Inquisitor Tremayne
Wednesday 10-03-2007, 12:10 PM
This is to give you an idea of how the combat mechanics work in the saga edition.
Here are the added house rules:
Knock down: when a character makes a successful unarmed melee attack against a target, the target is moved 1 square directly away from the attacker and knocked prone. The target may choose to make an opposed Acrobatics tumble check to remain standing and hold on to their weapon (see below). On a successful check the target may move to any adjacent square. The target suffers any damage they would receive from the attack.
A character with any martial arts feat that makes a successful unarmed attack against a target also causes the target to drop any object(s) they are holding in addition to being knocked prone. The target is also knocked 1d3 squares directly away from the attacker. Any dropped objects land 1d3 squares away from the target using the grenade deviation chart. A character with any martial arts feat that scores a critical hit with an unarmed attack against a target causes the target to instantly be knocked back (per the above rule), fall prone and drop whatever object(s) they are holding. The target cannot make an Acrobatics check to avoid being knocked prone by an unarmed critical hit
Area attacks: Whenever a character takes damage from an explosive area attack such as a frag grenade, thermal detonator, character scale missiles, or starship scale weapons, that character is knocked back 1d6 squares and knocked prone. The character also drops any weapons they are holding and they scatter using the grenade deviation chart.
Mace vs. Jango vs. Reek
At the start of this fight Mace is down 33 hitpoints and 2 force points. Just random numbers I chose.
Mace Windu (Episode II)
Medium Human Male Jedi 7/Jedi Knight 8/Jedi Master CL 17
Destiny 4; Force 5; Darkside 0
Init +15; Senses Perception +15
Languages Basic, Shryiiwook, Iktosh
Defenses Ref 32 (flat-footed 30), Fort 32, Will 32; Block, Deflect
hp 163 down to 130; Threshold 32
Speed 6 squares
Melee lightsaber +23 (2d8+15) or
Melee lightsaber +21 (3d8+15) with Rapid Strike
Melee lightsaber +18/+18 (2d8+15) with Double Attack
Ranged by weapon +19
Base Atk +17; Grp +20
Atk Options Double Attack, Juyo, Melee Defense, Rapid Strike, Vaapad, Whirlwind Attack
Special Actions Disciplined Strike, Redirect Shot, Serenity, Triple Crit
Force Powers Known (Use the Force +21): battle strike (2), Force disarm, Force slam, Force thrust, move object, rebuke, surge (2)
Force Techniques Force Point Recovery (2), Force Power Mastery (battle strike), Improved Sense Force
Force Secrets Quicken Power
Abilities Str 16, Dex 14, Con 14, Int 14, Wis 15, Cha 17
Talents Block, Deflect, Disciplined Strike, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Juyo, Redirect Shot, Vaapad, Weapon Specialization (lightsabers)
Feats Double Attack (lightasber), Force Sensitivity, Force Training (3), Melee Defense, Rapid Strike, Skill Focus (Use the Force), Triple Crit, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple), Whirlwind Attack
Skills Acrobatics +15, Initiative +15, Knowledge (Galactic Lore) +15, Perception +15, Use the Force +21
Possessions lightsaber (self-built), Jedi robes, Jedi utility belt
Jango is at full hit points. However, he used the last of his Force points and destiny points on fighting Obi Wan in space and killing Coleman Trebor.
