If your armys character has some special equipment/abilities rules that they can take in addition to their normal magic item allowance, they are allowed up to its limit. Examples; Slaan Mage Priest Vampire Lord Warriors of Chaos up to four Slaan powers up to 100pnts worth of Bloodline powers up to 50pnts worth of Gifts
Should your character have access to an extra list of abilities that come out of their normal points allowance they are treated the same as normal Magic Items. Examples; Wood elves Bretonians Ogre Kingdoms Forest sprites Questing Vows Big Names
Further Exceptions and Special cases; Dwarfs Dwarfs follow all their normal rules for creating Magic items as found in their army book i.e. Jealous Runes, Rule of three etc. However the main change is, that the dwarf player has an allowance of 100pnts per item created. Daemons Daemon Princes can spend up to 200points on Daemonic Gifts and should the Daemon player Mark his prince then he can spend up to 75pnts of the total allowance on the patrons gifts as per rules set out in army book. Heralds can be equipped with up to 200points of gifts from their own selection.
Get Your Tickets For The Greatest Show The Old World Has Ever Known.
All the paying spectators expect an amazing day out for their money so why should they be disappointed! Before each fight starts roll a dice to see what show stopper is lined up for today? 1. The Cages are opened and the Arena Master lets a Chaos Dragon into the arena for the pleasure of the crowds the two Avatars must kill the Dragon first before they fight each other as they are far too distracted by the huge beast that has entered the fray. The Dragon will be setup in the centre of the arena and will have 360 deg line of sight it will get the first turn of the game the other players will still dice of for their turn sequence. The Arena Master will control the Dragon. Each Dragon turn the Arena Master will roll a dice to see which Avatar the Dragon will focus its attention on, it will even leave combat to go fight the other avatar if the dice roll indicates. If the dragon is in combat with both Avatars it will splits its attacks between them and will stop rolling to see who it will attack. Open the pits, 3 pits are opened in the floor of the arena. Each pit is 4 x 4 in size and are space equal distance from each other and the wall of the arena ( think Merc car badge) should a avatar fall into a pit he will sustain 1 automatic wound and spend his next turn climbing out of the pit place your avatar on any side of the pit he fell into (should he survive) Wet conditions the arena floor is muddy and slippery all avatars with an armour save of a 4+ and 3+ are at -1 movement while Avatars with a armour save of a 2+ and 1+ are at -2 movement. Furthermore gunpowder weapons only work on a dice roll of a 4+ Dumb and Dumber enter the ring this time the Arena master releases TWO Slave Giants for our Avatars to fight. Follow all the same rules as per a roll of a 1. Except each player will have to fight his own Giant. (hope nobody gets eaten) Normal Fight Normal Fight
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In your own turn you enter the arena in exactly the same place you left it and you cannot move as you dust yourself off you cannot shoot but can cast magic.