victim. Victim suffers n physical or soul
damage points.

92
CLose CoMbAT ACTIoNs knock down
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krork Toadgobblers fist falls like a hammer over the back of his
opponent, knocking down his victim.
Launch Action stat: St
krork Toadgobbler lifts his enemy over his head and launches the Conditions: Victim can not be a huge or bigger model. A
victim through the air! knocked down model cannot be selected as target.
Action stat: Strength restrictions / notes: N/A
Conditions: Victim original St two points lower than krork Training cost: N/A
Toadgobbler St C: knock down (st vs. Cs/st)
restrictions / notes: N/A Successful CD rolls outcome
Training cost: N/A
A0 Defender dodges.
C: Launch (st vs. Ag /st)
Successful CD rolls outcome Victim can not stand the blow and is
knocked down.
Defender dodges. krork Toadgobbler has to An
D1 Victim cannot stand up on the same round
make a maneuver check with 3d10
that he has been knocked down.
krork Toadgobbler catches his victim, but
A0 the defender escapes. Defender must make a
maneuver check with 2d10
squash!
Launch! The victim is thrown through the krork Toadgobbler jumps and falls with all his immense weight
air* in the chosen direction within LoS, and on top his enemy.
at a distance equal to the difference between Action stat: St
krork Toadgobbler St and the victim original
Conditions: Victim must be knocked down.
St, multiplied by 2, in inches.
An restrictions / notes: N/A
*Apply the rules on page 43, but use krork Training cost: N/A
Toadgobbler St+n for any attack or damage C: squash! (st vs. Ag)
suffered because of collisions against any Successful CD rolls outcome
obstacle. Attack of strength 10+n
An
CM +/- 2. Crowd event.
head-butt
krork Toadgobbler impacts with his spiked crown on the victims
forehead.
Action stat: CS
Conditions: Victim cannot be a small model.
A knocked down model cannot be selected as
target.
restrictions / notes: N/A
Training cost: N/A
C: head-butt (Cs)
Successful CD rolls outcome
A0 No effect
Victim suffers an attack
of krork Toadgobbler
An
St+1. Victim is stunned,
losing n CD

ForMATIoNs
Circular Formation, Wedge Formation, Shield
Formation

93
dIre WoLF

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Five feet tall and five hundred pounds, Dire Wolves are wild and dire Wolf Ad 4 Cd 3
untamed. These gargantuan predators from the Dire Mountains Ag 3 4 5 6 7 8 9 10
are natural hunters, adept at sniffing out and instinctively st 3 4 5 6 7 8 9 10
synergizing their efforts to tear their prey asunder. These Mi 3 4 5 6 7 8 9 10
methodical killers are also amazing acrobats, charging and leaping Mov 1 2 2 3 3 3 4 4
across obstacles to ravage the unfortunate soul that has sparked Pop 3 4 5 6 7 8 9 10
their bloodlust. These beasts are especially dangerous when let Cs 3 4 5 6 7 8 9 10
loose in packs, working together to stalk their prey. rs 3 4 5 6 7 8 9 10
With claws as sharp as razors and fangs that could pierce the night Arm 3 4 5 6 7 8 9 10
itself, these predators truly are worthy to be called the ultimate
man hunter.
Combat style
beast type: Generic (common). Any number of Dire Wolves can When in combat the Dire Wolf is controlled by any player who
appear in a deathmatch. is not a controller of the attacked model.
Miniature base: 25x50 mm size: Medium
Main homeland: The Dire Mountains
Weapons: Mouth and claws
FeATs
Armour: Fur
Jump
A Dire wolf will jump over (but can not climb), if necessary to
sPeCIAL rULes reach its pray, instead of going around obstacles of a height of
two inches high or pits of a length of up to three inches.
Wolf pack Training cost: N/A

A Dire Wolf that has a Dire Wolf in combat in LoS joins the
combat or run towards that combat.

Wolf deployment
A Dire wolf is situated
randomly on any edge of the
beasts entrance scenery
element, and then faced
randomly.
Determine both, situation
and facing, with a direction
roll.

vicious predator
A Dire Wolf always attacks if
possible. If no combating
Dire Wolf is in LoS, it first
attacks or runs towards any
model that is knocked down
and in LoS. otherwise it
attacks or runs towards the
model with the lowest Pop in
LoS. If no model is in LoS it
will walk in a random
direction (direction roll).
If the Dire Wolf is afraid of
the model selected as its
victim, the Dire Wolf must
pass a Pop check as usual, or
select another model as its
pray using the same
procedure.

94
CoMMoN sUPPorTer
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supporter type: Man Common supporter Ad 3 Cd 1


Miniature base: 25x25 mm. size: Medium Ag 3 4 5 6 7 8 9 10
Main homeland: The Ward st 3 4 5 6 7 8 9 10
Weapons: Clubs, stones and fists Mi 3 4 5 6 7 8 9 10
Armour: None Mov 1 2 2 3 3 3 4 4
Pop 3 4 5 6 7 8 9 10
sPeCIAL rULes Cs 3 4 5 6 7 8 9 10
rs 3 4 5 6 7 8 9 10
Arm 3 4 5 6 7 8 9 10
supporter
The supporter is controlled by the player whose Avatars is a
supporter off.

TACTICAL ACTIoNs

Throw sand
The supporter kicks sand from the ground to the face of his
victim.
Action stat: Combat Skill
Conditions: Victim must be in LoS of the supporter and the
supporter must be in LoS of the victim.
range: 2 inches
restrictions / notes: N/A
Training cost: N/A
T: Throw sand (Cs)
Successful AD rolls outcome
A0 No effect
The victim suffers a -1 penalty during the
A1
current round.

Provoke crowd
The supporter makes movements and gestures to excite and
provoke the crowd.
Action stat: Popularity minus crowd mood
Conditions: N/A
range: N/A
restrictions / notes: Can use up to 2 AD. Doubly successful rolls
are not allowed. Treat them as a normal successful roll.
Training cost: N/A
T: Provoke crowd (Pop-CM)
Successful AD rolls outcome
n Crowd mood +/- n

95
dWArveN IroNFIsTs

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dwarven Ironfists Ad 3 Cd 1 bhC 50 gc
Short, stocky, and under the influence of alcohol like most Ag 3 4 5 6 7 8 9 10
faithful deathmatch spectators, the Dwarven Ironfists gather st 3 4 5 6 7 8 9 10
round and show their enthusiasm towards their favoured fighter Mi 3 4 5 6 7 8 9 10
with melodic and epic heart-pounding chants. They liven up Mov 1 2 2 3 3 3 4 4
fights with their choruses and bellowing cheers, especially when
Pop 3 4 5 6 7 8 9 10
it is a fellow dwarf in the spotlight. They tend to carouse around
Cs 3 4 5 6 7 8 9 10
combat sites, tipping away their mugs until theyre wasted. When
rs 3 4 5 6 7 8 9 10
riled up, they storm the scene of action like a stampede of
Arm 3 4 5 6 7 8 9 10
drunken oxen.

The most noticeable feat by Dwarven Ironfists is that when their dwarven chants
favoured Avatars are desperate, they start a chant that is so
Dwarven Ironfists are specialists in chanting very heroic chants to
inspiring and heroic that it greatly encourages and boosts their
cheer their supported Avatars.
morale. For an Avatar of War, it is in this moment that the solemn
and harmonic song meant for them could become a howling dirge
All crowd events that take place in the Dwarven Ironfists area of
to another.
influence add an extra point to any bonus applied.
This rule can only be applied to Avatars supported by the
supporter type: Dwarf
Dwarven Ironfists.
Miniature base: 20x20 mm size: Medium
Main homeland: The Ward, Heimlifjall (The Mountains of
Iron), Haldahjalmstallr (The Barren Mounts) FeATs
Weapons: Clubs, stones and fists
Armour: None Ironfists anthem
During the deathmatch, the Dwarven Ironfists can chant their
sPeCIAL rULes anthem, greatly encouraging their supported Avatars.

supporter All supported Avatars of War in the Dwarven Ironfists area of


influence receive a +1 bonus during the current round.
The supporter is controlled by the player whose Avatars is a
supporter off.
This feat can only be used once during a deathmatch.
dwarven Avatars of War
TACTICAL ACTIoNs
The Dwarven Ironfists are especially influenced by how their
supported Dwarven Avatars perform in the arena.
Throw sand
If the outcome of an action performed by a supported Dwarf The Dwarven Ironfist kicks sand from the ground to the face of
Avatar of War (excepting the Provoke Crowd action), or an event his victim.
which is a direct consequence of that action (like an Avatars Action stat: Combat Skill
death) modifies the crowd mood, then increase the crowd mood Conditions: Victim must be in LoS of the Dwarven Ironfist and
modifier by one point. the Dwarven Ironfist must be in LoS of the victim.
range: 2 inches
The action or event must take place in the Dwarven Ironfists area restrictions / notes: N/A
of influence. Training cost: N/A
T: Throw sand (Cs)
Alcoholic drinks Successful AD rolls outcome
The Dwarven Ironfists really enjoy getting completely drunk A0 No effect
when watching a deathmatch.
The victim suffers a -1 penalty during the
A1
current round.
All supported Avatars of War performing the Provoke Crowd
action inside the Dwarven Ironfists area of influence are allowed
to count doubly successful rolls as two successful rolls.
Cost: 9 gc

96
Provoke crowd CLose CoMbAT ACTIoNs
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The Dwarven Ironfist starts making movements and gestures to


excite and provoke the crowd. head-butt
Action stat: Popularity minus crowd mood The Dwarven Ironfist impacts with his very strong head on his
Conditions: N/A victims face.
range: N/A Action stat: CS
restrictions / notes: Can use up to 2 ADs. Doubly successful Conditions: Victim cannot be large or bigger models. A knocked
rolls are not allowed; treat them as a normal successful roll down model cannot be selected as target.
Training cost: N/A restrictions / notes: N/A
T: Provoke crowd (Pop-CM) Training cost: N/A
Successful AD rolls outcome
C: head-butt (Cs)
n Crowd mood +/- n
Successful CD rolls outcome
A0 No effect

Victim suffers an attack of the Dwarven


An
Ironfist St. Victim is stunned, losing n CD

97
GobLIN sCAveNGers

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Goblin scavengers Ad 3 Cd 1 bhC 52 gc
Goblins are always unruly, ready to make a mess when the chance
Ag 3 4 5 6 7 8 9 10
presents itself. This is most evident when it comes to arena
st 3 4 5 6 7 8 9 10
deathmatches. These green blighters are fond of merrymaking in
Mi 3 4 5 6 7 8 9 10
the mayhem of combat and are known to be easily enticed when
an excelling Avatar gladiator is present. They tend to get over- Mov 1 2 2 3 3 3 4 4
excited when it is a member of their own race that goes for the Pop 3 4 5 6 7 8 9 10
killing. They do not hesitate to (annoyingly) boo a contestant Cs 3 4 5 6 7 8 9 10
they find distasteful. Goblin Scavengers never fail to get wild and rs 3 4 5 6 7 8 9 10
tipsy while watching their favourite show. Arm 3 4 5 6 7 8 9 10

If hyped and provoked at the right moment, these ragtag brigands add an extra point to the penalty applied.
will leap into the arena itself and add to the havoc. The moment This rule can also be applied to Avatars supported by the Goblin
the right mood sets in, these little gremlins enter a mad blitz that Scavengers.
is bound to either irritate or eviscerate whoever is within the
fighting pits.
FeATs
supporter type: Goblin
Miniature base: 20x20 mm size: Small
Main homeland: The Fire Mountains Goblin invasion!
Weapons: Stones and clubs The Goblin Scavengers gladly jump in the arena to attack enemy
Armour: None Avatars if asked by one of their supported Avatars of War!

sPeCIAL rULes The player controlling the Goblin Scavengers chooses one Avatar
of War to call the Goblin Scavengers. This Avatar must be inside
the Goblin Scavengers area of influence. If the Avatar passes a
supporter Pop check, the Goblin Scavengers do as asked and invade the
The supporter is controlled by the player whose Avatars is a arena!
supporter off.
All non-supported Avatars in the Goblin Scavengers area of
Goblin Avatars of War influence receive three damage points. However, the Goblin
The Goblin Scavengers are specially influenced by how their Scavengers suffer casualties and lose one inch of stand space.
supported Goblin Avatars perform in the arena.
The Goblin Scavengers can be called for invasion only once
If the outcome of an action (except the Provoke Crowd action) during a deathmatch, even if the Avatar fails the Popularity check.
that is performed by a supported Goblin Avatar of War, or an
event which is a direct consequence of that action (like an Avatars Goblin Avatars of War can add a +2 to their Popularity stat when
death) modifies the crowd mood, then increase the crowd mood making the check.
modifier by one point.
The action or event must take place in the Goblin Scavengers This feat can be activated during the controllers Supporters or
area of influence. Tactics phase.

Alcoholic drinks TACTICAL ACTIoNs


The Goblin Scavengers really enjoy getting completely drunk
while watching a deathmatch. Throw sand
The Goblin Scavenger kicks sand from the ground to the face of
All supported Avatars of War performing the Provoke Crowd his victim.
action inside the Goblin Scavengers area of influence are allowed Action stat: Combat Skill
to count doubly successful rolls as two successful rolls. Conditions: Victim must be in LoS of the Goblin Scavenger and
Cost: 9 gc the Goblin Scavenger must be in LoS of the victim.
range: 2 inches
Goblin boo restrictions / notes: N/A
Goblins boos are especially disturbing due to their high-pitched Training cost: N/A
screeching!

