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How the Game Works

The gamemaster assigns a difficulty number when a character 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 e ual to or greater than the difficulty number, your character succeeds. If it's lower, your character fails. Opposed Rolls If 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 it again 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 Round The 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 e uipment, at least one 0orce 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 before the 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 double the number of dice you would normally roll in a round. (ou can only spend one 0orce 1oint per round and you have to say so before you 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 calls upon 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 to the dark side of the 0orce and is now a gamemaster character; the player must create a new character.

Combat Sequence
1. Declare Actions and Full Reaction Skills. 1layers declare all actions for this combat round. 4ctions are declared in order of Perception but are resolved in order of descending Dexterity. 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 %peed6'7- action, )ruising %peed6'action, 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 <, may not be used with any other action. Full "vasion: add 1iloting roll to difficulty, must be used with a ;ovement action, piloting roll is also added to difficulty of all other actions performed on the ship. #aste5 8aste adds 1D Dexterity to an action for order determination only. $. Declare Reaction Skills. Reaction skills allow a fighter to execute a uick defensive maneuver in response to an unexpected attack. /ach Reaction counts as an additional action and subtracts and additional '# from all subse uent actions. Reaction skills can be declared at any time during declaration or resolution. Combat Dod!e5 substitute #odge roll for difficulty. Combat Parry5 substitute 1arry roll for difficulty, reduces difficulty of following action by <. Combat "vasion5 substitute 1iloting roll for difficulty. Shieldin!5 add %tarship %hield roll to difficulty, if attacker rolls over difficulty but below %hield total, then add ship's %hield dice to the 8ull dice.

Difficulty Chart
Task =ery /asy /asy Moderate #ifficult =ery #ifficult 8eroic Combat 1oint+>lank %hort Medium ?ong Repair ?ightly #amaged 8eavily #amaged %everely #amaged Medpack !ounded %nca&acitated ;ortally !ounded Difficulty < '@ 1' -@ .@ .'B Average Dice -# .# (D &# A# '@#B

). Calculate Dama!e as #its *ccur. Roll damage and strength7hull dice for all targets hit by an attack, and determine the effects according to the appropriate C#amage %ummaryC chart below.

uman Damage
Roll
?ess @+. :+E A+''.+'<

!ffect
Do /ffect %tunned !ounded 7 Incapacitated ;ortally !ounded +'# that round +'# until healed +-# until healed, no movement each turn roll -# over number of elapsed turns since wounded to stay alive

Armor
+ + ,i!ht +' prot. #eavy +'# prot. Severe useless Destr.

'&B

Filled

#ead

uman Recovery
Roll
?ess @+. :+E

!ffect
Do /ffect %tunned !ounded 7 +'# that round +'# until healed

Med&ack
/ "asy 0'1 "asy 0121

-acta
+ 1D hours

.atural
+ ) days -+: incapac <+& wound GB healed $ 3eeks -+& mr wnd G+E incapac AB wound )2 days -+& dies G+E mr wnd AB incap +

A+'-

Incapacitated

+-# until healed, no movement

Mod. 01'1

$D hours

'.+'<

;ortally !ounded Filled

each turn roll -# over number of elapsed turns since wounded to stay alive #ead

Diff. 0$21

1D days

'&B

Starship Damage
Roll 2+) "ffect
Shields -lo3n +'# shields until repaired, else Controls %oni4ed +'# man, fire ctrl, weap dam, shlds *if ioniHed for man rounds, controls froHen - rounds, ,i!htly Dama!ed '+-; +'# maneuverability .; one weapon destroyed :; one weapon inoperative <; +'# shields &; +' move #eavily Dama!ed '+-; +-# maneuverability .+:; one weapons system inoperative <; +-# shields &; +- move Severely Dama!ed '; disabled engines -; overloaded generator, shut down or expl .r .; disabled hyperdrives :; disabled weapons <; structural damage, '# rounds to evacuate &; destroyed Destroyed

"ehicle Damage
%on Can.
1 control ioni4ed

Roll 2+)

