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Author Topic: Core Rules  (Read 541 times)
Caanon
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« on: September 24, 2009, 07:36:23 PM »

THE DUELLING RULES:

The various races' basicstatlines:

Human (specific rules and options marked yellow)
WS - 3
BS - 3
St - 2
To - 2
Wo - 1
In - 3
At - 2
LD - 8
Save - 5+
Cost - 15pts

Tau (specific rules and options marked orange)
WS - 2
BS - 3
St - 2
To - 2
Wo - 1
In - 2
At - 1
LD - 8
Save - 4+
Cost - 10pts

Eldar (specific rules and options marked blue)
WS - 3
BS - 3
St - 2
To - 2
Wo - 1
In - 4
At - 2
LD - 9
Save - 4+
Cost - 20pts


Space Marine (specific rules and options marked white)
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts

Chaos Creature (specific rules and options marked red)
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts

Dark Eldar (specific rules and options marked teal)
WS - 3
BS - 3
St - 2
To - 2
Wo - 1
In - 4
At - 2
LD - 9
Save - 4+
Cost - 20pts

Harlequin (specific rules and options marked violet)
WS - 5
BS - 3
St - 2
To - 2
Wo - 1
In - 5
At - 2
LD - 9
Save - 4+Holo & Flip
Cost - 30pts

Tyranid (specific rules and options marked cyan)
WS - 3
BS - 2
St - 3
To - 2
Wo - 1
In - 3
At - 2
LD - 7
Save - 6+
Cost - 15pts

Ork (specific rules and options marked green)
WS - 3
BS - 2
St - 3
To - 3
Wo - 1
In - 2
At - 2
LD - 7
Save - 6+
Cost - 10pts

Necron (specific rules and options marked dark red)
WS - 3
BS - 3
St - 3
To - 3
Wo - 1
In - 2
At - 2
LD - 9
Save - 3+ & 6+ibb/5+wbb
Cost - 30pts

Kroot (specific rules and options marked olive)
WS - 3
BS - 2
St - 3
To - 2
Wo - 1
In - 3
At - 2
LD - 7
Save - 6+
Cost - 15pts


2) Once you have selected a statline, upgrade it, if you wish, as follows:

Stat: Ws Bs St To Wo In At Ld
Cost: 5 5 10 10 20 5 10 10

(including Packages,Upgrades,Options and Quests Ld may never be upgraded to more than a maximum of 10)
(including Packages,Upgrades,Options Wo may never be upgraded to more than a maximum of 2 at creation , Package Rules may overwrite this rule though)

- To represent a race at duelling you have to take the basis statline and a characterpack from that race. You're NOT allowed to represent for example your Imperial Guard Seargant with Tyranid rules, nomatter how fearsome he is in closecombat!

- Each stat may only be upgraded once, but doest not need to be upgraded at all. NO stat may be increased above a value of 10. Please note that these stat increases may be purchased regardless of what Packages are choosen. If any Packages further increases any Stats, those increases are additional to these.


3) You may then further customize your character by using the Packages which are laid out in the next few posts:

PLEASE NOTE: The MAXIMUM creation cost is 125pts. No character may exceed that cost at the time when he/she is created, including ALL costs. You may purchase at most ONE Package, but are not required to do so.

You may have both, 2handed and 1handed weapons,but you can only use either 2 1handed weapons or a 2handed weapon. (more under "cc-phase)

Agile:
whilst duelling characters with toughness 5 or greater ,characters with a toughness of 3 or lower count as "agile" and receive a 4+parry/evasion roll rather than the usual 5+parry/evasion roll.
However if using armour or any equivalent to armour granting them any form of a save of 3+ or better ,or if they have any form of bionic/ibb/wbb save they are not "agile" anymore. Nor do they gain this benefit if armed with a weapon which always wounds on 3+ or better.
All Tau ,except the Ethereals, NEVER count as agile.
In addition "agile" characters with an Initiative of 6 or more receive a +1bonus to their priority-rolls (This bonus is still gained regardless of equipment).
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Caanon
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« Reply #1 on: September 24, 2009, 07:38:19 PM »

Character Progression:

- This section shall discuss the gaining of experience, of levels, wargear, and other things that you can gain as your character progresses.


