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Coup-De-Grace: Arena Design
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==Variant Rules relating to scenarios== ===Themed Warbands=== Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves. Variants: * "Alignment" - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa. * "Preferred Allies" - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win. ===Respawn=== In games where annihilating the opposition is not the objective, there may be the ability to "respawn". At the start of each round, as that warband's first activation, the warband may restore one out-of-action mini and place it in his starting area. ===Reinforcements=== This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared "reserve pool" and bring this one into play in his starting area. This means that there'll be a new mini each turn! ===Heroes=== Sometimes you want one or two models in a warband to stand out. A mini can be treated as being "heroic" if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons ''twice'' each turn instead of once. Also, it halves the MA cost of any actions from these weapons. ===Mooks=== Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse. A mini can be treated as being a "mook" if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses. ===In Media Res=== In this variant, remove start areas, and instead mark a number of squares in the Arena equal to the number of minis in play. These squares should be spread across the arena, but some of them should be clumped to be adjacent to each other. Then, each player takes turns deploying a mini, and can deploy either one of his own minis or one of his opponent's! This is a good way of creating a scenario that is already in the thick of the action, and gels well with otherwise simple scenario goals (such as fights to the death).
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