Wednesday, October 18, 2006

5150 Star Wars

Here are the 5150 rules for Star Wars I wrote up with input from my buddy Mik. It's mostly from ANH and ESB as those are the figures I have. I'd love to have any additions you come up with, as I probably won't stat up anymore than this since this covers most of my figures. After watching Clone Wars, though, I could see myself getting clone trooper and droid forces down the line... Anyway, you can see some pictures here of some playtest games Mik and I played.


IMPERIALS (Star Army QRS):
Stormtroopers:
Leader: 1-4 Rep 4, 5-6 Rep 5
Squad: 1-2 Rep 3, 3-6 Rep 4
Equip: Hard Body Armor, Laser Carbines/RF Laser Rifles, thermal detanators
Skills: All Stormtroopers are Crappy Shots.
Imperial Stars:
Darth Vader
Rep 6
Equip: HBA, Lightsabre
Skills: Terrifying (1d6 melee, charge tests; FM target), Wary (+1d6 In Sight), Resiliant (1st OOF => KD), Nerves of Steel (No Fear), Hard as Nails (1st OD => KD), Knifeman (+1d6 w/ LS), Combat Artist (! KD], Nerves of Steel [No Fear])
Dengar
Rep 5
Equip: SBA, Laser Carbine
Skills: Nerves of Steel (No Fear), Cold as Ice (Never Outgunned)
4-LOM
Rep 5
Equip: HBA, Laser Carbine
Skills: Fast (+2" Movement), Stealthy (cannot be seen >12" if motionless in cover. Multiple dice ranged weapons -1d6 to min 1)
Boba Fett
Rep 5
Equip: HBA, Laser Carbine, Laser Pistol, Flamethrower, Vibro blades, Jet Pack
Skills: Crackshot (+1 1st shot), Brawler (3k2), Combat Artist (! KD), Nerves of Steel (No Fear), Hard as Nails (1st OD => KD), Wary (+1d6 In Sight)
REBEL REPUBLIC (PDF QRS):
Rebels:
Leader: 1-2 Rep 3, 3-5 Rep 4, 5 Rep 5
Squad: 1-4 Rep 3, 5-6 Rep 4
Equip: Soft Body Armor, Laser pistolCarbines/RF Laser Rifles
Rebel Stars:
Luke Skywalker
Rep 4
Equip: SBA, Laser Carbine
Skills: Agile (no Fast Move mod), Resiliant (1st OOF => KD)
Princess Leia
Rep 4
Equip: SBA, Laser Pistol
Skills: Born Leader (all 2" do as she does), Runt (-1 Rep in melee), Stealthy (cannot be seen >12" if motionless in cover. Multiple dice ranged weapons -1d6 to min 1)
Han Solo
Rep 5
Equip: SBA, RF Laser Pistol
Skills: Crackshot (+1 1st shot), Wary (+1d6 In Sight)
Chewbacca
Rep 5
Equip: SBA, Laser Carbine
Skills: Brawler (3k2), Combat Artist (! KD), Nerves of Steel (No Fear), Hard as Nails (1st OD => KD), Knifeman (+1d6 w/ LS), Born Leader (all 2" do as he does)

WEAPONS
Basic Weapon Range Targets SB HB AB REF DIS SHIM EXO BTA
Imp. Blaster 24 2 4 3 Sp Sp Sp 4 2 1
Imp. Rifle 48 3 4 3 Sp Sp Sp 4 2 1
Reb. Blaster 18 2 4 3 Sp Sp Sp 4 2 1
Reb. Rifle 36 3 4 3 Sp Sp Sp 4 2 1
Laser Carbine 24 2 4 3 Sp Sp Sp 4 2 1
Laser Pistol 12 1 4 3 Sp Sp Sp 4 2 1
RF Las. Pistol 12 2 4 3 Sp Sp Sp 4 2 1
Melee Weapon Range Targets None SB HB AB REF DIS SHIM EXO BTA
Unarmed X 1 2 1 0 0 1 2 0 NE NE
Lightsabre X 1 6 5 4 5 5 5 5 3 2
Vibroblade X 1 4 3 1 1 3 4 1 NE NE

Jet Pack: Characters with a Jet Pack may, instead of moving normally, make an aerial move of up to 12". The character counts as Fast Moving.
Jedi Defense: Jedi are consider to have Jedi Defense in their ability to block and deflect shots with their lightsabre. Whenever a shot hits a Jedi, roll a d6. On 1-Rep, the shot is blocked and there is no further affect. In addition, Rep 5 Jedi may deflect the shot back at the attacker (out to 12") at -1 Rep, and Rep 6+ Jedi may deflect the shot at anyone (out to 12") at -1 Rep. If Rep 6+ Jedi do not have their lightsabre, they may still block shots but may not deflect shots. Yes, this means you can not shoot a Rep 6+ Jedi. If the Jedi fails to block the shot, roll as normal for whatever type of armor he is wearing (usually, SBA)
Jedi Force Push: May attack any person or object within 12". Roll a 2d6 vs. the Jedi's Rep and consult the Jedi Force Push Table:

Jedi Force Push modifiers:
Rep - 1: Target is object larger than Jedi (machinery, etc...)
Rep - 2: Target is object much larger than Jedi (X-Wing, etc...)
Jedi Force Push Table:
Pass 2d6: Target knocked back (see distance table) and knocked down.
Pass 1d6: If Target's Rep is less than Jedi's, target is knocked
back (see distance table) and knocked down; otherwise,
no effect. If target is an object is larger than the
Jedi, no effect; otherwise, object is knocked back d6"
and knocked down, if applicable.
Pass 0d6: No effect.
Jedi Force Push Distance Table:
Tiny Object (blaster, lightsabre, etc...): 12"
Small Object (Astromech droid, etc...): 10"
Medium Object (Humans, Wookie, etc...): 6"
Large Object (Speeder, large machinery, etc...): 4"
Very Large Object (X-Wing, etc...): 2"

If the object being pushed is another Jedi, the target Jedi may oppose the push. Both Jedi roll 2d6 vs. their Rep.

Opposed Jedi Push Table:
Wins by 2d6: Other Jedi pushed as normal.
Wins by 1d6: Other Jedi pushed half distance, not knocked down.
Wins by 0d6: No effect.

If the object strikes a model, make a Melee attack at Rep 2 for tiny, Rep 3 for Small, Rep 4 for Medium, Rep 5 for Large and Rep 6 for Very Large. The object passes directly through the target model whichever one wins melee. The object may only attack a single model.
Jedi Save: If a Jedi is forced over an edge, roll on the Jedi save table to see if they can grab the edge at the last minute.

Jedi Save Table:
Pass 2d6: Grabs edge and flips back up. Place standing at edge.
Pass 1d6: Grabs ledge but is hanging by a hand. Counts as prone.
Pass 0d6: Unable to grab the ledge.

Falling damage: Treat as a melee attack with an Impact of the distance fallen -2. For example, a character falling seven inches would roll on the Melee Damage table as though they had been struck by an Impact 5 weapon. Rep 6+ Jedi take no damage from falling any distance.
Jedi Leap: Jedi may leap Rep inches in a straight line in any direction.

1 comment:

  1. Great job here, you even remembered that these storm troopers should really be crappy shots ;)
    I was only surprised by the number of characters with the Resilent + Tough As Nails combo. It's really powerful as it can allow you to shrug off 2 wounds if you are lucky :) But on the other hand these are really the main and tough characters.
    Good job once again!

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