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

the biggest and most enjoyable professional project I have Like in all adventures worth telling (and this one definitely is). illustrators. miniatures… I feel very lucky.com. It turned out much bigger than I ever would have there are the intrepid and daring adventurers. family and friends the experienced player. an editor. is dedicated to you and to every project a reality. proofreaders. and that who was one your support Avatars of War would not exist. but epic sagas. In Arena DeathMatch you will find many terms you are used to if you are familiar with miniature games: stats. is the “Foreword. (loads of it!). I'd especially like create here at Avatars of War. We NEVER forget that without to thank my family. power and glory! but mastering it is another matter entirely… Enough talk. It depicts with realism the bloody contests for putting up with me during this period. a detailed setting. I received an unexpected email. side of miniatures gaming. All of us at Avatars of War are really looking forward to bringing them to your tabletop to share with you. feats. 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. and the hobby sculptors. however. only was from my friend Felix. it completely laid out. It's been just over four years since I first imagined how cool a gladiatorial style contest would be. done in my life. a cool atmosphere.. neither gold nor glory or even distinction. It had been quite some time since I had a few hours before the book goes to the printer. our loot. as well as those persons whom I have left gamer and collector who has shown an interest in the stuff we unattended or forsaken during this hectic time. without the developement of a miniatures game. moment that the email would be the start of a great adventure.” heard from him. day my better half. a fantasy setting in last few months. I didn't imagine at that overall perspective that you gain after everything else on the page. when my social life has been almost totally every sense of the word. game. and now that I see many of the the desired reward. grateful and honoured. ForeWord is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Developing this game and this rulebook has been. A very special memory for an outstanding mother that has been and will always be with me. … Ignasi Ferrer Casanovas however. especially towards the that take place in the arenas of the Darklands. Felix and Ignasi. a very special thanks goes to my spouse. and we’d like to share it with all of you. When overcome with tenacity and will. actions. they lead to It was definitely worth the effort. I believe the mechanics will surprise you. without a doubt. Arena DeathMatch is very easy to learn. He asked me to accompany him in the It would be difficult to write this section. the Avatars of War and Arena DeathMatch. writers. and legendary of heroes clash in deadly combat. the last section that needs to be finished.. predicted. artwork depicting places and characters. It is quite amusing that after the entire book is written and It started a day like any other. Developing a miniatures game it is not an easy task! and there are also inclemencies and obstacles that can easily lead to despair. a world map. e “real” printed book is available at hobby shops and from our online shop. I'd like to thank everyone that has collaborated to make this My biggest thanks. Arena DeathMatch is our victory. and stories will develop. is simple idea led I hope it meets all your expectations and even exceeds them! to the Darklands. my brother and sister. to all of them goes my biggest thank you! It is a fun rule system which is accessible for every one but rewards Also. 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. where the most powerful and I hope you enjoy the game as much as I enjoyed designing it. 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. miniature painters. however.avatars-of-war. a dream come true. things I only imagined made a reality in the form of a miniatures instead. dramas anks. nonexistent. playtesters. Let the dice roll and may the Gods of War favour you… Felix Paniagua .

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

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

.THE CoMBATANTS . . . . . . . 70 BUILDING AN ARENA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PITS. . . . . . . . 118 THE oRC WARLoRD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 BARBARIAN HERo . . . . . . . . . . . . . . . . 88 FINAL THoUGHTS . . . . . . . . . . . 131 SkELEToN WARRIoR . . . . . . . . . . . . . . . . . . . . . . . . . 139 THE WoRLD . . . . . . . 119 THE SkIN . . . 63 THE BARBARIAN HERo . . . . . . . . . . . . 80 THE ARENA WALLS . . . . . . . . . . . . . . . . . . . . . 94 CoMMoN SUPPoRTER . . . . . . . .avatars-of-war. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 GLAzING . . 130 EDGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 PREPARING THE BoxES . 121 THE FUR CLoAk AND FINISHING ToUCHES . . . . . . . . . . . 128 DARk ELF SoRCERESS . . . . . . . . e “real” printed book is available at hobby shops and from our online shop. . . . . . . . . . . 95 qUICk REFERENCE SHEET . . . . . . . . . . . . . . . . . . . . . . . 129 oRC SHAMAN . . . THE STRUGGLE FoR SUPREMACY. . . . . . . . . . . . . . 132 kRoRk ToADGoBBLER. . . . . . . . . . . . . . . . . . . . . . . 66 GAMERS & CoLLECToRS GALLERY . . . . . . . . . . . 103 FAITH & FoUNDATIoN: HISToRY oF THE WARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . AND BEYoND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 PAINTING GUIDE . . . . . . . . . 123 is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. . . . . . . . . . . . BASING THE MINIATURES . . . . . . . . . . . . . . . . . . . . 84 PUTTING BoTH HALVES ToGETHER . . . . . . . . . . . . . . 101 THE WoRLD AS I kNoW IT . . . . . . . . . . . . . . . . . CRADLE oF DESTINY AND STRIFE . . . . . . . . . . . . . . 118 ADVANCED TECHNIqUES . . . .com. . . . . . 96 GoBLIN SCAVENGERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 INITIAL CoLoURS . 127 GoBLIN HERo . . . . . . . 107 THE GoDS oF WAR. . . . . . . . . . . . . . . . . . . . . 106 MYSTERIES oF THE WARD. . . . . . . . . . . . . . AND CoLUMNS . . . . . . . . . . . . . . . . . . . . 125 DARk ELF PRINCE . . . . . . . ITS RACES. . . . . . . . . . . . . . . . . 86 DooRS. . . . . . . . . . . 133 DIRE WoLF . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 DWARVEN IRoNFISTS . . . . . . . . . 128 LIGHT ELF PRINCE . . . . . . . . . . . AND THE AFTERMATH . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 FIELD oF RAVENS . . . . . . . . . . . . . . . . 64 STAFF GALLERY . . . . 68 oRC WARLoRD . . . . . . . . . . 98 ALPHABETICAL INDEx . . . . . . . . . . . . . . . . . . . 122 . . . . . . . . . . . . . . . . 118 BLENDING . . . . . . . . . . . . . 91 SCENERY TEMPLATES . . . . . . . 128 BEASTMAN WARCHIEF . . . . . . 82 THE ARENA FLooR . . . . . . . . . . . . . . . . . . . . . . . . 131 DWARF THUNDERLoRD. . . 102 THE WARD. . 119 THE FACE . . . . . . . 122 FINAL THoUGHTS . . . . . 120 THE ARMoUR . 74 BUILDING PRoCESS . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 DWARF BERSERkER . . . . . . . . . GoBLIN kING . . . . . . . . . . . . 131 NECRoMANCER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 oVERVIEW . . . . . . . . . . . . . . . . . . 72 NECESSARY MATERIALS & TooLS . . . . .

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.

from small town arenas that hold a hundred You’ll need the following to play a game of Arena DeathMatch: spectators to colossal arenas that can hold thousands. outcome of these clashes depends on your ability to think fast. so you can afford to In Arena DeathMatch. This stands. to kill as many opponents as possible Avatars of War produces highly detailed during the deathmatch. War. 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. The INTrodUCTIoN is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. hazards and even the Avatars of War—heroes chosen by the gods themselves.com. upon the sliver of divinity within their souls for the power to expand their already awesome combat abilities. while avoiding metal miniatures especially designed to represent the Avatars of death themselves. In this book you’ll find the rules to use Avatars off your painting skills! 8 . only the Avatars. The combatants Avatar of War Avatars of War miniatures are the legendary Avatars of look even better when Goblin Hero War. that depicts the bloody clash between two or more bands of heroes facing off on the floor of the arena. and the shouting crowd is eager to see their favourite heroes fight to the death. are able to draw most skilled combatants can hope to be victorious. Will they be cheering WhAT Is AN AreNA? your victory. in this Avatar of War world has even known. like the Drumminor Arena. These savage beasts stand between you and your opponent. 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. The sandy floor -Ten sided dice (each player may need up to ten dice) of the arena is where the action takes place. The goal of the combatants is must be represented by a miniature. between victory and defeat! The most powerful heroes among the mortal races are known as The perils of the Arena stand against you. the greatest warriors the painted. of War miniatures to enact memorable deathmatches.avatars-of-war. is surrounded by gradually ascending WhAT do yoU Need To PLAy The stands where spectators closely follow the event. 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. beast or supporter that which takes place in an enclosed appears in a game of Arena DeathMatch area. These coliseums. e “real” printed book is available at hobby shops and from our online shop. violence and even death. the great arenas of the Orc Warlord Darklands. 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 arena floor. GAMe? Arenas vary in size. Every Avatars of War miniature is sculpted to the scale of 1/62: an The enclosed areas where average human (5. -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. or your death? There’s only one way to find out! An arena is a structure designed to host public spectacles.7 feet) measuring 28mm high to the top of deathmatches take place are the head. in addition to being fierce combatants.. beasts and supporters that appear in this rulebook. Having the crowd on your side often makes the difference deadly contest is known as a deathmatch. in front of a raucous Do not underestimate the importance of having supporters in the crowd that is thirsty for action. Traps. use sound tactics and take advantage of your Avatar’s strengths to Avatars of War: Arena DeathMatch is a 28mm miniatures game overcome the Avatars controlled by your opponent.. The door to the Arena opens. covered in sand.

com. At the end of the day. their current of roll. you’ll need some tokens to This surface represents the arena where the Avatars clash. each representing a number one through four. While gaming. An Arena DeathMatch game looks great if you play over a brown mat (to simulate the sand of the arena). place the appropriate colour token dICe next to the miniature to indicate the action dice spent by that Avatar. Try using instructions for creating a great looking gaming surface. This exception is explained further in the section on Actions. You must share that information whenever your a failure.is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. stat score of 10. In this rulebook. on some occasions your opponent may ask you for information When rolling a d10 in Arena DeathMatch. Take a look and metal tokens for every effect that appears in the game. spent by each Avatar. In addition. remind you of different effects such as those caused by spells and psychology. four different colour tokens. You can go even further Avatars of War produces metal counters with different numbers by building walls. You at the “Building an arena” section in this book for quick and easy can also easily make your own action dice counters. Sometimes you’ll need to roll as many as 10d10 for a particularly powerful attack or action! 9 . feats. Avatars of War are well-known celebrities and their abilities and strengths are no secret to fans of the arena. you’ll 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. The only exception to this rule is when an Avatar has a opponent asks for it. A game of Arena DeathMatch ready to start GAMING sUrFACe CoUNTers & TokeNs Arena Deathmatch does not come with a board. Arena DeathMatch uses ten sided dice (d10) to determine the outcome of actions and attacks. all you need to You’ll need counters to keep track of the number of action dice play is a flat surface at least 20x20 inches (up to 30x30 inches). e “real” printed book is available at hobby shops and from our online shop. stands and other scenery elements. a result of 1 is always successful while a result of 10 (0) is state. etc). regardless of the type about your band of Avatars (special rules.avatars-of-war. stats.

e “real” printed book is available at hobby shops and from our online shop. discuss the rules. tournaments and Avatars of War related events along with plenty of free downloadable stuff. The highest roll decides the find all the new releases for the game as well as news on outcome. 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. new material is Welcome to Arena DeathMatch & thanks so much for joining the game! 10 . give suggestions for future releases.A lot of testing went in to creating these rules and they have been created monthly to enrich the game: new miniatures. and give or ask for advice. carefully designed to cover as many situations as possible. Don’t argue with your opponent for a long time. In these situations. You can even find oPeN GAMe opponents close to you to clash in the arena. you should both roll a d10. Sooner War and ultra supporter groups to join your band. This rulebook contains all the rules you need to start playing Arena Deathmatch. as that rulebook.avatars-of-war. try to find a quick some of the things that take Arena DeathMatch beyond this solution. When the game is finished.com. These are just rules is not completely clear. a situation may pop up where how to correctly apply the elements to spice up your arena. breaks the pace of the game. showcase your painting and modelling skills. and new scenarios. In addition to this rulebook. there is plenty of time to discuss the rule and what to do if the situation comes up again. more scenery or later. If you can’t find a common position Stay up to date by visiting the Avatars of War website where you’ll quickly. Avatars of is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.

avatars-of-war. models may also have special rules that may or not improve its performance on the battlefield. you’ll find which War. Crossbow Shot ♥ Ranged Combat Actions hungry creatures that attack almost any combatant they find in their way. and is composed of the creature In this book you’ll find Every combatant that appears in Arena DeathMatch is description. summarized descriptions that appear on the in-game record. 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. as they are bloodthirsty. feats.com. models used in Arena record only has summaries of the different rules. is the complete description ModeLs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. they Mi 3 4 5 6 7 8 9 10 1 1 have been granted a sliver of immortality by the gods themselves. Circular. This normally happens when the Running Thrust crowd gets bored of the fight taking place. So invested. beast There are three types of Note that the model in-game (25x40mm). and be familiar with the complete rules to get the most out of the the appropriate base for that beasts. Formations Wedge. even Hatred (Light Elves) the greatest frenzy won’t last when face to face with someone like a 1200lbs orc Warlord) but while they’re running around the Feats arena under your control. and in-game records explained in actions. model is. in fact. To honour their martial skill. e “real” printed book is available at hobby shops and from our online shop. Shield ModeL desCrIPTIoN Every model has a description listing its stats and skills. 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 won’t stick around long (after all. its special rules. You should in this book. Flank Win Rearguard Beware! Some beasts are powerful enough to pose a challenge for Feint even an Avatar of War. The complete record of a model 11 . the state table. Every beast has a description in this book. so if there is any on the record of each model DeathMatch: Avatars of doubt. 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. medium and ModeLs DeathMatch band maker. huge (40x40 mm). they can be quite useful. e rules purposes. supporters. check this book for the complete description. found in this rulebook. 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. each model complete record represented by a miniature which is referred to as a model for and a detailed description of (see “e Combatants”). 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. the complete description. large (25x25 mm). this section are available as in-game record cards or Miniatures can stand on different 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). There you’ll find Close combat actions guidelines on how to generate its actions in the arena. Throw Sand Beasts are not controlled by players.

statistics (stats). When all action dice have been spent. coordination and reflexes of a model. throughout the game. The more powerful an Avatar is. stronger a model is. This is the number of action dice a model can spend each Popularity (Pop): Measures the respect and admiration that the round. The header of the statistic table lists the It is also used to resist the effects of a spell. that a model can move by walking. counter close combat actions and to attack in close combat. Armour (Arm): Indicates the type of armour a model wears. the more gold coins he charges for his services. perform or counter any more actions until the next round. of gold coins (gc) required to include an Avatar in your band. or counter any more close combat actions or attacks until the next round.sTATe TAbLe Strength (St): Indicates the physical power of a model. Ranged Skill (RS): Measures how skilled a model is using missile When all combat dice have been spent. Combat Skill (CS): Measures how skilled a model is in close Combat Dice (CD): Combat dice are used to perform and combat. Action Dice (AD): Action dice are used to perform and counter actions. The is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. in inches. the especially important for magic-users. 12 . It is also a reference for The state table gives a numeric description of the model’s different the model’s physical size and weight. It is DeathMatch. the model cannot perform weapons in ranged combat. number of action dice and combat dice as well as the base hire cost.com.avatars-of-war. It also records the current state of the model’s statistics. This is the number of combat dice a model can spend each round. as it directly affects the better the stat. descriptive stats header Movement (Mv): The distance. as these change throughout a game of Arena Mind (Mi): Indicates the mental capacity of a model. This Base Hire Cost (BHC): The base hire cost indicates the amount stat includes both normal and magic armour. the model cannot crowd and other combatants have for a model. e “real” printed book is available at hobby shops and from our online shop. The higher the number. the harder it attacks. These values are used on several types of rolls power and range of spells and the ability to dispel other’s magic. Physical stats Agility (Ag): Measures the quickness. the better the protection from damage. The higher the value (on a scale of 1 to 10).

dAMAGe & sTATe oF A ModeL Damage in Arena DeathMatch is reflected directly on the model state table. Examples of feats include Mighty Blow and Precise Shot. If reaching its stats decrease during the deathmatch. Mi) decrease to their lowest value. Examples of special rules include Hatred and Toughness. favoured action is Charge. For example. Actions are classified as tactical. ACTIoNs Almost everything a model can do is called an action. When no favoured action is indicated. 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. Warcry. Provoke Crowd). Avatar has (taken or received from other Avatars of War).com. the circular formation eliminates flanks and rears from Avatars so that they can only be attacked from their front. When all three physical stats (Ag. magical. If reaching greater than 6. rear and two flanks. Being in a formation gives special advantages. models (e. This means that damage is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. FeATs Feats are notable abilities that give models particular benefits. St.g. ForMATIoNs Some Avatars know combat formations and can call other Avatars to join one with him. Common close combat actions are available to all square base up to the top of the miniature’s head. The front is the side of the base where the miniature’s head faces forward. The rear is opposite this. the Avatar An Avatar's favoured action is highlighted using the following Miniature bases have four sides: the front. use the in-game record column’s empty cell to record the value. walking. use the in-game record column’s empty cell to record the value. decreasing in value. charging) while special actions are available only to specific models (e. sPeCIAL rULes Special rules are characteristics or abilities that modify rules for a model. ranged combat or close combat.g. Base zones and box of a miniature Favoured actions MINIATUre bAse zoNes symbol: ♥. Feats are always in effect. soul stats of its stats is affected.g. 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.g. Common actions are available to all models (e. greater than 6. The other two sides are called CLose CoMbAT ACTIoNs flanks. Every time a model suffers damage one 13 . running. taken by a model directly affects its performance in the arena as Soul: Measures the power of an Avatar’s immortal soul.avatars-of-war. standing up while in close combat) while special close combat actions (e. e “real” printed book is available at hobby shops and from our online shop. flanking or feigning) are available only to specific models. Special rules are always in effect.

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. or perhaps you’d like fewer models with more trained (+5) Precise Shot skills.com. subtract his BHC from your current amount Crossbow Shot of gold coins. 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. e “real” printed book is available at hobby shops and from our online shop. Special rules Hatred reCrUITING AN AvATAr Windwalker Recruiting and training your Avatars is an important part of Arena DeathMatch. If a feature shows “+5”. 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. (+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. You can hire several Avatars with little (+5) Precise Strike training. but at the cost of valuable gold. 14 . 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. Formations Each Avatar complete record specifies which features can be Shield. dark elf Prince Ad 4 Cd 3. Wedge. Circular upgraded and at what cost. 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. 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. it can be trained Mind (Mi) from 6 to 7 at a cost of 4gc at the cost of 5 gold coins. 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.avatars-of-war. Ranged combat actions To recruit an Avatar. Close combat actions Flank TrAINING CosT Win Rearguard Training an Avatar gives you options to upgrade some of his (+4) Feint features. Spend some time considering the possibilities Feats and combinations available. 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. you are ready to begin their training. once you have recruited all your Avatars.

we subtract their BHC from the amount of gc (750).com. 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 . Next. from your current amount of gold. To train an Avatar. upgraded feature. to the event. 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. To do so. The training cost of an Avatar is the sum of the cost of each We’ve saved 61 gc for attracting supporters to cheer and is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The following list shows the amount spent on training each Avatar. A sAMPLe bANd We’ve 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. We haven’t 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 first Avatar we recruit is a Light Elf Prince. Dwarven Ironfists 50 gc Alcoholic drinks 9 gc Supporters won’t win any deathmatches by themselves. We decided (since we have so many dwarfs in our band) that the Dwarven Ironfists are a good choice.avatars-of-war. you may want to invest in attracting supporters. we hire two dwarf berserkers who have a BHC of 127gc each. 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. The first thing to do is recruit your Avatars. e “real” printed book is available at hobby shops and from our online shop. This leaves us with 354gc. Total cost 634 gc Amount of gold left 116gc Now it’s time to train our Avatars. The following list and trained our Avatars as well as attracted a group of supporters shows our complete band of Avatars and their BHCs. 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. subtract his training cost encourage our Avatars. as well as discourage our enemy’s band. You can download it for free from the Dwarf ThunderLord 117 gc Arena DeathMatch website. His BHC is 142gc. At this point we’ve spent all our gold coins and have recruited We continue to hire Avatars for our band. the total training cost and the amount of gold coins left. so we have 608gc left.

e “real” printed book is available at hobby shops and from our online shop. beasts. The Band Maker is updated when necessary with all the new Avatars. training options for each Avatar and prints the in-game records in an easy to use roster sheet.avatars-of-war. 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.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.com. 16 .

