USH'S STAR WARS GAME- MAIN RULES

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Ushgarak
These are the main rules for my Star Wars RP Game. They are mostly, but not always, designed to regulate combat.

Use this thread to:

1. Refer to the rules at any time
2. Check the list of Force Powers and other tricks your character can perform.

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FORCE POWERS

Here are the Force powers. Each has a frame and force cost, though outside of combat these are less relevant.

You may only use one Force power per frame, unless otherwise stated.

Each Force power comes in a 'tree'- starting at a base power for each tree, you can only take the later powers if you have taken the earlier powers required. Always make sure you have the pre-requisites for a power you want.

It is normally assumed that all Force users have the base power in each tree- it is not required of you, but that represents basic training that most Jedi can do by the age of 10, so if you want to do what a kid can do, take the base powers!

Incidentally, note that splitting the Force into distinct powers is unsatisfactory in many ways- it is not as if you learn each power individually, they are merely different applications of the Force. But in a game, this is the only decent way to regulate things.

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THE KINETIC TREE

This Tree is about using the Force telekinetically to affect objects. It is almost entirely used offensively.

PUSH/PULL- Force 1, Frames 1

Use the Force to shove an object away or towards you. Pulling is at +2 difficulty. This only works on objects up to half human size. This power is used to manipulate smaller objects, and cannot be used offensively- that is done with the power 'Combat Push'.

Requires: This is a base power. It is normally the final base power learned in training, and is the most overt basic use of the Force.


LIFT- Force 3, Frames 3

Remotely lift an object, slowly- theoretically of any size, but the larger the object, the higher the difficulty until it becomes effectively impossible. It may be sustained for two force points every three frames, but you may not take any action, including defensive ones, whilst sustaining.

Requires: Push/Pull


SABRE THROW- Force 3, Frames 3

Throw your sabre at a ranged target. The range is three times your strength in metres. This is a Force Attack, but it may not be Force defended- all other defensive actions are allowed. It is at -2 to hit. Whe you use this power, you are without your sabre for three frames.

Requires: Push/Pull


BASH- Force 2, Frames 3

Use the Force to remotely hit an object with a firm, concentrated push. This can break small objects and barriers. It can be used against people but is not very effective; if it is used so, it is a Force attack with a base damage of 10- this damage is not increased by Outcome. It gets two hits on a Mook.

Requires: Lift


MASTER SABRE THROW- Force 3+x, Frames 3

As Sabre Throw, but your skill in guding the Lightsabre has increased. You may aim at multiple opponents, with the normal penalities, and X is the cost of each extra opponent. You no longer get the -2 to hit. All other rules as Sabre Throw.

Requires: Sabre Throw


COMBAT PUSH- Force 2, Frames 3

This is a powerful shove that aggressively throws an opponent down. This is not very useful against named characters, who will quickly regain their feet even if knocked down at all, but is a very useful way to take mooks out of a fight. Combat Push is a Force Attack with a base damage of zero, but a Mook Killing Power of +1.

Combat Push can also be used to pull weapons out of the hands of attackers. A successful hit will disarm a gun; you need an Outcome of two or more to remove a melee weapon and five or more to remove a Lightsabre (not very practical).

Requires: Bash


THROW- Force 2/3, Frames 1/3

This is as Push/Pull, but the object can be moved in any one direction instead of just towards or away- though doing it in a direction that is not towards or away is at +2 difficulty.

If used offensively, (using the second Force and Frame cost) you are throwing debris and other scattered objects at your target- this may be ruled impossible in some circumstances. This is a Force Attack with a base damage of 9; it cannot be Force Defended but any other Defensive Action may be used.

Requires: Combat Push


GRIP- Force 4, Frames 3

Use the Force to apply a potentially lethal squeeze to a target's insides. This can be used as a method of torture, execution, or non-lethal subdual. It is a Force Attack that does up to five points of damage (or one hit to a Mook) and renders the target immobile and incapable of attack. The damage is not reduced by Strength or armour but may be lower if you so chose. It may be sustained at a cost of two force per frame, doing an extra five damage for each frame- taking any other action, including a defensive one, breaks the Grip. You get +3 on all intimidate rolls against someone you are gripping.

Requires: Bash


MASTER THROW- Force 2/4, Frames 1/3

This represents an improved level of throw. There are no penalties for any direction of movement, and movement direction can even be bent up to ninety degrees in flight. When used offensively, the base damage becomes 12 (with an MKP of +1).

Requires: Throw


FLING
Frame cost: 4 Force cost: 1+X
This difficult Force attack is an impressive show of power, as you bodily pick up your opponent and toss him across a room, preferably into a wall. Fling can only be used when there is space for such an action to take place. The Outcome of a Fling attack is limited to X.

The target is moved the Outcome of the attack in metres in a practical direction of your choice. Regardless of distance thrown, it is always a simple stunt for a victim of Fling to grab onto a ledge or windowsill if the power would leave him in thin air. A Flung target must spend a frame to pick himself up, or climb back up.
Damage from Fling is twelve plus twice the Outcome against characters, or 12 against mooks and supermooks with a mook killing power equal to to the Outcome of the attack. Fling is a Force Attack. Unlike other Throw-based attacks, Force Defences can be used against it. The GM may rule that a lack of available hard surfaces reduces the damage of Fling.

Requires Master Throw and Grip


ASSAIL- No cost

This represents years of practice in the offensive kinetic powers until they have become instinctive. Assail gives you +1 to all Force Attack rolls made with powers from the Kinetic Tree.

Requires: Master Sabre Throw and Master Throw

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THE AGILITY TREE

This Tree is about using the Force for acrobatic use, conferring many advantages on a Jedi.

Note that after using any of these powers involving a Jump, you must wait at least three frames before using another Jump.


JUMP- Force 1, Frames x

This allows you to jump up to your Strength in metres. It is no faster than running, so the frame cost is the amount of time it would take you to run there in a straight line (even if straight upwards!). Some jumps may require an acrobatics roll for a safe landing.

Requires: This is a base power; like Push/Pull it is one of the last to be learnt.


SIDESTEP- Force 2, Frames 1

This represents effort made to concentrate on using the Force to avoid incoming fire. It increases your effective Strength by 3, for the purposes of reducing damage only. It lasts until the end of the sequence.

Requires: Jump


MASTER JUMP- Force 2+x, Frames x

As Jump, but the range is twice your strength in metres. This distance may be improved by one metre for each extra force point (the 'x' in 2+x) spent.

Requires: Jump


DEFENSIVE LEAP- Force 3, Frames 1/x

This is a Defensive Action that increases your dodge by two against ALL attacks made by you this frame. It may also be used to move as per Jump, but you must land at least half the distance away, and there may be no room in some areas. When using it to move, the frame cost becomes x, and the defensive bonus remains during the move.

