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Dual Wielding and Ion Damage Rules
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cfaulk13
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PostPosted: Wed Dec 11, 2013 3:05 pm    Post subject: Dual Wielding and Ion Damage Rules Reply with quote

I've just recently got a game going set in the Clone Wars era (using rancor pit conversion books) and I was wondering what the rules were on dual wielding and ion damage. I might have just missed them in the books but I couldn't find anything. Also, if you use house rules on Dual wielding, what rules do you use?
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shootingwomprats
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PostPosted: Wed Dec 11, 2013 3:35 pm    Post subject: Reply with quote

There are no rules in Star Wars D6. You have several options but all of them require more book keeping. Something I loathe in my games. Btw, I am pretty much against dueling wielding weapons, but I will try to help as best I can.

-2D penalty with off hand and counts as an additional action. May not use heavier than a medium blaster.

Example 1: Fred the bounty hunter with Blaster 7D, declares a single this round, firing his blaster pistols with different hands, he rolls 6D [-1 MAP] for his regular hand, 4D [-1 MAP -2D off-hand).

Example 2: Fred the bounty hunter with blaster 7D, declares two actions this round, firing his blatster pistol with different hands, he rolls 4D [-3 MAP] for his regular hand, 2D [-3 MAP, -2D off hand].

The upside of all this is that the character is able to toss x2 as many shots down range in half the time.
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shootingwomprats
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PostPosted: Wed Dec 11, 2013 3:37 pm    Post subject: Reply with quote

Here is a write-up for rules that incorporate Ionization for droids:

https://docs.google.com/document/d/166X0lzqdnzz_wbS-tkcNubPRpl269afblgOdW6OtmZg/edit?usp=sharing
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garhkal
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PostPosted: Wed Dec 11, 2013 6:02 pm    Post subject: Reply with quote

By the book with ion damage (vs ships and vehicles) it
A) ignores shields
B) every 4 over soak is one system shutdown, with a "Kill result (16 or more) being the ship is fully shut down.

With my house rules, i have you actually chart out all the systems the ship has.12. For Ions in ship to ship combat, use the following damage chart:
Damage => hull roll 0-4 1 system shut down for 2d6 combat rounds
D > hull 5-8 2 systems affected
D > hull 9-12 3 systems affected, and 1 shut down for 2d6 minutes
D > hull 13-16 4 systems affected and 2 shut down for 2d6 minutes
For every additional 4 more over soak the damage is, add another 1 system.

Compute up the ship’s systems as such:
Each ship (fighter) has a minimum of
Life support
Computer
Main power
Sub light engines (atmospheric use only fighters do not have this)
Repulsors
Sensors/Communications
Shields (ONLY for ships with a shield stat)
Maneuvering thrusters
Hyper drive (not all fighters have one)
X wings and Y wings also add in the droid interface system
And each weapon is considered one system
Freighters have the above PLUS
Hyperdrive
Back up hyperdrive
Nav computer
Back up Nav comp (some only)
Capital ships, have the above plus several others, such as
Back up power
Hanger control

Sample effects for systems taken off line

Life support (includes artificial grav) –
Fighter -1d hours of usable oxygen
Freighter – 2 hrs of operation for every 3 tons of storage
Capital – 4 hrs for every 3 tons of storage

Power - No weapons, life support, computers or any other system

Engines (hyperdrive is separate) - no speed increase/decrease /no use of hyperdrive (diff starship repair roll to bring back up hyp on line)

Computers (including Nav comp) - loss of all weapons fire control or inability to go to hyperspace for the navigation computer

Sensors – loss of fire control and loss of ability to detect anything

Comms – inability to send or receive any information.
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shootingwomprats
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PostPosted: Wed Dec 11, 2013 6:52 pm    Post subject: Reply with quote

Here are my ship ionization rules from a few months back. Similar to garhkal's (great minds and all that). I might use some of his in mine.

https://docs.google.com/document/d/1VNjMKOlO7ng4Az29T23rkwUlg1thq263SLxnsyyZXks/edit?usp=sharing
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garhkal
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PostPosted: Thu Dec 12, 2013 1:46 am    Post subject: Reply with quote

Laughing Laughing Laughing
Great minds to think alike!
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cfaulk13
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PostPosted: Sun Dec 15, 2013 3:43 am    Post subject: Reply with quote

Thank you or all the info, it's been helpful and I think this will help me run a better game! Since it's my first time running it, like a lot of new Star Wars GMs, I've made some unintentional mistakes with balancing characters which I'll have fixed the next time around. So far, this has been the most fun I've had playing/running an RPG.
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shootingwomprats
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PostPosted: Sun Dec 15, 2013 5:05 am    Post subject: Reply with quote

We all have to start somewhere and it will take you a few games to get into your groove. It took me about five sessions to get my groove back. Hopefully it will not as hard for you.

Btw are you running a face to face game or an online game? I would encourage you try a virtual game at some point. I would be willing to coach you on how to do it.

Also the more tools you have in your toolbox the better, so I would encourage you to check out the folks at the Star Wars D6 G+ community.

You can message me through G+, e-mail me at rpgman2013@gmail.com or Skype me at Sk0rch99.
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cfaulk13
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PostPosted: Sun Dec 15, 2013 3:38 pm    Post subject: Reply with quote

I'm running a face-to-face game, but at this next session, one of the people will be attending through roll20.net
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