Brawl Arcane v0 4
Brawl Arcane v0 4
It's been nearly 3 decades since The Meteorite fell and brought magic to the world. Shortly
afterwards the first Brawl Arcane took place in the city of Mirage. It was originally intended as
a way for Wizards to test their strength and show off their skills, but has since turned into a
deadly spectator sport. Wizards now come from far and wide to settle old scores, humiliate
rivals, and battle for fame and fortune in bloody magical combat. Now in its 28th year, this
year's tournament is shaping up to be the deadliest yet.
Spells will be cast.
Crowds will cheer.
Blood will be spilled.
Welcome to Brawl Arcane 28!
Each Player turn has 3 phases; Start Phase, The active player selects their spell for this
Spell Selection, Action Phase. turn. They roll 2 D6 and consult the table
below. They then select 1 of those 2 spells
Player 1 works their way through all 3 or the “Arcane Rocket” spell. If duplicates
phases, play passes to Player 2, who does are rolled, then choose any spell.
the same, and then back to Player 1 etc.
1 Summon Minion
Start Phase:
2 Shield
Some Wizards have abilities that trigger 3 Discipline Spell
during this Phase, these get resolved first.
4 Dominate
The active player can spend 1 Crowd Favour 5 Empower
to roll on the table below. They can spend 6 Summon Minion
extra Crowd Favour for a +1 bonus to the
roll for every extra point spent. This must
be done before rolling.
During the action phase, each model can If the Target is an ally, the action is
make a Move and 1 Action. A Wizard's instantly resolved. If the Target is an
action is to cast their selected spell. A enemy, both players roll a D6, the active
Minion’s action is listed with their stats. model adds their “Skill” and the Target
model adds their “Defence”. The results are
The active player can select the models to then compared.
activate in any order, and they can Move,
then take an Action or vice versa. Fully If the active model wins, the action is
resolve one model before moving onto the resolved. If the Action deals damage, the
next one. Target’s Health is reduced by that amount.
A model can move a number of spaces If it's a tie, there is a magical explosion.
equal to their Move stat. Models cannot Players roll off (without adding
move through terrain or other models. Skill/Defence). If the Target wins, the
Action is reflected, resolve the Action
If a model has any enemy models within 1 treating the active model as the Target. If
space when it starts a Move, it takes 2 the active player wins, the Action is
Damage. This does not apply to Moves successful and deals double damage. Either
caused by a Spell and doesn't stack. way, the active player gains 1 Crowd
Favour.
When performing an Action, you must
select a model within range as a Target. When a Minion reaches 0 Health, they are
removed from the Arena, and the active
Draw an invisible line between the centre of player gains 1 Crowd Favour.
the active model’s space and the centre of
the Target’s space. If that line crosses a If a Wizard reaches 0 Health, they are
space that has a terrain piece on it, the knocked out and the game ends. Roll a D6,
Target is obscured and you must choose adding 2 if they were knocked out by a
another Target. Wizard. On a 5 or lower they are simply
unconscious, on a 6 or higher they succumb
to the magic energies and are killed,
melted, vapourised, etc.
The remaining Wizard is declared the victor
and showered in fame and glory.
Spells
Arcane Rocket
Range Damage Special
6 D3 The style of this spell is unique to each
Wizard. Lightning bolts, magic beams,
prismatic flares, etc.
Empower
Range Damage Special
6 - Target adds 2 to their Skill until the start of
the next turn.
Dominate
Range Damage Special
4 - Must target an enemy Minion. The active
player controls the Target as if it were their
own Minion until the end of their turn.
Shield
Range Damage Special
6 - Target adds 2 to their Defence until the start
of your next turn.
Summon Minion
Range Damage Special
2 - Target an empty space in range instead of a
model. Place a new Minion on that space.
Each Wizard can only have 3 Minions on the
Arena at once.
Magic Disciplines
Artful Trickster
These performers travel the land entertaining and astounding the masses. Specialising in
hypnosis and illusions, some question whether their magic is actually real, or just smoke and
mirrors.
Move Skill Defence Health
4 4 4 15
Ability: Adoring Fans
During their Start Phase, this Wizard gains 1 Crowd Favour.
Spell: Vanishing Act
Range Damage Special
8 - Can only target friendly Minions. The Wizard
and Target swap spaces.
Phantasm
Move Skill Defence Health
3 2 4 4
Action: Hypnotic Dancing
Range Damage Special
1 2 If successful, the Target can only target this
model on its next turn, unless it is already
under this effect from another model.