Gold coins are There are several ways to determine which player is playing at split evenly amongst the players on a team. The players can agree amongst themselves who is playing one of the teams is the home team. set up the gaming surface that represents the arena where the deathmatch takes place. with the highest results are fighting at home. then the odd player When there are more than two bands of Avatars in a deathmatch. there should be an equal number of players on each team. You cannot end a deathmatch in the middle of a Before starting the game. 17 . then the home play at home. At the end of the deathmatch. The deathmatch finishes when a player destroys all his opponents Avatars. If there are more than two bands arenas should be bigger. the tied players reroll until teams are established. 7. 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. If controls one band of Avatars. each player represents the home team and which represents the away team. The five players objectives. Different shaped arenas (such as a circular one) should be of the largest size that still fits inside the indicated arena size. at home and how many away. should play on the away team (to offset the home advantage). Next. e “real” printed book is available at hobby shops and from our online shop. all bands are organized into two teams. so the player who rolled a 9 is on the home team. there are more than two players. 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. Alternatively. while the other is the away home and who is playing away. A good rule of thumb is that team. The player who rolled a then the result of the deathmatch is a draw. Players on the same team play cooperatively against the other team’s players. If you choose to play a scenario note that the Players can now create their band with the given gold coins. If the crowd mood is a negative two players who each rolled a 7 reroll. the other player’s band of Avatars or by meeting scenario Two players play at home and three players are away. a time duration. or even if the crowd becomes so frenzied there is no is provided as a guideline. 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. Whatever the number of players. which determines the size of the arena and the gold coins that each player has to hire and train their Avatars. Note that this table been met. The two highest rolls the winner.com. special scenario rules have priority over the DeathMatch level rules when creating your band. you can randomly roll to determine the home team. the away players have won. If the crowd mood value is zero on the home team. since only one of them can play value. They reroll a 6 and a 4. 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. The players have won the deathmatch. 6 is on the home team. whoever built the Arena is fighting at home. However.avatars-of-war. the crowd mood value (see “The Crowd”) determines each roll a d10. the current round must end before finishing the deathmatch. NUMber oF PLAyers Arena DeathMatch is normally played by two players. hoMe or AWAy? all the rules work perfectly with three or more players divided Before setting up the gaming surface. agree to a DeathMatch level or special scenario with your opponent. There are also particular scenarios which state their own DeathMatch level (you deAThMATCh LeveL can download several from the Arena DeathMatch website). The players Select a number of rounds to play. 2 hours). If the crowd mood has a positive value. you can choose any amount of gold option left but to end the fight! coins you’d like for you deathmatch as long as your opponent agrees. If that is not possible. when the objectives of a scenario have number of gold coins available at each level. decide which player into two teams. or a deathmatch duration (e. players agree on a DeathMatch level round. 3 and 3. Before a game. resulting in 9. every player rolls a d10. GAMe dUrATIoN once it has been determined how many player should be fighting Arena DeathMatch games have a predefined game duration. if no player has won by eliminating Example: Five Players are Taking Part in a Deathmatch. 7.g. In the case of a tie. home.

avatars-of-war. before any other piece of scenery is Next. The players fighting eNTerING The AreNA at home will deploy the arena’s basic structure: the gaming mat. 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. seTTING UP The GAMING sUrFACe It is now time to set up the gaming surface. only room left on the away team.com. some fixed scenery pieces. the scenery pieces (apart from the entrance elements) allowed. Home bands can choose element by performing a Walk action. and their support can shift based on the Alternatively you can create your own method for randomly performance of the Avatars. will be generated by the home player. 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. and beasts will enter the arena (normally a door or pit for each band and one door or pit for the beasts). This crowd event sand. At the beginning of the game. fickle though. All players should be collaborative on that task and these pieces shouldn’t be placed to disadvantage any of the players. See “The Crowd” for more placing the scenery elements. 18 .team. The deathmatch has begun! Next the rest of the scenery pieces are placed. while away the arena walls and the scenery elements where the different bands bands’ entrance element should be randomly assigned. the crowd plays a very important role in Arena DeathMatch. The crowd is arena. In case the arena is already modelled and has designated entrance element by performing a Walk action. the crowd mood has The DeathMatch level states a range specifying the number of a value of 0. information on how this affects a deathmatch. After all the away avatars have entered the arena. The players who tied at 3 do not need to reroll because there is If you’d 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. Scenery elements cannot be placed over entrance elements. Home bands can choose their entrance element. while away bands entrance elements should be randomly As you’ll discover while reading this rulebook and playing assigned to the different away bands. The crowd “welcomes” the away team with boos and jeers (or even home players will choose the final number of scenery pieces from worse!). It is time now to deploy these scenery elements on the and the first crowd event has to be generated. deathmatches. This gets the crowd excited and its mood goes up to 1 that range. Players fighting at home may choose up to two scenery pieces to place where they choose. e “real” printed book is available at hobby shops and from our online shop. the Avatars fighting at home enter the arena from their placed on the sand. subtract those pieces from the two the home players can choose to place. only after all scenery pieces have been placed. their entrance element. our recommendation is to place the different elements to try to recreate a strategically and visually appealing arena. See “The crowd” for more details on the crowd mood and crowd events descriptions. There must be at least The Avatars fighting away are the first to enter the arena.

or the player states he is combat. Each player goes through the round phases alternatively (except Models required to perform a compulsory action must perform the close combat and tokens phases. Close Combat 8. the second highest second. which player goes first on all the current round’s phases. Models can be activated in any order desired. 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. the players will alternate activating beasts and ranged combat actions using their action dice. phase. Each compulsory actions that apply as a result of any effect. the next player (in initiative order) goes through the soUL PhAse Ranged Combat phase. make a soul stability check. When all compulsory actions have been performed. Tokens When all action dice have been used. 19 . or psychology effects. Magic During this phase. the round ends and the next round begins. A model does not if they wish to. initiative rolls. or the player states he is done. Soul 3. of the round phases. Each player rolls a d10. 7. Phase 7 and 8 are taken simultaneously by all players. Compulsory 4. each Avatar who has stolen soul shards must need to perform all of its ranged combat actions at one time. round initiative. each player can order his models to perform unactivated beasts. supporter groups. which take place for all that action using at least two action dice (no matter the type of players simultaneously).com. 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. the next player (in initiative order) goes through the Magic Each player goes through phases 1 to 6 taking turns as established phase. Models can be activated in any order desired. The same applies for all phases except close combat.avatars-of-war. During this phase each player checks his models for any Arena DeathMatch is played in a sequence of game rounds. rANGed CoMbAT PhAse If. 2. or an action’s outcome effects. During this phase each player can regenerate their Avatars souls Models can be activated in any order desired. before advancing to phase two. and so on. the next player (in initiative order) goes through the Tactics all players. activate up to one feat of their supporter groups and generate the actions of one beast (the one he chooses to). generating their actions based on the round’s initiative until all beasts in the arena have been activated. A model does not need to perform all of its magical actions at one time. each player can order his models to perform 6. Soul instability effects are applied Players can go back and reactivate a model that has already been immediately after each check has been made. like magic round is divided into eight different phases. Ranged Combat magic actions using their action dice. 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 player’s turn During this phase each player can move each one of their ultra in the Magic phase. activated to perform more ranged combat actions as long as it is still that player’s turn in the Ranged Combat phase. the next At the beginning of every round. e “real” printed book is available at hobby shops and from our online shop. and the tokens phase. which is taken simultaneously by done. Supporters & Beasts in the Tactics phase. by that round’s initiative rolls. TACTICs PhAse Remember. When all players have gone through all action) during this phase. The highest number goes first. after all players have gone through this phase. Also. or the player states he is done. When all action dice have been used. 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 player’s turn 1. which is taken simultaneously by all players involved in When all action dice have been used. CoMPULsory PhAse GAMe MeChANICs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Tactics MAGIC PhAse 5. you have to determine the player (in initiative order) goes through the Compulsory phase. there are still During this phase.

TokeNs PhAse During this phase all players remove action dice and combat dice In case the check would have failed. Stat checks involve rolling 1d10 and comparing the result 2. In case of a tie If one or more successful rolls are made. The player who rolls highest wins initiative. roll again. the check is failed. When the original stat value is to be used for a check. Remove any token that refers to an effect or spell that have been surprised and attacked from his rearguard during this expires this turn. unless otherwise noted use the current stat value (the value that stat has at the moment and updated with any active modifiers). sTAT CheCks When resolving ANY type of attack. ATTACks Example: Applying Effects During a 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. otherwise. the check is passed. apply the following rule: 3d10 and looking for the result on the manoeuvre check table. Effects are always applied immediate in Arena DeathMatch. An effect that lasts two rounds is active for the rest of the current round and the entire following round. as it is equal to the Dwarf perform close combat actions and make attacks using their Thunderlord CS current value. follow this sequence: In some game situations a model makes a check against a given 1. This means that the Dwarf Thunderlord passes the check and detects the Goblin Hero. magic round. A maneuver check involves rolling up to resolution for the same circumstances. the game). 20 .avatars-of-war. the Barbarian Hero suffers attacks. Determine the attack strength. if necessary. CheCks beTWeeN eqUAL sTATs If the roll is equal to the current value of the stat. round close combat phase. is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. it is doubly on some occasions you will compare two models stats to make a successful and counts as two successful rolls. like magic or psychology. each player should roll a d10 to break the draw. As a result of the action the Barbarian Hero suffers a -2 penalty for one All attacks in Arena DeathMatch (close combat attacks. combat dice. it is successful. The Dwarf Thunderlord’s CS not the original value (the value that stat has at the beginning of stat current value is 5.CLose CoMbAT PhAse The player rolls 1d10 obtaining a result of 5. it is not successful. several different types of attacks take place. the Dwarf Thunderlord would counters. last for one or more The model moves 1 inch in a random 1 direction. or all combats have been resolved. round only. successful check rolls Maneuver check (over open terrain*) (Ag) result eFFeCTs & roUNds 0 The model is knocked down. when rolling. For example. ranged combat attacks and all other attacks types such as the penalty immediately and until the end of the current round. 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 model’s stat values. During this phase. He can then turn to face his opponent. 3. Goblin Hero who is attacking him from his rearguard. the more specific rule is the rule which has priority. the Agility stat is compared to determine close combat initiative. to the checked stat.com. Some effects. e “real” printed book is available at hobby shops and from our online shop. any effect or spell tokens. but always 1d10 can be rolled. damage inflicted and a blow effect. all players order their combating models to The roll is then a doubly successful roll. decision. The check stat is Combat Skill (CS). Update. Apply the blow effect to the victim. it is explicitly stated. rounds. If the roll is greater than the current value of the checked stat. As effects are applied immediately. When all combat dice have been used. If the roll is less than the current value of the stat. the phase ends. stat. A Goblin Hero throws sand in the face of a Barbarian Hero. a slam attack or an attack due to a collision) have an associated attack strength. and faces in a random direction. 2+ The model keeps the position. Apply the inflicted damage to the victim. 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). If both stats are equal.

When you need to determine the direction of an event. 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. you make a direction roll. miniature is considered to be within a distance when any part of dIreCTIoN & sCATTer roLLs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. We may as well use the alternative method for two options. To make a direction roll. Looking A scatter roll at the table we see that the selected option will be option 2: lowest. you make a scatter roll. depending MeAsUrING dIsTANCes on an even or odd result on the dice. you modify its direction the top of the die is facing is important. but the die score indicates the distance moved multiple available options. only the When applying a penalty or bonus to a model. unless specified to the contrary. e “real” printed book is available at hobby shops and from our online shop. always round any results with a fraction up.avatars-of-war. roll a d10. distances are not measured until after mean selecting option 1: highest. while a bonus of +2 adds two action dice and two combat dice. This means that a 21 . There are then two different options to choose from: highest/lowest To select one of them. available action and combat dice. declaring an action (the outcome which depends on a target being in range). Unless otherwise specified a penalty or bonus lasts for one round. This is the same For example. deTerMINING A resULT FroM A direction roll MULTIPLe oPTIoNs on some occasions you need to randomly select a result from as a direction roll. we roll 1d10 and obtain a result of 8. result to one of the options. The result of the direction roll is whatever way the pointed end of the top of PeNALTIes ANd boNUses the d10 is facing. A bonus of +1 adds one action die and one combat die. The die score itself is not used. measure to or from any edge of the miniature box. When measuring the distance to or from a miniature. roll 1d10 and use the following table to assign the die roll moved. When called on to determine a move with a random direction and a random distance. its box is within that distance. while a penalty of -2 subtracts two action dice and two combat dice.com. roUNdING When required to divide a number to make a decision. a penalty of -1 subtracts one action die and one combat die. To randomly determine one of the while the direction the die is pointed indicates the direction options. In this case a result of 8 would In Arena DeathMatch.

rANGed CoMbAT ACTIoNs ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 22 . The more action dice a model spends on each action. Whenever a special action rule conflicts with a common action rule. 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. Walking. are performed by spending combat dice rather than action dice. If you get three successful rolls you get an attack strength of 8 (5+3). replace the “n” with the number of successful action dice every round to action dice rolled. tactical actions cannot be performed while engaged in close combat or against a model engaged in close combat. the special action rule has priority over the common action ACTIoN desCrIPTIoN rule. charging and Ranged Combat phase. The more After performing an outcomes of the action on the action outcome table. Unless stated to the contrary in the action description. and the different action dice (AD). MAGIC ACTIoNs Magic actions involve casting spells.avatars-of-war. the stat used to perform the action.com. number of action dice Replace the “n” with the number of successful action dice rolled spent during the round when performing an action. the greater its chances of success. you can choose to spend action dice on more actions. description. action dice used to perform an action do not forget to action. Note that no action can place the required AD The “N” NoTATIoN counter next to the be successful unless at least one miniature. R for ranged combat or C for close An action is performed rolling combat). Alternatively. two successful AD rolls. 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. An Attack of strength 5+n the fewer action dice it has to perform other 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. actions. Most actions are available only to specific models and are known as CLose CoMbAT ACTIoNs special actions. phase. These actions differ from other action types because they game record. Unless stated to the contrary in the action shooting are all actions. Tactical actions are performed during the Tactics phase. For example. 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. 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. 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. M for magic. e “real” printed book is available at hobby shops and from our online shop. replace the “n” with “2. They are described in different areas of this book. on the following spell A model can spend all of its by this model. Magic actions are performed during the Magic phase. Unless stated to the contrary in the action description.” action die is rolled to perform it. magic actions cannot be performed while engaged in close combat or against a model engaged in close combat. running. perform and counteract actions. to update the on some action descriptions you may notice the letter “n. outcome table. Every action has a description that states the type of action (T for tactical.” This gives you an attack that is an attack strength of 7 (5+ 2). These are called common combat.

He then chooses to perform the action Provoke crowd using two AD. the more successful the DeathMatch action tends to be. LoS. voluntary or not.com. summarized outcome table results) result is that the Crowd Mood goes up or down one point. but then realizes that a slam would caster be a mistake. if any.avatars-of-war. look for the action outcome on the action outcome table and apply the action outcome immediately. if any. e “real” printed book is available at hobby shops and from our online shop. changing of weapons. Thrust. 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 stat’s current value. Each AD roll that is lower than the action stat’s current value is successful. Mi”. declare the number of action dice (AD) supposed that the model is going to spend to perform that action. Thus. AD rolls: 4 and 8. even if the model does not complete that Magic Missile (Mi. the Magic Missile spell appears as: once a model starts performing an action. outcome table). the total number of successful AD rolls is 1 (n=1 on the action conditions that have to be met to perform the action. range. In order to save space on the roster sheet generated by the Arena DeathMatch Band Maker and on the in-game record cards. -Restrictions to apply are the modifiers line of sight but the three action dice he allocated for the Slam action are lost. Following this structure. 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. The player rolls 2d10 obtaining the following is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Count the total number of successful AD rolls.g. 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. Each AD roll that is equal to the action stat’s current value is doubly successful and counts as two successful rolls. He -Conditions to be met are that target must be in line of sight of the starts to move the Orc Warlord. Apply LoS modifiers. the AD allocated for that action are spent. Running interpreted.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. At first this might look a little confusing. which requires the Avatar to be waving his PerForMING AN ACTIoN sword) it is automatically To perform an action. follow this pattern: Action name (stat used to perform the action. Looking at the action outcome table we see that the restrictions/notes. A0: No effect. action. The Goblin’s Hero 23 . 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. if any. weapon. ACTIoN sUMMArIzed desCrIPTIoN Popularity stat is 6. Each AD roll that is higher than the action stat’s current value is a failed roll. The action’s stat is Popularity (Pop). 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 +/. He can stop the Orc Warlord‘s movement at any time. once you are familiar When an action requires the use of a with the action’s complete description the summary is very easily specific weapon (e. In Arena The more action dice the model uses. Example: Performing a Provoke crowd action A player wants his Goblin Hero to try to encourage the crowd in his own interest.

If the Any action dice that are allocated by a defender to counteract an outcome modifies the Avatar’s Popularity (Pop) stat. The Barbarian Hero CS is 6.com. on the attacker’s turn. player’s turn in the current phase. then the crowd mood is modified by an additional point. as the Barbarian Hero was performing a show Successful AD rolls Outcome off action. The dice are then rolled. Counteracting the attacker’s roll another d10. In these cases. 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. The crowd was very impressed with the Barbarian A0 No effect Hero’s 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. stats has a value of 10! The defenders can use their action dice to modify the action’s Upon performing an action. In this case.WhAT IF AN AvATAr sTAT Is 10? it also affects the action’s target. This happens the die can mean a non successful roll (as a result of 0 is always during the attacker’s tactical considered a failure) or a doubly successful roll (as the roll is equal After counteracting an action do not forget to place phase. while a D2 would mean the defender rolled two performs a show off knob Hit action. Each defender can use at most the same actions. 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. Every successful AD rolled by If the dice result is an odd number the roll is considered a non. of the action (like an Avatar death) modifies the crowd mood. 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. for each obtained result of 10. the crowd mood modifying value will be of two points instead of one. The player controlling the Barbarian rolls 2d10. the Orc Shaman is knocked down. and defender obtained the same number of successful AD rolls. For As a result of the action. rolling a 10 (0) on outcome. 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. 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. The player declaring unnecessary movements. on the following outcome table. thus he will perform the action with a Note that the first entry of the outcome table states the outcome value of 5. However. and attacks. event example. aware that the attacker’s action is taking place. The total number of successful AD rolls is the attacker’s successful AD minus the This rule is applied to all types of actions. from the attacker’s successful AD rolls. while A2 states the 24 . 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. e “real” printed book is available at hobby shops and from our online shop. The Barbarian’s strength is so overwhelming that he decides rolls. even if it is not yet that stat by one additional point. a 2 and a 5. he draws a full more successful AD rolls than the attacker. if any. the action chooses how many AD he spends on his action. scoring to be applied for the stated number of successful AD rolls or less.avatars-of-war. 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. to the Avatar stat). number of AD as the attacker is using when counteracting an action. that modifies the crowd mood by one point in favour of the Barbarian T: Throw sand (CS) Hero team. including combat defenders successful AD. Example: Showing off For actions that can be countered. the roll is considered a doubly turn. the model who is is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. successful roll. the defender must be action dice to be used. A show off action must be declared when the player declares the number of Also note that to counteract an action. increase that action are spent for the current round. number of spent AD by the model(s). as normal with a modifier of -1 to the action stat. the defenders is subtracted successful roll. to update the defender during the attacker’s If the dice result is an even number. Unless otherwise specified in the action description. check or attack. 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. For example. the required AD counter next to the defender(s) action can be done by the miniature(s). A0 means the attacker circle before hitting the Orc Shaman with the knob of his axe. For example.

The player rolls 2d10 obtaining the A0 Attacker leaves combat walking. The defender can decide then which stat to use to counteract the action from the ones listed. and the Dwarf “attacker stat” vs. e “real” printed book is available at hobby shops and from our online shop. sometimes the defender can choose one of several stats to counteract an action.com. all usable stats will appear separated by a slash symbol (/). to use only one dice to defend from the Goblin Hero action. Then makes a following AD rolls: 4. The player controlling the the Orc Warlord. but defender escapes. as his the combat. Warlord. Successful AD rolls Outcome D1 Attacker can not leave combat The Goblin Hero CS stat is 5. is equal to the Dwarf Hero CS. MC with 2d10 A1 Attacker leaves combat walking. the final result is D1 (we performing the Fireball magic action. 8 and 6. outcome when the attacker obtains two or more successful AD following AD roll: 6. action is not the same as the stat used by the defenders to counteract. eyes of his opponent to get a dice to perform the action. 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. the same combat. Ag) successful rolls than A0. He decides The action’s stat is Combat Skill (CS). It is very important to him abandoning Actions that can not be slight advantage. T: Disengage (CS) The action’s stat is Combat Skill (CS). 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. upon Hero has rolled two successful AD rolls. Agility (Ag) stat Looking at the action outcome table A0 entry (as D1 means less M: Fireball (Mi vs. 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. Thus. 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. In these actions. C: Launch (St vs. as this model is involved in outcome table. than the defenders. “defender stat”. The player rolls 3. 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. but also with the Goblin Hero. counteracted will just present a opponent. a Dark Elf Prince is fighting against an Orc Remember: actions that Throw Sand Action Warlord and a Goblin Hero. both stats will appear in the form As the Goblin Hero has rolled one successful AD roll. In this case.avatars-of-war. The player rolls 1d10 obtaining the Elf CS. A lucky roll! A double successful AD roll as it is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. St/Ag) Successful CD rolls Outcome A0 Attacker makes a MC with 3d10 Attacker catches defender. The Dark Elf Prince CS stat is 7. 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: he’ll use three on their outcome table. the total number of the Goblin Hero successful AD rolls is one. Dwarven Berserker can use at most two dice to counteract. 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. so for example. the total number of the Dwarf Hero successful AD rolls is two. A1 Defender makes a MC with 2d10 A2 Launch! Example: Several Avatars Counteracting a Disengage Action Example: Counteracting a In a combat situation. being a Dwarf number indicating the number Hero. 25 . 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). and 6. 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. on some actions the stat used by the attacker to perform its Thus.

