Name: Duel
Designer's intent: Duels are made between generals and great fighters and should not be invoked against normal squad leaders or members. Duels should have some sense of epic, so there may be situations where duel may involve a normal squad member (such as last terminator and a model in the army that have already killed 200 tyranid gaunts). Still these rules should not be used if there is not real reason. As a rule of thumb duels can be between single HQ models, monstrous creatures, walker vehicles and other units that have only single model. This means that Ork Warboss leading a unit of boyz may challenge a Eldar farseer attached to a warlock unit. But if seen fit by both of the player duels can also be invoked against squad leaders (such as eldar exarch or space marine veteran sergeants).
Using duels makes close combat rounds little slower and more tactical. Because of the habit to slow down the game there should be no more than one or two duels (or none) during the game depending on the size of the game.
Rule: Like all the advance rules players should decide before the game if they want to use the Duel rule because of its possibly negative effects.
Duel can be invoked during the assault phase (or during the primal assault phase if using simultaneous turn advanced rule pg.XX). To invoke a duel you must have attacking character at assault range of the target enemy. Enemy may choose not to accept the challenge and flee from the duel. In this case the defender does a normal fall back move away from the attacker. On the following turn the defender is count as fleeing and must make a regroup test. If leading a squad the whole squad must make a moral check with -3 Ld or flee with their leader. All friendly units within 12" of the wimpy leader must make a moral check or flee.
Duel can also be invoked during the ongoing close combat when fleeing is not an option.
During the duel only the two models involved can exchange blows and none other will interfere. This means that two models are engaged in their own close combat and cannot strike any other than each other or vise verse. If the leaders are attached to a squads (such as retinue) the squads will fight with each other during the duel. If only other of the duelist have a squad with him or her (or if the other duelist's squad is destroyed during close combat) the squad is free to move and act independent while duel lasts. When the duel ends both the leader and the squad must move as fast as possible back into unit coherency (using fleet of foot or run rules if necessary).
During the duel special attacks can be used. Only one type of attack can be chosen for each round and the final blows can only be used once. These special attacks are divided into four categories charge attacks (can only be used when first time assaulting the opponent), offensive, defensive and final blows (only one of these may be used during the duel and only if opponent has only one wound left and not during the first turn).
Charge:
Frenzy (
by ballpointpen)
Blinded by bloodlust the attacker maims trough his opponent reducing him into a messy pile of pulp. The attacker takes a leadership test with ld modifier -3 with the minimum of ld6 if the test fails he loses control of himself bringing some bad time for his opponent. (Othervise resolve attacks as normal.) His attacks are now reduced to 1, but if he hits he may go on rolling again hits until he misses or reaches 5 hits. The hits caused are now processed normally.
Lunge
Attacker runs forward leaning on his weapon adding his own weight and speed to the upcoming strike.
Attacker adds +1 to his S and I to his first attack. If the first strike hits attacker attains his balance and can continue fight as normal. But if the strike misses attacker stumbles and loses 2 WS (to minimum of 1) and rest of his attacks are made with this lowered WS (and normal S).
Battle cry
"For the Empror" and "Waagh!" gives great courage and brawnness to any one. Heroes cries loud and makes opponent tremple from fear.
Make LD test without any modifications from wargear or other rules. If the test is successful opponent loses one (1) WS and two (2) Ld and attacker gains two (2) Ld.
If attacker fails the test he/she loses his/hers determination and loses two LD and one WS.
Any and all characteristics modifications last for two figting rounds.
Quick Draw (inspirated by:
Zaraki Kenpachi)
Only characters with a pistol-type weapon
Instead of drawing sword or knife hero reaches his/hers pistol and fires one well placed shot quicker than his shadow.
This attack can be used even if character already fired his/hers pistol before assault. Character loses half of it's attacks while performing this act of speed. Fire single shot with normal BS, but re-roll both to-hit and to-wound rolls.
Defensive:
Taunt
Fighter tongue can be as sharp as his blade. Well thrown insult can set opponent off-balance and force him to make mistakes.
