13 minutes ago, Mobiusllls said:There is the crescent moon style, no penaltys to your attack, but you need to roll 1 opportunity dice to be able to counter attack.
Hmmm.
Quote
Description: Striking first is valuable, but so is living through a battle. To defend without sacrificing offensive potential, the bushi must be ready to retaliate swiftly after blocking or evading. With a quick shift in their weight, the bushi switches from defense to attack, bringing down their full force upon their enemy.
Prerequisites: School rank 2 XP Cost: 2
Activation: When you perform the Center (see page 162) or Guard action (see page 165), you may spend in the following way: : Until the beginning of your next turn, after a character at range 1–2 performs an Attack action targeting you or another character you are guarding, you may perform a Strike action targeting that character.
That's pretty much the Dark Heresy Counterattack talent in effect; do defensive stances all day long and get free attacks whenever you parry an incoming blow.
That's almost exactly what I was thinking of (and rather appropriately a technique 'pushed' by the Crane Clan's Duellist School....). Thanks!
Also, just noticed:
QuoteThe first time each character’s strife exceeds their composure during a duel, their opponent may immediately perform a finishing blow. The character performing the finishing blow chooses an Attack action and performs it, interrupting anything their target is doing (including resolving a check of their own, in which case the finishing blow resolves during Step 6 of the check, after results are resolved but before is spent). One finishing blow can even interrupt another finishing blow!
If the character performing a finishing blow succeeds, instead of dealing damage, the finishing blow inflicts a critical strike with severity equal to two times the deadliness of the weapon or Attack action used plus the attacker’s bonus successes. Any other effects of the Attack action are resolved as normal.
A double-handed katana used in a finishing blow is deadliness 14+bonus successes. That's instant death territory, and far scarier than the odd light wound, so staying centred until your opponent cracks and then decapitating them is actually (and appropriately) probably the best technique in a duel.
Edited by Magnus Grendel