USH'S STAR WARS GAME- Galactic Survival Guide! (Play reference)

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Ushgarak

Ushgarak
ENCOUNTER REFERENCE:

Here are the numbers for some of the foes you meet. As you meet more relevant enemies, their details will be updated in this section.

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Mooks

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Baktoid Combat Automata B1 Series Robot: Fighting value 6

The famed Battle droid! Always armed with carbines, the uses of these droids are in their extremely low maintenance and high storage efficiency- NOT in their combat capacity, which is relatively basic. Still, the carbines mean these guys fire at you with a skill of 8 and so they CAN hit you.

Baktoid Combat Automata B2 Series Robot: Fighting value 7

The so-called 'Super' Battle Droid isn't an elite unit like a Droideka, but an improved mass numbers model. With a higher fighting value, heavier punch from their built-in wrist blasters, higher initative rating and point of armour, these units are superior in every way and quite a problem in large numbers. Up close, though, a Jedi still kills them easily.

Republican Security Guard: Fighting Value 7

These loyal troops take the thankless task of protecting important Republican dignitaries or installations. The term 'Republican' here is vague; this basic template is used for all 'good guy' troops, from the Senatorial bodyguards on Coruscant to the Royal Guard on Naboo; hence, Dark Siders may often run into this sort of trouble.

Miramar Gunman: Fighting Value 8

The Order of Miramar is an elite group of assassins from the planet Belseraphon outside the Republic. Hideously expensive to hire, the whole planet is driven towards training more warriors for the Order, which fights like a sect of warrior monks. You get what you pay for; Miramar are highly trained and even their basic warriors are far better than most trained troops. The more novice Miramar are equipped with standard blaster weapons.

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Super-mooks

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Droideka Class Destroyer Droid

Strength: 6 Combat: 5 Guns: 10

Armour: 4 points. Twin Laser Cannons: Damage 14 (each)

Droidekas are the highly-mobile deployable gun platforms that are the heavy back-up of droid armies. They are very efficient and carry considerable firepower, and are well-protected. Even a Jedi would hesitate to take on a pair of Droidekas.

Special abilities:

Twin Modes: The Droideka is either in transport (rolling) mode or deployed (firing) mode, its abilities differ in each.

Rolling mode:

Extra armour: Further encased in bronzium, a droideka has six points of armour in Rolling mode, and its Strength becomes 8 for the purposes of resisting damage.

Speed: Droidekas move at triple the standard move rate in rolling mode.

Unarmed: Droidekas cannot fire in rolling mode.

Firing mode:

Linked laser cannons: Droidekas fire their laser cannons at single targets as if they had two levels of Both Guns Blazing.

Shielded: Droidekas have powerful energy shields- instead of avoiding enemy fire, they rely on their shielding to act as their passive dodge value of 10. Any ranged weapon with a base damage of 16 or less cannot harm a droideka with its shield on- this includes its own guns, as far as Reflection is concerned. All other ranged attacks have 16 reduced from their damage. The Shield also makes it very awkward to perform a melee attack on a Droideka- its passive dodge against such attacks (including Lightsabres) is 13. However, successful melee attacks have gone past the shield and get full damage.

Ponderous: Deployed Droidekas are slow, and move at half normal speed.

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Osokan Hunter

Strength: 10 Neurowhip: 11 Combat: 11

Armour: None.

Neurowhip (special- see rules)

All Osokans are dangerous creatures- almost feral beasts, but with sophisticated sentient minds like any other advanced race, as bequeathed by a quirk of evolution. The sheer difficulty of survival on their world makes them tough; the Hunting Guilds consist of the elite on their world- those who seek not only to survive, but to look for trouble and eliminate it, for nothing more than sport. Osokan Hunters are therefore perhaps the most dangerous basic warrior type you could ever meet- highly skilled and deploying in significant numbers. Trained primarily against the raptor-like beasts that plague their home, they have a focussed hunting instinct and weaponry designed to deal with lethal, close up attackers. Osokan Hunters are very adaptable and quickly learn to handle any environment- or foe. They use their neurowhips to disable opponents and their hunting knives to finish them off.

