Lightsabers (or Beamsabers) UPDATE 1/5/2008
Posted: Sat Feb 23, 2008 6:37 pm
Original post:
Is there any rule that fits into the lightsaber's ability to deflect blaster shots (and kill the shooter, like a Parry and Riposte only with one weapon)?
Well, some posts next from here, i posted the rules i made and even Force Powers. Well, in the last days i tested it better and i decided to make some changes:
DEFLECTING SHOTS:
NOTE: A lightsaber can deflect shots from any weapon, except explosions from explosive weapons(of course).
1-The shooter rolls his skill and damage.
2-Roll a die for skill for the defender. If it is the same or superior than the shooter's, the blast is deflected, and if it isn't, the shot hits the minifig.
3-If the blast is successfully deflected, roll the skill again, and if one more time, you rolled the skill and it was equal or higher than the one who shot, the deflected blast will hit the shooter, and will cause damage according to the shooter's original damage roll. If you fail in this second step, the shot is just deflected.
NOTE: You can deflect to any unit in the the same range of the weapon that was used, like, 6" if you defended from a Short-Ranged Weapon.
LIGHTSABER vs. LIGHTSABER
1- A LS wielding minifig attacks another one wielding a LS, too. He makes the normal roll for skill, and the damage roll.
2- The defending minifig rolls his skill. If it is higher than the attacker' s skill, the attack is blocked. If he fails, the attack succeds.
3-The defender rolls again. If it happens the same, defender becomes attacker still in the attacker's turn, and does step 1. attacker only does step 2 to defend, and if he is succesfull, he runs out of actions (only if he has Force Powers, he can't take the last, if he hasn't used it; see further for Force Actions). If he fails, the defender (now attacking) succeds the strike.
Of course, if there is damage involved, don't forget to roll for the armor, if needed.
Using it:
-Heroes: If one Hero is using a lightsaber, he can use the automatic deflection when he is atacked in or out of his turn without cost or punishment for his rank.
-Officers: must roll at least a 4 in each of the steps 2 and 3 to succesfully use the lightsabers' deflecting abilities.
-Minifigs and Pilots: must roll at least a 6 in each of the steps 2 and 3 to succesfully use the lightsabers' deflecting abilities.
-All other size 1, 2 and 3 creatures use it due to their rank. To size 4 and higher, the lightsaber is too hard to use as a deflector. Size 0 creatures can't also use its special abilities.
LIGHTSABERS' STATS
Lightsaber: Use: 4 Damage: 1d6+2
FORCE POWERS:
Cost to buy: 25 cp in Level 1, 30 in Level 2, 35 in Level 3.
Actions: Creature that has them can make 2 actions per turn.
NOTE: Also buys the Hero-like ability of using lightsabers.
NOTE2: Before the name of the power, there is a "LVL(number)". That indicates the minimum level to use it. That's why there are different levels: because some Jedi are more powerfull than others.
FORCE RESISTING:
-If Force-Wielding minifigs make a Force Attack on another Force-Wielder, the defender can make the skill roll to defend it (long story short, just like the Lightsabers' one-on-one combat, but with Force-Powers)
FORCE POWERS LIST:
LVL1-Force Push: Moves objects and creatures around around. Can move objects within a radius of 4" from the starting position. Can shove enemies 1d6" away. 1 Push per turn.
USE COST: 4
LVL2-Force Choke: Chokes enemies to immediate death. 1 choke per turn.
USE COST: 10
LVL3-Force Lightning: Strikes the opponents with thunder attacks. Can atack two targets at the same time(but takes 2 actions).
DAMAGE: 1d6+2
USE COST: 5
LVL3-Strength Boost: When rolling for damage (in the same turn this was used), the final number is doubled. However, in the next turn, he is prone to attacks, causing the same effect but AGAINST him. Take 1 action.
LVL3-Defence boost: Doubles the users' armor for the next opponent turn, but lowers his own attack damage in the turn this is used. Takes 1 action.
LVL2-Force Tricks: Makes 3 types of different tricks:
1-Invisibility: Puts the user invisible during the next enemy turn, therefore cannot be attacked. Uses up 2 actions in each turn.
2-Mind Trick: Defects an enemy unit to the user's team during the same turn. Uses up 2 actions in each turn.
3-Force Shield: Uses up 2 actions in each turn, but makes him immune to any attacks during the next opponent turn.
USE COST(of each one): 4
LVL1-Force Speed and Jump: The user can do all moving actions with double effort. 1 action took by each(swimming, running, climbing, etc.).
USE COST: None.
If you want something else added, i'll have much pleasure in doing it.
FIRST UPDATE: 6/4/2008
SECOND UPDATE: 12/4/2008 - Jedi Levels Added.
THIRD UPDATE: 25/4/2008 - Grammar errrors corrected.