Experience:

- Experience (XP) is simple. You gain a certain amount of XP for every successful battle you take part in, based on how many points your opponent was worth. You may gain experience in any of the following ways:

1)By taking an opponent's last Wound;
2)By causing your opponent to flee the Duel (voluntarily or otherwise);
3)By taking one or more Wounds from your opponent and surviving the Duel*.

Example: Adamans defeats a normal Chaos Marine, and gains XP equal to its points cost, that is, 14 pts.

- You gain XP equal to the current points cost of the opponent. It is also possible to loose XP through Injury, as you will later see from the Injury Table.

- * If you loose the Duel, but are able to take one or more Wounds from your opponent, then you gain HALF his point cost in XP.


Leveling Up:

- In order to gain a level, your character must earn XP equal to: your current points cost X the next level, on top of the XP you have already earnt.

Example: A 100 point, Level 1 character, needs 200 experience to reach level 2. 100x2. This same character now needs an extra 300 experience to reach level 3, 100x3, so in total would need 500 experience, 200+300.

- There are no set gains received at every level, though a GM may grant you new wargear once you gain a level.

Once your character reaches the appropriate levels for a free bonus (i.e. every level divisible by 6), then their character cost is increased by a minimum of 10pts (NOTE: This does not mean you have 10pts extra to spend on things from the original character package, just that it will now be harder for you to level up, and that anyone defeating you will gain more xp).

Eldar Aspect Warrior Levelling:

The Eldar aspect warriors must be carefully in their studies and on the battlefield lest they becomes dedicated to one temple. At L6 an Aspect warrior must decide whether to change temples or become an Exarch. If they decide to change temples they will loose all their current equipment and abilities granted from their package (including modifications to weapons but not new weapons gained through quests or event unless it isn’t practical to the new aspect (reaper launcher on a Howling Banshee ect.)) and will start with basic equipment gained from the new aspect package (adjust points accordingly).

Exarch L9 Upgrades


Dire Avenger Exarch upgrade: Dire sword becomes one handed plus suitable GM upgrade for character

Warp Spider Exarch: Death spinner becomes ap5 plus suitable GM upgrade for character.

Striking Scorpion Exarch: Always wounds opponents on a 4+ in HtH

Howling Banshee Exarch: Always strike first in CC

Fire Dragon Exarch: May fire weapon at s5 Ap5 assault d3

Shining Spear Exarch: May fire lance in the shooting phase aswell.

Swooping Hawk Exarch: Hakws Talon becomes Ap5, +1 In on charge

Dark Reaper Exarch: Weapon becomes ap4


Guardian Upgrade L6:

The character replaces all equipment with a shuriken catapult, pistol and CCW. The character may also keep one ability or piece of equipment from previous aspect. At every 3 levels they may chose to return to an aspect.


Stats:

- Gaining experience and leveling up will slowly make your character more skilled in combat. This is primarily done through skill-based Stats. There are certain levels where you will instantly gain a bonus to one of these skill-based Stats (which should be added to your Character Sheet). These bonuses are gained as follows:

- At every level divisible by 6, a character may choose to add 1 to his Ws, Bs, or In, although no Stat may ever be increased above a value of 10. Also at this point, your character cost will increase by 10pts (NOTE: This does not mean you get 10pts to spend on additional selections from the creation packages), in order to symbolise how much harder it will be for your character to gain experience when they are already so experienced. Opponents defeating your character in a duel will receive your new cost in xp, or half if they only wound you, as per the normal rules.

- You may never upgrade the same Stat twice in a row.

Example: You have just earned an extra point to your Ws at level 6. Once you reach level 12, you may not choose to once again increase your Ws, but must instead choose to increase your Bs or your In.


Ranks:

- Another way to increase your abilities is by going on Quests and by increasing your Rank. Basically your Rank is whatever character you are in your army, such a Space Marine Leader. Now, that Leader could go on an arduous Quest and attain the Rank of Commander if he survives it.

- To gain a rank, you need to create a Quest with a GM and have a GM present when you undertake it. The Quest will not be easy, and you may die attempting it, but the rewards should be worth it. Said rewards, including wargear, Rank increases, and Stat increases, are up to the GMs, and may vary from individual to individual

Loyalty:


Loyalty, or at least the appearance of loyalty is an important aspect in any operative’s life. Loyal duellists will be indulged by their patrons while disloyalty might result in the contract being put on their head. Every race has its own form of loyalty and ways of gaining favour but for simplicity sake it will be referred to generally as Loyalty.

