LegoJedi

So you wanna game with those new Star Wars sets that are coming in the mail?

So the space rules got ya covered on everything except The Force?

Well here's the answer!

The Force rules are divided up into two sections; Force Postulates, which are general, unchanging rules (a kind of Jedi Bill of Rights) and Force Tasks, or abilities. There are a few charts and as always, send me comments.

 

Force Postulates.

A) Any Force User may attempt any Force Task at any level of difficulty at any time in the turn, after phase 2 (the initiative roll). However, He may not use two Force Tasks in immediate succession (there must be at least one action by an opposing unit between Force tasks). i.e. I move a squad, you move a squad, I move a squad and my Jedi levitates a land speeder out of the way to remove your cover. It's still my combat phase so I can pick a squad to open fire, or my Jedi can use a normal combat weapon, but I can't use another Force skill until you've taken an action.
 
B) A particular force task will have a base difficulty which the Force User must roll above on 1d10.
 
C) Force Users have Force Points (fp) which will be used to enhance Force Rolls or otherwise augment the users chances of completing a task. The more points a User has, the more powerful a User he will be.
 
D) A Failed attempt at using the Force means loss of the Force for the rest of the Turn! This prevents Force users from attempting infinite numbers of actions at once. You can still use the force when you'vre run out of points, but it gets really risky fast. How much risk are you willing to take? (Note that if you fail because your roll was modified by another Force User employing the Force against you this Postulate does not apply. (see Force Skill #4)
 
E) A User may attempt as many force tasks in a turn as he wishes, however he may only spend up to his total fps in one turn. That is, he may divide his Force Points among many force tasks.
 
F) You must declare the number of points you are using towards a particular roll BEFORE the die is cast.
 
G) There's no "Dark Side" but Force Users may call on the force from there opponents point of view when the're in a bind. when this is done the Force User gains up to 2x his normal fp. they must roll greater than their new combined total fp. failure means after the entire turn is resolved, they go over to the other side, becoming the property of the other player.
Note that this means if I've got a weak jedi(4fp) and he uses the otherside points to get 8, he's less likely to turn than a more powerful jedi(8fp) who would need a higher roll (>16). The younger will be more tempted, the aged will know better.
 
H) Force Points cost 2 cp each. Light Sabers cost 10cp and may only be used or built by Force Users. There are no provisions for other Force artifacts or creatures at this time.

 Force Points Movie Character Reference
0 Average denizen
1 Luke in A New Hope
2 Luke on Hoth in Empire
3
4 Luke after Degobah
5 Luke after Bespin
6 Luke on Tattoine in Jedi
7 Luke after defeating Vader
8
9 Kenobi in Phantom Menace
10 Qui-Gon and Darth Maul
11
12 Emperor Palpatine
13  
14 Yoda

 

Force Tasks

1) Force Field Base Difficulty=5

The Force User may project a field that can move objects and people. This ability can pe used to simply lift objects and shove people, or the User may propell himself as if jumping far or running fast. To lift an item under 5 sp (or hp for creatures) 1" the Force User must roll greater than 5. The difficulty increases by 1 for every 5 sp beyond the first 5 and every 1" of movement beyond the first. Force Users may use the field upon themselves in the same manner to improve movement.
 
example: Jedi bob (5 fp) wants to push a 20 sp speeder bike into a rock 2" away. Bob realizes he'd need to roll greater than an 9 to be successful (5+3(20sp bike)+1(1 additional inch). Bob's not liking the odds so he decides to use 3 of his fp to boost his roll. He rolls a 7 (+3=10) and shoves the bike into the boulder. The bike takes normal collision damage. Bob now has 2 remaining fp which he may use on other Force Tasks this turn.
Bob uses Force Field again to dash to an open dorway 6" away. (Bobs movement is 5", he uses force field to push him the extra 1" (difficulty 5) and uses his last two Force Points to boost his roll).

 

2) Precognition (Force Sight) Base Difficulty= See Chart

The Force User may peer into the future, before the start of battle, to divine the strengths and weaknesses of his opponent. This may be attempted once, and failure does not mean loss of force for the game, however it does mean your opponent gains the advantage you were seeking.
The Force User spends fp on the Force Strength he will use to see into the future. He must then roll greater than this number on 1d10. The higher the strength, the better the results, but the greater the risk of failure. Of course he may use any fp not spent on strength to augment the roll.

 Force Strength Result of Vision
1 Nothing
2 See any Secret enemy pieces
3 You may place all debris &structures on field of play at start.
4 Auto initiative all game
5 +10% to your Army cp
6 +10% Army cp and Auto Initiative
7 Choose the order of play each turn for the whole turn
8 +15% Army cp
9 +15% Army cp and any 1 of #2,3,4
10 +15% Army cp and Choose order of play

example: Jedi Bob is mustering his forces for a pitched battle against Darth Steve (each army is 100cp) . Bob calls upon the force to divine Steves weaknesses and chooses to use Force Strength 4 (costing 4fp). Bob will use his remaining point to boost his roll. Bob rolls a 4(+1=5) he had to roll greater than 4 and, thanks to the extra fp, made it. Bob has seen that Steve will be using a standard Mandaloreian tactic and instructs his troops accordingly, gaining initiative for the entire game.
However, Darth Steve (10fp) is also tapping the Force for prophecy and chooses to spend 6 fp for Strength and 4 for a dice boost. He rolls a 7 and easily sees where Bob's men are going to deploy. Darth Steve instructs his Storm Troopers accordingly (which gains him initiative (this balances out Bob's) and gives him an additional 10 cp to spend).

