The Swordsman

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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The Swordsman

Postby Tarren » Tue Jun 23, 2009 9:34 pm

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Cost: 6 CP
Skill: 1d4 (1d8 with Small or Medium hand weapons)
Move: 6"
Armor: 1d6-1

Specialties:
+1 CP- Parry: If the swordsman is, god-forbid, equipped with a sword, he may attempt to parry ANY attack made at him by a minifig sized weapon, or small-projectile firing seige weapon (Ex: 1x1 round stud). To do this, roll 1d6, and subtract 1 from the result. If the result is 4+, the swordsman need take no damage. This roll is made before the armor roll.

+3 CP- Second Sword Parry: Same as Parry, except the Swordsman is equipped with two Small hand weapons. If the attempt to kill the swordsman is blocked with a parry, then the swordsman can attack back with no difficulty to the attacker, provided he is within an inch distance.

+1 CP- Knockback: If a Parry succeeds (Or the free attack from a Second Sword Parry fails due to missing/ blocking from an enemy swordsmans parry) the swordsman may attempt to kick the attacking enemy he parried back exactly two inches from were it stands. To do this, the enemy must be within an inch of the swordsman. Roll 1d6. On a 4-6, the enemy is knocked back two inches. If the roll is a 5+, the enemy is on his back (AKA Prone).
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Postby IVhorseman » Wed Jun 24, 2009 3:31 am

So it's a minifig that costs even more CP than a regular trooper, but just has different rules for parrying?

Why not just let him use standard parrying rules, but let him also use that to block ranged attacks?
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Postby Olothontor » Wed Jun 24, 2009 11:13 am

Good idea, Horseman. Also, maybe rules for disarming an opponent on a critical success, or some-such ridiculousness?
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