Osokans are squat, porcine-like beings, who talk mainly in growls, but are understandable. They are phenomenally strong and tough and possess a regenerative constitution

Special abilities:

Regeneration: All Osokan Hunters possess a variant of the Alien Power 'Inevitable Comeback'. Although they go down, Hunters are not killed at 35 damage unless the final blow took them to 50 damage or more. It takes six frames to finish off a downed Hunter, unless the base damage of your weapon is 15 or more, in which case it takes only three frames. This must be done at close range.

Any Hunters not killed in a battle will be returned to full function by the time the next Healing point in the Episode is reached.

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Monsters

As yet, none recorded.

Ushgarak
NAMED TEMPLATE REFERENCE

As described in character creation, named characters who are not Force users get their own templates to use. Here I will give you an idea of the capabilities of those templates.

However, giving you the exact numbers would not be helpful, as those precise numbers are only used for players (should games be written in future where players can use them, like the in-development game set during the Rebellion). Instead, when I create Named Characters, the template is used more as a rough guide. Allies, for example, are always less powerful than the templates, normally having less Tricks or even lower fighting values. Particularly dangerous opponents may have more tricks, higher stats, or better fighting values, to represent their experience over time.

So instead, I will give you an average representation of each template, and you will have to make up your minds yourselves as to how a person meets relates to each one. Note that I do not tell you on the spot what each named character has as a template, you have to work that out yourself- though clearly Balek is a Bounty Hunter. Also note that Allies you take do not HAVE to fit into a specific template if you do not want to, though all Allies are at roughly the same power level (i.e. not quite as good as you start as). Note that I am only listing combat potential here in case you meet them as enemies; when picking Allies, try to think of more than just how well they fight; Elder Statesmen can be useful to a Jedi in ways far more fundamental than backing them up in a shooting match!

Some templates are secret and are revealed by gameplay.

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Heroes and Scoundrels

These may be used as Allies for Light Side characters.

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'Free' Trader

Good stats, but not high Fortune

Guns: 14
Combat: +4
Pilot: 14
All-round skill set like a Type A Force template

Solid amount of Gun and Pilot Tricks

All 'Free' Traders get starships for free. PC Free Traders have the disadvantage 'Hunted'; most non-player ones you meet will have that as well.

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Ace

Good stats, and very lucky

Pilot: 15
Guns: 13
Combat: +3

Lots of Pilot Tricks and a couple of Gun Tricks

Always has a starship (bit pointless otherwise) and an Initiative bonus in starship combat

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Gambler

Good stats, and ridiculously lucky

Guns: 13
Combat: +4
All-round skill set

A few Gun Tricks

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Elder Statesman

Low physical stats, good Fortune

Guns +4
Superb social skill set, and large amount of general skills

No Tricks, but plenty of Merits

'Young Senator' variant loses the huge amount of skills but has better physicals

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Solider

Good stats, average Fortune

Guns: 14
Combat: +4

Lots of Gun Tricks, some Combat Tricks

'Commando' variant is more average between Guns and Combat

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Idealistic Noble

Average stats, good Fortune

Guns +4
Good skill set

Couple of Gun Tricks

Lots of Merits and background advantages

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Primitive Warrior

Very good physical stats, lower Fortune

Combat: 14
Guns: +4

Huge amount of Combat Tricks, small amount of Alien Powers.

Can understand, but not speak, Basic.

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Scum and Villainy

These may be used as Allies for Dark Side characters.

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Bounty Hunter

Good stats, low Fortune

Guns: 14
Combat: 13
Heavy Weapons: +4
Pilot: +2
All-around skill set like Type A Force template.

Good spread of Combat, Gun, Pilot and Device Tricks

PC Bounty Hunters have the bonus power 'Fearsome Reputation'. Allies do not normally have this, enemies may do- Balek does, for example.