 

 

3) Deflect Blow Base Difficulty=Opponents modified ToHit roll

 

When a Force User has been hit, he may attempt to deflect the blow by rolling greater than the successful ToHit roll (including any +'s due to skills or equipment) of his opponent. If the Force User is employing a light saber he gets a +1 to any deflection roll.
 
example: Darth Steve has sprung a trap on Ham Salad. Ham whips out his blaster and squeezes of three shots (he's really fast!!!). He's using a Heavy Blaster so he needs to roll a 5 or greater on each shot to hit. Ham also gets a +2 ToHit 'cause he's really good with a gun. Salad rolls a 4(+2=6), a 6(+2=8) and a 7(+2=9); all hit this should do an unholy 9 points of damage total!
But...
Darth Steve deftly raises a hand and, calling on the force, attempts to deflect the blows. For the first one he spends 3 fp. he rolls a 5 (+3fp=8), and the first shot is deflected. For the second he uses 2fp and rolls a 7 for a total of 9 (just barely blocked it). And for the last he spends 3 fp, he rolls an 8 and gets 11 blocking the third. Seeing that he has 2 fp left Darth Steve uses the force to pull the gun from Salad's hand. It's less than 2 sp so he must get over a 5. He rolls a 4(+2fp=6); the gun leaps across the room leaving Salad staring at his hand in disbelief.
Remember; if Steve had failed just one Force Test, he would have lost the use of the force for the rest of the game!!!

 

 

4) Suggestion Base Difficulty=cp of target (not including equipment)

 

A Force User may use the Force to implant simple instructions or cloud the mind of an opponent. Simple instructions means "don't shoot", "stop moving", "give me the weapon" or the like. Not "get in the speeder, drive to anchor head and pick up a 6 pack."
The Force User may use fp to enhance the roll. Defending Force users may block the suggestions used against them by using their fp to reduce the results of the suggesters roll.
 
example: Jedi Bob (15 cp and 5fp) and Darth Steve(25 cp and 10fp) are locked in saber combat. As they exchange blows and gamble Force rolls Darth Steve begins to mess with Bobs head. He is going to suggest that bob use fp from the other side.
 
Darth Steve must get greater than 15 to implant the suggestion. he uses 8 fp, reserving 2 for later in the turn. Steve rolls a 9(+8=17). Success!!!
"Bob, give in to your icky feelings!"
 
Jedi Bob will resist with all 5 of his fp, So steve's result is lowered to 12. Bob is defiant!
"No!"
 
Steve does not loose force ability because he only failed due to out side interference (Bob's use of the Force).
(Note that in the above example both Steve and Bob must declare the # of points they're spending before Steve rolls).

 

 

5) Telepathy Base Difficulty=See Chart

 

The Force User must consult the table below to find the difficulty and may use fp to boost the roll. For game purposes, success has the effect of being in communication with the target.

 

 Conditions Difficulty
 eye contact 7
 line of Sight 8
out of sight, position known 9
out of sight, position unknown 10
off game area, position known 11
off game area, position unknown 12
intragalactic communication 13

 

6) Saber Combat ToHit=5 (Must roll greater than a 5 for success)

 

This is not a combat skill it's a Force Skill. Saber Combat takes place whenever a Force User chooses to strike at something (not nessecarrily during the Users combat phase) and they may attack as often as they like. Remember, one miss (not a deflected blow, I mean I rolled ToHit and got a 5 or less) and the User looses Force ability for the turn.
 
Darth Steve(10fp) is in combat with his old master Jedi Odi(12 fp)
 
Darth has initiative, chooses to strike and uses 3 fp to boost his roll. He rolls a 4(+3=7) and hits. Odi chooses to deflect the blow using 4 fp (he gains an additional 1 for using a saber ) he rolls a 4(+5=9)and blocks.
Odi now strikes back and uses 3 fp to hit with his saber. He rolls a 3 for a total of 6, another hit. Steve Deflects with 2 fp (+1 for the saber) and rolls an 8(+3=11) another block.
 
at this point Steve has 5 fp left and Odi has 6. It's Steves turn and he chooses to hang back and see how things develop. He advances a squad of troopers on another part of the battlefield.
 
Odi continues the attack. He spends all 6 fp hoping he can break through Darth Steves defenses. He rolls a 7(+6=13). Darth tries to deflect with 5 fp (+1 for the light saber) he rolls a 9(+6=15) and deflects.
 
It's Darth's turn. Big decision time. He's out of fp for the turn. Odi's out as well. Steve knows that if he misses the roll he looses his powers, but Odi may never again be this vulnerable. Darth goes for it. He needs more than a 5 to hit, he rolls a 5, not good enough. He misses and looses his grip on the force. He is an average slug for the rest of the turn.
 
 
Saber damage is figured by rolling 1d10. Any Jedi may influence the roll +or- with force points. The attacker may choose to lower the result at his discretion.
 
 Modified Die Roll

 Result
-1  1 HP
0  2 HP
1  Sever right hand
2 Sever left hand
3  3 HP
4 Sever right arm
5 Sever left arm
6  4 HP
7 Sever right leg
8 Sever left leg
9  5 HP
10 6 HP
11 Decapitation
 

A Saber will compleetly sever any inanimate object up to 2 studs thick on contact. Larger objects or vehicles

 

The Force will be with you, always.