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. Some actions require a target to be into a determined range for the action to be performed. the total number of the Orc Warlord successful AD rolls is zero. 0 and 3. than the Dark Elf CS. 1. generated action dice. scoring 1. The double 1 is counted for fatigue damage while the double 3 is The Orc Warlord CS stat is 5. Note that by spending more action dice to perform an action. the action can not be performed effort to insure it is effective he is more likely to become fatigued. The player rolls as well 2 action dice generated from soul shards. The effects of fatigue often have a direct influence on their performance. 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. regardless of the results of any action dice rolled. 2 and 7. 1. more effective. the model suffers a fatigue damage point. scoring 1. An Orc Shaman (Mi 7) rolls 7d10 for casting an empowered spell. models are exerting immense physical and mental energy and as a result eventually suffer fatigue.com. but because the model is putting forth a greater If the target is out of range. The player rolls ignored because one of them is obtained from a soul 1d10 obtaining the following AD roll: 9. 7. two. 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.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). only after declaring the action (inlcuding the number of action you also increase the likelihood of rolling doubles. e “real” printed book is available at hobby shops and from our online shop. spend the action dice allocated to counteract it. 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. Thus. The action is dice used) do you measure the distance to a target. FATIGUe When fighting in the arena. Example: Fatigue damage Actions range is always specified in inches. Thus. The attacker still rolls the declared action dice and must check for fatigue.avatars-of-war. the total number of the Goblin Hero successful AD rolls is two. 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. The Goblin Hero CS stat is 5. 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). 3. 1 and 3. the total number of the Dark Elf Prince successful AD rolls is obtaining a 9 and a 3. four times the same dice result as two doubles. the two 7s are ignored because they are double successful rolls. while is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. six times the same dice result as three doubles and so on. Whenever a double (except double 9’s or 0’s) is rolled while performing any type of action or close combat attack. five times the same dice result as two ACTIoNs rANGe doubles. A triplet is considered only as one double. 26 . Thus. An Orc Shaman (Mi 7) rolls 3d10 for casting a spell. The player rolls 3d10 obtaining the following AD rolls: 4.

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. After your opponent declares his model’s action but before he starts performing it. magical or -A psychology effect ranged combat action) regardless of the current phase. action against it. 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. it A Goblin Hero performs a Provoke Enemy action must be explained in full to your opponent. CoMPULsory ACTIoNs oPPorTUNITy ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. As a result the Thunderlord is forced to immediately run towards once an action has started you cannot declare an opportunity the Goblin Hero. To determine which model is Two compulsory actions apply: pursuing the Goblin Hero and quicker. enough to perform its action before the opponent’s model starts performing the triggering action. These actions are called Compulsory it is not its controller’s turn. called compulsory during the close combat phase. checks. e “real” printed book is available at hobby shops and from our online shop. the Dwarf the opportunity action. otherwise. The model trying attacking the hated enemy. The stat used to roll the compulsory check opportunity actions can not be counteracted. Note that no matter the Agility check results. the player has declared his opportunity action for the current round. Close combat actions and close combat attacks can not be performed as opportunity actions. will be determined by the related compulsory Each player can only declare one opportunity action or advanced action. so an action: the Avatar will perform only the opportunity action involving movement cannot be taken if a compulsory action with highest priority. are always performed during the Compulsory phase. as they can will be the one used. priority select randomly the action to perform. 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. declare that you’d like to perform an Example: Multiple Compulsory Actions opportunity action. once the compulsory action to perform has been selected.avatars-of-war.com. opportunity actions temporarily actions. -A magic effect An opportunity action can be of any type (tactical. sometimes an Avatar may be bound to more than one compulsory opportunity actions do not allow for extra movement. 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. 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 die. action. however. break the turn sequence. it is able to perform Now that we have selected the action to perform. However. If bound movement action has already been performed during the same to more than one compulsory action with equal round. If the model attempting the opportunity action obtains at least one more successful roll than its opponent. Thunderlord is still pursuing the Goblin Hero. change the outcome of a round or even an entire deathmatch. Be sure to declare your opportunity action immediately after your opponent has declared his triggering On the next round’s Compulsory phase. they cannot. Compulsory actions can be counteracted as usual and can trigger opportunity actions. 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). against a Dwarf Thunderlord. . the Dwarf action. 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. Choose wisely when to use them. 27 . both must perform an Agility check. action each round. when no stat is stated the Mind stat (Mi) action each round. When declaring the opportunity action. 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. be performed Compulsory actions and related checks. This declared action is priority): called a triggering action. (resulting from a psychology effect) has priority over pursuing the Goblin Hero (result of an action outcome).

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

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. 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 opponent’s 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 model’s movement.
action immediately after The opponent’s 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 model’s How the opportunity action influences your opponent’s
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 model’s action while you perform your opportunity common sense result with your opponent. If you are unable to
action. The opportunity action’s 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 opponent’s If the outcome of the opportunity action results in
model action dice being lost by your opponent’s 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 opponent’s 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 Shaman’s 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
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.

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 controller’s 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 opponent’s 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 difference 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 player’s 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 player’s 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

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.
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 model’s 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 attacker’s line of
stat in inches. Walking costs one action die, but there is no need sight at the start of the player’s 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

a free extra Run After performing a action. due to a crowd event effect. only has one outcome (movement) but the player will roll the during the round. Facing consists of rotating a A model cannot end a sprint in box to box contact with an enemy model without moving. Armour).com. Example: Knocked down An Avatar has a pit trap to his left and is knocked down due to a failed maneuver check. while running. A perform another movement action during the same round. If you prefer to Successful AD rolls outcome lie over the miniature. even if he performed another run into box to box contact with an enemy model. When a model is knocked down. 31 . 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. 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 model’s movement action during the same (Mv) stat in inches plus half its current Movement (Mv) stat in miniature. performing this action. a free run action. The Light Elf Prince must perform a Run action now. determine the direction of the fall with a direction roll. by the three action dice to check for fatigue. stand up & knocked down A model that is knocked down can stand up. inches. he will be able to a charge. but there is no need to roll. due to a spell effect. A Dark Elf Hero receives. Also. FACING model. The model is still considered to be in close combat. 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. Note that a model can change facing to gain line of sight and then spending two action dice as usual. To sprint the model spends three action dice. but this is not movement action during the same round. 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. costs no action dice and can be done at any time during a player’s Tactics phase as many times as desired. Facing model. enemy on the closest base zone. to run towards the provoker with an extra Run movement action. the FIrsT AId model spends two action dice. the Avatar falls to his right.avatars-of-war. due to the effects of a Provoke enemy is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The model must charge its A Light Elf Prince is forced. model that moves into combat by running must attack its enemy on the closest free base zone. but he will not be able to perform another movement action during the same round. to update the round. Upon making a direction roll. each successful AD rolled. Example: Free & Extra Movement Actions An Orc Warlord receives. make sure the base stays in the same place. To stand up. The damage point 1 can be recovered from any chosen stat (except A knocked down model does not have flanks or rearguard. 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. Fatigue effects are ignored when fatigue checks. An extra movement action is a movement action that can be performed even if another movement action has already been or will be performed. action. maximum of 45º. e “real” printed book is available at hobby shops and from our online shop. This action number of spent AD. Place a marker next to the knocked down T: First aid (Mi) miniature indicating the direction it has fallen to.

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. e “real” printed book is available at hobby shops and from our online shop. Examples of special tactical actions include Running Thrust. T: disengage (Cs) Successful AD rolls outcome D1 Attacker can not leave combat Attacker leaves combat walking. oponent(s) can counteract that action. that it enters combat. 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 . 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. described in the model complete record. and Warcry.com.dIseNGAGe sPeCIAL TACTICAL ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war. Then makes A0 a maneuver check with two dice Attacker leaves combat walking. Slam.

the player has to as the model has action dice to perform them. cannot be combined with an advanced or opportunity action. so be sure to perform any An Orc Shaman wants to cast a Rolling Boulder spell. allocated. Upon If the Avatar is damaged or spells you wish to cast this reaching his Magic phase he still has three remaining AD. The most common After the spell is cast. Magical actions involve casting a spell. The shaman obtains 2 successful AD rolls. All that round’s unspent action dice are then allocated to empower the next spell cast by that Avatar. MAGIC is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. All the empowering of a to keep one AD just in case he later needs to dispel). 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. spell. The Avatar starts the next round ready to cast a spell. allocated dice are lost spell. Spells can only be performed during If the empowered spell is not cast during the round after it is the Magic phase. All allocated last action the avatar does An The victim suffers a St 7+n attack dice are lost immediately.avatars-of-war. to update the number of spent AD. and instead accumulates the An Avatar of War can being empowered. action dice the player uses to perform the spell. all allocated dice are lost. 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). the Dark Elf Sorceress controller decides to (the current round and the accumulated before cast the spell. 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 model’s complete record. as an extra advanced action. forget to place the summary appears on the model’s in- required AD counter game record. Place a d10 next to the miniature to indicate 33 . it is CAsTING A sPeLL performed using only the allocated dice. spell. the number of action dice allocated to the empowered spell. during the remainder of the round with any unspent action dice. Strength 9 to his victim! Example: Empowered Spell ere is no need to The player controlling a Dark Elf Sorceress decides she won’t cast any eMPoWerING sPeLLs specify which spell is spells during the current Magic phase. loses concentration. If the spell is may be cast as many times as desired by a model in the same cast during the controlling player’s next Magic phase. using all of the allocated action dice may have gained their magical power through the intensive study (and no more). opportunity action. An empowered spell Spells are special magical actions. and is able Some models are able to perform magical actions. accumulate magical power arena DeathMatch magic between two consecutive rounds power can be On the following round. of that power.com. These models to cast it at any moment. 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. Resolve this as if it was an extra advanced or extra of spells or through the use of a magical object. A before the player’s next Magic phase. e “real” printed book is available at hobby shops and from our online shop. inflicting an attack of immediately. she would To do so. on the current round. depending on whether it is the controller’s turn. the Avatar can perform actions as normal next to the miniature. spell action stat is Mind (Mi). If instead the controller had waited until the Magic phase. 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 same spell wait until his next Magic phase to unleash the spell. before the Magic phase. is round as long as it does not target the same objective more than empowered by adding the last round’s allocated action dice to the once. The Avatar cannot accumulate magical power for more than one round as it is extremely difficult Example: Casting a Spell to manipulate. 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. In remaining AD (three out of four) to empower her next spell. If the spell is cast before the player’s next Magic phase. M: Rolling boulder (Mi) The Avatar cannot perform any Successful AD rolls Outcome action or counteraction before Victim dodges.

which reduced by one successful automatically affects the effects of the spell. Counteracting spells work as counteracting any other action. 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. Models who cannot cast spells cannot dispel magic. He rolls 4d10 and scores only one An Orc Shaman wishes to paralyze an enemy Shadowdancer. and so the Shadowdancer gets again into one back one AD and one CD! round). The Beastman Warchief also tries to counteract the spell using three AD. cast (e. a When a magic user casts a spell one or more enemy magic users Dark Elf Sorceress. Dispelling magic is type of counteraction available only to magic Each successful Mind (Mi) roll made with action dice removes users. Each successful AD roll will remove one successful AD from the effects of the spell. Some spells remain in effect a number of rounds after they are 34 . spells can rounds be counteracted by their target. He then rolls 2d10 and scores one successful roll. spell’s effects in the remaining rounds during the Tactics phase. To dispel magic. round remains. The dispelling). the current one.g. So the total number of successful AD rolls is Next. of the dispelling magic user’s Mind (Mi) stat in inches. The range of dispel magic is equal to the current value Beastman Warchief rolls one successful AD. 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. the player decides effects of the Curse spell. during his Magic phase. The Necromancer casts the spell with four AD. He rolls 2d10 round. now). Cause Fear). On the Beastman Warchief controller’s Tactics phase. As this penalty is caused by the effects of a spell. he will try to dispel it using two AD. The Beastman be dispelled. 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. The Orc Shaman rolls three successful AD. the player two. An enemy magic-user. A magic user can dispel these remaining spell effects following one as well unless some measures are taken by his controller). to zero! Counteracting a spell can be done while engaged in close combat. The penalty applied to the AD (which translates Shadowdancer is now -1 instead of -2. and the result is used to determine the effects of the spell. The successful roll. Example: Dispelling and counteracting a spell The stat used to dispel magic is the Mind (Mi) stat. which is removed from the effects of the spell.avatars-of-war. A Necromancer tries to curse an enemy Beastman Warchief. 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). Example: Dispelling and Counteracting the Effects of a Spell Carrying on from the last example. The enemy magic-user rolls one successful AD. The enemy magic-user rolls one successful AD. Warchief is free of the On the Shadowdancer controller’s Magic phase. during his Magic phase. it can spell. The victim of the spell can counteract the dIsPeLLING MAGIC is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. each successful action dice roll is subtracted from the caster’s successful action dice rolls. thus reducing the number CoUNTerACTING A sPeLL of As with other actions that affect two or more models. The Orc Shaman casts the spell with four AD. it is not in close combat. subtract the number of next ones). AD. Every model that can cast a spell is able to dispel magic if one successful AD from the effects of the spell. successful action dice rolls by the dispellers from the action dice rolls by the magic user casting the spell. e “real” printed book is available at hobby shops and from our online shop. the Shadowdancer suffers now a from the effects of the penalty of -2. she tries to dispel it using two can try to dispel it.com. which is Example: Dispelling the Effects of a spell automatically removed Carrying on from the last example. is in range to dispel. and scores one successful roll. as that his Necromancer will try to dispel the effects of the spell using two the spell effect is again AD. 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. As the enemy magic-user Beastman Warchief is cursed one less round than before (only one is in range of dispel.

avatars-of-war. these actions cannot be counteracted unless it is specifically stated so on the action’s description. then the same objective once. To perform a ranged combat action. Ranged combat phase. The field of view is Note that even if a ranged combat action involves two models. The same ranged attack can be performed as -If you can draw a line to less than 50% of the target’s box many times as desired during a round. A ranged attack can be made against any model that can be -If you can not draw a line to any part of the target’s box selected as the target of an attack. target is in minimal line of sight of the attacker. 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. as long as it has the action dice to continue attacking. image a line from any point of the attacker’s box front face (and into the model’s field Ranged combat in Arena DeathMatch takes place during the of view) to any point of the target’s miniature box. there may be exceptions such as ranged weapons which do not require the attacker to have line of sight to its target. or guns) can make ranged -If you can draw a line to any part of the target’s box without attacks during this phase. rANGed CoMbAT is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Generally. on Ranged combat actions (or ranged attacks) are special actions. -If you can draw a line to only 50-99% of the target’s box without going across an obstacle or miniature box. However. the model must spend action dice. The ranged combat action stat is usually Ranged combat Skill (RS). e “real” printed book is available at hobby shops and from our online shop. any model that carries a ranged combat weapon (bows. there is no line of sight.com. going across an obstacle or miniature box. is within line of sight of the attacker and is in range of the attack. 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. 180° extended from the front of their base as shown below. perform during a round. LINe oF sIGhT (Los) A model can see anything in its field of view. but can only target the without going across an obstacle or miniature box. crossbows. summary of these actions appears on the model in-game record. then the target is in full line of sight of the attacker. Normally that means the model without going across an obstacle or miniature box. A ranged attack is a ranged combat action. Filed of view and line of sight (LoS) 35 . To determine if a target is in line of sight.

To take full advantage of targeting an objective. If the target is out of range. make a ranged attack if made before the player’s next Ranged 36 . 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. allocated to upgrade the next the last action the Avatar ranged attack. A check for fatigue. If the ranged attack is made before the player’s next round Ranged The attacker still rolls the declared action dice and must Combat phase. Example: Ranged Attack ATTACk rANGe is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. apply any LoS modifiers to the attack. The Avatar starts the next round ready to make the ranged attack 2. 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. in Both players determine if any LoS modifier should be applied. apply LoS modifiers when The player controlling the Dwarf Thunderlord proceeds to measure to performing any Ranged Combat action. e “real” printed book is available at hobby shops and from our online shop. The Beastman Warchief cannot counteract the attack. Los ModIFIers Unless the contrary is specified. He declares his target of the attack. If required. The attacker declares attack. 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. so his controller has no need to declare a counter action.avatars-of-war. does during the current MAkING A rANGed ATTACk Place a d10 next to the round. 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. specifying a target and how targeting an objective. Resolve this as if it was an extra advanced or extra 3. 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. as he automatically loses two unspent action dice are then Note that targeting is of the allocated AD. and is able to shoot at any moment using all the allocated dice (and no more). he must guess that his target is in range. If the target is out of range the attack automatically misses. apply damage next round Ranged Combat phase is upgraded by adding the last effect and blow effect as explained in the chapter on Close round’s allocated action dice to the action dice declared to Combat. the player must 4. on the model complete records in this rulebook there are detailed descriptions of each ranged combat action (including its range. If there is the possibility of the target counteracting the opportunity action. Measure to see if the target is in range. If the attack results in a hit. many action dice are to be spent performing the attack. so he looses one of the allocated AD to perform the ranged attack. use the following procedure: miniature to indicate the combat actions before number of action dice allocated. To do so. perform the ranged attack and apply ranged attack. Remember that the attacker cannot measure the distance now. the player controlling the targeted model declares turn. case.com. Attack range is always specified in inches. so be sure to perform all desired ranged To make a ranged attack. 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. That entire round’s the Light Elf Prince rolling only one AD. how many action dice are to be used counteracting. wait until the next round’s Ranged Combat phase to unleash the If the target is in range. There is no way to gain more action dice to allocated to counteract it. declaring you are 1. If the ranged attack is made during the player’s the outcome. He finally shoots objective. it is performed using only the allocated dice. ranged attack using three AD. In this inches) a model can make. A player wants his Dwarf Thunderlord to shoot his opponent’s For a ranged attack to hit its target. perform the ranged attack. the dwarf has a partial view to the Beastman Warchief. depending on if it is the Avatar controller’s action. allocating three AD for the attack. see if the Beastman Warchief is in range. the target must be in range Beastman Warchief using his Thunder pistol. The Dark Elf Prince wants to shoot the Light Elf Ranged Combat phase that the Avatar is targeting a specific Prince anyway.

avatars-of-war. and then been rounds. he formation. null. After the ranged attack is made. the Dark Elf Hero’s find a common agreement. The player controlling allocated action dice. If targeting a formation. try to find a quick solution. or. The opportunity action Agility is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. all Avatars in the formation become possible objectives of the ranged attack. The Avatar cannot perform any action or counteraction before TArGeTING ForMATIoNs making the upgraded ranged attack. try to for targeting). e “real” printed book is available at hobby shops and from our online shop. Do not argue causing the Dark Elf to lose all dice allocated with your opponent. Example: Targeting sPorTsMANshIP ANd rANGed The player controlling a Dark Elf Hero decides to target an enemy Dwarf Berserker. 37 . the targeting Avatar immediately If the LoS to all Avatars in the formation becomes minimal or loses all targeting allocated action dice. or he loses concentration and as a result loses all extra allocated action dice. targeting allocated AD plus the four available on the current round). the targeting Avatar immediately loses all allocated dice. Combat phase. 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. During the following round. When targeting a If the Avatar is damaged or forced to make a maneuver check. seeing that the Dwarf Berserker is going to move into cover (thus In situations like these. the Avatar can perform actions check is taken. an extra opportunity action. it only slows down the game. If the Dwarf Berserker hadn’t moved. Instead. to make a powerful shot during the next round. the Dark Elf Hero controller An Avatar can target the same objective for only two consecutive would have waited until his Ranged Combat phase. before the Ranged Combat phase. action dice. If the line of sight to the target becomes minimal or the Avatar loses line of sight to the target. the attacker can then declare one of the Avatars in that formation as the final objective of the targeting. 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. unclear. In some situations determining line of sight to the target or even range may be unclear as well. each of you can roll a d10 and controller decides to shoot as the highest roll can determine the results.com. 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.

