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Star Wars: Bounty - Combat

funnio987 Mar '18  /  edited Mar '18
Combat mechanics and rules for Star Wars: Bounty is listed below. Over time I may add some more stuff if I find things a bit overpowered/lacking.

Traits and Use in Combat

Might: Used for melee combat and other things involving strength. Melee attacking, melee defending, holding something up, carrying an object etc.
Agility: Used for ranged combat and other things involving dexterity and stealth. Using guns, throwing things, dodging, aerobics etc.
Wisdom: Used for charisma, knowledge rolls, perception rolls, hacking etc.

Moons and Skulls


Moons on both sides (enemies and players) can do the following:
- negate cover
- negate dodging/evade
- destroy cover
- kill, fatally injure
- and whatever applies at the time

Skulls on both sides (enemies and players) can do the following:
- damage/destroy their weapon/equipment
- destroy cover
- kill/fatally injure
- status debuff

Death

When a character reaches 0 health, a roll containing 5 dice is rolled. Depending on the amount of stars, the character will lose a limb or sustain a major injury. This is to encourage teamwork and to discourage suicide attacks.
After a character reaches 0 health, they must be stabilized with bandages, medicinal herbs or another healing item within 3 rounds or else they will perish. Permanently.
1 star - Loss of something small, such as a finger or ear.
2 stars - Loss of something semi-significant, such as a hand.
3 stars - Loss of something significant, such as an arm.
4 stars - Loss of something even more significant, such as a leg or jaw.
5 stars - Loss of something extremely significant, possibility of all things above depending on the cause.
Moon - No damage, miraculous survival.
Skull - Equivalent to 5 stars, but with even more.

Weapon Types


There are a few different types of weapons, each with a specific range and amount of ammo. A character can only carry two different types of weaponry for sake of balance. There will be unique weaponry with their own ranges and ammo that can be encountered throughout the story.
Blaster Rifles - 6 range, 3 ammo.
Blaster Pistols - 3 range, 2 ammo.
Sniper Blasters - Unlimited range, 2 ammo.
Auto Blasters - 4 range, 3 ammo.
Melee weapons - 1 range, unlimited ammo.

Power Use

In Star Wars: Bounty, power has several uses. It can be used normally to add stars to a single roll and other combat related rolls. For dodging/blocking ranged combat without specific equipment, a single power must be used.

Ammunition


Ammunition is unlimited in Star Wars: Bounty but has to be reloaded. If you're in combat and you run out of ammo in a magazine, you have to use a turn to reload it. You may also reload before and after battle.
Weapons that are not explicitly given stats are purely flavor and share the same amount of ammo across. For example, if you shoot once with a carbine and switch out for another carbine, it will still count as shooting once. Unless you switch out for another type of firearm or a weapon that has unique stats.

Movement

In a turn, a character can move a maximum of 5 squares. You may not move diagonally. If there is cover, you use two of your movement squares to go over it.
If you wish, you are able to sacrifice your combat turn to gain 5 more squares of movement.

Cover System


In Star Wars: Bounty, cover plays a large part in gun vs gun combat. It negates damage and could possibly save your character's life. What type of cover your character is behind will be explained if needed to but pretty self explanatory.

No Cover: If your character is not behind any cover, they receive full damage.
Half Cover: Negates one star of damage. It can be destroyed with explosives. Ex: Rubble.
Full Cover: Negates two stars of damage. It cannot be destroyed by explosives. Ex: Walls.

Explosives


Explosives have differing uses and types. They will be found and used throughout the campaign.

- Basic explosives can destroy cover and affect a 3x3 block area. They have a base damage of three.

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