Thursday, September 3

WARMACHINE: Arena Combat Part 2

Arena Format and Hazards:

The Arena is an Octagon approximately 22” in length. The two back walls are where the models are placed, and they must start with their bases touching the back walls.

Roll for Hazard placement, by rolling a D2 each. (1-3 = 1, 4-6 = 2) This is how many hazards you may place, which can be any combination of Deployable Cover (maximum 2 pieces total), Spiky Walls (maximum 3 pieces total). Roll for Initiative as per normal and the winner chooses whether to place hazards, deploy and start play first or not.

The Arena is a very hazardous place to be battling, and can have many varied traps and dangers.

Walls: The walls are made of solid, 3 foot thick Iron and cannot be penetrated by the weapons that the participants have. Knobbly in texture, they are dangerous to be pushed up against due to the rough nature of them. If a model is thrown, slammed, pushed or otherwise moved against its will into the walls, they will suffer an unboostable collateral damage roll at +2 to the STR value of whatever pushed them into the wall. (ie, a Juggernaut (STR12) slams its opponent into a wall, the opponent takes a POW12 (boostable) from the slam, and then if they hit the wall they take a POW14 (unboostable) from hitting the wall. Models crushed into the wall take a STR+2 (unboostable) damage roll from the wall, with the additional dice of damage.

For example – A Juggernaut slams an Ironclad over Stryker into a wall. The Juggernaut rolls a 6, and moves 8” into the wall (D6+2). The Ironclad takes a POW12+2D6 from the Slam, and a POW14+2D6 from hitting the wall. Stryker is CRUSHED in between the wall and the Ironclad, and takes a POW14+3D6.

Spike Walls: Some of the walls may be Spiky Walls if chosen by the arena participants. These walls are covered with deadly iron spikes, sharpened to a fine point. They are strong enough to penetrate Warjack armour, and make mincemeat out of soft flesh. Spiky Walls cannot be the original two back walls where people start. Clever opponents will throw or Slam opponents onto these spikes for grievous damage!

A model slammed, pushed, thrown or otherwise moved into contact with these spiky walls involuntarily suffers a massive amount of damage. Spiky Walls inflict an unboostable collateral damage roll at +4 to the STR value of whatever pushed them into the wall as well as an additional dice of damage. They will also suffer from WOUNDED. WOUNDED is a continuous effect that is similar to corrosion – except that it increases by +1 each round it doesn’t expire.
Models crushed into the wall take a STR+4 (unboostable) damage roll from the wall, with 2 additional dice of damage, as well as suffering from WOUNDED.

For example – A Juggernaut slams an Ironclad over Stryker into a wall. The Juggernaut rolls a 3 and moves 5” into the wall (D6+2). The Ironclad takes a POW12+2D6 from the Slam, and a POW16+3D6 from hitting the wall. Stryker is CRUSHED in between the wall and the Ironclad, and takes a POW16+4D6. Both the Ironclad and Stryker suffer from WOUNDED.
Deployable Cover: A player may put down one piece of cover as part of their hazard deployment, this must be placed in one of the ‘cover spots’, and acts like an obstacle for the game. (Assumed to be as high as the arena, cannot fly over it, move over it with Pathfinder/All Terrain) It grants the standard +4 DEF if benefitting from Cover.

New Power Attacks:

Body Slam: The Warjack or Warbeast grabs the enemy, lifting them above their head before slamming them back down into the ground, causing massive damage to them and anyone they land on.

A Warjack or Warbeast with at least one Open Fist may make a Body Slam Power Attack by spending one focus or forcing them to. Make one attack roll at -4 to hit the enemy model. If the Warjack or Warbeast moved 3” or more, reduce the penalty by 2. If the Warjack or Warbeast has 2 Open Fists reduce the penalty by 2. (So, a Warjack who moved 3” and had two open fists would make a normal, unreduced attack roll). If the Body Slam attack hits, the model targeted takes a POW equal to the STR of the attacker, which may be boosted. Once the damage is resolved, you may place the targeted model anywhere as long as its new position is within .5” melee range of the attacking model and in its front arc. If there was a model in this new position, it is moved directly away from the attacker until there is room for the Body Slammed model.

Any model that has to be moved as a result of this attack is CRUSHED by the Body Slammed model and must take a collateral damage roll equal to the STR of the attacker plus an additional die. This damage roll MAY be boosted. Also, all models hit by the Body Slam Power Attack are knocked down. The Power Attacking model may boost/be forced to make additional melee attacks.

Stomp: The Warjack or Warbeast lifts its massive bulk and brings it down with all its force, crushing a prone enemy against the ground.

A Warjack or Warbeast that is not Serpentine may make a Stomp Power Attack by spending one focus or forcing them to. You may only target a knocked down or Stationary enemy. This attack automatically hits, and inflicts a damage roll equal to the STR of the beast/jack making the attack multiplied by 2. (A Juggernaut Stomping would be POW24 – STRx2) This attack gains an additional dice of damage, and may be boosted. The Warjack or Warbeast may boost/force for additional attacks.

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