Note that even if the elf and goblin bases do not contact. common close combat action rule. 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. Knob Hit. There is also a summarized description on the model in-game record. their boxes do.g. 38 . but instead by player’s There is an important difference between combat dice and action actions and ability to exploit his Avatar’s fighting style and dice however: successful combat dice rolls do not count as spent strengths. CLose CoMbAT ACTIoNs Whenever a special close combat action rule conflicts with a Close combat is resolved by performing close combat actions. the more combat dice spent to perform a close combat action usually means a greater chance of success. 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. the special close combat action Everything a model can do in close combat before attacking is rule takes priority. The model can perform Avatars of War. of blows accompanied by all kinds of swift movements. 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. if asked by a player. There is no need to specify the changing of weapons. as many close combat actions as desired while it still has combat dice left. When engaged in close combat a model should touch as much of the enemy miniature’s box as possible. Arena DeathMatch close combat is not composed of a static succession of predetermined dice rolls. e “real” printed book is available at hobby shops and from our online shop. weapon. All close combat actions affect two CLose CoMbAT is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. In Arena DeathMatch. attacks but uses combat dice instead of action dice. so all close combat actions can be counteracted. described in the avatar complete record in this book. Close combat is characterized by a quick and dangerous exchange A close combat action is performed the same way as other action. As with other and defences.com. At the start of the close As with other actions.avatars-of-war. combatant positions should be to all models and are described in this section. called a close combat action. by the model and are kept to perform more combat actions. common close combat actions are available combat phase. or more models. Special close corrected (by shifting their bases) to touch as much of the enemy combat actions are only available to certain models and are miniature’s box as possible. actions. All models in this picture are engaged in close combat.

and declares he will use two CD. a new combat is created during the Close The Orc Warlord has lost no CD. opponents declared its close combat the ones next to the currently engaging that model can counteract this action. The Dwarf Berserker’s controller gets two successful rolls. does not want to perform any more close combat actions (he wants to attack with its greater number of CD). The and are described in the model complete record in this book. 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. The Dwarf Berserker’s current Agility is the highest. remove 1d10 from try to stand up during the close combat phase. A1 Attacker stands up and faces randomly The outcome is applied immediately. As with other actions. next to each action. stand up. It is time to resolve the attacks! 39 . record. attacks. for any reason. The controller the Launch action). Looking at the Flank action outcome table we see that the Dwarf Berserker moves to All combats are resolved during the Close Combat phase. Things look better for the Dwarf now! declares its first close combat action (including how many combat It’s the Dwarf Berserker’s turn to act again. so the Dwarf Berserker acts first. The opposing player (the defender) then decides if he would like to counteract the attacker’s 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. The the Orc’s flank but the Orc faces him again. 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. CoMMoN CLose CoMbAT ACTIoNs the defender can at most is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Looking at the Launch becomes the attacker: The controller declares its first close action outcome table we see that the Orc catches the Dwarf. has declared its C: stand up (Cs) is way you will always know counteraction. e “real” printed book is available at hobby shops and from our online shop. He Combat phase. Now is the Orc Warlord’s turn to act. 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. as he does not There is also a summarized description on the model in-game want to end up flanked. while the Orc Warlord If neither or both models have charged. The Dwarf Berserker A simple combat involves only two engaged models. player that has round initiative chooses the order in which combats are resolved. but he has only three CD left!).com. 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. Place 1d10. When one A model that is knocked down and is engaged in close combat can once the attacker has CD is spent. CD counters.avatars-of-war. Its controller decides to launch sIMPLe CoMbAT the Dwarf Berserker through the air. If. Orc Warlord controller wishes to counteract this action. using the combatants remaining combat dice. it automatically controller obtains a doubly successful roll. so he has three CD left. any more close combat actions. 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. action and the defender corresponding miniature base. The model is not spend or both players decide not to perform any more close performing an action against its enemies. as all its rolls were successful. 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. and the Orc resoLvING CoMbAT Warlord controller gets two successful rolls as well. that combat is resolved during the same phase still has all of its four CD. PerForMING CoMbAT ACTIoNs The Orc’s controller obtains only two successful rolls while the Dwarf ’s If one of the models has charged this round. Example: Combat Actions A Dwarf Berserker (four CD) is fighting against an Orc Warlord sPeCIAL CLose CoMbAT ACTIoNs (four CD). stand up model involved in combat (simple or multiple). but rather just trying to combat actions. The Dwarf Berserker has lost the non-successful CD rolled. 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 controller decides he dice he uses to perform that action). He declares a Launch action using all four CD (he really goes for it!). so it can always use up to all of its CD for performing this action. for uses to perform the each available CD. counteracts the action using only two CD (a bit risky.

com. Both models have attacked so declares how many ATD attack dice are allocated for his hard that hit each other simultaneously. model’s Combat Skill stat is a failure. successful rolls. it is time to attack! The model who has the most successful attack dice rolls hits its Attacking is done simultaneously by both models. Example: Attacking The Dwarf Berserker was ready to attack.resoLvING ATTACks Each attack die roll that is greater than the current value of the is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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 turn’s initiative (Ag) declares first how many two or more. The hits are simultaneous.avatars-of-war. The other model becomes the victim of this attack. so any damage change that number after dice are allocated for his model’s effects do not apply until after both models have hit their the other player has attack. the model cannot attack. When a clash takes he’ll use for performing model’s attack. The other player place. so their attack dice and compare think twice when the results to the current value of The attack result is obtained by subtracting the victim’s successful declaring! their model’s Combat Skill (CS) attack dice rolls from the attacker’s successful attack dice rolls. 40 . 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 model’s Combat Skill stat is doubly successful. stat. declared his attack. The more If both models roll the same number of successful attack dice two attack dice you roll.Victim successful Each attack die roll that is lower than the current value of the ATD model’s Combat Skill stat is successful. then a clash occurs. Attack result = Attacker successful ATD . All combat dice not spent performing close combat actions become attack dice (ATD) and can be used to attack. If all situations arise: combat dice were spent performing close combat actions. -If the number of successful attack dice rolled by each player is one or zero. e “real” printed book is available at hobby shops and from our online shop. Both players then roll opponent. resolve the attack results of both attacks before applying an attack. opponent and becomes the attacker. once both models have finished performing close combat actions. he can not then declares how many attack any damage points. and counts as two two ATD for attacking). the more powerful the attack becomes.

but his Armour is raised by four points (to a value of 9). If the outcome modifies the Avatar’s converted to ATD. The player controlling the dwarf rolls two attack dice. the crowd An attack can be made more defensive by converting attack dice mood modifying value will be of four points instead of three. scoring a 2 and a 4. before any dice are rolled. The barbarian’s controller decides to make a risky but aggressive The Dwarf Berserker’s CS is 6. Attack Strength= Attack result + Attacker current St Odds are the goblin will be hit even if he rolls all four ATD. The attack hits. 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. Dark Elf Hero’s CS is much higher than the Goblin’s CS. to make sure to obtain at least one successful roll. if any attacks result in a hit Example: Defensive attack or a clash. increase that stat by one additional point.com. flourishes. successful roll. For example. his blow is especially a modifier of -1 to his Combat Skill strong. only one ATD. These armour points are automatically added crowd was very impressed with the Dwarf Berserker’s finishing move! to the victim’s Armour (Arm). 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. A Goblin Hero is fighting against a Dark Elf Hero. instead. if your has to perform the attack as normal with Avatar does win the combat. After performing The strength of an attack (Attack Strength) is equal to the sum of all combat actions. converting three out of four ATD to strength points. e “real” printed book is available at hobby shops and from our online shop. once attack result has been obtained. However. and a strong one it is! As a result of the attack. to his victim. As the elf lost all his CD performing combat actions. the Barbarian Example: Show Off attack Hero’s 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 he’ll hit the Elf Prince. 41 . 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. as the Dwarf was performing a show off attack. Strength points are automatically added to show off attacks the attack Strength. obtaining two successful rolls. 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. However. Damage points= Attack Strength – Victim Armour (Arm) The Goblin will be hit almost for sure. before any dice are rolled. thus he performs the attack with a attack. This modifies the defensive attacks crowd mood by three points in favour of the Dwarf Berserker’s team. subtract the victim’s current Armour stat his controller decides to convert all ATD to armour points. but unnecessary. However. To obtain the damage. he is in a good defensive position and is likely to take less damage. successful rolls while the Orc Warlord’s controller obtains only one points the less probable it is that the attack is successful. However. The player rolls a 3. he also risks obtaining unsuccessful rolls as well and losing but unnecessary movement with his axes just before directing them in attack strength. and rolls value of 5. Popularity (Pop) stat. both Avatars have four CD left. After performing all his modifies the crowd mood. from the Attack Strength. 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. The to armour points. then the crowd mood is modified combat actions the barbarian has still four CD left which are by an additional point. (CS) stat. 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. An Avatar can convert as many attack dice as desired to armour points.avatars-of-war. he makes a very appealing However. The other option would be rolling Shaman. The Dwarf ’s strength is so overwhelming that he decides to more ATD. Both players roll their ATD: the Dwarf ’s controller obtains four Note that the more attack dice an Avatar converts to armour is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. the the attacker’s current Strength (St) stat plus the attack result. damage must be calculated. show off with his attack. if your Avatar does lose the combat. the Orc Shaman dies. that attack. crowd by embellishing an attack with impressive.

both Combat (the 5 is doubly successful). the soul damage is something even worse.5) Ag 3 CS 3 (6. 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. returning to the top Berserker. apply the damage point to the Berserker Strength has now decreased to a value of 4.6 Arm 5 RS 7 (1-3) Ag 6.com. be knocked down. the Band Maker). Mi). returning to the top if necessary). so the dwarf suffers fatigue damage.avatars-of-war. Combat damage Fatigue damage 1 Mv 1 (1. many times involuntarily while in combat.7. you the current action rolls or attack result. 1 and 5. the damaged stat is determined by the affected. If Example: Fatigue damage that stat cannot be decreased. however. to a value of 4. The strength of an attack my make a victim lose position. Damage in Arena DeathMatch is reflected directly on the model Fatigue damage is applied exactly the same way as combat state table. However. applied to the first physical stat in the Avatar in-game record state table that can be decreased one point. Dwarf Berserker’s Strength (St 5) to the attack result we obtain attack Blow effect= Attack strength . you cannot Next we calculate the attack strength. if necessary). Every time a model suffers damage. or If the Soul stat of an Avatar reaches zero. 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. (downwards. St. the model is dead or too wounded to continue fighting Close combat is not a static exchange of blows. If a physical stat has already reached its lowest value.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. immediately after obtaining the attack result of 4.Victim original Strength strength of 8. This means the Orc Warlord’s Armour. The Dwarf Berserker rolls 3d10 for performing his When all five descriptive stats (Mv. decreasing by one point. adding the next physical stat on the in-game record state table. back to the fight between the Orc Warlord and the Dwarf descriptive stat (downwards. the Dwarf Berserker inflicts three damage points to the Orc Warlord. a double 1 is the model only receives damage to its physical and Fatigue damage tables obtained. stats (Ag. apply the damage point to the next descriptive stat on the in-game record state table.APPLyING dAMAGe Fatigue damage is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The Dwarf Berserker rolls 3d10. Combat Whenever a model is thrown through the air due to a blow effect. reference. As the Dwarf decrease that stat further. subtract the victim’s original Strength (St) stat (not the current stat. the descriptive stats are at their lowest value. Instead. 42 . CS. e “real” printed book is available at hobby shops and from our online shop. Attack Strength and apply the result indicated on the following the dwarf won the attack with an attack result of 3. one of its stats is damage.2) St 2 Pop 2 (3. As the Orc Warlord’s current Armour stat is 5. stat indicated on the following table. Mi) decrease to their lowest bLoW eFFeCT values. All three rolls are successful RS. St. For quick and easy attack scoring 1. Collisions with obstacles obtaining 6.4. Skill and Strength all are immediately reduced by one point. Pop. by one point. move on to the next non empty physical stat strength of 7. move on to the next non empty Again. Adding the table. it may collide with an obstacle during the flight. To reflect this. Instead. cannot decrease that stat further.8) Mi 4 RS 4 CS 5. 3 and 8. once all three physical stats (Ag. Arm) have decreased to their lowest value. If that stat dwarf Strength (St 4) to the attack result of 3 we obtain attack cannot be decreased. fighters move and is removed from play. once damage has been applied. That is because fatigue damage is not applied until after obtaining If a descriptive stat has already reached its lowest value. number that was rolled double (thus provoking fatigue) according to the following table. 1d10 for each damage point.

2. This might happen because of a when dropping from or falling down an elevation. 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. 43 . If the obstacle is a rigid scenery element. Collided models are not pushed back. If the obstacle is another model. Forced out of combat * If victim is knocked down then attacker Pop+1. 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. remember that all attacks in Arena DeathMatch (close combat attacks. magic attacks. Attacker Pop+2 CM +/. damage points equal to its own original Even if a blow effect is explained here. down. The model will be knocked Victim is pushed 2 inches at blow direction. apply the inflicted damage to the victim and finally apply the blow effect to the victim. that model may once again enter the collided model and suffers a number of close combat. obstacle or another model. 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. If no rigid scenery element is collided.7) o 4 inches (8+) and is knocked down.com. close combat action or a blow effect. e “real” printed book is available at hobby shops and from our online shop. CM +/.Victim Pop-1. 4-5 down on the collided spot. 6+ Victim Pop -2. Does not apply to attacks resulting box contact with its opponents. ranged attacks. and is knocked down in 0-1 Victim keeps position front of the obstacle. 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). Crowd event. is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. blow effect Strength (St) minus its current Agility stat (Ag).1 on some occasions a model involved in combat may lose box to † Does not apply in ranged attacks. otherwise it is knocked down next to During the next Tactics phase.avatars-of-war. the Victim is pushed 1 inch at blow direction. and any other possible attack types like a slam attack) have an associated blow effect. When resolving an attack you’ll always have to follow this sequence: Determine the attack strength. the flyer suffers a number Attacker is pushed 1 inch at random direction.

the Orc Warlord would have been forced to make a maneuver check and likely be knocked down as he’s not an agile creature.avatars-of-war. Looking at the Feint action outcome (simple or multiple). strictly following the combat order established earlier. he can influence on the Dark Elf as there is box to actions against any enemy in box to box contact. as he’s not in box to box how many dice each model has declared their combat contact with the Shadowdancer. 7. charged this round. The number of successful rolls is each available CD. Elf Sorceress against such a renowned enemy! If the attack strength would have been only one point greater. a multiple combat occurs. PerForMING CoMbAT ACTIoNs All models involved in the combat act in the following combat order: 1. box contact) and Krork can counteract the action. Looking Toadgobbler the Goblin King and another Goblin hero. once all models involved Next the Dark Elf Sorceress acts. A model can perform close combat directly affected. The Dwarf Berserker’s attack strength is 8. Models that have not charged that turn sorted by descending the Goblin Hero (Ag 6) and followed finally by Krork (Ag 3). next to each combat dice. until there are no more combat dice to spend or all models involved are finished performing close combat actions. Agility (Ag).com. She decides to try to flank Krork. for combat action using goblin obtains two and Krork one. In these cases the procedure to resolve combat is as follows. 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). as the low Krork Ag will very probably make with the attacker) losing all allocated rolls to counteract. Upon to make its combat actions or dice. 44 .Example: Blow effect Example: Multiple Combat Actions is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Both the Goblin Hero (even if not first close combat action. remove 1d10 from sum of all defender Goblin Hero being a nuisance! the ones next to the combat dice. next is the Dark Elf Sorceress (Ag 7). This means zero (we subtract the Goblin Hero and Krork’s successful rolls from the model involved in combat the attacker’s combat dice three Dark Elf successful rolls). perform the close resolving the action Krork gets flanked by the Dark Elf Sorceress. attacks. e “real” printed book is available at hobby shops and from our online shop. taking The model that acts first becomes the first attacker to declare its advantage of Krork’s low Ag stat. It is very difficult pushing such a big and strong Avatar. obtaining a blow effect of 1. combat action and immediately apply its outcome. 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. The Dark Elf performs a Feint action against Krork. 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. This procedure is then repeated. while the CD counters. 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. It was close! MULTIPLe CoMbAT When there are three or more models engaged in combat. thanks to the CD is spent. The is way you will always know in that action have Goblin Hero cannot help Krork this time. When one are counteracted by the table we see that the action does not affect Krork at all. We subtract the Orc A Dark Elf Sorceress and a Dark Elf Prince are fighting against Krork Warlord’s original Strength. Place 1d10. Only Krork can counteract. followed by 2. The second model to act becomes the attacker and can declare a close combat action. corresponding miniature base.

is time to attack! Attack strength counters Borg uses his two ATD to attack the Dark Elf Prince. The Barbarian Hero strength to apply to each model is hit and as a result his Strength is reduced by one point. Krork follows. he is the first to attack. model in the combat order are resolved first. in the controller desired order. The Dark Elf Prince and the Goblin Hero are both forced out of combat. Note that in the case 45 . place 1d10 First Korg’s attacks are resolved. so it is now time for the Dark Elf Sorceress to act again. When are allocated for each resolving attacks. He wants to launch the Dark applied. Now the Goblin Hero acts. Borg and Korg. once all models are finished performing close combat actions. is way you attack against the Barbarian Hero is resolved (and we place an attack to box contact. which is why it is important to resolve attacks Krork obtains four successful CD rolls. He won’t once all attack dice for determining blow effects.com. 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. Krork rolls all his CD. players declare Attack strength counters for easily Now.avatars-of-war. while the Dark Elf Sorceress in the combat order. it The Barbarian Hero (two ATD) uses all ATD to attack Borg. Players declare how their Avatars use their ATD to attack. actions to keep his CD for attacking. how many attack dice resolving later blow effects. followed by the each attack and applying damage immediately (following the Barbarian’s attacks and finally Borg’s attacks. will later know which Attack strength counter as well next to the Barbarian). A model can combatant. has been resolved. Following the combat It is very useful to use d10s as order. Korg (four ATD) declares that he uses two ATD to attack the Barbarian Hero and two ATD to attack the Dark Elf Prince. the Goblin King gets his turn. 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. All combat actions have been performed and it is time now to attack! As Korg has charged this round to help his brother Borg. to resolve the attacks and apply damage. Attacks involving the first is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. strike as strong now! have been allocated. Elf Prince as far as possible performing a Launch action. ATD are model involved in the strength suffered by each rolled and damage applied (it is a good idea to place a d10 next to combat. Next the Dark Elf (three ATD) declares he uses two ATD to attack resoLvING ATTACks & APPLyING dAMAGe Korg and one ATD to attack Borg. but he does not perform any combat combat order already established). The possible attack for each indicating the highest Attack player decides to resolve first the attack against the Dark Elf. next to each model the Dark Elf Prince indicating Korg’s attack strength). Next is the Dark Elf (Ag 6) followed by the Barbarian (Ag 5) and Borg (Ag 4). e “real” printed book is available at hobby shops and from our online shop. Next Korg’s attack any enemy in box involved in combat. and so on until all attacks have been resolved and all damage effects have been Finally. proceed to resolving Now it’s time to resolve the Dark Elf prince’s attacks. brothers of blood.

the model spell an Avatar may enter close combat against an ally Avatar. e “real” printed book is available at hobby shops and from our online shop. 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. 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. The Dark Elf resolving any combat. If the check is unsuccessful. only the CLose CoMbAT ModIFIers highest blow effect on the table is applied. The others are ignored. so he rolls only three ATD rotate to face enemies (as chosen by the model’s controller) if there to attack the enemy on his flank. quite often a model is on the receiving end of more than one attack. before Prince wants to attack the Light Elf Prince anyway. The model being attacked must make a once all attacks have been resolved and damage applied. For example. and only at the start. Example: Multiple Blow effects Close combat modifiers Following the last example. models automatically and immediately Prince allocates five ATD for the attack. surprise attacks is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. the model provoking the Avatar to attack his allies expires. Example: Flank attack A Dark Elf Prince is flanked by a Light Elf Prince. rearguard during the next close combat phase. you can Combat Skill (CS) check. 46 . FLANkING FrIeNdLy CoMbAT! When a model already in close combat with an enemy to its front on few occasions. the highest roller takes control of the combatant. close combat action. If more than one opponent player wishes to control the fighting Avatar. Blow effects are applied to all models in combat sorted from highest to lowest. 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. 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. There are some special situations that need a description. as if they were unsuccessfully rolled. 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. a blow effect of 5 is applied before These modifiers have to be applied when performing an attack or a blow effect of 3. cannot turn to face the new opponent and is now considered flanked. The following table lists all combat modifiers that apply in special combat situations. In these cases. we should update the Dark Elf Prince’s attack strength counter with A model that is not in close combat can be attacked from its rear the new higher attack strength. due to a psychology effect or the effects of a or flanks is attacked by a model on one of its sides. The Dark Elf At the start of the close combat phase. automatically lost. the model detects its opponent. cannot turn to face the new opponent and has lost its rearguard. and if successful detects the attack.com. If apply blow effects. This attack is bLoW eFFeCT called a surprise attack. In these situations. as long as the attacker has not been in line of sight of its target at any moment during the approaching movement. while the other Avatar is controlled by his opponent. like the Win rearguard action. except for the first combat phase after a successful surprise attack (see below). 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. A model can also lose its rearguard as a result of an action outcome. The other two ATD are are no enemies to their front. wishes to). like the Flank action. perform/counter close combat actions ground against a standing enemy. it turns to face the attack.Borg’s attack strength against the Dark Elf Prince is higher than Korg. each with its own blow effect.avatars-of-war. the model cannot turn and loses its When more than two models are involved in the same combat.

so they must be able to perform the Walk or Run action. If successful. There running. ForMATIoN MoveMeNT Avatars in formation must be in base to base contact and A formation can walk or run. This can be done at common to all Avatars that know one or more formations. The formation positioned as specified in each formation type. call on other Avatars to join them in formation that give combat advantages. swim. any moment during the Tactics phase. 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. These Avatars can Avatars. T: Mount formation (Pop) Avatars cannot climb. To do so. this Avatar becomes the formation leader. e “real” printed book is available at hobby shops and from our online shop. If the action is performed successfully. Do not forget to update the called Avatars action dice To mount or change a formation. charge or move in to combat while Successful AD rolls outcome in a formation. 0 The Avatars called for formation ignore the caller. they use their full movement in the direction of the formation caller. they must leave the formation. an Avatar must perform the counters. If they cannot reach is no limit to the number of Avatars that can join a formation. 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.avatars-of-war. but never sprint. If so. place them in formation. 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. This action is movement and does not cost any action dice. Specify which Avatar is calling for the formation and which ForMATIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. as the formation’s leader has. Called Avatars heed the formation call. The formation is not mounted. All terrain rules that restrict movement apply to formations. The formation if that Avatar has spent the same amount of action dice caller becomes the formation leader. Avatars being called have to move in to formation by walking or running (not sprinting). moves at the rate of the current lowest Movement (Mv) stat of its participants. 47 .com. 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. Mount Formation action. Avatars are being called.

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. they must be placed to form a circle. If more than two Avatars are in circle formation. 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. Shield formation ForMATIoN TyPes The Council of Drumminor has ruled the following formations WedGe ForMATIoN legal in sanctioned deathmatches. Circle formation is useful when advancing between or when surrounded by enemy Avatars. Wedge formation is only known by the most martial of Avatars and is useful for moving in close to charge your enemy. shIeLd ForMATIoN Shield formation is useful for defending against missile attacks. an enemy Avatar must always fight against two of the wedge formation Avatars. Wedge formation When in close combat. the leader attempts to intercept any missile attacks directed at the formation’s members. 48 . An Avatar in circle formation does not have flanks or a rearguard and as a result can only be attacked from the front. Avatars in shield formation must be placed to form a square. e “real” printed book is available at hobby shops and from our online shop. place them back to back. is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. An Avatar cannot join a formation from a sprint. When in a shield formation.avatars-of-war. 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. CIrCLe ForMATIoN Avatars in wedge formation must be placed to form a wedge. If only two Avatars are in circle 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. If an enemy Avatar charges or moves into combat with an Avatar in wedge formation. with the leader in the first row.com. All members in a shield formation use the leader’s current Armour stat (Arm) against projectile attacks.

