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Brawl Arcane v0 4

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0% found this document useful (0 votes)
57 views23 pages

Brawl Arcane v0 4

Uploaded by

Mefisto Vargas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Brawl Arcane 28

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!

The Five Great Arenas


The annual Brawl Arcane tournament takes place over various arenas found across the lands,
The biggest and most important events are held at massive arenas known as “Great Arenas”,
found in each of the five main cities.

Mirage, Grand Capital.


The closest city to The Meteorite and as such has the highest population of Wizards.

Old Grimstone, Former Capital.


A crumbling shadow of its past glory. Located at the foot of the Pale Mountains to the North.

Arbetinel, Tree of Memories.


A city built into an enormous tree that towers over the vast Swampwood to the East.

Demergia, The Sunken City.


Empire of the Sea-Folk. Semi-submerged in the Blue Deep to the South.

St. Anwar’s Rise, Holy Citadel.


Home of the Path of Light. Perched high atop the cliffs of the Sunburnt Coast to the west.

v0.4 Designed by Brett Evans @quarantine_miniatures


The main ethos behind this game is to How to Play
inspire creativity over gameplay.
Converting, kitbashing, building, painting, Set Up:
drawing, whatever, should all come before
trying to win. By downloading this game it Each player makes a Wizard by choosing
is no longer mine, it’s now your game. You which Magic Discipline their Wizard follows,
can interpret these rules as you wish. Do each Discipline comes with its own unique
not feel locked in or stifled by anything Discipline Spell, Ability and Minion. Give the
written here. All of the names and Wizard a name and backstory; Where are
descriptions of things and places are just they from? Why are they competing? etc.
archetypes/suggestions, feel free to change

things to better suit your world/aesthetic.
Players determine who is Player 1 and
If you find a gap in the rules, or you are
Player 2, either by a roll-off, or determining
unsure about a rule, whatever you come up
who has done the most wizardly thing
with is the right answer, but generally if it
recently (grown a beard, discovered an
doesn’t specifically say you can’t do
esoteric tome, etc.)
something, then you probably can. But

remember, Rule of Cool is king. Now get out
Player 1 sets up the terrain on the Arena
there and fight, the match is about to
however they wish, Player 2 selects which
begin…
board edge of the Arena they will start on,
Player 1 gets the opposite side.

Player 1 sets up their team by putting their
Wizard and 1 Minion on any of the spaces
You will need on their board edge. Player 2 then does the
same on their side.
Models. 2 Wizards, each with a retinue of 3 ​
Minions. Any models are usable, but 28mm The Players roll off again to see who has
scale is suggested. the most fans in the audience, the winner
​ gains 1 Crowd Favour.
An Arena. This game is played on a square ​
grid, between 8-12 squares across, each Player 1 has the first turn.
square (or space) roughly 30mm. You can
use either a custom sculpted board, lines
on paper, a chess board, etc. Measuring:

4-8 small pieces of scatter terrain, roughly Distances for Movement and Ranges for
the same size as your grid spaces that can Actions are measured in “spaces” on the
block line of sight between the models grid. Diagonal moves/measures are not
​ allowed. Any combination of straight moves
A small handful of D6’s are fine though, eg. “staircase”: 1 forward, 1
​ across, 1 forward, etc.
Pen and paper.
The Game Turn: Spell Selection:

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.

1 A rival fan shouts a personal insult.


The Wizard is distracted and has a
-1 penalty to Skill until the end of
the turn.
2 A Fire Gremlin rushes onto the Arena
and explodes into flames. A random
model takes D6 damage.
3 A fist fight breaks out amongst the
fans, drawing the full attention of
the crowd. Neither player can gain
Crowd Favour until your next turn.
4 The crowd goes wild. The active
player gains 2 Crowd Favour.
5 A group from the Wizard's hometown
starts a chant. The active player can
re-roll a single dice this turn.
6+ A Crystal Shard spirals out from the
crowd. The enemy Wizard takes D6
damage.
Action Phase:

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.

Denizen of the Sea


Move Skill Defence Health
3 3 3 4
Action: Water Jet
Range Damage Special
3 D3 -
Necromancer
Existing in the shadows, Necromancers are obsessed with death. Most of society tends to
avoid them, unless of course there's a shortage of cheap labour.
Move Skill Defence Health
4 4 4 15
Ability: Rise!
If this Wizard has no Minions on the arena during their start phase, they automatically
summon 1 Minion within 2 spaces of them.
Spell: Curse
Range Damage Special
8 - Target rolls 1 less D6 during Spell Selection
on their next turn.

