|I enjoyed reading the article “I Demand Satisfaction Sir!”
in The Notable Magazine (Issue 3) and I have come up with some rules for
fighting a duel in Flintloque Reloaded..
A Duel with pistols in Flintloque generally starts with both parties
being ask if they willing to apologise, if never parties dose not then the
duel continues. Both parties stand back to back with pistols upright. On the
first turn they walk ten paces and turn, level their pistol and fire. But
sometimes if they brave enough they hold there fire, aim and fire in the
following turn. Anything other actions are deemed dishonourable. Both
parties are generally allow just one shot and the duel ends with first
blood, but if never parties hit his target then the duel can start again.
Sometimes there are different rules agree to by the parties involved.
I suggest if you want to fight a duel in Flintloque you should alter the
rules with the following.
A Duel will general take one turn, unless one or both opponents hold
there fire and Aims.
The Turn Phases is as normal with the following alterations.
The orders you can give in a Duel can be any of the following.
- Move & Fire
- Move & Quick Fire
- Move & Aim.
- Half Move & Fire (This is cheating and very dishonourable).
- Runaway (This is dishonourable, but it’s not cheating).
If the Duel goes to a 2nd turn then the Orders as per the rule book.
Initiative will determine who Fires first, not Movement in duelling.
Use the following Initiative modifiers;
Character is of Guerrilla Status.
Character is of Elite Status.
Character is of Militia Status.
Character is of Undead Status.
Character is Raw.
Character is Experienced.
Character is Veteran.
Character’s Order is “Move & Quick
Character’s Order is “Half Move &
If the Duel goes to a 2nd turn, the Initiative will be as per the rule
Veterans Character’s would never get involved in Duels if they can help
it; it might affect their status in society.
Not need unless there is some cheating going on.
As per rules.
Aimed Fire Phase
Any character who’s Order is “Move & Aim” in the 1st turn of a Duel dose
not fire until the 2nd turn of the Duel as per the Aim Fire rules (i.e. the
character gets the normal bonus of one column left for firing).
If the target character has already fired in the 1st turn of a Duel, they
should stand their ground, anything else is dishonourable. The Aiming
character can Fire his gun into the air if he feels that honour has been
In a Duel, moment is simultaneous in the 1st turn. If the character’s has
moved (unless they are running away), they move at their walk movement and
turn and face each other.
If a character’s order was “Half Move & Fire” then, modifier their
movement by 2 columns left and turn and face.
Firing in a Duel is not simultaneous and is determine by Initiative who
fires first, but if the Initiative score is equal then firing is
When firing, use all the normal modifiers, but if any of the characters
order was “Move & Quick Fire” then Modifier his chance to hit by “One Column
Not needed unless there is some cheating going on.