For each soul shard burnt. 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 Example: Boost spell range damage).com. boost blow For each soul shard burnt. Soul shards can be used to improve an Avatar’s performance. e “real” printed book is available at hobby shops and from our online shop. At awesome combat skills. 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. but with no increased range. The rolls are 1 and 3. the range is increased by nine inches. attack strength points. imbued with a sliver of the god’s own immortality. so the necromancer is able to cast A Necromancer wants to cast a spell but has only one AD left. the Example: Boost movement final attack strength will be of 9! A Beastman Warchief (Mv 3) wants to Slam an enemy. Unless otherwise specified. 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. each adding half the current All action types can be boosted. number of Soul shards (Soul stat). the Avatar loses all An action cannot soul shards used to boost that spell’s range and the spell range is generated from soul shards do not be performed using not increased at all. This number appears on the Avatar’s complete and in-game records. When a mortal soul shards do not provoke fatigue (ignore them when checking is chosen by a God of War to become an Avatar. For each soul shard burnt. value of the Mind (Mi) stat in inches to the spell range. allowing for declared. If any of the Mind checks fail. A player boosting an attack must state so when the attack is An attack cannot It is this new. A Dwarf Berserker is attacking his least one natural ATD opponent and has two ATD must be spent. the Necromancer would still two extra AD to cast the spell. The Avatar’s soul is forever changed. for each soul shard burnt from the second onwards a Mind check Action dice and combat dice must be made. 49 . an extra attack strength point may be Uses For soUL shArds gained when hitting an enemy in close combat. A player boosting the range of a spell must state so when boost action declaring the magic action. declared. A player boosting movement must state so the attack stronger. dramatically increase the range of the spell by burning three soul A player boosting an action must state so when the action is shards. that mortal is doubles for fatigue damage). The controller is not sure of the Beastman reaching even by sprinting. an extra attack die may be rolled when performing a close combat attack. The player rolls his ATD and hits his enemy with attack strength of 7. he decides to burn two soul shards for two extra when the action is declared. If successful. have been able to cast the spell. The player rolls then three AD. Attack dice generated from The Avatars of War are heroes chosen by the gods. boost attack The PoWer WIThIN is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. value of his Mind (Mi) stat in inches to the range of a performed spell. each Avatar of War has a two soul shards for two extra ATD. (Mv) stat’s current value in inches when performing an action As the controller is very confident about hitting his enemy. least one natural A Necromancer (Mi 6) casting a Ray of Death decides to AD/CD must be spent. an Avatar can add half his Movement A Barbarian Hero is going to attack and has three ATD remaining. be performed using mortal hero and an Avatar of War. 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. boost movement Example: Boost blow By burning one soul shard. counteraction or attack. an extra action die or an extra combat die may be rolled when performing or counteracting an action. 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. soUL shArds remaining. an Avatar can add half the current to make sure the Beastman impacts his victim.avatars-of-war. Thanks to the use of the two soul shards. provoke fatigue (ignore them only AD/CD generated when checking doubles for fatigue from soul shards. to make involving movement. immortal soul that makes the difference between a declared. The player rolls four ATD. However. For the attack to be more effective the controller decides to burn To measure the power of their souls. Further soul shards can be used.

combat dice and attack dice.Stolen soul shards). Each drained soul shard is captured by the opposing Avatar and added to his pool of stolen soul shards. The reward. 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.” once the round. Avatars of War have an (opponent or not) to assimilate the stolen soul shards. and all stolen soul shards become assimilated soul shards. There are several ways an Avatar can obtain soul shards from If the result is equal to or less. becomes a stolen soul and any encounter between two shard. damage absorbs that soul shard adding it to his pool of stolen soul Soul instability effects are applied immediately after the roll is shards. Every time an Avatar’s Soul stat is decreased one must roll on the soul instability effects table below. Each given soul shard Armour stat can not be healed. 50 . Soul stat of an Avatar reaches zero. is captured by the target Avatar and added to his pool of stolen soul shards. draining the soul through the use of a spell or magical item. An deCLArING ANd roLLING soUL shArds Avatar that kills another Avatar automatically captures the entire victim’s remaining soul shards and adds them to his pool of stolen Soul shards are usually used in conjunction with action dice soul shards. The player controlling the Avatar rolls 1d10 and compares the Avatars of War is likely to result in result to the Avatar’s current Mind stat value.healing FILLING The soUL is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. adding one point from any type of damage. the Avatar’s soul becomes unstable. 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. the sliver of divinity 8 The Avatar enters in a catatonic state during the current in an Avatar’s soul drains physical health to stay “alive. however. unmatched thirst for divine power. Even if the Soul stat’s current value has reached zero. When an Avatar’s Soul stat has reached zero. Sometimes even an Avatar of War cannot cope different colour to represent dice generated by soul shards. including while the Avatar is in close combat. shards but minus the number of stolen soul shards (Mind + Soul shards . always generates one stolen soul shard. plus his own soul a fatal combat. sToLeN soUL Manipulating stolen soul shards for an Avatar’s own gain is a When performing boosted actions or attacks. through the use of a spell or magical item. as these with such power—the energies stolen from another soul may rolls do not count towards fatigue if doubles are rolled. The Avatar’s soul explodes. the damage is applied to the 9 The Avatar enters in blind rage (see page 53) first physical stat on the Avatar’s state table (going downwards) that can be decreased one point . the soul stability check is successful another Avatar of War. 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. and the player Soul (So) stat. conflict with the divine powers that dwell within an Avatar’s own soul. The Avatar loses all his own soul shards (but not the stolen ones) and suffers 1d10 damage 10+ points. Soul shards can be stolen from an Avatar of War by damaging his otherwise. The Avatar looses both all his soul shards and all stolen soul 6-7 shards. A damage point made to a Soul stat 1-5 The Avatar looses all stolen soul shards. use a die of a dangerous matter. kILLING AN AvATAr oF WAr Soul shards can also be stolen by killing an Avatar of War. Looses all AD and CD. made. the Avatar that caused that point to the rolled result for each stolen soul shard the Avatar has. An Avatar can then use those assimilated soul shards for his own dAMAGING The soUL profit.com. Healing by the use of soul shards can be performed at any point during a controller’s turn. The immortal soul of an Avatar of War never disappears entirely. e “real” printed book is available at hobby shops and from our online shop. a small soul instability effects (+1 for each stolen soul shard) portion of his soul remains. 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.

It is The player rolls a 0! The roll was unsuccessful and the stolen soul is healed to its original value. assimilating the two stolen soul shards. so the roll She can choose to boost one of the Sorceress’s stats twice.avatars-of-war. e “real” printed book is available at hobby shops and from our online shop. Also the boosted stat is automatically set to that value (all damage in that stat is automatically healed). The player decides she wishes her Dark Elf Sorceress to absorb the two stolen soul shards. so the result to look for in the table is 8. 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 controller’s Soul phase. stolen soul absorption The assimilated soul shards are automatically added to the soul of the Avatar. By burning an own soul shard and an assimilated soul shard an Avatar of War can increase a stat’s original value by one point and up to a maximum value of 10. She has to pass a soul stability check in order stability.com. soul shards) in order to be successful. as she has two stolen soul shards. Her Mind stat value is 6. Stolen soul shards remain throughout rounds and are of no use to the Avatar until they become assimilated soul shards. She decides to boost her Mind stat twice. 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. Avatar evolution By combining his own soul with assimilated stolen soul an avatar can evolve to a greater state of power. Example: Stolen Soul Absorption Suppose that the Sorceress from the last example rolls a 3 when checking for soul stability. The player decides she to assimilate these stolen soul shards. The Dark Elf Sorceress enters in a catatonic state for the entire round. As the instability effects table. 51 . and can be used under any effect (no matter the source) or while engaged in close combat. UsING AssIMILATed soUL shArds Assimilated soul shards must be used immediately after a successful soul stability check. Finally. and she has three soul shards left. A knocked down Avatar automatically stands up as a free extra action. wishes her Dark Elf Sorceress to evolve. thus assimilating the two stolen soul shards. or boost two has to be equal to or less than 7 (Mi 6 + 3 own soul shards – 2 stolen different stats. Assimilated soul shards can be used in two different manners. adding two points to the result. Example: Soul stability check Example: Avatar Evolution is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. all effects (of any source) disappear immediately. By absorbing stolen soul shards an Avatar can increase his number of own soul shards beyond the original value. The Sorceress now has five soul shards. The Sorceress has then to roll 1d10 on the soul each combined own soul shard and assimilated soul shard. During one evolution. during the same Soul phase. several stats can be boosted. The roll result is a 6. which was 7 and increased twice: once for not assimilated. increasing it to 9.

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

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.
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 Avatar’s
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 controller’s 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
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.

(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 Avatar’s 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 doesn’t 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 crowd’s 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. Action’s
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 crowd’s 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 mood’s 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 mood’s 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 mood’s 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 Goblin’s 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 Hero’s 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

ultra supporters claim an entire section of the mood state column). then place only one crowd event marker and generate just CroWd eveNTs one crowd event. ULTrA sUPPorTers This rule is reflects that the more extreme actions on the arena. Crowd events take place immediately after finishing resolving the Fierce rivalries exist between ultra supporter groups. carry on resolving the current action. remove the crowd event only modify the crowd mood once. GeNerATING CroWd eveNTs Whenever a crowd event must be generated. perform an action or attack. 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. a double 0. Finally. attack or event that has triggered it. have appeared in influence the spectacle. the higher the odds to obtain a triplet or a double 9 or 0. Each subgroup attends the deathmatches taking place close to their location. the player who is rolling the crowd event is allowed to choose a crowd event (in the corresponding crowd once in the arena.com. spice up the fight. Resolve the crowd event Beasts are monstrous creatures that are let loose in the arena to at the end of the player’s Soul phase). As deathmatches become more and more popular. smaller subgroups organized by location. the action or attack that has generated it. Combine the die result with the crowd mood These groups are normally based around a core group. e “real” printed book is available at hobby shops and from our online shop.avatars-of-war. including randomly triggered crowd translating in to a crowd event for gaming purposes. Determining which player rolls a crowd event is important. the more dice you roll to different parts of the Darklands. widely known as ultras. Ultras are a specific type of supporters characterized by their extreme behaviour when attending deathmatches. -Avatar death -Avatar evolution (multiple evolutions from Avatars of a same beAsTs eNTerING The AreNA player only generate one crowd event. and quite action. translating in to a crowd event for gaming purposes. When a crowd event often there are riots and fights between different ultra supporters is triggered. Action and attack outcome descriptions state if a crowd event is -Action triggered crowd events are rolled by the player who triggered. modifiers are generated by the same action or attack. attack. A crowd mood modifier is applied immediately after resolving action. performed the triggering action. roll 1d10 on the An ultra group can vary from a handful of fans to hundreds. 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. 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. apply only the highest of them. randomly triggered crowd events Unless otherwise specified by a specific scenario or beast rule. of crowd events. This is represented in Arena DeathMatch by the use waiting to be generated. are rolled by home players if the crowd mood has a value equal or greater than zero. -Event triggered crowd events are rolled by the player whose event triggered crowd events actions or attacks the crowd event is a consequence of. once the 55 . Effectively. In other words. or event. on a result of 0. as a result of 0 allows the rolling player to choose a crowd event. with state to find out which crowd event to apply. If two or more crowd events are triggered by the same action or attack. If two or more crowd mood marker. or event is resolved. Whenever a double 9. An action or attack can immediately apply its result. generate the crowd event and is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. or rolled by away players if the crowd Events that trigger a crowd event are: mood has a value lower than zero. The same action or attack can only trigger one crowd event. extreme the more probable is the crowd getting excited enough to wish to supporter groups. events. attack. -All other crowd events. Important events also trigger a big reaction from the crowd. a crowd event is triggered. any soul generated dice used to boost the action or attack). This normally happens when the deathmatch -Away Avatars enter the arena is not entertaining enough. arena stands. 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. place a crowd event marker on a visible place and watching a deathmatch. crowd events table.

ultra supporters will is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The Stands Space stat indicates The player controlling the Goblin Scavengers rolls a 7. arena’s perimeter. even losing inches if wide as their Stands Space stat in inches. stat. 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. The space assigned to an necessary. As their Strength stat is 4. subtract its base hire cost from your current The Goblin Scavengers fight with the Ogre Bonecrushers for space on amount of gold. drinks. the barbarian is in the Goblin Scavengers' area of influence. the boo before the Avatars of War enter the arena. away players locate their ultra groups (in any desired order). The ultra supporter that loses the check must base hire Cost relocate to give space to the winning ultras. even though they are less numerous. ultra group can be situated in the corner of the stands. the Ogre Bonecrushers win the check. a doubly successful roll). the stands. If you create your band using the Arena DeathMatch Band Example: Situating ultra groups Maker. once all home ultra supporters are situated. Recruiting an ultra supporters group is done in the same way as Example: Ultra groups fight an Avatar of War. Players can spend part of their assigned gold to recruit ultra Both conflicting ultra groups perform a Strength check.com. This means that any crowd event which effects take place in that area are generated applying the ultra supporters’ special rules. the the arena perimeter. Thus. alcoholic between both ultra groups is 10-6=4’’. If no space is available The base hire cost (BHC) of an ultra group indicates how many for relocating. the stands space difference supporters: more seats in the stands for the group. while the the size of the stands section assigned to that ultra supporters player controlling the Ogre Bonecrushers rolls a 6 (matching their group. to ultra groups. difference between the Stands Space stat of the two groups to its Strength score. fight to win their space on the stands.reCrUITING ULTrA sUPPorTers If there is not enough free space available. The Ogre Players also have the option to acquire special features for ultra Bonecrushers stand space is 6’’. place some markers on the arena perimeter to delimit the different spaces allocated to the different ultra groups. Alternatively. crowd event is carried out by common supporters. when making the check (4+4). which adds one extra point to the penalty applied.avatars-of-war. Pieces of the templates can be cutout when an ultra group shrinks. Example: Area of influence and effects A Barabrian Hero is booed by the crowd and receives a -1 penalty. e “real” printed book is available at hobby shops and from our online shop. As Ultra groups occupy the stands after all scenery is deployed. into any free space of If no special rule of the ultra supporters group can be applied. 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. is performed by common supporters. forcing the Goblin Scavengers Each ultra group occupies a portion of the arena perimeter as to relocate to another zone of the arena stands. Each ultra group complete and in-game record states how large a section they occupy in the stands. Players fighting at home first situate their ultra supporters (in any If the Barbarian Hero is outside all of the areas of influence. if possible. 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. is from the Goblin Scavengers. the ultra supporters that support his Avatars with extreme enthusiasm group with the greatest amount of stands space adds the during the deathmatch. The Goblin Scavengers Stand Space stat is 10’’. So. they use a strength of 8 acquired for that group and at which cost. sITUATING ULTrA sUPPorTers The Ogre Bonecrushers make the Strength check using their Strength of 6. 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. Resolve then 56 . the boo desired order) into any desired space of the arena perimeter.

During the Supporters & Beasts phase. collides with another their Strength the stands space difference. 2. the moving ultra the arena. The pushing group finally moves one inch (over the squashed supporters) to take the newly won space (no matter what its remaining movement was). 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. following the arena perimeter. Example: Riot! The Goblin Scavengers want to move 2’’ to their left.com. is 8”-6” = 2’’. The area of influence of an ultra group is an eight inch long Strength check. riot! The Goblin Scavengers perform the riot Strength check by adding to When an ultra group. but stays in its original position. Scavengers win the riot! 57 .avatars-of-war. pushing the enemy ultra group to complete their movement. each player can move each The Goblin Scavengers stand space is 8’’. or the group wants to keep its position. while the collided ultra group tries to stop the other group’s The Dwarven Ironfists make the Strength check using their Strength movement. 1. stat of 4. during its movement. 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. As their Strength stat is 3. while the difference between the Stands Space stat of the two groups to its player controlling the Dwarven Ironfists rolls a 6. e “real” printed book is available at hobby shops and from our online shop. the crowd event without applying any special rules. The moving ultra supporters try they use a Strength of 5 to make the check (3+2). rectangle extending from the edge where the space is located into -If the group that was collided with wins. keep its position. Move back. the ultra group with the greatest amount of stands space adds the The player controlling the Goblin Scavengers rolls a 4. the Goblin Strength score. Sometimes. 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). The collided ultra group finds no free space to move back. 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. A is influenced by various supporter groups. Example: Area of Influence -In case the moving ultra group wins the check. ultra group. The Dwarven Ironfists stand one of his ultra groups a number of inches up to the ultra group space is 6’’. crowd event effects take place in a spot or zone that After moving 0.5 inches they collide with the Dwarven Ironfists. So. Resolve the crowd event without applying any special rules. a riot occurs. The difference in stands space between both ultra groups Movement (Mv) stat. When crowd event effects take place outside of all areas of influence. the crowd event is carried by common supporters. select riot occurs! randomly which supporter group special rules are applied. group must immediately stop its movement upon contact with the enemy group. Both conflicting ultra groups perform a Strength check. giving enough space to the pushing group to finish its movement. MovING ULTrA sUPPorTers During the deathmatch ultra groups will move to follow the events taking place in the arena from as close as possible. In these cases.

then the supporter jumping in the arena is a member of Scavengers. following the indicated direction.avatars-of-war. 58 . a member of this ultra group jumps in the arena. an away common supporter would have been the one to jump in the arena. Example: Supporter jumping in the arena A crowd event states that “An away supporter jumps in the arena”. a piece should be cut out from the Dwarven Ironfists’ template to reflect its new size of 5 inches.5’’ to their left. They move then 1. to the arena Avatars of War do. initiative. common supporter. Draw an Supporters perform actions during the different phases exactly as imaginary line. Who controls supporters? sUPPorTers JUMPING IN The AreNA During each round. If instead the Dwarven Ironfists were supporting home players.The images below show the two possible consequences. If you use the Band Maker ultra templates. the player controlling the frenzied supporter makes a direction roll inside the area of influence of his choice. 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. and so do the Goblin that group. 2) The Dwarven Ironfists fight for their space. Away supporters that have jumped into the arena are controlled by the away player with the highest round initiative. home supporters that have jumped into the When a frenzied supporter jumps in the arena you’ll have to arena are controlled by the home player with the highest round determine the spot where the supporter enters the arena. perimeter. the supporter jumping in the arena is a Scavengers. If this location is situated in the stands space of an ultra group is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. As the Dwarven Ironfists support the away Avatars. The image above shows the direction roll as well as how the imaginary line shows the point where the supporter jumps in the arena. loosing some of the dwarven supporters.com. supporting the indicated Avatars (home or away) on the crowd 1) The Dwarven Ironfists decide to give space to the Goblin event. otherwise. To do so. The location where the supporter jumps in the arena is the point where the line intersects the arena perimeter. e “real” printed book is available at hobby shops and from our online shop.

avatars-of-war. or walls. 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. a trap pit. While moving across this and falls down if. Position the miniature short of the climbed obstacle. rocky areas. because there are already other miniatures taking up the available space. the the model is make a maneuver check with 2d10 and obtain at least two allowed to cross the top entirely. 59 . and to any specific rules that a scenery element might Note that even if climbing up and down a small elevation is free. CClimbing up or down an elevation is done with no penalty to movement while performing a Walk or Run action. a wall or a column. or mud as well as artificial elements such as eLevATIoNs platforms. If there is not enough movement left to climb an obstacle entirely during the current Walk or Run action. (with no penalties) across open terrain. but there may not be enough room die than over open terrain. it must stop before reaching the top terrain. otherwise. rocks.com. 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. 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. 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. more. the Avatar can continue dIFFICULT TerrAIN climbing during the next round. the distance covered horizontally when crossing the top of the elevation counts as spent movement. rules for your scenery elements by the use of a few distinctive A model can climb down freely. agree with your opponent whether each any elevation up to one inch tall. it suffers a blow effect of 2 or type of terrain the model’s movement is reduced by half. Examples of Any scenery element that is placed on the arena’s surface is called impassable terrain are a big crack. but not to stop over it. have prior to commencing the deathmatch. IMPAssAbLe TerrAIN TerrAIN FeATUres is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. brushes. With a bit of thinking crossed unless they are quite small. a terrain feature. without spending any movement. Instead. this does not mean you can use scenery elements to the benefit of your Avatars. successful rolls. Models cannot move across impassable terrain. but at least 1d10 is always rolled. otherwise. or muddy areas. A model that has climbed or moved atop an obstacle can stand over it if there is enough room for the miniature’s base to be A model that wishes to sprint across difficult terrain needs to placed entirely over the obstacle. Generally. to indicate the number of inches climbed up or down. a maneuver check with 3d10 and obtain at least two successful rolls. pits. open terrain is the most common type of terrain. Models move normally and must stop upon contacting an elevated scenery element. we provide you with a set of guidelines to easily create any elevation up to half an inch tall. Most elevations cannot be influence on the outcome of a deathmatch. A model can climb up freely. Some terrain features provide elevations above (e. otherwise. scenery element should be classified as a type of terrain. on the spot where the model started to Models can move across difficult terrain. the model is forced to go around! There are an immense number of scenery elements that can sMALL eLevATIoNs appear in the arena. However.g. the model must stop running and suffer the effects of the maneuver check upon contact with the difficult sTANdING oN eLevATIoNs terrain. a pit) the arena floor level. 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. attributes. for any reason. of the obstacle.g. a wall) or The deployment and position of terrain features has a huge below (e. ponds. creating specific rules for each is impossible. without spending any movement. Terrain features can be natural elements such as snow. Most of the A model sprinting cannot climb up or down a scenery element arena surface should be open terrain. 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. A typical flat arena surface consisting of sand is open terrain. e “real” printed book is available at hobby shops and from our online shop. if it is rigid or not. but with more difficulty climb (if climbing up) or the spot where the model will touch as the name implies. The model can only climb a number of inches equal to its Agility stat divided oPeN TerrAIN by two.