Traitor/ Heretic/ Outsider:

When a duellists Loyalty points reaches zero he/she/it is declared a Traitor. These duellists no longer have the blessing of their patron and much watch their backs as old friends turn into enemies and enemies turn into an opportunity. If a duellist is declared Traitor they may longer ally with other duellists from their team but instead may form alliances with members of the opposing team. If this route is taken the duellists may never become loyal to his former team or patron again and will continue to be an enemy to his team and will not be able to ally with duellists from that Team. However he will have gained a new patron to prove his loyalty to and gain favour from. If this route is taken the duellist will use the FoD Favour table instead but will still have to regain a Loyalty status. It is important to note that this only applies to formal Alliances between duellists and does not cover one off alliances in multi-duels. As such it should not be a common event, and if it occurs to much to the point where it appears a consistent alliance is in place a GM may take action against the character.

Duels against characters declared Traitor grant double experience points to the opponent character. The Traitor does not have to be on the same team as you (Keep your friends close and your enemies closer)

A Duellist will regain their loyalty by gaining 2x their starting Loyalty points.

Loyalty: Loyalty is used by all Imperial characters except Sisters of Battle. In the dark future of the Imperium unwavering Loyalty to the Imperial course is must for any soldier not wishing to executed by a Commissar or Inquisitor.
Imperial character’s start off with 6 loyalty points.

They will gain more loyalty points for loyal actions:
+4 Points for Killing Enemy Character
+3 Points for negatively injuring enemy character
+2 Loyalty points for rescuing captured Imperial character
+1 Loyalty point for every duel allied with Inquisitor or Commissar
+1 Loyalty Point for winning duel.
+1 For being injured

Imperial Characters will lose points for Traitorous Actions:
-4 For killing Friendly Character
-3 Per duel spent captured
-2 For fleeing a duel
-1 Per duel lost to Traitor or Chaotic characters (cumulative)
-1 for losing a duel
-1 per duel spent allied with Xenos, Traitor or Chaotic characters (This covers one off multi-duels and freeing captives ect.)

Faith: Unlike other Imperial soldiers a Sister of Battle’s Faith in the Emperor is more than just simple belief and loyalty. A Sister’s Faith allows her to perform miracles and is an integral part of her life.

A Sister starts with 6 Faith points, if her Faith points drop to zero her Faith is broken.

A sister gains Faith through Sisterly actions:
+6 points for killing an enemy character
+4 Faith points for defeating a character declared heretic or traitor (cumulative)
+3 Points for injuring an enemy character
+2 For winning a duel
+1 for successful for faith test
+1 per duel with allied another SoB (not sparring)

A sister loses Faith through Sinful actions:
- 4 Faith for killing a Friendly character (characters declared heretic or traitor do not count)
-3 Per duel spent captured
-2 For fleeing duel
-1 For losing a duel without causing a wound to opponent
-1 For failed faith test
-1 Faith to losing a character declared heretic or traitor (cumulative)
-1 Per duel allied with Xenos, traitor or enemy characters

Broken Faith: When a Sister’s Faith is broken her world is shattered as everything she knows is torn apart. If a Sister’s Faith is broken she will count as a “Traitor/ Heretic/ Individual, etc.”, but also will no longer be able to use Acts of Faith until her Faith is restored in the same way as “Loyalty”.


Favour: Unlike the Imperium, Loyalty in the Forces of Disorder is gained through fear and intimidation. Those favoured by their Lord, Archon or Warboss can become untouchable from jealous rivals, but should they show signs of weakness their favoured status might come to an end (at the point of a knife).

FoD Character’s starts with 6 Favoured points

+4 Points for Killing Enemy Character
+3 Points for Capturing enemy character and per duel with captured enemy
+2 Points for Killing Friendly character)
+2 For winning duel
+1 points for injuring any character (postive or negative, cumulative)

Weakness:

-3 For negative Injuries
-2 for Fleeing duel or losing duel without wounding opponent
-1 Per duel spent allied with Imperial, Faithful or Purity characters
-1 points for lost duels
-1 points if Opponent flees duel unharmed


For the Greater Good: Tau society is run for the Greater Good, self sacrifice for community enforced by the Ethereals. If one should think otherwise they might be silenced before they can infect others.

