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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