SW:EotE House Rules
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Accepted House Rules
Combat
Wounds
- Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.
Cover
- Defence (Black Dice) granted by Cover adds to defense gained by other sources.
Proposed House Rules
Initiating Combat
- If both parties are aware of each other, in combat range, and not hostile; the party initiating combat gains a blue die to initiative checks.
- If one party successfully performs an ambush (is aware of the incoming enemy, prepared and not detected prior to initiating combat) perform the following:
- Roll an opposed Cool vs. Vigilance check.
- Success grants a Blue to Initiative, with an additional blue per two additional successes
- Two advantage may be spent to gain a free maneuver before combat. Unspent Advantages carry over to the Initiative check
- Triumph may be spent for a top initiative slot, or for a free action (just action, not full round) before combat, or positively affect the battle.
- Failure has no effect.
- three disadvantage may be spent to gain a black die to the initiative check
- Despair may be spent to loose your free maneuver in the first round, or negatively affect the battle.
- The ambushing party gains one blue die to initiative (regardless of roll outcome)
- Roll an opposed Cool vs. Vigilance check.