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Mercenary

Good stats, below average Fortune

Guns: 14
Combat: 14
Heavy Weapons: 13

Good amount of Combat and Gun Tricks

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Slaver

Good stats, good Fortune

Guns: 13
Combat: 13
Pilot: 13

Fair spread of Combat, Gun and Pilot Tricks, and maybe a Device

Always accompanied by two Elite mook bodyguards (replenished each episode)

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Pirate

Average stats, good Fortune

Pilot: 14
Guns: 13
Combat: +3

Good amount of Gun and Pilot Tricks

Always with a starship

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Assassin

Good stats, below average Fortune

Guns: 14
Heavy Weapons: +4
Combat: +3
Intrusive skill set like Vigilante, Rogue or Brigand

Lots of Gun Tricks, some Devices

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Special Templates

It is a big Galaxy, and you can meet all sorts- as you meet them (if they are important), they will be listed here. This CAN include new Force templates, like Zeitonian Council members (not listed, you aren't going back there) or Kir Ascar's template (not listed as you haven't sussed him yet). More commonly they will be new forms of conventional bad guy.

These can NEVER be taken as Allies.

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Osokan Captain

It may surprise you to know that the Osokan Captain template is less powerful than most named templates. This is because Captains (who DO have names, if you ask them) are far more common than other named templates- the Dark Siders met eight in their first encounter alone. Osokan Captains are therefore built from the 'bottom up' as it were- unlike other templates, which I power down if necessary, this basic template is what all Captains are like at least, and some will be better. Better quality Captains will be far more rare, of course.

High physical stats, NO Fortune

Neurowhip: 13
Combat: 13

Two Combat Tricks (Parry and Training)

Alien Power 'Inevitable Comeback' (basically makes them hard to kill even when dropped)

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Jedi

I don't like to create an 'average' Jedi; the ones I put in stories will tend to have distinct personalities and use the Player templates. However, if we ever get to the Clone Wars and fight battles with anything up to a hundred Jedi on one side, there is a basic Jedi template that assumes that players are better than the 'average' Jedi and will be leading them (alongside other NPC Jedi using player templates, assumed to be the more senior ones)... or possibly fighting them, should the Dark Siders be involved. This template, then, represents a Jedi who has finished his training but is not greatly experienced or talented like players are. They are still pretty damn dangerous!

Good stats, Force Pool of 10

Lightsabre: 13
Combat: +3

Force Powers: 24
Blade Tricks: 3

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Ushgarak
Combat Sequence Reminder:

- When a fight starts, we go into 'combat time' and everything becomes done in Sequences and Frames

- A sequence is about thirty seconds worth of action, though this is flexible. Everyone in a sequence has a 'frame' number. The person with the highest amount of frames is the next to act. Each action you make costs you frames- the slower the move, the more frames it takes. The average attacking action takes 3 frames.

- You may post your action even if it is not your turn to act, and I will make it happen when it IS your turn. If I am VERY concerned about everyone waiting their turn to act (for example, if something very important is happening that everyone must be aware of the progress of before you take an action) I will tell you.

- You can take 'Continuous' actions, where you take an action whilst doing a longer-term action at the same time (e.g. running and shooting, driving and shooting etc.) but it costs extra frames.

- If time goes by when you were not able to make it, you may use all the frames you have not spent to catch up with the others- within reason. However, if you miss too many days, in order to move the game on I eventually just have to wipe out your unspent frames.

- Force refreshes at the end of each sequence.

- Each time you are attacked you get to a chance to make a Defensive Action. They cost a frame to use. The most basic defensive action is the 'Active Dodge'- this increases your defensive value by two.

- Lightsabre duels are resolved with a different system

- As frames go by, I shall update the fight so people know what is going on. Each player will have three numbers by him- the numbers are Force Pool/Wounds Suffered/Current Frame. Mooks (see below) get listed with Current Hits/Current Frame instead.

- Once you have 25 wounds you get a -1 penalty to all atacks. At 30 that penalty becomes -2. At 35 you start making Death Checks. Each time you are hit at 35 wounds or more, you must make another check. The further past 35 you are, the harder the check is. Fail a check and you are out the fight. Fail it by too much and you may die at once, else you can be rescued if someone gets to you.