Astral Warlock
Astral Warlocks reach out to ancient beings from beyond the stars. Many of them draw
power into this world, not knowing the full malevolence of what lies behind it.
Move Skill Defence Health
4 4 4 15
Ability: Eyes from Beyond
This Wizard's Minions can ignore terrain for Line of Sight and when measuring the Range of
their Action if the Target is visible to this Wizard.
Spell: Mental Torment
Range Damage Special
6 D6 Target has -2 Skill on their next turn.
Void Born
Move Skill Defence Health
2 4 3 4
Action: Cosmic Volley
Range Damage Special
6 2 -
Blood Mage
The grisly rituals of Blood Mages are seen as disturbing by most people outside of The Pale
Mountains. They have accepted their outsider status, and tend to care little for the opinions
and laws of the rest of the land.
Move Skill Defence Health
4 4 4 15
Ability: Sanguine Rite
The Wizard can take D6 damage in the start phase in order to roll an additional D6 during
Spell Selection.
Spell: Boiling Blood
Range Damage Special
3 2D6 -
Blood Imp
Move Skill Defence Health
4 3 2 4
Action: Leech
Range Damage Special
1 3 If this action deals damage to a Blood
Mage’s enemy, the Blood Mage regains 1
Health.
Draconic Magus
Heretical monks who worship the Slumbering Dragons. Their closeness to these powerful
creatures allows them to harness the power of fire.
Move Skill Defence Health
4 4 4 15
Ability: Soul of the Dragon
Any model hit by a Spell/Action with the 'Flame' special rule is set on fire. At the start of a
Player's Start phase, any of their models that are on fire take 1 Damage. Models can use
their Action to put themselves out.
Spell: Fire Breathe
Range Damage Special
6 2D3 Flame
Drake Spirit
Move Skill Defence Health
3 4 2 4
Action: Ignite
Range Damage Special
1 2 Flame
Flesh Transmuteur
These Wizards operate on the fringes of modern magic. They have the power to shape
organic matter, an ability that drives many mad with power.
Move Skill Defence Health
4 4 4 15
Ability: Biomancy
Roll a D3 when a new Mutant is placed on the Arena and apply the following results to that
Minion. This bonus lasts until it dies.
1) +1 Move.
2) +1 Skill.
3) +1 Defence.
Spell: Extreme Transmutation
Range Damage Special
6 - Can only target friendly Minions. The Minion
gains +2 to Move, Skill and Damage then dies
at the end of its turn.
Mutant
Move Skill Defence Health
3 3 3 4
Action: Mindless Assault
Range Damage Special
1 D6 -
Green Witch
Generally found deep in the forests and swamps across the land. They have a strong
connection with nature and will violently protect it from others..
Move Skill Defence Health
4 4 4 15
Ability: Fleet of Foot
The Wizard can move 2 spaces during the Start Phase, this ignores the 2 damage if an
enemy model is within 1 space and doesn't affect their Move later in the action phase .
Spell: Grasping Vines
Range Damage Special
8 - Target cannot Move or take an Action on
their next turn.
Forest Dweller
Move Skill Defence Health
5 2 2 4
Action: Lunge
Range Damage Special
1 D6 Roll Skill twice and use the highest result
against Targets affected by Grasping Vines.
Luminous Sorcerer
Devout followers of The Path of Light. They can be found throughout the land as priests of
The Great Orb.
Move Skill Defence Health
4 4 4 15
Ability: Blinding Radiance
Any enemy models within 1 space have a -1 penalty to their Skill if they target this Wizard.
Spell: Healing Light
Range Damage Special
6 - Target regains D6 Health.
Brightling
Move Skill Defence Health
4 3 2 4
Action: Sunbeam
Range Damage Special
4 3 -
Metallurgist
Found in most cities as Alchemical Tinkerers and Arcane Blacksmiths. They make a living by
forging raw magical energy into mundane objects and are highly sought after.
Move Skill Defence Health
4 4 4 15
Ability: Tough as Nails
When rolling Defence, roll 2 dice and choose the highest.
Spell: Storm of Iron
Range Damage Special
4 2D3 If successful, all enemy models within 2
spaces of the Target take 2 Damage.
Automaton
Move Skill Defence Health
3 3 3 4
Action: Crippling Bash
Range Damage Special
1 3 Target has -1 Move on its next turn.
Mermancer
Whether sailors, pirates or sea-folk, these Wizards draw their power from the Blue Deep.
Their talents are invaluable to any who travel the seas.