Distance covered while going down is ignored when calculating spent movement. If the falling model lands on top of another model. 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). his controller could decide to place the miniature standing on the wall Falling down top. If the wall was wide enough for the Barbarian Hero to stand on it. Note that if the wall was higher. climbing movement) so he must stop right before climbing down. the Barbarian is charging his victim! The Barbarian performs a Run action and spends one inch to move into contact with the wall. as it is a ten inch long three inches to climb down the wall. Upon contacting the gorund.Example: Climbing Since the Barbarian Hero starts the next round climbing. As the Barbarian Hero still has two inches of movement and collides with a rigid obstacle or solid ground suffers an attack left. of which three (Agility divided by two) can be spent for climbing the wall. The remaining three inches towards his target. on the spot where the model touches ground. touch ground. As the Goblin Hero was in Barbarian Hero's Movement stat is 3. Place a d10 to indicate he has climbed down zero inches.avatars-of-war. He has five inches of movement left. and as the Barbarian cannot stand on the wall. 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. use the Agility stat instead of the Armour stat when calculating he is considered to be climbing. In this case though. and spends Barbarian does not want to go around the wall. Some game situations can result in a model falling down or dropping from a high elevation or into a pit. Resolve the attack as usual (damage effect and blow effect). He performs a Run action. 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). he cannot is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. than half its miniature base is not touching the ground.com. but 60 . The barbarian can still move his obstacle. and is his Agility stat is 6. 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 elevation’s height is a whole number). Resolve the attack as usual (damage effect and blow effect). Place the miniature where it will damage effect. e “real” printed book is available at hobby shops and from our online shop. However. The Barbarian reaches the top of the wall and still has two more FALLING doWN & droPPING FroM inches of movement left. He decides to climb up and over the three inch wall. but The Run action ends. The climbing or to jump down. the barbarian should stop climbing here: he can not climb any further as eLevATIoNs he’s only allowed to climb three inches at once. He could even move two inches along the wall top. dropping from an elevation Dropping from an elevation can be done by performing a Walk or Run action. he can cross the top of the wall. position the miniature short of the obstacle. as the Barbarian still has two A model immediately falls down from an elevation when more inches of movement left. 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. Use the collided model's armour as usual for determining the damage effect. and the Barbarian would no longer be climbing. the attack is suffered by the collided model as well.

A model may fall into is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Models whose original Armour stat (ignoring He would suffer as well a blow effect of 2. equipment. could be treated From the last example. or climb up a pit to get out. Avatars of War miniatures are sculpted at 1:62 scale. for example. and drown (and as a result are removed from play) if they dropping from the wall. the goblin during the same round(if not prevented by the blow effect). When placing a water scenery element. For example. treat them as a succession of elevations (each step would be an sCALe reFereNCe elevation). the Orc Hero would suffer five damage points. and wide enough for models to stand over them. elevation. a pit 10 feet deep is 10 x 12 / 62 inches in gaming Shallow water can be crossed by any model. Swimming over normal water has no penalty applied to Example: Dropping from an elevation movement.com. declare if any extra damage is inflicted by the spikes or acid at the bottom of the pit. declare its depth and agree is high enough to affect a model’s movement. PITs Pits are perhaps arenas’ most common terrain feature. classify it as a type of terrain. as the distance covered is drowned and as a result is removed from play. 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. He would suffer an A model that is knocked down while swimming across deep water attack of his own original Strength (5) plus 2. For example. As Not all models are able to swim due to the weight of their his agility is 5. 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. the attack teleport spell. Platforms should generally not be higher than half an inch and wide enough for several models to stand over them. he would suffer shallow. but should be scale: 2 inches deep. 61 . If shallow. after swim. However. while others may be line with deadly spikes. If a platform When placing a pit scenery element. the damage effect. use the Agility stat instead of the Armour stat when calculating Deep water can not be entered voluntarily. As his agility is 4. declare if it is deep or If an Orc Hero was dropping from the same height. Use then the collided Models must swim across deep water and cannot perform any model's Armour as usual for determining the damage effect. treat it as an on any special rules that may affect a model falling into the pit. Some pits PLATForMs may contain water or acid. however. for several reasons such as a blow effect or a If the dropping model lands on top of another model. while going down the wall is two inches (sustracting one inch). the wall (after crossing the top of the obstacle). deep water. 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. an attack of strength 9 (his original Strength is 7). the Barbarian Hero could have dropped from as difficult terrain when swimming. action or attack other than swimming as part of a Walk action.avatars-of-war. muddy water. deep or shallow. If some steps are high enough to prevent a model climbing them freely. the Barbarian Hero would suffer two damage points. is suffered by the collided model as well. considered as difficult terrain. the barbarian would still be able to engage fall into deep water. e “real” printed book is available at hobby shops and from our online shop. He would suffer as well a blow effect of 2.

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

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

4 at +8 Cd 4 bhC 121 gc heart of the Ward itself. model in box to box contact. all who would call Mighty blow the barbarians enemy know that When fighting in close combat against multiple enemies. They take to combat with Training cost: 5 gc such unparalleled savagery that even the most hardened of men cringe at the sight. It carries on while it keeps pushing enemies. They are the most versatile of st 3 4 5 6 +5 8 9 10 0 0 the races. the attack carries on to the next forces to be reckoned with. they wield their ancestral weapons and circle.avatars-of-war. but Inscribed with the markings of war always in the same direction (chosen by the player). men are Ag 3 4 5 +4 7 8 9 10 soul stolen abundant. 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. 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. With bodies of colossal proportions and the ferocity of dragons.com. From the frozen wastes of krond to the barbarian hero Ad 3. Up to two Barbarian Heroes can be recruited in a band. Miniature base: 25x25 mm. obliterate lesser foes with a single blow. 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. drawing a from their tribe’s shamans. if the they are among the greatest of first attacked victim is pushed. 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. with an attack strength reduced by 2 points. Training cost: 4gc 64 . God of War: Elythrias “The Herald” Avatar of War type: Generic (rare). yet it is the most powerful of Mi 3 4 5 6 7 8 9 10 1 1 men that truly thrive. e “real” printed book is available at hobby shops and from our online shop. Training cost: 5 gc barbarian rage A Barbarian Hero never abandons close combat.bArbArIAN hero is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. FeATs War tattoos The Barbarian Hero paints all kinds of magical war tattoos on his skin. The Barbarian Hero’s armour is raised by one point.

Can use up to 2 AD. 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.n 65 65 . Treat them as a normal successful roll. 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. in inches. and at a distance equal to the difference between provoke the crowd. 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. restrictions / notes: N/A range: The Barbarian Hero’s 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. e “real” printed book is available at hobby shops and from our online shop. Action stat: Strength range: 3 inches Conditions: Victim’s 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. TACTICAL ACTIoNs CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. but The victim suffers a -2 penalty during the A2 the defender escapes. The Barbarian Hero catches his victim. 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. Doubly successful rolls are damage suffered because of collisions against not allowed. Both the Barbarian current round. multiplied by 2.com. any obstacle. the Barbarian Hero St and the victim original Action stat: Popularity minus crowd mood St.avatars-of-war. the Barbarian Hero must be in LoS of the victim. Conditions: N/A An range: N/A *Apply the rules on page 43. Training cost: N/A T: Provoke crowd (Pop-CM) ForMATIoNs Successful AD rolls outcome Circular Formation n Crowd mood +/. The Barbarian Hero has to The victim suffers a -1 penalty during the D1 A1 make a maneuver check with 3d10 current round. but use the restrictions / notes: Subtract CM value from the Barbarian Hero Barbarian Hero St+n for any attack or pop stat value. his enemy’s head. 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. Ag/st) A0 No effect Successful CD rolls outcome Defender dodges.

the Light Elves. they When causing damage in close combat. 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. The Dark Elf Prince is Miniature base: 20x20 mm. The Dark Elf Prince can The Dark Elf Prince wears a full helmet use his Agility stat with forged by the Banir blacksmiths. physical stat or vice versa). Because they are well-versed in the art Precise strike of anatomy. Armed with two swords of the points of the body. When a Dark Elf becomes an Avatar of War. 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. The Dark Elf Prince field of Training cost: 5gc view is reduced to 90º. When causing damage shield in ranged combat. Armour: Heavy armour. These are the deadliest combatants the Isle of table (never switching from a descriptive to a physical stat or vice Banishment must offer. versa). a penalty of -2 to counteract a bow or The Dark Elf ’ Prince armour is raised by crossbow missile attack. 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. one point. dragon skin cloak.com. Training cost: 5gc God of War: Loryanna “The Harlot” Avatar of War type: Generic (rare). however. crossbow of the body. Up to two Precise shot Dark Elf Princes can be recruited in a band. Training cost: 4gc 66 . 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. e “real” printed book is available at hobby shops and from our online shop. 4 at +6 bhC 139 gc guided Ag 3 4 5 6 +4 8 9 10 soul stolen by their unending hate. 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. Born of cruel nobility and dark elf Prince Ad 4 Cd 3. finest craftsmanship and a crossbow of the greatest accuracy. 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. 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.dArk eLF PrINCe is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Their lightning quick reflexes grant them unmatched response time. size: Medium extremely skilled at Main homeland: Isle of Banishment shooting critical points Weapons: Sword. their skills increase to a whole new level.avatars-of-war.

range: 8 inches ForMATIoNs restrictions / notes: N/A Circular Formation. aims and shoots. TACTICAL ACTIoNs CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Shield Formation Training cost: N/A r: Crossbow shot (rs) Successful AD rolls outcome 0 Miss! n Attack of strength 4+n 67 . An Defender loses n CD Action stat: Ranged combat Skill Conditions: Victim must be in LoS. of his 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. 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. e “real” printed book is available at hobby shops and from our online shop. 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. current round. 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. 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. action unless his Ag stat is equal or higher than the Dark Elf The Dark Elf Prince gains the flank of his A1 Prince’s Ag stat. 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. but the defender may rotate (still range: 3 inches being flanked). A0 rearguard. 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. 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. blow. two for running and one for The Dark Elf Prince flanks but the defender A0 performing the thrust). restrictions / notes: N/A Training cost: N/A The Dark Elf Prince gains the rearguard of A1 his enemy. The victim has no AD to counteract the may face him.com.avatars-of-war. Action stat: CS Action stat: Combat Skill Conditions: The Dark Elf must be on the front of his enemy. 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. enemy. 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. Successful CD rolls outcome Action stat: Combat Skill D1 Defender faces the Dark Elf Prince. Wedge Formation.

Goblin warriors infest sites of st 3 4 5 6 7 8 9 10 0 0 combat. which is laughable to most warriors. Conditions: N/A range: N/A If soul shards are stolen as a result of the attack. If a negative blow Action stat: Popularity-crowd mood effect occurs. It’s the vicious swarm of these vermin together when fighting that elevates their efficiency. they become a Arm 3 4 5 6 7 8 9 10 6 6 deadly threat. determine restrictions / notes: Can use up to 2 AD.com. They usually use crude weaponry and they favour the axe due to its brutish appearance and savage chopping edge. the direction of the blow will be provoke the crowd. e “real” printed book is available at hobby shops and from our online shop. use the highest Ag of TACTICAL ACTIoNs the different Goblin Heroes participating in the attack. Doubly successful rolls randomly which Goblin Hero steals each soul shard.n 68 . they inhabit most Mi 3 4 5 6 7 8 9 10 1 1 of the dangerous Darklands Mountains. They outfit themselves from salvaged equipment. 4 at +6 bhC 111 gc Hero scampers through arena after arena. in turn. as a result. but when blessed rs 3 4 5 6 7 8 9 10 5 5 by the Gods of War. The Goblin Hero makes movements and gestures to excite and If a positive blow effect occurs. so no close combat modifiers are applied when gangfighting. goblinoids hate dwarves. Use the Provoke Crowd Goblins’ highest St and CS for the attack. the Goblin Goblin hero Ad 3 Cd 3.avatars-of-war. Miniature base: 20x20 mm. calculated from the Goblin with the highest St. are not allowed. Training cost: N/A The Goblin Heroes form a frenzied hacking mass. shield sPeCIAL rULes hatred Dwarves Gangfighting Goblins fighting against the same opponent may combine their CD in one attack. T: Provoke crowd (Pop-CM) Successful AD rolls outcome n Crowd mood +/. 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. Dwarves usually pick these pests off with relative ease and. size: Small Main homeland: The Fire Mountains Weapons: Battle axe Armour: Light armour. For initiative purposes. Up to three Goblin Heroes can be recruited in a band. treat them as a normal successful roll.GobLIN hero is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. all Goblin Heroes suffer it. Sneaky as a rat and equal parts smell and attitude. gnawing and looting at each and every unfortunate soul he Ag 3 4 5 +4 7 8 9 10 soul stolen can find. God of War: Urok (the Forsaken) Avatar of War type: Generic (rare).

An Defender loses n CD The victim suffers a -2 penalty during the A2 current round. running or charging. He enjoys passing between the legs of his enemy to A0 No effect attack from their rearguard. First run action is performed immediately as a free extra Defender stamps on the Goblin Hero. another model. Enemy is unable to do any other action Successful CD rolls outcome during these n rounds.avatars-of-war. provocations. 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. e “real” printed book is available at hobby shops and from our online shop. The Goblin Hero gains the flank of his range: 7 inches A1 enemy. 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. in any way. restrictions / notes: N/A Training cost: N/A sneak off T: Provoke enemy (Pop vs. A A1 knocked down model cannot be selected as target. Goblin Hero if he can reach by walking. 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.com. or passes a compulsory Mi A0 No effect check on any of the following rounds he forgets about the Goblin Hero’s The Goblin Hero wins the rearguard. ForMATIoNs CLose CoMbAT ACTIoNs Circular Formation Flank The Goblin Hero will try to gain the 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. 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. Mi) The Goblin Hero takes advantage of his small size when fighting Successful AD rolls outcome large enemies. 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. Action stat: CS Conditions: The Goblin Hero must be on the front of his enemy. Ag /Cs) him. by defender’s St and does not win the rearguard. The An movement action. The Goblin Hero starts mocking and makes provoking gestures Successful CD rolls outcome and movements to infuriate his enemy. D1 Goblin Hero suffers an attack of the If the enemy is attacked. restrictions / notes: N/A Training cost: 5 gc 69 . 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. Goblin Hero must be in LoS of the victim. Provoke enemy C: Flank (Cs) is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. A1 Defender makes a maneuver check with 3d10 Throw sand The Goblin Hero wins the rearguard.

the attack carries on to the next model in box to box contact. 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. e “real” printed book is available at hobby shops and from our online shop. orc Warlord must be in LoS of the victim. movements to scare his enemy. Mov 1 2 2 3 3 3 4 4 2 2 With brutality to match that of a wyrm’s. In their mortal forms The orc Warlord shouts and makes aggressive gestures and they are an imposing figure. With an axe in each range: The orc Warlord charging distance gauntlet. God of War: Urok (the Forsaken) Avatar of War type: Generic (rare). 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. 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. with an attack strength reduced by 2 points. Training cost: 5 gc 70 . but always in the same direction (chosen by the player).avatars-of-war. Up to two orc Warlordes can be recruited in a band. 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 is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Miniature base: 25x25 mm. if the first attacked victim is pushed. they rampage restrictions / notes: N/A through the arena in a Training cost: N/A blind frenzy. 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. orc Warlord Ad 3. drawing a circle. FeATs Mighty blow When fighting in close combat against multiple enemies. It carries on while it keeps pushing enemies. and dance TACTICAL ACTIoNs under the rain of blood which they bring Warcry forth. the orc Warlord st 3 4 5 6 7 +5 9 10 0 0 enters the fray as a towering bringer of doom.com.

Successful CD rolls outcome Defender dodges. Training cost: N/A The victim suffers a -2 penalty during the C: Launch (st vs. 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. An the orc Warlord’s 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. losing n CD ForMATIoNs Circular Formation 71 . range: N/A Action stat: CS restrictions / notes: The AD spent on running or sprinting are Conditions: Victim can not be a small model.avatars-of-war. Treat them as a normal successful roll. in inches. must slam his enemy on the closest base zone and can only rotate restrictions / notes: N/A a maximum of 45º once. Action stat: Strength The orc Warlord slams his big and brutish head to the victim’s Conditions: Must run or sprint. T: Warcry (Pop) T: slam (st vs.n suffered because of collisions against any obstacle. Successful CD rolls outcome Training cost: N/A A0 No effect Victim suffers an attack of the orc Warlord’s An St. but use the orc Successful AD rolls outcome Warlord St+n for any attack or damage n Crowd mood +/. 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. A0 If stops running before completing his full movement. but the provoke the crowd. multiplied by 2. A0 defender escapes. 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. Successful AD rolls outcome Successful AD rolls outcome A0 No effect Defender dodges. 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 Warlord’s St The victim suffers a -1 penalty during the restrictions / notes: N/A A1 current round. e “real” printed book is available at hobby shops and from our online shop. rounds. the orc Warlord St and the victim original Training cost: N/A St. 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). Victim is stunned.com. Doubly successful rolls at a distance equal to the difference between are not allowed. 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. and restrictions / notes: Can use up to 2 AD. face. A knocked down also rolled and can count as successful rolls. slam The orc Warlord runs towards his victim and tries to slam it with head-butt all his inertia. An T: Provoke crowd (Pop-CM) *Apply the rules on page 43. Ag /st) A2 current round. Ag) is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. while running or sprinting. A knocked down model cannot be selected as target. The orc Warlord model cannot be selected as target.

When causing damage in ranged combat. Training cost: 5gc 72 . 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.LIGhT eLF PrINCe is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Eagle bow Armour: Heavy armour Precise strike The Light Elf Prince is extremely skilled at damaging critical points of the body. 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 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). e “real” printed book is available at hobby shops and from our online shop. vain God of War: Yssidra “The Sentinel of Blades” If the Light Elf Prince Popularity goes below a value of 6. When causing damage in close combat. the Light elf Prince Ad 4 Cd 3. 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. they emerge Dark Elves from the fortifications of the White Citadel to wreak havoc among those foolish enough to try their temper. 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. st 3 4 5 6 7 8 9 10 0 0 hearted doesn’t mean they’re weaker Mi 3 4 5 6 +3 8 9 10 1 1 than their dark brothers.com. But just because they are good. swift as a deer and spry as Cs 3 4 5 6 +3 8 9 10 4 4 a wolf. 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). the Avatar of War type: Generic (rare). Miniature base: 20x20 mm size: Medium Main homeland:: Galanor FeATs Weapons: Sword. The Light Elf Prince can use his Agility stat with a penalty of -2 to counteract a bow or crossbow missile attack.avatars-of-war. sPeCIAL rULes As denizens of the White Citadel in Galanor. 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. they are proud warriors who strive to live up to the image that Windwalker they represent. A Light Elf ignores fatigue when performing actions. and they leap at the opportunity to slay one on sight. Ambassadors of good will and benevolence. With longsword and bow in hand hatred and a quiver loaded with arrows ready to take flight. Training cost: 5gc Precise shot The Light Elf Prince is extremely skilled at shooting critical points of the body. until his popularity is equal or greater than 6.

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. but the defender may rotate (still range: 9 inches being flanked). 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. Wedge Formation. Action stat: Ag Conditions: The Light Elf must be on the front or flank of his enemy. Action stat: CS Action stat: Combat Skill Conditions: The Light Elf must be on the front of his enemy. blow. Shield Formation 73 73 . restrictions / notes: Favoured action The Light Elf Prince gains the rearguard of A1 Training cost: N/A his 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. TACTICAL ACTIoNs CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. restrictions / notes: N/A Training cost: 4gc C: Feint (Ag) Successful CD rolls outcome An Defender loses n CD ForMATIoNs Circular Formation. e “real” printed book is available at hobby shops and from our online shop. Action stat: Ranged combat Skill The Light Elf Prince moves to the enemy Conditions: Victim must be in LoS A0 rearguard.com. 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. Prince Ag stat. D1 Defender faces the Light Elf Prince. aims and shoots.avatars-of-war. two for running and one for performing the thrust). 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. The Light Elf Prince gains the flank of his A1 Training cost: 4gc enemy. An Attack of Light Elf Prince St+n Action stat: CS Conditions: The Light Elf must be on the flank 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.

Weapons: Dragonette They are Armour: Dragonskin skirt sPeCIAL rULes Windwalker A Dark Elf ignores fatigue when performing actions. freeze enemies in place with their icy spells. hatred Light Elves hydra staff The hydra staff head bites are poisonous. e “real” printed book is available at hobby shops and from our online shop.avatars-of-war. the dark elf sorceresss Ad 4 Cd 2. 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. restrictions / notes: Apply LoS modifiers. or even steal the power mind-breaking spells.dArk eLF sorCeress is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. only one Dark Elf dragonette Sorceress can be recruited in a band. Training cost: N/A M: Lighning bolt (Mi) Successful AD rolls outcome A0 No effect An Attack of strength 5+n 74 . allowing them to toy with rs 3 4 5 +4 7 8 9 10 5 5 their victim’s mind for their own benefit. outfitted with a virulent hydra staff God of War: Loryanna “The Harlot” and accompanied by their Avatar of War type: Generic (very rare). 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. causing Main homeland: Isle of Banishment mayhem as they go.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. Guided by their hate for their Light cousins. 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. Action stat: Mind Conditions: Victim must be in LoS. The electric energy spreads through all models in box to box contact with the victim and will suffer the same attack as the victim. of their opponent’s soul. Mi 3 4 5 6 +5 8 9 10 1 1 These ebon. and only a few can match their maim their foes. they stride Miniature base: 20x20 mm size: Medium through the arena. familiars. Always damages on physical stats or soul. range: The Dark Elf Sorceress Mind stat in inches. among the Banir’s chosen elite.com.

