Combat

TURN ORDER

Arena Rex consists of alternating turns in which players activate a single model. This activation may involve multiple actions, each of which may cause the activated model to gain fatigue.

Moving, Attacking, and Power Attacking are the basic options accessible to any model during its activation.

Activating a model allows it to move once without gaining fatigue. Further actions, such as attacks or additional movement will cause the active model to gain fatigue. An activated model may continue acting as long as it does not exceed the Exhausted state.

TURN STRUCTURE

If none of your models are Ready you must initiate a clear turn instead of the following normal turn structure.

Step 1: You may remove a fatigue from a friendly Fatigued model. That model may not activate this turn.
Step 2: Activate a Ready model. You may not activate a model that began the turn Fatigued or Exhausted. You may declare actions with the active model. You may not declare actions that would cause the model to gain fatigue beyond the Exhausted state.
Step 3: Once you choose to declare no further actions or are unable to take further actions with your activated model, the turn passes to your opponent.
Caveat: You do not have to continue acting with a model until it is Exhausted; you may end the model’s activation after resolving any action.

CLEAR TURN

When all of your models start the turn Fatigued or Exhausted, a clear turn is initiated. During a clear turn you will not activate a model as normal. Instead each model in your cohort removes 1 fatigue, even if Exhausted.

After you have removed fatigue, you may also use Tactics, riders may Mount or Dismount, and Beasts in the cohort go Wild. The order in which these occur is determined by to the active player.

Tactics are special bonuses and abilities that may only be activated during the Clear Turn. Tactics are outlined on page 15.

COMBAT

Combat in Arena Rex has been designed to be as streamlined as possible. Models have a simple 1” engagement range. There is no facing; models can fight freely in a 360 degree arc around their base.

Line-of-sight rules aren’t necessary because there are no ranged attacks - all of the action in Arena Rex is up close and personal.

At its simplest, combat is an opposed roll between the attacker and the defender. To resolve an attack, the attacker rolls a number of six-sided dice (d6’s) equal to their ATK and the defender rolls a number of d6’s equal to their DEF. Any die that rolls a four or higher (4+) is counted as a success. The defender’s successes are subtracted from the attacker’s; if the attacker has any remaining successes (net successes) it is considered a successful attack. The number of net successes determines the effectiveness of the attack. Successful attacks in the arena can come in many forms, and this is represented in Arena Rex by a model’s damage tree.

DAMAGE TREE

After making a successful attack, apply your net successes to the attacking model’s damage tree, beginning at the top and moving downward. You must follow a path downward between connected boxes on the tree in one continuous line.

Any effects applied are resolved in the order they appear on the tree, then damage is totaled and applied at the end of the attack. If the resolution of any effect leaves the attacker or defender positioned such that the attacker no longer engages the defender, the attack cannot continue, and any successes not yet applied are lost.

The defending model's ARM stat is subtracted from the attack's total damage.

Caveat : ARM is only subtracted from damage originating from a damage tree. Other effects that do damage ignore ARM.

DAMAGE TREE RESULTS

ArenaRex Damage-0
Damage (any number) The amount of damage this box generates.
ArenaRex Push
Push + 1 damage The defending model is pushed 1” directly away from the attacking model. This push is mandatory. The attacker may make a follow-up move of up to 1", which must be toward the defender.
ArenaRex Fatigue
Fatigue + 1 damage The defending model gains one fatigue.
ArenaRex Favor
Favor + 1 damage The attacking model earns one Favor die for its controller’s pool.
ArenaRex Reposition
Reposition + 1 damage The attacking model may move 3 inches. If a model is not engaged at the end of its reposition movement, it may immediately end its activation to remove a fatigue.
Caveat : Reacting models are not activating, therefore do not remove fatigue after Repositioning.

ArenaRex Special
Special + 1 damage This symbol denotes a unique result which will be described under the model’s special rules.
Pushing Edit
A push result on the damage tree moves an enemy model 1” directly away from the attacker. The attacker may make a free follow-up move after each push. A follow-up move is a 1” move toward the pushed model. Pushes are resolved individually, and in order.

The first time during each attack you push an enemy model into base contact with a friendly model, generate an immediate additional success on the attack.

Exhausted models are easier to push, and successful attacks against them generate a free push result ( ) for the attacker, resolved before or after any box on the attacker's damage tree. This is in addition to the free additional success.

