game rules star wars basic
TRANSCRIPT
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How the Game Works
The gamemaster assigns a difficulty numberwhen acharacter tries to do something and there's a chance
of failure, such as shooting a blaster at stormtroopers,
flying a starship, or fixing a busted droid.
Roll the skill's die code; if you don't have the skill,roll the attribute's die code. If your roll is eual to or
greater than the difficulty number, your charactersucceeds. If it's lower, your character fails.
Opposed RollsIf your character is acting against another character,
you are making an opposed roll:you roll your skill
dice, while the other character rolls his skill dice.
!hoever rolls higher succeeds.
The Wild Die
!hen rolling dice, one dice should be designated as
the "!ild #ie$. %hould that die roll a "&$, then roll itagain and add both results to the total roll. %hould the
!ild #ie roll a "$, even if the roll is a success,
something happens that makes life complicated for
the character.
Actions in a RoundThe game is broken down into rounds; each round is
about five seconds of game time.
(our character can perform one action in a round.
Roll the skill or attribute die code for that action .
)haracters can try to do more than one action in a
round, but it's harder to more than one thing at once.
If a character tries two things, lose on die *+#
from every skill roll.
If a character tries three things, lose two dice
*+-# from every skill roll.
If a character tries four things, they loose three
dice *+# from every skill roll, and so forth.
Special Statistics/ach character has some euipment, at least one0orce 1oint *some characters start with two2 and five
)haracter 1oints. (ou can spend these points in
particularly difficult situations.
Character Points:!hen you spend a
)haracter 1oint, you get to roll one extra die
when your character tries to do something.(ou can spend )haracter 1oints, after
you've tried a skill roll but you must do so
beforethe gamemaster says whether your
character succeeded to the task.
)haracter 1oints are also used to improve
character skill between adventures, so don't
spend all of them during an adventure.
Force Points:!hen you spend a 0orce
1oint, that means your character is using all
of his concentration to succeed ++ and
whether he knows it or not, he is drawing
upon the 0orce2
!hen you spend a 0orce 1oint, you get to
roll doublethe number of dice you wouldnormally roll in a round. (ou can only
spend one 0orce 1oint per round and you
have to say so beforeyou roll any dice. (ou
can't spend any )haracter 1oints in the same
round when you spend a 0orce 1oint.
3sing a 0orce 1oint in anger or fear callsupon the dark side++ characters who use the
0orce for evil or for selfish goals risk going
over to the dark side of the 0orce2
Dark Side Points:)haracters get #ark %ide
1oints for doing evil. If a character gets
enough #ark %ide 1oints, he or she turns tothe dark side of the 0orce and is now a
gamemaster character; the player must
create a new character.
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Combat Sequence
1.Declare Actions and Full Reaction Skills.
1layers declare all actions for this combat round. 4ctions are declared in order ofPerceptionbut are resolved inorder of descendingDexterity. 1layers may hold their action until later in the turn order. 1layers roll skill dice for
their actions, subtracting # per action from each action declared after the first. The gamemaster determines the to+
hit and other difficulty numbers for this round. Movement5 )autious %peed67- action, )ruising %peed6action, 8igh %peed6- actions, or 4ll+9ut %peed6:
actions, may perform no other action.
Attack5 action free, each additional action +# to each action resolution.
Skill or Attribute se5 action free, each additional action +# to each action resolution.
Full Dod!e5 add #odge roll to difficulty, must be used with a ovement action, may not be used with any other
action.
Full Parry5 add 1arry roll to difficulty, reduces difficulty of following action by
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&B Filled #ead
uman RecoveryRoll !ffect Med&ack -acta atural
?ess Do /ffect
@+ %tunned +# that round / "asy 0' + +
:+E !ounded 7 - +# until healed "asy 012 1D hours ) days
-+: incapac
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Lightsaber DuelsIn order to make ?ightsaber duels more interesting
and detailed, the following action descriptions are
available when using ?ightsabers.
1.Declare Actions and Full Reaction Skills.
1layers declare all actions for this combat round.
4ctions are declared in order ofPerceptionbut areresolved in order of descendingDexterity. 1layers
may hold their action until later in the turn order.1layers roll skill dice for their actions, subtracting #
per action from each action declared after the first.
The gamemaster determines the to+hit and other
difficulty numbers for this round.
Si4e+& 9our *&&onent:
Perception+Lightsaber vs. opponents
Perception+Lightsaber to determine theopponents skill level by observation alone.
Movement5 )autious %peed67- action,
)ruising %peed6action, 8igh %peed6- actions,
or 4ll+9ut %peed6: actions, may perform no
other action.
uick Strike:Lightsabervs. #ifficulty
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Martial Arts/xcerpted from "Rules of /ngagment5 The Rebel %pec0orces 8andbook$ by !est /nd Kames
)haracters using artial 4rts in combat may select
their actions using the following list of advanced
hand+to+hand combat actions.
-lindfi!htin!5'artial Artsvs. #ifficulty -
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ScaleThe scales, from ClowestC to Chighest,C are character *creature, speeder, mecha, starfighter, capital and
/xtreme. The scale modifiers reflect the differences between small, fragile targets *like characters and
large, tough targets *like %tar #estroyers.
L !hen targets of the same scale are shooting at each other, ignore the modifiers; roll hits, dodges, anddamage die codes normally.L !hen using the scale rolls, apply the difference between the two scales5 this is now called the CadMusted
modifierC Must to show that you're not using the raw numbers.
Scale Modifier
)haracter ++
%peeder -#
echa :#
%tarfighter
)apital -#
/xtreme -:#
,o3er A!ainst #i!her.!hen a ClowerC scale character or vehicle is shooting at a ChigherC scale character or vehicle5
L The lower scale gets to add the modifier to the attack roll; if the higher scale target makes a vehicle
dodge, Must roll its normal maneuverability.
L The higher scale target gets to add the modifier to the roll to resist damage; the lower scale weapon rolls
damage normally.
#i!her A!ainst ,o3er.
!hen a ChigherC scale character or vehicle is shooting at a ClowerC scale character or vehicle5
L The higher scale attacker rolls its normal attack roll; the lower scale target adds the CadMusted modifierC to
its vehicle dodge roll to avoid the attack.
L The higher scale attacker adds the CadMusted modifierC to its damage roll.
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WeaponsPersonal Scale Dama!e Short 012 Medium 01' ,on! 0$2
%lugthrower # +< &+:< :&+-