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. inflicted to the victim’s Soul stat. position. 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. 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. Training cost: N/A Training cost: N/A M: Cause fear (Mi vs. combat. teleporting the targeted model.avatars-of-war. an ally or an enemy Avatar of War. The Dark Elf Sorceress transfers two soul Action stat: Mind A4-A5 shards to the target. Action stat: Mind The Dark Elf Sorceress steals three soul Conditions: Victim must be in LoS of the Dark Elf Sorceress. Training cost: N/A. Action stat: Mind A0 No effect 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. Roll a scatter dice to determine the restrictions / notes: Every transferred soul shard is lost by the A1 final location. The Dark Elf Sorceress steals one soul shard A2-A3 from the victim. st) Successful AD rolls outcome A0 No effect The victim loses n CD during the current An round. A6 shards from the victim. 75 . Cause fear souldrain is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. Work this out as range: The Dark Elf Sorceress Mind stat in inches. Roll a direction dice to Dark Elf Sorceress. Work this out as damage will. She can then move this field of energy at A4-A5 from the victim. M: Freezing orb (Mi vs. so she can only transfer as many soul shards determine facing. as she has. Can be cast against a model engaged in close combat. damage inflicted to the victim’s Soul stat. 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. A6 shards to the target. Work this out as damage Teleport inflicted to the victim’s Soul stat.com. restrictions / notes: Can be cast against models engaged in close restrictions / notes: Can be cast against a model engaged in close combat. The target is teleported to a random range: The Dark Elf Sorceress Mind stat in inches. The Dark Elf Sorceress creates a bluish field of energy around an The Dark Elf Sorceress steals two soul shards ally or enemy model. range: The Dark Elf Sorceress Mind stat in inches. 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. around an enemy model which numbs his muscles. Conditions: Victim must be in LoS of the Dark Elf Sorceress. restrictions / notes: Can be cast against a model engaged in close combat. e “real” printed book is available at hobby shops and from our online shop. range: The Dark Elf Sorceress Mind stat in inches. Action stat: Mind Action stat: Mind Conditions: Victim must be in LoS. Conditions: Victim must be in LoS of the Dark Elf Sorceress.

Conditions: Victim must be in LoS. 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. range: 4 inches restrictions / notes: Do not apply LoS modifiers. e “real” printed book is available at hobby shops and from our online shop. restrictions / notes: N/A Training cost: 5gc C: Feint (Ag) Successful CD rolls outcome An Defender loses n CD 76 .rANGed CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.com. Launch dragonette The Dark Elf Sorceress orders her dragonette to attack an enemy model and return to her arm after the attack.avatars-of-war. Action stat: Dragonette Combat Skill. Action stat: Ag Conditions: The Dark Elf Sorceress must be on the front or flank of her enemy. Training cost: N/A r: launch dragonette ((dragonette Cs vs. Dragonette Combat Skill is 5. The dragonette can be launched against models engaged in close combat.

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

and his animalistic instincts are sharpened as he answers the call of war. never hesitating to make another addition to the steadily growing totems of dangling skulls he wears as trophies. FeATs Mighty blow When fighting in close combat against multiple enemies. Bearing mementos and morbid trophies from past engagements. with an attack strength reduced by 2 points. drawing a circle.avatars-of-war. intimidating the while it keeps pushing enemies. the beastman is a spawn st 3 4 5 6 +5 8 9 10 0 0 of twisted mutation and evolution gone wrong. 4 at +7 bhC 128 gc Ag 3 4 5 6 7 8 9 10 soul stolen A grisly hybrid of man and ram. 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. At the scent of blood. he rises from the cinders of the Ashlands and cleaves his way towards domination as he tears through all resistance. e “real” printed book is available at hobby shops and from our online shop. but always in the same unprepared. Miniature base: 25x25 mm.com. he instills waking terror to the weak of mind and will as he mercilessly hacks apart all opposition in the arena. His lean yet muscled direction (chosen by the player). the attack carries on to the next model in box to box contact. It carries on 78 .beAsTMAN WArChIeF is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The children of the Aberrance revel in brutality under a rain of blood. allowing him to surpass the ferocity of his kin to become a savage among savages. physical stature emanates Training cost: 5 gc unmatched power. his finely tuned senses awaken. shield sPeCIAL rULes Toughness A Beastman Warchief ignores double 1 or double 2 when checking fatigue. 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. God of War: Drakoija “The Great Devourer” Avatar of War type: Generic (rare). beastman Warchief Ad 4 Cd 3. if the first attacked victim is pushed. size: Large Main homeland: The Ashlands Weapons: Battle axe Armour: Light armour. Up to two Beastman Warchiefs can be recruited in a band. Countless battles have earned him the favor of war’s deities. Taking up his fearsome great axe.

while running or sprinting.com. Doubly successful rolls Defender suffers an attack of the Beastman are not allowed. Ag) is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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.n Action stat: Ag Conditions: N/A restrictions / notes: Victim can use up to 1 CD less. If he stops running before completing his full Action stat: Combat Skill movement.avatars-of-war. Victims other than Warchief St+n the declared target can dodge with a penalty of -1 to their Ag stat. A knocked The Beastman Warchief runs towards his victim and tries to slam down model cannot be selected as target. than the CD used by the Beastman Warchief for performing the Gore combat action. it with all his inertia. 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. 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 of his victim. 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 45º once. 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. A knocked down model cannot be selected as target. 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. to his enemy’s head. Treat them as a normal successful roll. 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). Successful AD rolls outcome Defender dodges. Training cost: N/A 79 . The victim suffers a -2 penalty during the Action stat: Combat Skill A2 current round. TACTICAL ACTIoNs T: hornslam (st vs. 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. e “real” printed book is available at hobby shops and from our online shop. n Crowd mood +/. Training cost: N/A Action stat: Strength Conditions: Must run or sprint. to hornslam counteract the action.

Many creatures fear a Dwarf War tattoos Berserker. leaving a trail of blood in his The Dwarf Berserker’s armour raises one point. Training cost: 4gc or race. rank. Miniature base: 20x20 mm size: Medium Main homeland: Heimlifjall (The Mountains of Iron).com. Up to two Dwarf Berserkers can be recruited in a band. He easily wades skin. the Dwarf Berserker is a true sight Mi 3 4 5 6 7 8 9 10 1 1 to behold in any arena. 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. but it is the goblins who The Dwarf Berserker paints all kinds of magical war tattoos on his truly dread him. the Dwarf Berserker will select as his target the enemy with greatest Pop. if more than one target available. 4 at +7 Cd 4 bhC 127 gc Ag 3 4 +3 6 7 8 9 10 soul stolen Short.dWArF berserker is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. heavily tattooed. and deadlier than a st 3 4 5 6 +4 8 9 10 0 0 raging bull. He has a fury that only the toughest opponent can FeATs match. He can overpower any creature regardless of size. 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). burly. e “real” printed book is available at hobby shops and from our online shop. The Dwarf Berserker never abandons close combat.avatars-of-war. 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). dwarf berserker Ad 3. wake. Fearless The Dwarf Berserker is immune to fear 80 . 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 opponent’s blood. through the lines of his enemies. hatred Goblins Cause fear Goblins berserker rage When charging. With twin axes in hand and runes of power plotting a map of war on his body in ink.

victim’s face.n 81 . 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 Berserker’s St. Action stat: Popularity minus crowd mood Conditions: N/A range: N/A restrictions / notes: Can use up to 2 AD. ForMATIoNs Circular Formation. 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.com. Doubly successful rolls are not allowed. The victim suffers a -2 penalty during the A2 current round. down model cannot be selected as target. 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. Training cost: N/A T: Provoke crowd (Pop-CM) Successful AD rolls outcome n Crowd mood +/. 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. 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. A knocked the Dwarf Berserker must be in LoS of the victim. The victim suffers a -1 penalty during the The Dwarf Berserker gains the flank of his A1 A1 current round.avatars-of-war. Wedge Formation Provoke crowd The Dwarf Berserker starts making movements and gestures to excite and provoke the crowd. his victim. Victim is stunned. e “real” printed book is available at hobby shops and from our online shop. TACTICAL ACTIoNs CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. enemy. treat them as a normal successful roll. losing n A1 CD for the current round. 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.

Avatar of War type: Generic (very rare). Miniature base: 25x25 mm size: Medium Main homeland: The Fire Mountains Weapons: Idol staff Armour: None 82 . orc shaman Ad 4 Cd 1. 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. 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. incinerating weaklings in cold blue Training cost: N/A fire. e “real” printed book is available at hobby shops and from our online shop. They often take the role of an elder Pop 3 4 5 +3 7 8 9 10 3 3 or a shaman. As The orc Shaman is able to create a big rock-hard boulder shaped Avatars of War. and victims often realize Successful AD rolls outcome this when it is already too late. orc sorcerers are vital members of Mov 1 2 2 3 3 3 4 4 2 2 orcish society. they are treated as leaders and keepers of wisdom. Declared target can dodge if the orc Shaman is in LoS. As MAGIC ACTIoNs (sPeLLs) rolling boulder ♥ mortals. only one orc Shaman can An Attack of strength 7+n be recruited in a band.orC shAMAN is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. martial prowess they make restrictions / notes: Apply LoS modifiers (only to the declared up with superior sorcery skills. Victims other than the declared target They harness wild and untamed magic which they use against can not dodge. The boulder carries on D1 rolling while in range until it hits a model or God of War: Urok (the Forsaken) scenery piece. Action stat: Mind What they might Conditions: Victim must be in LoS of the orc Shaman. target) and terrain type modifiers. they sphere of energy and direct it against an enemy at high speed. those who put up resistance.avatars-of-war. Ag) expects. 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. are feared as deities.com. Victim dodges. These cabalistic conjurers possess more power than one might M: rolling boulder (Mi vs. lack in substantial range: The orc Shaman Mind stat in inches.

Conditions: Victim must be in LoS of the orc Shaman. War might M: Teleport (Mi) is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. so he can only transfer as many soul shards as he The target Armour stat increases n points has. Roll a scatter dice to determine the range: The orc Shaman Mind stat in inches. Action stat: Mind Provoke paralysis Conditions: Victim must be in LoS of the orc Shaman. Training cost: N/A range: The orc Shaman Mind stat in inches. The orc Shaman transfers three soul shards restrictions / notes: N/A A6 to the target. soulfill range: The orc Shaman Mi/2. teleporting the targeted model. Conditions: Victim must be in range of spell and in LoS of the The orc Shaman transfers two soul shards to orc Shaman. He can then move this field of A1 No effect energy at will. special: The orc Shaman can cast the spell on himself while Action stat: Mind engaged in close combat. Chose up to n allies that are in range and An engaged in close combat. The orc Shaman creates an invisible field of energy around an range: The orc Shaman Mind stat in inches. Training cost: N/A range: The orc Shaman Mind stat in inches. These fields provide magic armour. Work this out as damage ally model. The orc Shaman transfers a portion of his own immortal soul to restrictions / notes: N/A an ally or an enemy Avatar of War. A0 No effect Action stat: Mind The target is teleported to a random Conditions: N/A position. An Can be cast against a model engaged in close combat. e “real” printed book is available at hobby shops and from our online shop. Training cost: N/A Teleport M: soulfill (Mi) The orc Shaman creates an invisible field of energy around Successful AD rolls outcome himself. during the current round. 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. Work this out as damage inflicted A0 No effect to the victim’s Soul stat. and distribute up souldrain to n extra CD between them. The orc Shaman creates a field of energy around him that imbues Successful AD rolls outcome allies within. restrictions / notes: Can be cast against a model engaged in close Action stat: Mind combat. A4-A5 the victim. range: The orc Shaman Mind stat in inches. Roll a direction dice to restrictions / notes: N/A determine facing. an ally. inflicted to the victim’s Soul stat. M: stone skin (Mi) restrictions / notes: Each transferred soul shard is lost by the Successful AD rolls outcome orc Shaman. 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. Training cost: N/A 83 . Conditions: Victim must be in LoS of the orc Shaman. 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. A1 final location. A4-A5 the target. enemy model which paralyzes it. Action stat: Mind Conditions: Spell target must be in LoS of the orc Shaman. Work this out as damage inflicted to the victim’s Soul stat. or enemy model.com. The orc Shaman drains a portion of the immortal soul of an ally or an enemy Avatar of War. with extreme fury and valour in close combat. The victim suffers a penalty of n points An The orc Shaman steals two soul shards from during the current round. The orc Shaman transfers one soul shard to A2-A3 Action stat: Mind the target.avatars-of-war.

The Necromancer is admired by all other magic users. for of the Necromancer.com. and he wields it with frightening proficiency. Training cost: N/A Cause fear The Necromancer.avatars-of-war. only one Necromancer can be recruited in a band. devilish knowledge. NeCroMANCer is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. but one is enough to tear down any obstacle that blocks Training cost: N/A his progress. is very close to the dead. Mov 1 2 2 3 3 3 4 4 2 2 giving them a taste of death. All magic users (enemies and allies) with an original Popularity Necromancers may be few in stat lower than 7 worship the Necromancer.2 at +5 bhC 134 gc ground. although a living creature. he sends chills through Mi 3 4 5 6 7 +6 9 10 1 1 the spines of everyone in the arena. and those who do hear his call have it etched deep in their minds to serve as a morbid reminder about who they’re facing. He prowls where fear as the undead do. Shrouded in a mist of st 3 4 5 6 7 8 9 10 0 0 choking ash. decadence and All models with an original Popularity stat lower than 6 are afraid destruction lingers. and staleness hangs above the air Ag 3 4 5 6 7 8 9 10 soul stolen around him. he graces the fields to invoke fear among whelps and underlings. Armed with his demonic staff and a grimoire inscribed with pure evil. and as a result causes 84 . He emanates decay with each step. as versed in the arcane necromantic knowledge can only be acquired by the most can brandish such talented magic users. it is there where his powers are Training cost: N/A fully awake. 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. A master of the arts of undeath and the Worshipped infernal. Avatar of War type: Generic (very rare). e “real” printed book is available at hobby shops and from our online shop. number. Stiffening darkness radiates from the tormented Necromancer Ad 4 Cd 1. Miniature base: 25x25 mm size: Medium Main homeland: The Gravelands Weapons: Necromantic staff Armour: None FeATs Necromantic knowledge The Necromancer is immune to fear. only the most powerful and well. Death itself is his weapon of choice.

Each successful roll can be used to increase An one of the Skeleton Warrior’s stats. This means that upon hitting its target. Action stat: Mind The Necromancer is able to launch a negative energy beam and Conditions: Spell target must be in LoS of the Necromancer. The same stat can be increased repeatedly. successful AD and CD rolls. Successful AD rolls outcome range: Skeleton Warriors can be created in any spot within a radius equal to the Necromancer’s Mind stat in inches. if any part of its miniature box is. the Training cost: N/A victim can dodge with a penalty of one point to the Agility stat. in range. M: bone skin (Mi) Always damages physical stats or soul. hitting all models combat. engaged in close combat. Apply LoS modifiers (only Successful AD rolls outcome to the declared target). at any moment. M: ray of death (Mi vs. combat. range: The Necromancer Mi divided by 2. MAGIC ACTIoNs (sPeLLs) bone skin is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. M: summon skeleton Warrior (Mi) Successful AD rolls outcome A1 No effect Summons one Skeleton Warrior. outside the An All enemy models in a radius of 2*n inches of spell’s range. as target of restrictions / notes: A Skeleton Warrior is immediately vanished the spell. The Necromancer creates a field of black energy around an ally Avatar. e “real” printed book is available at hobby shops and from our online shop. Choose an ally Avatar. A0 No effect A Ray of Death goes through any model (but stops if it hits a The target’s Armour stat increases n-1 points An scenery rigid obstacle). direct it against an enemy at great speed. This field provides magic armour. 85 . The targeted Avatar causes fear to enemy models inside the spell’s field. 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. An Training cost: N/A in its way. The Necromancer creates an invisible field of black energy around Training cost: N/A an enemy model. A Skeleton A0 No effect Warrior cannot be created directly engaged in close combat. M: Curse (Mi) Successful AD rolls outcome Aura of death An The victim is cursed for n rounds. Victims other than the Curse declared target can not dodge. restrictions / notes: If the Necromancer is in the target’s LoS. Victim dodges. Can be cast against models engaged in close combat. The Ray of Death fatigue damage. Ag-1) Action stat: Mind Successful AD rolls outcome Conditions: Victim must be in LoS of the Necromancer.com.avatars-of-war. Skeletons activate during the Tactics phase. The ray of death carries on range: The Necromancer’s Mind stat in inches. Rerolled dice do not count towards Attack of strength 3+n. the spell’s target become afraid of that Avatar Training cost: N/A for two rounds. for the full range of the spell. hitting all models on its way. bodyguards. Can be cast against a model engaged in close carries on while in range. summon skeleton Warrior Action stat: Mind Conditions: N/A The Necromancer can summon undead slaves to serve him as range: The Necromancer’s Mind stat in inches. a for the current round. 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. Ray of Death carries on in a straight line. The targeted model becomes cursed. Can be cast on a model engaged in close range: The Necromancer’s Mind stat in inches. The Necromancer creates a field of energy around himself or an ray of death ♥ ally model. It stops if it hits a rigid scenery piece. D1 while in range until it hits a rigid scenery restrictions / notes: A cursed model must reroll once all piece.

Work this out as damage inflicted to the victim’s Soul stat. Conditions: Victim must be in LoS of the Skeleton warrior and the Skeleton warrior ker must be in LoS of the victim. 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. Work this out as damage inflicted A1 No effect to the victim’s Soul stat. The Necromancer transfers one soul shard The Necromancer steals two soul shards A2-A3 to the target. and so causes fear. an ally or an enemy Avatar of War. 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. Necromancer. Work this out as damage The Necromancer transfers three soul shards A6 inflicted to the victim’s Soul stat. restrictions / notes: Can be cast against a model engaged in close restrictions / notes: Each transferred soul shard is lost by the combat.com. The Necromancer transfers two soul shards A4-A5 The Necromancer steals three soul shards to the target. A4 from the victim. 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. to the target. 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. Action stat: Mind Action stat: Mind Conditions: Victim must be in LoS of the Necromancer. 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. 86 .avatars-of-war. The victim suffers a -2 penalty during the A2 current round. range: The Necromancer’s Mind stat in inches. piercing ranged missiles are very few Action stat: Combat Skill effective against skeleton warriors. range: The Necromancer’s Mind stat in inches. so he can only transfer as many soul shards as he Training cost: N/A has. Training cost: N/A Throw sand The Skeleton warrior kicks sand from the ground to the face of bone structure his victim. e “real” printed book is available at hobby shops and from our online shop. A3 from the victim. Being only made of bones. Can be cast against a model engaged in close combat. Conditions: Victim must be in LoS of the Necromancer. 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.souldrain soulfill is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.

alternatively. 3”. 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. A1: Victim suffers a -1 penalty. Mutual LoS. e “real” printed book is available at hobby shops and from our online shop. you can download it from www.com 87 . A0: All models with an original Popularity stat lower No effect. 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. You can photocopy this page for personal use or.is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.com.avatars-of-war.avatars-of-war.

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’. optional Thunder pistol. but that doesn’t mean he’s any less deadly. They also have the habit of packing some explosives which they can hurl with frightening skill.avatars-of-war. 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. 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.com.3 at +7 bhC 117 gc Thunderlord tears through the arena with all his guns blazing. either. the Dwarf dwarf Tunderlord Ad 4 Cd 2. There’s not a better marksman than one who follows through on his shot. 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. Haldahjalmstallr (The Barren Mounts) Weapons: Blunderbuss. an axe in the other hand helps finish the job. These contraptions are much more lethal than crossbows. Thunderlords who enter the fray themselves aren’t unheard of. This quick-draw may not be as fearsome as his Berserker counterpart.dWArF ThUNderLord is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. a Thunder pistol. With a temper as quick as the shortest of fuses. and for the Dwarf Thunderlord. and far Training cost: 5 gc more accurate. only one Dwarf Thunderlord can be recruited in a band. Miniature base: 20x20 mm size: Medium Main homeland: Heimlifjall (The Mountains of Iron). 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. In combat. e “real” printed book is available at hobby shops and from our online shop. God of War: Eigadrengr “The almighty warrior” Avatar of War type: Generic (very rare). two optional Thunder grenades. 88 . increasing Strength by one point.

of his victim. Choose a spot within LoS and range. range: The Dwarf Thunderlord’s St in inches. Action stat: Ranged Combat Skill Action stat: Combat Skill Conditions: Victim must be in LoS of the Dwarf Thunderlord. the grenade explodes at the end of the next Ranged r: Throw Thunder grenade (rs) Combat phase. e “real” printed book is available at hobby shops and from our online shop. Throw sand blunderbuss shot ♥ The Dwarf Thunderlord kicks sand from the ground to the face The Dwarf Thunderlord loads his blunderbuss. aims and shoots. The victim suffers a -1 penalty during the A1 current round. 2 on spot! The grenade falls on the designed spot. 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. 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.avatars-of-war. odd:2 inches) and direction.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. Treat them as a normal successful roll. Fuse must be lit. Expansion n Crowd mood +/. Successful AD rolls outcome 1 Fuse is lit. Light Thunder grenade fuse Training cost: 5 gc The Dwarf Thunderlord prepares a grenade to be launched. 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. 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. 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. TACTICAL ACTIoNs rANGed CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. Use scatter dice for distance (even: 1 T: Light grenade fuse (rs) inch. 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. 89 . are not allowed.com. restrictions / notes: Place the blunderbuss spray template origin range: 3 inches at any point of the Dwarf Thunderlord miniature box. Place the Thunder Successful AD rolls outcome grenade template centered on the explosion point. (the Dwarf Thunderlord can launch two Thunder grenades Action stat: Popularity minus crowd mood during a deathmatch). Doubly successful rolls Thunderlord. once the fuse is lit. 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.

com. The Dwarf Thunderlord can shoot the Thunder pistol during the close combat phase as a combat action. you can download it from www. and spends CD instead of AD. The Dwarf Thunderlord loads his pistol.Thunder pistol shot is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.avatars-of-war. Action stat: Ranged combat Skill Conditions: Victim must be in LoS. aims and shoots. If engaged in close combat. 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 can shoot the Thunder Pistol once during each entire close combat. Action stat: CS Conditions: The Dwarf Thunderlord must be on the front of his blunderbuss template enemy. Circular Formation You can photocopy this page for personal use or. e “real” printed book is available at hobby shops and from our online shop. The defender can use his CS stat to counteract. 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. The Dwarf Thunderlord gains the flank of A1 his enemy.com 90 . ForMATIoNs Shield Formation.avatars-of-war. A close combat is considered ended when the Dwarf Thunderlord disengages for any reason (including being forced out of combat). alternatively. range: 10 inches restrictions / notes: Not compatible with Dwarven Battle Axe under grenade template feat.