Note: Tau are still allowed to ally with Eldar and Imperial characters who have been declared Traitor

Tau and Kroot characters start with 6 Greater Good Points

+4 per duel with allied Ethereal (This does not count if the character is an Ethereal)
+3 For Killing Enemy
+2 per duel with allied Tau character
+1 Per duel with allied traitor
+1 For Winning duel

Individuality:

-4 per duel spent captured
-3 Per duel allied with Tau Individual
-2 Per duel allied with a non-Tau or non-Traitor character
-1 For losing duel
-1 per 5 duels not allied with Ethereal
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Caanon
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« Reply #2 on: September 24, 2009, 07:38:40 PM »

Wargear, Allies, and Quests:

Wargear

- You may have as much wargear as you wish, multiple close combat weapons, multiple types of guns. However, you may not use them ALL at once or change your wargear around mid-battle.

- You may carry only one weapon in each hand, and must announce at the beginning of a fight what you are carrying.

- You can only allocate attacks between the weapons in your hands, and can never switch whats in your hand for something else. The only exception to this is you can temporarily fire a ranged weapon (such as a pistol) in the shooting phase, but it does not go with you into Close Combat unless you start with it in your hand at the beginning.

- Hard points on Tau Battlesuits (once they become available) count as hands (But they still require a Multitracker to shoot with 2 weapon systems at the same time, and may never shoot 3 weapon systems simultaneously).


Allies:

- In the grim universe of Warhammer 40,000, it is hard to tell friend from foe. However, there are rare occurences where solid alliances and long-lasting friendships are made in these dire times, and here is how Allies are dealt with in Dueling.

- Anyone who counts as your ally can be sided with you in a multi-player Duel.

- If you Duel against an ally in a sparring or training fashion, you do not have to roll on the Injury Table after the Duel.

- To gain an ally, you must have a reasonable explanation as to why you are allies, as well as fluff to support your friendship. This reasoning may range from something simple like being in the same army and fighting together, to two different races putting differences aside to fight a far more menacing foe. Your alliances must be GM approved.


Quests:

- There are various Quests that GM's will offer to the general public of Dueling, such as overthrowing a mighty boss-type character. However, more often than not, players will gain GM approval to undertake their own personal Quests.

- You can't quest with characters below level3.

- You can make one Quest for every 6 Levels.
Higher characters will get more difficulty quests with better Questbonuses.

- Quests still must have a good fluffy reason approved by a GM.

- There are only 2 types of Quests you can ask for:

1) A Quest to test your skill in some way and gain a higher rank and position.

2) A Quest to find or earn a revered piece of wargear from/for your army. For example, a GM may offer you the chance to Quest for a powerful piece of wargear, such as the "Sword of Secrets" from the Dark Angels.

- You must create the Quest with the GM and have a GM present to run the Quest for you. Again, Quests will not be easy, and you may die while attempting it, but the reward should be worth it. Quite often (if not always), the resolution of a Quest may result in some benefit for your Team, on top of the benefits for your own character.

The GM moderating the Quest has the right to add a single character created with the Duelling rules.
This doesn't have to be stated in the questing chart.

Quests require a piece of fluff of at least 1000words to get weapons or additional stats. Quests for fluff or exp only have no limits in that way.

Participating in a Quest increases the characters pointscost by 10pts. Success or fail doesn't matter in this case. increasing the pointscost doesn't mean you're allowed to take more wargear,weapons and option for these points, ruleswise it just makes your character a bit more expensive.

Once your character has successfully passed a quest and received the bonus (i.e.: +1to some stat or a new weapon), a character's cost is increased by 10pts (NOTE: This does not mean you have 10pts extra to spend on things from the original character package, just that it will now be harder for you to level up, and that anyone defeating you will gain more xp).
This increase is the minimum to represent gained additional wargear,abilities,stats and similar stuff and may be changed fitting to the character and quest by a GM.
These pts are NOT included when calculating the maximum amount of experience per Duel/Quest.
They just represent the character's higher abilities and worth to beat him.

YOU ONLY GET THE BONUS(ES) FROM THE QUEST AFTER THE FLUFF IS WRITTEN!!!