Requires: Master Jump


FLYING CHARGE- Force 3, Frames 3

This is like Jump, but you may attack any targets you pass during the Jump, including any you land by (standard penalties apply for attacking more than one opponent). The difficulty for landing with a Flying Charge is normally higher.

You may also use Flying Charge during a standard move action, instead of jumping.

Requires: Master Jump


FLIP
Frame cost: 3 Force cost: 4
With an impressive leap, the Jedi flips over his opponent and strikes at him in mid air. Make an attack on your opponent; this attack is at -1 to hit. You then land at the other side of your opponent, and this may require a stunt roll is that area is obstructed or difficult. If this opponent attacks you before your next action, your dodge value is automatically increased by three.

Requires Master Jump


DODGE- Force 2, Frames 1

This is a defensive action. It increases your dodge by 3 against any single attack.

Requires: Jump


EVADE- Force X+1, Frames 0

Twist out of the way of an attack just before it hits you. Reduce damage of a successful attack just made on you by X.

Requires: Dodge and Sidestep


FALL- Force x, Frames 1

You may fall with no damage for two times x in metres, so long as you are near a wall (of between 80 and 100 degrees slope). The frame cost is not the length of the fall, it is the time to activate the power.

Requires: Jump


MASTER FALL- Force 5/x, Frames 1

As Fall, but any distance can be fallen so long as you are still near the wall.

If not next to a wall, you may instead use Master Fall to prepare during a fall for landing- reduce damage from the fall by two times x. The frame cost is not the length of the fall, it is the time to activate the power.

Requires: Fall

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THE LIVING FORCE TREE

These powers are all derived from the Living Force and relate to good instincts, acting spontaneously and correctly, and using the Force to affect others. Whilst not very useful in combat, this tree is highly effective in non-aggressive situations.

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SENSE- No cost

Sense is THE basic Force power, that enables you to sense disturbances in the Force, the presence of other minds, and to know what happens a second before it does- giving you your Jedi reflexes. Without Sense, you cannot use a sabre defensively (it takes more than speed to intercept laster blasts!). Unlike Intuition, you must actively tell me to use Sense if you want to check if something is wrong or if anyone is about.

Requires: This is the base power, and normally the first learned- in fact, most force users can do this by instinct, even if untrained. Basically, you aren't a proper force user if you do not take Sense!


SCAN- Force 1, Frames 3

Scan allows you to 'read' the mind of another. It does not give you their thoughts, but allows you to sense their emotions and intents. Scan is a Mind Trick.

Requires: Sense. This is another power Force Users do by instinct, though if untrained they will not realise they are doing it.


ELAN- Force 5/Special, Frames 0

Even Jedi make conventional mistakes- but such is their tie to the Force and the future, they far more rarely make large slip ups.

You may use Elan if you ever botch- it cancels the botch. Elan costs five force in combat, or reduces your Force rating for the rest of the story by one if used outside of conbat, like in a social situation.

Requires: Scan


INSTINCTS- no cost

Whereas Cosmic Force proponents tend to carefully predict and plan in advance, Living Force adherents tend to trust in the Force to help them to makre the right decision at the time, in the moment- to trust their instincts. Instincts is a Premonition power. If you use it before a story, I roll on the preminition table, adding all relevant bonuses and adding +1 if you reduce your Force rating by one for the episode.

Unlike other premionition powers, Instincts tells you nothing about the story to come. Instead, it makes you more likely to do things right DURING the story. In game terms, this comes in the form of re-rolls; you can declare a re-roll on any roll you like that you just made and were not happy with. A Minor Instinctive Feel gives you one such re-roll for the episode, a Good Feel gives you two, and a Great Feel 3.

Requires: Elan


EMPATHY- Force 2, Frames 1

This power allows you to sense relations between small groups of people, allowing you to work out who likes/dislikes whom. Light Siders tend to reveal more positive, and Dark Siders more negative, emotions. This can be very handy in gathering information. Inner Calm/Iron Will provides immunity to this power.

Requires: Scan


LEADERSHIP- Force 4, Frames 4

This uses the Force to have a powerful effect to accept you as their leader- by trust for a Light Sider, by fear for a Dark. Leadership is a Force Trick and reduces all leadership difficulties on rolls made by you on those you affected by four.

Requires: Empathy


AWE- Force 4, Frames 1

This uses the Force to make others hesistant to stand in your way. Anyone who attacks you this sequence must make a willpower roll against difficulty five, or their frame cost of all attacks on you for the rest of the combat increases by one.

Requires: Leadership


STAREDOWN- Force 4, Frames 1

This uses the Force to concentrate your intimidating personality on one target you can look into the eyes of. It only works on living creatures whose highest combat skill is 3 points or more lower than your highest. It only works on hostiles. Someone you have stared down must make a three frame attack on you (whether they were going to or not) and this attack misses automatically. Staredown does not work if you attack the target before his missed shot. It is very useful in settling an issue with a weak target you would rather not kill, or quickly removing someone as a threat in combat if outnumbered.

Requires: Awe


DISTRACT- Force 2, Frames 1

Use the Force to momentatrily deceive someone into thinking they saw or heard something. This is a Mind Trick; if successful it gives a +2 to all stealth-related rolls made against the target for a short time.

Requires: Scan


ENTRANCEMENT- Force 3, Frames 3+x

This is an extreme use of Mind Tricks to use the Force to lull someone into a stupor; the target remains stupified for as long as you keep whispering to him and using this power (so x is however long you like).

Requires: Distract


PERSUADE- Force 5, Frames 5

The classic mind trick, this persuades people to accept your logic as if it was his own idea. Using Persuade must be done in a suggestive way- "These are not the droids you are looking for" rather than "Go away and leave us alone". Statements that are too stong or ludicrous fail automatically.

Requires: Entrancement and Leadership


ILLUSION- Force 5, Frames 3

Strongly deceive the senses of a target. This is not a magic-style illusion, but a more powerful version of Distract. Illusion is a Mind Trick. It affects, by default, only one sense; for each sense past the first you want to fool, the resistance roll of the target is increased by one. It last for one frame plus one extra frame for each point the resistance roll failed by. It can be countered with dissipate IF the target realises he is being fooled. Attacks from ilusions do no damage and anyone with Scan will see an illusion for what it is if it takes aggressive action.

Requires: Persuade


BEWILDER- Force 3, Frames 3

This uses your ability to affect minds to aggressively impair the target by overwhelming his senses- this is not a Mind Trick, it is a Force Attack. If successful, it causes three points of impairment to the target. It lasts five frames, and can be sustained for one frame per two extra force points spent.

Requires: Illusion

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LIGHT AND DARK SIDE POWERS

These powers, for Light and Dark Siders, are not actually in their own trees, but are either individual or attached to the others- they are grouped together here for convenience.

