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View Full Version : Mace Windu vs. Jango Fett Episode II Saga version



Inquisitor Tremayne
10-03-2007, 01:10 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.

Inquisitor Tremayne
01-26-2008, 05:08 PM
I noticed no one replied to this one yet so I am bumping it!

:D

GBVenkman
01-27-2008, 03:21 AM
I like adding in the extra knock down and AOE rules, but I think a type of concentration check of sorts for keeping your weapons on you is in order.

Makes it less like Sonic the Hedgehog where you loose all your coins everytime you touch a pokey thingy.


I doubt Jango would drop his weapons when hit by an aoe. And chuck norris wouldn't be knocked back 1 space. what ever shot him would be knocked back 12d4 spaces.

Inquisitor Tremayne
01-27-2008, 03:00 PM
I know. I don't like having house rules but this is something that is prevalent in ALL of the Star Wars films, someone gets hit by a melee attack and they are knocked prone almost every time unless they do some flip to get out of it. And there is NOT a mechanic in the game to represent this.

In fact they did have a mechanic for this in the OCR but dropped it from the RCR for some reason and haven't brought it back.

Seriously, go watch all the movies again and see what happens EVERY time someone gets hit with an unarmed attack.

Its crazy.

and I like it and it spices up combat.

I avoided some sort of check to hold on to your weapon to keep it simple and flow easier. You know, thats what saga is about.

GBVenkman
01-27-2008, 06:49 PM
I know. I don't like having house rules but this is something that is prevalent in ALL of the Star Wars films, someone gets hit by a melee attack and they are knocked prone almost every time unless they do some flip to get out of it. And there is NOT a mechanic in the game to represent this.

In fact they did have a mechanic for this in the OCR but dropped it from the RCR for some reason and haven't brought it back.

Seriously, go watch all the movies again and see what happens EVERY time someone gets hit with an unarmed attack.

Its crazy.

and I like it and it spices up combat.

I avoided some sort of check to hold on to your weapon to keep it simple and flow easier. You know, thats what saga is about.


that's true. it's just that my players are lawyers sometimes.

Inquisitor Tremayne
01-27-2008, 07:00 PM
Me too!!! :D

Rizzen_Nailo
05-15-2008, 10:15 PM
Well the only thing I see is the fact that you gave only jedi class levels(jedi/knight/master) to Mace...in my opinion he would be something like this.

Jedi 7/Jedi Knight 5/Elite Warrior 2/Officer 2/Jedi Master 4

Here's my reasoning for this...talents mainly, not to mention the special abilities of the prestige classes fit what I've read in the books and comics(thus far at least). I'll list the ones he should have in my opinion but either way good job.

Jedi Talents(4): Block, Deflect, Redirect Shot, Skilled Advisor
Jedi Knight(3): Weapon Specialization(Lightsabers), Juyo, Vaapad
Elite Trooper(1): Greater Weapon Focus(Lightsabers)
Officer(1): Tough as Nails
Jedi Master(2): Severing Strike, Greater Weapon Specialization(Lightsabers)

The only reason I see him as an elite trooper is because he was considered one of the most dangerous men of all time by many people(including a good amount of the Jedi order). I also consider him an officer because I forsee him being able to temporarily give others the will to fight on via inspiring them(share talent special ability with tough as nails)...as a note if you use this build the only drawback would be you might houserule that Mace can't use command cover from officer and instead increases the amount of people he inspires.

Just one more thing I also believe he should have the skill knowledge(bureacracy)...not sure of the spelling, but it seems to me to be the one that covers the whole time he spent dealing with the senate. I would probably drop either Rapid Strike or Whirlwind Attack and replace with Skill Training(Knowledge:Bureaucracy).

Heck that's just my 2 cents worth...wait a sec that seems more like a nickels worth, sorry; ;)

Inquisitor Tremayne
05-16-2008, 11:39 AM
Well the only thing I see is the fact that you gave only jedi class levels(jedi/knight/master) to Mace...in my opinion he would be something like this.

