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  • Participant
    Dawnseeker
      Member since: 12/10/2021

      The Anaxes Swarm System

      The Anaxes Swarm System is a roll system most often utilized for large scale combat situations, such as battlefields, or for situations where a few stand against many, such as a trio of Jedi ambushing a large group of gangsters. While not necessarily a mechanically perfect representation of the scope of your character’s abilities, it is used to streamline large or chaotic battles where more intimate roll systems would bog down the mission and make less fun for more people. However, it is ultimately up to the Dungeon Master (DM) to determine what does and does not count as a situation where the Swarm System is applied on their missions. They may also choose to add other buffs, debuffs, or situations which may require rolls beyond these, which will be explained by the DM in the moment.

      General Disclaimer: All rolls are d20 based for mission actions, story rolls, or dueling. The Dungeon Master (DM) may specify rolls are needed for a specific action during the course of a mission, and rolls are typically required during combat.

      Baseline Beginning Stats by Rank:
      Note: FP/TP does not reset during missions except with extenuating circumstances and at DM discretion.

      Jedi Rank Military Rank Hit Points (HP) Force Points (FP)
      Initiate Private 3 10
      Padawan Specialist / Corporal 4 12
      Knight Sergeant 5 14
      Knight Exemplar First Sergeant 5 16
      Master Lieutenant 6 18
      Council / Revered Master Captain 7 18
      GM / MotO 8 18

       

      General Rolls:
      As used in combat, whether it be boss type battles or Swarm type battles.
      Note: Do not add the Roll Modifier bonus if utilizing a Force Ability, Force Form, or Saber Form (bonus does not stack). Rolling above a 20 in combat does not guarantee an auto hit. It is quite plausible for others to roll above a 20 in defense.

      Jedi Rank Military Rank Crit Fail
      (takes dmg)
      Fail
      (takes dmg)
      Defend
      (take no dmg,
      deal no dmg)
      Success
      (downs 1 enemy)
      Crit Success
      (
      downs 2 enemies OR downs 1 enemy and rescues one ally)
      Roll Modifier

       

      Initiate Recruit, Private 1-4 5-9 10-12 13-19 20+ +1
      Padawan Specialist, Corporal 1-4 5-9 10-12 13-19 20+ +1
      Knight Sergeant 1-4 5-9 10-12 13-19 20+ +2
      Knight Exemplar Ensign 1-4 5-9 10-12 13-19 20+ +2
      Master Lieutenant, Captain 1-4 5-9 10-12 13-19 20+ +3
      Council / Revered Master Major 1-4 5-9 10-12 13-19 20+ +3
      GM / MotO Colonel 1-4 5-9 10-12 13-19 20+ +3

       

      Damage Dealt and Received:
      For each successful attack, a certain number of health points or HP are deducted from the player total. This typically applies to the amount of damage a player can deal to an NPC as well.

      Attack Type Damage
      Lightsaber / Blaster 2HP
      Force / Tech Ability Based on Ability
      Unarmed – Unaugmented 1HP
      Unarmed – Augmented 2HP
      Other DM Discretion

       

      Combat Form Ability Bonus by Proficiency:
      As used in combat, whether it be boss type battles or Swarm type battles. These numbers may be further augmented using one of your available Augment Abilities that your character has learned, as listed below.

      Some Combat Forms are more inherently capable during a mass combat situation. As such, some of the following forms have been highlighted in Green. While using any of these Combat Forms during a Swarm type battle, as long as you are of Intermediate proficiency or above in it, you may roll with advantage on your d20 roll instead (roll 2d20 and take the highest number rolled). This condition, like all others, may be subject to DM discretion given modifiers applied to each fight as they come.

      Note: Do not add the Roll Modifier bonus if utilizing a Force Ability, Force Form, or Combat Form (bonus does not stack). Rolling above a 20 in combat does not guarantee an auto hit. It is quite plausible for others to roll above a 20 in defense.