- Important (or 'Named) Enemies take damage like you and are defeated in the same way.

- Mooks (or 'Unnamed') enemies- battle droids, stormtroopers, or whatever, are far easier to kill, or at least take out the fight. It is all down to how well you hit them (as opposed to how Hard you hit them, though htting them hard gives you a bonus)- their death depends on the 'Outcome' of your attack, where 'Outcome' is the amount you made the roll to hit them by. Hit them well enough and they go Out the fight, if not then it is easier to take them out next time you hit them.

Ushgarak
Here are some tips from me:

- If you are being attacked by many enemies, trying to dodge them all might mean you lose a lot of actions. But not dodging may lead to a lot of damage! The powers 'Guard' and 'Defensive Leap' allow you to dodge several attackers at once.

- Don't be afraid if being attacked by, say, five people, to say "Dodge two and try my luck with the others." You are always under pressure in this game and hard decisions- and the risk involved with them- are part of that.

- Some of your force powers may make you seem invulnerable. But charge into about 50 bad guys and you will run out of Force before the end of the sequence- and then you are screwed. Even the Arena Jedi, including Obi-Wan, Mace AND Anakin, ran out of oomf against all those droids, eventually.

- If you are worried about missing an action due to frame expenditure, do not forget you can snap or super-snap basic attacks. Force Powers and Combat Tricks cannot be snapped, but the benefits provided by Blade or Gun Tricks do not stop you from snapping.

- Also do not forget you can attack more than one nearby opponent at once! I will rule how many you can hit- normally only two or three. You get a penalty to hit equal to the number of opponents you are fighting but this can be very efficient.

- Don't forget that your Blade Tricks do not work unless your sabre is out- even if they don't involve sabre use! Basically, you are always more dangerous with your sabre drawn.

- You can only be ready to use one sort of attack at once- either Lightsabre OR Guns OR unarmed etc. The exception is the Force- you can always make a Force attack no matter what.

- Never ever ever be afraid to ask me or a teammate what is going on and what you should do. Everything is a learning curve, and be sure that a lot of people are feeling the same way- you are not the odd one out!

Ushgarak
GLOSSARY

Action Value: The final result of a roll you make- so if you have a skill of 10 and roll +2, the action value is 12.

Active Dodge: The basic Defensive Action, which increases your dodge by 2.

Botch: A spectacularly bad result caused by either rolling far too low, or by a boxcars.

Boxcars: Potential bad luck on an action, caused by rolling two sixes on the initial roll, which means both dice have to be re-rolled. A failure on the second roll causes a botch.

Called Action: Any action you can use when it is not your turn- the most common type being a Defensive Action.

Continuous Action: A action being performed in the background whilst doing something else- the most obvious example is running whilst firing; the running is the 'continuous' part. Running to somewhere may take three frames, but if firing also takes three frames, it does not make it six to do both as you can fire whilst you are running, and do both at once. Continuous actions normally take one frame longer than normal- so running and firing takes four frames in all. Circumstances may add to the penalty of a continuous action.

Death Check: A check made to see if a Player or Named Character actually stays up and fighting, Failing a Death Check takes you out a fight. Death Checks are made on your Constitution and have a difficulty equal to the amount of damage you have taken past 35.

99% of Death Checks are made due to taking excessive damage. In some extreme other circumstances you may have to take one for a different reason, in which case the difficulty may also be set arbitrarily.

Despite the name, Death Checks are rarely instantly fatal. Failing by a small amount represents being simply taken down or knocked out. Severe failures indicate a fatal wound; the larger the failure, the quicker you must receive medical attention. Extreme failures really do mean an instant death (though in a game simulating a film, Heroes and Villains inevitably have time for either dramatic last words, or to stumble and fall off a building, or some such thing).

Defensive Action: An effort made to get out of the way of something- either an Active Dodge, or a Force power that states it is a Defensive Action. All Defensive Actions are Called when you are attacked, if you wish to make one. They normally cost one frame.

