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Rules

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.

  1. 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.).
  2. 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.
  3. 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.

Basic Maneuvers

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Block (Brawling Parry)

Brawling Parry: 3D

0

+4D

0

0

+0

+2 Initiative next turn

A Basic Block. The defender may substitute the Block roll for the difficulty to hit when attacked in hand to hand combat. A Block also provides an initiative bonus for the next round.

Dodge

Dodge: 3D

0

+6D

0

0

+2m

Dodge Attacks; Reaction skill

A Basic Dodge. The defender may substitute the Dodge roll for the difficulty to hit when attacked by ranged weapons.

Grapple

Brawl: 3D

0

-1D

+0

+0

+0

Sustained Hold

A simple grab and squeeze attack.

Heavy Kick

Brawl: 3D

0

-1D

+1D

+2D

-2m

 

A hard-hitting kick.

Heavy Strike

Brawl: 3D

0

+0D

+0

+1D

+0

 

An all-out punch.

Quick Kick

Brawl: 3D

0

+1D

+0

+1D

+0

 

A fast kick.

Quick Strike

Brawl: 3D

0

+3D

+0

+0

+2m

 

A quick basic attack with a fist, elbow, knee, or other appendage.

Sprint

DEX: 3D

0

+3D

0

0

+6m

 

An all-out move, used to cross the battlefield quickly.

Advanced Maneuvers

Athletic Maneuvers

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Backflip

DEX: 5D

4

+3D

0

0

+4m

1 Willpower

The fighter may move in a straight line back from an opponent. The fighter is vulnerable to attack before and after the maneuver is executed.

Breakfall

DEX: 3D

3

See below

See below

See below

See below

See below

Substitutes the fighter's DEX die for their STR die when determining damage taken from knockdown maneuvers. Additionally, it negates the -2D Initiative penalty from knockdown maneuvers.

Drunken Monkey Roll

DEX: 4D

2

+3D

0

0

+4m

Crouching

The fighter moves in a straight line by rolling on the ground. It is a crouching maneuver. The fighter may also use the DEX roll to substitute for the Requirements for ranged attackers.

Ground
fighting

DEX: 5D

3

See below

See below

See below

See below

1 Willpower

Fighter may continue fighting after knocked down at normal -2D Initiative penalty. It is used in conjunction with basic maneuvers. Fighters who do not have this training suffer -3D Initiative and -3D damage while on the ground. The fighter is immune to Aerial attacks.

Jump

Climbing/Jumping: 3D

1

+3D

0

0

+2m

Avoids Projectiles

A jump. Different from basic jumping in that the fighter is trained to jump in combat. A Jumping character may substitute their Climbing/Jumping roll for the Requirements for ranged attackers. A Jumping character is also immune to crouching maneuvers. A Jump may also be combined with any basic maneuver to make it aerial. An aerial basic maneuver uses all the characteristics of the basic maneuver but the fighter may dodge projectiles and is immune to crouching maneuvers..

Kippup

DEX: 4D

1

See below

0

0

0

Spring to feet instantly

The fighter suffers only -1D to Initiative following a knockdown instead of the standard -2D.

Shoulder Smash

DEX: 4D Jump

2

+0

-1D

+2D

-2m

Aerial

A basic body tackle. The opponent must be standing within 2m of the fighter. The fighter lunges at the opponent, does damage, then finishes movement.

Brawl Maneuvers -- Punches

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Atemi Strike

Brawl: 6D, Phx. Eye

4

-1

-1

+2

-2

Halves Strength; 1 Willpower

The fighter strikes the opponent's weak or vital points. The maneuver halves the opponent's Strength roll when determining damage. The target must be an unarmored point.

Disarm

Brawl: 3D

3

-1

0

0

0

Disarms opponent

The fighter makes a contested Brawling Roll vs. the opponent's Strength. For every 5 above the opponent's roll, the weapon is knocked away 2m. If the fighter rolls 5 or more less than the opponent's roll, the fighter takes damage from the weapon.

Ducking Punch

Brawl: 4D

2

0

+1

+1

0

Crouching

A standard punch delivered from a crouching position.

Ear Pop

Brawl: 4D

3

-1

-2

-3

-1

Halves Strength; can cause deafness

This maneuver halves the opponent's Strength roll when determining damage.

Elbow Smash

Brawl: 3D

2

+2

+1

+1

1

 

A powerful strike using the elbow.

Eye Rake

Brawl: 4D

2

+2

+0

-3

+0

Blinds opponents for next turn

The victim is completely blind for one round after suffering this attack.

