Star Wars Miniatures Mayhem!

Discussion in 'Ft. Lauderdale, FL' started by AxtonTredway, Sep 5, 2005.

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  1. AxtonTredway Jedi Knight

    Member Since:
    May 30, 2001
    star 2
    I have always wanted to play a dice&paper game where you could actually "feel" those fancy lightsaber maneuvers in the films! I could do without the "real-life" appendage severing, though (lol!)

    I've actually been thinking about this issue for some time and came up with some "house rule options" that could be implemented without much trouble.I was inspired by WEG's old Lightsaber Duel Pack. It consists of a series of "maneuver options". Initiative seems to play a key role (go figure!) I recommend this option only for "dueling" situations. This is BY NO MEANS AUTHORATATIVE! Just having some fun here:

    Maneuvers:

    Low Sideswing-Attack+1(If Attack roll fails save on 11 or immediate -1 to Defense)
    High Sideswing-Attack+1(If Attack roll fails save on 11 or immediate -1 to Defense)
    Thrust High-0....Making Rules for "Lightsaber Form Style 2" for this one
    Thrust Low-0....Making Rules for "Lightsaber Form Style 2" for this one
    Block High-Defense+2,Attack-2
    Block Low-Defense+2,Attack-2
    *Flip(Tumble)-Make Tumble Roll (or Force1 for Force Leap)...Success=Defense+3(-3 Against High Attacks-Careful,this is how you make "Stumpy Anakin"(lol!)),-3Attack
    Dodge-+4Defense,-4Attack
    Duck-+5Defense("High" Attacks Only or else -5Defense),-4Attack
    Jump Away-+4Defense,-6Attack
    Backstep-+3Defense,-3Attack
    Downswing-+5Damage,-4Defense
    Charge-+3Attack,-3Defense

    "Defensive Maneuvers" are declared before the Attacker's attack roll and modifiers take immediate effect. It's all basically an exchange of attack and defense modifiers. "Defending" characters must commit to movement actions associated with defense options such as "flip" or "backstep" with all rules for attack of opportunity (or not!) upon activation.

    *Tumbling characters are considered "in-flight" and end their movement at least two squares away from their original position (as per Force Leap).

    .....Just throwing some ideas out there!

    __________________
    "You may attract more flies with honey than vinegar, but you can attract even more with a fresh pile of cow manure!"

    New Maneuvers!

    Spin & Strike High-(can only be used after the character utilizing this maneuver has used "block" or "dodge")+1Attack,+3Damage,-1Defense
    Spin & Strike Low--(can only be used after the character utilizing this maneuver has used "block" or "dodge")+1Attack,+3Damage,-1Defense

    We sometimes use "hit location charts" for "high" or "low" hit confirmations!

    ....As was implied earlier these are "advanced rules" for key duels between relatively important characters.

    -Axe
  2. stacey113 Jedi Master

    Member Since:
    Jul 8, 2001
    star 4
    Hey Axe, your gamer geek is showing! :D :cool: [:D]
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