Thursday, March 22, 2012

Star Wars Flying Lead

I have had a new interest in using Flying Lead as the basis with rules added in from other games such as Mutants and Death Ray Guns and Flashing Steel as well as some from the Song of Blades and Heroes series.  I came up with some ideas for using Jedi and the Force, all my previous games had been Rebels vs Empire or Empire vs Pirates.  So I wanted to expand what I could do a little.

Here is a sample of what I came up with for some rules for Jedi.


The Jedi Knights
The Guardians of Peace and Justice of the Old Republic.  A big part of a Star Wars setting.  They were among the greatest warriors in the galaxy and trained from a very young age.  These are very powerful characters.
There are three levels of Jedi for gaming purposes.  
Jedi Padawans, Jedi Knights and Jedi Masters
They all have the following abilities and special rules:
All have the Acrobat special rule. 
All have the Lightsaber Combat special ability
All have The Force special rule
All have Jedi Deflection when shot at 
Jedi Knights also have mastered one of the seven forms of lightsaber combat
Jedi Masters will have mastered two forms of lightsaber combat.
Some Jedi Knights and most Jedi Masers will have the Hero special rule.
The seven forms of Lightsaber combat are:
Form I Shii-Cho, The Way of the Saarlac.  This form involves broad sweeps and strikes in is good against multiple opponents.  In game terms the Jedi will have the special rule Multiple Foes.
Form II Makashi, The Way of the Ysalamiri.  This form has more controlled cuts and thrusts than Form I and is more of a fencing style.  The Jedi will have the Special Rule Panache.  Using Swashbuckling rolls to befuddle opponents.
Form III Soresu, The Way of the Mynock.  This form is very defensive especially against blasters.  This gives the Jedi the Great Defense Special Rule.
Form IV Ataru, The Way of the Hawkbat.  This form relies on acrobatics and constant movement.  It allows the character to use the Running Blow Special Rule.
Form V Shien/Djem So, The Way of the Krayt Dragon.  This form relies on steady attacks forcing an opening to strike.  It gives the Jedi the Riposte Special Rule
Form VI Niman/Jar’Kai, The Way of the Rancor.  This form is a mix of other forms and incorporates using the force to pull opponents off balance and into the path of the lightsaber.  This is also the form used to wield two lightsabers.   In game terms it will give either the Combat Fiend or Main Gauche ability or both if taken twice.
Form VII Juyo/Vaapad, The Way of the Vornskr.  This is a very aggressive style and runs along the edge of the dark side.  It gives the special rule Murderous. (see Dark Side Points below) 
The Lightsaber Combat ability reflects the training and skill in the use of the lightsaber or the weapons used against lightsaber wielding foes, for example the IG-100 MagnaGuards.  Also Characters like Asajj Ventress and General Grievous use Lightsaber Combat, but are not Jedi.
Lightsaber Combat 
This rule is an adaptation of the Swashbuckling Rule in Flashing Steel. 
Examples would be:
  • Using The force to throw small objects at an opponent, or throwing things by hand.
  • Kicking the opponent or objects in his direction
  • Punching with free hand or lightsaber pommel.   
  • Shoving or pulling the opponent with the Force or physically pushing or striking.
The difference being that a Shaken result does no mean the opponent ends up prone.   
Jedi Deflection
Jedi are skilled and blocking incoming blaster shots with their lightsabers.  Whenever a Jedi is shot at and missed there is a chance that the shot may be deflected. Usually if the target cannot affect the shooter, this in an exception.
The Jedi may use the weapon modifier of the lightsaber (change from normal ranged combat)   
If the Jedi triples the shooters score he may deflect the shot at any target in his line of fire.  The shot will use the Jedi’s Combat and any Ranged Fire Modifiers and the weapon modifiers.
If the Jedi doubles the shooters roll the shot can be deflected back to the shooter. 
If the Jedi beats the shooters roll the shot is deflects harmlessly away.
The Force
The following Force Powers may be used:
Force Leap:  The Jedi may use the Force to jump in any direction, even straight up, Short on 1 success, Medium on 2, and Long on 3. 
Force Push:  The Jedi will spend one action to use the power: the target must pass a Q check, at +1 isf Big, +2 if Huge, and +2 if wearing Power Armor. If the roll fails the target is pushed up to one short distance away (the Jedi moves the model) and there is a 50% chance that the target will fall. This ability can be used to push away a model in Hand to Hand combat , even a model in combat with the Jedi himself!  The model moved away from close combat receives a Free Hack as normal
Force Disarm:  This power can be used to disarm an opponent.  The Jedi must spend one action point to use the power; the target must pass a Q check, at +1 if Big, +2 if Huge, and +2 if wearing Power Armor.  If the roll fails the Target is disarmed and the weapon thrown up to Long distance away.  The Jedi decides where the weapon lands (place a counter there) but cannot place a weapon off the tabletop.  If the weapon is a grenade, there is a 1 in 6 chance of it exploding at the end of movement.  
Lightsaber Recall:  The Jedi may use the Force to recall a dropped lightsaber which must be in line of sight.  The distance that the lightsaber may be recalled is , 1 success for Short, 2 for Medium and 3 for Long.  May not be recovered if further than Long.
