Post by Archon Faraith on Sept 12, 2004 20:20:38 GMT
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 tha 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 repurcussions.
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 experiencepoints.
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 tha 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 repurcussions.
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 experiencepoints.