Fool78
Hero of the Jedi
Registered: 11-2009
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Re: Game Mechanics
Lightsaber Styles
No character can learn more than one Lightsaber Style (Lightsaber Duelist is not a Lightsaber style). Otherwise, Lightsaber Styles are taken as normal feats (Ataru, Djem So, Soresu, Makashi, Vaapad, and perhaps others to be added in the future). Also note that the “Mastery” version of each style automatically progresses (with the appropriate increase in the character’s Cost) upon the character reaching Level 8; in order to gain mastery of a style, the character does not need to spend another feat.
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2/2/2010, 6:01 am
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Fool78
Hero of the Jedi
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Re: Game Mechanics
Progressive Feats
Some of the Feats in SWM {CE} have been dubbed “Progressive Feats”. These are noted either by an “*”, Roman Numerals (I, II) or with simply “Progressive Feat” in the Restrictions Column. As of right now, there are less than a handful as this interesting option is explored.
Progressive Feats work differently then regular feats in that when you take a Progressive Feat (like It’s a Trap! (I)) for instance, at its first available opportunity, upon the noted level you gain “It’s a Trap (II)”. This would be done by subtracting the cost of the first ability, then, adding in the cost of the second one. Right now, the only progressive Feats are It’s a Trap!, Synergy (not including Force Synergy) and Self-Destruct. Please note if you choose to skip the first taking of the Feat until the second version is available, the option to “progress” is passed up and the Feat is taken normally.
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2/2/2010, 6:02 am
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Fool78
Hero of the Jedi
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Re: Game Mechanics
Reserves & Reinforcements
Although the Reserves and Reinforcements element of Star Wars Miniatures has been made available in SWM {CE}, it should be made clear by the GM at the start of a new Campaign whether or not this element will be included. There may be opportunities or instances in certain campaigns or scenarios that a character may indeed roll successfully for Reserves; however, the GM may choose to nullify this for a number of logical reasons. The players should know that Reserves and Reinforcements can greatly improve the party’s chances of success, and that if necessary the GM can choose to limit the number of times that Reserves can come into effect. Also note further more that defeated Reinforcement pieces do not cause an Experience Points penalty to the party, but that defeated Reserve characters do cause the party to lose Experience Points. This rule mimics the way that points are scored in a regular SWM game.
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2/2/2010, 6:02 am
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Fool78
Hero of the Jedi
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Re: Game Mechanics
Staggered Activation 4
Huge Beasts have one advantage that no other class has: the capacity to grow in size to become Gargantuan and then Colossal. These feats allow the beast to inflict special damage. On top of its regular attacks, a Colossal figure can “stagger’ the following attacks across the course of a round of action:
• Double Claw Attack (with Rend 20): make two melee attacks. If both attacks hit the same enemy, add an additional 20 damage.
• Tail: make an attack against each adjacent enemy (taking into account the Melee Reach 3 feat). Characters hit by this attack are considered activated; save 11.
• Bite: attack one adjacent enemy (again, taking into account Melee Reach 3) at +20 Damage.
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2/2/2010, 6:02 am
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Fool78
Hero of the Jedi
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Re: Game Mechanics
Twin Attack
Regardless of any modifiers, no character can take Twin Attack before Level 6. Because of potential abuse of the Twin Attack feat, no other feat or force power that grants additional attacks can be taken until Level 8. (For example, a Jedi who takes Twin Attack at Level 6 would not be able to take Lightsaber Assault until Level 8.) Likewise, if a character already has a feat that grants additional attacks, that character cannot take the Twin Attack feat until he reaches Level 8.
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2/2/2010, 6:03 am
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Fool78
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Re: Game Mechanics
Vonduun Crab Armor (Yuuzhan Vong Only)
Although Vonduun Crab Armor (VCA) is available at three different levels of effectiveness (6,11,16), it is a Progressive Feat for some classes of characters. If a character is able to take the upgraded version of the feat, then his older version is automatically upgraded once he gains the appropriate level. Therefore, VCA 16 automatically becomes VCA 11 when the character with VCA16 reaches Level 5. Note that although the Scout class does not have access to VCA16, a Scout Yuuzhan Vong Character can take VCA11 when it reaches Level 5. Also note that VCA11 automatically becomes VCA6 for the soldier class only at Level 8. Always make sure to make the appropriate Character Cost adjustments where necessary (i.e. subtracting the cost of VCA16 and adding the cost of VCA11 at Level 5).
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2/2/2010, 6:03 am
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