The biggest strength of CatZeyeS' skirmisher "Duel" is: It is entirely system agnostic. If you want to, you can play it with stuff you have lying around - with no need to craft fancy terrain.
The following battle report has been done to show, what you can do with just a couple of everyday objects and some generic pawns:
Here we can see the basic setup:
In the upper left corner, there is team black, in the bottom right corner, there is team purple. Team red marks the corners. Throw in some dice and a measuring tape and you're set.
As the gaming area is 30cm x 30cm (that's 1' x 1') and a pawn's base is roughly 1cm, I made centimeters the unit of measurement and added the optional rule "celerity" allowing each pawn to move up to 6cm.
The scenario is the basic scenario, where you have to get the treasure (the pearl in the centre) out of the gaming area.
Turn 1 - initiative
1 for team black, 2 for team purple - team black gets the first move.
Taking turns moving their pawns, both teams advance (or rather: enter the battlefield).
As the stone obstructs line of sight entirely, there is no duel initiated during this turn.
Turn 2 - initiative
1 for team black, 5 for team purple - once again, team black receives the first action.
The first black dude moves around the stone while still using the stone as cover. A risky action, as he ends up drawing line of sight to 2 purple dudes. Black dude selects a 3 for his duel score, the two purple dudes select 2 and 6 respectively. The black dude decides to shoot the purple "6" dude if he survives the attack by purple "2".
Let's interrupt here for a second to recap the rules for shooting: For each participating fighter a duel score is selected. Duel scores for each fighter are revealed simultaneously. Lowest duel score gets to shoot first, equal duel scores shoot at each other simultaneously. After selecting the duel score, the player of the fighter whose turn it is to shoot rolls 2 dice and adds each die individually to the duel score. If one result of such an addition is 7 or more, a fighter takes a hit. 1 hit and he is down (and cannot shoot back any more, but may recover), 2 hits (which can come from different sources!) and he is out of the game!
The purple "2" dude gets to shoot first. He rolls a 2 and a 5. 2+2 = 4 - a miss. 2+5 = 7 - a hit. However, the black dude is in cover, so one hit has to be rerolled! It doesn't matter: The purple dude rolls just another 5, taking the black dude down. Being down, the black dude cannot shoot back. So the purple "6" dude fires and takes the black dude out of the game.
Purple moves a dude next to the container where he cannot establish a line of sight to any of the black dudes (they are too far behind the stone for doing so!) so black moves another dude into position.Black selects a duel score of 3, purple a duel score of 2. Purples shot misses entirely (2+4 = 6, 2+1 = 3), whereas black scores 2 hits, even after rerolling for cover (3+4 = 7, 3+6 = 9).Purple moves the next dude behind the container. He and the black dude cannot draw line of sight to each other.6 for team black, 4 for team purple - once again, team purple receives the first action. Before acting, however, both players check during the upkeep phase, whether their fighters get up again:
For this check, each player rolls 2 dice per fighter that is down. If one die shows a 5 or more (a 4 or more if noone shot at the fighter the turn before), the fighter gets up again. And - olé - the black dude comes back!
Purple decides to remain in position and just open fire. Both fighters are in cover, so both have to reroll 1 hit. For duel scores, purple selects a 3, black a 5 - daring! Purple's shots miss entirely (3+1 = 4, 3+2=5), whereas black places 2 hits (5+3 = 8, 5+6 =11) even after rerolling one hit.
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