Ships
All Starfighters have a 2 arc shield system, forward (180 degrees) and
backward (180 degrees). More rules to come…
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Ranged Combat
Damage Modifiers
For every 5 points over the difficulty you roll, you may add +1 to the
damage roll. This goes with the thought process that, if you are abetter
shot you can hit a weak spot easier.
(Example: Jiliac is shooting a scoped blaster rifle at an enemy officer
120m away. Since he was aiming for a round (+1D), and has +2D from his
scope, his 7D Blaster becomes 10D and his roll ends up equalling 40. The
base difficulty is 17, meaning he can add +4 to his damage.)
This does not count with brawling, those rules are below.
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Ranged Weapon Difficulty Modifiers
These apply to blasters, slug throwers, dart shooters and other similiar
weapons, not bows and thrown weapons.
Shooting from the hip
(negated with laser sight)
Range Level |
Modifiers |
point-blank range |
+2 difficulty |
short range |
+5 difficulty |
the first half of medium range |
+10 difficulty |
the second half of medium range |
+15 difficulty |
the first half of long range etc. |
+20 difficulty |
And so on for each level past the first half of long range |
+5 difficulty |
Shooting from eye level, with using sights
(doubled with laser sight)
Range Level |
Difficulty Modifiers |
short range |
-8 difficulty |
medium range |
-5 difficulty |
long range |
-2 difficulty |
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Two Blasters (or other projectile weapons, including thrown weapons)
So long as both weapons are being simultaneously fired at the same target,
they may be rolled separately with a difficulty modifier of +3, but they
only count as single action for multiple actions. +1 difficulty if using
these rules with long arms (carbines and rifles) along with the lifting
checks for rifles.
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Fully Automatic Blasters
First, an explanation of the various terms we will be referring back to.
"Semi-automatic" is a term, like many of those we will be using,
that dates back to the old days of slugthrowers, and means that ONE round
is discharged each time the trigger is pulled by the shooter. "Burst"
means that a small number of shots, usually between two and five, are discharged
each time the trigger is pulled. "Full Auto", or "fully
automatic", means that when you hold down the trigger, you will fire
rounds until you have run out of ammunition and/or let up on the trigger.
"Selective Fire" capability means that one may choose between
several different modes of fire, usually semi-auto and burst and/or full
auto. "Cyclic Rate" is the number of rounds per minute (#r/m)
or second (#r/s) that the fully automatic mode discharges when the trigger
is held down. The majority of weapons, from blasters to grenade launchers,
that are considered to be man portable are semi-automatic, as they fire
one round per trigger pull.
Full autos will have a stats entry entitled "modes." This will
tell you what fire modes are available on a certain model, and how many
shots are fired in each burst.
When firing on "full auto", or long burst, the weapon may be
fired twice that round (unless specified otherwise). There is an additional
-1D penalty to all actions that round, and no other attacks or piloting
rolls may be made, and only one (1) reactive skill (Dodge, etc). Short
bursts are treated just like any other shot.
It is a simple action to switch between firing modes. Not even worthy
of a -1D to rolls, perhaps a -.00005D to rolls. Just say that a character
is switching and that is good enough.
When fired in burst or full auto, there is +2 difficulty to hit if the
basic Blaster skill (or a specialty other than those that follow) is used.
These specializations are not used to fire in semi-auto. The appropriate
specialization will be given in the discussion:
Blaster: auto rifle
-Used to fire selective fire blaster rifles. In single shot mode, use the
Blaster: rifle specialization. |
Blaster: auto carbine
-Used to fire selective fire blaster carbines. In single shot mode, use
the Blaster: carbine specialization. |
Blaster: auto pistol
-Used to fire selective fire blaster pistols. In single shot mode, use
the Blaster: heavy pistol specialization (due to increased bulk). |
Once a shot from a burst hits, each additional shot on the same target,
or an adjacent one (less than 1m away) is one level of difficulty lower.
The combined damage for a number of shots from a burst on the same target
is determined as per the rules for Combined Actions in your rule book (I
prefer those in 2.0). The only difference is that Blaster replaces Command
as the skill of choice.
(The legal problems with automatic blasters is usually the same as those
for repeating blasters, or worse.)
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Repeating Blasters
Repeating Blasters are the most common light infantry support weapons today.
