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- Dueling Mechanics for Koronam:
- Basic Rules:
- Each person/NPC participating in a duel will roll a dice, Normally a 1d100 (but can be modified). The difference between those two rolls is the damage that is inflicted upon the person who rolled lower. Rolls may be modified with a bonus that is included on the item that they are wielding. The bonuses vary wildly. Psyker shit and other stuff like that, the same rules will apply, but this time you roll a 1d200 base. If you roll below a 50, you hurt yourself using the formula 51-[Amount you rolled here] = Damage you take
- Example:
- John rolls a 83
- Ork Warboss Teefscrounga rolls a 45
- Teefscrounga as a result of this, will take 38 damage, and that will be subtracted from their health pool.
- Note about rolls: Particular end game bosses will require more than one person to successfully beat most likely. Every person that engages them will add another roll for the enemy.
- HEALTH RULES AND MODIFIERS:
- As a rule, every normal human player starts with 100
- Adeptas Sororitas start with 150
- Space Marines start with 200, and regenerate 10 health per turn of combat.
- -Most pieces of armor will provide health bonuses on top, and extremely high end pieces of armor can even provide damage mitigation, which simply reduces the damage you take by a flat number.
- -Iron Halos, Psychic Hoods, Storm shields and other similar forms of shielding will also reduce damage your take by a flat number even more so than standard armor.
- Damage Modifiers:
- Most weapons will provide bonuses in duel rolls, those are the modifiers for the rolls.
- Experience in combat:
- There are 5 tiers of experience:
- Never Fought before: -20 to all rolls
- Rookie: -10 to all rolls
- Experience: No modifier
- Veteran Fighter: +10 to all rolls
- Master Combatant: +20 to all rolls
- Beyond that is super special shit that really only Space Marines will get.
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