That these powers are split Light and Dark is, in this game, meant not to indicate that one side of the Force can do things that the other side cannot- the Force is the Force. It is more a matter that Light Siders simply will not do some things with the Force- like using their emotions- and likewise the Dark Siders have no interest in the calmness of mind of the Jedi. These contrasting philosophies therefore mean that there are some uses of the Force that only Light, or only Dark, Siders will actually use.

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LIGHT

These powers increase the effect of the earlier powers, or help resist the Force being used against you.


MEDITATION- No cost

THis power represents the Jedi having learned the skilled art of meditation to gain insight into the Force. It increases your Force rating (not pool) by 1 for the purpose of using Cosmic Force powers, and adds 3 to wounds removed using Revitalise or Invigorate.

Requires: Inner Calm


AWARENESS- No cost

Counterpart to Meditation, this represents the Jedi having gained a special awareness of the Force flowing through things around him. It increases your Force rating (not pool) by 1 for the purpose of using Living Force powers, except Premonition powers.

Requires: Instincts


MASTER SIDESTEP- Force 5, Frames 0

Whereas Dark Siders concentrate on using the Force to harm others, Jedi develop better instincts in protecting themselves. Master Sidestep acts just as Sidestep to give +3 to your strength for the purpose of resisting damage (you may not use both), but at zero frame (and higher Force) cost.

Requires: Sidestep, and two Light Side only powers


INVIGORATE- No cost

The Jedi's link with the Force allows for greater stamina and refreshment. This power replaces Revitalise and removes 10 damage from you at the end of a major combat.

Requires: Revitalise


TRANSFER- Force x, Frames 1

Share your strength with another. Transfer allows you to refresh the Force pool of a friend you are next to by x.

Requires: Channel


DISRUPT- Force 3, Frames 3

This allows you to interfere with someone's relationship with the Force (Dark Siders have no time for such indirect atacks). This is a Force Attack; Force Defence can specifically be used as a passive dodge against this power if so wanted. If successful, the target can only use the base powers of each tree. It lasts five frames, plus an amount of frames equal to the outcome of the attack, can can be cancelled by the target by spending an amount of force pool equal to the amount of frames it has left to run.

Requires: Transfer


ABSORPTION- Force X, Frames 2

The Force is the Jedi's ally, and it will not harm him... this works like Channel (and so is a Force Defence power), but instead of deflecting the attack, it aborbs and even reflexcts the energy. If you fail to beat the Force attack, you MUST spend the difference in Force to counter it- and if you cannot afford it, you lose all your Force pool and the attack is not stopped.

However, if you beat the attack roll, the attack is countered and you gain 1 force pool, plus one force pool for each point of Outcome. This pool can take you above your maximum, but can only be used for an immediate Force attack you make back at your opponent- this can be any force attack you have, or the power that was used against you.

Requires: Disrupt


FLOW OF THE FORCE- Frames 0, Force 1

One the Jedi truly feels the Force flow though him, he can use it with ease. Declare Flow of the Force at the start of a sequence- it reduces your Initiative by one when used. For that sequence, all Force costs are reduced by one, to a minimum of one for power uses, and a minimum of zero for Sustain costs.

Requires: Meditation, Awareness and Absorbtion


HARMONY- No cost

The most powerful Jedi can easily refute the Force used as a weapon. Harmony adds one to all Force Defence rolls you make.

Requires: Serenity, Invigorate and Absorption

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GUN TRICKS

These are all about neat uses of ranged weaponry. They all work on instinct and need no prerequisite other than a decent Guns skill.

Some of these may be familiar to players of my Matrix game- but note that lacking things like Burst Fire, guns are calibrated differently here.

Also note that these Gun Tricks are designed to encourage the use of pistols over rifles- purely because all the dangerous gun users in the films seem to prefer pistols...

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BOTH GUNS BLAZING

This enables you to wield and fire two one-handed pistols at the same time. Whilst more difficult to be accurate, this allows you to do greater damage to targets, and be more likely to down a mook (though Carnival of Carnage is better for mook killing).

You attack with two guns with a single attack. If you hit a target whilst using Both Guns Blazing, he takes the damage from both guns at once, though his strength is subtracted twice. The Outcome is applied once. So, if you use BGB with two pistols that do 12 damage each, the final damage would be 24- twice the target's strength + the outcome of the shot. The minimum extra damage a BGB attack can do, compared to a single gun attack, is +1 more than normal.

Against Mooks, a BGB shot gets a Mook Killing Power bonus of +1 if the combined damage of the two guns is 18, and another +1 for every two points of damage past that.

Both Guns Blazing also allows you to shoot at two targets at once, with the standard -2 penalty.

Level 1- You may fire two pistols at once, but with -1 to hit.

Level 2- You may fire two pistols at once with no penalty

Level 3- Instead of making one combined attack, you may make two seperate gun attacks for three frames, though both are at -1 to hit.

Level 4- Attempts to take defensive actions against your BGB fire (using the basic version, not the Level 3 power) take an extra frame- unless that action protects against multiple attacks (Reflection burns up two uses against this)


CARNIVAL OF CARNAGE

This is exactly as the Blade Trick, but for guns.

(Note- this is Coppertop Killer from the Matrix game)


EAGLE EYE

This allows very precise shots with your weapon. Each level of Eagle Eye (up to four) reduces any penalties to hit from range or armour by one, and from cover by two. Also some enemies in Star Wars have 'weak points'- these can be targetted more easily by those with Eagle Eye.


FLURRY FIRE

All SW Blasters can fire repeatedly and with little recoil. This Trick allows you to blat out very large amounts of firepower from a weapon (note that slow firing weapons cannot be flurry fired)

Level 1- You may make three attacks on the same target in a three frame action. Each attack is at -4 to hit.

Level 2- This gives you the ability to Pin with a standard weapon when using Flurry Fire (see gun rules)

Level 3- Your flurry attacks are at -3 to hit.

Level 4- Your flurry attacks are at -2 to hit.


GUNSLINGER

This Trick gives you great skill when wielding a single pistol, like the man Han Solo himself... Gunslingers tend to carry their blasters in low holsters for easy access and a quick draw.

Level 1- You take zero frames to draw your pistol, and if you may increase your initiative by one if your first action will be firing your pistol.

Level 2- Heavy Pistol attacks only take you two frames. Light pistol attacks do +4 damage.

Level 3- You may choose a specific make of pistol; you do +2 damage with that particular make

Level 4- You get +1 to hit with your chosen pistol type

Note that as you may only use one trick at a time, when carrying two pistols you must chose whether to use one as a Gunslinger, or two with Both Guns Blazing. Having both tricks makes you flexible- Jango did it.

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There are two other Gun Tricks- Big Guns and Hair-trigger Neck Hairs- but they are for non-force templates only. 'Big Guns' does not suit you, and HTNH is rendered obsolete by having Force Intuition (it stops you being surprised).

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COMBAT TRICKS

Remember, like Force powers, some of these powers require prerequisites

Some Combat Tricks are 'Predictable'. Each time you have already used a Predictable attack in a sequence, it gets -1 to hit the next time you use it. These penalites disappear at the start of each sequence.

