Star Wars Combat!
An alternate Hand-to-Hand fighting system for the Star Wars RPG
by Christian Conkle*.
Introduction
This system wishes to expand the hand-to-hand fighting system as presented in the Star Wars RPG. As presented, the existing fighting system is sufficient for most Star Wars fisticuffs and brawling. It is simple without too much detail or complexity. This system, however, greatly expands the detail and complexity of the existing rules.
Star Wars is not about Martial Arts, and these rules are not intended for the Star Wars universe. They are, however, intended for non-Star Wars campaigns: alternate universes, other settings, etc. The primary setting for these rules is one where hand-to-hand fighting is a major element, more so than blasters, weapons, or diplomacy. Kung Fu movies, Fighting Video Games, and Anime is the inspiration for these settings. Larger-than-life martial arts, impossible stunts, and incredible feats of acrobatics, these are the elements that comprise these rules.
*These rules were originally created for Street Fighter the Storytelling Game by White Wolf Games. They were later modified by Steven Long for World of Darkness Combat also by While Wolf Games. Rather than re-invent the wheel, it was my decision to simply adapt those excellent rules to the Star Wars system. I discovered that the existing WoD Combat rules were already very compatible with existing Star Wars rules. With only a few slight modifications, I was able to use those rules in an existing Star Wars campaign.
Changes to the Combat System
A few small changes need to be made to the existing Star Wars combat system to allow for these rules.
- Willpower:
A new statistic. All characters start with 10 Willpower which is deplenished by certain special maneuvers during the game. Recovering Willpower takes 15 minutes per point. Characters may purchase additional Willpower for 1 Character Point times the current number (10 CP for 11, 11 CP for 12, etc.).
- Turn Order:
Characters now declare and act in reverse order of Dexterity, slowest to fastest. Characters must move then act unless allowed otherwise by a special maneuver. A faster character may "interrupt" a slower character either before or after their opponent moves. Once the faster character has acted, the slower character may continue their action, if able.
- Abort Maneuvers:
or Reaction Skills. Certain maneuvers and Skills can be "aborted" to even after an action is declared, allowing a fighter to switch to a higher-initiative defensive maneuver. Jumping, Blocking, and Dodging are examples of Abort maneuvers. Aborting costs 1 Willpower.
Multiple Actions
Characters performing multiple actions perform their first action in normal initiative order, taking into account die modifiers from multiple actions. All subsequent actions restart the initiative order. Subsequent actions may not interrupt previous actions.
For example, Fighter A is performing 3 actions at Initiative 5D, 4D, and 6D (becoming 3D, 2D, and 4D due to modifiers). Fighter B is performing 2 actions at Initiative 7D, and 4D (becoming 6D and 3D due to modifiers). Fighter C is performing 1 action at Initiative 2D. The turn would progress as follows:
First actions
Fighter C acts at 2D
Fighter A acts at 3D or may interrupt C
Fighter B acts at 6D or may interrupt A or C
Second actions
Fighter A acts at 2D
Fighter B acts at 3D or may interrupt A
Third actions
Fighter A acts at 4
Styles
Martial Arts have developed into several distinct styles over the centuries, each style has signature and requisite maneuvers that put it apart from other styles. A Style in game terms is represented by a specialization. For instance: Brawling : Martial Arts (Aikido): 7D. Character Point costs for increasing pip then halved.
The following styles are only a small sampling of available styles. Other styles are available in the WoD Combat book.
Learning Martial Arts
Anyone can learn martial arts maneuvers if they have a teacher who knows the maneuvers and is willing to teach them. The basic maneuvers are free and anyone with any dice in their requisite skills may perform those maneuvers. Advanced maneuvers, however, have an additional Character Point cost above the normal Brawling skill cost. This represents the time spent learning and practicing the advanced maneuver. A character must learn the new maneuver from a teacher who already knows the maneuver. The teacher must also possess the Teaching skill in excess of the skill they're attempting to teach.
If the teacher meets the above requirements, the student merely pays a Character Point cost to learn the new maneuver. A character may only learn maneuvers within their style. Learning a new style requires purchasing a new skill specialization in that style.
Aikido
Athletics
Jump (1)
Breakfall (3)
Brawl
Grabs:
Disengage (3)
Dislocate Limb (3)
Grappling Defense (2)
Joint Break (4)
Joint Lock (4)
Throws:
Throw (1)
Dodge
Blocks:
Kick Defense (1)
Missile Deflection (2)
Punch Defense (1)
Weapon Block (3)
Evasions:
Evasion (2)
Package Cost (30)
Commando Training
Brawl
Punches:
Disarm (3)
Sword Hand (3)
Grabs:
Choke Hold (4)
Grappling Defense (2)
Throws:
Throw (1)
Choke Throw (2)
Flying Tackle (3)
Dodge
Blocks:
Kick Defense (1)
Punch Defense (1)
Package Cost (20)
Karate
Athletics
Jump (1)
Kippup (1)
Brawl
Punches:
Atemi Strike (4)
Disarm (3)
Knuckle Fist (3)
Phoenix Eye Fist (2)
Spinning Back Fist (3)
Sword Hand (4)
Kicks:
Double Kick (4)
Flying Kick (4)
Foot Sweep (1)
Reverse Front Kick (4)
Roundhouse Kick (3)
Spinning Thrust Kick (2)
Dodge
Blocks:
Deflecting Punch (2)
Kick Defense (1)
Maka Wara (5)
Punch Defense (1)
Weapon Block (3)
Evasions:
Displacement (3)
Evasion (2)
Package Cost (56)
Kung Fu
Athletics
Jump (1)
Breakfall (3)
Drunken Monkey Roll (2)
Kippup (1)
Brawl
Punches:
Atemi Strike (4)
Disarm (3)
Grab Punch (2)
Haymaker (2)
Knuckle Fist (3)
Phoenix Eye Fist (2)
Spinning Back Fist (3)
Sword Hand (4)
Kicks:
Axe Kick (3)
Double Kick (4)
Flying Kick (4)
Foot Sweep (1)
Iron Broom (4)
Reverse Front Kick (3)
Roundhouse Kick (3)
Spinning Thrust Kick (2)
Grabs:
Choke Hold (4)
Disengage (3)
Dislocate Limb (3)
Fighting Hold (4)
Grappling Defense (2)
Joint Lock (4)
Throws:
Throw (1)
Choke Throw (2)
Dodge
Blocks:
Deflecting Punch (2)
Kick Defense (1)
Maka Wara (5)
Missile Deflection (2)
Punch Defense (1)
Weapon Block (3)
Evasions:
Displacement (3)
Evasion (2)
Package Cost (93)
Tae Kwon Do
Athletics
Jump (1)
Breakfall (3)
Brawl
Punches:
Disarm (3)
Elbow Smash (2)
Sword Hand (4)
Kicks:
Double Kick (3)
Flying Kick (4)
Foot Sweep (1)
Roundhouse Kick (3)
Spinning Thrust Kick (2)
Dodge
Blocks:
Kick Defense
Punch Defense
Package Cost (28)(28)
The Maneuvers
What follows is a complete listing of the maneuvers provided in WoD Combat and their Star Wars RPG game effects.