Repeaters are designed with three to five barrels, housed in a cooling
jacket that protects the internal working of the barrel mechanism. The
barrels fire in turn, pumping out, on the average, 850r/s. This means that
a large number of shots pound into a relatively small area in very rapid
order, with a certain amount of shot dispersion imparted by the mobile
nature of the firing mechanism. Due in part to ammunition consumption,
and in part to minimize wear, there is fire limiter in the trigger group.
Once the limiter trips (usually due to barrel heat), the system will not
fire until it is safe to do so again. Due to the nature of the systems,
and the cyclic rates involved, this limit is usually reached in a tenth
of a second burst, and takes several seconds to cool.
Repeating blasters are usually classed by weight and throughput. Light
repeating blasters are about 50-100% larger than infantry rifles, having
a maximum range similar to rifles and only marginally more powerful, will
still be conservative enough to use standard power packs. Medium repeating
blasters are two to three time the size and weight of rifles, having about
two-thirds more range and one third more power on target. They are usually
moved by a two man crew, and fired from a bipod and power generator. Finally,
the heavy blaster rifles are the size of light artillery pieces, having
more than twice the range, and almost twice the power, of a rifle. They
are manned and carried by a three to four man crew, and fired from a tripod
or vehicle turret and feed from an external generator.
Weapon Type |
Area of Effect |
Light repeaters |
1/2 meters |
Medium repeaters |
1 meter |
Heavy repeaters |
2 meters |
(There is no added difficulty or bonus to the shot, due to the high rate
of fire.)
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Slugthrowers vs. Blasters
Both have their advantages. Most firearms can be fitted with sound suppressors
and leave no trail back to the firer, while blasters can be neither sound,
flash nor trace suppressed. Blasters use more standardized ammunition;
and most can be reliably fired in vacuum and under water, while most chemical
slugthrowers can not. The biggest difference is in the penetration of cover.
Blasters that strike a layer of cover (even as light as moderately heavy
foliage) spend most of their energy directly on the surface of that cover,
with residual thermal blooming and blast effects penetrating only a few
centimeters through the cover (which is why you get burned when your armor
takes a hit, but a standing a meter behind a plate glass window will protect
you once). Blasters also do not ricochette off of most surfaces (magnetic
shielding is the exception).
Slugthrowers (except for explosive projectiles) are reliant on the transfer
of kinetic energy and mechanical penetration of tissue for their damage.
They can penetrate cover and can continue on for many meters as a dangerous
object. If the cover suffers Incapacitated damage, the slug continues on
at -1D damage. Use the grenade scatter to determine the direction that
it travels. (NOTE: If it must go through several layers, figure them individually.
For example, a bullet fired into a Stormie's chest must go through a layer
of 2D Physical armor, his body, and another layer of 2D armor before exiting.)
Slugs can ricochet off armor, but it is best left to the GM to role-play
this effect.
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Flame Throwers
Most people just hold the flame-thrower on a particular target. This is
not always the best way to do this. To spread the fuel around, one fans
the muzzle of the flamer around. (No difficulty modifier, but it must be
in the same range. If it changes from, say, short to medium range, use
the medium range difficulty.) There are two ways to do this:
Method 1
: The area of effect is not nessacerily a circular one. Reduce the depth
of the area to expand the breadth to it by the same percentage. Example:
Ungor the Gammorean has a Merr-Sonn F-93, with a 2m area of effect. He
wants to cover an area 4m wide. His area is now four meters wide, but only
one meter deep.
Method 2
: The area may be expanded by one area of effect's worth of linear space
for every two additional rounds of damage that you are willing to give
up. Example: Ungor doesn't want to loose the depth of his fire. As a result,
he lays his fire stream out six meters wide and two meters deep, but it
no longer does 4D damage for the next 10 rounds. It now does 4D damage
for the next 6 rounds.
These rules may be combined. It should also be noted that the blowtorches,
like the SoroSuub F-34, cannot have their damage modified in this manner.
They are essentially just an aerosol spray fitted with an igniter.
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Melee Combat
Using Two Melee Weapons
If using two melee weapons, a character gets one free attack or parry per
round, or +1D to their parry or attack rolls.
Specialization must be for paired weapons, not single weapons (i.e.: Melee
Combat: two knives). If using a combination of weapons, that distinction
must be clear in the specialization (i.e.: Melee Combat: vibrosword and
vibrodagger)
These rules may be used for both melee and light weapons, but not whips.