Path 1- Martial Arts

A trained style, the default unarmed style a Jedi learns


CHANNEL- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1


SURPRISE STRIKE- Pool 1, Frames 3- requires Channel

Make an unarmed attack. That attack gets +2 to hit.


FLYING KICK- Pool 2, Frames 3- Requires Surprise Attack

Make an unarmed attack. Flying Kick needs some room to perform. it does strength +5 damage, and has a Killing Power of +3. Predictable.


THROW- Pool 1, Frames 0

Use when you are unarmed and a melee attack just missed you. Make an attack which, if successful, sends your opponent prone. The damage from this attack is not increased by Outcome.


HOLD- Pool 2, Frames 0- Requires Throw

As Throw, but Grapples your opponent rather than proning them.


DISARM- Pool 3, Frames 0- Requires Hold

Use against any armed attack made against you at close range which missed, whilst you are unarmed. Make an attack back; if you hit your opponent drops his weapon. If you succeeded by two or more, you can instead take the weapon yourself. This is at no penalty aginst guns, +2 difficulty against a melee weapon, and +5 difficulty against a lightsabre.


Path 2- Street Fighting

A vicious style learned out in the Galaxy, the hard way.


HARD STRIKE- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1


HEAD BUTT- Pool 1, Frames 0- requires Hard Strike

Use when a close combat attack just missed you. Immediately attack back. This attack does Strength +4 damage and has a Killing Power of +1. Predictable.


NERVE ATTACK- Pool 3, Frames 3- requires Head Butt

Make an unarmed attack. That attack does Strength +5 damage, with a Killing Power of +2. It may not work on non-humanoids, droids, and some aliens.


TRIP- Pool 1, Frames 3

Make an unarmed attack- however, you may be carrying a melee weapon. If successful, the target takes your strength in damage, though not increased by Outcome, and is sent Prone.


KNEE DROP- Pool 1, Frames 3- requires Trip

Make an unarmed attack- however, you may be carrying a melee weapon. This attack must be on a Prone opponent. It gets +2 to hit, and does Strength +3 damage with a Killing Power of +1.


BEAR HUG- Pool 1, Frames 3- requires Knee Drop

Attempt to squeeze the life out of someone. Make an unarmed attack. If successful, you have Grappled your opponent. This will kill a mook in six frames. Againt named characters, it does nothing for three frames but then their damage increases (eithout reduction) by your strength for every three frames after that until they are either dead, freed or released.


Path 3- Melee Weapons

This path represents training in non-Lightsabre melee weaponry.


PARRY- Pool 1, Frames 1

This is a defensive action you may use whilst armed, against a close range attack. It increases your dodge by 3.


COUP DE GRACE- Pool 1, Frames 3

Make an armed attack against as prone opponent. It does +4 damage and increases the Killing Power of the weapon by two.


TWIN ATTACK- Pool 1, Frames 3

Make an armed attack against two nearby opponents without penalty.


QUICK ATTACK- Pool 1, Frames 2- requires Twin Attack

Make a fast armed attack. This may be snapped but not super-snapped.


CUT AND ROLL- Pool 2, Frames 3- requires Twin Attack and Parry

Make an armed attack. If your target attacks you before you act again, you may make an active dodge at zero frame cost.


STRIKE OF THE MASTER- Pool 2, Frames 3- requires 'Cut and Roll' and Quick Attack

Honed with years of practice, you may use this power AFTER an armed attack roll to add 3 to the final result. Predictable.


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TRAINING- No cost

Training does not do anything, as such, But taking Training increases your maximum combat pool by two points, rather than the one you get normally for a Combat Trick. Training may be taken multiple times.

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PILOT TRICKS

These represent instinctive advantages in ship-to-ship combat. They mostly give bonuses on specific tasks you perform in space combat. They are bought in levels, like Gun and Blade Tricks.

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DOGFIGHTER

1) When Dogfighting, resolve your attack with the
Hunting and Duelling attacks.

2) When Dogfighting, get plus two to hit if your
Performance outranks your target (rather than plus
one).

3) When Dogfighting, you may select your target from
any valid target.

4) When Dogfighting, get plus one to hit if your
Thrust outranks your target.

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HUNTER

1) When Hunting, get plus one to hit if someone
Evades.

2) When Hunting, get plus one to hit if your opponent
Breaks Away and your opponent gets minus one to hit if
you Break Away.

3) When Hunting, people don't get the automatic bonus
of one when attacking you.

4) When Hunting a Pilot, treat Armour as one less when
resolving damage.

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BOMBARDIER

1) When Bomb Running, get plus one to hit.

2) When Bomb Running, increase the Payload value by
three.

3) When Bomb Running, people don't get the automatic
bonus of one when attacking you.

4) When Bomb Running, resolve your attack with the
Dogfighting Actions.

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DAREDEVIL

1) When Evading, you are at minus four to hit (rather
than minus three).

2) If not in a Combat or a Chase, reduce all Pilot
difficulties by two.

3) In a Chase, treat your Pilot skill as one higher
than it really is.

4) In a Chase, treat all obstacle ratings as two lower
than they really are.

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TACTICIAN

1) Unless you opponent has the Tactician schtick,
always treat your roll to break an initiative deadlock
as seven.

2) If your action is Covering and no-one Hunts your
target, your action switches to Dogfighting.

3) For Initiative, treat your Thrust as one higher
than it really is.

4) Pick two other ships on your side. For Initiative,
treat their Thrust as one higher than it really is.

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MERITS

These represent background advantages to your character. Some Mertis cost more than one of your available Merits to 'take', they are noted as such.

Note that Merits are only available to 'buy; at character creation, representing links you have made during your life up until the start of play. Once you start playing, Merits are gained (or lost) entirely though role-playing- you cannot simply buy more with experience. Some Merits- like Lucky- can only ever be gained at character creation.

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MENTOR

A Master character with whom you have a special relationship, usually the one who trained you. Although usually unable to help in person, he or she will be around to offer advice. Don't worry if you are a Master yourself and want to take this - Ben had Yoda in the later films.

This merit is inappropriate for Dark Siders.


ALLY

A non-Jedi NPC who you can count on for support and help.


CONTACT

An information source. This can be bought several times. Each time it is bought you must state where your contact is. If you need inspiration try one of these: Jedi Archive, Jedi Council (worth 2 merits), the Hutts, the Senate, the Pirate Clans, Corellian Navy, Bounty Hunters...


STARSHIP

A ship of your own, up to freighter size. Ship customising rules will follow.


TIES (costs 3)

A more powerful version of contacts, meaning you also have some official standing, or even rank, inside the organisation. Note this has to be appropriate- Jedi cannot have Ties to pirate clans, or Dark Siders to the Jedi Archives- you simplky would not be members of such things!