Jango Fett (Episode II)
Medium Human Male Scout 3/Soldier 5/Bounty Hunter 4/Gunslinger CL 15
Destiny 0; Force 0; Darkside 7
Init +16; Senses low-light vision; Perception +16
Languages Basic, Huttese, Mando’a
Defenses Ref 34 (flat-footed 32), Fort 33, Will 27
hp 122; Threshold 33
Speed 6 squares, fly 6 squares (jet pack)
Melee unarmed +16 (1d6+9)
Ranged blaster pistol +19 (3d6+8) or
Ranged blaster pistol +19 (4d6+8) with Rapid Shot or
Ranged 2 blaster pistols +19/+19 (3d6+8) with Dual Weapon Mastery III or
Ranged 2 blaster pistols +19/+19(4d6+8) with Dual Weapon Mastery III and Rapid Shot or
Ranged blaster pistol +16/+16 (3d6+8) with Double Attack or
Ranged blaster pistol +16/+16 (4d6+8) with Double Attack and Rapid Shot or
Ranged 2 blaster pistols +16/+16/+16 (3d6+8) with Double Attack and Dual Weapon Mastery III
Ranged 2 blaster pistols +16/+16/+16 (4d6+8) with Double Attack and Dual Weapon Mastery III and Rapid Shot
Ranged flamethrower +18 (3d6+7, 6-square cone) or
Ranged missile launcher +18 (6d6+7, 2-square splash) or
Ranged whipcord +18 (grab)
Base Atk +14; Grp +16
Atk Options Double Attack, Double Weapon Mastery (I, II, III), Hunter’s Mark, Point Blank Shot, Precise Shot
Special Actions familiar foe +2, Hunter’s Target, Quick Draw, Trusty Weapon +1
Abilities Str 15, Dex 18, Con 15, Int 14, Wis 14, Cha 13
Talents Acute Senses, Armored Defense, Expert Tracker, Hunter’s Mark, Hunter’s Target, Improved Armor Defense, Juggernaut, Multiattack Proficiency (pistols), Trigger Work
Feats Armor Proficiency (light, medium), Double Attack, Dual Weapon Mastery (I, II, III), Quick Draw, Martial Arts I, Point Blank Shot, Rapid Shot, Weapon Focus (blaster pistols), Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +14, Initiative +16, Knowledge (tactics) +14, Perception +16, Persuasion +8 (may reroll and keep better result when intimidating), Pilot +16, Stealth +11, Survival +14
Possessions Mandalorian Armor (+8 armor, +2 equipment; as battle armor with helmet package; 4 weapon attachments), blaster pistol (2), 4 stun grenades, flamethrower (5 shots), missile launcher, 4 missiles, whipcord (treat as net), wrist razor gauntlet (treat as knife), jet pack (10 charges), utility belt with medpac
The Reek has taken some damage and flown into a Rage. I also had to give it a trample attack and just imported it from the RCR.
Reek (raging)
Huge beast 8 CL 8
Init +16; Senses low-light vision; Perception +16
Defenses Ref 15 (flat-footed 15), Fort 20, Will 9
hp 124 down to 90; Threshold 30
Speed 6 squares
Melee gore+12* (2d6+18) or
Melee gore+14* (2d6+22) with Powerful Charge
Melee trample+12* (4d6+18)
Base Atk +6; Grp +24
Atk Options Power Attack, Powerful Charge
Special Actions rage
Abilities Str 27, Dex 8, Con 30, Int 2, Wis 8, Cha 2
Feats Power Attack, Powerful Charge, Toughness
Skills Endurance +20
Rage - +2 to attacks and damage.
* using 4 points of power attack.
Here is the fight:
The Battle of Geonosis rages on. A maddened (rage) Reek is running wild through the battle field and sets its sights on two Jedi defending themselves.
Initiative
Mace 30 (130 hp)
Jango 27 (122 hp)
Reek 12 (90 hp)
Round x1
Mace – He spends this round on the defensive, deflecting blaster fire and helping to protect Obi Wan. Unaware of the approaching reek.
Jango – Makes a Perception check DC 10 as a standard action to notice the action down below. He rolls a 5 for a total of 21. He sees Obi wan and Mace back to back and a Reek charging them. He fires up his jet pack as a swift action and moves 6 squares toward the Jedi. This possibly happens next round from what is shown on screen but Jango needs to get some extra movement in there, I think.
