'REVENGE' SABRE DUEL- Lance Windu vs. Rex
THE SET-UP: The final battle rages in the upper levels of Faylar's palace in the occupied city of K'rra Chi, centre of the Civil War between those on Damagran who want to leave the Republic and those who do not. The dictator Faylar is hard pressed by the Dark Jedi who seek his head for an earlier betrayal, while the Light Siders come to rescue the errant Knight Argentis who has launched an unauthorised mission of revenge against his former Master, Kuylen, who now commands the Dark Siders. The Jedi have tried to stay out of the fighting buit cannot.
As Faylar tries to escape the palace, all the force users on both sides find themselves lost in the upper cargo area as they ifght through his numberless legions of battledroids, borught from the Hutts who in turn nicked them from the disgraced Trade Federation. In this confusion, old enemies from the last game, Lance Windu and Galder Welptat, run into each other, and after a fruitless attempt to leave the battle now duel near one of the broken lifts in the area, with droids all around.
HOW THIS WORKS: A quick re-cap.
The duellists take it in turns to attack each other. The attacker describes his attack and then the defender describes his defence. One person will succeed- a decision I make based on the skill of the fighters, the quality and appropriateness of their post, and a small random factor.
The winner of the round scores a point, and then the attacker and defender swap places. Aside from taunts, no other moves can be made except the single move or countermove you make each round!
First to five points wins the duel, but like in tennis you must win by two clear points. The amount of points by which you win a duel is how dictates what happens to the loser- a two point loss is a superficial wound, more is losing a limb, a five point win kills your opponent outright. Regardless, you cannot pursue a defeated opponent no matter what; if you lose a duel (and survive) you can always escape.
At the start of any round, either combatant may try to flee.
One small rule change- there will be no more drawn rounds. If a round is drawn, the attacker now wins.
ANALYSIS:
Lance and Galder are perfectly matched; both highly skilled, if somewhat impatient, duellists. Neither is significantly injured so there is nothing to chose between them
Galder attacks and so goes first.
Score:
Galder- 0 Lance- 0
Galder to attack.