Lightsabre Combat

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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

 

 

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

 

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

 

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

 

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

 

 

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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