Post by Banzai Kamikaze on Dec 7, 2003 13:56:28 GMT -5
Since I deleted old french threads, I will bring back the house rules I annouced a few months ago.
Capital Ships
--->Capital Ships Shield Points are multiplied by two.
Stun damage
--->Stun damage is treated as normal damage in vitality points and normal stun damage in wound points ( if the victim makes the save, she is still stunned for one round; if the victim fails the save, she is stunned for 1d4 +1 rounds). If a stunned victim takes a lot (around 10) stun shots, she falls unconscious.
Skill points when leveling up
--->When you level up, you may only put up to 2 skill ranks in each skill. You may save points for later investments (for example, if you don't have the prerequistes for a force skill, you may save points for this skill until you have the prerequisites).
Skill: Knowledge
---> Having 5 or more ranks in a knowledge skill will give you a sinergy bonus on any action you think might benefit from your knowledge skills. You are the one who must ask me if you get a sinergy bonus, because I don't perfectly know your knowledges. The bonus ranges from +2 to +10, depending on your ranks. (this isn't really a house rule, but I put it here for clarification)
---->Now, If you have less than 5 ranks in a knowledge skill, you will actually get penalties on any check CLEARLY needing an appropriate knowledge skill. For example, if you talk about an uncommon politic fact in your diplomacy check, you will get a penalty of -5 if you have no ranks in Knowledge Politics. For every rank you put in the skill, you reduce the penalty. When you have 5 ranks or more, the first rule above applies.
--->You should put points in knowledge skills corresponding to your character. If he's a Jedi, you'll need points in Jedi Lore for example. If he's a politician, you'll need points in politics, etc.
Attacking Prone characters
----> A prone character gets a +4 cover bonus versus ranged attacks. He also gets a +2 cover reflex bonus.
Manually detonating missiles/torpedoes
--->Whenever you fire a missile/torpedo, you may chose to manualy detonate it as soon as it reaches the enemy's square. The missile/torpedo gains a +3 bonus to his attack roll. If it misses its target, it blows harmlessly.
"Dumbfiring" missiles/torpedoes
---->Locking a "dumbfired" missile/torpedo removes the bonus given by fire control. The fired missile/torpedo flies in a straight path and take a penalty of 5 on their attack roll to hit their target. The targeted ship has more difficulty noticing the dumbfired missile/torpedo and will probably use less or no defense system against it, depending on the situation.
The "2 minutes" rule
---->If a player does not agree with one of my decisions, he has 2 minutes to convince me to change it. If he does not manage to convince me during this period, I will impose my decision, though we may discuss it more AFTER the game.
Capital Ships
--->Capital Ships Shield Points are multiplied by two.
Stun damage
--->Stun damage is treated as normal damage in vitality points and normal stun damage in wound points ( if the victim makes the save, she is still stunned for one round; if the victim fails the save, she is stunned for 1d4 +1 rounds). If a stunned victim takes a lot (around 10) stun shots, she falls unconscious.
Skill points when leveling up
--->When you level up, you may only put up to 2 skill ranks in each skill. You may save points for later investments (for example, if you don't have the prerequistes for a force skill, you may save points for this skill until you have the prerequisites).
Skill: Knowledge
---> Having 5 or more ranks in a knowledge skill will give you a sinergy bonus on any action you think might benefit from your knowledge skills. You are the one who must ask me if you get a sinergy bonus, because I don't perfectly know your knowledges. The bonus ranges from +2 to +10, depending on your ranks. (this isn't really a house rule, but I put it here for clarification)
---->Now, If you have less than 5 ranks in a knowledge skill, you will actually get penalties on any check CLEARLY needing an appropriate knowledge skill. For example, if you talk about an uncommon politic fact in your diplomacy check, you will get a penalty of -5 if you have no ranks in Knowledge Politics. For every rank you put in the skill, you reduce the penalty. When you have 5 ranks or more, the first rule above applies.
--->You should put points in knowledge skills corresponding to your character. If he's a Jedi, you'll need points in Jedi Lore for example. If he's a politician, you'll need points in politics, etc.
Attacking Prone characters
----> A prone character gets a +4 cover bonus versus ranged attacks. He also gets a +2 cover reflex bonus.
Manually detonating missiles/torpedoes
--->Whenever you fire a missile/torpedo, you may chose to manualy detonate it as soon as it reaches the enemy's square. The missile/torpedo gains a +3 bonus to his attack roll. If it misses its target, it blows harmlessly.
"Dumbfiring" missiles/torpedoes
---->Locking a "dumbfired" missile/torpedo removes the bonus given by fire control. The fired missile/torpedo flies in a straight path and take a penalty of 5 on their attack roll to hit their target. The targeted ship has more difficulty noticing the dumbfired missile/torpedo and will probably use less or no defense system against it, depending on the situation.
The "2 minutes" rule
---->If a player does not agree with one of my decisions, he has 2 minutes to convince me to change it. If he does not manage to convince me during this period, I will impose my decision, though we may discuss it more AFTER the game.