Reek – The Reek takes a move action and as a standard action decides to powerful charge Obi Wan. The Reek rolls a 17 for a total of 31, high enough to hit Obi’s defense of 29. The reek does 29 points of damage. As a unarmed natural attack Obi is knocked backward and prone 1 square.
Round x2
Mace – As a full round action Mace runs (4 times his speed) from the Reek to put some distance between it and himself.
Jango – As a full round action Jango runs (flys) toward mace and the Reek.
Reek – Reek runs after Mace. It ends its turn one square behind Mace.
Round x3
Mace – Realizing this thing is not giving up Mace takes a move action and then readies a standard action to attack the reek when it comes into range.
Jango – as a full round action Jango runs toward Mace and the Reek. He is closer to them now and begins his descent.
Reek – As a standard action the Reek powerful charges Mace. When the Reek enters Mace’s threatened square it sets off his readied action. Mace makes an attack at the Reek. He rols a 19 for a total of 42 hitting the Reek’s Ref Defense of 15. This is a crit for Mace from his Vaapad talent and he deals 78 points of damage from his Triple Crit feat and cleaves off part of the Reek’s horn. This also puts Mace at initiative count 12, acting right before the Reek. The Reek then resolves its powerful charge attack. It rolls a 19 for a total of 33, high enough to hit Mace. Mace takes 32 points of damage and because it is an unarmed natural weapon melee attack Mace is knocked backward 1 square, drops his weapon, and falls prone.
Reek 12 hp
Mace 98 hp
Round x4
Jango – Uses a move action to fly to the ground and land. He has to make a Pilot check DC 20 to do so. He rolls a 15 for a total of 31. He spots Mace’s lightsaber laying on the ground and uses his standard action to dive (jump) toward the lightsaber hoping to grab it. It is 3 squares away and the DC is 18 (3 sq. distance x 3 x 2 for a standing jump). He has a +2 from his strength and adds 7 from his level for a total of +9 to his check. He rolls and gets a 5 for a total of 14, enough to allow him to jump 2 squares landing prone and 1 square away from the lightsaber.
Mace – Mace decides to make an Acrobatics check to tumble (roll) and bring himself up from prone. He rolls a 15 for a total of 30. This allows him to stand up from prone as a swift action. He moves his movement (rolls) toward his lightsaber and stands up as a free action. As another move action he uses move light object on his lightsaber. The DC is 10 and he can’t fail the check. The lightsaber comes back to his hand. Somehow he gets an extra swift action to ignite his lightsaber and look all bada** staring down Jango.
Reek – The Reek decides it doesn’t want to get hit for another butt load of damage from Mace so it spots the prone Jango laying there and decides to trample him. Jango being prone give the Reek a +5 bonus to its attack. The Reek lunges forward and rolls a natural 20 critting Jango. The Reek rolls for damage and gets a total of 38 for a grand total of 76 points of damage to Jango. Because Jango is physically under the beast I am going to rule that his jetpack takes half the damage. So 38 points of damage to the jetpack which is enough to disable it. And for some descriptive liscence Jango is moved with the Reek a full 6 squares. The Reek ends its movement another move action away from Jango.
Jango 46 hp
Round x5
Jango – As GM I would secretly make a Perception check for Jango to see if he notices that his jetpack doesn’t work. Rolling a 1 for a total of 17, but because the die came up a 1 I would say he is unaware. (MMMWWWHAHAHAHAHA!!!) Jango uses his move action to stand up from prone, a swift action to draw a blaster, and readies a standard action to shoot the Reek all dramatic like. He could be using Hunter’s Mark here but he would have to aim and wouldn’t be able to dodge out of the way after killing it.
Mace – he decides to delay to see how the Jango vs. Reek fight plays out.
Reek – The Reek turns and charges Jango. It gets close and Jango takes his readied action. He fires off a shot, he rolls a natural 20 for a total of 39, more than enough to hit the Reek’s Ref defense of 15. He deals 40 points of damage, hitting the Reek right between the eyes and killing it. The momentum from its charge carries it through the end of its move and Jango daring dodges out of the way. At the most Jango moves 2 squares out of the way but I’m not gonna bother factoring that movement in there. Jango’s initiative is now 12.
