The
following rules are based upon the WEG Lightsabre Duelling
Pack converted for use with the D6 rules system.
How
it works
Initiative
- the Jedi with the lowest SENSE or Perception declares
first.
Difficulty
numbers - no Melee Parry
is rolled, it is presumed that the Jedi will be parrying.
The Difficulty to hit an opponent is the number of 'pips'
in their Melee Parry Skill (plus Sense if using Lightsabre
Combat power). Eg. Melee Parry 8D = 8 x 3 = 24.
The Minimum Difficulty is 20.
Dice
penalties - Combatants
make only one attack action but are presumed to be
parrying, therefore skill checks are at -1D. If a
Jedi is using Lightsabre combat skill checks are at -2D
(though the Jedi gain the dice advantage of the power).
Attack
- Each combatant rolls their attack dice. The
highest roll wins provided they made the difficulty for
their attack. Each move has different difficulty
attack modifiers eg. Full Downswing is difficulty no. +20.
Roll
damage - as per normal
damage rules.
Next
round attack limitations
- if an attack hits the attacker reads the 'Opponent
Effect' of the action. The opponent must comply
with this or lose their next round action.
Special
Effects - some moves
require certain criteria before they can be performed eg.
Enraged Sideswing requires the attacker to have received
damage the previous round. Some Special Effect also
limit the attacker actions in the next round.
Using
Lightsabre Combat Jedi power - CONTROL is only added
to damage of any attack where the attack dice roll beats
the difficulty by 20.
Enraged
Move: Downswing
Difficulty:
+ 15
Damage
modifier: + Strength
Opponent
Effect: Can not make any High attacks next round
Special
Effect: Must have received damage previous round
+1
Dark Side Point
Move:
Sideswing
Difficulty:
+ 10
Damage
modifier: + 3D
Opponent
Effect: Can no make any Thrust attacks next round
Special
Effect: Must have received damage previous round
+1
Dark Side Point
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Sideswing
Move: Full
Swing
Difficulty:
+ 20
Damage
modifier: + Control
Opponent
Effect: none
Special
Effect: none
Move: Low
Swing
Difficulty:
+ 5
Damage
modifier: + 2D
Opponent
Effect: Can not make a High attack next round
Special
Effect: No Sideswing attacks next round
Move: High
Swing
Difficulty:
+ 10
Damage
modifier: + 3D
Opponent
Effect: Can not make a Thrust attack next round
Special
Effect: No Sideswing attacks next round
Move: Wild
Swing
Difficulty:
+ 0
Damage
modifier: none
Opponent
Effect: Can not make Thrust or Spin & Strike
attack next round
Special
Effect: Can only make Sideswing attack next round
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Thrust
Move: High
Thrust
Difficulty:
+10
Damage
modifier: + 2D
Opponent
Effect: Sideswing only next round
Special
Effect: Can not make a Thrust or Low attack next
round
Move: Low
Thrust
Difficulty:
+ 5
Damage
modifier: + 1D
Opponent
Effect: Can not make a Low attack next round
Special
Effect: Can not make a Thrust or High attack next
round
Move: Charge
Difficulty:
+20
Damage
modifier: + Control
Opponent
Effect: none
Special
Effect: Only make Spin & Strike attack next
round
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Spin
& Strike
Move: Spin
& Strike Full
Difficulty:
+ 20
Damage
modifier: + Control
Opponent
Effect: none
Special
Effect: Can not make Spin & Strike attack next
round
Move: Spin
& Strike High
Difficulty:
+ 15
Damage
modifier: + 2D+2
Opponent
Effect: none
Special
Effect: Can not make Spin & Strike attack next
round
Move: Spin
& Strike Low
Difficulty:
+ 10
Damage
modifier: + 1D+2
Opponent
Effect: none
Special
Effect: Can not make Spin & Strike attack next
round
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Special
Move: Disarm
Difficulty:
+20
Damage
modifier: none
Opponent
Effect: Drops weapon
Special
Effect: none
Move:
Web of Death
Difficulty:
+20
Damage
modifier: + 2D
Opponent
Effect: Forced backwards
Special
Effect: Parry +2D next round
Move: Force
Back
Difficulty:
+ 0
Damage
modifier: none
Opponent
Effect: Forced backwards
Special
Effect: Can not make Sideswing or Spin &
Strike attack next round
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Force
combat powers
Move: Force
Push
Difficulty:
ALTER: 15 + Opponents Perc/Control
Damage
modifier: none
Opponent
Effect: Opponent pushed backwards & falls
prone losing all actions
Special
Effect: none
Move: Sense
Maneuver
Difficulty:
SENSE: Opponents Perc/Control
Damage
modifier: none
Opponent
Effect: none
Special
Effect: Dice roll - Difficulty number is added to
Parry next round
Move: Retrieve
Weapon
Difficulty:
ALTER: Easy (7)
Damage
modifier: none
Opponent
Effect: none
Special
Effect: Retrieved weapon Telekinetically
Move: Hurl
Objects
Difficulty:
ALTER: Light objects: Moderate; Heavy
Objects: Difficult
Damage
modifier: Light objects (1D)D damage
Heavy
Objects ALTER roll as Damage
Opponent
Effect: none
Special
Effect: none
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