If a character dies during a quest you still have to write the corresponding fluff BEFORE you're allowed to play with your new character!
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Caanon
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« Reply #3 on: September 24, 2009, 07:39:18 PM »

Dueling: Turn Sequence, Shooting Phase, Assault Phase, Psychology Phase, and Post-battle sequence


Turn Sequence:

- Fighting in our Dueling system is pretty basic, we use the Old Assault rules of Warhammer 40k, with some changes and shooting thrown in. Here is a general breakdown of the basic turn sequence in a duel, and it applies to Multi-player Duels as well:

1)Shooting Phase
2)Assault Phase
3)Psychology Phase
4)Repeat

- A very important change has been made to the affects of the Ap of a ranged weapon, and to the effect of CCWs on armour. The Aftermath Dueling system will now be using Armour save modifiers. For those of you not sure how save modifiers work, it's pretty stright forward: If a weapon gives -1 to Armour save modifier, and it is used against a Marine with a 3+ armour save, the Marine will actually get a 4+ save against that weapon.

- That being said, the old rules of ranged weapon Ap should now be completely replaced with an Armour save modifier as follow:

Ap Modifier
5 -1
4 -2
3 or less* -3


-- * There is no higher Armour save modifier than a -3 modifier. This apply to ALL ranged and CC weapons.

-- Dodge, Invulnerable, and Cover Saves can never be modified by any wepon (Ranged or CC), but template weapons ignore both Dodge and Cover saves, and Cover saves do not apply in CC.


Shooting Phase:

- At the beginning of each Shooting Phase, each player rolls for shooting priority. Each duelist rolls a D6, and they take their shots (if they can and choose to) in order of these "Priorrolls".
NOTE: equal prior rolls between 2 players cause these 2 to act simultanously.
they're shooting each other at same time.
players may chose who rolls first.

PLEASE NOTE: Some players may reffer to the Phase Rolloffs as In rolls (as in Initiative rolls).

- You Always count as stationary and in Rapid Fire range when shooting (though Rapid Firing has consequences on the Assault Phase, see below).

Once your opponent has rolled to see how many shots have hit, then you can roll to dodge them, on a 5+ you successfully dodge the shot.

- Strength 6+ Guns: If you fire a gun that is Str 6 or higher, it is assumed that you have put all your effort into using the gun, and cannot charge in the following Assault Phase. If your opponent also fired a Str6+ gun, then roll off normally.

- Rapid Firing: If you Rapid Fire with a ranged weapon, then you count as having rolled an automatic 3 in the following Assault Phase. Please note that you may shoot once with a Rapid Fire weapon and suffer no such penalty.

-Pistol: If you Rapid Fire with a pistol, then you count as having rolled an automatic 1 in the following Assault Phase. Please note that you may shoot once with a Pistol and suffer no such penalty.

- Multi-shot guns: By this guns that can shoot more than 2 shots per shooting phase (even assault weapons) count as having rolled an automatic 1 for Assault Phase priority.
(this also applies to cases when characters are shooting multiple guns at the same time, if a character uses multiple ranged weapons you count all shots fired like if they came out of a single weapon)

- Pinning: Works as in 40k, only the pinnee still gets 1 shot back at his/her opponent, symbolising sticking a gun around a corner where you fear to put you head and letting off a few random shots.

- Autowounding: In duelling, instead of instakills we have autowounding, i.e. if a weapons S is double the targets T, it does not kill them outright if they fail their save, rather, assuming it hits and isn't dodged, it causes a wound without a to wound roll being needed. The same rule applies in CC.

- (Flame-)Template weapons: require no to-hit roll, hit everybody but the user automatically, dodgesaves allowed. (e.g:flamer)

- Blast/Explosion weapons: require to-hit roll, a successful to-hit roll hits everybody but the user, dodgesaves allowed. (e.g: grenade launcher)
(note: if there're characters in a multi-duel that are more difficult to hit because of wargear that gives ranged attackers -1bs or -1to-hit modifiers,you don't need to shoot them.your grenade will splash when hitting a target at least,this must be a hostile character.)

- New shooting weapons, including custom weapons, may be acquired with the aid of GMs, most often through Quests.

NOTE: Some characters may be equipped with more than one weapon, if this is the case then the character may elect to switch the weapons they are using, this requires a full shooting phase to do, and cannot be attempted while engaged in CC. Also note that only one gun may be fired per shooting phase.