FAMOUS MASTER

Your Master was/is a famed man, and some of the respect he gets rubs off on to you. This duplicates the Master reaction bonus from Jedi (and so obviously cannot be taken by Masters). It is Light Side only.


HIGHER PURPOSE (Light side)/POWER HUNGRY (Dark Side)

You are extraordinarily driven and dedicated. You may re-roll (once) any failed Willpower roll.


LUCKY (costs 3)

The Force is with you... you may re-roll two failed rolls per game. Note this is in addition to any re-rolls you get from Instincts, and unlike Instincts can only re-roll failed rolls.


REPUTATION (costs 2)

A particular act (which you must define) has made you famous through the Galaxy. This adds +2 to your reaction rolls with non-Jedi, but only in an appropriate way- i.e. a Jedi's reputation will be based on some great good he as done, so he will persuade others better. A Dark Sider would have a reputation for some horiffic or devastating act, and so will intimidate others better.

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TALENTS

Talents are unique advantages that the most powerful of Force potentiasl were born with, and can never be duplicated by experience. At this point, only the Acolyte and the Orphan get Talents; they may chose one only, and it is permanent- others cna never be gained.


LIGHT SIDE TALENTS:

Sensitive- the Jedi is very receptive to the nuances of the Force. His Force rating (not pool) is treated as being one higher when using Cosmic Force powers, and he heals 3 more damage when using Revitalise or Invigorate. The Force rating increase is cumulative with meditation, the healing bonus is not.

Attuned- the Jedi is in touch with the Living Force. His Force rating (not pool) is treated as being one higher when using Living Force powers. The Force rating increase is cumulative with meditation.

Highly Symbiotic- the Jedi's biology is in perfect tune with the Midi-Chlorians, and he hears the Will of the Force more easily than others. He gains +1 on all Predictive rolls.


DARK SIDE TALENTS:

Gifted- the Dark Sider has great talent and power in commanding the Force to flow though him. Gifted increases your Force pool (not rating!) by +3.

Persuasive- The Dark Sider is a natural genius at using the Force to manipulate and control others. When using any Mind Tricks, his Force rating is treated as being two points higher than it is.

Emotional- The Dark Sider is greatly in touch with the powers that drive him. All Force powers cost him one less Force to use. This cannot reduce an X cost.

Ushgarak
DUELLING


BASICS:


As the man himself (Count Dooku) made clear, when two Force users who are even remotely close in power meet, it is their skills in the Lightsabre that will decide the day. Your Force powers can slow and irritate Jedi- and are very useful against non-Force users- but we all know the truth- the sabre is the decisive factor in seeing who wins the fight.

So important is the very concept of Lightsabre duelling to the Star Wars franchise, that the standard combat system really does not do the ideal justice. Instead, when two sabre users meet in combat, a special duelling system is used to decide the issue.

This system is based around the idea that 99% of your sabre blows will not meet their target, instead being dodged or parried. When you score 'hits' in a duel, this actually represents you slowly building up an advantage in the fight. If you win the fight, this means you have hit your opponent- the first to hit has inevitably won. The more you win thr fight by, the more harm you will have done to your opponent; the hit can range from a disabling but ultimately superficial wound, to an outright kill.

The issue is decided in a way not dissimilar to tennis. Duelling is split into a number of consecutive rounds. Each time you win a round, you socre a point, First player to five points wins- IF you are more than one point clear of your opponent. So ultimately, the victor in a duel is the first to five or more points, and is at least two points clear of the other duellist.

One player starts as attacker, the other as defender; each round the two swap. Attackers win drawn rounds, so this is important- it is also important to note that, just as in tennis, you must break your opponent's 'serve', in which he has the advantage, to win the fight.

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MAKING YOUR MOVE IN A ROUND

Each round, you aim to outfight your opponent, win the round, and score a point. Each move you make in a round will have a final score. If your score is higher than your opponent's, then you win the round! As noted, attackers win draws.

Your score is a combination of four things:

1. Your Lightsabre skill. This is obviously important!

2. One of Strength, Agility and Dexterity, depending on what kind of move you have made

3. The competency of the move (see below)

4. Outguessing your opponent's move (see below)

This number may be reduced by some factors- unfavourable circumstances, or if you are outnumbered, or if you were impaired by damage before the fight started.

The first is easy. Your Lightsabre skill is always the base score for any move you ever make.

The second is more fluid. Each time you attack, you may make one of three types of an attack

Power attacks attempt to overwhelm your opponent by sheer force. Power attacks add your Strength to your Lightsabre score.

Classic attacks attempot to outfight your opponent by sheer swordplay. Classic attacks add your Dexterity to your Lightsabre score.

Outflank attacks use speed and acrobatic manoeuvres to get around your opponent's guard. Ouflank attacks add your Agility to your Lightsabre score.

The third add, the competency bonus, is an indication that sometimes your blows are better executed than others. It is entirely down to which move you play, based on your selection (more details below)

The final add is bonus added according to what moves were played by each side. Basically, some moves 'beat' others to give you a +2 bonus.

Power moves bash aside the careful guards of the Classic Style, and get a +2 bonus against Classic moves.

Classic moves are well-prepared for a mobile opponent and undo their fancy manoeuvres with sheer simplicity, and get a +2 bonus against Outflank moves.

Outflank moves easily avoid the clumsy attacks of the Power style, and get a +2 bonus against Power moves.

Example- two duellists with a Lightsabre skill of 14 are duelling. Duellist A is attacking. He makes an Outflank move, with an Agility of six. There is no competency bonus. Six and 14 make a total of twenty. His opponent has played a Power move. His strength is 8, so his final total is 22. But because an Outflank beats a Power, A gets another +2 bonus, making his score 22 also.

The final score is 22 each, and because A is the attacker, he wins the round, by virtue of having outguessed his opponent

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SELECTING YOUR MOVES, AND SUBMITTING THEM

That is the theory- but how do these moves come about? Simply put, the fights are broken up into 'sets' of five rounds each. In each set, you are therefore required to make five moves. You will have SIX moves available, and each round you chose which of the available moves to make. At the start of each new set, you refresh with six new potential moves.

Obviously enough- else the whole Power/Classic/Outflank thing would not work- when you pick your move, you do it IN SECRET, PMing me which one you have made. When the submissions are done, I will post the results.

The way you chose the six available moves each set is as follows:

1. You always have one each of Power, Classic and Outflank

2. You can choose three more of any type you wish.

This choice is also made in secret, at the start of each set.

The competency bonus is built into the move. Imagine each time you pick a move, you are actually picking from a deck of six, for each move. Three of the 'cards' in that deck are Medium moves, with a boinus of +1. Two of them are weak, with no bonus. One of them is a strong move, with a bonus of +2.

When you pick your moves and submit them to me, I will PM you back, and tell you how competent the moves you picked were.

