Combat mechanics and rules for Star Wars: The Fall will be listed below. Over time I may add some more stuff if I find things a bit overpowered/lacking.
Thank you to beardbandit for their combat system. fabletop.com/forum/topic/485.1/spec-ops-combat
Traits and Use in Combat
Might: Used for melee combat and other things involving strength.
Agility: Used for ranged combat and other things involving dexterity and stealth. Blocking/deflecting blaster bolts is agility-based.
Wisdom: Used for force combat and other things involving knowledge such as hacking, healing, force manipulation etc.
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.
Moons on both sides (enemies and players) can do the following:
- negate cover
- negate dodging/evade
- destroy cover
- kill, fatally injure
- and whatever applies
Skulls on both sides (enemies and players) can do the following:
- destroy one's blaster
- 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. This is to encourage teamwork and to discourage suicide attacks.
After a character reaches 0 health, they must be stabilized with a medpac 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.
Power Use
In The Fall, power has several uses. It can be used normally to add stars to a single roll and more. For example:
When a med-pac is used, one power is needed to heal. Just tell me when you want to use it and I will remove a power point.
When special skills/abilities are used, they require power. The amount of power needed depends on the power.
All force abilities use a power unless explicitly stated. For example, force pull, force push, lightning etc.
Cover System
In The Fall, 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 one star of damage. It cannot be destroyed by explosives. Ex: Walls.
Ammunition
Ammunition is unlimited in this game, 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 blaster rifle and switch out for another blaster rifle, it will still count as shooting once. Unless you switch out for another type of blaster or a blaster that has unique stats.
Explosives
A basic explosive does 3 damage in a 3x3 area. There are different types of grenades and they will be explained ingame.
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.
Thank you to beardbandit for their combat system. fabletop.com/forum/topic/485.1/spec-ops-combat
Traits and Use in Combat
Might: Used for melee combat and other things involving strength.
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.Agility: Used for ranged combat and other things involving dexterity and stealth. Blocking/deflecting blaster bolts is agility-based.
Wisdom: Used for force combat and other things involving knowledge such as hacking, healing, force manipulation etc.
Weapon Types
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.
Force Abilities
fabletop.com/forum/topic/6777/star-wars-the-fall-f...
Moons on both sides (enemies and players) can do the following:Moons and Skulls
- negate cover
- negate dodging/evade
- destroy cover
- kill, fatally injure
- and whatever applies
Skulls on both sides (enemies and players) can do the following:
- destroy one's blaster
- 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. This is to encourage teamwork and to discourage suicide attacks.
In The Fall, power has several uses. It can be used normally to add stars to a single roll and more. For example:After a character reaches 0 health, they must be stabilized with a medpac 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.
Power Use
When a med-pac is used, one power is needed to heal. Just tell me when you want to use it and I will remove a power point.
When special skills/abilities are used, they require power. The amount of power needed depends on the power.
All force abilities use a power unless explicitly stated. For example, force pull, force push, lightning etc.
Cover System
In The Fall, 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 one star of damage. It cannot be destroyed by explosives. Ex: Walls.
Ammunition
Ammunition is unlimited in this game, 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 blaster rifle and switch out for another blaster rifle, it will still count as shooting once. Unless you switch out for another type of blaster or a blaster that has unique stats.
Explosives
A basic explosive does 3 damage in a 3x3 area. There are different types of grenades and they will be explained ingame.
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.