All boos that take place in the Goblin Scavengers area of influence

98
T: Throw sand (Cs) CLose CoMbAT ACTIoNs
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Successful AD rolls outcome


A0 No effect sneak off
The victim suffers a -1 penalty during the The Goblin Scavenger takes advantage from his small size when
A1
current round.
fighting against large enemies. He enjoys passing between the legs
of his enemy to attack from the rearguard.
Provoke crowd
The Goblin Scavenger starts making movements and gestures to The Goblin Scavenger being a small creature can win the
excite and provoke the crowd. rearguard by passing between the legs of his enemy.
Action stat: Popularity minus crowd mood Action stat: Ag
Conditions: N/A Conditions: The enemy must be a large creature or bigger. A
range: N/A knocked down model cannot be selected as target.
restrictions / notes: Can use up to 2 ADs. Doubly successful restrictions / notes: N/A
rolls are not allowed. Treat them as a normal successful roll. Training cost: N/A
Training cost: N/A
C: sneak off (Ag vs. Ag /Cs)
T: Provoke crowd (Pop-CM)
Successful CD rolls outcome
Successful AD rolls outcome
Defender stamps on the Goblin Scavenger.
n Crowd mood +/- n D1 The Goblin Scavenger suffers an attack of the
defenders St and does not win the rearguard.
Provoke enemy A0 No effect
The Goblin Scavenger starts mocking and making provoking The Goblin Scavenger wins the rearguard.
gestures and movements to infuriate his enemy. A1 Defender makes a maneuver check with
Action stat: Popularity 3d10
Conditions Victim must be in LoS of the Goblin Scavenger and The Goblin Scavenger wins the rearguard.
the Goblin Scavenger must be in LoS of the victim. A2 Defender cannot figure out where the
range: 7 inches Goblin Scavenger is and looses one CD
restrictions / notes: N/A
Training cost: N/A
T: Provoke enemy (Pop vs. Mi)
Successful AD rolls outcome
A0 No effect
Enemy must immediately move (as a free
extra movement) into combat with the
A1
Goblin Scavenger if he can reach by walking,
running or charging.
Enemy must run towards the Goblin
Scavenger for two rounds until engaged in
combat with him. Enemy is unable to do any
other action during these two rounds. First
run action is performed immediately as a free
A2 extra movement action.
If the enemy is attacked, in any way, by
another model, or passes a compulsory Mi
check on any of the following rounds he
forgets about the Goblin Scavengers
provocations.

99
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oF THE
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by Cadhras Galas The Emerald Mountains, for they are covered
The WorLd As I kNoW IT

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by forests all around, which forms a natural wall on the outside,
All my life, I have wandered throughout these regions of only accessible through a minute path. on top of that, the Light
desolation. I have traversed through what that place had to offer, Elves seldom accept visitors, fearing the risk of exploitation of
and got past each challenge that came my way. These hands have their sacred lands. South of Galanor gloriously stands the White
written history both in books and in blood, and I am more than Tower, which houses the Council of Light, the guild that governs
glad to impart the information I wield to whoever reads from this the land of the Elves. In addition, the elven Goddess Yssidra,
tome. Eighty years of lore and knowledge, and still I am counting! The Sentinel of Blades, also resides here. only a handful few
have seen her in person, and I am one of those fortunate few. She
For those who have profound linguistic skills, youll notice that often takes the form of trees, so its rather hard to spot her!
for geographic naming the old Cirlean names of places are used.
old Cirlean was the language used centuries ago when the first Long before the establishment of Galanor, one has to know the
Men of the great Empire mapped our lands, and so has remained brief history that the Elves of Light used to dominate the
through the passage of time as the preferred tongue for naming coastlines of what is now known as Hithnor and Belenor.
places. However, for your reference, and whenever it is within my The dark, both literal and figurative, side of Galanor is the Isle of
humble knowledge, I have included the modern equivalence of Banishment. It is where the criminals, the outcast, and the
place names. disgraced Elves of Light were sent to dwell for the remainder of
their lives. Far flung across the northern seas, this is a place of
I strongly suggest looking at the maps provided while reading the depression and gloom. The once-proud Light Elves sent there
following lines. have lost the touch of the light,
and their benevolent shine along
The Darklands are hostile with it. Even though this
environs, where death awaits the punishment was later lifted, it is
unaware. A vast territory spanning sad to say that the seeds of wrath
a thousand miles from Cadhras had already been planted. After
Isen The Mountains of Iron, all years of exile and torment, the
the way to Cadhras Dunor The Banir, in the tongue of Light
boondocks ranges of Thunder or Elves, or the banished in the
Thunder Mountains, and tongues of Men, had developed
extending seven hundred miles into a lethal aristocracy and
south, from Cadhras krond The e Emerald Mountains society of treachery and hate.
Crystal Mountains to the Time passed and they seemed to
Ashlands. Despite the savagery and chaos that the area is famous have joined evanescence along with the days, but to the surprise
for, it is of most significance to all of Aslan, the great continent of their light cousins, and under the leadership of the twisted
upon which we stand. It is from this region that all life, as we goddess of lust, Loryanna, they had constructed keeps and war
know it, began. These lands cradle the most feral of beasts and the vessels, intent on seeking vengeance upon those responsible for
darkest of beings, where they roam as free as a falcon in the open their lifelong pain. They eventually reached their original
skies. homeland, on the Northern Sea coast, unloading all their
accumulated anger on their brother captors. The damage was
Despite my many years of constant journey, I have precious little immense, and the Light Elves, taken by surprise, couldnt do
knowledge about what is to be found to the west of the much more than witness the plundering and destruction of their
Darklands, past the ruins of the old Athlean Empire. I have never beloved lands.
had the luck to find maps detailing that far region, I for now call
them the Uncharted Lands. Not even I dared to cross those
borders. No one has. Some mustered the courage to explore
outside of the old Athlean March, which is now more likely It is with due respect that I credit that
known as the Gravelands, but no one has ever come back. This place because the Ward was erected as the
only strikes fear into the hearts of those who would be foolish
enough to challenge that place.
western Cirlean March: a border region
hell-bent on driving back all elements that
East of the Ward, where you probably are right now (that place is pose as a threat to our beloved empire.
my homeland, remember that!), lies the great Cirlean Empire, of
great historical importance. It is with due respect that I credit that
place because the Ward was erected as the western Cirlean March:
a border region hell-bent on driving back all elements that pose The few survivors headed South, as far as possible from the Sea
as a threat to our beloved Empire. and their feared counterparts, and set up a new homeland in
Galanor.
Galanor The Greenlands, on the other hand, lies southwest of The Banir retreated back to their isles, bloodied but more
Aslan. Here dwell the Elves of Light. Their domain is curtained vigorous than ever.

102
Moving on, then. Far to the west of here in the Ward lie the dream of the knowledge that might be hidden in the long
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Ashlands, a barren, charred, and desolated place that was struck forgotten Athlean libraries...
with a horrid plague-like crisis brought about by a giant rock
crashing down from the sky about thirty centuries ago. The Midlands and Wastelands are of little importance right now.
This string of events caused all life from the afflicted area to twist Though it is a curiosity in its own right, all there is to be said is
and mutate into horrid renditions of abominations: the Athlean that it is a haven crawling with trolls, giants, and ogres. I have
erudite called that effect the Aberrance. been only there for a brief moment, for I am not one so stupid as
I pity all the beings that inhabit the area. I know that their misery to toy with such creatures.
knows no bounds the moment they have been exposed to the dire
aura of the fallen stone radiation. The changes brought about new But of all the places I have been, of all the sights Ive seen, of the
species of wretch and terror: the Aberrant. perils Ive faced, there is nothing in the surface world that can
The Chaos God of War, Drakojia The Great Devourer has compare to the horrors I have encountered in the realms of below.
taken the Ashlands as his domain. The Netherdome is a gargantuan natural vault situated just below
Another interesting thing to note here is that there have been the Wastelands. It is a lonely and oppressive place where the lands
treasure hunters and relic raiders who continue to seek the we walk on form an infinite roof forever hiding the sun. The
fragments of the rock in hopes of manipulating the Aberrant beauty of the infinite waters, lakes, rivers, and subterranean
effect of the shards. The Brimstone or the Twisted Gold, as most waterfalls that form its geography contrasts with the real
call it, (for its colour is a yellow brighter than the purest of golds), repulsiveness of the demons that infest the area. These are the
is the main source of the radiation things that unnerve even the most
that has spread all throughout the hardened of veterans. I am not
Ashlands. Most of the scourge is ashamed to admit that I have
concentrated in Drakojias shied away quickly after my brief
domains, but there are some observation. I do not only value
neighbouring areas that have been my life; I value my very soul as
influenced as well. well. As for the deity that governs
down there, I did not face him
Another area worthy of note is the directly, but I am still certain I
Gravelands. Ruins of the old heard the crackling growl of the
Athlean empire that seems to have darkest God of War there in the
faded into nothingness are all darkness: Morothos, The
thats left as a reminder of what
e Ashlands Undoing
was once a march of the old
kingdom of Men. Men have died
on these borders to ensure the safety of their motherland, as we
do here in the Ward. And their lives were well lived. Sadly, those
T
he Ard W .CrAdLe oF esTINy d
days are in the past. No more needs to be said for now. All I can ANd TrIFe s
tell you, dear reader, is that this is now the territory of the dead.
The ghosts of the Athlean knights of the past haunt that place, Here we are, my motherland: the Ward.
and the living dead claim the area as their own. I highly advise you
to steer clear from that location. khorvas The Decayed the lord Built as a chokepoint against invasions and attacks, the Ward has
of the dead, has this part of the land as his own personal play and been through constant fire and beatings, but is the home of
hunting grounds. purebred knights and warriors. We are like a wall of thick metal
against a blade. Despite orcs, Goblins, Dark Elves, Aberrant, and
all that the hostile outlands could throw at us, we persevered. The
Cirlean Empire sleeps safe as long as the March stands. We have
here we are, my motherland: the Ward. We founded this stronghold as the prime barrier against all those who
are like a wall of thick metal against a would dare bring harm to our empire, and we vow to deliver swift
vengeance and excruciating pain to those would even think of
blade. despite orcs, Goblins, dark elves, crossing blades with us.
Aberrant, and all that the hostile outlands
To familiarize you with the great March which is the Ward, I have
could throw at us, we persevered. taken the liberty to provide you the necessary information you
will need to be outfitted with the proper knowledge to survive
not only inside this great cloister, but of all of the Darklands.
I hope to cross the Gravelands one day, and witness the remains
of the old Athlean empire, as most of the ancient knowledge I This territory of walls and fortifications is strategically placed
have acquired, specially relating to long past events, like the within the Darklands to serve as a giant stronghold against the
cataclysm of the Ashlands or the origin of the races, come from threat of military invasion. Founded for that sole purpose, the
books found in the ruins of the Athlean March. one can only Ward is always under constant danger. Also, it is no mere

103
coincidence that this monumental area is named as it is, for it tactical vantage point due to the terrain. Surrounded by

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does indeed serve as a shield for the mainland against outside mountains, the only way through this iron vale is past the barbed
forces. In addition, the Ward is highly compact with keeps, forts, wall of spears and shields of this territorys proud and strong
and barracks. The Men here come from a line of the bravest and warriors. Its capital city is famous for gathering the most
most valiant Cirlean fighters, and they are the greatest defence of important erudites and scholars of the empire. Legend has it that
all, in my opinion. How can I tell? I used to be a member of one trying to conquer keldager, The Fountain of Wisdom, is like
of the regiments here. our armies may not amount to battalions, picking up a gem in the middle of an urchins nest.
but we are still as fearsome and powerful.
Bradnor, also known as The Broadlands, is the biggest mark of
There are some things you ought to put inside your head. First off the Ward. It is carefully situated within the hills, providing an
is the layout of the land. The Ward is bounded by the Annoras, ideal line of defence. Its main fortified city, Findon (which means
a watercourse that lays west. The Fire Mountains and the The Fortress over the Hills), stands proud on the highest hill of
Northern Sea are due north, the Mountains of Iron are east, and Bradnor.
Galanor of the Light Elves reside south of the Ward. The
geography is still our greatest advantage. our enemies would have Carrnor is famed as The Rugged Lands, because of the
to come through a needles eye before they can touch Cirlean abundance of volcanoes found in this region. This place ensures
grounds! that those who reside in these challenging outlands are twice as
hard as those Men found in more comfortably situated
Also take into consideration that these lands are feudalist. Lords locations. Its capital, The Fortress of the Lake, or Lindon in the
and nobles also hire and recruit traditional tongue, is an
knights and warrior castes to impressive and majestic sight to
equip themselves for the internal behold, set on an island in the
conflict that pesters this revered middle of Horn Lake.
land. It is a shame to face the fact
that despite the outside forces that Linnor, Acre of the Lakes, is
endanger The Ward, its greatest nestled among marshes and bodies of
threat is from the inside. Thank the water that can make travel for those
Gods, though, that a higher authority unfamiliar with it both a pain and a
that grips the reins of power here hassle. Its main citadel, Arcaer, The
still has the sense of nobility and justice Steep Citadel, is famous for the sloping
inside them. Luckily, the church has a ground over which it was built, giving the
greater influence among the laymen. I am fortified city a very distinctive and
also grateful that the denizens of Coat of Arms of e Ward menacing look. It is indeed quite difficult to
Drumminor and the neighbouring provinces value find enough horizontal dry land in Linnor to build
faith more than greed or desire, and therefore the church plays a city!
its part in appeasing the situation admirably.