Force User: Generic term for anyone with a Force rating- normally a Jedi or Dark Sider, but Ascar shows that this is not necessarily so. People with Force ratings are almost always Named characters rather than mooks, and can never have a Fortune rating.

Framed out: Term for someone who has run out of frames. People who are framed out may still take defensive actions but the frames are lost from the next sequence instead.

Frames: The means via which how often and when you act in a sequence is determined. The person with the highest number of frames is the next person to act, and each move spends frames until you have none left.

Impairment: A penalty to all rolls you make. Wounds are the most common cause of Impairment but there are others.

Initiative: A term used to define the number of frames you start a round with. So if I roll a 5 and your speed is 8, you start on frame 13- this is called having an initiative of 13.

Mook: One of the mass numbers of unnamed and relatively unskilled opponents you meet. Mooks are easily eliminated, but dangerous in large numbers. See also Supermook.

Mook Killing Power: Mooks do not take damage, but are eliminated by attacks against them with a good Outcome. Attacks with a positive Mook Killing Power require less Outcome to kill a mook. Attacks with a negative killing power actually reduce from the Outcome rolled.

Outcome: The amount you pass a roll by- so if you needed 12 and rolled 15, the Outcome is 3. Outcome is the vital result against Mooks, but it also does extra damage against any opponent. In some cases I may need to measure negative outcome.

Passive Dodge: Your standard difficulty to be hit, based upon the idea that your character is always trying to make a basic effort to get out of the way of things. Passive dodge is always 'on'. It is equal to your highest fighting skill- for you guys, that is normally Lightsabre.

Note that in extreme circumstances- like if you are totally surprised, or tied to a chair- your passive dodge is zero. Eeek!

Predictive: Predictive Force powers are not used in-game but you nominate which you want to use before an episode starts- only one may be used per episode. They tend to give some form of aid in the story to come, from the benefit of yuor force senses. I make the roll at the time and tell you if you have succeeded or failed in its use- note that a successful use does not necessarily take place immediately, but it will at some point in the game.

Sequence: The standard division of time in fights- everything is timed around how much you can get done in one sequence. Sequences are split into Frames. Powers that have a lingering effect tend to last until the current sequence is finished.

Snapping: Taking an action faster than it normally takes, but making it harder in the progress. Snapping makes an action take one frame less than usual but at -2 to your roll; super snapping makes it take two frames less but at -5.

There are limits to what can be snapped. Movement actions can never be reduced, nor any action which does not require a roll (and so is assumed to be being done as fast as it can be anyway)- like reloading. Most importantly, any use of a Power or Trick with a frame cost can never be snapped unless it specifies otherwise.

Supermooks: If mooks are soliders and named characters are Captains, Supermooks are Sergeants. Whilst still without names, Supermooks are far more dangerous than a standard mook. Instead of being eliminated by Outcome, they take damage like normal characters, and are elimintated at 35 wounds. All powers that work against mooks work against Supermooks also unless they say otherwise. Mook Killing Power turns into extra damage against Supermooks.

Wounds: Interchangeable with Damage (though literally speaking, damage causes wounds), each Player, Named Character and Super Mook has a wound track; successful hits on a character causes damage and increases this track. 'Wounds' are not necessarily literal; they can represent fatigue, running out of luck, and losing the 'flow' of a combat. Once they start building up, however, wounds often represent actual wounds. Once you take 25 wounds, you are impaired once; at 30 you are impaired twice, at 35 and above you start taking Death Checks every time you are hit. Supermooks do not become impaired but are automatically killed at 35 or more wounds.

Ushgarak
EXPERIENCE- or 'Becoming Yoda...'

After each episode, characters are rewarded in the form of experience points (or 'xp'). Experience points can be used to increase the powers and skills of your characters to develop them into more formidable people- even though you are greatly formidable to start with!