These red coloured toads are poisonous animals. There are a number of impostors. All impostor krorks soul stat is poisonous attacks and do not directly affect a physical stat. Mighty blow Armour: Light armour When fighting in close combat against multiple enemies. acquired by looting a dwarven tomb along with the crown he proudly claims as his. Toadgobbler stands triumphant! Immune to poison Avatar of War type: Celebrity (unique). But when their king st 3 4 5 6 7 8 9 10 0 0 becomes an Avatar of War. hatred Training cost: N/A Dwarves Cause fear All models with an original popularity stat lower than 6 are afraid of krork Toadgobbler. krork ToAdGobbLer. 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. only one krork krork Toadgobbler’s favourite snack is a species of toad called Fire Toadgobbler can be recruited in a band.com. Poisoned severed heads. he is still an All goblins worship krork Toadgobbler. and his unusual diet consists of a poisonous toad called “Fire Toad” which he finds Worship appetizing and also explains his immunity to toxins. arrogance becomes their new calling. To the seasoned elite. ruling because of his mammoth size. if the first attacked victim is pushed. controlling a krork rolls 1d10. which he uses to enforce his authority. Fat blow absorption krork Toadgobbler is so fat that his own flesh protects He brandishes a dwarven axe which he him from blows. revolting weapons which he launches at enemies in combat. Toad. He’s unnaturally obese even for a monster. Miniature base: 25x25 mm size: Medium FeATs Main homeland: The Fire Mountains Weapons: Dwarven king battle axe. but in battle. He has a habit of head-hunting. but always in the same direction (chosen by the player). The highest one is the real krork. 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 krork If two or more krork appear on a deathmatch. 91 . GobLIN is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. but those who are unprepared for him often flinch at the sight of him. or as result of 4 or less krork does not suffer that damage point. It carries on while it keeps pushing enemies. drawing a circle. using the After suffering a physical damage point krork rolls 1d10. all of them except has devoured so many of them that he has developed a natural one are impostors trying to look like krork. All poisoned attacks directed to krork are treated as non- the rest are impostors. on a grisly trophies as breeding grounds for his snack toads. with an attack strength reduced by sPeCIAL rULes 2 points. intimidating foe. Each player resistance to poison. e “real” printed book is available at hobby shops and from our online shop. He’s a bully among his own kind. immediately reduced by one point and lose the Launch Severed Head ranged combat action as well as the Immune to poison feat. the attack carries on to the next model in box to box contact. only the real krork All blow effects applied against krork are reduced by one point.avatars-of-war.

A knocked down model cannot be selected as target. (no need to reroll). Victim suffers n physical or soul damage points. range: krork Strength in inches Action stat: Popularity minus crowd mood restrictions / notes: Victim can dodge if krork is in LoS. Head carries on while in A0 range.avatars-of-war. krork Toadgobbler runs towards his victim and tries to slam it Warcry with all his inertia. restrictions / notes: Can use up to 3 AD. must slam his enemy on the closest base zone and can only rotate range: krork Toadgobbler charging distance plus one inch. Training cost: N/A Training cost: N/A T: Provoke crowd (Pop-CM) r: Launch severed head (rs vs. 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 victim’s heads as war trophies. delicious. 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. only perform this action if he has severed heads. Treat them as a normal successful roll.com. Can keep running and An target another enemy in the same direction n rounds. Action stat: Strength krork Toadgobbler starts shouting and making aggressive gestures Conditions: Must run or sprint. a maximum of 45º once. A0 If stops running before completing his full Throw sand movement. 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. Doubly successful rolls Each time krork kills an Avatar he collects his head. to breed loads of young toads. Ag) Successful AD rolls outcome Successful AD rolls outcome n Crowd mood +/. Each one of the severed heads is infested with young tiny poisonous toads. 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.TACTICAL ACTIoNs slam is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. which krork finds so A2 current round. e “real” printed book is available at hobby shops and from our online shop.n Defender dodges. The launched severed head impacts on the An victim. 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. while running or sprinting. 92 . range: N/A krork carries two severed heads at the start of the deathmatch. krork can are not allowed. T: Warcry (Pop) Training cost: N/A Successful AD rolls outcome T: slam (st vs. Not A1 current round. Conditions: N/A Victims other than the declared target can not dodge. only that. he also uses the collected heads to infest them with Fire The victim suffers a -2 penalty during the Toad eggs. krork Toadgobbler must make a krork Toadgobbler kicks sand from the ground to the face of his maneuver check with 3d10 enemy. and movements to scare his enemy. Ag) A0 No effect Successful AD rolls outcome The victim is afraid of krork Toadgobbler for Defender dodges. krork Toadgobbler krork Toadgobbler must be in LoS of the victim.

at a distance equal to the difference between Action stat: St krork Toadgobbler St and the victim original Conditions: Victim must be knocked down. multiplied by 2.avatars-of-war. krork Toadgobbler catches his victim. in inches. Victim is stunned. Ag /st) Successful CD rolls outcome Victim can not stand the blow and is knocked down. Crowd event. and on top his enemy. Shield Formation 93 .2. 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. Action stat: CS Conditions: Victim cannot be a small model. losing n CD ForMATIoNs Circular Formation. Attack of strength 10+n An CM +/. knocking down his victim. 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. 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. but A0 the defender escapes. A knocked down model cannot be selected as target. Ag) suffered because of collisions against any Successful CD rolls outcome obstacle. Cs/st) restrictions / notes: N/A Successful CD rolls outcome Training cost: N/A A0 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. St. but use krork Training cost: N/A Toadgobbler St+n for any attack or damage C: squash! (st vs. 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.com. head-butt krork Toadgobbler impacts with his spiked crown on the victim’s forehead. krork Toadgobbler’s fist falls like a hammer over the back of his opponent. Defender dodges. C: Launch (st vs. Wedge Formation. An restrictions / notes: N/A *Apply the rules on page 43. CLose CoMbAT ACTIoNs knock down is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. A victim through the air! knocked down model cannot be selected as target. e “real” printed book is available at hobby shops and from our online shop.

These Mi 3 4 5 6 7 8 9 10 methodical killers are also amazing acrobats. with a direction roll. or select another model as its pray using the same procedure. These gargantuan predators from the Dire Mountains Ag 3 4 5 6 7 8 9 10 are natural hunters. These beasts are especially dangerous when let Cs 3 4 5 6 7 8 9 10 loose in packs. 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.avatars-of-war. Combat style beast type: Generic (common). Determine both. adept at sniffing out and instinctively st 3 4 5 6 7 8 9 10 synergizing their efforts to tear their prey asunder. 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. otherwise it attacks or runs towards the model with the lowest Pop in LoS. the Dire Wolf must pass a Pop check as usual.dIre WoLF is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. If no model is in LoS it will walk in a random direction (direction roll). Dire Wolves are wild and dire Wolf Ad 4 Cd 3 untamed. if necessary to sPeCIAL rULes reach its pray. 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). 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. If no combating Dire Wolf is in LoS. If the Dire Wolf is afraid of the model selected as its victim. situation and facing. 94 . and then faced randomly. Five feet tall and five hundred pounds. it first attacks or runs towards any model that is knocked down and in LoS. instead of going around obstacles of a height of two inches high or pits of a length of up to three inches.com. Wolf deployment A Dire wolf is situated randomly on any edge of the beasts’ entrance scenery element. working together to stalk their prey. is not a controller of the attacked model. e “real” printed book is available at hobby shops and from our online shop. these predators truly are worthy to be called the ultimate man hunter. Any number of Dire Wolves can When in combat the Dire Wolf is controlled by any player who appear in a deathmatch. vicious predator A Dire Wolf always attacks if possible.

Doubly successful rolls are not allowed. Action stat: Popularity minus crowd mood Conditions: N/A range: N/A restrictions / notes: Can use up to 2 AD.avatars-of-war. Training cost: N/A T: Provoke crowd (Pop-CM) Successful AD rolls outcome n Crowd mood +/. Provoke crowd The supporter makes movements and gestures to excite and provoke the crowd. CoMMoN sUPPorTer is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. 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. Action stat: Combat Skill Conditions: Victim must be in LoS of the supporter and the supporter must be in LoS of the victim. 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.com.n 95 . e “real” printed book is available at hobby shops and from our online shop. supporter type: Man Common supporter Ad 3 Cd 1 Miniature base: 25x25 mm. TACTICAL ACTIoNs Throw sand The supporter kicks sand from the ground to the face of his 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. Treat them as a normal successful roll.

e “real” printed book is available at hobby shops and from our online shop. the Dwarven Ironfist must be in LoS of the victim.dWArveN IroNFIsTs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. The victim suffers a -1 penalty during the A1 current round. dwarven Ironfists Ad 3 Cd 1 bhC 50 gc Short. 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). then increase the crowd mood Conditions: Victim must be in LoS of the Dwarven Ironfist and modifier by one point. This feat can only be used once during a deathmatch.avatars-of-war. For an Avatar of War. Heimlifjall (The Mountains of Iron).com. stones and fists Armour: None Ironfists anthem During the deathmatch. The most noticeable feat by Dwarven Ironfists is that when their dwarven chants favoured Avatars are desperate. the Dwarven Ironfists can chant their sPeCIAL rULes anthem. 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. Miniature base: 20x20 mm size: Medium Main homeland: The Ward. dwarven Avatars of War TACTICAL ACTIoNs The Dwarven Ironfists are especially influenced by how their supported Dwarven Avatars perform in the arena. Cost: 9 gc 96 . tipping away their mugs until they’re wasted. 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. They tend to carouse around Cs 3 4 5 6 7 8 9 10 combat sites. especially when Pop 3 4 5 6 7 8 9 10 it is a fellow dwarf in the spotlight. morale. When rs 3 4 5 6 7 8 9 10 riled up. This rule can only be applied to Avatars supported by the supporter type: Dwarf Dwarven Ironfists. or an event his victim. They liven up Mov 1 2 2 3 3 3 4 4 fights with their choruses and bellowing cheers. greatly encouraging their supported Avatars. Haldahjalmstallr (The Barren Mounts) FeATs Weapons: Clubs. range: 2 inches The action or event must take place in the Dwarven Ironfists’ area restrictions / notes: N/A of influence. The supporter is controlled by the player whose Avatars is a supporter off. 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. 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. which is a direct consequence of that action (like an Avatar’s Action stat: Combat Skill death) modifies the crowd mood. 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. and under the influence of alcohol like most Ag 3 4 5 6 7 8 9 10 faithful deathmatch spectators. they storm the scene of action like a stampede of Arm 3 4 5 6 7 8 9 10 drunken oxen. stocky. supporter All supported Avatars of War in the Dwarven Ironfists’ area of influence receive a +1 bonus during the current round. influence add an extra point to any bonus applied.

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 +/. range: N/A Action stat: CS restrictions / notes: Can use up to 2 ADs.avatars-of-war.n Successful CD rolls outcome A0 No effect Victim suffers an attack of the Dwarven An Ironfist St. losing n CD 97 . Victim is stunned. e “real” printed book is available at hobby shops and from our online shop. Doubly successful Conditions: Victim cannot be large or bigger models. The Dwarven Ironfist starts making movements and gestures to excite and provoke the crowd. A knocked rolls are not allowed. Provoke crowd CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.com. head-butt Action stat: Popularity minus crowd mood The Dwarven Ironfist impacts with his very strong head on his Conditions: N/A victim’s face. treat them as a normal successful roll down model cannot be selected as target.

the Goblin Scavengers do as asked and invade the The supporter is controlled by the player whose Avatars is a arena! supporter off. is bound to either irritate or eviscerate whoever is within the fighting pits. 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. This is most evident when it comes to arena st 3 4 5 6 7 8 9 10 deathmatches. 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 . these little gremlins enter a mad blitz that Scavengers. then increase the crowd mood making the check. the Goblin The Goblin Scavengers are specially influenced by how their Scavengers suffer casualties and lose one inch of stand space. Conditions: Victim must be in LoS of the Goblin Scavenger and Cost: 9 gc the Goblin Scavenger must be in LoS of the victim. 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. ready to make a mess when the chance Ag 3 4 5 6 7 8 9 10 presents itself. that is performed by a supported Goblin Avatar of War. will leap into the arena itself and add to the havoc. 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. Alcoholic drinks TACTICAL ACTIoNs The Goblin Scavengers really enjoy getting completely drunk while watching a deathmatch. action inside the Goblin Scavengers’ area of influence are allowed Action stat: Combat Skill to count doubly successful rolls as two successful rolls. supported Goblin Avatars perform in the arena.com. This Avatar must be inside the Goblin Scavengers’ area of influence. The moment This rule can also be applied to Avatars supported by the Goblin the right mood sets in. However. or an event which is a direct consequence of that action (like an Avatar’s Goblin Avatars of War can add a +2 to their Popularity stat when death) modifies the crowd mood. All non-supported Avatars in the Goblin Scavengers’ area of Goblin Avatars of War influence receive three damage points. The action or event must take place in the Goblin Scavengers’ This feat can be activated during the controller’s Supporters or area of influence. these ragtag brigands add an extra point to the penalty applied. Goblin scavengers Ad 3 Cd 1 bhC 52 gc Goblins are always unruly. Tactics phase. 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.GobLIN sCAveNGers is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. e “real” printed book is available at hobby shops and from our online shop. If the Avatar passes a supporter Pop check. The Goblin Scavengers can be called for invasion only once If the outcome of an action (except the Provoke Crowd action) during a deathmatch. They do not hesitate to (annoyingly) boo a contestant Cs 3 4 5 6 7 8 9 10 they find distasteful.avatars-of-war. Goblin Scavengers never fail to get wild and rs 3 4 5 6 7 8 9 10 tipsy while watching their favourite show. modifier by one point. even if the Avatar fails the Popularity check. Arm 3 4 5 6 7 8 9 10 If hyped and provoked at the right moment.

the Goblin Scavenger must be in LoS of the victim. 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. Provoke enemy A0 No effect The Goblin Scavenger starts mocking and making provoking The Goblin Scavenger wins the rearguard. 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. Ag /Cs) T: Provoke crowd (Pop-CM) Successful CD rolls outcome Successful AD rolls outcome Defender stamps on the Goblin Scavenger. in any way.n D1 The Goblin Scavenger suffers an attack of the defender’s St and does not win the rearguard. gestures and movements to infuriate his enemy. 99 . rearguard by passing between the legs of his enemy. He enjoys passing between the legs of his enemy to attack from the rearguard. Action stat: Popularity minus crowd mood Action stat: Ag Conditions: N/A Conditions: The enemy must be a large creature or bigger. Enemy is unable to do any other action during these two rounds. T: Throw sand (Cs) CLose CoMbAT ACTIoNs is is the e lectronic version of the Arena DeathMatch rulebook available for free at www.com. Enemy must run towards the Goblin Scavenger for two rounds until engaged in combat with him. fighting against large enemies. Doubly successful restrictions / notes: N/A rolls are not allowed. or passes a compulsory Mi check on any of the following rounds he forgets about the Goblin Scavenger’s provocations. First run action is performed immediately as a free A2 extra movement action. n Crowd mood +/. 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. Treat them as a normal successful roll.avatars-of-war. restrictions / notes: Can use up to 2 ADs. by another model. running or charging. e “real” printed book is available at hobby shops and from our online shop. Training cost: N/A Training cost: N/A C: sneak off (Ag vs. 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. A range: N/A knocked down model cannot be selected as target. If the enemy is attacked. 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.

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

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

one has to know the Men of the great Empire mapped our lands. Despite the savagery and chaos that the area is famous have joined evanescence along with the days. began. The once-proud Light Elves sent there following lines. so it’s rather hard to spot her! for geographic naming the old Cirlean names of places are used. 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. on top of that. which houses the Council of Light. and their feared counterparts. These lands cradle the most feral of beasts and the vessels. These hands have their sacred lands. Even though this environs. Not even I dared to cross those borders. both literal and figurative. which is now more likely It is with due respect that I credit that known as the Gravelands. and the place names. but to the surprise for. on the Northern Sea coast. I have traversed through what that place had to offer. have lost the touch of the light. and the Light Elves. or “the banished” in the Thunder Mountains”. 102 . which forms a natural wall on the outside. unloading all their accumulated anger on their brother captors. I have wandered throughout these regions of only accessible through a minute path. They eventually reached their original skies. from Cadhras krond “The e Emerald Mountains society of treachery and hate. but no one has ever come back. Eighty years of lore and knowledge.avatars-of-war. and whenever it is within my The dark. Here dwell the Elves of Light. No one has. the outcast. Some mustered the courage to explore outside of the old Athlean March. and set up a new homeland in Galanor. However. it is unaware. The damage was Despite my many years of constant journey. After Isen “The Mountains of Iron”. the the way to Cadhras Dunor “The Banir. by forests all around. tome. the great continent of their light cousins. this is a place of I strongly suggest looking at the maps provided while reading the depression and gloom. where death awaits the punishment was later lifted. places. in the tongue of Light boondocks ranges of Thunder or Elves. Crystal Mountains” to the Time passed and they seemed to Ashlands. western Cirlean March: a border region hell-bent on driving back all elements that East of the Ward. as far as possible from the Sea as a threat to our beloved Empire. and I am more than Tower. the guild that governs glad to impart the information I wield to whoever reads from this the land of the Elves. disgraced Elves of Light were sent to dwell for the remainder of their lives.com. A vast territory spanning sad to say that the seeds of wrath a thousand miles from Cadhras had already been planted. old Cirlean was the language used centuries ago when the first Long before the establishment of Galanor. and still I am counting! “The Sentinel of Blades”. for they are covered The WorLd As I kNoW IT is is the e lectronic version of the Arena DeathMatch rulebook available for free at www. the Light desolation. and I am one of those fortunate few. Their domain is curtained vigorous than ever. my homeland. It is where the criminals. fearing the risk of exploitation of and got past each challenge that came my way. 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. homeland. of great historical importance. the elven Goddess Yssidra. it is of most significance to all of Aslan. all years of exile and torment. where they roam as free as a falcon in the open their lifelong pain. taken by surprise. Elves seldom accept visitors. I for now call them the Uncharted Lands. for your reference. I have included the modern equivalence of Banishment. past the ruins of the old Athlean Empire. and their benevolent shine along The Darklands are hostile with it. All my life. 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. In addition. e “real” printed book is available at hobby shops and from our online shop. lies southwest of The Banir retreated back to their isles. I have precious little immense. bloodied but more Aslan. South of Galanor gloriously stands the White written history both in books and in blood. lies the great Cirlean Empire. intent on seeking vengeance upon those responsible for darkest of beings. Far flung across the northern seas. only a handful few have seen her in person. It is from this region that all life. had developed extending seven hundred miles into a lethal aristocracy and south. She For those who have profound linguistic skills. on the other hand. I have never beloved lands. couldn’t do knowledge about what is to be found to the west of the much more than witness the plundering and destruction of their Darklands. by Cadhras Galas “The Emerald Mountains”. Loryanna. had the luck to find maps detailing that far region. Galanor “The Greenlands”. they had constructed keeps and war know it. where you probably are right now (that place is pose as a threat to our beloved empire. and tongues of Men. remember that!). side of Galanor is the Isle of humble knowledge. also resides here. as we goddess of lust. and under the leadership of the twisted upon which we stand. you’ll notice that often takes the form of trees.

Here we are. despite orcs. crossing blades with us.avatars-of-war. like the within the Darklands to serve as a giant stronghold against the cataclysm of the Ashlands or the origin of the races. (for its colour is a yellow brighter than the purest of golds). and desolated place that was struck forgotten Athlean libraries. Founded for that sole purpose. giants. Drakojia “The Great Devourer” has compare to the horrors I have encountered in the realms of below. Also. 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. come from threat of military invasion. The Brimstone or the Twisted Gold. the Ward has of the dead. All I can ANd TrIFe s tell you. 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 there are some observation. Despite orcs. As for the deity that governs down there. and all that the hostile outlands To familiarize you with the great March which is the Ward. I do not only value neighbouring areas that have been my life. Goblins. I hope to cross the Gravelands one day. we persevered. 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. a barren. and ogres.. it is no mere 103 . The ghosts of the Athlean knights of the past haunt that place. and witness the remains of the old Athlean empire. The fragments of the rock in hopes of manipulating the Aberrant beauty of the infinite waters. repulsiveness of the demons that infest the area. The that’s left as a reminder of what e Ashlands Undoing… was once a march of the old kingdom of Men. we persevered. my motherland: the Ward. and all that the hostile outlands could throw at us. for I am not one so stupid as I pity all the beings that inhabit the area. Sadly. Goblins. and the living dead claim the area as their own. knows no bounds the moment they have been exposed to the dire aura of the fallen stone radiation. as we do here in the Ward. and we vow to deliver swift vengeance and excruciating pain to those would even think of blade. And their lives were well lived. lakes. I know that their misery to toy with such creatures. I value my very soul as