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2nd edition Duel Rules (complete)

Combat follows Normal 40k Close Combat and Shooting, with some small variations.

Players involved with the Duel roll dice, Highest goes first he/she/it can declare whether they are charging or shooting.

If they choose to charge (go into hand to hand) they declare that they are charging, and that players turn stop, this players turn will begin in hand to hand with his/her opponent. If they choose to shoot (only if they have a gun or psychic power) they then can shoot *rules for shooting phase are listed below.

After Player 1's turn ends then it becomes Player 2's turn they have the option of either shooting at their opponent, prepare to recieve charge* (if their opponent is charging) or charging (if their opponent chose not to charge in their turn).

The turns continue like this until one player is deceased.

Each character in a Duel has 5 wounds for battle.

Psycher powers are used in the shooting phase.

A player in H-t-H may jump out of combat on their turn before the first blow is dealt on a roll of 5+ (can shoot if the Jump is successful).

Any character can attempt to parry (deflect) blows in H-t-H on a roll of 5+ .

Weapons that Auto Kill, Only Auto wound in Duels (to make it fair).

*Speciality Rules: Shooting, for a player who has a Gun of some sort, they get a limited amount of shots, they get 9 shots each and can shoot as many bullets as is allowed in their 40k profile, in a turn (i.e. Storm bolter can shoot 2 bullets per turn).

*Speciality Rules: Recieving Charge, character that is being charged and chooses to Recieve charge, strikes simoteneously with the chargee.

*Speciality Rules: Psycher powers, up to two psycher powers may be attempted per turn using the rules defined in the 40k Rulebook.

*Advanced Rule:Stun, makes enemy unable to perform actions for one turn, does not affect characters ability to fight in hand to hand. Stun isnt automatic though, it is based on enemies Initiative, and the strength of the attack. (i.e Thunder Hammer has the stun ability and has a strength of 7, it strikes its opponent who has an I value of 4. You subtract 4 from 7 and get 3, so you would need to roll a 3+ to save your character from getting stunned).

  Creating your Character-
1.First off you start with a HQ leader and use his base points profile.
(Force commander, Chaos Lord, Daemon Prince, Necron Lord, ect.).
Garm speaking. Please note that it has been brought to our attention that Thyrus also permits the use of ANY independent characters including: the Imperial Assassins, and the Space Wolves' Iron Priests. As long as they're independent, they're A-OK! 2.Then you change his wounds to 5 and make him/her/it fearless! (as all
people in duels have 5wounds).
3. You may give him/her/it anything from there armory (normal point cost
but no restrictions ie: guys in terminator armor can have stuff not
normally allowed) NO HEAVY WEAPONS!
4. You may want to make special wargear for your charater that increases
your profile. Here is a list of what you can do.
1. Weapon that increases strenth by 1- 20pts (limit 2).
2. Armor that increases toughness by 1-20pts (limit 1).
3. Weapon that act may be used as 1 attack with a power fist-40pts
(limit 1).
4. Increased Initiative by 1-20pts (limit 1).
5. Extra attack 30pts (limit 1).
6. Increase WS by 1-45pts (limit 1).
7. Increase BS by 1-45pts (limit 1).
8. Increase Invunerable save by 1-30pts (limit 1).
9. Extra Special rules must be approved by opponent-0pts (limit 2).
9.1 don't make these too good, or no one will let you use them!
9.2 make your extra rules fair and fun, not evil and cheesy!
5. Now rename certin upgrades, special abilites to suit your character
(remember to explain it all when switch character info!).
6. add up the points and have fun!
  Fast attack options- Rules for the following vehicles:   Bikes and Jetbikes- A character with a bike can charge and make +2 attacks per turn (Costs 40 points and does not count as wargear).   Jump Pack, Hellion Skyboard, Daemon, and Tyranid Wings- Re roll your beginning roll. You can charge first turn.   Weight Classes - Rules for all Weight Classes:   10-90 points = Skull weights (light weight).

90-140= Plasteel weights (middle weights).

140-200= Ceramite weights (heavy weights).

200-250= Titan weights (super heavy weights).

Rules for the Different weights-

Light Weights: Cannot carry inv saves. Can carry up-grades up to 20 points in cost. Can perform 2 actions in one turn. (cannot carry weapons that cost over 20 points) armor saves limited to 3+.

Middle weights: Can carry weapons and wargear up to 35 points in cost. Cannot carry assault or heavy weapons. Can carry jump packs and can be equipped with bike (if opponent agrees first).

Heavy Weights: Can carry assault weapons (no heavy weapons) and can take wargear of 35+ points. Cannot charge and do hand to hand combat in same turn.

Super Heavy weights: Can carry all types of weapons (quantity 2), cannot take bikes or jump packs. Cannot charge and do hand to hand in same turn.