Caveat : Remember, the defender must be Exhausted when the attack is declared for their attacker to benefit from these effects.

Large Defenders are more difficult to push. If the defender is on a larger base than the attacker, the defender resists 1 push generated by the attack.

Resisted pushes: If a defender resists a push, the damage for the push result is still applied, but the push movement and follow-up do not occur.

FAVOR DICE

The Favor of the crowd is a concrete resource in Arena Rex. It fuels many special abilities and can be used to enhance attack and defense rolls.

Each player begins the game with 3 Favor in their pool. The player and any model in their cohort may spend from this pool. Whenever Favor is earned, it goes into the shared pool.

As long as a player has Favor in their pool, they may spend it on Tactics, or their models may spend it to add to attack or defense rolls, or to activate special abilities. Each model may spend up to 2 Favor dice a turn. When Favor is spent to enhance an attack or defense roll simply add it to your pool of ATK or DEF dice and roll it along with them.

A 4+ on a Favor die counts as 2 successes.

The attacker must first declare how many Favor dice they will spend on the attack roll before the defender is required to declare how many Favor dice they will spend.

Favor is considered to be spent by a model only when that model adds Favor to attack or defense rolls or uses Favor to trigger its abilities. Favor spent on Tactics is considered to be spent by the player and is only limited by the player's Favor pool.

Favor Dice are earned through various means, the most common of which are marking ( ) vitality boxes, damage tree boxes, and special abilities.

Players also earn Favor for the following:

The first model per game to attack an enemy model earns a Favor.
Earn 1 Favor at the end of your activation if during that activation, an enemy model suffered damage from a hazard and was defeated.

FATIGUE LEVELS

There are three fatigue levels in Arena Rex: Ready, Fatigued, and Exhausted.

When a model gains a fatigue, it moves from Ready to Fatigued, or from Fatigued to Exhausted. When a model removes a fatigue, it moves from Exhausted to Fatigued, or from Fatigued to Ready.

Exhausted models may only remove fatigue during a clear turn, or as the result of a special ability.

Fatigue tokens are used to track the fatigue level of models in play. Fatigue tokens must be placed on the game board next to the model whose fatigue level they are representing.

Ready (0 fatigue) - A model that begins the turn Ready may activate during its player’s turn. Ready models may make a reaction during the opposing player’s turn.

In play, Ready models do not have fatigue tokens.

Fatigued (1 fatigue) - A model that begins the turn Fatigued may not activate that turn. A fatigued model may not make a reaction as long as it is Fatigued. At the beginning of each of your turns you may remove a fatigue from a friendly Fatigued model (NB: they still began the turn fatigued).

In play, Fatigued models are indicated by fatigue tokens placed flat side up.

Exhausted (2 fatigue) - A model that begins the turn Exhausted may not activate that turn. An Exhausted model may not take an action or make a reaction as long as it is Exhausted. You may only remove fatigue from an Exhausted model during a clear turn or as the result of a special ability.

When an attack is declared against an Exhausted model, the attacker generates one additional success. In addition, if the attack is successful the attacker also generates a free (push result) which must be resolved before or after any box on the attacker's damage tree.

In play, Exhausted models are indicated by fatigue tokens placed theta side up.

LAST MAN STANDING

The Last Man Standing condition applies on any turn in which the active player began their turn with only a single model remaining in play. Each turn under the Last Man Standing condition is considered a clear turn with the following exceptions: The remaining model removes all fatigue and may activate as part of the clear turn.

Caveat: Tactics may still be used during a Last Man Standing clear turn

SHIFT

A shift moves a model a number of inches as per the ability description that triggers it. For instance: when Zahara is defeated, it triggers her death ability Terror. Terror forces all enemy models to be shifted 3" directly away from Zahra. Models are picked up and placed 3" directly away. This is not a push and does not trigger any push effects. NOTE : When shifted, a model stops at the edge of hazards. A shift also does not trigger a living hazard.

FAQ

Q.If a model power attacks, and the defender counterattacks and wins the roll, does the defender also get the exhaustion bonus?
A.No, Counterattacks never benefit from exhaustion as an exception. In general, if the model is exhausted at the time of attack targeting (outside of counterattacks) then the attack benefits from the bonus success, and the push if it hits. Don't forget to add your +1 damage for the push.

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