So recently we decided to have a 3 way
40K game with our Dark Eldar armies and deiced it would be fun to have the battle in one of the many areana that are in their realm.
I came up with some basic rules and we had a blast slaughtering each others forces and the varied beasts in the arena so I thought I would share it with you in case its useful / amuses
have fun - we did (even if all of our forces were in the end eliminated!)
Soul Arena
Each player has 500pts chosen from the Dark Eldar Codex with the following limitations.
Each Player must have at least 1 Archon
0-1 Succubus
0-1 Lhamaeans (*)
0-1 Medusae
0-3 Sslyth
0-3 Ur-Ghuls
0-1 Incubi Klavex (*)
0-5 Incubi
0-1 Mandrake
0-1 Dracon (*)
0-5 Trueborn
0-1 Syren (*)
0-5 Hekatrix Blood Brides
0-10 Kabalite Warriors
0-10 Wyches
0-3 Hellions
0-1 Solarite
0-3 Scourges
0-1 Beastmaster (*)
0-1 Reaver
no more than 25 individual models
no dedicated transport options are available
(*) Gain the Independent Character Special Rule
All normal character and squad options are available with the following exceptions:
No Dark Lances or Splinter Cannon (The Arena crowd does not appreciate long-range duels)
Deployment
The Arena should be a normal table with a considerable amount of terrain – city fight style with a central tower.
Each Player rolls a dice, the lowest roller deploys his forces first, followed by the next lowest and so on until all players have deployed their forces. Each player deploys on one table edge up to 12” from the edge.
Awaken the Beast Spirit.
One Talos for each player is placed in their deployment zone – they begin the game dormant but may be activated in the movement phase by any model moving into contact and sacrificing a Pain Token. The Talos may then act normally under the control of that player
The Chained Ones
In the deployment phase, each Player, in turn, starting with the player that rolled the highest deploys a chaining post. Each post must be outside a player’s deployment zone and more than 12” from any other Chain post and the central Prize tower.
When the post is placed, the player may choose one of the following beasts that are held by it. Killing a chained one generates a Pain Token.
Lictor
Ork Nobz
Bezerker Champion
Ogryn Bonehead
Small Carnosaur
Each post has a minor force field, which protects its beast from ranged fire – the beast receives a 4+ invulnerable save against ranged fire which may be used instead of any natural armour if that would normally be negated by the
AP of the weapon. It provides no protection in close combat.
After All players have finished their turn, any beast not engaged in combat will find that is chain is loose enough to try and reach its tormentors. Roll a
2D6 for each such beast and measure to the nearest model (which may already engaged in combat). If the
2D6 roll is high to reach it, the beast immediately engages it in combat – counting as charging in all respects. If there are two or more models equally distant, then randomise which one the beast lunges for. See Appendix for Creature Stats.
If a Chained One is killed, the post retracts back into the floor and a new post is placed by a player once all players have completed their turns, just before the beast would normally attack. The post is placed not less than 6” away from any other model. This can mean that a beast is able to charge directly into combat.
Turn One
Night Fighting rules are in play for the first turn
Each Player rolls a dice, the highest roller goes first.
The Game lasts until the prize is claimed or all players’ models are eliminated.
The Arena
Crowd Participation
Any model that ends it turn within 12” of an arena wall will be attacked in the end phase by the enthusiastic spectators – receiving
D6 splinter pistol shots
Trinkets
There are six stepping disc counters spread around the arena, each player taking it in turn to place one. Any player may activate a stepping disc by having a model end its movement in contact with it. The model may also be in close combat with another model when the disc is activated. When the disc is activated, roll a
D6 to see what occurs:
1: Nothing happens, the disc is reset
2: Soul Gem: the disc shimmers and a soul gem appears in the activating models hands, it shatters and the Dark Eldar drinks the soul of the imprisoned entity. That model immediately gains one Pain Token. The Disc is then reset.
3: The Thing: a tentacled creature rips out of a pocket dimension – place a large blast template centred over the disc. All at least partially under the template suffer a Strength 6 hit,
AP 2. The creature is then sucked back into its home and the disc is reset.
4: Combat Drug Injector: the model may immediately roll on the Combat Drugs table, if the model is part of a unit, the whole unit gains the benefits. The disc is reset
5: Soul Gem: the disc shimmers and a soul gem appears in the activating models hands, it shatters and the Dark Eldar drinks the soul of the imprisoned entity. That model immediately gains one Pain Token. The disc is then reset
6: Portal: The stepping disc is momentarily turned into a webway portal and the model is immediately moved into contact with another stepping disc – roll a
D6 to see which one they appear next to. The disc is then reset.
The Prize
In the centre of the Arena the prize tower is an open lattice structure of three levels that provides a 5+ cover save to all within the building.
The lowest level of the tower is populated by a horde of Wracks, which are replaced as required as they are killed or the drug cocktail destroys them. There are
D6 Wracks to start with an additional 1 being sent in each of the players turn.
The second level has a mob of 10 Orks armed with choppas and heavy armour and 1 Nob with a Power Claw.
The top floor, which contains the prize, is a dimensional fold cage. The cage and its contents are immune to all weapons and effects that do not originate within the cage and the guardian may only be engaged in close combat by a model entering the cage. Within the cage is a single guardian, chosen when the first model enters the cage by the players not controlling that model.
Tryanid Hive Tyrant
Chaos Spawn
Tryanid Broodlord
Orc Warboss
Champion Of Khorne
Once the Prize is eliminated the remaining players have until the start of that claiming players next turn to enter the fold cage and defeat the holder before he or she is proclaimed the winner.
Sample beasts of the Arena
Unless otherwise noted the creatures in the arena are drugged and /or driven insane and so are Fearless
Lictor WS6, S6, T4, W3, I 6, A3, Chamelonic Skin: 5+ cover save
Ork Nob WS4, S4, T4, W 2, I 3, A3, Two Close Combat Weapons, Heavy Armour
Bezerker Champion
WS 6, S5, T4, W2, I4, A3, Two Close Combat, Power Armour
Ogryn Bonehead
WS 5, S5, T5, W3, I3, A3, Carapace armour,
Small Carnosaur WS5, S6, T3, W2, I6, A3, Dodge: 4+ Invulnerable save
Tryanid Hive Tyrant WS8, S6, T6, W4, I5, A4, Monstrous creature, Sything talons, Lashwhip and Bonesword,
Chaos Spawn WS5, S6, T7, W6, I 3, AD6+3, Feel no pain, Monstrous Creature
Tryanid Broodlord WS7, S5, T5, W3, I7, A4, Rending Claws, Sything Talons, Hard Carapace (4+).
Orc Warboss WS5, S5, T5, W3, I4, A4, Cybork Body, Heavy Armour, Power Claw,
Champion Of Khorne WS9, S5, T5, W3, I5, A6, Power Armour, Power Weapon,
Wracks
WS 3, S4, T3, W 1, I 3, A2, Feel No Pain, Two close combat weapons
Orks WS4, S3, T4, W1, I2, A2, Two Close Combat Weapons