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.