Mace – Mace decides to act now. He knows he can’t close the distance so he takes a single move action and chooses to fight defensively. This increases his Reflex defense to 42. This also puts Mace on Initiative count 11.
Round x6
Jango – turns to face the oncoming Mace. He decides to full attack using double attack and rapid shot. He makes 2 attacks and rolls a 15 and a 17 for totals of 30 and 32, nowhere near hitting Mace’s Reflex defense of 42. Mace harmlessly deflects the shots away.
Mace – decides this is a good strategy and chooses to take a single move and fight defensively again. This keeps his Reflex defense at 42.
Round x7
Jango – Jango sees the Jedi quickly approaching but doesn’t want to loose his attacks so he decides to take another shot and ready an action to fire up his jetpack and move up and away when Mace attacks him. He makes his attack roll and gets a 13 for a total of 32. Still not high enough to hit Mace.
Mace – Mace moves to melee with Jango and full attacks using double attack. This sets off Jango’s readied action, he tries to fire up his jetpack but its disabled and he goes nowhere. He has to face the fury of Mace. Mace decides to make an attack at Jango’s gun first. He needs a 46 to hit (10 + Jango’s reflex defense + I’m gonna say 2 for size). He decides to Force point it and gets a 6 on the FP. Felling lucky he makes the attack and rolls a natural 20 for a total of 38. No need to bother rolling damage from Triple Crit the pistol is destroyed. He then spends a destiny point to act out of the initiative order thus getting another turn before Jango. He attacks Jango. He rolls a 19 for a total of 37. this is enough to hit Jango’s Reflex defense of 34 and is a critical hit from the Vaapad talent. Mace rolls damage and deals max damage, 93 points. Jango, being out of Force points and destiny points, has his head severed by Mace’s lightsaber. Mace stares dramatically at Jango’s lifeless body.
Here are the added house rules:
Knock down: when a character makes a successful unarmed melee attack against a target, the target is moved 1 square directly away from the attacker and knocked prone. The target may choose to make an opposed Acrobatics tumble check to remain standing and hold on to their weapon (see below). On a successful check the target may move to any adjacent square. The target suffers any damage they would receive from the attack.
A character with any martial arts feat that makes a successful unarmed attack against a target also causes the target to drop any object(s) they are holding in addition to being knocked prone. The target is also knocked 1d3 squares directly away from the attacker. Any dropped objects land 1d3 squares away from the target using the grenade deviation chart. A character with any martial arts feat that scores a critical hit with an unarmed attack against a target causes the target to instantly be knocked back (per the above rule), fall prone and drop whatever object(s) they are holding. The target cannot make an Acrobatics check to avoid being knocked prone by an unarmed critical hit
Area attacks: Whenever a character takes damage from an explosive area attack such as a frag grenade, thermal detonator, character scale missiles, or starship scale weapons, that character is knocked back 1d6 squares and knocked prone. The character also drops any weapons they are holding and they scatter using the grenade deviation chart.
Mace vs. Jango vs. Reek
At the start of this fight Mace is down 33 hitpoints and 2 force points. Just random numbers I chose.
