Star Wars: Measure for Measure
Rule of thumb
Whenever the game gets bogged down, fall back on the rule of thumb:
Pick a difficulty number. If the character’s skill roll is equal or higher, she succeeds.
|Difficulty||Difficulty Numbers||Weapon Ranges|
|+ 1-5||Character has only a slight advantage.|
|+ 6-10||Character has a good advantage.|
|+ 11-15||Character has a decisive advantage.|
|+ 16+||Chracter has an overpowering advantage.|
If roll is equal to or higher than difficulty number, the character succeeds.
Opposed rolls. One character rolls against another’s skill. If the two rolls tie, the first roller succeeds.
The Wild Die
When the wild die comes up as a 6, add it ot the die total. Rol lthe die again and add the new number.
For the first roll only a 1 on the wild die means choose an option:
- Add up the dice normally.
- Total up the skill dice, but a “complication” occurs.
- Subtract the one and also subtract the highest other die.
Wild die counts for all die rolls, including weapon damage and rolling Perception for initiative.
Creating a character
- Pick a template.
- Review the “Star Wars Player Handout.”
- Make up a name, height, weight, sex, age, and a brief physical description for your character.
- Characters start with five Character Points.
- Pick skills. A character has 7D for beginning skills; you may place 1D or 2D in a skill. You may split 1D into three separate pips.
- You may improve any of the Force skills—control, sense, or alter—if they’re already listed on your template.
- Specializations. You can spend 1D of your character’s beginning skill dice to get three specializations; add 1D to each specialization.
- Advanced skills. Skills with an (A) are “advanced skills.” Ask your gamemaster for more information if you want to improve an advanced skill.
- Decide if the character is Force-sensitive. if “no,” character starts with 1 Force Point; if “yes,” character starts with 2 Force Points but must adhere to the Jedi Code or risk going over to the dark side.
- Spend credits on equipment. See the “Equipment Cost Chart.”
- Pick Force powers. If your character has Force skills (control, sense, or alter), he knows at least one Force power. Ask your gamemaster for more information.
Now you’re ready to start playing!
General combat rules
Damage roll ≥ strength roll / body strength roll / hull code roll
|Amount||Characters||Vehicles/Starships||Ion Cannon Effects|
|0-3||Stunned||Shields blown/controls ionized||Controls ionized|
|4-8||Wounded||Lightly damaged||2 controls ionized|
|9-12||Incapacitated||Heavily damaged||3 controls ionized|
|13-15||Mortally wounded||Severely damaged||4 controls ionized|
Use the difference between two scales to get modifier.
Lower against higher
Lower scale attacker adds modifier to attack roll; if target dodges, just roll skill.
Higher scale target adds modifier to roll to resist damage; lower scale weapon rolls damage normally.
Higher against lower
Higher scale attacker rolls normal attack; lower scale target adds modifier to dodge roll.
Higher scale attacker adds modifier to damage roll; lower scale target resists damage normally.
Common combat difficulty modifiers
|Light smoke/fog||+1D (+3)|
|Thick smoke/fog||+2D (+6)|
|Very thick smoke/fog||+4D (+12)|
|Poor light, twilight||+1D (+3)|
|Moonlit night||+2D (+6)|
|Complete darkness||+4D (+12)|
|Object hides 25% of target||+1D (+3)|
|Object hides 50% of target||+2D (+6)|
|Object hides 75% of target||+4D (+12)|
|Object hides 100% of target||Note1|
1 If cover offers protection, the attacker cannot hit the target directly, but damage done to the cover might exceed the Armor Value it provides, and, indirectly, damage the target. Most of the time, the attacker must eliminate the cover before having a chance to hit the target.
Shields blown. -1D from shields. If no dice in shields, controls ionized.
Controls ionized. -1D from maneuverability, shields, and weapon fire control and damage for rest of round and next round.
If suffering from as many controls ionized results as ship has maneuverability dice, controls dead for next two rounds. Ship maintains same speed and direction; cannot turn, fire weapons, use shields, or take other actions.
Lightly damaged. Ships can be lightly damaged any number of times. Roll 1D:
- -1D from maneuverability. (If maneuverability 0D: -1 Move.)
- One on-board weapon hit and destroyed.
- One on-board weapon rendered inoperative. It’s lightly damaged.
- Hyperdrive damaged. Double time to calculate astrogation courses; if pilot wants to jump in one round, add extra +10 to astrogation difficulty.
- -1D from shields. If no dice in shields, controls ionized.
- -1 Move.
Heavily damaged. A heavily damaged ship that’s lightly or heavily damaged becomes severely damaged. Roll 1D:
- -2D from maneuverability. (If maneuverability 0D: -2 Move.)
- Lose a weapon system in one fire arc.
- All weapons of one type in the same fire arc destroyed.
- Hyperdrive damaged. Increase all astrogation difficulties -10.
- -2D from shields. If no dice in shields, 2 controls ionized.
- -2 Moves.
Severely damaged. A severely damaged ship that’s lightly, heavily, or severely damaged again is destroyed. Roll 1D:
- Dead in space. All drives and maneuvering systems are destroyed.
- Overloaded generator. Explodes in 1D rounds, destroying ship.
- Disabled hyperdrives.
- Disabled weapons. All weapons lose power. Roll 1D:
- 1-4: Weapons are severely damaged.
- 5-6: Weapons destroyed.
- Structural damage. Ship disintegrates in 1D rounds.
Destroyed. Ship instantly destroyed.
Lost Moves add together.
- -1 Move: Ship limited to high speed.
- -2 Move: Ship limited to cruising speed.
- -3 Move: Ship limited to cautious speed.
- -4 Move: Ship dead in space.
- -5 Move: Ship destroyed.
|Damage roll ≥ hull roll by:||Space units reeled in:||Target ship’s damage|
|0-3||No change||No damage|
|Fire Arcs Covered||Shield Difficulty|