      Combat Form Name Beginner Intermediate Expert Master Mastery +1 Mastery +2
      SHII-CHO +1 +2 +3 +4 +5 +6
      MAKASHI +1 +1 +2 +3 +4 +5
      SORESU +1 +2 +3 +5 +6 +7
      ATARU +1 +2 +3 +5 +6 +7
      DJEM SO/SHIEN +1 / +1 +2 / +2 +3 / +3 +4 / +4 +5 / +5 +6 / +6
      NIMAN +1 +1 +2 +3 +4 +5
      JUYO +1 +2 +4 +6 +7 +8
      BAKUUNI HAND +0 +1 +2 +3 +4 +5
      FORCE AFFINTY +1 +2 +4 +5 +5 +6

       

      Force Form Ability Bonus by Proficiency:
      As used in combat, whether it be boss type battles or Swarm type battles. Unlike your Combat Forms, you may add these bonuses directly on top of any Force Ability you wish, regardless of if it’s an Augment Ability or a Standalone Ability.
      Note: Do not add the Roll Modifier bonus if utilizing a Force Ability, Force Form, or Combat Form (bonus does not stack). Rolling above a 20 in combat does not guarantee an auto hit. It is quite plausible for others to roll above a 20 in defense.

      Force Form Name Beginner Intermediate Expert Master Mastery +1 Mastery +2
      FORCE CHANNEL +0 +0 +0 +1 +1 +2
      FORCE MASTERY +0 +1 +1 +2 +2 +3
      FORCE POTENCY +0 +1 +1 +2 +2 +3

      Force Abilities

      The chart below indicates which Force Abilities have a place within the Swarm Roll System. Many of these powers are Standalone Abilities and do not stack with your Saber Form when using the Swarm Roll System. Powers that are Augment Abilities are those that are able to be used in conjunction with your Saber Form, and will be marked with a YES on the table and also highlighted in Blue. The bonuses that each type of ability get are denoted in the charts below, followed by a comprehensive list of all Force powers that have a use in our Swarm Roll System.

      Augment Ability Bonus by Level:
      When utilizing a Saber Form, you may also choose to further boost your rolls by using an Augment Ability (As listed in the Force Abilities Section) at the cost of Force or Tech points for Swarm Battles. Only Augment Abilities can be used alongside your Saber Form. If you have Mastered a Padawan, Knight, or Master level ability, you may subtract (1) from the FP/TP cost of an ability used.

      Ability Level Roll Modifier FP / TP Cost
      Initiate, Recruit +1 1
      Padawan, Enlisted +2 2
      Knight / NCO +3 3
      Master / Officer +4 4

       

      Force/Tech Ability Bonus by Level:
      Learned skills and abilities can enhance defensive or offensive rolls at the cost of Force or Tech points for Swarm Battles. These are Standalone Abilities that CANNOT be used alongside your Saber Form, and so do not get any additional bonus beyond the table below, unless you are using a Force Form. If you have Mastered a Padawan, Knight, or Master level ability, you may subtract (1) from the FP/TP cost of an ability used.
      Note: Do not add the General Roll Modifier bonus if utilizing a Force Ability, Force Form, or Saber Form. Only use the lower Ability Bonus (bonus does not stack). This chart is the only modifier you can add in Swarm situations when using a standalone Force/Tech Ability.

      Ability Level Roll Modifier FP / TP Cost
      Initiate, Recruit +2 1
      Padawan, Enlisted +4 2
      Knight / NCO +6 3
      Master / Officer +8 4

      Force Abilities by Tier

                  Initiate Abilities
      Ability Augment?
      Force Empathy Yes
      Force Jump Yes
      Force Speed Yes
      Telekinesis I

       

      Padawan Abilities
      Ability Augment?
      Alter Damage Yes
      Danger Sense Yes
      Force Barrier
      Force Bellow
      Force Body I
      Force Deflection
      Force Illusion I
      Force Stun I
      Force Weapon Yes
      Ionize I
      Mechanical
      Manipulation I
      Revitalize
      Telekinesis II
      Telepathy II Yes
      Tutaminis I

       

      Knight Abilities
      Ability Augment?
      Alter Environment I
      Battle Precognition Yes
      Cleanse Mind
      Force Blinding
      Force Exhaustion
      Force Illusion II
      Force Light I
      Force Stasis I
      Force Stun II
      Force Valor Yes
      Ionize II
      Mechanical
      Manipulation II
      Plant Surge
      Telekinesis III
      Telepathy III Yes
      Tutaminis II

       

      Master Abilities
      Ability Augment?
      Alter Environment II
      Battle Mind Yes
      Force Body II Yes
      Force Healing III
      Force Illusion III
      Force Immunity
      Force Light II
      Force Protection
      Force Stasis II
      Force Stun III
      Ionize III
      Malacia
      Mechanical
      Manipulation III
      Telekinesis IV
      Tutaminis III

       