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.

Each of the 3 games is played mostly as


described in the standard rules with the
following changes.

After the end of each game, instead of just


rolling to see whether the knocked out
Wizard lives or dies, roll on the Injury table
below, adding 2 to the roll if they were
knocked out by a Wizard. The results last
until the end of the Grudge Match.
At the start of the second game, both
1 Emboldening scars, +1 Skill. Wizards are brought back to their starting
Health.
2 No injury.
During set up, instead of rolling to see who
3 Shattered leg, -1 Move.
gets a bonus Crowd Favour, the player who
4 Ruptured Flesh, -1 Defence. lost the previous game gets an "Underdog
Bonus" of +2 Crowd Favour.
5 Mind Trauma, -1 Skill.
At the end of the second game, roll on the
6+ Dead Injury table as before.

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.

If a model is within 1 space of the Shifting


Locus, they can give up their action to
interact with it. Roll on the table below.

1 A forceful explosion erupts


outwards. The active model takes
D6 damage.
2 Strange energies lash out. A friendly
Minion is summoned within 2 spaces
of the active model.
3 Healing energy flows from within.
The active model regains D6 Health.
Slay the Beast
Inspired by the gladiator pits of a Next select a Rage Ability. The Beast
pre-magic society, two Wizards compete to doesn’t start with this Ability, it is triggered
bring down a ferocious creature. during the game.
Shroomdragons, Eyetoads and
Scramblebrutes tend to draw the biggest 1 The Beast roars and goes into a
crowds. frenzy. It can now make 2 Actions
per turn.
Before the game you will need to create a
Beast by selecting the options from the 2 Thick ichor oozes from within the
following tables. Either by rolling or Beast. Any model that takes damage
choosing whichever best suits your model. from the Beast can't Move on its
next turn.
You will also need a model for the Beast.
Beasts are large creatures and take up 4 3 The Beast unfurls its massive wings.
spaces (2x2), most likely on a 50-60mm It can move over models and terrain
base. (but can't finish its Move on an
occupied space) and ignores the 2
Create a Beast: damage for starting a Move within 1
space of an enemy.
Start with the “Beast” statline listed later 4 A hypnotic aura emanates from the
in this section, then select a type for the Beast. At the start of the Beast’s
Beast and adjust their statline accordingly. turn it takes control of 1 random
Minion, the Minion spends its next
1 Mobile, +1 Move. turn attempting to damage its
Wizard.
2 Powerful, +1 Skill.
5 The Beast shimmers and turns
3 Stoneskin, +1 Defence. slightly ethereal. -1 to all Damage
done to the Beast (to a minimum of
Next, select an Action. The names of the 1)
Actions are just examples, feel free to
flavour them as you see fit. Full stats for 6 Crackling energy surrounds the
the Actions are listed later in this section. Beast. Double the Range of the
Beast’s Action.
1 Slam/Bite
2 Breathe/Projectile
3 Combust/Stomp
The following tables are optional and can be Either come up with a name for the Beast,
used for inspiration for how your Beast or roll once on each column of the name
model looks. Roll to select Legs, Eyes and table, combining the results into the Beast's
Features. name.

Legs: 1 Hex beast


1 None
2 Ruin hemoth
2 Biped
3 Gleeple brute
3 Quadruped
4 Psy (a)trix
4 Eight legs
5 Stone sklonk
5 Tentacles
6 Curse wyrm
6 Too many

Eyes:
1 One
2 Two
3 Three
4 Four
5 None
6 Hundreds

Features, Roll D3 times.


1 2 3
1 Sharp teeth Furry Skeletal
2 Toxic barbs Aquatic Elongated limbs
3 Insectoid Slimy Spikes
4 Fungal Tail Two heads
5 Scales Crystal growths Carapace
6 Large horns Human face Beak
Beast
Move Skill Defence Health
4 4 4 26

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.

If after this Move, the Target is still not


visible or in Range, the Target changes to a
random model that is.

A Beast with the Beam/Projectile Action


will do its best to stay as far away from
other models, while staying within Range of
its Target.

Once a Beast’s Health reaches 15, they


become Enraged, this triggers their Rage
Ability which stays in effect for the rest of
the Event.

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