Now, for the politics. The Ward is split up into provinces known
as marks. Each mark is led by an individual known as a Warden,
whose residence is set in the marks capital city: citadels erected on The Ward is split up into provinces known
strategic points for defensive purposes. He or she is responsible to as marks. each mark is led by an
ensure safety, security, and justice among their designated areas.
As for the geographic naming, the names of the marks are based
individual known as a Warden, whose
off their surrounding environs. residence is set in the marks capital city:
citadels erected on strategic points for
Sutnost, The Southern Borderlands, is the oldest mark and one
of the diachronic locations in the Darklands itself. Its capital city defensive purposes.
is Ancaer, the first fort to be ever erected by Men in the Ward,
thus the name, which translates as The First Citadel.
Blodnor, The Sacred Fields, is shielded by mountains and crags,
Drumminor, The Governing Land, houses kin An Caer, or on the eastern side of the Spires of Flames as I like to call the Fire
The Master Citadel. This is the most active and vital of Mountains. The name is derived from the settlement being
fortifications when it comes to the politics of the Ward. blessed due to the main fortress being the headquarters and
bastion of the Witch Hounds, the church army. Haldon is its
Caernor, The Land of Castles, is famed for its numerous keeps, name, which translates as something like Bastion of the Gorge,
cloisters, and strongholds, making it a thorn pit for those who for it was built as a watchtower to one of the few narrow passes
would attempt to bring danger to the Empire. Aber Caer, The across the Fire Mountains. The view of the sunset here does add
Citadel of the River, is its main fortified settlement. to the beauty of that place. A blessing indeed.
Strathnor, The Wide Valley, on the other hand, is also a major

104
Ah, heres a first. Belenor, The Bridgeland, is a region of the Abernor is The Land of Rivers. It is wreathed with plenty of
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highest strategic value, for it is the only open area where you can waterways that make nice defensive additions. Bridon is the main
move across unobstructed from the Ward and into the Cirlean fortified city, whose name means The Citadel on the Bridge. It
Empire. This region is sadly famed for the two wars fought there was constructed in the exact centre of Watchers Bridge, a
between the Banir and the Light Elves. Its capital city, Norcaer monumental stone passage that crosses the region from one
The City of the North, was completely destroyed as a result of extreme to the other. Aptly named, in my opinion.
those wars, and it is nowadays abandoned and in ruins. However,
we started erecting a new citadel after the final defeat of the Banir, The Summit of Streams, or Ar Abernor, rests atop the western
which we have named orocaer, The Watching Citadel. Fire Mountains, interwined with vast rivers and streams, like a
liquid web. Strangers and spies alike who intend to stalk the main
Next is Arnor. The mark of the High Lands is also roosted atop city of Heildon usually find themselves lost in the natural maze
the greatest spires of The Ward, the central peaks of the Fire or simply fall off through one of the natural pitfall traps and end
Mountains. The crags provide natural fortification that is well up drowned. No one has ever succeeded in infiltrating the place,
suited for the much needed defence. The main fortress there is for only the denizens of the Ward and its allies are familiar with
Cadcaer, The Stronghold in the Mountains, a fortress that once the topographical layout. Maybe thats why Heildon means The
belonged to the Dwarves, for it is totally constructed inside the Hidden Fortress.
mountains themselves.
Ithirnor, The Land of Forests, on the other hand, lies within Arnost stands for The High Borderlands. Placed on the edge
the thick forests of the Ward. Here, one can easily get lost inside of the Ward, it is a vital point that serves as one of the first barriers
if treading carelessly. The main that the Ward has at its disposal.
stronghold there is Cirdanon, Its head city, Torcaer, reflects its
built over the Cirdan hill, from nature of being The City of
where it stands atop any tree of Towers through its impressive
Ithirnor. Legend says if you climb masonry and defensive
to the top of a tree in Ithirnor, no fortifications.
matter which tree you choose,
youll be able to contemplate Now for Fornor The Fertile
Cirdanon standing over the hill. Lands, a region more inclined
towards agriculture than warfare.
Ar Ithirnor is considered to be It is a very pleasant land, full of
Ithirnors superior mark. It is e night falls over Abernor farms, where most of the Halflings
located a few clicks north of the of the Ward set their homes.
latter, and just like its inferior, it Although not a military one, its
is curtained by thick forests and the elevation adds to its role is just as relevant as the other warmongering marks of the
munitions. Their main settlement is a small village by the name Ward, as Fornor farms provide all the necessary resources to feed
of Gillby. our people and armies. kildon, The Church keep, is home to
the governing personalities of the Church of Elythrias.
Hithnor is set on the coast of the Northern Sea, a land of ports
and harbours, as suggested by translating the marks name, which
means The Harbour Land. It is also here that the more There are so many marks its hard to keep track with my age! Ah,
religious-inclined reside. Its main city, Landon The Fortress of here we are.
the Church, gives accommodation to the governing personalities
for the Church of Rayviel. Mistnor literally means The Region of Mist. A ghostly shroud
veils the place, which enables it to remain in secrecy from outside
threats. orncaer leads this province in terms of towns. The name
stands for Citadel of the Eagle, a fitting symbol for their ability
to scry with eagle eyes despite being enveloped in fog.
Midernost is shielded by the great river, the
Midnor lies in the middle, just like its title says: The Central
Annoras. Through years of hardening and Lands. It is one of the most versatile locations, if you ask me.
strengthening, the principal city of Isen You can easily be backed up by the neighbouring states, and you
can easily send support to the areas in need. Glendon is the capital
Caer has earned its title of The Iron stronghold here, and it rests in the middle of a valley, thus called
Citadel. Citadel of the Vale.

And lastly, we have Midernost, which translates to Middle


Borderlands. This is by far the most engaging, but also among
the most important regions in The Wards geography. It is
shielded by the great river, the Annoras, allowing opportunities

105
for synergized attack patterns. Through years of hardening and but I will make sure that the whole tale of this land is told before

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strengthening, the principal city of Isen Caer has earned its title I pass.
of The Iron Citadel.
I can still remember it, seventy one years ago, on the year 612 of
Before, I mentioned the temples influences to all of The Ward. the Foundation calendar (which sets its first year upon the
There are two major figures who are worshipped here. The two foundation of the Empire, abbreviated AF, After Foundation). I
deities who guard our lands are the great Rayviel (Rei-vee-ehl), was only nineteen at the time, and had been recruited by Cirlea
also known as The Gauntlet, and his close friend Elythrias (Eh- to aid in the war effort against the massive invasions taking place
leeth-rai-as), The Herald. As befitting as their titles sound, these from the Darklands borders. Here, I first learned to spill the blood
two Gods of War actually live up to their names. Rayviel ensures of orcs, Aberrants or Demons among others. Here is where I lost
justness and peace without instilling fear, and Elythrias promotes my naivet. It was kill or be killed to survive. Realizing it would
goodwill by being a great example as well as a beacon of hope and be impractical to engage them on the open, we decided to put up
virtue. only a few have seen them stride the field with blades defences within enemy territory itself. From then on, that
raised. Rayviel smites evil down with his massive blade he calls encampment came to be known as The Ward, where its name
Imperiosus and Elythrias takes to the fight with his gargantuan signifies us shielding the Empire of Cirlea itself from all harm.
flail whose chains extend infinitely. I think its called Praesul, if We established the very first fort in Sutnost, to the south, and
I remember correctly. I can still remember how they personally led called it Ancaer, which means First Fortress.
our Men through the tides of war. Ill never forget it
The following fifty seven years have been named the Years of the
Due to their greatly benevolent nature, they have attracted a Dawning: the rest of the regions and outposts emerged as the
group of justly guided, if not war
fanatical, canonical soldiers intensified.
known as the Witch Hound. From then on,
These elite warriors are highly Wardens have
secretive and cunning, capable of been assigned
taking out the churchs opposition by the
and all things evil, ranging from Emperor to
cults to demons, with such spearhead
unerring ease that even I fear to specific marks
cross their lines. But neither you against the
nor I have to worry. They are of rising enemy
good heart and soul, and have forces.
served not only the church, but Glorious, as
the also the March, truthfully and well as
valiantly. So, word of advice to gruesome
you, young one: dont break the events
canonical laws, and you wont occurred
have broken bones. e Crystal mountains during those
years.
Although the majority of the populace venerates the two Gods In the year 667 AF Drumminors Warden called for a meeting
of War I have stated, there are still some breakaway groups and with the rest of the leaders of the different marks. The proposal:
minorities who serve other deities. Some serve the Gods of
darkness as well, but we leave the Witch Hound to take care of the
matter. realizing it would be impractical to engage
them on the open, we decided to put up
There are still more things you must know, but they can wait for defences within enemy territory itself.
another day. The knowledge you seek will present itself when the
need arises.
From then on, that encampment came to
be known as The Ward, where its name
FAITh & FoUNdATIoN: hIsTory signifies us shielding the empire of Cirlea
oF The WArd itself from all harm.

I feel as old as The Ward itself, and these aging bones have taken Unity. The Ward as we know it nowadays was born. The political
part in much that has happened here. Many a great deeds system remained unchanged, where Wardens still take charge over
occurred during the span of seven decades and a year. Here, their own mark, but now major decisions were to be taken in kin
heroes were born, and horrors arose. I may be fading with time, An Caer, The Master Citadel. The one who heads Drumminor

106
was from then on called the Master or Grand Warden. The Wulfhere the Wise personally commanded the forces of the Ward.
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Master Warden became the principal representative of Cirlean Due to great heroic deeds he performed, he himself was chosen
authority in the Ward. Wulfhere the Wise, Warden of by our God Elythrias and became an Avatar of War. However he
Drumminor, became the first Master Warden, and still is. keeps this information secret, as the man in the street fear
anything related to the Warriors of the Gods.
About a year later, in the year 669 AF, as if they were waiting for
the Ward to be officially founded, the Banir, along with some And now, in the year 683 AF, the Ward is going through the worst
Avatars of War, appeared from the Northern Sea, attacking the times this beloved land has ever known. Numerous blitzes have
city of Norcaer which was easily conquered. That horrific event been occurring, and the vanguards of the attacks were Avatars of
marks the start of the Years of Sorrow, which have yet to end. War from different races. The Master Warden has realized that
Little did we Men of the land know about the Banir, which we this new threat, the opposing aspects of the Gods, are too much
now call the Dark Elves. We knew even less of the Avatars of War to handle, and that if they push through, The Ward will be dealt
during those days. We did know one thing, though: we feared lethal damage and will soon succumb.
them. Not even ten of our greatest heroes stood a chance against
one of those who claimed to be Warriors of the Gods of War. We cannot defeat the Avatars by the use of brute force, but we can
They continued to ravage the lands, and attempted to penetrate try to divert them from warmongering. Master Warden Wulfhere
the Ward by setting their sights on Belenor. There they continued has come up with a plan to keep the Avatars tame and in line:
their savage acts by continuously pillaging and raiding, turning holding gladiatorial matches and tours specifically made for the
the place into a living nightmare. With our direct route to the great warriors of the Gods. Because the Avatars have befallen an
Cirlean Empire cut off, we were irresistible hunger of power, the
isolated prey. offer is too tempting to resist. This
We held our ground for one more plot also has a hidden agenda:
year, and when all our resources distracting the populace in times
were exhausted, when we were of hardship. Finally, since nobility
unable to stop the sheer power of will pay any price to see the
the Avatars of War, good omens Avatars of War in the flesh and in
arrived. on the dusk of the year the arena, the shower of gold will
670 AF the Council of Light, help in recuperating the current
which was the ruling house of the dilemma of The Wards crashing
Light Elves, offered Master economy and leaving behind the
Warden Wulfhere aid to repel the Years of Sorrow.
Dark Elf scum back to the hole e Fire Mountains seen from the meadows of Belenor
which they crawled out of. Most I maybe aging, but expect that I
say the Light Elves felt guilty, for the Banir are their own creation; will still be around to write more emerging tales throughout the
others assume that the only reason was that Light Elf Avatars were lands. I have lived nine decades to see the gradual change, so who
eager to kill other Avatars of War. Whatever the reason, we were says I wont be alive for another eighty years more? No one knows
more than happy to welcome them. Gathering at the Meadows of what the future brings, and for that reason I am ready to face
Belenor, the combined forces of Light Elf and Man crushed the tomorrowwith eyes and arms wide open.
Banir scourge and drove them back to the sea. The aftermath
claimed many lives, and the site of the battle came to be known
as the Mourning Meadows, serving as grisly reminder in the days
M T W
ysTerIes oF he Ard Ts ,I
rACes, ANd beyoNd
Im pretty sure youve had your fair share of adventuring in the
We knew even less of the Avatars of War Darklands, no? Lets see if your loot can compare to the treasures
during those days. We did know one thing, Ive found.
Maybe youve just been going around and hacking apart any orc,
though: we feared them. Not even ten of Goblin, Dark Elf, or Aberrant you can find. That may be nice for
our greatest heroes stood a chance against you, but did you know that in truth, all of the races are
interconnected? Hah! I thought so. Read my entry well, child.
one of those who claimed to be Warriors of This will help you understand better.
the Gods.
When I, too, was young, I was interested in tracking the roots of
races in hopes of becoming aware of the origins of my foes.
to come. A host of Light Elves and Men opted to erect a keep During my exploits in the ruins of the Athlean March, long ago,
there in case the Dark Elves decided to return, orocaer The I stumbled upon an ancient tome which would bring rest to my
Watching Citadel. The same could not be said for Norcaer, for uneasiness. I found old and aged manuscripts that explained our
it remains in ruins and shambles. very foundations! I actually took some time off from adventuring
and settled down to study this book.

