Duels

(Rule)
Description:

Issuing a Duel

Characters and Champions Engaged in Combat may issue a Duel at step 4 of the Round of Combat Sequence (see ). The Active Player may nominate one of their Characters or Champions and issue a Duel, provided that there is at least one enemy Champion or Character able to accept it (this enemy model's unit must be in base contact with the unit of the model that issued the Duel, and there must not be any ongoing Duel in this combat; see below).

If the Duel was refused, or if no Duel was issued, the Reactive Player may nominate one of their Characters or Champions that did not refuse the Active Player's Duel and issue a Duel.

Accepting or Refusing a Duel

If a Duel was issued, the opponent may now choose one of their own Characters or Champions Engaged in the same Combat to accept the Duel and fight the Character or Champion that issued the Duel. The model that accepts the Duel must be in a unit that is in base contact with the unit of the model that issued the Duel.

If a Duel isn't accepted it is said to be refused. The player issuing the Duel now nominates one of their opponent's Characters that could have accepted the Duel, if there is any (note that Champions cannot be nominated).

The chosen model:


• Has its Discipline set to 0, and it loses Stubborn (if it has it)

• Cannot perform any Melee Attacks

• Loses Rally Around the Flag (if it has it)

• In case of a Battle Standard Bearer, doesn't add +1 to its side's Combat Score

The effects end:


• At the end of the Player Turn in which the combat ends

• When the chosen Character accepts or issues a Duel

• At the end of the Player Turn if there no longer is an enemy model Engaged in the same Combat that could accept a Duel

Fighting a Duel

If the Duel was accepted, the model that issued the Duel and the model that accepted the Duel will fight the Duel based on the following rules:


• The two models count as being in base contact with each other (even if their bases are not physically touching each other), in the Facings that their units are Engaged in with each other.

• The two models must allocate all their Close Combat Attacks towards each other.

Melee Attacks made towards a unit as a whole (such as Breath Attacks, Impact Hits, Grind Attacks, Stomp Attacks) can only be made against the opposing duellist's unit and can only be distributed onto the opposing duellist. Melee Attacks made at specific models (such as all models in base contact) are unaffected and work as normal.

• No other model can allocate attacks towards either of these models, and attacks/hits from Melee Attacks can never be distributed onto a model that is fighting a Duel.

• If one of the models is removed as a casualty in the Melee Phase before the other model had a chance to make all its Melee Attacks (this is a common situation with Characters that have attacks with more than one Agility value, such as a rider and its mount, or a model with Stomp Attacks), any of the attacks not yet carried out can and must be directed at the removed model, as if it was still Engaged and in base contact, in order to get an Overkill bonus. Note that the gap from the removed model is filled immediately during the Initiative Step in which the model is removed, according to the rules for .

• If one of the models is removed as a casualty, Breaks, or if the combat ends for any reason (including being divided through Splitting Combat), the Duel ends at the end of the phase. If neither model is removed as a casualty and both their units are still Engaged with one another at the start of the next Round of Combat, the Duel continues. No other Duel can be issued in the same combat before the Duel ends.

Overkill

During a Duel, any excess Health Point losses caused count towards the Combat Score, up to a maximum of +3.