"ffect
Shields -lo3n +'# shields until repaired, else Controls %oni4ed +'# man, fire ctrl, weap. dam., shields, round and next round *if ioniHed for ;4D rounds, controls froHen rounds, ,i!htly Dama!ed '+.; +'# maneuverability :; one weapon destroyed <+&; +' move '# passenger damage #eavily Dama!ed '+.; +-# maneuverability :+&; +- moves .# passenger damage Severely Dama!ed '+-; powerplant destroyed, crashes with B.# damage .; overloaded generator, shut down or explodes in .# rounds :; all weapons shut down <; structural damage, breaks in '# rounds &; destroyed &# passenger damage Destroyed ''# passenger damage

(+5

$ controls ioni4ed

(+5

6+1$

) controls ioni4ed

, # , # S

6+1$

, # , # S

1)+1'

( controls ioni4ed

1)+1'

178

Controls dead

178

Lightsaber Duels
In 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 of Perception but are resolved in order of descending Dexterity. 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. opponentIs Perception+Lightsaber to determine the opponentIs skill level by observation alone. Movement5 )autious %peed6'7- action, )ruising %peed6'action, 8igh %peed6- actions, or 4ll+9ut %peed6: actions, may perform no other action. :uick Strike: Lightsaber vs. #ifficulty '<, +-# #amage. Strike: Lightsaber vs. #ifficulty -@, B@# #amage. Fierce Strike: Lightsaber vs. #ifficulty -<, B'# #amage. Stron! Strike: Lightsaber vs. #ifficulty .@, B.# #amage. -eserk Strike: Lightsaber vs. #ifficulty -<, B:# #amage, ' )haracter 1oint or ' #ark %ide 1oint. Full Dod!e5 add Dodge roll to difficulty, must be used with any ;ovement action except 4ll+ 9ut, may not be used with any other action. Full Parry5 add Lightsaber roll to difficulty, reduces difficulty of following action by <, may not be used with any other action. -are+#anded Parry5 for the truly foolhardy, a bare+handed parry against a ?ightsaber2 The character must have activated Absorb/Dissipate Energy before being attacked, and must roll Control vs. '-BlightsaberIs damage to absorb the attack. 0ailure means the character takes damage normally. Feint: roll Perception+Lightsaber vs. opponentIs Perception+Lightsaber, if successful, reduce difficulty of the following action by '@. ,ock: Lightsaber s! Difficulty "#, roll $trength+Lightsaber vs. opponentIs $trength+Lightsaber, if sucessful the both lightsabers are locked and the round is ended, all further actions are forfeited. The attacker may choose to maintain the lock so long as they successfully roll $trength+Lightsaber vs. opponentIs $trength+Lightsaber at the end of each round, until they choose to break it, or one combatant chooses to drop their ?ightsaber. !hile locked, all other actions *such as %ra&ling, are at J'#. Disarm: Lightsaber vs. #ifficulty .@, increases difficulty of the following action by '@, roll $trength+Lightsaber vs. opponentIs $trength+Lightsaber. )onsult the following chart5 Roll ?ess @+. :+E A+''.+'< '&B !ffect Do /ffect #istracted #istracted #isarmed #isarmed #isarmed

9pponent suffers J< to next action. 9pponent suffers +'@ to next action. ?ightsaber '# meters away. ?ightsaber -# meters away. ?ightsaber .# meters away.

$. Declare Reaction Skills. Reaction skills allow a fighter to execute a uick defensive maneuver in response to an unexpected attack. /ach Reaction counts as an additional action and subtracts and additional '# from all subse uent actions. Reaction skills can be declared at any time during declaration or resolution. Combat Dod!e5 substitute #odge roll for difficulty. Combat Parry5 substitute 1arry roll for difficulty, reduces difficulty of following action by <. ). Calculate Dama!e as #its *ccur. Roll damage and strength7hull dice for all targets hit by an attack, and determine the effects according to the appropriate C#amage %ummaryC chart.