Assault Phase:

- Once all shooting is resolved, each players must roll another D6 for assault priority; essentially who gets to charge into combat. The highest roller gets the oppurtunity to charge.
NOTE: equal prior rolls between 2 players cause these 2 to act simultanously.
they both count as charging then.
don't forget that you still strike in order of your initiative in closecombat.
you just ran into each other at the same moment.

- Shooting Limitations: There are some rules on what how the Assault Phase should be carried out based on the previous Shooting Phase, as follows:

1) If one duelist shoots any gun, and the other does not, the one who did not shoot counts as having rolled a 6, and must only roll-off if his opponent rolls a 6 too.

2) If both duelists shoot, roll-off as normal.

3) If both shot, but only the first shooter shot a Str6+gun, or Rapid Fired, the second shooter only needs to rolloff if he rolls a 1, as the first shooter counts as having rolled an automatic 1.

4)If both Duelists shot a Str6+ gun, or Rapid Fired, then roll-off as normal.


- Once all charges have been declared, carry out Close Combat as normal using the Old 40k Assault Rules. However, there are a few minor changes:

1)Morale in Duels are sligthly different from normal 40K rules (see below).

2)For every hit an opponent scores on your character in close combat, you can make a Parry attempt to try to ignore the hit. A successful Parry is achieved by rolling a 5+ on a D6.

3)Back away from CC at the end of the Assault phase, so to be able to shoot and/or charge in the following turn. If both players wich to back away from CC, then they both do so with no dice rolls needed. If only ONE of the Duelists wishes to back away from CC, then he/she requires a roll of 3+ on a D6 to back away, but if his/her attempt is successful, the opponent may not shoot in the following Shooting Phase, as he/she was too preoccupied with attempting to hold back the character to be able to draw his/her weapon and aim.


Psychology Phase:

- At the end of each turn where a character does not have his full complement of Wounds, he must make a Morale test (unless of course, he is fearless). In Dueling, Morale checks work as follows:

1) A player is at -1 Ld if he has only half or less of his total Wounds remaining. This penalty also applies to Pinning checks.

2) A player is at -1 Ld if his opponent has twice or more wounds left than he does. This penalty does NOT apply to Pinning checks.

3) If a Test is failed, the character is considered to have declared an attempt to escape from the Duel, and follows the procedure for Fleeing from the Duel.


Fleeing

- Fleeing from a Duel is simple, and can save your character's life, or at least some critical injury. Here are the steps to voluntarily Fleeing from a Duel:

1) Declare that you wish to Flee;
2) Play through the next Phase in the Duel as normal (please note that only the Shooting and Assault Phase apply here);
3) If the player survives until the end of that Phase, then he successfully Flees from that Duel. Gaining no XP from it unless he was able to take one or more Wounds from his opponent.

**Please Note: If both characters decide to flee, or they both fail their Morale check, then another phase of playing is not needed, instead they both flee and XP is worked out as normal.


Experience:

- After an opponent has fled, or has been defeated, the winner of the combat gains experience equal to the current points cost of the opponent he defeated.

- If you loose the Duel, but are able to take one or more Wounds from your opponent, then you gain HALF his point cost in XP.

- You may never gain any more Experience than 2x Your Current points cost from a single duel, unless it is a Multi-player Duel, or a GM sanctioned match.

**NOTE: If you are sparring with an ally (i.e. a practice match), then all XP that is gained is halved. For example if you reduce your opponent to 0 wounds, you only get half his cost, if you take one wound off your opponent then you get a quarter of his cost. This is to prevent allied duellists who are travelling together from levelling up too quickly with no chance of repercussions.

Every duel should be noted down in the character's thread.
this may be done by some fluff referring to the duel
or
by a quick stating of duelist names, caused wounds, taken injuries and eventuelly gotten experience points.
Battle Limits and Multi-player Duels:

Battle Limits:

- This is a simple limitation:
You may have up to 5 Duels a day (2 of these may be multiduels or against allies).
Still for the purpose of the campaign players may only post up to 3 Dueling battles a day, and only 1 of them may be a Multi-player Duel OR a friendly Duel with an Ally.

- For battles that are required to be posted in fluff form, a 4 sentence paragraph of fluff is the minimum acceptable length, unless otherwise noted.