    • Participant
      Windigo
        Member since: 07/03/2022

        The 5th Omega Company Swarm System

        The 5th Omega Company Swarm System is a roll system most often utilized for large scale combat situations, such as battlefields, or for situations where a few stands against many, such as a squad of troopers ambushing a large group of gangsters. While not necessarily a mechanically perfect representation of the scope of your character’s abilities, it is used to streamline large or chaotic battles where more intimate roll systems would bog down the mission and make less fun for more people. However, it is ultimately up to the Dungeon Master (DM) to determine what does and does not count as a situation where the Swarm System is applied on their missions. They may also choose to add other buffs, debuffs, or situations which may require rolls beyond these, which will be explained by the DM in the moment. General Disclaimer: All rolls are d20 based for mission actions, story rolls, or dueling. The Dungeon Master (DM) may specify rolls are needed for a specific action during the course of a mission, and rolls are typically required during combat.

        Note: Troopers will be forgoing their usual equipment and weapon modifiers in this system for simplicity at the discretion of DMs.

        Combat Form Ability Bonus by Proficiency:

        As used in combat, whether it be boss type battles or Swarm type battles. These numbers may be further augmented using one of your available Augment Abilities that your character has learned, as listed below. Some Combat Forms are more inherently capable during a mass combat situation. As such, some of the following forms have been highlighted in Green. While using any of these Combat Forms during a Swarm type battle, as long as you are of Intermediate proficiency or above in it, you may roll with advantage on your d20 roll instead (roll 2d20 and take the highest number rolled). This condition, like all others, may be subject to DM discretion given modifiers applied to each fight as they come.

        Note: Do not add the Roll Modifier bonus if utilizing a Force Ability, Force Form, or Combat Form (bonus does not stack). Rolling above a 20 in combat does not guarantee an auto hit. It is quite plausible for others to roll above a 20 in defense.

        Combat Form Name Beginner Intermediate Expert Master
        ASSAULT TROOPER +1 +2 +3 +4
        MARKSMAN TROOPER +0 +1 +2 +4
        HEAVY INFANTRY TROOPER +1 +2 +3 +5
        DEMOLITIONS TROOPER +1 +2 +3 +5
        ACQ TROOPER +0 +1 +2 +3
        REPUBLIC MARTIAL ARTS +0 +1 +2 +3

        MEDIC SWARM

        The below is for use as a Medic when Swarm is in play if wanting to attempt to heal an ally. Use the threshold table below for results. Bonuses that can be applied to the roll are listed beneath the threshold table.

        Roll Results Action
        13-20+ You can work swiftly enough to reach two allies and heal them each for one mark of health. Alternatively, you may heal one individual for two marks of health, or stabilize a downed ally. So long as you are not unconscious, the ally may be yourself.
        10-12 In the same turn, you may reach and heal one ally (or self) for one mark of health.
        5-9 Take a turn to reach an ally or to assess an injury. No results on this turn, and the next is automatically spent healing one ally (or self) for one mark of health. [Lose a turn.]
        1-4 You are in peril and, without intervention from an ally, will take damage this round.

        Medic Rank Modifier for Addition to all Medic System Rolls:

        Rank Bonus
        Medic Trainee +1
        Field Medic / Medical Sergeant +2
        Chief Medical Sergeant (CMS) +3

        ENGINEER SWARM

        The below is for use as an Engineer when Swarm is in play if wanting to attempt to repair an ally or vehicle. Use the threshold table below for results. Bonuses that can be applied to the roll are listed beneath the threshold table.

        Roll Results Action
        13-20+ You can work swiftly enough to reach two allies and repair them each for one mark of armor points. Alternatively, you may repair one individual for two marks of armor points. OR you can work swiftly enough to repair ONE vehicle for two marks of hit points.
        10-12 In the same turn, you may reach and repair one ally for one mark of armor point. OR you can reach ONE vehicle and repair it for one mark of hit points.
        5-9 Take a turn to reach an ally or to assess a repair. No results on this turn, and the next is automatically spent repairing one ally  for one mark of armor points. [Lose a turn.]
        1-4 You are in peril and, without intervention from an ally, will take damage this round.

        Engineer Rank Modifier for Addition to all Engineer System Rolls:

        Rank Bonus
        Engineer Trainee +1
        Engineer / Expert Engineer +2
        Engineering Leadership +3

        Non-Force Abilities

        Non-Force Abilities by Tier

        Enlisted Abilities
        Ability Augment?
        Ambush
        Retreat
        NCO Abilities
        Ability Augment?
        Command Yes
        Hunker Down
        Artillery Strike
        Officer Abilities
        Ability Augment?
        Orbital Strike
        Reinforcements
        Heroics Yes
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