FOURTH UPDATE: 1/5/2008 - Force Resisting added.
Is there any rule that fits into the lightsaber's ability to deflect blaster shots (and kill the shooter, like a Parry and Riposte only with one weapon)?
Well, some posts next from here, i posted the rules i made and even Force Powers. Well, in the last days i tested it better and i decided to make some changes:
DEFLECTING SHOTS:
NOTE: A lightsaber can deflect shots from any weapon, except explosions from explosive weapons(of course).
1-The shooter rolls his skill and damage.
2-Roll a die for skill for the defender. If it is the same or superior than the shooter's, the blast is deflected, and if it isn't, the shot hits the minifig.
3-If the blast is successfully deflected, roll the skill again, and if one more time, you rolled the skill and it was equal or higher than the one who shot, the deflected blast will hit the shooter, and will cause damage according to the shooter's original damage roll. If you fail in this second step, the shot is just deflected.
NOTE: You can deflect to any unit in the the same range of the weapon that was used, like, 6" if you defended from a Short-Ranged Weapon.
LIGHTSABER vs. LIGHTSABER
1- A LS wielding minifig attacks another one wielding a LS, too. He makes the normal roll for skill, and the damage roll.
2- The defending minifig rolls his skill. If it is higher than the attacker' s skill, the attack is blocked. If he fails, the attack succeds.
3-The defender rolls again. If it happens the same, defender becomes attacker still in the attacker's turn, and does step 1. attacker only does step 2 to defend, and if he is succesfull, he runs out of actions (only if he has Force Powers, he can't take the last, if he hasn't used it; see further for Force Actions). If he fails, the defender (now attacking) succeds the strike.
Of course, if there is damage involved, don't forget to roll for the armor, if needed.
Using it:
-Heroes: If one Hero is using a lightsaber, he can use the automatic deflection when he is atacked in or out of his turn without cost or punishment for his rank.
-Officers: must roll at least a 4 in each of the steps 2 and 3 to succesfully use the lightsabers' deflecting abilities.
-Minifigs and Pilots: must roll at least a 6 in each of the steps 2 and 3 to succesfully use the lightsabers' deflecting abilities.
-All other size 1, 2 and 3 creatures use it due to their rank. To size 4 and higher, the lightsaber is too hard to use as a deflector. Size 0 creatures can't also use its special abilities.
LIGHTSABERS' STATS
Lightsaber: Use: 4 Damage: 1d6+2
FORCE POWERS:
Cost to buy: 25 cp in Level 1, 30 in Level 2, 35 in Level 3.
Actions: Creature that has them can make 2 actions per turn.
NOTE: Also buys the Hero-like ability of using lightsabers.
NOTE2: Before the name of the power, there is a "LVL(number)". That indicates the minimum level to use it. That's why there are different levels: because some Jedi are more powerfull than others.
FORCE RESISTING:
-If Force-Wielding minifigs make a Force Attack on another Force-Wielder, the defender can make the skill roll to defend it (long story short, just like the Lightsabers' one-on-one combat, but with Force-Powers)
FORCE POWERS LIST:
LVL1-Force Push: Moves objects and creatures around around. Can move objects within a radius of 4" from the starting position. Can shove enemies 1d6" away. 1 Push per turn.
USE COST: 4
LVL2-Force Choke: Chokes enemies to immediate death. 1 choke per turn.
USE COST: 10
LVL3-Force Lightning: Strikes the opponents with thunder attacks. Can atack two targets at the same time(but takes 2 actions).
DAMAGE: 1d6+2
USE COST: 5
LVL3-Strength Boost: When rolling for damage (in the same turn this was used), the final number is doubled. However, in the next turn, he is prone to attacks, causing the same effect but AGAINST him. Take 1 action.
LVL3-Defence boost: Doubles the users' armor for the next opponent turn, but lowers his own attack damage in the turn this is used. Takes 1 action.
LVL2-Force Tricks: Makes 3 types of different tricks:
1-Invisibility: Puts the user invisible during the next enemy turn, therefore cannot be attacked. Uses up 2 actions in each turn.
2-Mind Trick: Defects an enemy unit to the user's team during the same turn. Uses up 2 actions in each turn.
3-Force Shield: Uses up 2 actions in each turn, but makes him immune to any attacks during the next opponent turn.
USE COST(of each one): 4
LVL1-Force Speed and Jump: The user can do all moving actions with double effort. 1 action took by each(swimming, running, climbing, etc.).
USE COST: None.
If you want something else added, i'll have much pleasure in doing it.
FIRST UPDATE: 6/4/2008
SECOND UPDATE: 12/4/2008 - Jedi Levels Added.
THIRD UPDATE: 25/4/2008 - Grammar errrors corrected.
FOURTH UPDATE: 1/5/2008 - Force Resisting added.