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Message  vitzerai Lun 13 Juin 2016 - 22:23

Event Rules
Thunderdome List Construction Rules
Thunderdome is a multiplayer format that supports anywhere from 4 to 8 players at a time.
Each player’s army consists of only three models: three Warcasters/Warlocks (hereafter referred to collectively as “Casters”) from the same faction. There are no warjacks, warbeasts, solos, units, or anything else in play.
Warlocks use the mechanics for Focus instead of Fury–they gain their full Fury value at the start of the turn, and overcharge instead of transferring.
Ignore Pacts and Contracts when constructing your pool.
Each Caster choice can only ever bring one model to the table. No Halfjacks, no Keg Carrier, only one Coven member, Goreshade has no feat, etc. Yes, this makes some casters a bad choice in the format.
The Casters are considered to share a battlegroup.


Additional Rules
Game Board:
The board is a circle 3ft in diameter. The outer rim is divided into eight deployment zones; each player chooses a deployment zone through democratic elbowing, and may deploy models up to 3″ from that zone’s board edge.
Friendly Neighbors:
Take note of the players who deploy in the spaces adjacent to you. You cannot damage or otherwise affect that player’s Casters in any way until that player has killed an enemy model. (In other words, you’ll need to walk a bit to find your first victim)
Combat Has Consequences:
Models cannot be healed (exception: models with Tough can still heal 1 point on a successful roll), cannot be repaired, and cannot regenerate power fields in any way. Once damage is inflicted, it cannot be removed.
Spite Turns:
Once all of a player’s Casters have been eliminated, that player continues to have turns. Whenever that player’s turn comes up, he may select one model anywhere on the board and place it anywhere completely within 3″ of its current location. That model’s controller may then turn that model to face any direction. If the owner of that model attempts to influence your choice of where to move that model in any way, you may instead place that model anywhere on the board and turn it to face any direction of your choosing. You are encouraged to put it in the most precarious and/or disruptive location you can possibly think of, and then smile coldly at the folly of the model’s owner.


Timing
Warcaster Thunderdome is intended to be a very fast format. While there are no timed turns per se,
players should be punished with badgering and verbal abuse if they play slowly or waste time strategizing Plan on your opponent’s turn – when it’s your turn, GO!


Scenarios
Custom Thunderdome scenarios will be used. Thunderdome scenarios reward advancing toward the center of the board, and harshly punish hanging at the back.
All scenarios are played on a circular board 3ft in diameter. Utterly impenetrable walls separate each player’s deployment zone.
Players score a Skull for each enemy caster they kill or remove from play. The player with the most Skulls at the end of the game is the winner (even if that player was eliminated before the end of the game).


Player Responsibilities
Each player must bring his/her own dice, rulers, templates, counters, markers and other accessories. Players are responsible for having Front Arcs clearly marked on all models in their army.
Thunderdome strains the very definition of “purely for fun”. If you find yourself complaining about anything, you are doing it wrong.


Specific Caster Modifications & Exceptions
Cryx
pGoreshade:
No Deathwalker; feat does nothing.
Witch Coven:
One FOC3 witch, no Egregore. CTRL centered on your one Witch.
Mortenebra:
No Derelyss.
3Gaspy:
No Vociferon.
Cygnar
Darius:
No halfjacks.
3Nemo:
No Finch.
Khador
Old Witch:
No Scrapjack.
3Butcher:
No puppies.
Menoth
Reznik:
Can wrack other casters (because wracks are awesome), but wracks are incorporeal and purely decorative – they have no game rules.
Retribution
none
Cyriss
Directrix:
No servitors.
Mercenaries
none
Circle
Kromac:
can change forms normally (only one model is in play at a time).
Cassius:
No tree. CTRL is centered on Cassius.
Legion
eThagrosh:
Can’t spawn a lesser warbeast.
Bethayne:
Can begin melded or unmelded; decide at deployment, and then she remains that way for the entire game.
Skorne
Zaal:
If you can figure out a way to get the Kovaas into play, be my guest.
3Makeda:
No ancestral guardians.
Trollbloods
Borka:
No keg carrier.
Hunters Grim:
No pygs.
Minions
none

Tournament-Specific Rules
We usually play Thunderdome in single games just to kill time, but if you’d like to run it as a full - fledged tournament, here’s how I suggest handling list-building between round
Caster Pool:
Each player will bring a pool of FIVE Casters with them to the event.
Uniqueness applies – your pool can only include one version of any named character.
Each round, each player selects three casters from their pool to play that round.
A caster can’t be selected for the 2nd time until all other casters in the pool have been played once, and so on.
vitzerai
vitzerai
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légende vivante

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