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Of Vicious Jaws and Great Winnings
Rules for Dogfighting in the Mordheim Arena
A new Arena supplement by Eliazar, Lakor, Matt, and Ezekiel
Entertaining Figths Set-up
In the arenas and pits all around Mordheim, not only The dogs start around the edge of the arena, with equal space between pitfighters battle each other to death. More often, fero- each other. The Creature starts in the center. cious dogs will be pitted against large, fearsome crea- tures like minotaurs or bears. The following rules allow How to Fight you to play such games of dogfighting, either as part of 1. Roll for Priority: Each players rolls a dice to see which dog goes first. a campaign or just to have some fun in the evening. The Creature always goes last. 2. Make a Leadership test: Whenever a dog wishes to charge the Crea- ture, it has to pass a Leadership test. When it is in combat, it doesn’t Betting need to test, but as soon as the dog breaks from combat, it has to test again when it wishes to charge. An important part of visiting the dogfights is, of course, betting on the hounds. Before a fight starts, your gang may bet 1 to 6 gold crowns on 3. Charge: If a dog passes it’s Ld test, it may charge the Creature a dog, which is taken from the warband’s stash. If the dog you bet on 4. Roll a D6: On a roll of 1 or 2, the charging dog is kicked or thrown wins, you will receive 1D6 x initial bet gold crowns. For example, if you away by the creature, on a roll of 3-6, it fights as normal. bet 2 gold crowns, your dog wins and you roll a 3 on a D6, you will receive 6 gold crowns (2 GC bet x 3 on a D6). For every three dogs, 5. The Creature’s turn: During it’s turn, the Creature will move 3” the reward grows by 1D6 (i.e. if there are 1-3 dogs fighting, you roll in a random direction if not engaged in Close Combat. If there are any 1D6, if there are 4-6 dogs fighting, you roll 2D6, and so on). dogs within 3”, the Creature will charge. If the Creature charges or is already engaged in Close Combat, roll a D6: On a roll of 1 or 2, the It is recommended to place a dice showing each player’s bet somewhere Creature attacks as normal, on a roll of 3-6, the Creature kicks or around the arena. throws the dog around.
The Hounds Being Kicked Around
The fighting dogs use the following profile: Whenever you roll that a dog is kicked around, roll a D6 and a scatter Pitdog dice. The dog will be thrown D6” in the direction determined by the scatter dice. If the dog hits a wall, it will suffer a hit of S7 minus the distance travelled - Example: the Dog is 3” away from the wall and is 4 4 0 4 3 1 4 1 6 kicked around by the Creature. You roll a 5 on a D6 and the scatter dice points at the wall. The dog will now “travel” 3” and crash into the wall, The Creature suffering an S4 hit (S7 - 3” travelled). If the dog doesn’t hit a wall, he Any large, fear-causing creature with high toughness and strength, and suffers no damage and may move normally in the next turn several wounds works well for Dogfighting. For the example profiles we use bears and minotaurs. Winning the Fight Minotaur Whichever dog takes the Creature out of action wins the fight. If the Creature takes all the dogs out of action before, no one wins. 3 4 3 4 4 3 4 3 8 Special Rules: Fear To increase the fun even more, players can decide to place D3 traps in the arena before the game starts. Traps have an activation radius of the Bear size of the small blast template (1,5”). Whenever a dog lands within the activation zone of a trap, it has to pass and initiative test or suffer an automatic S3 hit, or may not move the next turn. (Players should 3 3 0 5 5 2 2 2 6 determine which trap is sticky or spiky before the game starts. they may do this either by rolling for it - on a 1-3 it’s sticky, 4-6 it’s spiky.) Special Rules: Fear Different traps may be invented by players
Select and Answer 10 Problems Correctly To Obtain Perfect Score (10 Points Per Problem) - You May Answer More Than 10 Problems. However, Maximum Score Is Limited To 100 Points