Example- duellist B, with his Strength of 8, decides he will play to his Strength (no pun intended) and take three extra Strength moves. He submits this selection to me, and I PM him back what he ended up with, which is:

1 Classic Move at +1 (Medium)
One Outflank at +2 (Strong)
Two Power moves at +1 (Medium)
Two Power moves at +0 (Weak)

Hmm, he could have done better there, but that is luck for you. Furthermore, going for 3 extra strengths is obvious- his opponent might well have guessed he would do that, and taken lots of Outflank moves deliberately to beat them.

And so then, for each of the five rounds in the set, you chose which of your moves to play- your available moves ever dwindling until the new set starts. This is all part of the tactics of duelling!

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COMPLICATIONS

Duelling more than one person: This creates several differences

1. Duelling order. The side with two or more sort of take it in turns to be attacker or defender, though that can get a little odd sometimes. I will tell you what is happening at the time. The person whose turn it is not simply waits, for now.

2. Outnumbered disadvantage- for each opponent more thn the first there is on the opposite side, your skill is reduced by one. However, each level you have in Multiple Attack will remove this penalt by one point.

3. Greater opportunity. The side with the greater numbers receives another advantage- their moves still refresh every set (five rounds), but they have to use far less oif them, as they will be sharing duties with their partner(s). Therefore, you can concentrate on the decent moves you drew, and ignore the crappy ones.

If a side with more than one person loses a duel, the person who won the least rounds is the person who gets hit. If that is a draw, it is the person who LOST the MOST rounds who gets hit; if still a draw, it simply comes down to the person whose turn it is to be attacker/defender.


Duelling during a larger fight: This happens sometimes. For now, a house rule exists that you cannot attack people who are duelling, unless you sabre up and join the duel yourself. Meanwhile, each round takes three frames, so other payers dispatching other enmies may come to your aid or hindrance during the fight

If another player joins a duel, the duelling order is re-calculated, and both sides lose a point as the situation re-adjusts.

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FLEEING

If things are going badly, you may announce your intent to flee at the start of any round. This immedaitely means you cannot win the fight but gives you a chance to escape.

If this happens, the score is immediately reduced to zero each, The fight then conintues as normal, except the 'victor' is now thr first to two points, and he does not need to be clear by more than one. If the person who was trying to flee now 'wins', he has successfully fled. If the other person wins, he has hit you as normal.

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BEING HIT

When you lose a fight, you are hit. A random factor is added to the amount of rounds you lost the duel by, to give a final result. You may only receive a light wound which disables you- the equivalent of about 25 points of damage. You may receive a more severe wound- 30 or 40 points, which may well kill you depending on how you were before the fight. A wound like this often involves losing a limb. If you lose a duel heavily, it may well cause an instand kill with no death check.

Regardless, if you survive a duel you just lost (including being on the losing side but not being hit) you ALWAYS have a chance to escape, and will escape successfully- the victor will not be able to pursue and force a new duel.

-

And that is more or less that! Again, feel free to ask any questons...

Ushgarak
This is the first page of the Force Trees, for reference.

Ushgarak
And here is page 2.

Ushgarak
MASTER TRICKS

Master Tricks are all keyed into boosting the effects of Force powers. They represent the skill Masters have in fine manipulation of the Force, which gives them abilities beyond that of the merely talented.


Standard Tricks

CARNIVAL OF CARNAGE
The Force is a weapon, and where there is a weapon, there is a way to kill mooks quickly. This is exactly as the Blade/Gun version of the power, except it works for Force attacks. The difference is level 3, which does not reduce the frame cost of such an attack to two, instead it allows you to Snap the attack for no penalty.


POWER THROUGH PATIENCE/FOCUS OF WILL
One of the best tricks Masters display are in highly extreme use of Force powers. When Yoda yanks the X-Wing out of the swamp, or Dooku brings the ceiling down upon Yoda, they are performing feats beyond the scope of the standard Force user- feats that would require Force ratings of 20 or more, where the standard maximum is 15. These MAsters know the secret that seems so hard to teach to younger ones- that all it takes is a little time and oncentration. Light Siders see this as a factor of letting the Force flow though you with calm and patience and use the first name. Dark Siders see it as a matter of focussing their will upon the target concerned, and use the second.

Either way, the effect is the same- the Trick allows you to increase your Force rating for a single use of a power, by spending frames first, suring which your Force rating increases. This only increases your Rating, not your pool, and it does not affect Force Attacks or Mind Tricks- this power is about lifting X-Wings, or using Sense to check out a neighourhood rather than a room- not persuading people to shoot themselves in the head, or Combat Pushing someone so hard they go into orbit.


Level 1- For each frame you delay the use of the Force power, you can add one to your Force rating, up to a maximum of a quarter again of your Force rating, rounded down- so a Master with Force 13 could increase it to 16.

Level 2- as above, but you can now add up to half rounded down- so a Master with Force 13 could raise it to 19.

Level 3- as above, but you can now up to double your rating- so a Master with Force 13 could raise it to 26.

Level 4- as above, but you now increase your Force rating by two points for each frame you wait.


COMBINE

This Trick allows you to use two Force attacks in one go. This can be the same attack on two different targets, two different attacks on two different targets, or even two different attacks on the same target- the one thing you cannot do is use the same attack twice on one target (Throw and Master Throw count as the same power for this purpose). Sabre Throws cannot be Combined. You only pay the higher frame cost; the Force cost depends on your level in this trick- you pay for both powers at once; the cost of the more expensive is increased.

Level 1- Double the cost of the more expensive of the two powers
Level 2- Increase by 50% the cost of the more expensive of the two powers
Level 3- Simply pay one extra force point to use both.
Level 4- No increase in cost.

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Philosophy Tricks

These Master Tricks also boost Force powers, but are based around your character's view of the Force. As such, a character may only have one Philosophy Trick. Taking a Philosophy Trick is a commitment to a certain point of view, so your character's personality should represent that.


PULSE OF THE FORCE

The Living Force is the embodiment of life all around us. Its advocates are superbly Instinctive, and live by action and trusting in the Force to guide them.

Level 1- Your result using the Predictive power 'Instincts' is improved by one category. When using Scan, your Force rating counts as two higher than normal

Level 2- This duplicates- and works on top of- the Force Power 'Awareness'

Level 3- Your Force rating is now two higher when using any Mind Trick, not just Scan.

Level 4- You receive a permanent +1 bonus to Initiative.


WISDOM OF THE FORCE

The Cosmic Force surrounds us, peentrates us, binds us all together. It tells us of the future, and of the wisdom we can gain by concentration and study.

Level 1- Your result using the Predictive power 'Foresight' is improved by one category, or your 'Dreams' roll is increased by one.. The Force poiwer 'Intuition' will never fail to warn you of danger.

Level 2- You receive +1 to your Force pool

Level 3- Once per story, you may use a power that reduces your Force rating for the story with one less reduction than normal (i.e. getting one point worth for free); this can be used with Predictive powers.