Multi-player Duels:

- A Multi-player Duel, as the name implies, is a duel involving more than 2 participants. This could be a "team" of allies on one side and another "team" of allies on another side, a several person free for all, or anything in between. There are a few rules to keep these Duels fair and running smoothly.

1) There is a maximum allowance of 4 Duelists in a Multi-player Duel, UNLESS it is a GM-sanctioned match or Quest.

2) All participants will do rolloffs (AKA, In rolls) for Shooting and Assault Phases, and act in descending order of rolls, with all shooting restrictions applying.

3) Anyone who has his last wound taken while his opponents have other enemies to fight automatically escapes without injury (there is no need to roll for it).

4) You may distribute your attacks in CC as you wish between multiple characters, but any characters you allocate one or more attacks to may retaliate to their full extent (on your turn). Similarly, you can retaliate against anyone who allocates one or more attacks against you in CC, even if it is not your turn.

5) Anyone who tries to Flee from the Duel may only escape once the entire Phase following the player's announcement is done. That means if the player announces he wishes to escape just before the Shooting Phase, he must wait until all the Duelists complete their Shooting Phases before he may escape.


Multi-player Duel Experience:

- Even if you or your side wins the Duel, you will only gain experience from those you actually helped defeat. If you did not fully defeat an opponent (on your own, or he/she was not defeated at all), but took one or more of his/her Wounds, then anyone who helped defeat that character will share in the experience from him equally (or if the character was never defeated, divide his experience amongst all those who Wounded him, and then halve that amount).

Example: Marine 1 and Marine 2 are allied, and fighting a Tyranid. The Tyranid has 2 wounds. Marine 1 attacks the Tyranid and reduces him to 1 wound. Marine 2 attacks the Tyranid and removes the second wound, knocking him out. The Tyranid is worth 20 pts, which is then shared equally between the 2 marines, 10 pts each. Should Marine 2 not have been able to wound the Tyranid character, and both Marines ran, Marine 1 would get half the XP from the Tyranid, and Marine 2 would get nothing.
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Caanon
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« Reply #4 on: September 24, 2009, 07:40:37 PM »

Death and Injury:

- If you loose a Duel by loosing all of your Wounds, and it was not a sparing/training session with an Ally, roll a D6. On a roll of 3+ you were lucky and managed to only be knocked out, gaining no lasting injuries. However, if you roll a 1 or a 2, you must make a single roll in the Injury Table below. You must roll 2 D6s, and use them in a sequencial manner, not by adding them. That is, if you roll a 2 and a 3, your result is 23, not 5.


Injury Table

11-16: Dead - Your character has suffered inrecuperable damage, and has died. You must update his Character Sheet stating he is not longer alive, but may start a new character.

21: Multiple Injuries - The character must decrease D6 stats by 1, at the player's choice of which stats to decrease (including Armour save, the Armour could be said to have been seriously damaged).

22: Chest Injury - The fighter receives a -1 penalty to his Toughness.

23: Leg Wound - The character receives a -1 modifier to his In rolls in the Assault Phase.

24: Arm wound - The fighter receives a -1 penalty to his St.

25: Head wound - The character looses 3D6x10 XP.

26: Blinded in one eye - The fighter receives a -1 penalty to his Bs. If subsequently blinded in the other eye the fighter counts as being permanetely dead.

31: Partially deafened - The fighter receives a -1 penalty to his Ld

32: Shell Shock - The fighter receives a -1 penalty to his In.

33: Hand injury - The fighter receives a -1 penalty to his Ws.

34-36: Old battle wound - The fighter recovers but this injury sometimes affects his health. Roll a D6 before each duel. On a 1 the injury is playing up and he starts the Duel with one less Wound then his total.

41-55: Full Recovery - The fighter makes a full recovery, and receives no lasting injury.

56: Bitter enemy - The fighter recovers fully from the physical injuries, but is psychologically damaged. He now hates the fighter that did this to him, and will always hit him on a 3+ in CC.

61-63: Captured - The fighter is captured and must defeat his captor in a duel to free himself (with aid if it becomes available).(note that captured characters can't do quests and only get half experience)

64: Horrible Scars - The fighters recovers but is horribly scarred. He know counts as having Bionics (regains his last Wound on a roll of 6+, unless it was taken by a weapon or character with a Strength equal to twice his Toughness).

65: Impressive Scars - The fighter recovers and is left with impressive scars which boost his confidence. He gains +1Ld for any Morale checks he has to make.