107
It appears that all races from Aslan come from an ancient race, Their big sneering mouths are full of tiny, dirty and extremely

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(which Athleans call the Alor, of similar meaning to elder in our sharp teeth, and their small red eyes glow brightly in the dark.
tongue) that underwent numerous and more or less parallel Similar to orcs, their society is structured in clans or tribes.
branching paths of continuous transformation. Those branching Normally, the smartest of the clan becomes the leader.
paths led to each one of the races that inhabit the Darklands Within The Ward, Goblins reside anywhere mountains can be
nowadays. Most led to unknown ancient races that have become found. Their main fortresses are within the Spires of Flame, also
extinct and vanished from memory with the passing of centuries. known as The Fire Mountains. outside The Ward, throughout
Every Man, every orc, every Elf; there is no difference. We all the savage Darklands, just venture into any mountain and you
come from one common source. are sure to find Goblins there.
This process of change and transformation is called Evolution by
Athlean sages. Each one of the major races found in the Dwarven ancestors, which had to be much more similar to Alor
Darklands are but the current transformative state of one of the than to modern Dwarves, breathed their first around ten
different branches of Evolution. thousand centuries in the past. Dwarves are hardy, stout little
fellows that can live for at least two hundred years. They are not
To my surprise, Evolution it is a process very similar in its roots tall; a typical Dwarf measures around five feet. However, they
to the Aberrance happening in the Darklands, but changes and normally are sturdier and broader than Men. Very courageous
transformations on creatures happen much less often and on people, some say their biggest weakness is their exaggerated pride
much wider spaces of time. As opposed to Aberrance changes, (very close to arrogance) and stubbornness, while others say
the tiniest of Evolutionary changes may take more than fifty however it is their greatest strength!
centuries to happen, establishing a new feature of a Their ability to craft metals and gems
creature. has no equal in the Darklands.
They live in fortresses which are
Youll now be perhaps asking yourself why carved with the tiniest of details
some races of the Darklands are more and decorations, set within the
evolved than others, given that all come mountain ranges themselves. The
from the Alor, and all have then been most vital of their outposts in the
evolving for the same period of time. Ward is Haldahjalmstallr, which
Good question dear reader. The means The Head Fortress in
answer, however, is quite simple: the Dvergrord, the Dwarven tongue.
speed and success of Evolution Haldahjalmstallr is situated in the
transformations greatly diverges Barren Mounts, within Bradnor and
from one evolutive path to another. Drumminor. outside the confines of
As a good reference, the more the Ward, their head keeps are located
ramifications in a given path, the more in the Mountains of Iron, which the
successful is that evolutionary path. e twisted gold Dwarves call Heimlifjall, or Home
Mountains, in their native dialect. Dwarves
The orcs branch is the slowest evolving of the evolutionary paths, worship Rayviel The Gauntlet, who they call Eigadrengr The
thus they are the rawest of the major races, and thus must be the almighty warrior.
most similar in aspect to the Alor. They are a tough and The same stream that led to Dwarves, headed in another direction
warmongering race. Their skin is very thick, and greenish. They around one thousand centuries ago, and that flow of change
are physically broader and stronger than Men, and taller, ended up birthing the Halflings. Halflings are even smaller than
measuring easily seven feet or more. The main facial features of an Dwarves, measuring normally around four feet tall. They usually
orc are their prominent lower jaw, with very big fangs that hang
out even when their mouths are closed (which happens very
seldom by the way!) as well as their small glowing red eyes. They
communicate using a primitive tongue, mainly consisting of To my surprise, evolution it is a process
grunts. very similar in its roots to the Aberrance
Their society is structured in clans or tribes, the strongest
becoming the leader of each clan. They reside in remote areas far happening in the darklands, but changes
from settlements of Men. Their main territory is way up in the and transformations on creatures happen
Mountains of Fire, but the Darklands orcs can be found
anywhere. much less often and on much wider spaces
of time.
Goblins are the more evolved of the blackbloods, diverging from
the path leading to orcs, around one thousand centuries back.
They are small malicious creatures, about half the size of a Man
or even smaller, and thus not very strong. Beware, for they can be show a dumpy constitution due to their love for good meals and
extremely smart and fast! drinks and the fact that they live quite sedentary lives. They are
Their skin is greenish, but of a lighter green than that of the orcs. definitely more inclined towards agriculture than adventure. In

108
the Darklands youll only find those pleasant and friendly fellows They are of thin and fit constitution, and very tall, measuring
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in a few zones of the Ward, especially in Fornor. easily close to seven feet tall. These very powerful and wise
creatures can live up to three centuries!
And here we are, the first split taking place, around twenty There are two variants of these marvellous beings: the Light Elves
thousand centuries ago, was the one leading to us, Men. Several and their dark counterparts. The good aligned Elves of Light take
races come from Mens main branch, but none of them has up residence in Galanor, the Emerald Fields. They are very easily
survived extinction except for the Elves. our evolutionary path is recognisable as their bodies are surrounded by a subtle aura of
not only longer, but also more fertile in changes than those of white light.
other races except for our close cousins the Elves. We, Men, are
indeed the second most evolved race of Aslan. The Banir, which means Banished in elven tongue, is the titular
alias of the dark reflection of the Elves. They are the ones who
I suppose it is due to our advanced evolutionary state that Men have lost their brilliant glow after committing horrid acts that led
are the most successful of all the races, in numbers and miles. to their exile on the Isle of Banishment, far across the Northern
Men can be found not only in the Darklands, but also in most Sea. In due time their essence turned sour, and malice took over
parts of Aslan. benevolence. Darkness, indeed
Men in the Darklands can be found mainly in the Ward. Men Finally, around thirty centuries ago, all the unnatural new
from the Ward, called Warders, are robust, strong and tall, branches of Evolution emerged, resulting in the mutated spawn
measuring at least six feet tall. Due to the role of our land, we of the Darklands: The Aberrants. They are the twisted and
often face combat, so we are skilled fighters, and every Warder is distorted version of the races I have stated above. I only now am

e Barren Mounts

required to own weapons and is allowed to carry them at all times. able to position them in the big picture of races, and understand
Another proof of Mans capacity for adaptation are the numerous they actually are a new segment of Evolution. They are mutations
tribes of Men found in the Frostlands of krond. However they are caused by the radiation resulting of the cataclysm that consumed
mostly barbarian tribes, savage marauders who live for plunder the Ashlands. Races such as Beastmen, Trolls, Giants, and ogres
and warfare! are Aberrant. Their population is so spread and thinned that it is
Strangely, the evolution line leading to Men took one last turn hard to identify them as a full-fledged ethnicity. They occupy the
away from its current path, and around half a thousand centuries most far-flung places within The Darklands, therefore it makes
ago, the firsts of the Elves ancestors ascended. Those first Elves encounters scarce. However, according to some, Drakojia, The
had to be indeed very similar to Men; however their short but Great Devourer, gathers a horde of Aberrants which are
very fast evolutive path has lead to modern Elves. preparing to strike any moment. We must be ready.

The truth of our purpose here is that we are the fruit of


strangely, the evolution line leading to correction; we compliment what could be the flaws of the races
that come before us. That is the will of nature. Shape, and create,
Men took one last turn away from its and then renewal and re-birth ensues if there is something
current path, and the firsts of the elves undesirable with the outcome. It is akin to forging a blade. Nature
ancestors ascended. Those first elves had has the power to keep on hammering out the flaws of creation.
The funny thing here is that it seems us Men or Elves are not yet
to be indeed very similar to Men; however the epitome of perfection as most had assumed.
their short but very fast evolutive path has
With all that I have written regarding our history, it is still very
lead to modern elves. difficult to explain due to its complexity. We are yet to
comprehend the infinite mysteries that the past holds. Maybe in
time we will understand. I do not know, but for some reason,
Elves are the most evolved, most refined, and the near-perfect despite its confusing approach, all that is written here is kind of
image of all the races, being the physical manifestation of all the sensible to me in an aspect. I can develop a deep connection with
best nature has to offer at this point of Evolution. They are the the sayings here, but for whatever reason, I cannot really tell.
latest to emerge, but we are unsure if they are the least. Maybe its just me. The sciences of our time have yet to unveil the

109
countless knowledge that can aide us in the days to come. Lets Great Devourer, and most ruthless of them all: Morothos The

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hope for the best. Undoing.

It is important to point out I have found no information Loryanna is the sadistic epitome of beauty portrayed by lust for
regarding the origin of the demonic creatures living in the both the flesh and the blood. She manifests as voluptuous female
Netherdome. Maybe the Athleans did not know of their who wields a pair of iron claws and is scantily clad black clothing.
existence? It seems strange to me given their level of knowledge. During my younger days, I encountered her physical form in one
Maybe their origin is not related to Evolution. My next goal is to of the most unusual places to meet a God of Warin a tavern.
solve this mystery, so I will soon stand again at the Gates of the on a personal note, she is also rough in the mattress, if you know
Netherdome, up in the Crystal Mountains, ready for a new what I mean. Luckily I had departed before sunrise, otherwise
adventure... she would have done away with me in ways I cannot imagine. In
the field, as I have seen, she is a whirling dervish of wanton
destruction and death. She, the Goddess of Lust, was the first of
The Gods oF WAr, The the Aslan Gods to recruit Avatars of War for her cause, and soon
sTrUGGLe For sUPreMACy, ANd so did the rest of our Gods.

The AFTerMATh I account khorvas as something unsettling. He looks like a


walking corpse, but devoid of decomposition. His eyes are blank
There is neither doubt nor question that we look to the Gods for and his skin is pale. When he speaks, his mouth makes no
guidance, especially during the heat of combat where we call out movement, as if his voice resounds around the one he is speaking
to the skies so that our blades may strike true. to, not from him. His body is studded with a plague of bony
protrusions, scales, and tusks. on the grounds of war he
But what is a God of War, anyway? A mere mortal that has risen dispatches men quickly and raises them as an instant war band of
to divinity? Wrong. They are far from it. Gods of War are natural undead followers that he can use at his disposal.
beings, members of an extremely ancient race that has reached a
far superior evolutionary state than any race that Aslan has ever Drakojia, Lord of the Aberrance a behemoth, a towering figure,
given birth to. a menace. Twisted and disfigured beyond normal means, he looks
The level of Evolution achieved by these beings is totally beyond like the cross of a mastodon and a dragon. He has a bulwark of a
the limits of our understanding. They are omnipotent, and wield body, and has two, fearsome tusks coming out of his mouth. His
all their knowledge to their greatest advantage and disposal. They eyes burn a chaotic green flame, and bellows with such dread that
know why things happen, even before the moment occurs. Their it rings like a million voices speaking. He is equipped with a
heightened perception, their more evolved minds, have granted fearsome, serrated two-bladed sword that he uses to cut
them the ability to perform deeds which would seem, to a mortal, opponents asunder.
as God-like, leading to their veneration. They are also foreign to Lastly, Morothos. I have never encountered him, and I count
this world, for their homeland lies far beyond our plane of myself blessed. During my quick tour of the Netherdome, I swear
existence. They travel from one plane to another with disarming I heard him hiss my name from the darkness, but I am glad I had
ease, as we would walk down a road and back. the strength of will to resist. Thats all of the contact I have made.
Here in Aslan, there are two warring factions in the houses of the
Pantheon. They are the Sol et Cruentus, or the Suns of Blood,
which is the guild of the dark lords, and Praesul et Luna, which but what is a God of War, anyway? A mere
means Protectors of the Moon, who are the Gods of good. They mortal that has risen to divinity? Wrong.
stride the mortal planes, looking for worthy agents that can serve
their cause: these are the Avatars of War.
They are far from it. Gods of War are
natural beings, members of an extremely
For you to know which path to take when concerning faith, I ancient race that has reached a far superior
have taken the liberty to list the Gods who wander these planes
based on my experience as both a traveller and warrior. Note that evolutionary state than any race that Aslan
I am not a clergyman, so my point of view comes from a has ever given birth to.
layperson, not an acolyte.

First let us discuss the Suns of Blood. They are a sinister group of Legends say the he resembles a humanoid drake, but the details
uncanny individuals who acquire authority by instilling fear and are sketchy. The only artefact that proves his existence is an old
dread among the weak. The devotees of this sect are select, and halberd which is fabled to be the one he used in battle. It has a
often times they are as evil as their superiors. During my travels, grainy etching of what seemed to be a humanoid dragon wielding
I have encountered blackguards, Aberrants, and necromancers the same weapon, mowing down its opponents. Such dreadful
who served under their banners. memories it brings back
There are four deities who head the Sol et Cruentus, namely
Loryanna The Harlot, khorvas The Decayed, Drakojia The

110
And to combat the growing darkness, the Protectors of the Moon And because becoming an Avatar renders improvement from
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rise from the north to bring hope. These Gods are bastions of training futile, the only way to heighten an Avatars power is to
good, champions of honour, and heralds of valour. They are the steal anothers soul. The gladiatorial matches held by Master
exact opposite of the others. They do not use force to gain the Wulfhere are the perfect opportunity to sate their mad hunger
trust of their followers. Not to be sensitive and weak, but their for power.
message of peace and love really brings inspiration and tranquillity As an Avatar harms another, he assimilates a portion of his
to even the most hardened soul on the field. There are also four opponents godly soul that he could use for his own. The process,
lords who reign this house, and they are Yssidra The Sentinel of however, is taxing. one wrong slip, one wrong move, and the
Blades, Ezevriel The Lady of Sorrows, Elythrias The Herald Avatar could become corrupted and die horribly. Should he
and his close friend and leader, Rayviel The Gauntlet. succeed, however, his power will be amplified. It is a deadly
roulette, but to an agent of the Gods, it only adds to the thrill. In
Yssidra is also the head deity of the Light Elves. She is seen as an addition, whenever an Avatar has sustained enough damage, he
eternally young and beautiful woman with pale, winter blue hair. can call to the Gods of War to have his soul mended and repair
She wields twin scimitars as her signature weapons. She is a lethal his battered body to brace for another beating.
adversary in a fight, downing any enemy she comes across. As their thirst for might escalates, a meeting of two or more
Avatars usually erupts, and concludes, in a violent bloodbath.
Ezevriel, on the other hand, is the silent painbearer. She wears Here, there is no room for mercy. There is no room for emotion,
simple clothing and a warm, gentle smile, despite a mixed look of nor weakness. There is only room for more power.
sorrow and joy in her eyes. It is said that she does not wield any
weapons. Her voice itself is the ultimate tool for destroying evil. As I write my closing remarks, I hope that you put this
Her song is a dirge for the dark, and a lullaby for the innocent and information I have disclosed to good use. You still have a long
weak. way to go, and your experience, along with this timely knowledge,
would surely be of great help. I pray to the Gods of Light to guide
The Herald, Elythrias, is a regal figure to behold. A handsome your path.
and fair individual, he is best known for the three banners that are
mounted on his back, which represent the past, present, and keep a strong hand, a stable mind, and a steady soul.
future which he heralds. He brandishes a massive flail which he
named Praesul, after his groups title.
Finally, their leader, Rayviel, is the supreme epitome of all that is Geolred Hadric, Chronicler
good and just. His bulky armour intimidates foes, and his giant Year 683, After Foundation
blade, which he calls Imperiosus, strikes fear into the heart of Kin An Caer, Day 322
evil. He, too, possesses an immortal beauty which compliments
his killer fighting methods.
Together, they clash with their nemesis guild in attempts to
restore balance to the land. But they cannot do it by themselves.
They need skillful warriors whom to entrust their strength. They

Together, they clash with their nemesis


guild in attempts to restore balance to the
land. but they cannot do it by themselves.
They need skillful warriors whom to
entrust their strength. They need Avatars.

need Avatars. When a mortal displays unimaginable prowess with


the sword, a God of War cannot help but notice. They offer the
hero unmatched power in order to recruit them to their side. The
moment one accepts, the God of War imbues the warrior with a
part of his immortal soul. That is how an Avatar of War is born.
The great distinction between an Avatar and a normal hero is that
the Avatar can actually harness the imbued souls energy for his
gain. He becomes an overwhelming vessel of power that only
another Avatar or a God himself can only subdue.

