Editing Coup-De-Grace: Arena Design

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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.
 
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.
 
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).
 
  
 
==Variant Objectives==
 
==Variant Objectives==
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<br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.
 
<br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.
 
===Ring of Fire===
 
===Ring of Fire===
 
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<br>In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!
In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!
 
 
<br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!
 
<br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!
 
===Rescue the Prisoners===
 
===Rescue the Prisoners===
 
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<br>In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too!
In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too!
 
 
<br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them!
 
<br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them!
 
===Reunion===
 
===Reunion===
  
 
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.
 
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.
 
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<br>The key to success here, clearly, is to move fast and unite the two halves of your warband!
The key to success here, clearly, is to move fast and unite the two halves of your warband!
 
 
 
An interesting variant approach to the above would be to use one-way portals (see below) to create a single direction of flow to the scenario. This then forces players to think about whether they want both their teams moving forward, or if they want to keep one force still so the other can catch it up!
 
 
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=Doors, walls, cover and transport points=
 
=Doors, walls, cover and transport points=
 
==Doors==
 
==Doors==
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An "instant kill pit" simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.
 
An "instant kill pit" simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.
 
==Forced Movement Obstacles==
 
 
A goo
 
  
 
=Hazards and traps=
 
=Hazards and traps=

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