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  1. Duels are an optional rule with the twin goals of both streamlining one-on-one Melee combat (although Ranged Duels are not out of the question) and making it more dramatic. There are two ways to initiate a duel in this rule set:
  2. 1) A Player Character may ask the GM to start a duel with a selected opponent; a GM may also ask a PC to enter one. If accepted, a duel starts.
  3. 2) A PC and an opponent are engaged in melee combat and their attacks fail to connect for two rounds in a row.
  4. A Duel generally should not be allowed to occur if there is a chance of interference such as a sniper taking potshots at combatants.
  5. A Duel consists of both opponents rolling 5d100 and counting their successes based on WS (or potentially BS). There are two possible outcomes: one combatant wins with more successes or there is a tie.
  6. In the case of one combatant winning, that combatant deals his max possible damage with the main weapon he is wielding to his opponent and automatically rolls another dice of that weapon’s damage as if he had succeeded on the additional roll for Righteous Fury. Righteous Fury applies on this die as well as all subsequent. If the losing opponent rolled no successes, that combatant also takes an additional four damage. If the losing combatant rolled no successes and the winning combatant rolled five successes, the combatant not only takes the additional four damage from rolling no successes but also takes his own weapon’s max damage (Righteous Fury is not rolled for). All damage is automatically assigned to the body. All damage dealt is considered to be dealt as if from one attack for the purposes of Armor and Toughness.
  7. In the case of a tie, both combatants take the other’s max weapon damage along with the instant Righteous Fury roll as above. If both combatants rolled zero successes, both take four additional damage due to their mutual poor defense. If both combatants rolled five successes, both take eight additional damage due to the all-out quality of their battle. All damage is automatically assigned to the body. All damage dealt is considered to be dealt as if from one attack for the purposes of Armor and Toughness.
  8. As stated above, these rules can also be used for ranged combat duels between snipers or between running and gunning opponents shooting at each other with pistols, for example.
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