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STAR WARS House Rules

COMBAT AND INJURIES

Combat is fought in rounds, where each round represents five seconds of time--give or take a few seconds for dramatic license. Each round has a combat sequence as follows:

  1. Declare Actions and Full Reaction Skills. Characters declare all actions for this combat round--movement, haste, skill or attribute use, or full dodge or full parry. The character with the lowest Dexterity code declares actions first, followed by the other characters in ascending order of Dexterity.
  2. Declare Combat Reaction Skills. Characters declare combat dodges or parries. Haste for reaction skills, including full reactions, may be increased. The character with the highest Dexterity code declares first, followed by the other characters in descending order of Dexterity.
  3. Roll Actions and Reactions in Order of Haste. Non-movement actions with the same degree of haste are resolved, followed by all movement actions with the same degree of haste.
  4. Calculate Damage as Hits Strike. Roll damage and Strength dice for all targets hit by an attack, and determine the effects using Wound Points.

WOUND POINTS

Wound points give a numerical value to the health condition of characters. They prevent a lucky damage roll from instantly killing a character without relation to his resilience.

They act as hit points. You calculate them by taking the highest possible roll your character could achieve with his Strength attribute (ignoring wild-die rollovers!). For instance, 3D+2 would give a maximum roll of 20, hence 20 Wound Points (WPs).

When an attack hits, the attacker rolls damage. The target character rolls Strength to resist the damage. If the character's Strength roll is higher than the damage roll, there is no effect. If the damage roll is higher, then the amount by which it is higher is taken away from the target character's Wound Points.

Damage roll - Strength roll = WPs lost

If a character suffers from one or more lost WPs, that character suffers from a stun effect (-1D) that round. This is not a cumulative damage result (i.e. two attacks that each do 1 WP of damage in a single round do not cause the target to suffer -2D, only -1D).

If a character is reduced to 75% (rounded down) of his original WP total, he is wounded. He suffers from a permanent -1D to all actions until he is healed. For instance a character with 3D Strength and 18 WPs becomes wounded if he is reduced to 13 WPs (18 x .75 rounded down).

If a character is reduced to 25% (rounded down) of his original WP total, he is incapacitated. The character drops to unconsciousness and will remain that way for 10D minutes. If revived in some manner, they will be -2D to all actions and needs medical attention quickly. Depending upon the seriousness of the character's injuries, the game master may assess further loss of WPs until the character is medically treated. 1 WP lost each round would be very serious while 1 WP every five minutes or so would be for a pretty serious wound.

If a character is reduced to 0 (or even negative) wound points, then he is mortally wounded. He is unconscious and is dying. At the end of each subsequent round, 1D is rolled and this total is subtracted further from the character's WPs. When the character reaches a negative total equal to his original WPs, the character is dead. Thus, if a character is ever reduced immediately to this negative total, he is instantly dead.

Special Cases

If a character ever takes more than 1/2 his original WPs in a single attack, the character must make a Stamina check. The difficulty is the original damage roll. If the Stamina roll cannot meet or exceed this total, the character must drop to the ground immediately and lose and actions not performed yet, as well as suffer from a stun result (-1D) on top of any other results. If the Stamina roll meets or exceeds the damage roll, the character still suffers from an additional stun result (-1D) along with whatever wound result is indicated.

Optionally, if a character takes more than 1/3rd his original WP total damage to an extremity, the GM may consider it crippled. This should only be done for dramatic effect (such as Luke's hand being cut off in Empire).

FIRST AID

With Wound Points in effect, first aid changes somewhat. Rather than First Aid rolls indicating whole results, they result in recovered WPs. Only once enough WPs are recovered to cancel a result (such as incapacitated or wounded) does that effect go away.

First the treating character makes his First Aid roll. His difficulty number is the total number of WPs lost by his patient since he was last medically treated (not to include field dressings from medpacs).