Move Skill Defence Health
4 4 4 15
Ability: Oceanic Fog
Any friendly Minions within 3 spaces can add 1 to the Damage of their “Water Jet”.
Spell: Tidal Wave
Range Damage Special
- - Cannot target Minions. Move all enemy
models 1 spaces towards their starting edge.
If unable to move they take 2 damage.
Undead
Move Skill Defence Health
3 2 4 4
Action: Grave Strike
Range Damage Special
1 D6 -
Noble Scholar
The ruling class of the city of Mirage. They tend to see themselves as sages and keepers of
secret wisdom, while most others see them as arrogant and boring.
Move Skill Defence Health
4 4 4 15
Ability: Mystic Knowledge
Once per game turn, add +2 to a single Spell Selection, Skill, or Defence roll. This can be
done after rolling.
Spell: Teleport
Range Damage Special
6 - Move Target up to 4 spaces. This Move can
be done over terrain and other models.
Living Spell
Move Skill Defence Health
3 4 2 4
Action: Harmonic Blast
Range Damage Special
1 2 Deals an extra 1 damage for every friendly
model within 2 spaces of the active model.
Additional Events
Grudge Match
A Grudge Match is a “best of 3” style event
and is often used to settle the score
between two rival Wizards. Up to 3 games
are played in succession, the first Wizard to
win two games (or survive) is declared the
winner of the Event.
If the Wizard dies, the Grudge Match If a third game is needed to find a winner,
automatically ends as there is only so much both Wizards are again brought back to
Necromancy can do. Otherwise, play starting Health, but no bonus Crowd Favour
continues to the next game. is given to either Wizard.
Any leftover Crowd Favour is lost and isn't The winning Wizard is awarded a customary
brought forward to the next game. scroll of forbidden knowledge.
Living Arena
Whether it contains normal objects that At the end of each player's turn, roll on the
have been enchanted, or the ground itself is Movement table below for each piece of
a large creature of flesh and blood, terrain including the Shifting Locus.
sometimes the Arena joins in on the fight.
1 Swap places with a random model.
This Event adds additional rules for making
the Arena more dynamic and can easily be 2 Move 1 space North.
combined with other events if you wish.
3 Move 1 space East.
During set up, place the terrain as normal, 4 Move 1 space South.
plus an additional piece of terrain called a
“Shifting Locus" which is placed on one of 5 Move 1 space West.
the middle spaces. This can be anything (a
large crystal, an ornate chest, a hideous 6 No movement.
orifice, etc.) as long as it stands out from
the rest of the terrain. When moving a terrain piece, if it's blocked
by other terrain or a board edge, it doesn't
Player 1's board edge is marked as "North". move. If it's blocked by a Wizard, the
Wizard takes D6 damage and moves out of
the way. If it's blocked by a Minion, the
Minion is destroyed and removed from the
board.
Eyes:
1 One
2 Two
3 Three
4 Four
5 None
6 Hundreds
Beast Actions
Slam/Bite
Range Damage Special
1 D6+3 -
Breathe/Projectile
Range Damage Special
7 D6 If successful, all enemy models within 1
space of the Target take 2 Damage.
Combust/Stomp
Range Damage Special
1 2D3 All models within Range of the Beast also
become a Target. Roll Skill and Damage once
and apply it to each Target separately.
How to Play:
The Arena is set up as normal, but with one The goal of the Wizards is to kill the Beast,
board edge being the Wizards' and the and are free to strategize and coordinate
other being the Beast's. The Wizards start throughout the game. However they are
in opposite corners of their board edge, also free to attack or impede each other as
each with a Minion as normal. The Beast they wish.
starts in the centre of its board edge.
For the purposes of Movement, the Wizards
The Beast starts as Player 3 and can't gain do not count as enemies, but they do for
or use Crowd Favour. It is either controlled everything else (Targeting etc.)
by a third player or as an "A.I." using the
following rules. The Players gain 1 point for each point of
Damage they do to the Beast, plus an extra
On its turn, the Beast can make a Move and 5 points if they are the one that slays the
an Action. Its Target is the model that dealt Beast.
the most damage to it since its last turn. If
there are multiple models, randomly choose The event ends when either the Beast dies
between them. or both Wizards are knocked out. The
Wizard with the most points at the end
If the Target is not visible or in Range, the wins, regardless of if they are alive or not.
Beast will attempt to use its Move so that it The winner receives any useful components
is, even if this would cause the Beast to that can be harvested from the body of the
take damage. Beast.