Grab Punch

Brawl: 4D

2

-2

+0

+1

+0

Ignores Blocks

This attack ignores blocks.

Haymaker

Brawl: 3D

2

-2

-1

+2

-2

2m knockback

The target of this attack must make a resisted Strength roll or be knocked back 2m.

Head Butt

Brawl: 3D

1

+0

+0

+1

-2

 

A powerful strike using the head.

Hyper Fist

Brawl: 6D

4

+1

+1

-1

1

3 damage rolls

The fighter throws three quick punches.

Knuckle Fist

Brawl: 4D

3

+1

+1

+1

+0

2m knockback

The opponent hit with a Knuckle Fist must win a resisted Strength roll or be knocked back 2m. This punch also causes knockdowns vs. aerial maneuvers.

Phoenix Eye Fist

Brawl: 3D

2

+0

-1

+1

+0

Opponent is -2m Move next turn.

The opponent struck by this maneuver suffers numbness the followig round. If any damage is inflicted, the opponent suffers -2m to their Move.

Power Uppercut

Brawl: 3D

4

-1

+1

+1

1

Knocks down aerial opponents

Causes knockdown vs. aerial maneuvers.

Spinning Back Fist

Brawl: 4D

3

-1

+1

+1

+1

Cannot hit crouching opponents

The fighter spins around, adding force to the blow. Crouching opponents are immune to this attack.

Sword Hand

Brawl: 5D

4

-1

+1

+2

-2

Killing Damage Only

A classic "Karate Chop", this punch ignores armor. It does not ignore Maka Wara however.

Two-Fisted Smash

Brawl: 4D

3

-2

-1

+3

1

 

The fighter clenches his hands into a powerful descending blow.

Brawl maneuvers -- Kicks

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Axe Kick

Brawl: 4D
Jump

3

-1

-1

+2

-4m

Aerial, but hits crouching

The fighter leaps into the air and brings their leg down on their opponent. Jumping opponents suffer knockdown.

Double Kick

Brawl: 5D

4

-1

+1

+0

+2m

2 damage tests, high/low

Two quick kicks, one low and one high. Crouching or Aerial opponents will only be hit once.

Flying Kick

Brawl: 5D

DEX: 5D
Jump

4

+0

+1

+1

+4m

Aerial

The fighter jumps feet first at the opponent.

Foot Sweep

Brawl: 3D

1

-2

+0

+1

-4m

Crouching, does knockdown

Victims of foot sweep suffer knockdown.

Handstand Kick

Brawl: 4D
DEX: 4D

2

-1

+0

+2

-4/2m

Knocks down aerial opponents

Aerial opponents suffer knockdown. Crouching opponents are immune. The character may remain standing on their hands, may only move 2m, and may only attack with further Handstand Kicks.

Heel Stamp

Brawl: 4D

2

+2

+0

-4

+2m

Does knockback

The fighter uses their heel to push them away from their opponent. The fighter is moved back 2m while the opponent is moved back the difference of their Strength vs. the fighter's Strength + Dexterity in meters.

Iron Broom

Brawl: 4D
DEX: 3D
Foot Sweep

4

-2

+0

+2

0m

Crouching, does Knockdown, cost 1 Willpower

A foot sweep useable against all opponents within 2m around the fighter.

Knee Strike

Brawl: 5D

3

+2

+1

+1

0m

Does Knockdown

The fighter must be within 2m of their opponent. The victim suffers a knockdown.

Reverse Front Kick

Brawl: 5D

4

-1

+1

+1

-2m

Ignores Blocks

This kick ignores blocks.

Roundhouse Kick

Brawl: 3D

3

-1

+0

+2

+0m

 

A powerful spinning kick.

Spinning Thrust Kick

Brawl: 4D

2

-1

+0

+3

-2m

 

A powerful spinning kick.

Brawl Maneuvers -- Grabs

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.

Brawl Maneuvers -- Throws

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Aerial Throw

Brawl: 4D, Throw, Jump

3

-1

-1

+3

+0m

Aerial, Knockdown

Used to interrupt aerial maneuvers. If the target suffers any damage, they suffer a knockdown. If no damage is suffered, the maneuver continues normally.

Back Roll Throw

Brawl: 4D, DEX: 3D, Throw

2

-1

+0

+2

2m

 

The fighter grabs their opponent and throws them over as they roll backwards. The opponent may be thrown a number of meters equal to the attacker's Strength Dicex2.