Experience tends to be awarded on the following criteria:

1. Participation. The more episodes you play, the more you get. if you 'kinda' play an episode, you get a partial score.

2. Success. The better you do, the more you score! This gives a tangible incentive for doing things WELL, rather than just being there.

3. Victory. In Light Side/Dark Side opposed games, there is a bonus for winning- however, this bonus is not large, else once one side wins it becomes too dfficult for the other side to pull back. Note that this reward won't be going out for a little while.

4. Extreme heroism. If you, deliberately and in full knowledge, take actions of great risk in which you might well be killed, and in doing so achieve some greatly tangible goal, and survive, a hero bonus is yours

5. 'Danger money'. This is a term for the reward given for playing in an 'unfair' situation. Say I have designed a scenario on the idea four Jedi will be there, and then suddenly one day in, two of the Jedi players drop out due to real life pressures, leaving the other two to face the music. This leads to extreme danger for those two, but they will be compenstated by 'danger money' in the form of xp if they survive. Note this is only given if it is due to circumstances beyond your control, NOT if you did something stupid to get yourself into such danger!

Experience can actually cause your characters to advance rapidly- maybe disproportionately rapidly. Balancing this is the fact that you gain no experience in 'downtime', the time between episodes, even if years pass. So the idea is that although it looks odd that, for example, Gundark becomes so much more powerful after she leaves Zeiton, as opposed to before she arrived at Jaglon Beta, if we instead track that power boost from Jaglon Beta to the start of the second campaign, three years later, it looks better. Even so you will advance fast, and the films seem to be setting a precedent for that, with both Anakin and Obi-Wan advancing greatly during the Clone Wars.

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Experience does not have to be used at once; it can be, and often is, saved. However, it can only be spent between episodes, during assumed periods of training.

Experience costs are as follows (always round up):

Skills

Lightsabre can only be improved if you are given permission to do so; the cost is always twice your current lightsabre rating.

Fighting skills (Combat, Guns, Heavy Weapons) cost half the current total rating you have in that skill if the current rating is less than 12, or cost an amount equal to the current rating if the current rating is 12 or above. If the new rating would make it the highest Fighting value you have (including Lightsabre), you double the cost.

Non-fighting skills cost a quarter of the current total rating you have in that skill if the current rating is less than 12, or cost half the current rating if the current rating is 12 or above.

New skills cost 2 points if the skill appeared as a +0 on your template, or 4 points if it did not. This cost is doubled if it is a fighting skill. When you pay this cost, you get that skill at +1.

Skills cannot be taken past 15 without permission.

Stats

Physical stats cost 40xp to increase by one. Mental stats cost 25.

Increasing stats often increase skills they are based on; this is built into the high cost of increasing a stat. However, if increasing a stat would increase a fighting value (including Lightsabre) so that it becomes a new highest fighting value for you, then you add 25xp to the cost.

Your Force rating costs 60xp to increase.

Powers

Force powers: (x/4)+1

A new Force power costs the amount you currently have divided by four, plus one.

Tricks

Blade, Master or Gun Tricks: x+6.

Six more than you currently have, simply enough

Pilot/Combat Tricks: x+3

And equally simply, three more than you currently have.

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BUYBACK

Due to the high cost of Force, and the long wait involved in getting permission to up Lightsabre, instead of people hording xp to wait and buy them, instead you are encouraged to buy powers and Tricks in order to discount the final costs of increasing Lightsabre or Force. The discount can also apply to Guns, Combat, and the 25xp surplus payment if increasing a physical stat would improve the highest fighting skill

Basically, for every three points of xp spent on buying the relevant power/Trick, one point is discounted from the increase of the relevant stat or skill. Force Powers discount your Force rating, Blade Tricks your Lightsabre score, Gun Tricks your Guns score, and Combat Tricks your Combat score.

You may only discount up to half of the needed total. When you increase a relevant total, all discount accumulated towards that is lost, whether you used it or not.

