Date: Mon, 27 Mar 1995 10:30:03 -0500 (EST) From: "M.P. Soulier" Subject: haste rules Okay, I haven't written these up personally yet, but here they are. The order of a turn goes like this: One person from each side rolls perception. Highest perception roll may elect to go first or second. Whoever declares first, acts first, but of course does so without knowledge of what the other person is doing. This is right out of second edition. All attacks and haste levels are declared here, but no defenses (I use 1st edition reaction defenses). Also, a movement rate is chosen (note I use third edition movement rules, repaired to make sense). Whatever haste level you choose, defines the level of haste that you enter combat, and every subsequent action is one haste level less than the previous one. Movement cannot be hasted, it takes the whole turn to perform and is continuous. Every full -1D of dex penalty for whatever armour you might be wearing (or whatever other reason the GM might have to say that the player is slower, like carrying a buddy) lowers your starting haste level by one level. Actions taking place at the same level of haste are decided by the previous perception roll and declaration order. Note that defenses taken must have the same haste level as that of the attack. So, if you have an action at the same haste level as the attack, or higher, you're fine. Otherwise, you must add levels of haste until it is. This does not raise your haste level overall, it only allows you to act in time to use a defense. So, lets have an example, 'cause I've probably lost everybody except my players who are used to this. :) Two rebels have the audacity to fire upon two Stormtroopers. (keep your cheers to yourself Bill :) ). The perception roll is made. The rebels win, and decide to declare and act last. One of the Stormtroopers declares a double haste and one shot, the other declares a single haste and a shot (both declare their targets). The penalties are -2D and -1D respectively. The first Rebel declares a walking action to put him behind cover at the end of the turn, while declaring a double haste and a shot. -3D penalty. The second Rebel declares a single haste, dropping prone, and two shots. Dropping prone is free (but the GM might raise his shooting difficulty), so the penalty is -2D. So, the ST's armour lowers their haste levels by one, so the turn goes like Movement begins: Rebel 1 walking, Rebel 2 dropping prone. Haste 2: Rebel 1's shot. Haste 1: ST 1's shot, Rebel 2's first shot. Haste 0: ST 2's shot, Rebel 2's second shot. The same haste moves were decided for ST's firing first, as the Rebels decided to declare last. If the first shot at haste 2 was on say, ST 1, and he wished to dodge, he doesn't start acting until haste 1, so he's too slow to dodge this. He must declare another level of haste for an additional -1D for a total of -3D, to be allowed to dodge the attack, but at least this is first edition reaction defenses, so the dodge roll adds to the difficulty, it is not substituted for it. :) Confused? Me too. We'll be doing more playtesting, and we'll try to iron out any problems. Let me know if you have any questions. (I'm asking for it with this one...) I hope you like it. It solves the armour dex penalty problem, and structures the combat turn better. Also, haste rules on Force points are unbelievable! Ever see the flash...? Later, Mike