game rules star wars basic

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  • 8/13/2019 Game Rules Star Wars Basic

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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.

  • 8/13/2019 Game Rules Star Wars Basic

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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 # +< &+:< :&+-