Warhammer 40k Fight Club
You've played Warhammer 40k, Apocalypse, Cities of Death, Planetstrike, maybe even Space Hulk but never 40K like this. Sure you think your awesome HQ is tough but how tough is he?
The Character will be a single model without an armor value. By this the Character entering 40K Fight Club must have an armor save and have the Independent Character stat.
You may spend as many points for upgrades that are allowed by the codex rules for that Character.
You will not roll for a Warlord trait of any shape, form or kind.
Character must be from a HQ selection from any GW Codex book.
No Forgeworld models.
Lord of War Characters are not only allowed but encouraged!
Warhammer 40k Fight Club will consist of 3 rounds.
Each round will last until only one Character is standing.
Characters may not be held in reserve in any shape or form.
Characters will not Infiltrate or perform a Scout move.
At the start of Round one, all players will roll a D20 to determine where there Character will enter the Arena.
Once a Character has entered the arena the model will not be moved or re-deployed to another section of the arena. CHOOSE WISELY!
At the beginning of each turn players will roll a D20 to determine the turn order.
When your Character wounds reach "0", he is removed from the current round until the next round. After being attending by the Apothecary your Character's wounds are reset to full for the next match. When your Character has died THREE times, he has been sucked out of the Fight Club back into the normal 40K universe.
Your Character can not have any changes between matches. Once that Character enters the arena, he has what he has to fight with.
Chaos Gifts are re-set once that model has been removed from the match. The longer he lives, the stronger he can become. No re-rolls for Chaos gifts are permitted.
There will be no summoning of additional models.
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