111
FIeLd oF rAveNs

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And it was in those fifty decades that I rose to power. Drakojia
The field still smouldered. Dozens of men and beastmen corpses smiled.
littered the ground like grass. The foul stench of burnt flesh and
blood choked the air, making it nigh impossible to breathe. Let us test your new skills, you arrogant bulwark. Elythrias
Weapons were scattered everywhere; torn banners on both sides taunted him. Drakojia sank his massive claws in to his chest and
flew aimlessly, letting the erratic winds of the battlefield carry pulled out a jagged great sword in a gruesome fashion. The
them. Herald was not impressed. The two Gods of War lunged at each
other in the beginning of a glorious clash.
Near the centre of the field, a huge, four-legged behemoth that
resembled a lean dragon stood and observed the aftermath of the The only one who is destined to die here is you!
recent clash. He grinned sinisterly, wisps of foul mist rising as he
exhaled. He stepped on the severed head of a beastman, crushing
it into a bloody paste. He felt the spirits around him. It was a
***
good harvest. Suddenly, he heard a soft rustle from behind him. Lightning broke across the open sky. The weary eyes of the
The beast turned around to see a raven eying him. You can show Barbarian Hero observed the natural phenomenon that was
yourself now. he grimly bellowed. occurring where they had their recent battle with the beastmen.

In an instant, more ravens flocked in front of him, piling up; their Tormented ground, a bad omen he whispered gruffly as he
numbers swelled as more of the birds flew in to the swarm. They signalled the remnants of his warband to safety. This wasnt the
looked like a towering mound of a living black mass. After a few best time to be outside; the open plain was dangerous during a
seconds, the ravens true form materialized. thunderstorm.

Drakojia... he said flatly and devoid of emotion as he continued They made their way back to camp. It was almost deserted.
to stare at the gargantuan figure. Drakojia, he who resembled a Weapons and gear lay about, weathered and broken. The great
wingless dragon on an elephantine body, known as The Great leader remembered how during the first days of the tribal wars
Devourer, towered above the newcomer clad in a sanguine cloak. their numbers had swelled with valiant troops who were willing
to sacrifice all for the sake of the tribe. Now, all that was left were
Ah, Elythrias. Tis a pleasure that you came. the behemoth injured warriors and broken spirits. The last battle had taken its
snickered sinisterly. Tell me, why has The Herald come here? he toll. Both sides were dealt great casualties, but the barbarians were
asked him, amused. Have you had another vision? or maybe the ones who felt the heaviest part of the blow. only a handful of
there has been another injustice done? Why dont you go back to men remained, and their enemies still numbered in the hundreds.
your beloved Ward and heal their sick? Unless you have another Even if they gave it their all, it wouldnt be enough. They would
purpose here? be overrun, and those animals would breach their lands and snuff
out the Blacktalon tribe out of existence. They would be gone
from the pages of history, once and for all. Garov Bloodaxe, the
great barbarian warrior and head of the Blacktalon of krond, was
Ah, elythrias. Tis a pleasure that you famously known for never to even thinking of surrender. But he
came. the behemoth snickered sinisterly. was growing desperate.
Tell me, why has The herald come here?
Many had seen him as a weakling because of his unusually pacifist
have you had another vision? or maybe nature. Was it wrong to think that a tribe could live off agriculture
there has been another injustice done? and trade instead of pillaging and murder? He did not want to
risk any of his brother tribesmen for the short thrill that raiders
Why dont you go back to your beloved claim to feel when they gut the innocent. Growth was achieved
Ward and heal their sick? through hard work, not bloody glory-seeking that could cost you
your life.

I am here to foretell your demise. A massive flail appeared in his His peoples welfare was his primary concern, and he wanted to
hands after a short glow of white light. His actions spoke for ensure the well being of his small group. Despite his efforts, his
themselves, proclaiming his motive. The great war-hulk laughed people were still ridiculed by the other tribes. He was fed up with
as he ridiculed the other God of War. the image of barbarians as mindless savages and ruthless killers.
He wanted change and reform. For this, he was shunned and
Fool! You who know so much about what is to come should not branded as traitor and a disgrace by the leaders of other tribes.
interfere with what is destined! Sometimes, he thought maybe he was the only one in the whole
of the Frostlands who actually used his head and its contents. But
Destiny? What would you know of it? Need I remind you that he paid no mind to the insults and harassment. He would prove
it was I who banished you five hundred years back? Elythrias that the claims of their councils were wrong. He did not care
smiled sarcastically. about expansion or conquest. Living off the bounty of the land

112
satisfied him and his tribesmen, so why risk losing everything by surprise. He barraged the God of Wars vulnerable legs with a
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when the land provided? multitude of blows, but to his amazement, despite the creatures
size he was still quick enough to counter with his blade and claws.
The Great Chief Garov sat inside his tents chambers, thinking Falling for a feint attack, Drakojia knocked the Avatar of War
deeply. He still didnt know why this sudden chaos had even aside as he swiped with his massive arm.
started. Why his tribe? Why him? What could anyone want from
the Blacktalon? They never made enemies of the other races, save Before there was time to think, Elythrias used his power to
for the occasional tribal dispute. Did they want the land? Gold? lengthen his flails chains as he spun it around furiously, forcing
Riches? Things he didnt even possess? It didnt make any sense. his enemy to guess where the strike would come from. Drakojia
may have been one of the strongest in terms of raw power, but
He felt somehow responsible for what was happening. Maybe he The Herald knew that quick thinking was not his specialty. The
did leave his tribe defenceless and vulnerable. Maybe that was confused expression on the monsters face was enough to indicate
why they were the target of these attacks. The massive barbarian that he was open for a strike. Elythrias pretended to strike high;
leaned on his chair and closed his eyes as he sighed in frustration. Drakojia impulsively raised his weapon to deflect a blow that
never came. In a split-second, Elythrias quickly shifted his
There must be some way weapons course to the side, shattering his enemys undefended
ribs, causing the great monster to flinch and stagger.
*** Now! Elythrias cried out as he prompted his allies to seize the
The two Gods of War continued to clash. As their weapons met, moment.
bright light flashed from the edges of their blades and booming
sounds echoed throughout the barren vale with every strike. Rayviel, The Gauntlet, stabbed at their adversarys chest,
Natures force was not behind the storm, but their own divine causing the Devourer to thrash wildly in agony. The Light Elf
power. jumped at the beasts back and sank his blades deep, puncturing
Drakojias heart and lungs. The behemoth was growing weak.
Drakojia tried to trample The Herald as he charged at him, And now, to finish what he had started five hundred years ago,
flailing his massive blade along the way. Elythrias was agile The Herald focused all his might on a single blow that would
enough to evade and counter-attack. Their fight continued, with finally finish what destiny had foretold. He bashed his nemesis on
each blow intensifying and building a terrible tension. No one the head with such force that it erupted in a rain of blood and
had claimed the upper hand, but the end was nowhere in sight. gore.
Neither would rest until the other lay dead on the ground.
Crying out in pain as he died, the Lord of Aberrance collapsed to
Elyhtias sensed that he was no longer alone. Company had the floor. Was it over? No. Far from it.
arrived. The giants corpse suddenly started to rapidly decay, dissolving
into a river of blood and puss, leaving behind a foul and putrid
Rayviel, the armoured God of War, pounced from the shadows stench. The three remained silent as they rested for a while,
behind the beast and greeted his friends adversary with a furious recuperating their strength. Nightfall would come soon.
slash that might have torn the colossus apart if he hadnt been
able to block. kallamon, the Light Elf Avatar of War was behind
Rayviel, following up with a string of attacks. The Devourer
remained on the defensive. With Drakojia pre-occupied, Elythrias Crying out in pain as he died, the Lord of
saw an opportunity and attacked with a vicious lash from his flail,
crackling with sparks of electricity as it whipped towards Aberrance collapsed to the floor. Was it
Drakojia. The flail scorched his exposed back as the beast roared over? No. Far from it.
out in pain. The Devourer, pushed back, quickly disengaged and
sneered with contempt as he observed the new challenge at hand.

More meat. He growled with grim delight as he raised his Hell be back sooner than we expect. Elythrias whispered as
gargantuan blade once more. he glared at the disgusting puddle where The Devourer was slain.

Without a word, the three rushed in for a furious exchange. Well cross that bridge once more when we get there. We have
Rayviel was the first to enter. He dragged his massive blade behind other important matters at hand. Rayviel said.
him as he sprinted towards his opponent. Without stopping, he
leapt high in the air and readied a heavy strike. As he raised his Aye? the other god asked as he concealed his flail.
sword above his head, he commanded his weapon to shroud itself
in flames. He came down on The Devourer like a blazing star. As our war is coming to a head, and our forces are still lacking. We
the titan parried the blow, the impact caused an explosion that need all the mortals we can gather, he debriefed his accomplice.
knocked Rayviel a few feet away. kallamon did not wait for the I believe youve met my new friend, he added as he pointed at
signal to begin and he immediately advanced, catching the villain the Light Elf.

113
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So what exactly do you propose? Elythrias asked as he looked We seek Garov Bloodaxe. Might any of you be the great
at his superior. Barbarian Hero? Elythrias asked, getting straight to the point.
They were not in this place to dawdle. The brutes suddenly glared
Rayviel smiled as he set his sights northward, where several small at him.
tents stood, and the feint light of a fire stood out amidst the pitch
black darkness of the night. A flicker of blue flames ignited in his Who are you? they asked as they pointed their weapons at him.
eyes. Somehow, Elythrias knew what that meant.
Id like to answer that question, but it is really none of your
kallamon, he called to the Light Elf. Accompany The Herald concern, he stated as he tried to enter forcefully, but a barricade
to the Blacktalon tribal fortress, he ordered as the Light Elf of spears and pikes suddenly blocked his way.
nodded in approval.
Stop! Stop this nonsense! What is going on here? said a gruff but
A new warrior has proven himself. noble voice. A burly barbarian emerged from one of the tents. He
had several nicks and scars, indicating that he had recently been
injured. He wore a wolf cloak and two large axes hung on his
*** hips. This was the one they were looking for.
Are you sure about this? an anxious Light Elf asked Elythrias as
they arrived at the camps entrance. It was empty, save for the fire Chief Garov? The Herald presumed. The barbarian looked at
in the middle. There was debris scattered about and reeds in an him, surprised.
unusual growth pattern. These didnt seem to be that out of place.
The real question was: Where is everyone? How do you know me by that name? he asked.

I have no doubt in the words of Rayviel. We have been The krond wars do not go unnoticed, great barbarian. We have
companions for a long time, and everything he has told me also heard of your troubles, and we can be of assistance. He
turned out true, he ensured kallamon as they entered the small, stressed this point. The barbarian snickered in both disbelief and
barren fortress. ridicule.

The moment they first stepped inside the settlement, bands of Do you really think were that stupid and desperate? he berated
well-armed barbarians rose from the supposed ruin that was Elythrias. My tribe is on the verge of extinction! Do you really
littered all over the camp. The two were caught unaware. They think I find it amusing that two mere men offer blades to help me
didnt expect that such brutish beings would be so cunning and in my cause? Unless you are a God of War, then by all means, you
stealthy as to lay an ambush. are welcome!

What business you have here? one of the barbarians yelled as he This was what Rayviel meant. His supernatural senses detected
questioned the pair. honour and valour in the heart of this being. He saw beyond the
Be at ease, mighty men of krond. We only seek safe passage persona of his background. Rayviel was right once again.
through your camp. Elythrias raised his bare hands as a sign that
he meant no harm. The Herald didnt know what to say. Was Garov expecting them?
How could he suddenly have an assumption that Elythrias was a
god? Since the barbarian already had a hunch, maybe it wouldnt
be so bad to admit it. He focused on all of his energies, harnessing
Tell me, Garov bloodaxe, Father of the every ounce of power he had. He suddenly grabbed the chief by
blacktalon and child of the earth, Great the shoulder and, then opened his eyes. An eerie, pale blue glow
shrouded his gaze.
Wolf of the barbarians.... do you know
what an Avatar of War is? Tell me, Garov. Do you know what an Avatar of War is?

In an instant, the barbarian, Herald, and Light Elf vanished,


leaving the barbarian tribesmen scrambling in panic.

That is what the aberrants of horns-and-hooves said, but they The ritual should begin as soon as possible. Time wasnt on their
too lied. Why should we trust you? side.
They appeared on a cliff overlooking the ruined plains at the foot
You should trust us because were here to help you. kallamon of the Crystal Mountains. The wounds of war were still present.
tried to explain, but the barbarians just mocked him, laughing This the Barbarian Hero whispered in disbelief. Why have
and jeering at the Light Elf. He was angered by this reception, you taken me here? He waved his massive fists.
but he tried to suppress his rage. He had to avoid unnecessary
bloodshed. I did not bring you here to torment you. Elythrias said, trying

114
to calm the bewildered warrior. You are here to clarify your mind mortal flesh. Welcome the Garov you are now. The beastmen no
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and ponder your determination to save your children. longer pose a threat to you. Use this power to liberate your people.
Do not to sow seeds of havoc, because if you do, you will answer
Surging with all of his strength, The Heralds true form emerged to me directly. Do not misuse that shard of my immortal soul.
after a bright flash. Even kallamon was taken aback. He was The barbarian nodded in agreement as he understood the gods
purely mystical. His face was hauntingly beautiful, and eternally point.
young. His hair flowed endlessly down his back; arcane writings
were etched on his body. His bare chest bore more tattoos, and Head to the fields the next sunrise, and unleash your newfound
chains wrapped round his arms, twisted and interlocked before might. We will be guiding you. Return to camp, and instruct your
reaching his chest. A banner was mounted on his back. He troops to head home. You can now handle this alone.
levitated a few feet off the ground.
I will. Thank you, great Herald.
Garov Bloodaxe, Father of the Blacktalon and child of the Earth,
Great Wolf of the barbarians. Do you want to save your people? Elythrias bowed his head and signalled kallamon to follow as he
Elythrias questioned him, his voice booming unnaturally. opened up a rift through which they travelled. Garov looked at his
encampment below, and hurried to greet his followers.
The barbarian was struck dumb with amazement.