Example: Kumar the Swordsman has a Lightsabre skill of 14 and 9 Blade Tricks. He buys two more Blade Tricks with xp. The first costs him 15 (X+6, and x is 9). The second costs him 16, as now x has gone up. The two together cost him 31 experience points. For every three points worth of that, one point gets discounted from increasing Lightsabre. This means his current discount is ten- the first 30 points he spent divded by 3.

Increasing his Lightsabre score would normally cost him 28, but with that discount it will now only cost him 18.

If Kumar first buys another Blade Trick, that will cost him 17 xp, and take his total xp spending on Blade Tricks to 48. This is an exact multiple of 3, giving him a discount of 16. But two of that will be wasted, as he can only discount up to half of the 28 he needs- so 14 points would be discounted.

Any questions, please ask.

Ushgarak
This thread now updated with data on bad guys and templates!

Tptmanno1
Gonna add Strine and Balek in here?

What do the Pirates and taskmasters fall under, cuz they were damn easy to kill....

Ushgarak
You can work out what they have yourselves...

Pirates were Value 7 mooks, Taskmasters value 9 supermooks with larger guns.

Tptmanno1
yea but im lazy...

<Tidus>
Droideka Class Destroyer Droid

Strength: 6 Combat: 5 Guns: 10

Armour: 4 points. Twin Laser Cannons: Damage 14 (each)

Droidekas are the highly-mobile deployable gun platforms that are the heavy back-up of droid armies. They are very efficient and carry considerable firepower, and are well-protected. Even a Jedi would hesitate to take on a pair of Droidekas.

Special abilities:

Twin Modes: The Droideka is either in transport (rolling) mode or deployed (firing) mode, its abilities differ in each.

Rolling mode:

Extra armour: Further encased in bronzium, a droideka has six points of armour in Rolling mode, and its Strength becomes 8 for the purposes of resisting damage.

Speed: Droidekas move at triple the standard move rate in rolling mode.

Unarmed: Droidekas cannot fire in rolling mode.

Firing mode:

Linked laser cannons: Droidekas fire their laser cannons at single targets as if they had two levels of Both Guns Blazing.

Shielded: Droidekas have powerful energy shields- instead of avoiding enemy fire, they rely on their shielding to act as their passive dodge value of 10. Any ranged weapon with a base damage of 16 or less cannot harm a droideka with its shield on- this includes its own guns, as far as Reflection is concerned. All other ranged attacks have 16 reduced from their damage. The Shield also makes it very awkward to perform a melee attack on a Droideka- its passive dodge against such attacks (including Lightsabres) is 13. However, successful melee attacks have gone past the shield and get full damage.

Ponderous: Deployed Droidekas are slow, and move at half normal speed.

_______________________________________________


Two of these feckers were hard to kill!! Shoot at them, they defend, your only chance to come close, and its mad hard to do that!! Ittl take you like 3/4 turns of firing at you...

Ushgarak
Well, it does say:

"Even a Jedi would hesitate to take on a pair of Droidekas."

<Tidus>
THose damn b@stards! Now I have 24 hit points! How the hell am I supposed to help Marcus with Balek? PLus how am I going to get to Marcus?

Captain REX
*smacks forehead* Oi...

You don't know the system very well, either, so that was a factor.

Should we be telling you what template our allies fall under? Thus far it seems like Allies matter jack-squat of the time, for both sides.

Ushgarak
A rough guess would be nice. But the Jedi haven't called any in and the Bureau have parted the Dark Siders from theirs.

Tptmanno1
I though Xeth had one......

Ushgarak
... and he hasn't called him in.

<Tidus>
Hey Ush, How long do I have to wait until Vlad finds the way to Balek and Marcus?

Ushgarak
Each sequence is no more than 30 seconds, Vlad. If you got there in two minutes, that would still be four sequences away! You're out that fight.

<Tidus>
..............Marcus is dead... THat is if suddenly Villpa had a giant Death Star Cannon, and could blast Balek away.

Ushgarak
Well, let's just say, today's Galactic Survival Tip is to remember what blade tricks you have!!!

Tptmanno1
hint applyed with sledgehammer....

Fire
why do I think that post was directed to me smile

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