Jedi 7/Jedi Knight 5/Elite Warrior 2/Officer 2/Jedi Master 4

Here's my reasoning for this...talents mainly, not to mention the special abilities of the prestige classes fit what I've read in the books and comics(thus far at least). I'll list the ones he should have in my opinion but either way good job.

Jedi Talents(4): Block, Deflect, Redirect Shot, Skilled Advisor
Jedi Knight(3): Weapon Specialization(Lightsabers), Juyo, Vaapad
Elite Trooper(1): Greater Weapon Focus(Lightsabers)
Officer(1): Tough as Nails
Jedi Master(2): Severing Strike, Greater Weapon Specialization(Lightsabers)

The only reason I see him as an elite trooper is because he was considered one of the most dangerous men of all time by many people(including a good amount of the Jedi order). I also consider him an officer because I forsee him being able to temporarily give others the will to fight on via inspiring them(share talent special ability with tough as nails)...as a note if you use this build the only drawback would be you might houserule that Mace can't use command cover from officer and instead increases the amount of people he inspires.

Just one more thing I also believe he should have the skill knowledge(bureacracy)...not sure of the spelling, but it seems to me to be the one that covers the whole time he spent dealing with the senate. I would probably drop either Rapid Strike or Whirlwind Attack and replace with Skill Training(Knowledge:Bureaucracy).

Heck that's just my 2 cents worth...wait a sec that seems more like a nickels worth, sorry; ;)

Yes but then he would have to spend too many resources (talents and feats) to get into the Elite Trooper and Officer Prestige Classes. Especially the Elite Trooper; Armor Prof (light), Armor Prof (medium), Martial Arts 1, Point Blank Shot, and one talent from the Armor Specialist, Commando, or Weapon Specialist talent trees. That requires at least one level of soldier.

For the Officer; trained in Knowledge (tactics), and at least one talent from the Leadership or Commando talent trees. If you see him as a leader that means he has to take a level of Noble, if you see him as a military commander then his one level of Soldier should cover it.

So probably: Soldier 1/Jedi 6/Jedi Knight 5/Elite Trooper 2/Officer 1/Jedi Master 2 CL 17

This gives up too many feats to get into the PrCs for my tastes.

Plus, you don't need to go into Elite Trooper for Greater Weapon Focus, its available to the Jedi Knight PrC.

Kryser Kanos
05-23-2008, 10:57 PM
I respect the man who took enough time to make this thread awesome!

Gj bro

Inquisitor Tremayne
05-26-2008, 02:36 PM
I respect the man who took enough time to make this thread awesome!

Gj bro

Than you. Thank you very much.

Did you see the Obi Wan vs. Jango thread as well?

Plus I am working on the Vader vs. Luke vs. Sidious fight from EP VI also. Stay tuned!

Rizzen_Nailo
06-06-2008, 10:21 PM
Yeah I suppose, I guess we can look at it this way it all depends on which version you go with because Mace is alot different in the books than the movies...not to mention the comics. Eh still I also commend you on your work with both characters.

Tamerath
07-09-2008, 08:19 AM
Than you. Thank you very much.

Did you see the Obi Wan vs. Jango thread as well?

Plus I am working on the Vader vs. Luke vs. Sidious fight from EP VI also. Stay tuned!

Hey I just had a chance to look over your work. Great Job! I do look forward to your other posts!

canadiansatan
08-21-2008, 02:50 AM
Jeez, does nobody ever roll an 8 in the movies :P

Inquisitor Tremayne
08-22-2008, 09:57 AM
Actually it seems as if anyone hardly ever hits anyone or anything. And when they do hit it usually results in death. Because of this the movies are extremely difficult to represent in RPG rules. But I like doing it anyway! Its fun!

Some other fights I want to work on:

Luke vs. Vader vs. Sidious on the Death Star

Sidious vs. Windu, Fisto, Tiin and Kolar on Coruscant

Yoda vs. Sidious in Senate Chamber

Yoda vs. Dooku

Dooku vs. Obi Wan and Anakin

Vader vs. Luke on Cloud City

Obi Wan vs. Ventress on I forget the name of the planet but from the new clone wars movie.

So basically at some point I am going to try to stat out all the fights.

Stay tuned!