Terrain Hazards

HAZARD : (COLUMN, WALL, RUBBLE)

The first time during each attack a model is pushed into base contact with a hazard it gains one fatigue.

WOUNDING HAZARD : (SPIKES, BLADES, FIRE)

The first time during each attack a model is pushed into base contact with a wounding hazard, it suffers 3 damage. This damage ignores ARM. A Wounding Hazard is considered a hazard.

LETHAL HAZARD : (CLIFF, PIT, DEEP WATER)

If any part of a model’s base touches a Lethal Hazard, that model is defeated. Mark any remaining vitality boxes and resolve their effects (if any). Then remove the model from play. Any additional successes after a model is pushed into a Lethal Hazard are lost.

Caveat : Falling : (Bridges, Catwalks, Shallow Pits, Ramps)

  • In Arena Rex, most falls are treated as Lethal Hazards. You may agree with your opponent to treat falls from certain minor elevation changes as Hazards or Wounding Hazards instead.

LIVING HAZARD : BEASTS

Beast models may be placed in the arena as living hazards. Living hazards are not controlled by either player and do not activate unless triggered. If a model is pushed and ends up within 3” of a living hazard as the ultimate result of an attack or special rule, the living hazard will activate and attack the pushed model. The hazard will move up to its MOV stat to engage the pushed model if necessary, by the most direct path possible, and will move around other hazards and models to do so, if necessary. When a model is attacked by the living hazard, their opponent rolls the attack dice and selects the damage tree effects. Favor boxes on the damage tree generate favor for the player who rolled the attack dice. Damage applied to a living hazard is applied to its vitality track as normal. When a favor box is struck the model who caused the damage earns the favor.

If a living hazard is attacked, it will respond in kind. Immediately after resolving an attack against a living hazard, treat its attacker as though it had been pushed and ended up within 3” of the hazard.

Living hazards are not affected by the Taunt special rule.

Living hazards will not gain fatigue for any reason, and cannot pay fatigue costs.

When living hazards attack a mounted pair, randomize(evenly) whether they attack the mount or rider.

CHAINED

Models may be chained to other models or terrain features. The chain’s length is determined before the game begins (generally 4”). A model must always remain within the chain’s length of whatever it is chained to. If a push would move a chained model more than the chain’s length away from its counterpart, halt the push at the chain’s length and treat the pushed model as having hit a hazard. If a shift would move a chained model more than the chain’s length away from its counterpart, halt the shift at the chain’s length.

When a chained model is defeated its chain is broken (one way or another).

DUEL ZONE : (RING OF FIRE, RAISED PLATFORM, HIGH-VISIBILITY AREA)

Places of prominence in the arena may be designated as Duel Zones. Models within a Duel Zone earn one additional Favor whenever they earn Favor. When either player initiates a clear turn and controls a Duel Zone that player earns one Favor. A player controls a Duel Zone when they have models within that duel zone and their opponents do not.

Caveat : Pushing models into hazards is an important part of Arena Rex. At least a couple of Lethal or Living Hazards should be included in any proper arena! Be sure to include several obstacles as well.

Get creative with your gaming board. Arena Rex was developed in a 30" diameter circular arena. This keeps the action close, but still gives plenty of room for maneuvering. We did not specify an official board size (or shape) to allow gamers and modelers to be free to explore the world of Arena Rex. Want to fight in a simple arena, in a pit, on a plateau, on a frozen pond? It’s up to you.

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