66: Survives against the odds - gains 2D6x10 additional XP.

Black Market:

Down the twisting back streets and dimly lit alley ways lays the Market. Anything and everything is for sale at these markets of vice and violence. But one must be careful, these dens of seduction often house traitors and mutants, excess runs rampant as the individual seeks their own pleasure with many the dark corner and dead end.

The Market is shop where your character can buy various items to help them on their journey. These items are bought with Loyalty points, should your character spend all their loyalty points they will count become a Traitor the same way as if they lost their Loyalty points through duelling. Duellists only gain access to the Market at level 3 and can go again when they gain their next level.

Items for Sale

Traps and Snares, (3 points): Once use only, if an opponent flees duel they are captured on a roll of 4+. This item is always in use but will not be used if the trap fails.

Hounds: (Varies):  If enemy is uninjured (does not roll a 1 or 2 on the injury roll) at the end of a duel a hound may be released to capture them. The enemy Character is captured on a roll of 4+. Hound may be bought as one use only for 3 points or a trained hound for 8 points. Trained hounds may be used an indefinite amount of times (but only once per duel) and must be named before being used. Trained Hounds escape if the owning character is captured.

Lock Box (8 points): A captured character is not allowed to use a random piece of wargear or weapon. Conversely a character may also store one piece of wargear or shop item in the lock box instead. Thus if they are captured they will not lose said item but will not be able to use it in duels while it is in the lock box. Ground cars cannot be put into a Lock Box.

Shackles (4 points): A captured character is at -1 priority for the first turn and may only be used on one character at a time.

Toxins (4 points): Once use only. Character will always wound enemy on 4+ in HtH (note this can affect agile). State before duel begins whether toxins are being used.

Poisoned blades/ Hollow Points (6 points): One use only. Causes automatic injury (i.e. there is no roll to see if character is injured, just roll on the injury table). State before duel begins if poisoned blades/ Hollow points are being used.

Armour Piercing rounds/ Vibro Knife (3 points): One use only. All the characters weapons have an additional -1SV mod. State before duel whether item is being used.

Scope/ Laser sight/ Extra Ammon (4 points): The character may reroll one failed to hit roll in the shooting phase. A weapon may only have one scope, extra ammo or laser sight but may combine all three. Item is always in use. If Duellists is captured these mods are considered Destroyed and must be purchased again.

Stummers/ Screamers (1 point): One use only. Character gains +1 Priority in the first turn of the duel. This item is always in use.

Weapon Smith (Varies): The character has custom work done on their weapons.
Shooting Weapons:
Turn rapid fire or pistol weapon into Assault 2 (4 Points for RF, 6 for Pistol)

+1 Shot (5 points)

Turn 2 handed weapon into one handed weapon (7 points + 7 to count a CCW)

CCW:
Turn 2 handed weapon into one handed weapon (7 points)

Gains -1Sv mod on roll to wound of 6 (6 points)

-1 Enemy attack (6 points)

All mods are destroyed if a Character is captured on a roll of 4+

Ground Car (6 Points): The character has access to the Market at all times. If a character is captured their Ground Car is considered to be destroyed, pranged, torched, stripped or stolen ect. The character loses the ground car and must buy another.

Doctor (Varies): The character hires and black Market Doctor to heal it's wounds.

To heal a light wound a character will pay 2 points (Light wounds include Partially Deafened, Shell Shock, Hand injury)

To heal a heavy wound costs 4 points (heavy wounds include Chest wound, Arm Wound and Old Battle Wound)

To heal a serious wounds costs 6 points (Grevious Wounds and Blinded in one Eye)

*Multiple injuries will be healed on a one on one basis (BS will be treated as a light wound otherwise match to appropriate wound)

Posse: The character hires some help to aide them in quests and other events. Hired help is not taken into consideration for difficulty of quest
Goons (4pts): Easy NPC Stats
Grunts (8pts): Medium NPC Stats
Soldier (12pts): Hard NPC Stats

Lions share: There is a chance at the end of a quest or event your posse might turn on you because you haven’t paid them enough or they simply want more. If this is done your character must kill his posse to pass the quest ect.. Goons will revolt on a failed roll of 4+, Grunts on 3+ and Soldiers 2+.

Slave Trade: A captured character may be sold on the black markets at any price the owner wants
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