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.
Integrated Grenades
Pallets and Packaging
Personal, Vehicle, Massive Scales
- Personal Scale: Operates as written.
- Breach: Breach(1) is now defined as Pierce(10).
- Massive Scale: Operates as current vehicle rules.
- Vehicle Scale: A new scale partway in between Personal and Massive. Most things (except some creatures) size 2, 3 or 4 use this scale.
- Damage Scale: Vehicle scale weapons, hull and armor operate on a 5 to 1 ratio with personal scale, and on a 1 to 2 ratio with Massive scale.
- Brawn: Droids and other creatures using standard attributes only use brawn for skill rolls, it is not applied to encumberance, damage or soak.