Choke Throw

Brawl: 5D, DEX: 4D, Jump, Throw

2

-1

-1

+1/t

+0m

See text

The Choke Throw is an aerial maneuver and may interrupt other Aerial Maneuvers. Opponents are knocked down and placed in a sustained hold

Flying Tackle

Brawl: 4D, DEX: 4D, Jump

3

+1

+0

+1

+2m

Aerial

An all out diving tackle. Both fighter and opponent are knocked down, both suffer -2D initiative next round.

Throw

Brawl: 3D

1

+0

+0

+1

2m

See text

The fighter throws his opponent a number of meters equal to their Strength Dice x 2.

Dodge maneuvers -- Blocks

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Deflecting Punch

Dodge: 5D, Brawl: 3D, Punch Defense

2

+2

+0

-1

0m

Block - counterpunch

The fighter interrupts his opponent's punch to block and damage is rolled normally, followed by an immediate counterpunch.

Kick Defense

Dodge: 4D

1

+4

0

0

0m

See text

Adds 4D to blocks vs. Kicks but -2D to blocks vs. any other kind of attack.

Maka Wara

Dodge: 5D

5

T

T

T

T

See text

The fighters body does his Block Dice minus Strength Dice in damage to his attacker whenever struck.

Missle Deflection

Dodge: 5D

2

+3

0

0

-2m

See text

The fighter may attempt to catch missiles in mid-air. To do so, the fighter rolls their Dexterity vs. the Attacker's roll. Beating the attack roll by: 3D or more will catch rocks, shuriken and knives. Beating the attack roll by: 5D or more will catch arrows, crossbow bolts, and sling stones. Beating the attack roll by: 5D or more will catch bullets. Rocks and arrows may be redirected towards another target or back at the attacker. The new target then takes normal damage from the attack. The defender may redirect any number of missiles target at him during the same turn.

Punch Defense

Dodge: 4D

1

+4

0

0

0m

See text

Adds 4D to blocks vs. Punches but -2D to blocks vs. any other kind of attack.

Weapon Block

Dodge: 5D

3

+4

0

0

0m

Costs 1 Willpower

Allows the defender to attempt to block melee weapon attacks using Brawling Parry without taking any damage.

Dodge Maneuvers -- Evasions

Maneuver

Requirements

XP

Initiative

Attack

Damage

Move

Special

Displacement

Dodge: 4D, Brawl: 3D, DEX: 3D, Evasion

3

+2

-1

-1

+2m

Costs 1 Willpower, see text

This quick sidestep is followed by a rapid strike. It's chief usefulness is when it is used to interrupt another attack. After interrupted the attack, the fighter may move to the left or to the right. If they have any movement remaining, they may step back towards their opponent to deliver the counterattack. Displacement dodges projectiles like a Jump.

Evasion

Dodge: 3D, DEX: 3D

2

+2

0

0

4m

See text

The fighter may interrupt an attack and move 4m away in any direction.

Design Notes

Star Wars RPG characteristic benchmarks

Die

Average roll

Benchmarks

1D

4

Below human average for an attribute

2D

7

Untrained Human average for an attribute and many skills

3D

11

Average level of training for a human

4D

14

Professional level of training for a human

5D

18

Above average expertise

6D

21

Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.

7D

25

Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level.

8D

28

Among the best on a world. About 1 in 100,000,000 people will have training to this skill level.

9D

32

One of the best in several systems. About 1 in a billion will have training to this skill level.

10D

35

One of the best in a sector.

11D

39

One of the best in a region.

12D

42

Among the best in a galaxy.

Storyteller System characteristic benchmarks

Stat+Skill

Average successes

Benchmarks

1

0.4

Below human average for an attribute

2

0.8

Untrained Human average

3

1.2

Average ability with little skill.

4

1.6

Professional level of training for a human, average ability and average skill.

5

2

Above average expertise

6

2.4

Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.

7

2.8

Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level.

8

3.2

 

9

3.6

Character is among the best in the world in either ability or skill.

10

4.0

Among the best on a world. About 1 in 100,000,000 people will have training to this skill level.

11

4.4

Above normal maximum Human ability and skill

12

4.8

 

13

5.2

 

14

5.6

 

15

6.0

 

16

6.4

Absolute maximum superhuman ability and skill.


Street Fighter The Storytelling Game, World of Darkness, Storyteller System, and World of Darkness Combat are all trademarks belonging to White Wolf Games.

Star Wars the Role-playing Game is a trademark belonging to West End Games

Star Wars is trademarked by Lucasfilm Ltd.

Use of these trademarks is done so without permission of their creators and is not a challenge of their ownership.

 


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