Definitions:
Requirements: The basic statistics and skills necessary to perform the maneuver.
XP: The cost in Character Points to learn the maneuver.
Initiative: The modifier to Dexterity and Perception for the purposes of determining initiative. Fighters with a higher initiative may "Interrupt" an opponent acting on a lower initiative, thus performing their action before or during the opponent's action.
Damage: The modifier to the Fighter's Strength for determining Damage only.
Move: The modifier to the Fighter's Movement in Meters while performing this maneuver.
Special: Any special effects the maneuver may impart.
Crouching: A crouched fighter is low to the ground and is thus immune to aerial attacks.
Aerial: An aerial fighter is in the air and is thus immune to crouching attacks.
|
Maneuver |
Requirements |
XP |
Initiative |
Attack |
Damage |
Move |
Special |
|
Backbreaker |
Brawl: 5D |
2 |
-2 |
-1 |
+2 |
2m |
Can do Killing Damage |
|
The fighter grabs his opponent, raises them into the air, then smashes them to the ground. The victim suffers knockdown. If the fighter smashes the opponent into his knee, Killing damage is done. |
|
Bear Hug |
Brawl: 4D |
2 |
-1 |
-1 |
+1 |
2m |
Sustained Hold |
|
The fighter grabs his opponent and crushes the lift out of them. |
|
Choke Hold |
Brawl: 5D |
4 |
-1 |
+0 |
T |
2m |
Sustained Hold, see text |
|
Opponents in a choke hold can not breathe nor shout. Victims must make saves as if they had suffered a mortal wound. A failed roll results in unconsciousness. |
|
Disengage |
Brawl: 4D DEX: 4D |
3 |
+1 |
+0 |
0 |
-4m |
Used to escape from Grabs |
|
Allows a second attempt to break from a sustained hold. |
|
Dislocate Limb |
Brawl: 6D, DEX: 3D |
3 |
-1 |
+0 |
+1 |
+2m |
Renders a limb useless |
|
Opponents with dislocated limbs may not use that limb but may use other limbs at -1D Accuracy. The opponent may pop their limb back into place by spending 1 Willpower. The opponent is then at -3D initiative the next round and is at -2D damage. |
|
Fighting Hold |
Brawl: 5D |
4 |
-1 |
-1 |
+2 |
2m |
Sustained Hold |
|
Simulates being able to use free limbs to do more damage to held opponents. |
|
Grappling Defense |
Brawl: 4D |
2 |
+4 |
0 |
0 |
0m |
Used to escape Grabs |
|
Allows a fighter to substitute their Brawling roll for the opponent's Requirements when using grabs. Additionally, it adds +2D to Strength for breaking sustained holds. |
|
Improved Pin |
Brawl: 5D, DEX: 4D , Pin |
4 |
+0 |
+0 |
+2/+1 |
+2m/2m |
See description, costs 1 Willpower |
|
The fighter may pin any one target within 2m regardless of whether the target is knocked down or stunned. The fighter may also move slowly while maintaining the hold. |
|
Joint Break |
Brawl:: 3DD, Joint Lock |
4 |
+0 |
+1 |
+2 |
+0m |
Breaks Limbs, Killing Damage |
|
If the victim takes any damage, their limb is broken. |
|
Joint Lock |
Brawl: 6D |
4 |
+1 |
+1 |
+1/+0 |
+0m |
Sustained Hold, see text |
|
The victim cannot used a locked limb and is considered crouching. If the victim spends a Willpower, they may strike their attacker using other limbs. |
|
Knee Basher |
Brawl: 6D |
3 |
-1 |
-1 |
+2 |
2m |
Sustained Hold, Does Knockdown, see text |
|
The attacker grabs the opponent's head and knees it until the hold is released. |
|
Neckbreaker |
Brawl:: 3DD, Joint Break |
5 |
+0 |
+0 |
+3 |
0m |
Kill damage only; costs 2 Willpower |
|
If the target suffers any damage from this maneuver, their neck is broken and are either paralyzed or dead. |
|
Pin |
Brawl: 4D |
3 |
-1 |
+0 |
+2/+1 |
+2m/0 |
Sustained Hold, see text, costs 1 Willpower |
|
A fighter may pin a dazed or knocked down opponent. The fighter is at +3D Strength for maintaining the pin. |