Jedi Mind Trick:  This attack hits at Long Distance and uses the Jedi’s and the opponent’s basic Combat scores.  If the Jedi wins the target is confused (-1 to Q rolls until he spends 1 action to regain his senses; a confused Leader loses its bonus and cannot give group orders). If the Jedi doubles the Target, the target is Shaken (does not go prone, but must spend 2 actions to recover).  If the Jedi triples the Target, he will mid control the target until the Jedi is Killed, Out of Fight , or becomes Mind Controlled himself.  The controlled target will have a -1 on Quality and a -1 on Combat rolls.  The Controlled target will act as if part of the player’s group.  The Jedi must keep concentrating on the model and cannot use a Jedi Mind trick against any other target without letting go of the controlled model.   Jedi Mind Tricks do not affect Artificial models such as droids. Normal Targeting restrictions do not apply to Jedi Mind Tricks 
Telekinesis:  Jedi may use the Force to strike foes with objects in the environment, (rocks, equipment, etc.)
 The player declares his intention to use the Force with the model at activation, and rolls one, two or three dice. The number of successes rolled is the number of Force power points he has to use. So with 2 successes you have a power 2 Force ability, for example.
Not all the successes need be used in using Telekineses -- for example, a Jedi who rolled three successes may use one success to move and two to use a power 2 Telekinesis. Or he may move twice and use a power 1 Telekinesis. Or he may abort using Telekinesis and move three times. Telekinesis  can be used as a ranged attack, attacking with a Combat score equal to the power of the Force points used, with a range of Short if power 1, Medium if power 2, and Long if Power 3. This represents the Jedi sending more, or larger objects flying at his opponents. They can be used at multiples of the basic range, so for example a Power 1 Telekinesis with a range of Short can be used to attack a target up to 3xShort away, at -1 per range band beyond the first.
If used as ranged attacks, all normal targeting restrictions apply. So you can’t use Telekinesis  on someone who is engaged in hand-to-hand, for example.
Force Choke: The player declares his intention to use the Force with the model at activation, and rolls one, two or three dice. The number of successes rolled is the number of Force power points he has to use. So with 2 successes you have a power 2 Force ability, for example.
Not all the successes need be used in using a Force Choke-- for example, a Jedi who rolled three successes may use one success to move and two to use a power 2 Force Choke. Or he may move twice and use a power 1 Force Choke. Or he may abort using Force Choke  and move three times. Force Choke can be used as a ranged attack, attacking with a Combat score equal to the power of the Force points used, with a range of Short if power 1, Medium if power 2, and Long if Power 3.  They can be used at multiples of the basic range, so for example a Power 1 Telekinesis with a range of Short can be used to attack a target up to 3xShort away, at -1 per range band beyond the first.
If used as ranged attacks, all normal targeting restrictions apply. So you can’t use Force Choke on someone who is engaged in hand-to-hand, for example.
 A Jedi or non Dark Side Force user must declare he is using a force choke because if he  ever rolls 3 failures he must make a Dark Side Check)
Force Lightning:The player declares his intention to use the Force with the model at activation, and rolls one, two or three dice. The number of successes rolled is the number of Force power points he has to use. So with 2 successes you have a power 2 Force ability, for example.
Not all the successes need be used in using force Lightning -- for example, a Jedi who rolled three successes may use one success to move and two to use a power 2 Force Lightning. Or he may move twice and use a power 1 Force Lightning. Or he may abort using force Lightning and move three times. Force Lightning can be used as a ranged attack, attacking with a Combat score equal to the power of the Force points used, with a range of Short if power 1, Medium if power 2, and Long if Power 3.  They can be used at multiples of the basic range, so for example a Power 1 Force Lightning with a range of Short can be used to attack a target up to 3xShort away, at -1 per range band beyond the first.
If used as ranged attacks, all normal targeting restrictions apply. So you can’t use Telekinesis  on someone who is engaged in hand-to-hand, for example.
The Dark Side Check
If a non Dark Side force user or Jedi uses a Force Choke and rolls three failures he will gain a dark side point.  If he ever gains Dark Side points equal to his quality he has turned to the Dark Side.
Likewise if a character using lightsaber Form VII ever scores a gory death against an opponent he will gain a Dark Side Point as above.  


I adapted rules from several sources, as I felt each brought something to the game.  I really like the way Flashing Steel captures the Lightsaber combat aspect of the game and adds some depth to the melee combat from Flying Lead.

I will post some short battle reports soon showing how this ties together in a game. 

Jousting at Conquest

I have seen some photos of the game of Joust, played at Conquest in Sacramento.  I was thrilled to see others playing and using the big knights.  Here is a link to a blog with some pics from Conquest.

http://twotharksonecup.blogspot.com/2012/03/conquest-sacramento-2012.html

Friday, March 9, 2012

Deep Dark Dungeons: Battle Report: Heroes vs. Orcs!

Well done.  SBH is great for playing all kinds of games. Looking forward to seeing more blogs in the future!

Ken