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D6 Simple Rules Overview for Empire Ascendant
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==Combat== ===Scaling=== When fighting in the same scale, no modifiers are factored in. When fighting out of scale, the following modifiers come into play. When dealing damage to a smaller target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls (or the noted static defense bonus). Smaller scaled targets attempting to dodge attacks from -- or attempt to attack -- a larger opponent add the different to their defense and attack rolls. '''Scale // Modifier''' *Character . . . None *Speeder . . . +2D / +6 to Dodge *Walker . . . +4D / +12 to Dodge *Starfighter . . . +6D / +18 to Dodge *Capital Ship . . . +12D / +36 to Dodge *Planetary . . . +24D / +72 to Dodge ===Actions=== A character can declare multiple actions in any combat round, but each action beyond the first imposes a -1D penalty to '''all''' actions performed in the same round. These penalties are cumulative. ====Facts==== A '''Fact''' is either an action or a "not-really-an-action" that still imposes a -1D penalty on all subsequent actions as if they were performing multiple actions. *Drawing a weapon from its holster *Loading a weapon *Setting a blaster to stun *Running (moving twice your base speed) *Crawling while prone ====Movement==== Normally, a character can move 5 meters without any issues, and 10 meters counts as running (see ''Facts''). Characters with lower base movement rates (such as a droid with a move of 3m) can run, but do so at 2x their base movement rate (6m, in the case of the aforementioned droid). =====Prone===== A character can drop prone at any time on their action, without penalty. Dropping prone provides some advantages against ranged combat, and is also the ''only'' way to (attempt to) avoid explosions from grenades, thermal detonators, and the like. A prone character can crawl 2 meters as their movement, but suffer a -1D penalty to all other actions, as doing so is a ''Fact.'' Standing up from prone and taking other actions can be done without penalty, though you cannot move (crawl, walk or run) ===Initiative=== #Declaration phase (determine your actions, including multiple actions, or declaring Full Dodge). #Roll 1D per character, actions proceed in ascending order (1s go first, 2s go second, etc.). #Resolve first action for each character in initiative order. #Repeat for subsequent actions, until all declared actions are resolved. #End of combat round. ===Defenses=== Defenses are a static number. Normally, the Target Number (TN) of any ranged attack is simply based on the range, and any melee attack is based on the weapon employed. Characters have two choices during the Declaration phase of initiative in terms of defense: #No defense/not declared: The TN is modified by the character's appropriate static Defense score. #Full Dodge: The character declares that they will do nothing except defend themselves. The TN is modified by the character's static Dodge + 10. Static Defense are calculated as such, and should be noted on your character sheet: *''Brawling Parry'' = (Brawling Parry skill dice x3) + pips *''Dodge'' = (Dodge skill dice x3) + pips *''Melee Parry'' = (Melee Parry skill dice x3) + pips ===Fire Combat=== ====Range Difficulty==== *Point-blank - Very Easy *Short - Easy *Medium - Moderate *Long - Difficult ====Other Difficulty Modifiers==== *Target has Cover: +5 *Target is Prone: +5 (except at Point-blank range) ===Grenades=== #Roll your skill dice to see whether you hit, or -- if not -- if it scatters. #*'''Scatter:''' roll 1D to figure out the direction of the scatter, and 3D for the number of meters it scatters. #Determine who is in the blast radius, and what their range is from the grenade. #Roll 4D for the grenade to "hit" each of the potential targets. #*Any use of Full Dodge takes effect right now, and automatically results in the character falling prone. #Anyone who is hit takes damage normally. ====Grenade Modifiers==== *In an enclosed area (10 x 10 x 10 meters): +1D to damage *Targets protected by flimsy cover (window): -1D to damage *Targets protected by hard cover (door, slit): -2D to damage *Targets protected by full cover: grenade can't damage them (but can destroy the cover) *Explosion in vacuum: -1D to damage ===Damage=== When you are hit, simply subtract the Soak roll (Strength + Armor) from the Damage roll. '''Damage Roll > Soak Roll by // Effect''' *0-3 . . . Stunned *4-8 . . . Wounded *9-12 . . . Incapacitated *13+ . . . Mortally Wounded The effects of each level of damage are: *''Stunned:'' You suffer -1D to all rolls (except Damage and Soak) for the rest of the round and for the next round. *''Wounded:'' You fall prone and cannot act for the rest of the round. You suffer -1D to all rolls (except Damage and Soak) until healed. If you are wounded twice, you become Severely Wounded. *''Severely Wounded:'' Same as Wounded, but you suffer a -2D penalty instead of -1D. If you are wounded again, you become Incapacitated. *''Incapacitated:'' You fall prone and are knocked unconscious. *''Mortally Wounded:'' You fall prone and are knocked unconscious. Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die. A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round. ====No Death?==== Although damage works slightly differently in later editions, one of the things about 1st Edition Star Wars D6 is that there was no result on damage rolls that automatically killed a character (Player or Non-Player). This is on purpose: death happens either (a) being Mortally Wounded for some time without medical aid, or (b) when dramatically appropriate. That said, an unconscious character is at the mercy of the victor, and this could mean that NPCs are effectively "defeated" whether or not they are dead, and that Player Characters could be killed be especially vile enemies, but usually will find themselves captured, left for dead, or otherwise out of action until healed. ====Mooks==== Certain enemies may be classed as ''Minions'' or ''Henchmen'': *'''Minions''' are defeated on any successful hit. *'''Henchmen''' are defeated whenever they would normally be Wounded. ====Blasters Set to Stun==== Setting a blaster to stun is a ''Fact'', incurring a -1D penalty on any subsequent actions in the same round. When determining the effects of damage from a blaster set on stun, any result of ''Wounded'' or greater simply means the target is knocked unconscious for 2D minutes. A ''Stunned'' result (ironically) means the target is unharmed.
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