For instance, a character suffers from 6 WPs of damage, which is healed with a medpac. Later he suffers 5 WPs more injury. The treating character's resulting difficulty number is now 11, not 5. This represents the cumulative effect of injuries without long-term medical attention.

The amount by which the treating character rolls over his difficulty number is the number of WPs he restores with his treatment. For instance, with the previous example, if the medic rolls a 15, with an 11 difficulty, then 4 WPs are restored.

Conditions can affect how well a medic can treat a patient. Without any medical equipment, just gauze and simple materials, a modifier of anywhere from -5 to -10 is applied to the first aid attempt. With a basic medpac or some medical tools, there is no negative modifier. With an advanced medpac, a +5 modifier is given, while full a full medical suite can provide closer to a +10 bonus.

Medpacs normally only have enough materials to be used a limited number of times. Common simple medpacs can restore anywhere from 5 to 10 WPs before being exhausted. Advanced medpacs can restore up to 20 WPs before running out.

MOVEMENT

While space movement is handled utilizing a variation of the Star Warriors system, movement for characters on the ground, in the water, or in the air is handled using the Move ratings issued to characters and vehicles.

A character can move up to one-half their Move rating completely freely, without an action needing to be declared. Only if the terrain were very difficult to cover would an action or roll to successfully pass over it be required.

A character can declare up to four Move actions, hence enabling them to move a number of meters equal to their rating, two times their rating, three times their rating, or four times their rating. The multiple action penalty means it becomes increasingly difficult to control their vehicles or themselves the faster and faster they try to push themselves.

DELAYING ACTIONS

If a character could perform an action (including a full move) in a segment but chooses not to, instead preferring to wait until after his Dexterity level or segment, this is called Delaying.

A character can announce his intention to delay when it becomes his turn to act in the segment. A character can thus wait in a segment for another's Dexterity or for a later segment in order to interrupt another's action. That makes the actions simultaneous. A character may even drop an action altogether at the end of a turn, if he so desires.

In this manner, a character can hold a character under a gun. While he declares a shot on an enemy while shouting, "Drop your gun!" he can delay or eliminate the action entirely according to how the enemy acts.

HASTE

Haste actions may be declared during normal action declaration. The total number of haste actions taken by a character is the highest level of haste that his first action takes place in. This divides rounds into Haste Segments, each segment for one action. For instance, if two characters firing blasters at each other both declare two shots and one level of haste then at level +1 haste each will fire one shot, at level 0 haste each fires their second shot.

Multiple actions without haste also define Haste Segments, although into the slower category, -1, -2, etc. There are as many segments in a round as there are actions for the character(s) performing the greatest number of actions that round. The character performing 5 actions and 2 haste actions will make the round 5 segments in length.

Full Reaction vs. Combat Reaction Skills. Combat reactions are just like the attacks they are avoiding, momentary. Once rolled, the action is complete for that segment. A further attack on the next segment would have to be reacted to with another reaction. Full reactions, however, are in effect for the complete round -- with the limitation that the character can do nothing else that round.

Surprise. If in a combat situation, a character surprises his opponent, it gives him two free haste actions for the combat round. These actions do not lower any of his die codes. If outside of a combat situation where an attack would be completely unexpected, a character surprising his opponent gains four free haste actions for the round.

MORE BRAWLING

Rather than just the POW, WHACK, ZIP fisticuffs offered by Star Wars Brawling, special attacks like grabs, disarms, body throws, etc. are made possible with the inclusion of some rules.

First off, Brawling falls under Dexterity rather than Strength and exists as a single skill for both offense and defense rather than having a Brawling Parry skill separate. Melee is the same, absorbing Melee Parry under it.

GRAB OR DISARM

This action is to catch hold of an opponent or his weapon and can be used with Brawling or Melee (in most cases). The attack receives a +10 to its difficulty for the attack, and any defense rolls made during the attack or after the character has grabbed will be at a -2D penalty.