These rules are intended to serve as mechanics guide line for a role-played
event.
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Armor Rules
Explanation
There are the two traditional, basic forms of armor protection, physical
and energy. But there are other forms of armor for specialized protection,
or those that are commonly ignored. The most common of these are non-penetrating
physical, flame and acid. They way that modern armor works depends on what
one is trying to do.
For basic physical protection, layers of ballistic cloth are sandwiched
together, while non-penetrating protection can consist of almost any kind
of padding. Or various kinds of plastoid, metallic and composite rigid
armors may be used. Acid protection is achieved much the same way, but
the fibers or plates are either chemically treated or composed of especially
acid resistant material.
Most protection from energy weapons is achieved from using several layers
of ablative material, which burn away with each hit. The typical blast
vest is composed of several, interwoven layers of ablative/ballistic cloth,
but the protection needed for working in areas of great conflagrations
calls for non-combustive, insulative and/or reflective material. For the
most part, this consists of several layers of nonflammable fibers, but
those units designed for the hottest fires includes cooling systems. Protection
from radiation is achieved in much the same manner, but also involves the
use of layers of very dense matter, highly specialized forms of insulation,
or light weight energy shielding.
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Types
Physical
blunt (batons, clubs, unarmed combat) (if not listed, use the basic physical
measure)
acid (if not listed, use the basic physical measure)
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Energy
fire (if not listed, use the basic energy measure)
radiation (if not listed, use the basic energy measure)
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BRAWLING RULES
Here is my attempt to add a more "Action Movie" feeling to Star
Wars fist fights.
Mechanics
The first part of the Upgraded Brawling is: For every 3D you have above
your base strength in your Brawling skill, you get +1D for damage purposes.
So, Ren, who has a 3D+1 base strength and a 9D+1 brawling skill then gets
a total of 3D+1 plus 3D for a total of 6D+1 when she pops a thug upside
his head. (You might think this an amazingly generous bonus- suddenly Ren's
fist is doing more damage than a Heavy Blaster Pistol! Not in the context
of the next part of the rule- read on) This reflects the fact that with
that level of skill, the brawler has a much greater level of control on
how and where she hits the opponent. Jackie Chan may not be that much stronger
than your Common Man, but the hits are much more devastating.
The second part of the brawling upgrade is a reworking of the damage rules.
Being a big fan of fisticuffs- be it Jackie in Rumble in the Bronx or Indy
and the Bald Nazi going at it. However in Star Wars, two good swings and
the foe goes down. This is not fun or interesting. Therefor, I propose
a slight re-working of the damage rules. Normally it goes:
Dazed (called it that to avoid the stunned or shot on stun and Stunned
confusion)
Wounded
Wounded twice
Incapacitated
Dead
With the new way of figuring damage, when someone is using a blunt object-
a fist, stick, chair, what have you, non-lethal damage starts occurring.
It goes like this...
Damage Roll > than Strength
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E
Effect in plain english
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Effect in Dice
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0-3 |
Brawl Dazed |
-1D for this round |
4-8 |
Wounded |
-2D for rest of this round and the next |
9-12 |
Wounded Twice |
-1D for rest of the combat |
13-15 |
Incapacitated |
-2D for the rest of the combat |
16-18 |
Mortal Wound |
Target is knocked out |
Of Course, the -1D for the rest of combat may be changed if there is only
one more round of combat. You could say -1D for that round and 4D
more, or so.
Then continue the Damage Table as normal:
Damage Roll > than Strength
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Effect
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19-22 |
Wounded |
23-26 |
Wounded Twice |
27-30 |
Incapacitated |
31-33 |
Mortally Wounded |
34+ |
Dead, just dead |
You still can kill an opponent with a stick or your fists, you just have
to go around the damage list once more.
An example- Ren and a Generic Thug are in a fight. Ren's Strength is 3D+1,
the thugs is 3D. Ren, with her 9D+1 brawling manages to connect with Thug
easily. She gets a 22 for damage, the Thug gets a 11, so Ren Brawling wounds
him twice (-1D for the rest of this fight).
Ren manages to block the incoming blow and then connects again. She rolls
a 39 (got a 6 on the wild die once) for damage, Thug gets a 16 for resisting.
She beats him by 23. Under normal rules this would kill him, but with the
new setup, she only knocks him out and gives him a real wound twice (-2D
until healed when he wakes up- she broke his arm or something)
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