Garov! Great Wolf! Heed my words and answer them! The


***
Herald commanded. Chieftain! We do not understand! Why do you bid us to leave
you? the warriors questioned the great barbarian as they huddled
Y-yes My prayersanswered. Grant me the strength to near him.
preserve my clan! Guide my hand to smite down my oppressors!
Bless my blades that I may serve your cause! You have answered This I must do on my own, my friends. I cannot risk losing more
my prayers, uttered last night under the full moon. of my kin, he explained calmly.

Those words were all Elythrias needed to hear. He sang a gentle But we swore an oath to serve you til death. Why is it that you
yet unearthly melody; his voice sounded like a full choir in a command us to depart? They still did not understand.
cathedral. He put his hand on the Barbarian Heros forehead. The
flow of energies, the lightness of the enchantment, overwhelmed This is a battle I must face alone, young ones. This I must do to
the chieftain. preserve our struggling tribe. Return to krond and re-fortify the
settlement. I will come back when this is over. Garov pleaded
Lightning broke out across the skies once more, making the ice with his pack.
walls of the Crystal Mountains shine like a gargantuan white gem.
The winds roared around them. The night sky turned amber, and
a bright beam from the sky came down on the barbarian. The
Light Elf continued to watch in amazement, his thoughts were
churning wildly. After a moment, the world calmed, and all
Lightning broke out across the skies once
returned to normal. more, making the ice walls of the Crystal
He felt a massive flow of increased potential in him. His body felt Mountains shine like a gargantuan white
lighter, and his limbs inherited great power. His thoughts were
clearer than ever. He was revivified. gem. The night sky turned amber, and a
bright beam from the sky came down on
He turned his gaze to Elythrias. The God of War had returned to
his normal form.
the barbarian.

Why why was I chosen? the barbarian asked.

You did not go unnoticed, he told the barbarian. You prayed His troops agreed hesitantly. They started off slowly. Sorrowful,
to the heavens for guidance and strength, and have proven your bone-chilling chants filled the dusky sky. It was their ancestral
prowess and conquest in the fields. You possess a great spirit as call for blessing and aide, but little did they know that the blessing
well as sane, civilized thought. You did not hunger power for had already arrived. Some part of the great Barbarian Hero still
dominance. You have earned yourself the privilege of becoming fretted though. Would the power bestowed upon him really be
one of my Avatars of War. enough?

What happens now? Garov whispered in confusion, his husky Trust in me, Garov. A familiar voice assured him. From the
voice struggling to remain stoic. shadows, Elythrias, the God of War who blessed him, emerged
ready.
You are no longer what you used to be. Gone is the weak and

115
The barbarian could only nod stoically. He gripped his axes and This was what Elythrias had meantthe power within.

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
looked at the horizon. The enemy would arrive any minute.
He stormed the flinching goat-men, furiously hacking from side
The winds suddenly shifted, and the air grew denser. Loud to side, destroying those who intended to flee. All the rage, all
poundings could be heard from the distance, along with wild, the fury that had been caged up, was let loose upon those who
bloodthirsty cheers. Trumpets and war drums sang a disturbing wanted him and his tribe dead. As the power escalated, a faint
melody. The children of the Aberrance had arrived. blue aura shrouded Garov. With each strike, the light shone
brighter. And brighter.
Be calm, and focus your energies on your attacks. With a
thought you can boost to your skills. Call to me when your soul And brighter.
feels tired. I will rejuvenate you. The Herald gave Garov one last
brief rundown as they readied their weapons. I am ready when The flow of energy was overwhelming. His body could no longer
you are. contain it. With a primal roar, the light exploded into a glorious
pillar that rose up and pierced the sky. Elythrias smiled as he
The beastmen poured forth with blades drawn. Dark bleating and watched the Avatar reach his true potential. He calmly looked at
roars washed over the field. Garov rushed out to greet his the colossal barbarian and coolly proclaimed judgment.
opponents.
It is time.
He skillfully cleaved dozens of the monsters with each strike. A
trio engaged him, only to be torn asunder. Whoever came across Garov radiated with a serene yet furious mist that took the
the mighty barbarian ended up halved by his savage pair of axes. beastmen aback. He charged wildly as he swung his blades,
Blood spurted all around him. decapitating all those who dared stand before him. To the
Just a few feet from the barbarian, the God of War twisted and barbarian, this was the moment to save his people. To the beasts
turned as if he was dancing, dexterously maneuvering his chain as of Aberrance this was the end of days.
he spun, crushing enemies with each flick of the wrist. The
oppressors thickened in front of him as they tried to combine There and then, the battle was over. Dozens of remaining
attacks to fell the great Elythrias, but their efforts were in vain. He beastmen were massacred in the span of a few minutes.
retracted his chain and lashed it in front of him, where a massive
wave of energy and lightning crackled, incinerating the barricade Save for one.
of flesh that stood before him.
In the distance, Rovlierask Moontalon, the beastmans leader,
watched from the safety of a hilltop. There was the one he was
supposed to subdue quickly to turn the tides. He felt a cold fear
... the barbarian felt a sudden surge of in him, together with a raging hatred. Readying his greataxe, he
power within him. his pupils constricted made his way towards the mighty barbarian.
and his mind sharpened. In the blink of an
eye he executed a quick slice, gutting his ***
attacker. You know, I never expected a jackal to fight this good! The
beastman leader taunted the raging barbarian as he violently
This was what elythrias had meantthe swung his axe. There was something in his movements The
power within. barbarian knew something was amiss. Despite all the Aberrants he
faced earlier, none compared to the skill this animal displayed.

I would expect the same. Garov answered sarcastically as he


To Garov, this still felt familiar. He could feel the improvement, returned the blows, which his opponent blocked with equal
but he still felt like a mortal. prowess.

Bloodaxe! Use your newfound strength! Elythrias called out as Your kind deserves annihilation! Weak, soft-bellied! You could
he saw the chief being surrounded. have had a swift and painless death, but now you have brought
eternal torment upon yourself! The proclaimed head of the beast
Thought. Thought! What did he want to think about? More tribes retaliated aggressively as his axe bit the ground, his husky
speed? He imagined himself with better reflexes. opponent barely evading. I dont know what magic you
performed to become this powerful, but dont think Ill back
A mace was held up high before him, intent on smashing down down just because you learned some new tricks! He growled as
the strength of the Blacktalon tribe. As the sledge neared its mark, he landed another smashing blow, the impact knocking the
the barbarian felt a sudden surge of power within him. His pupils hulking warrior back.
constricted and his mind sharpened. In the blink of an eye he
executed a quick slice, gutting his attacker.

116
The barbarian managed to block the axe in the nick of time, but He left the fields feeling serenity and contentment, knowing that
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the attack shattered the barbarians last defences. Garov may have finally, his tribe would sleep safely.
been disarmed, but for him, the fight was far from over.

He scrambled to his feet and braced himself for the beastmans


***
next assault. Raising the fearsome blade above his head, it was yet Rovlierask stared up to the crimson sky, still unable to believe the
another downward strike. Predictable. A quick sidestep and a few defeat he had just suffered. He was ready to die. His army was in
well-placed, bone-crushing punches to the ribs caused his ruins, and his body was in shambles. He envied the barbarian for
opponent to rethink his strategy. gaining such power. His blood boiled, but he was too weak to
even feel anger. He just rested his head on the bloodied grass,
Pretty impressive for a coward! the goat abomination bleated letting his shame consume him. He wondered where the manling
in insult as he tried to catch his breath, but the great chieftain could have received such skill.
paid no mind to the beastmans mind games. Growing angrier,
Moontalon furiously charged towards his quarry. Acting upon his A pity you choose to die. I wished to obtain your services. A
aggressors mad sweep, the barbarian reflexively took a step back voice overhead growled with dark glee.
and waited until the blows momentum came to a halt.
Who are you? the beastman asked weakly. All he received was
a grim bellow in response. Even though he was getting weary, he
was sure he could make out the features of a dragon. He wanted
to make sure, but his vision was too blurred. After a sinister hiss,
A pity you choose to die. I wished to the voice spoke out once more.
obtain your services. A voice overhead
growled with dark glee. You, mortal, can call me Lord Drakojia.

Who are you? the beastman asked


weakly. All he received was a grim bellow
in response.

Chief Bloodaxes sharpened eyes watched the attack pattern as if


the world was moving in slow motion. As the blade pulled his
nemesis out of position, leaving him vulnerable, he saw how the
beastmans arms were carried to the side because of the weapons
weight. This left Rovlierasks chest open. This was the moment to
act. From his stance, the barbarian crouched and then rushed up
in a crushing tackle, his head serving as a fearsome ram that
winded his challenger. The arrogant monster flew off the ground
and landed with a booming thud.

The once-proud invader rose furiously, thrashing his arms about


in frustration. He threw his blade aside and openly challenged
the barbarian warrior in unarmed combat. The two exchanged
primal warcries as they advanced to clash in glorious brutality.
They attacked, going at each other in a berserker rage. They
exchanged blows strong enough to fragment bone. Rovlierask
tried swipe a claw across the barbarian chief s face, but Garov
deflected the blow and countered by grabbing the beastman by
the horns and raised him off the ground. Adrenalin pumped in his
body as he lifted the flailing beastman and thrashed him about
wildly, slamming him to the ground and pounding him against
rock, breaking the savages bones in the process. After one final
hammering, he threw Rovlierask into the distance, where the
brute crumbled into a battered pulp. After a long, glorious warcry,
the barbarian, son of the Blacktalon, proclaimed victory. He left
his wasted opponent where he lay to die. He did not want to stain
his hands with blood any longer.

117
PMAINTING GUIde techniques can be applied to anything.

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by M v &A M v
Ike C ey LI C ey
AdvANCed TeChNIqUes
Welcome to the Studio McVey Avatars of War painting guide! There are a couple of advanced key techniques that are referred to
The following pages take a look at painting the fantastic in this painting guide blending and glazing. While there is not
miniatures in the Avatars of War range. the room on these pages to explain them in great detail, I will
provide a brief description of each. For a fuller explanation of
The objective here is not to give a comprehensive guide to both, you can go to www.studiomcvey.com and click on the link
miniature painting well cover a few key points instead, and give for the blog.
you the ammunition to take your painting to the next level.
bLeNdING
one of the great things about Arena DeathMatch is that you dont
need massive armies of miniatures to play it so there are no huge There are many different ways of blending, but this is how I have
units of rank and file troops to plough through. That leaves you always done it. The key thing to remember about blending is
time to devote some serious attention to the fun bits the that it is not merging two wet colours together, but it involves
characters! Each of the miniatures in the range gives you an applying a wet colour over a dry base and hiding the line where
opportunity to really stretch your painting abilities and make the two colours meet. In the simplest terms I add a highlight to
them shine. the area I am working on and while that colour is still wet, use a
second brush to fade out the hard line at the edge. The second
We are going to focus primarily on two miniatures in this guide brush is just slightly damp (no paint on it) and you effectively
the orc Warlord and the Barbarian Hero. I am going to use the water down the paint in a defined area so that it creates a smooth
orc to illustrate most of the guide as its the one I painted. The gradient between the two colours. I consider blending to be the
Barbarian was painted by Ali, and shell add some notes and key technique in miniature painting.
photographs later in the article.
GLAzING
okay lets get started! Essentially glazing involves laying down very thin, transparent
layers of paint or ink, to tint the colour beneath. Its a great way
overvIeW of increasing the vibrancy and depth of a colour. I prefer to use
In this guide I want to talk not only about
advanced techniques, but also about the process
that you go through when you are painting
character models and to me thats as important
as the actual techniques used to paint them.

The first thing I do is to try and establish a clear


picture of what I want to achieve but I dont
mean that I accurately map out all the
colours. Rather, I try and get a sense of what I
want the overall feel of the miniature to be. Ill
have a good look at the casting the attitude of
the pose (is it aggressive? Moody?), the detail and
the overall feel of the piece things like that. I find
the perfect time to look at and explore the
miniature is when I am cleaning it up in
preparation for painting. once the cleaning
process is done (and parts are pinned and gaps
filled as appropriate) I like to have a clear picture
in my mind of the direction the miniature should
follow.

Even though this guide is focussed quite


specifically on the orc Warlord and the Barbarian
Hero, I hope there are things that you can apply to
any character miniature you paint. As I said at the
start, its the process thats really important the

Orc Warlord painted by Mike McVey

118
ink for glazing as its transparent by wanted a natural tone so that the
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its nature, and the pigments are skin basecoat contrast wasnt too marked with the
stronger and more vibrant. rest of the miniature. In the end I
picked two main colours to mix the
The orC WArLord skin tone from: a bone colour and
by MIke MCvey warm yellow-green.