If the attack roll succeeds, take the number by which the attacker succeeded by and apply it to the next roll, a Strength vs. Strength competition. This will determine if the grabber or escapee wins for the segment of attack. Ties go to the attacker.

If successful, the attacker has grappled, pinned, gotten his opponent in a headlock, etc. In most cases, the grappled character provides anywhere from 1/4 to 3/4 cover to the attacker. Keep this in mind if somebody wants to shoot the grappling character -- they may hit the grappled!

Once grappled, the attacker has a couple of different options for what he can do to his victim. Each of these is an additional Brawling or Melee action to attack.

SQUEEZE: If the attacker wishes, he can automatically inflict normal damage once every round he holds his opponent.

CONTROL: This is an attempt to move your victim, usually to prevent him from attacking you. A Strength vs. Strength competition resolves success. Ties again go with the attacker. If successful, the victim is unable to strike you this round.

Grabbed foes normally have their hand held weapons restrained and useless as their arms are immobilized. Any defensive reactions by the victim are halved.

Disarming: a character performing a grab can try to grab a target's weapon instead. Such attacks are rolled with a -1D applied to the attack, for hit location penalty. If the attacker succeeds, then he has his hands on it and must roll a Strength vs. Strength roll to snatch it away (again with a bonus for the amount by which the attacker's roll was over the difficulty). Failure means the victim still retains the weapon.

An attacker can perform one special action (squeeze or control) a round. When initially grabbed, one of these can be performed immediately without the need for a two action penalty. After the first round, only one of these special actions can be performed a round. While holding, defensive actions (full dodge or parry) are impossible and as stated before, defensive reactions are at -2D.

The victim can perform one escape attempt per round. The bonus given the attacker for a good attack roll (+1 per 1 point over defense) still applies as long as the grab holds. If he is being held, he can only make additional attacks with his legs or maybe head. Any of these attacks are resolved normally, unless the victim is being controlled.

SPECIAL ATTACK

Your character can do even more, if you're willing to experiment more in hand-to-hand combat. Using these special attack rolls, everything from a body throw to a takedown can be simulated.

First, the player describes what he wants his character to do in as much cinematic detail as possible. Then the game master determines what the results of the special attack should be. This will give the attack a difficulty modifier to succeed.

These are modifier guidelines. Each is for the situation the player wants to create, both for his character and the target of his attack. For instance, if the player wanted to trip a character just to make him drop prone and take no damage, the game master would modify the difficulty of his attack by +4. Or in other words, the defender would have a +4 to his defense roll.

Failure normally indicates the complete loss of all elements of the attack. Portions of the attack results normally are not used but the exact effect is up to the game master's sense of creativity.

Damage Result:

None (+0), 1/2 Normal (+2), Normal (+4)

Damage to Attacker:

None (-0), 1/2 Normal (-1), Normal (-2)

Ending Target Stance:

Standing (+0), Kneeling (+2), Prone (+4)

Ending Attacker Stance:

Standing (-0), Kneeling (-1), Prone (-2)

Target Placement:

Same hex (+0), One hex away (+2), 1/2 Strength thrown hexes away (+4)

Damage Type:

Normal (+0), Stun (+1D)

Target Condition:

-1D to defense rolls for haste segment (+4)

1/2 defense rolls for haste segment (+6)

-1D to attack rolls for haste segment (+4)

1/2 attack rolls for haste segment (+6)

Effect lasts for remainder of round (additional +4)

Attacker Condition:

-1D to defense rolls for haste segment (-1)

1/2 defense rolls for haste segment (-2)

-1D to attack rolls for haste segment (-1)

1/2 attack rolls for haste segment (-2)

Effect lasts for remainder of round (additional -3)

The game master should not also forget to apply modifiers according to the situation of the attack. Whether the attacker has a slight advantage (+1D) or a bad disadvantage (-2D), as stated in the main rulebook.