SW:EotE House Rules

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Star Wars: Edge of the Empire
Edge of the Empire logo.jpg
Game Status
Campaign Concluded
Player XP
1000
Ships
The Flaming Cantina
Layout · Cargo · Modifications
Bad Part of Town
Cosmopolitan · Martini · The Shot
Owners
Bacta Max · Jarash · Jax Bauer
Merick Tel · "Red" · Zael
NPC Crew
Gwynnel and Jessiel
Droids
BS7-SAMI · S1-R1
R2-R9 · 41-VEX · AC Security
Cookie · W-11e · Bric & Brac
The Kids
Yote Reynard · Kerrimapia and Jowdrrl
Allies
Nell Davengatt · Wookie Engineers
Walker, Sector Ranger · Tooga the Hutt
Contacts
Jabba the Hutt · Kaltho the Hutt
Aris Shen · Jedi Master Elaiza
Chief Ereen · Honest Cal
Enemies
Agent Los · Bounty Hunter Haj
Former Enemies
Teemo & Co · Inquisitor An'ya Fell
References
Crew Obligations · Crew Duty
House Rules · Adventure Log

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 lose 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)

Integrated Grenades

  • If a character with a readily accessible grenade and is within grenade range of the target, they may spend to advantage to activate the grenades Blast quality at their target's location. This uses up the grenade.
  • Grenades may still be use as per standard rules.

Pallets and Packaging

Note: Multiple packaging methods may be used on the same items, but they do not stack; only the best reduction is used.

  • Boxing Up: Using Plasti-board boxes and foam available on any civilized world, items are stacked for shipping.
    • Encumbrance of a box is calculated by adding together the encumbrance of all contained items, dividing by ten, then rounding up to the nearest whole number.
    • Boxed items gain a blue die to resistance rolls against becoming damaged.
    • Boxing items costs 25 credits per point of encumbrance of the box.
    • An additional blue die for resistance by doubling the price of the box, or two for tripling.
    • All boxes have a cumbersome rating equal to their encumbrance.
  • Pallets: Pallets are specifically designed for load lifters, and to be easy to secure in cargo holds.
    • Each pallet may contain between 50 and 100 encumbrance of items.
    • Items under 5 encumbrance must be boxed first. (See above)
    • Each pallet is 5 encumbrance and cumbersome 10. It cannot be lifted by less than 2 size 1 individuals.
    • Pallets may only be used in cargo vehicles.
    • Creating a pallet costs 50 credits.
  • Small Shipping Containers: These containers are 6x2.5x2.5 meters and designed to be used with large machinery and stacked in massive bulk freighter holds.
    • A shipping container may hold up to 500 encumbrance of items.
    • Each shipping container is encumbrance 25. It cannot be lifted by less than 2 binary load lifters.
    • Extremely cumbersome, each vessel may only hold a fixed number of these containers, even if it has cargo room left.
    • Shipping containers are vehicle scale, and have an armor value of 1, and 3 hull points.
    • Shipping containers cost 1,000 credits each.

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 encumbrance, damage or soak.