Lets look at the process with the I added a little spot of a regular
orc Warlord - what was my initial human skin colour just to make sure
thinking with that miniature? The it had a natural, warm feel.
first thing that strikes you about that
miniature is how out-and-out savage The skIN
and barbaric it looks! So that
obviously had to figure in the The base colour for the skin was laid
painting lots of natural colours down in thin, even layers until I
and well-worn, rusty armour. covered the black undercoat
completely and smoothly. It is far
The next thing that I thought was
e base colour for the skin was laid down in thin, even better to do this with several thin
layers until I covered the black undercoat completely and coats rather than one thick one. one
how detailed and textured the smoothly.
sculpting was that means that I little trick that I often do at this stage
would have to keep the colour is to hold the miniature directly
scheme relatively simple so as not to under a light source (in this case my
fight with that. It would be no good desk lamp), to see where the
trying to add all sorts of painted shadows and highlights fall I find
detail over the top the whole thing this particularly useful when
would just be a visual mess. painting skin. I have tried to re-
create this with a photograph its
Next I looked at what I wanted the Holding the base-coated miniature under a strong light lost some of the subtlety, but you can
focal points of the miniature to be source gives a good general indication of where the highlights get the general idea of where the
the face is the obvious part that you and shadows should be painted. main highlight and shade zones are
want to call attention to, but on this on the orcs skin if the light source
one I thought it was important to was directly overhead.
clearly show the shape of the creature itself.
At this stage you can either go ahead with the skin, adding the
A great deal of the orc Warlord is covered in armour, so I wanted shade and highlights, or keep it as a base tone and add the rest of
the areas of bare flesh to stand out and the easiest way to do the colours to the miniature. The first choice has the advantage
that would be to paint them in a lighter colour than the of continuity; you can keep the colour wet on your palette while
surrounding areas. you lighten and deepen it. The second choice gives you a better
idea of how the colours are going to work together before
As you can see, I already have a pretty strong framework to work committing to them. I chose to carry on with the skin. Its worth
to predominantly natural mentioning that I
and muted colours for the wrote down the
armour and clothing, lighter colour I used; I dont
skin tone to contrast with do this very often
that and focus on the brutal (less than I should),
savagery of the miniature. but this was a colour
Time to paint! that I was unfamiliar
with and I wanted to is picture shows the highlight and shade
be sure I could re- progression used on the orc the red glaze
e orcs skin tone (lowest swatch) INITIAL CoLoUrs create it accurately was used very subtly to bring some warmth
was mixed from the top two So, where to start? on later. to the shadows.
colours with just a spot of warm this miniature there is a lot
esh.
of bare flesh and I wanted to I lightened the colour by adding a warm off-white, and deepened
get that defined early in the it by adding a deeper green, a little brown and a touch of dark
process. It was also a bit of blue.
an unknown quantity for
me as I normally like to paint my orcs in deeper, richer tones. I I have provided a swatch of the range of colours I used. As you can
really didnt know what the flesh colour was going to be until I see, the base colour is definitely towards the lighter end of the
started to mix it. I knew I wanted a pale colour; I also knew I spectrum. The highlight and shade colour were applied quite thin

119 119
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skin shading & highlighting

I lightened the colour by adding a warm o-white, and deepened it by adding a deeper green, a little brown and a touch of dark blue. e highlight
and shade colour were applied quite thin and I used a second brush to soften the edges of the shade and highlight zones. is eases the transition
between the colours creating a smooth blend.

and I used a second brush to soften the edges of the shade and
highlight zones. This eases the transition between the colours
creating a smooth blend.

once the highlights and shading were finished I wanted to add is close-up shows the
some warmth to the skin. Some thin glazes of a deep red colour placement of the highlight and
shade tones on the muscles.
gave the effect I wanted I kept the effect really subtle though as
Note how they have been placed
I didnt want a multi-coloured miniature.
to accentuate the rounded
You might notice from the stage-by-stage pictures that I missed a shapes.
couple of areas of skin completely one between the straps on the
left arm and another behind the head. With complex miniatures
this is all too easy to do and it really shows why it can be a
good idea to keep colour notes!

The FACe
The face its the focal point of a miniature and is even more
important on this character than normal.

I mentioned earlier that I wanted to highlight the savagery


of the orc Warlord and I decided the easiest way to do that
would be to make the mouth really stand out. As the skin tone was light, the easiest way to make the
mouth the dominant feature was to keep it dark. I used red
on many miniatures its the eyes that are really important tones to outline the area some subtle red on the lower lip
but on this one, they are definitely secondary to that huge and a deep pink for the gums really helps to dene it.
gaping maw! I nally added some deep blue into the eye
As the skin tone was light, the easiest way to make the mouth sockets and kept the highlighting
to a minimum.
the dominant feature was to keep it dark. The other thing
that I did was to use red tones to outline the area some
subtle red on the lower lip and a deep pink for the gums really
helps to define it. To make the mouth even more prominent on
the face, I decided to throw the eyes back even further into
shadow.
is close-up of the face
shows the wonderful
I added some deep blue into the eye sockets and kept the eects that can be
highlighting to a minimum. achieved by careful
blending and glazing.

120
The ArMoUr Patience is the key!
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Armour basecoat When I was happy


There are many different ways of painting metals on that the shading
miniatures, but I have always favoured the techniques that was deep enough,
use metallic paint. I just think that they give more weight I added the
and realism to the miniature. weathering this
was achieved with
on this miniature I used a method that seems to be glazes of a suitably
popular with some of the current top painters. I am still rusty brown
learning this technique colour.
(thats the great thing Youll find that
about painting - after with all those
twenty years, there are paint glazes, the
still things to learn) but metallic sheen is
as the orc Warlord was lost in this case
e colour and consistency of the so heavily armoured I its quite
glaze used to weather the armour. thought it was a good appropriate to the
place to try it out. effect I wanted, but I
e base colour for the armour is a mix of a light
did add a very dilute
I started with a mix of light silver and a darker grey metallic, silver and a darker gray metallic glaze of silver over
and then shaded it down with successive glazes of thinned the top to bring back
black paint. The glazes are layered up slowly and carefully to some of the metallic sparkle. A final silver line on the prominent
create the shadows. You need to be careful not to add too much edges was the only highlighting I added.
at once and watch out for tide marks where the glazes dry.

Armour shading & weathering

e glazes of thinned black paint are layered up slowly and carefully to create the shadows. You just need to be careful not to add too much at once
and watch out for tide marks where the glazes dry. Patience is the key!

e weathering of the armour was achieved with glazes of a suitably rusty brown colour. A very dilute glaze of silver was applied over the top of the
armour to bring back some of the metallic sparkle, together with a ne silver line on the prominent edges.

121
The FUr CLoAk FINAL ThoUGhTs

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ANd FINIshING So do I think that I was successful in what I set out to do? Yes, I
ToUChes have to say that I do. The natural, subdued colour scheme is
definitely in keeping with the feel of the miniature.
The effect I wanted on the
cloak was of a grizzly bear I really didnt want bright strong colours on this one (even though
pelt so a rich warm thats often my natural inclination). I wanted to make him dark
brown with light and sun- and savage looking and I think thats the impression you get when
bleached tips to the fur. you look at the finished piece. I did consider adding some tribal
This wasnt too technically tattoos, but Im glad that I didnt I think that would have added
difficult to paint; it just unnecessary texture and complexity to the scheme. I think its
took a lot of time. important to keep the skin quite simple to contrast with the heavy
texture on the rest of the miniature.
After applying the base
A close-up showing the colour and a deeper wash,
extremelly realistic nish all the fur tips had to be
achieved on the metal parts of theindividually highlighted. I
orc Warlord. kept most of the highlights
to the areas of the cloak
that would naturally catch the light and away from the body as I
wanted to keep the contrast high.

once the highlights were finished I added some really thin glazes
of a reddish mid-brown to bring back some of the warmth.
A close-up showing the back of the nished fur cloak.

once the main areas were finished it was really a case of picking
out all the details to finish the miniature off. I tried to keep them
in line with the colours I used on the rest of the miniature,
keeping them quite subdued.

Fur shading & highlighting

After applying the base colour and a deeper wash, all the fur tips had to be individually highlighted. once the highlights were nished I added some
really thin glazes of a reddish mid-brown to bring back some of the warmth.

122
Tbyhe bArbArIAN hero
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ALI MCvey

Most of the Barbarian Hero is bare skin (as youd expect on such
a character) so the tones I was going to use needed a bit of
thought before I started. In my mind he would be weathered
looking. Not super tanned, denitely not pale, but skin that looks
like it has been beaten by the elements.

I started with a mid tone, a dusky esh and painted shade tones
of cool brown under the muscles. Imagining light was falling on
the miniature from directly above, I built up multiple layers of
warm highlights on the tops of the muscles.

You can see from the stage-by-stage shots roughly how many
highlights I added, and where I placed them.

After much deliberation I went for a non- metallic look for the
armour. Although this would not be my usual choice, I thought
I could pick out the beautifully sculpted detail more successfully
this way. Lastly I picked out the gems in red to give a splash of
bright colour, and I think they nish the piece of nicely. A
pleasure to paint!

barbarian hero stages-by-stage

123
bAsING The MINIATUres

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e bases were both constructed from pieces of plaster that had
been cast in the bottom of empty blister packs.

once the plaster was dry it is broken up into chunks and is perfect
for carving rock or ruined masonry from.

For the orc, I glued three pieces together with super glue and
carved horizontal striations into them to recreate a realistic rock
eect. basing for gaming
Gaming bases can be simple to create. e easiest way is to apply
thinned down PVA glue over the base with an old brush, being
I base-coated with a warm brown and applied the highlights with
careful not to get glue on the model. Next, dip the base into a sand
a natural sponge and thinned down paint, carefully building the container and remove the excess.
colour up in transparent layers. e nal touch was to add some once completely dry (leaving it to dry overnight is recommended),
weathering powders to give a matte, dusty nish. paint the base to simulate the sand of the arena.

basing for display


You can see from the stage-by-stage shots how the base for the Barbarian
Hero was constructed. I used pieces of plaster that had been cast in the bottom of empty blister packs.

More intrincated bases, like both the orc Warlord and barbarian Hero ones, are perfect for displaying a painted miniature. However they are not
very adequated for gaming.

124
sTAFF GALLery
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

is gallery showcases some Avatars of War miniatures painted


by some of the most talented freelance professional painters in
the hobby.

Goblin King Krork


Toadgobbler
painted by Adam Skinner

Orc Warlord
painted by Adam Benesz

Dwarf Berserker
painted by Ali McVey

Krond Barbarian
painted by Adam
Benesz

Dark Elf Sorceress


painted by Adam Skinner

Dwarf underlord
Light Elf Prince painted by Adam Skinner
painted by Fernando Morales

125
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
Dwarf Berserker Dark Elf Prince
painted by Fernando painted by Adam Benesz
Morales

Goblin Hero
painted by Adam Barabrian hero
Benesz painted by Ali McVey

Orc Warlord
painted by Mike McVey

Orc Shaman
painted by Adam Benesz

126
GAMers & CoLLeCTors GALLery
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

is gallery showcases some Avatars of War miniatures painted


by Arena Deathmatch gamers and miniatures collectors.

Goblin Hero
painted by
Stephen Gabriele
Orc Shaman
painted by Jarret Lee

Dwarf Berserker Dark Elf Sorceress


painted by Timo Sorsa painted by Matteo di Bano

Orc Warlord
painted by Sami Niemi

Goblin King
painted by Jon Ghrask Dragh

Dark Elf Prince


painted by Stephan Fiedler

Dark Elf Prince


Orc Shaman painted by Micro Art
painted by Rob Cardiss Studio

127
The boxes form the basic structure of the arena, the walls and the
bUILdING AN AreNA

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
floor. I do half of the arena on each box. This has two advantages:
by FeLIx PANIAGUA the arena can be bigger, even if your boxes are not large, and it
takes up less storage space between gaming sessions.
Arena DeathMatch can be played on any flat surface, but it def-
initely becomes more enjoyable if played in a scale arena with Each box should be big enough to make up half of the arena. The
walls and a sand surface. arena I am building measures 30x15 inches, as the boxes bases
measure 15x15 inches. A bigger arena is built the same way, by
This section is a guide on creating an easy, quick to build and starting with a bigger set of boxes.
very affordable arena.
A few sheets of wall texture are perfect for simulating the walls of
My experience in building scenery pieces for miniature games is the arena. Cut them into several pieces of an appropriate size and
close to zero. As much as I like playing my games over nicely glue them to the boxs sides.
crafted gaming surfaces, I have rarely found the time to build any
scenery pieces. This guide is specially aimed at those, like me, You can buy wall texture sheets at many modelling shops, or if
who have almost no experience and dont have the time or budget you prefer, you can download them from the Internet and print
to create a complicated gaming surface. The goal of this guide is them. A quick image search using your favourite search engine
help every player to quickly and easily build his own arena. for wall texture should display several different wall textures. A
larger image file is better as youll usually get a higher printing
Lets get started! quality.

NeCessAry MATerIALs & TooLs


You need only a few things to assemble your arena. The stuff
youll need:

Materials:
-Two cardboard boxes
-Some wall texture sheets
-A beige gravel mat

Tools:
-A craft knife
-PVA glue
-An old brush
-Adhesive tape The gravel mat is used to simulate the sand of the arena. Cut it
to an appropriate size and glue it to the base of the box.

You can find gravel mats in many modelling shops.

bUILdING ProCess
This arena is a regional arena, 30 inches long and 15 inches wide.
The height of the walls should be 5 inches.

PrePArING The boxes


To prepare each box for cutting, lay the box flat and identify the
different sections of the arena (the floor and the walls) as well as
the unnecessary parts of the box, which well cut out later.

The base of the box is the floor of the arena, while the first 5
inches of the sides of the box are the arena walls. Cut out the re-
maining section of the boxs sides and flaps.

Mark the box with a black pen marker for each of these different
sections.

128
The following picture the box prepared to become the first half
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

of the arena.

Note that the leftmost wall section is marked as remove. This is


Cut out the unnecessary parts of the box. When cutting, be very because we are building one half of the arena, so well only need
careful and be sure to cut away from your fingers, or you might three wall sections on each half. If building the entire arena from
end up injuring yourself with the blade. a single box, we would not remove that section.

Pictured below is a box with the unnecessary bits cut out. The AreNA WALLs
once we have prepared the box, we can start gluing the different
wall textures to the side sections.

For my arena, each wall section is 15x5 inches, but that might
vary depending on the size of your box and height of your arena
walls. Normally, each wall section should be as long as a box side
and as high as you decide your arena walls should be (ideally, the
height of your available wall texture).

