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7/25/2025, 1:38:49 AM
>>96172453
I think each might have its place, especially when duels are among non-equals
>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 he counts as winning that round. That is, if he survives.
>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
I think each might have its place, especially when duels are among non-equals
>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 he counts as winning that round. That is, if he survives.
>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
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