Mace Windu (Episode II)
Medium Human Male Jedi 7/Jedi Knight 8/Jedi Master CL 17
Destiny 4; Force 5; Darkside 0
Init +15; Senses Perception +15
Languages Basic, Shryiiwook, Iktosh
Defenses Ref 32 (flat-footed 30), Fort 32, Will 32; Block, Deflect
hp 163 down to 130; Threshold 32
Speed 6 squares
Melee lightsaber +23 (2d8+15) or
Melee lightsaber +21 (3d8+15) with Rapid Strike
Melee lightsaber +18/+18 (2d8+15) with Double Attack
Ranged by weapon +19
Base Atk +17; Grp +20
Atk Options Double Attack, Juyo, Melee Defense, Rapid Strike, Vaapad, Whirlwind Attack
Special Actions Disciplined Strike, Redirect Shot, Serenity, Triple Crit
Force Powers Known (Use the Force +21): battle strike (2), Force disarm, Force slam, Force thrust, move object, rebuke, surge (2)
Force Techniques Force Point Recovery (2), Force Power Mastery (battle strike), Improved Sense Force
Force Secrets Quicken Power
Abilities Str 16, Dex 14, Con 14, Int 14, Wis 15, Cha 17
Talents Block, Deflect, Disciplined Strike, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Juyo, Redirect Shot, Vaapad, Weapon Specialization (lightsabers)
Feats Double Attack (lightasber), Force Sensitivity, Force Training (3), Melee Defense, Rapid Strike, Skill Focus (Use the Force), Triple Crit, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple), Whirlwind Attack
Skills Acrobatics +15, Initiative +15, Knowledge (Galactic Lore) +15, Perception +15, Use the Force +21
Possessions lightsaber (self-built), Jedi robes, Jedi utility belt
Jango is at full hit points. However, he used the last of his Force points and destiny points on fighting Obi Wan in space and killing Coleman Trebor.
Jango Fett (Episode II)
Medium Human Male Scout 3/Soldier 5/Bounty Hunter 4/Gunslinger CL 15
Destiny 0; Force 0; Darkside 7
Init +16; Senses low-light vision; Perception +16
Languages Basic, Huttese, Mando’a
Defenses Ref 34 (flat-footed 32), Fort 33, Will 27
hp 122; Threshold 33
Speed 6 squares, fly 6 squares (jet pack)
Melee unarmed +16 (1d6+9)
Ranged blaster pistol +19 (3d6+8) or
Ranged blaster pistol +19 (4d6+8) with Rapid Shot or
Ranged 2 blaster pistols +19/+19 (3d6+8) with Dual Weapon Mastery III or
Ranged 2 blaster pistols +19/+19(4d6+8) with Dual Weapon Mastery III and Rapid Shot or
Ranged blaster pistol +16/+16 (3d6+8) with Double Attack or
Ranged blaster pistol +16/+16 (4d6+8) with Double Attack and Rapid Shot or
Ranged 2 blaster pistols +16/+16/+16 (3d6+8) with Double Attack and Dual Weapon Mastery III
Ranged 2 blaster pistols +16/+16/+16 (4d6+8) with Double Attack and Dual Weapon Mastery III and Rapid Shot
Ranged flamethrower +18 (3d6+7, 6-square cone) or
Ranged missile launcher +18 (6d6+7, 2-square splash) or
Ranged whipcord +18 (grab)
Base Atk +14; Grp +16
Atk Options Double Attack, Double Weapon Mastery (I, II, III), Hunter’s Mark, Point Blank Shot, Precise Shot
Special Actions familiar foe +2, Hunter’s Target, Quick Draw, Trusty Weapon +1
Abilities Str 15, Dex 18, Con 15, Int 14, Wis 14, Cha 13
Talents Acute Senses, Armored Defense, Expert Tracker, Hunter’s Mark, Hunter’s Target, Improved Armor Defense, Juggernaut, Multiattack Proficiency (pistols), Trigger Work
Feats Armor Proficiency (light, medium), Double Attack, Dual Weapon Mastery (I, II, III), Quick Draw, Martial Arts I, Point Blank Shot, Rapid Shot, Weapon Focus (blaster pistols), Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +14, Initiative +16, Knowledge (tactics) +14, Perception +16, Persuasion +8 (may reroll and keep better result when intimidating), Pilot +16, Stealth +11, Survival +14
Possessions Mandalorian Armor (+8 armor, +2 equipment; as battle armor with helmet package; 4 weapon attachments), blaster pistol (2), 4 stun grenades, flamethrower (5 shots), missile launcher, 4 missiles, whipcord (treat as net), wrist razor gauntlet (treat as knife), jet pack (10 charges), utility belt with medpac
The Reek has taken some damage and flown into a Rage. I also had to give it a trample attack and just imported it from the RCR.
