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Anonymous /tg/96142375#96149194
7/21/2025, 11:09:46 PM
>Seize: Reroll Focus dice (+0.75 Init)
>Flurry: +1d3 attacks (~2A) but those attacks are set to unmodifyiable D1. Which doesn't really limit D1 power weapons
>Test: No bonus in the Focus (no Duellist Edge, Light or Outside Support bonuses) or Strike (no +1A if going first) steps, but if he survives, he counts as winning that round
>Guard Up: +1WS, A=1 (-4A most of the time). Each enemy failed hit grants +1 to the Focus roll of the next round of the duel if it keeps going (+ 3-4 Init next round)
>Taunt: Reduce WS and A down to match the enemy's (or -1WS -1A if it's equal). Gain +1 to Combat Res for every time the character picked this gambit (if they win the duel)
>Grandstand: Reroll Focus dice and discard highest (-0.73 Init), and gain no Focus bonus from Outside support (- 0-2 Init). But in the Strike step, model receives the Outside Support bonus they wouldn've gotten as extra Attacks instead (+ 0-2 A). Do notice you would've gotten +1A had you won Focus, so it's really -1A to +1A on average
>Feint: Available only whoever has the Advantage. Enemy cannot take the gambit you name. Reminder the enemy already can't take the gambit you take, so if all you want to do is keep the enemy from taking Seize, you should simply Seize instead. Can be used to block Legion-specific gambits though.
>Withdraw: Your character only does a single Attack, but character can make the duel end despite not having the Combat Advantage, and no Combat Res is awarded. That is, if he survives.
>Finishing Blow: Reroll Focus dice and discard highest (-0.73 Init), but gain +1S and +1D to all attacks.

Seems the bonus to Seize isn't that big, so even that one may not help a slow character go first after all.
Is there any gimmick you find interesting? Any combos you've discovered? Assuming you bother with duels at all, of course.