Both players roll Ld+D6. Player you scores lower has -1 to-hit for this round of close combat.
Take distance
Fighter takes few steps back making space between his opponent giving himself little more time to think and more room to act.
Both players have -1 to-hit and to-wound for this close combat round.
Parry
Using his weapons to intercept enemy attack fighter may save his life, but loses his initiative for attack.
Enemy re-rolls all successful to-hit rolls. Defender loses half of his attacks to minimum of 1. May not be used by characters with 1 or less attacks.
Energy surge
Both duelist lose their weapons armor ignoring abilities.
Mind thaw (
by Walzu45)
vain psyykkereille
Psyykkeri heittää aluksi psychic testin, mikäli onnistuu niin vihollisen voima putoaa puoleen ja psyykkerin initiative tippuu yhteen.
Jos testi epäonnistuu niin psyykkerin initiative tippuu yhteen, mutta muuta ei tapahdu.
Offensive:
Fast strike
Fight may be over in a blink of a eye and for the moment of that blink men can do desperate things to survive.
Warrior loses 2 strength, but gains 1 initiative.
Low Blow (
by ballpointpen)
The attacker aims his strike into a ”vital” spot. If it hits it causes the victim to curl in agony reducing hid ws by 2 in the next turn instead of causing a wound. (it doesn’t severe anything from the unfortunate chap) Multiples have no cumulative effect (the pain is still the same). Attacker committing such a dirty trick must aim properly and so his attacks are reduced with 1 with the minimum of 1 attack. The hit is then worked out as normal.
Fire at point blank (
by mommi)
Hero takes distance to opponent and empties his clip on opponents torso.
Both heroes roll D6+I. Characters with "jump back" special rule adds D3 to this roll and with "fleet of foot" add 1.
If attackers loses the roll character stumbles in his attempt and is left guardless. All his attacks are halved (rounding down) and has I1 for the rest of turn.
If attackers roll is higher than defenders character is able to take distance to opponent and fires his weapons. Character can fire one non-heavy weapon with his/hers own BS and re-roll all to-hit rolls. Because of this character loses one attack but fights the rest of the turn normally.
Rapid fire and pistols fire only one shot or two shots and which after character can't fight at all in the round.
Final blows:
Decapitation
"Cut off a head of the beast." - Space marine captain at his final hour.
Make a single attack with twice the WS, I and S. Decapitation is not only a fighting move but also a ritual of a sort. Because of this character cannot do anything for one whole turn after this move. This include joining a unit or in unfortunate situation continue the close combat. During this turn character has only half of his/hers WS and save is one lower than usual. If character has a save it cannot drop below 6+.
Fall on
Walker vehicles only
Ton of metal is more deadly than a well placed hit. Vehicle falls on the enemy crushing him beneath it.
Make one attack with S10 and re-roll to wound-roll. Ignores saves. Vehicle is stunned for the next turn.
Ruins of the spirit (
by Walzu45)
vain psyykkereille.
Psyykkeri heittää ensinnä psychic testin, mikäli onnistuu niin hän tekee yhden lyönnin,
joka woundaa aina 2+ ja ei anna mitään saveja.
Mutta mikäli testi epäonnistuu niin hän ei iske ollenkaan.
Postaan myöhemmin noita erikoishyökkäyksi tänne (kun saan vähän theory hammeria pelattua) mutta tuossa on jo esimakua siitä millainen sääntö on kyseessä. Tähän sääntöön tarvittaisiin vielä lisää noita erikoishyökkäyksiä.
Tänne on jo postattu kaksi sääntöä joita saa kommentoida ja kritisoida sekä antaa niihin parannus ehdoduksia. Mitään suuria sääntöjä (kuten duel) en vielä tee kuin korkeintaan hahmotuksia millaisia ne tulee olemaan. Esimerkiksi juuri tämä Duel sääntö vaatii paljon lisää ideoita ja toimintoja, jotta se olisi sellainen kun sen haluan olevan.
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