With a pen, mark and cut out six 15x5 inches wall sections on the
wall texture sheets. Each one is glued to a side of the box. Three
of them are used to cover the internal sides of the box, while the
Finally, make a cut to completely unfold the section of the box other three used for the external sides.
well be working on, as it is much easier to glue the wall textures Although not strictly necessary, your arena looks much better if
in place if the box is completely laid out. you cover the exterior sides of the box with wall textures as well.

129
Apply the PVA glue, thinned down with water, to one of the sides

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of the box using an old brush. Glue one of the wall texture sec-
tions into position.

Apply PVA glue over the base of the box and cover it with the
gravel mat.
Repeat this process to cover each of the three internal sides of the
box.

once all internal wall texture sections have been glued in place,
it is the perfect moment to assemble the box. Your arena should
look similar to the one shown on the following picture.

Depending on how precisely the gravel mat covers the boxs base,
the edges of the mat might be showing, taking away from the
models realism. To conceal this, apply PVA glue over the edges of
the mat and over the lower parts of the arena walls and then put
some brown fine modelling sand over the area.

once the box has been assembled, cover each of the three exter-
nal sides of the box with the remaining wall texture sections.

The AreNA FLoor


Measure and cut out a section of the gravel mat to match the base
of the assembled arena half. In my case, the base of the box meas-
ures 30x15 inches, so I cut out an equally sized section of the
gravel mat.

130
edGING Personally, I decided that by adding vegetation texture to the walls
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(mainly on the upper part), painting some blood spots on the


It is a good idea to cover the edges of the box with adhesive tape. sand and adding some green shades on the edges of the floor, I
This not only gives more consistency and strength to the model, could give the arena an ancient or ruined feeling.
but also hides the visible box surface that shows where the differ-
ent wall texture sections meet as well as the top of the walls.
doors, PITs, ANd CoLUMNs
Cut out thin strips of adhesive tape and apply them carefully over Doors (where Avatars enter the arena) and pits, such as trap pits
the edges of the box. or beasts pits, are easily made using the templates provided in the
rulebook. Photocopy the templates page, cut out the different
pits and doors and glue them, using PVA glue, to a cardboard
base of the same size and shape.

You can use the remaining bits of the box for the cardboard base.
The end result looks better if you add some fine modelling sand
around the edges of the pit to better integrate the scenery piece
once placed in the arena.

Ideally, you should use transparent adhesive tape or one with a


colour that is similar to that of the walls.

Now that the first half of the arena is finished, follow the same
steps to build the second half. Be sure to use the same dimensions
for both halves so they fit together properly later! Remember to visit our website where you can find several scenery
elements to download. Downloading gives the advantage of being
able to resize them to your needs before printing them out.
PUTTING boTh hALves ToGeTher
To ensure the arena sticks together properly when gaming, apply Columns can be quickly made using the same techniques. De-
this modification to each half of the arena. cide on the width and height of the column face, for example 1
inch wide and 5 inches high. Cut out then a 5x5 inches card-
The goal is to obtain a puzzle joint. To this end, cut out a section board piece and bend it vertically every one inch.
of 2 inches of the floor on one of the halves and cut out a section
of the same length on two of the walls of the other half.

eMbeLLIshING The AreNA


Now that the arena is built, you can add some effects to improve
its looks with a few very easy and quick additions. There are
plenty of options you can choose from.

131
Fold the column as shown on the above picture and cover it with I also added some effects to improve the overall look: blood spots

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adhesive tape to give it strength and improved consistency. and some grass texture on the top of the column. Here is the final
result.
Next, texture the column. Cut out a 5x5 inch (same size as the
one used for the column cardboard) wall texture section. By draw-
ing a small line every 1 inch (the width of the column face) well
know where to bend the wall texture section to properly cover
the column.

Apply PVA glue to the column and cover it with the bended wall
texture section.

FINAL ThoUGhTs
The size of your arena is determined by the size of the cardboard
boxes.
If your box is big enough, and you have a big space for keeping
The final step is to cover the top of the column and give it a base. your arena once your gaming session is over, you might want to
I cut out a 1.2 inch square piece of wall texture and glued it on build the entire arena in one box, which makes the process even
the top of the column. To base it I glued the column to a 1 inch easier and faster. You can also make your arena with four boxes,
square plastic miniature base. I applied PVA glue and covered it building a quarter of it in each box, for a very big and easy to
with fine sand. Try adding a metal washer to the base of the col- keep arena.
umn to keep it sturdy.
Boxes come in many different
shapes and sizes; you can even find
circular boxes for a classic Roman-
style circular arena!

Using this method, it took me


around five hours to build the
arena, four columns, two pits, and
two doors. I started it on a Satur-
day after lunch and finished just
before dinner.

So there you go! Simply by reserv-


ing one weekend afternoon, youll
have a nice looking arena to play
your deathmatches!

Pictured here is my finished arena!

132
You can photocopy this page for personal use or, alternatively, you can download it from www.avatars-of-war.com
4 x 4 water pit
4 x 4 pit trap
sCeNery TeMPLATes
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is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

You can photocopy this page for personal use or, alternatively, you can download it from www.avatars-of-war.com
3 x 4 bands entrance door
4 x 4 beasts entrance pit
You can photocopy this page for personal use or, alternatively, you can download it from www.avatars-of-war.com
5 x 8 wall texture
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
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is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
roUNd seqUeNCe
0 DETERMINE RoUND INITIATIVE
1 SUPPoRTERS & BEASTS PHASE
2 SoUL PHASE: WAR PRAY ACTIoNS / SoUL STABILITY CHECkS
3 CoMPULSoRY PHASE
4 TACTICS PHASE
5 MAGIC PHASE
6 RANGED CoMBAT PHASE
7 CLoSE CoMBAT PHASE
8 TokENS PHASE: REMoVE ALL AD AND CD CoUNTERS, AND ALL TokENS FoR EFFECTS THAT ExPIRE THIS RoUND.

blow effect Close Combat Attacking options


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

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

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is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

Crowd Mood Modifiers


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

Uses of soul shards


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

Uses of Assimilated soul shards


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

soul instability effects (+1 for each stolen soul shard) T: Warpray (Mi)
1-5 The Avatar looses all stolen soul shards. Successful AD rolls outcome
The Avatar looses both all his soul shards and all stolen soul
6-7 0
shards. The Gods of War ignore the Avatars
The Avatar enters in a catatonic state during the current round. praying.
8
Looses all AD and CD.
1-2 The Avatar regenerates one soul shard.
9 The Avatar enters in blind rage.
3 The Avatar regenerates two soul shards.
The Avatars soul explodes. The Avatar loses all his own soul
shards (but not the stolen ones) and suffers 1d10 damage 4 The Avatar regenerates three soul shards.
10+ points.
If rolling a natural 10 (a 0 on the dice roll) the Avatar dies of
painful brain shock.

Psycholoy priority Psycholoy: Fear


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

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

You can photocopy this page for personal use or, alternatively, you can download it from www.avatars-of-war.com
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
Crowd events table
-12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

Infuriated raged Unhappy Calm excited Inamed Frenzied


e Avatar with
e home Avatar with e away Avatar with e away Avatar with e away Avatar with
e home Avatar with the the lowest Pop is e Avatar with the
the highest Pop is lowest or highest Pop is the highest Pop is the highest Pop is
highest Pop is heavily heavily booed by lowest Pop is heavily
1 heavily booed by the
booed by the crowd and the crowd and
heavily booed by the
booed by the crowd and
heavily booed by the heavily booed by the
crowd and receives a -3 crowd and receives a -1 crowd and receives a - crowd and receives a -3
receives a -2 penalty. receives a -1 receives a -1 penalty.
penalty. penalty. 2 penalty. penalty.
penalty.
e crowd asks the
Cheered by the crowd,
Cheered by the crowd, home Avatar with
the home Avatar* with His name echoes through
home Avatar with the highest Pop* to run
Cheered by the crowd, Cheered by the crowd, the the highest Pop must the stands!
e crowd asks for highest Pop in close now (free extra
the away Avatar with the away Avatar with the pass a Mi check or run e home Avatar with the
2 highest Pop receives a +2 highest Pop receives a +1
a beast to be
now (free extra highest Pop receives a +1
combat must pass a movement) towards his
released! Mi check or make his closest enemy (and
bonus. bonus. movement) towards his bonus.
next attack a show o charge if possible). If he
closest enemy (and
attack. does: CM+1. If he
charge if possible)
doesnt: Pop-2, CM-1.
e home Avatar*
Two home supporters
closest to the
An away supporter Cheered by the crowd, the jump frenzied into the
stands is heavily e Avatar with the
jumps frenzied into the away Avatar with highest Cheered by the crowd, arena! ey stay for
booed. Pass a Mi lowest Pop is heavily
arena! He moves Pop in close combat has to e crowd asks for a beast the home Avatar with three rounds then leave
3 immediately and stays pass a Mi check or make
check or hurl a booed by the crowd
to be released! highest Pop receives a the arena. ey move
stone to the crowd. and receives a -1
for ve rounds; then his next attack a show o +2 bonus. immediately.
If he fails the penalty.
leaves the arena. CM+1 attack. CM +1
check: loses 2 AD,
Pop+1, CM+1
e away Avatar closest to A very big stone is
A very big stone is His name echoes
e home Avatar the stands is heavily Riot on the stands! hurled from the stands!
hurled from the stands! Riot on the stands! through the stands!
with the lowest Pop booed. Has to pass a Mi Home supporters e away Avatar*
e home Avatar* closest Away supporters charge Choose one home
is heavily booed by check or hurl a stone to charge away closest to the stands
4 to the stands receives home supporters! CM-2.
the crowd and
Avatar; he can make a
the crowd. supporters! CM +1. receives three strength 6
three strength 6 attacks. Reroll! free extra movement
receives a -1 If he fails the check: loses Reroll! attacks.
CM-1 now (run or walk).
penalty. 2 AD, Pop+1, CM+1 CM+1

His name echoes through An away supporter His name echoes


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

e crowd asks the home e crowd asks the home


Avatar with highest Pop* His name echoes Avatar with highest Pop* His name echoes
A rain of objects is
A rain of objects is to run now (free extra through the stands! to run now (free extra through the stands!
e crowd asks for hurled form the stands!
hurled form the stands! movement) towards his e home Avatar with movement) towards his e home Avatar with
6 All models suer a closest enemy (and charge
a beast to be
the highest Pop receives closest enemy (and charge the highest Pop
All models suer a
released! strength 5 attack.
strength 5 attack. if possible). If he does: a +1. if possible). If he does: receives a +2 bonus.
CM-1. If he doesnt: Pop- CM+1. If he doesnt: Pop-
2, CM+1. 2, CM-1.

A stone is hurled e away Avatar*


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

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

e home supporters A stone is hurled


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

Crowd events eects are applied immediately. If a crowd event conditions can not be met, then the crowd event has no eect.
*If Avatar is engaged in combat, then select the rst matching Avatar not engaged in close combat.
You can photocopy this page for personal use, or alternatively, you can download it from www.avatars-of-war.com
ALPhAbeTICAL INdex
is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.

A D
Action Dice (AD), 12 d10, 9
Action, 22 DeathMatch level, 17
Action summarized description, 23 Deathmatch, 8
Advanced action, 29 Defensive attack, 41
Aggressive attack, 41 Difficult terrain, 59
Agility (Ag), 12 Direction roll, 21
Agility check, 27 Dispelling, 34
Area of influence, 56 Doubly successful roll, 23
Arena, 8 Dropping from an elevation, 60
Armour (Arm), 12 Duration (game), 17
Assimilated soul shard, 50
Attack result, 40 E
Avatar evolution, 51 Elevations, 59
Empowering spells, 33
B Evolution, 51
Base hire cost (BHC), 14
Blind rage, 53 F
Bonus, 21 Facing, 31
Boost action, 49 Falling down (from an elevation), 60
Boost attack, 49 Fatigue, 26
Boost blow, 49 Favoured action, 13
Boost movement, 49 Fear, 53
Boost spell range, 49 Feats, 13
First aid, 31
C Formations, 47
Casting spells, 33
Charge, 30 G
Circle formation, 48 Game duration, 17
Climbing, 59
Close combat action, 22 H
Close combat phase, 20 Hatred, 53
Combat Dice (CD), 12
Combat Skill (CS), 12 I
Complete record, 11 In-game record, 11
Compulsory action, 27
Compulsory check, 19 k
Computer Band Maker, 15 knocked down, 31
Counteracting, 24
Counteracting (spells), 34 L
Counters, 9 Line of sight (LoS), 35
Crowd event, 55
Crowd mood, 54 M
Current stat value, 20 Magic action, 22
Magic phase, 19
Maneuver check, 20

139
Measuring (distance), 21 Stand up, 31

is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war.com. e real printed book is available at hobby shops and from our online shop.
Mind (Mi), 12 Stand up (in close combat), 39
Miniature base zones, 13 Stat check, 20
Miniature box, 13 State table, 12
Model, 11 Stolen soul pool, 13
Mount formation, 47 Stolen soul shard, 50
Movement (Mv), 12 Strength (St), 12
Movement action, 30 Summarized description (action), 23
Supporters & Beasts phase, 19
N Surprise attack, 46
N notation, 22
T
o Tactical action, 22
open terrain, 59 Tactics phase, 19
opportunity action, 27 Targeting, 36
original stat value, 20 Tokens phase, 20
Tokens, 9
P Training cost, 14
Penalty, 21
Pits, 61 W
Platforms, 61 Walk, 30
Popularity (Pop), 12 Warpray, 52
Priority (rules), 20 Water, 61
Priority (Psychology), 53 Wedge formation, 48
Priority (compulsory action), 27 Worship, 53

R
Random selection, 21
Ranged combat action 22
Ranged combat phase, 19
Ranged Skill (RS), 12
Riot, 57
Rounding, 21
Run, 30

S
Scale, 61
Scatter roll, 21
Shield formation, 48
Showing off, 24
Show off attack, 41
Soul phase, 19
Soul shard, 49
Sprint, 31
Special rule, 13
Spells (casting), 33
Spells (counteracting), 34
Spells (dispelling), 34
Stairs, 61

140

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