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"Jedi in Stargrunt II" Topic


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Earl of the North02 Mar 2006 2:34 p.m. PST

I've play tested a few games using the Fast, Heavily Armoured, Power Armour stats for Jedi/Sith and it seems to work okay, long range firepower equals the jedi squads force powers and close combat works okay. I thought Yuzzem squads and Wookies could be treated as Slow, Lightly Armoured, Power Armour.

About 1 squad of 6 jedi to 1 platoon of ordinary troops seems about right.

I've the figures for a 28mm Corporate Mercenary/Crime Syndicate Company (mix of WOTC, GW Catachans and GW Orks)and i'm looking at a campaign with the bad guys seizing a planet and the Old Republic attempting to liberating the planet.

Lots of skirmishes, such as the Jedi attempting to get word of the coup back to the Republic, right threw to the major battles when the Republic arrives in force.

Anyway any problem with using the Power Armour rules in the way that i'm not seeing, I want the Jedi to elite close combat troops but still be capable of being shot to pieces if the player makes a mistake.

Thanks

John

Earl of the North02 Mar 2006 2:36 p.m. PST

That should be 'I want the Jedi to be elite combat troops'

damosan03 Mar 2006 12:26 p.m. PST

Make the Jedi standard Elite(1) type troopers. Due to their funky light-sabering I'd give them a d10 armor value (for deflecting shots). Seeing as they arn't wearing any armor give them a d8 movement rating.

Want to make them harder? Let them ignore morale (they're always COnfident).

Want to make them harder? Let them use an action to compel an enemy squad away from them ("We arn't the Jedi swarm you are looking for…").

Etc, etc, etc…

tmason05 Mar 2006 3:49 a.m. PST

I have tried a few ways of playing Jedi and have found the following works pretty well.

Each jedi is given a force dice (d4= padawan, d6= jedi, d8 = master, Yoda etc = d10 or 12) This is ADDED to most of their dice rolls. Eg is a jedi tries to do a combat move (d6x2) then add his force dice too. The force is added when a jedi is shot at (ie added to the range dice) and added to his armour dice – which could be a d6 or d8 depending on how important you think a lightsaber is. It can also be used as a ranged weapon ie a jedi can roll his force dice and his skill dice as a ranged attack. It can be added to spot checks, leadership tests etc as you feel are appropriate to your game.

I always treat jedi as special characetrs and hence usually only have a few and more often only one in a force. They can be very potent and hard to kill, but not indestructable.

Another option you might consider is changing the close combat rules so they work like ranged combat. Each trooper has a CC value just like firepower for close combat. These are added for the squad and special weapons (such as a lightsaber) added in as an extra dice. Rather than pairing off individuals, the whole squad rolls firepower and skill dice against the defenders skill dice. Casualties are inflicted as per ranged combat with each weapon type having a damage value (like impact) that is compared to armour for each hit. Both squads (attacker and defender) fight simultaneously, so casualties get a chance to fight back in the round of combat they were inflicted. This usually makes close combat quicker and allows for differnt types of CC weapons – hard to use (low CC value) but lethal (high damage) or easy to use (high cc value) but less lethal etc.

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