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7/29/2019 Adams Lightsaber Rules
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Rancor Post
Im going to make a 'duelling' blades variant for Lightsaber combat.
(Funny thing, I had exactly the same idea when I stumbled across the Duelling Blades rules).
To this I will add on different maneuvers that the Jedi can try each round. This will not be'strike for strike' rules but more describing how the Jedi fights that round (As duelling blades
only roll roll for combat results once each round). However, there will probably be single
strike techniques (like 'heavy thrust').
So, given such a system existed, what types of 'maneuvers' would you want it to include.
What lightsaber 'moves' from the movies (or your games) would you think were central to
capture that 'star wars' feel..
**
Combat Results
Winning
Difference Combat Effect
0-1 Lightsaber Lock.
2-3 Slight advantage. +1 to attack/defence this and next round.
5-6 Force back / Knock off balance: Opponent -1D to all actions this and next
round.
7-9 Glancing Hit: -1D damage. Maximum result: Wounded.
10-12 Hit: Normal damage. Max damage result: Incapacitated.13+ Heavy Hit: +1D damage.
Combat EffectsThe Combat Results table above indicates various effects based on how much higher one
opponent rolls over another. ForD6 System games, this relies on the difference in skill roll
totals; forD6 Prime, its based on the number of successes rolled above the losers score.
Example:Pandemonios and Articles are fighting over some insultdelivered in a tavern. Each is bashing away with their sword.
Pandemonios rolls 6 successes on his fightingskill; Articles only rolls 4.
Pandemonios knocks Articles off balance. Next round Articles has a -1D
penalty to all his actions...including rolling his fightingskill dice.
Lightsaber Lock: The two combatants lock lightsabers.
Force Back: The winners blows are so well-placed and powerful the loser must retreat,
often in a direction shed rather not be heading. The winner (with the gamemasters help)
determines the direction based on the surroundings and combatants placement. The loser
might be steered toward another obstacle: a wall, chasm, trap, another opponent. Loser has a-1 penalty to all actions next round.
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Knock Off Balance: The winner manages to knock the loser off balance, either through
heavy blows, fancy maneuvering, or forcing the loser onto unsteady ground. This
effectively stuns the loser, inflicting a -1D penalty against all actions for the next round
only. The loser can still act, but at a significant disadvantage.
Wound: The winner strikes a blow on the loser. Follow normal damage rules for your
particular game. If the loser was knocked off balance last round, the -1D penalty may also
apply to Strength rolls to resist damage; losing ones balance exposes more vital areas to
hits, or can make certain body parts easier targets. The winner chooses exactly how much
damage to inflict, within the range indicated by his weapon and before any damage rolls are
made.
Trick: The winner is such a good fighter she manages to pull some kind of trick combat
maneuver on the loser: disarming him, throwing a cape over his head, knocking him to the
ground, slicing his suspenders and dropping his pants. The winner, with the gamemasters
guidance, can help determine the exact trick effect.The winner may always choose a lower option, no matter how high she rolls. A good
fighter knows how to produce the desired effect, whether its to maneuver an opponent
into a tenuous position or wound him just enough.
Example:Jedi Jane rolls a 28 against Bill the Evil Jedis lightsaberscore
of 15. Theoretically Jane could inflict damage on Bill according to the
regular wound rules. However, Jane wants to toy with Bill a bit more. She
instead chooses to force him back toward the deep chasm. She could also
choose to knock him off balance, lowering his roll next round by -1D.
(This option is useful when the winner is trying to get a higher score next
round to possibly execute a combat-related maneuver with the Trick
result.)
TheDueling Blades option simplifies melee combat into opposing rolls each round, with
variable results on the battlefield.
Stances & Maneuvers
Basic:
-Defensive Stance (+1D to Defence Roll, -2D to Attack Roll).-Offensive Stance (+1D to Attack, -2D to Defense)
-Heavy Attack (-2D to Defence, +2D to damage. Two handed)
-Quick Thrust (-1D Attack, -1D Damage, "Attacks first"??)
Advanced
-Swing Attack (-1D to Attack, -2D to Defence, Attacks two targets(MAP problems?)
-Blade Shield (Req. Two weapons. +3D defence??, no other action except movement).
-Back Thrust (Req. Life Sense, Attacks enemy behind combatant, -1D to Attack / Damage,
-1D to parry attack).
Lightsaber Duelling
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Advanced Skill. Lighsaber skill of 5D + needed to take this skill. Lightsaber duelling only
adds to Lightsaber skill while fighting opponents with a lightsaber.
Technique Diff. Effect
Advance Mod The Jedi makes as series of attacks, that even if
parries letsthe Jedi advance on the defender. The defender
movesbackward 2m. per round in the direction of the Jedischoosing.
Push Easy When the Jedi parries an attack, he/she makes a freestrength roll (against the attackers strength) to use
his/herlightsaber to push the attacker backwards and onto
theground. Standing back up is an action.
Quick Strike Moderate The Jedi makes an attack at +2D to sense(to hit), but at -4D
(for damage purposes) for that action. An opposedlightsaber duelling roll cannot negate this technique.
Heavy Strike Difficult The Jedi makes an attack at -4D sense (tohit), but at +5D
Control (for damage purposes) for that action. Anopposed
Lightsaber dueling roll cannot negate this technique.Feint Difficult This maneuver is meant to fake out an opponent
by Deceptive body language. Adds +3D to sense (to hit)for that
action.Disarm Very Diff. When attacking or defending the Jedi maneuvers
his/herlightsaber to send the opponents lightsaber flying! Ifthis is made on an attack, all of the Jedis attention isgiven to disarming, and so he/she may not hit fordamage. Recovering a disarmed lightsaber counts asan action for that round. If the disarming was a final
action for that round, the defender must make aninitiative roll to regain the lightsaber before theopponent attacks.
Def. Stance Easy +2 A Jedi can add appropriate bonuses tosense in
Moderate +1D+1 order to parry anDifficult +2DVery Diff. +2D+1Heroic +3D A Jedi can add appropriate bonuses to sense in
orderTo parry an attackers strikes. No offensive actions
may be
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made that round. An opposed lightsaber dueling rollcannot
negate this technique.Brawl Very Diff. When attacking or defending, a Jedi May make a free
brawling or brawling parry roll against his/her
opponent.