Level 4- You receive +3 (in total, not cumulsative with Level 2) to your Force pool


POWER OF THE FORCE

Pure adovcates of the Dark Side of the Force emphasise its power, sheer will, and relentless intent. Light Siders cannot take ths Trick!

Level 1- Your result using the Predictive power 'Manifest Destiny' is improved by one category. All Dark Side powers cost you one less Force, to a minimum of one.

Level 2- You may use Iron Will whilst taking other actions with no penalty; you may double the effect of Obfuscate and Master Obfuscate. When using 'Domination', count your Force rating as being one higher than it is.

Level 3- Strength from, Fear now gives you +2 against the target; each use of Emotions gives you +3.

Level 4- You receive +1 to all Force attack rolls.


STRENGTH OF THE FORCE

Advocates of the Light Side inevitably champion its passive wisdom- but also talk of the true Strength within, as opposed to the seeming but petty power of the Dark. Dark Siders cannot take this Trick!

Level 1- This duplicates- and works on top of- the Force Power 'Meditation'. You receive +2 to all Serenity rolls, and +2 on all Orator re-rolls

Level 2- You get +2 to all Force Defence rolls

Level 3- All Light SIde powers get -1 to the Force costs, even down to zero

Level 4- Your passive dodge is permanently increased by one.

Ushgarak
WEAPONRY REFERENCE

Here is the reference as to damage done by weapons in the Star Wars game.

Note that there are limits to how much equipment you can carry. Unlike Matrix, this is not related to any semblance of realism, simply style. You may carry:

A. One Melee weapon. For you guys, this is always a Lightsabre! This could also be two lightsabres if you use two, or a double-ended one if you use that, but it always conceptually counts as a single weapon- so if you drop 'it' when using two, you drop both. You don't get spares unles the plot gives you one.

B. One rifle, or up to two pistols

C. Any Devices you carry (obviously not relevant to you guys)

Larger weapons are more difficult to hide.

Note that there is no need to keep track of ammunition in Star Wars. Also note that the gun ethic in SW is very much encouraging you to usde pistols, as the heroes/villains on film do.

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Assault Rifle- damage 11, +2 to hit (up to 10)

Assault rifles are the standard firearm type of the massed forces in the galaxy- including Stormtroopers and Battle Droids. Assault rifles are mass production models, and like many mass-produced types in the galaxy are of lower quality than heroes would like.

Assault rifles are designed to fire rapidly, and this they do well, but at the expense of power and accuracy. Battle Droids use the standard carbine model, but Clone Troopers are issued with a much longer full-rifle version, which increases the reange but is far more bulky. By the time of the Original Films, stormtroopers are using droid-like carbines again.

Assault rifles are only worth firing in burst mode. Their damage in this mode is 11. When fired in this mode, the multiple shots give you +2 your gun skill... but only up to a maximum of ten. If your gun skill is ten or more, you get no accuracy bonus- the gun is just too damn inaccurate for precision shooting! However, this bonus does make mooks more dangerous, especially in large numbers.


Blaster Pistol- damage 9, two frames to fire

From the elegeant Naboo sidearms to Jango Fett's slim silvery pistols, in the Prequel era the ethic is very much towards light pistols. These pistols can be fired very rapidly but lack stopping power, in the vague terms of how 'damage' works in this system. Gun Tricks like Gunslinger or Both Guns Blazing can work very well with these, as Jango liked.


Heavy Pistol- damage 13, Killing Power +1

By the time of the Original films, sleek is out and chunky is in, and people like Han Solo carried serious firearms. These guns take the standard three frames to fire but are the equivalent of modern day Magnums- a lot of stopping power! There is nothing to stop you taking Heavy guns in the Prequel era.

It's a tough call as to what is better out of Light or Heavy pistols


Heavy Assault Rifle- damage 13

This is simply a Rifle with the power unit of a heavy pistol. Because it requires two hands to fire and is more bulky, most prefer the pistol variant- but the rifle does have a longer range and might find more use amongst mooks.


Bowcaster- damage 13, can be charged

This two handed weapon, favoured by Wookies, is more likely to be used as a larger weapon by players than a rifle. Although it cannot be reasonably fired one handed, it can be charged (taking one frame) making an immediately subsequent shot do 15 damage instead of 13.

Nearly all weapon types can fit into these categories. A sonic blaster, for example, is a Heavy Pistol, that Lightsabre gets -2 as a dodge against, but with much shorter range.

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Melee Weapons

Unarmed attack- Strength +1 damage

Cudgel/knife- Strangth +2 damage

Sword/Vibroknife- Strength +3 damage

Vibrosword/vibroaxe- Strength +4 damage. Killing Power +1

Note that using such weapons against Lightsabres is very unsafe.

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Lightsabres

Obviously, these weapons are pretty damn devastating, and that you have one is one of your main advantages. Because these are designed against people using ranged weapons, they HAVE to be amazing!

Damage: 20. Killing Power: +2. Ignores all armour.

Note that the damage of 20, unlike other melee weapons, is NOT increased by strength- Lightsabres have an amazing base damage regardless of the strength of the wielder, as they cut through without effort. The Killing Power of +2 makes it almost laughably easy to kill mooks, and Lightsabres are in hysterics against armoured opponents.

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Neurowhips

The signature weapon of the Osokan Hunting Guilds is of a technological sophistication similar to a Lightsabre, and is likewise constructed individually by each Hunter. The Neurowhip's purpose is to disable rather than to kill, with another weapon sued to kill once the target is rendered incapable. The energy strands of a Neurowhip hit opponents easily and soon disrupt their brain and nervous system to the point of permanent paralysis.

Damage: 13. Killing Power: +2. Causes Neurodamage

Note that like Lightsabres, Neurowhips are Energy weapons, and so do damage based on a fixed number, not the wielder's Strength. Also, energy weapons can fight Lightsabres in close combat without risk.

The Killing power of +2 is very high for a weapon of damage 13; this is to represent the whip's disabling properties against Mooks (who do not take neurodamage)

Neurodamage

Neurodamage is counted like normal damage. Unlike normal damage, however, hits from Neurodamage wepaons are all ACTUAL hits, not just glancing blows or near misses or diminishing luck. Neurodamage cuases little physical harm but is extremely painful and quickly disrupts a person's biorhythmns.

The proportion of your total damage that is Neurodamage is counted seperately. Every ten points of neurodamage gives you one point of impairment. Also, as it is causing damage in general, you still suffer standard impairment at 25 and 30 points of damage. Neurodamage tops out at 30, at which point the subject will be at -5 impairment and effectively paralyzed. Neurowhips do no more damage at this point and another weapon mut be used. If, due to damage from other sources, a hit from a neurowhip makes you require a death check, the difficulty of that check is halved.