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 Arts vs. #ifficulty -<; ;ay negate penalties from fighting blind or in the dark; may be used as a reaction skill. Disarm5 'artial Arts vs. #ifficulty '<; if successful, the opponent is disarmed. "lbo3 Smash5 'artial Arts vs. #ifficulty <; $trengthB-# damage. Fli&5 'artial Arts vs. #ifficulty '<; opponent suffers .# damage and is knocked down; may be used as a reaction skill. Flyin! ;ick5 'artial Arts vs. #ifficulty -@; $trengthB:# damage, failure gives opponent B' action at no penalty. Foot S3ee&5 'artial Arts vs. #ifficulty '<; opponent is knocked down for remainder of the round. #eadbutt5 'artial Arts vs. #ifficulty <; success does %TRB'# damage to opponent, even if bound or held; may be used as a reaction skill. #old<=ra&&le5 'artial Arts vs. #ifficulty '<; %uccess indicates the opponent is held immobile; the attacker may choose to maintain the hold so long as they successfully roll $trength vs. opponentIs $trength at the end of each round, until they choose to break it. %nstant ;nockdo3n5 'artial Arts vs. #ifficulty '<; opponent is knocked down for the remainder of the round. %nstant Stand5 'artial Arts vs. '<; character may return to standing without using an action. %nstant Stun5 'artial Arts vs. '<; opponent is stunned for one round. %nstant >ound5 'artial Arts vs. -@; opponent suffers a &ound. ;ick5 %ra&ling or 'artial Arts vs. <; $trengthB-# damage. Multi&le Strikes5 'artial Arts vs. '<; the character may make a second attack at no multiple action penalties.

.erve Punch5 'artial Arts vs. -<; renders an opponentIs limb unusable for .# rounds. .erve Punch $5 'artial Arts vs. .<; renders an opponent unconscious. Po3er -lock5 'artial Arts vs. '<; a successful parry inflicts %TRB'# to the opponent; may be used as a reaction skill. Punch5 %ra&ling or 'artial Arts vs. #ifficulty <; $trengthB'# damage. Reversal5 %trength or 'artial Arts vs. opponentIs %trength or 'artial Arts *whichever is higher,; used to reverse a 8old7Krapple; may be used as a reaction skill. Silent Strike5 'artial Arts vs. -@; provided the character has approached an opponent undetected, success renders the opponent dead or unconscious *at characterIs discretion,. S&innin! ;ick5 'artial Arts vs. '<; success adds B'# to damage; failure gives opponent B' action at no penalty. Shoulder ?hro35 'artial Arts vs. '<; opponent suffers .# damage and is knocked down. >ea&on -lock5 'artial Arts vs. opponentIs ;elee )ombat; success indicates the ;elee 4ttack is blocked

Scale
The 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, and damage 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 )haracter %peeder ;echa %tarfighter )apital /xtreme Modifier ++ -# :# &# '-# -:#

,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.

Weapons
Personal Scale %lugthrower Rifle %ubmachinegun >laster 1istol 8eavy >laster 1istol >laster Rifle 8eavy Repeating >laster S&eeder Scale ?ight ;edium 8eavy Mecha Scale ?ight ;edium 8eavy Starfi!hter >laster ;issiles ?aser )annon Ion )annon 1roton Torpedoes Ca&ital Shi& ;issiles Turbolaser Ion )annon 1roton Torpedoes Dama!e .# .#B' :# :# <# <# E# '#+-#B .#+:#B <#B '#+-#B .#+:#B <#B Short 0121 .+'< .+.@ .@+'@ .+'@ .+G .+.@ .+G< Short 0121 <@+.@@ <@+.@@ <@+:@@ Short 0121 '@+<@@ -@+&@@ <@+&@@ Short 0121 @.-+'@km @.-<+:km @.-+<km @.@<+<km @.<+'<km Short 0121 .+-<km <+.@km -+-@km '+'@km Medium 01'1 '&+:< .'+'@@ ''+<@ ''+.@ E+-< .'+'@@ G&+-@@ Medium 01'1 .@'+<@@ .@'+E@@ :@'+A@@ Medium 01'1 <@'+-,@@@ &@'+.,@@@ &@'+<,@@@ Medium 01'1 -@km 'Gkm -<km '<km + Medium 01'1 &@.<km G@km <@km .@km ,on! 0$21 :&+'-< '@'+.@@ <'+'@@ .'+'-@ -&+<@ '@'+.@@ -@'+<@@ ,on! 0$21 <@'+',@@@ E@'+',<@@ A@'+-,@@@ ,on! 0$21 -,@@'+'@,@@@ .,@@'+'&,@@@ <,@@'+-<,@@@ ,on! 0$21 .<km .@km <@km G<km + ,on! 0$21 '-<km '<@km '@@km &@km

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