Reek (raging)
Huge beast 8 CL 8
Init +16; Senses low-light vision; Perception +16
Defenses Ref 15 (flat-footed 15), Fort 20, Will 9
hp 124 down to 90; Threshold 30
Speed 6 squares
Melee gore+12* (2d6+18) or
Melee gore+14* (2d6+22) with Powerful Charge
Melee trample+12* (4d6+18)
Base Atk +6; Grp +24
Atk Options Power Attack, Powerful Charge
Special Actions rage
Abilities Str 27, Dex 8, Con 30, Int 2, Wis 8, Cha 2
Feats Power Attack, Powerful Charge, Toughness
Skills Endurance +20
Rage - +2 to attacks and damage.
* using 4 points of power attack.
Here is the fight:
The Battle of Geonosis rages on. A maddened (rage) Reek is running wild through the battle field and sets its sights on two Jedi defending themselves.
Initiative
Mace 30 (130 hp)
Jango 27 (122 hp)
Reek 12 (90 hp)
Round x1
Mace – He spends this round on the defensive, deflecting blaster fire and helping to protect Obi Wan. Unaware of the approaching reek.
Jango – Makes a Perception check DC 10 as a standard action to notice the action down below. He rolls a 5 for a total of 21. He sees Obi wan and Mace back to back and a Reek charging them. He fires up his jet pack as a swift action and moves 6 squares toward the Jedi. This possibly happens next round from what is shown on screen but Jango needs to get some extra movement in there, I think.
Reek – The Reek takes a move action and as a standard action decides to powerful charge Obi Wan. The Reek rolls a 17 for a total of 31, high enough to hit Obi’s defense of 29. The reek does 29 points of damage. As a unarmed natural attack Obi is knocked backward and prone 1 square.
Round x2
Mace – As a full round action Mace runs (4 times his speed) from the Reek to put some distance between it and himself.
Jango – As a full round action Jango runs (flys) toward mace and the Reek.
Reek – Reek runs after Mace. It ends its turn one square behind Mace.
Round x3
Mace – Realizing this thing is not giving up Mace takes a move action and then readies a standard action to attack the reek when it comes into range.
Jango – as a full round action Jango runs toward Mace and the Reek. He is closer to them now and begins his descent.
Reek – As a standard action the Reek powerful charges Mace. When the Reek enters Mace’s threatened square it sets off his readied action. Mace makes an attack at the Reek. He rols a 19 for a total of 42 hitting the Reek’s Ref Defense of 15. This is a crit for Mace from his Vaapad talent and he deals 78 points of damage from his Triple Crit feat and cleaves off part of the Reek’s horn. This also puts Mace at initiative count 12, acting right before the Reek. The Reek then resolves its powerful charge attack. It rolls a 19 for a total of 33, high enough to hit Mace. Mace takes 32 points of damage and because it is an unarmed natural weapon melee attack Mace is knocked backward 1 square, drops his weapon, and falls prone.
Reek 12 hp
Mace 98 hp
Round x4
Jango – Uses a move action to fly to the ground and land. He has to make a Pilot check DC 20 to do so. He rolls a 15 for a total of 31. He spots Mace’s lightsaber laying on the ground and uses his standard action to dive (jump) toward the lightsaber hoping to grab it. It is 3 squares away and the DC is 18 (3 sq. distance x 3 x 2 for a standing jump). He has a +2 from his strength and adds 7 from his level for a total of +9 to his check. He rolls and gets a 5 for a total of 14, enough to allow him to jump 2 squares landing prone and 1 square away from the lightsaber.