Armour is very effective against Neurowhips, which need to make near contact with the body. Artificial armour counts its value doubled against Neurowhips. However, natural armour- given by Alien Tricks or Creature powers- only gets its standard allocation; Neurowhips were designed to hunt such creatures, after all.

Ushgarak
Pinning and Heavy Weaponry

Couple of new rules here for some game mechanics you may see used more in future games. Flurry Fire users may remmeber that that Trick allows them to Pin, so make use of it...

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Pinning

Pinning is the art of using gunfire to forcibly keep enemies' heads down. Its cousin, Covering Fire, stops enemies bothering your friends.

To pin with a weapon, you need a weapon capable of pinning (I'll tell you), or a blaster used with the Flurry Fire ability. If you can Pin, you can also Cover Fire. To do either, simply declare your wish to do so when you fire, after the target decides whether to dodge- however, unless explicity stated for the weapon, Pinning and Covering Fire does no damage. It is purely useful in other ways. Also, Pinning and Covering Fire annot be performed at Melee range.

Pinning or Covering Fire is sucessful if you either hit by two or more, or if your target takes any form of Defensive Action (remember, you declare to pin after he deicides if to take a defence or not)

If successful, a Pinned opponent can neither move towards you or attack you for three frames. Hit a target with covering fire, and he cannot attack a friend of your choice for three frames, unless that friend attacks him.

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Heavy Weaponry

Rocket Launchers, Concussion Rifles, High Yield Plasma cannons... the Heavy Weapons skill refers to all varieties of heavy duty combat gear. Mostly to be used by non-player characters, the skill is available for all to buy if they really want to.

Heavy Weapons work differently from normal guns, and are characterised by three rules:

1. A Minimum Strength requirement to aim correctly

2. Slow firing- normally four frames a shot

3. A burst radius.

The burst radius gives the Heavy Weapon its main ability. Heavy Weapon damage is not considered to be a direct hit, which would likely vaporise anybody, but instead the effect caused by the explosion/ air implosion/plasma burst, or whatever. This has the following effects:

1. Heavy Weapons fire cannot have Defensive Actions used against it- you simply won't get out the way, and your sabre isn't much use! Post damage effects like Evade work fine

2. Heavy Weapons fire targets everyone in a general area, friend or foe.

3. Heavy Weapons fire can 'near miss'. Any Heavy Weapons attack that misses by 5 or less, still does damage!

4. Heavy Weapons Fire can be dived out of the way from, replacing a Defensive action as the means for avoiding it. It costs one frame to dive out the way, and another to get up. The success of your dive is done on an acrobatics (normally based on Lightsabre) roll, with a difficulty depending on circumstance.

Heavy Weapon damage is normally very high- up to 24- but is modified by what happened.

Direct hits that are not dived away from do full damage- not good!

Direct hits that were dived away from do half base damage.

Near misses that are not dived away from do half the base damage, but no more (i.e. Outcome is not added)

Near misses that were dived away from do a quarter of base damage and no more, which will likely be no damage at all unless your Strength is very low.

Ushgarak
Ok, this thread has now been updated and is ready for the new game!

Red X
....Ok P.Ming fire laughing out loud

Few Questions, the Sabre Master TRicks, it counts like a Sabre Trick right?

Second, the heavy guns thing, is there a limit to each template what gun they can hold?

Bespin Bart
It's 1 gun for everyone, but only if you can use a gun in the first place! Athletes can, and so can their Renegade counter-parts (psst, that's me!).

Baylin
phew that took some glancing over, I'll have rah updated asap!

Ushgarak
Master Tricks are not for Sabres, Vlad- you need to be a Master to use them.

Sabremaster is a Blade Trick though.

Ushgarak
Note: Power of the Force now also helps with the Force Power Domination

Red X
Ush, I wanna change Multiple Attacks Level 3 to Agile Combatant Level 3...

DarkDethbringer
Is a dark jedi battle going to happen here? I was told that by Captain REX.

Captain REX
Not here...different thread...

DarkDethbringer
can you use combat if youre equiped with a lightsaber such as can you while using alightsaber suddenly do a flying kick???

Ushgarak
Nope- it is a little vague, but conceptually you are only ready for one type of fighting at a time- Lightsabre, Conbat or Guns.

The exception is the Force, which you can use offensively at any time.

Bardock42
hmm I wasn' sure where to post that question, how exactly do allies work (I did a search on ally and allies) and will it be possible to use them during Episode III (Diplomatic Mission)?

Ushgarak
Allies have lives of their own; you can ask them for help at any juncture that appears appropriate, but one of the things that makes them less likely to come is if you used them recently already.

They also get built into some games by default.

bartdude
u have two many rules

DarkDethbringer
well thats to damn bad for you! and where is the dueling mechanics?

Bespin Bart
http://www.killermovies.com/forums/showthread.php?s=&postid=1508808#post1508808

Right there, Dark...


Question from the bug!

Are people with the skill Heavy Weaponry allowed to carry a heavy weapon when the mission allows? For example, if Xeth went to go help Marcus and Vlad on Chareaus right now, could heft along a plasmathrower or rocket launcher?

Also, would any stats be available for different kinds of heavy weapons that a player could heft along?

Ushgarak
Heavy Weaponry is always left at whatever place you are operating from- a ship, base, even the Temple. It's too inconvenient to just carry around (unless it is a Device).

The new Core Rules will have Heavy Weapon stats.

Bespin Bart
Cool! Thanks much.

General Kaliero
Question from the Duel System Addict!

After the moves and stuff have been sorted out, can we still be descriptive about how we attack, or is it more like just tossing out the cards? (I.E.: I use my +2 Classic move, then my +0 Strength move, etc.)

I guess I'm asking, if we are descriptive, will that be put into the final post you write up to show the conclusion of that round, or should I not waste my time?

Ushgarak
Be as descriptive as you like.

General Kaliero
Yay! *continues writing out designs for 'sabre fighting style* mwehehe...

wink

NessCypher
*plays with the force*

General Zink
Originally posted by NessCypher
*plays with the force*

http://images.killermovies.com/forums/moresmilies/thumbs_up.gif

Master Jakar
umm...i am kinda confused

Ushgarak
Well, that's ok, these are being replaced with the Core Rules below soon.

DarkDethbringer
what is classified in gadgets? armor? Fusion cutters? what?

ResubianNushi
Originally posted by DarkDethbringer
what is classified in gadgets? armor? Fusion cutters? what?

Please check the Core Rules and you will see the whole list of Devices, which are in all reality gadgets.

DarkDethbringer
I thought this was core rules, can someone give me a link? I am confuzzled

ResubianNushi
Originally posted by DarkDethbringer
I thought this was core rules, can someone give me a link? I am confuzzled '

http://www.killermovies.com/forums/f7/t364350.html

General Kaliero
I'm bumping this because I'm lazy and tired of going to the second page for the info. big grin

Text-only Version: Click HERE to see this thread with all of the graphics, features, and links.