Mace – Mace decides to make an Acrobatics check to tumble (roll) and bring himself up from prone. He rolls a 15 for a total of 30. This allows him to stand up from prone as a swift action. He moves his movement (rolls) toward his lightsaber and stands up as a free action. As another move action he uses move light object on his lightsaber. The DC is 10 and he can’t fail the check. The lightsaber comes back to his hand. Somehow he gets an extra swift action to ignite his lightsaber and look all bada** staring down Jango.
Reek – The Reek decides it doesn’t want to get hit for another butt load of damage from Mace so it spots the prone Jango laying there and decides to trample him. Jango being prone give the Reek a +5 bonus to its attack. The Reek lunges forward and rolls a natural 20 critting Jango. The Reek rolls for damage and gets a total of 38 for a grand total of 76 points of damage to Jango. Because Jango is physically under the beast I am going to rule that his jetpack takes half the damage. So 38 points of damage to the jetpack which is enough to disable it. And for some descriptive liscence Jango is moved with the Reek a full 6 squares. The Reek ends its movement another move action away from Jango.
Jango 46 hp
Round x5
Jango – As GM I would secretly make a Perception check for Jango to see if he notices that his jetpack doesn’t work. Rolling a 1 for a total of 17, but because the die came up a 1 I would say he is unaware. (MMMWWWHAHAHAHAHA!!!) Jango uses his move action to stand up from prone, a swift action to draw a blaster, and readies a standard action to shoot the Reek all dramatic like. He could be using Hunter’s Mark here but he would have to aim and wouldn’t be able to dodge out of the way after killing it.
Mace – he decides to delay to see how the Jango vs. Reek fight plays out.
Reek – The Reek turns and charges Jango. It gets close and Jango takes his readied action. He fires off a shot, he rolls a natural 20 for a total of 39, more than enough to hit the Reek’s Ref defense of 15. He deals 40 points of damage, hitting the Reek right between the eyes and killing it. The momentum from its charge carries it through the end of its move and Jango daring dodges out of the way. At the most Jango moves 2 squares out of the way but I’m not gonna bother factoring that movement in there. Jango’s initiative is now 12.
Mace – Mace decides to act now. He knows he can’t close the distance so he takes a single move action and chooses to fight defensively. This increases his Reflex defense to 42. This also puts Mace on Initiative count 11.
Round x6
Jango – turns to face the oncoming Mace. He decides to full attack using double attack and rapid shot. He makes 2 attacks and rolls a 15 and a 17 for totals of 30 and 32, nowhere near hitting Mace’s Reflex defense of 42. Mace harmlessly deflects the shots away.
Mace – decides this is a good strategy and chooses to take a single move and fight defensively again. This keeps his Reflex defense at 42.
Round x7
Jango – Jango sees the Jedi quickly approaching but doesn’t want to loose his attacks so he decides to take another shot and ready an action to fire up his jetpack and move up and away when Mace attacks him. He makes his attack roll and gets a 13 for a total of 32. Still not high enough to hit Mace.
Mace – Mace moves to melee with Jango and full attacks using double attack. This sets off Jango’s readied action, he tries to fire up his jetpack but its disabled and he goes nowhere. He has to face the fury of Mace. Mace decides to make an attack at Jango’s gun first. He needs a 46 to hit (10 + Jango’s reflex defense + I’m gonna say 2 for size). He decides to Force point it and gets a 6 on the FP. Felling lucky he makes the attack and rolls a natural 20 for a total of 38. No need to bother rolling damage from Triple Crit the pistol is destroyed. He then spends a destiny point to act out of the initiative order thus getting another turn before Jango. He attacks Jango. He rolls a 19 for a total of 37. this is enough to hit Jango’s Reflex defense of 34 and is a critical hit from the Vaapad talent. Mace rolls damage and deals max damage, 93 points. Jango, being out of Force points and destiny points, has his head severed by Mace’s lightsaber. Mace stares dramatically at Jango’s lifeless body.