SW:EotE House Rules

From The Z-Team Wiki
Jump to navigation Jump to search
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.

Lightsaber Construction

These rules are from the Hidden Depths GM supplement for F&D. Additional rules are found in Endless Vigil (Sentinel Sourcebook) pp. 84-87.

  • Make an Average (Eote-purple-die.pngEote-purple-die.png) Streetwise check, 300 credits to find the hilt materials
  • Make an Average (Eote-purple-die.pngEote-purple-die.png) Mechanics or Knowledge (Lore) check to construct it.
  • If a data source is not available on how to assemble, this may not be made or made with a Daunting (Eote-purple-die.pngEote-purple-die.pngEote-purple-die.pngEote-purple-die.png) check per the GM.
  • On a successful construction check:
    • Every Eote-success.png reduces assembly time by four hours, to a minimum of four hours
    • Can install one mod without a Mechanics check, which still counts towards the number of mods
    • Eote-advantage.png can be used to expedite the constrcution time
    • Eote-advantage.png can reduce the cost by 25 credits per Eote-advantage.png, to a minimum of 100 credit
    • Eote-advantage.png can add ornamentation to make it unique
    • Eote-advantage.pngEote-advantage.pngEote-advantage.png can be spent to reduce encumbrance by one
    • Eote-triumph.png can be used to increase the number of hard points on the hilt by one, and may be used multiple times
    • Eote-disadvantage.png can increase costs by 25 credits of additional materials
    • Eote-disadvantage.png can add 12 hours of construction time
    • Eote-disadvantage.pngEote-disadvantage.pngEote-disadvantage.png results in a bulkier lightsaber, increasing encumbrance by one
    • Eote-despair.png decreases hard points by one, to a minimum of two hard points
  • If a construction check fails:
    • Another attempt can be made
    • Failure with Eote-disadvantage.png may mean some or all materials are lost

Proposed House Rules

Combat

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.

Starships and Travel

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.

Travel Times

Source: Seventh Legion Gaming Wiki

In general:

  • Using trade routes/hyperspace lanes cut travel times considerably (half)
  • Uncharted routes require astrogation rolls (even if an astromech is performing it) and travel time is doubled
  • Astrogation rolls can affect travel time
  • Charted routes don't need to be rolled, but can be if you want to make an attempt at shortening the route

Baseline chart (taken from old WotC source):

WotC Base Travel Times.jpg

Notes: Treat Hutt Space as Outer Rim. Treat Unknown Regions as Outer Rim/Wild Space, depending on location.

Maps:

Examples:

  • Naboo (Mid Rim) to Nar Shaddaa (Hutt Space/Outer Rim)
    • Mid Rim to Outer Rim using Triellus Trade Run: 12 hours
    • Outer Rim to Nar Shaddaa using Triellus Trade Run: 24 hours
    • Total time: 36 hours (1.5 days)

Operational Costs

Source: Operational Costs Community Book

Fuel

  • Heavy Freighter: 100+ Fuel Cells
  • Usage:
    • 1/2 per Takeoff or landing and reaching Jump Distance
    • 1 per Hyperspace Jump
    • 1 per 6 hours in Hyperspace
    • 1 per 12 hours of Realspace Operation
    • 1 per 1 hour of Maneuvers
    • 1 per 1 hour of Atmospheric flight
    • 1 per 24 hours of Standby
    • 1 per each additional 2 Passengers beyond ship's maximum per day
    • 1 per maximum cargo load (Realspace and Atmospheric ops)

Power

  • Heavy Freighters carry their own power generators and don't need to rely on engines idling to be powered while in port

Crew Consumables

  • Life Support: For every 2 additional beings beyond the ship's limit, the System Strain Threshold is reduced by 1
  • Droids count against crew consumables, but do not count to the above formula affecting Life Support

Maintenance

  • Maintenance is separate from Hull Trauma
  • For every five (5) points earned of Maintenance Events, 1 hour of ship maintenance is required
  • When a ship reaches 10 hours of required Maintenance, things can start going wrong with the ship
  • Maintenance Events
    • 1 point for Landing on a Planet
      • 2 points for Landing on a Planet carrying Heavy cargo (50%+ of Encumbrance)
      • 2 points for a heavy landing (3 points if carrying a Heavy cargo)
    • 1 point for taking off from a planet
      • 2 points for taking off from a planet if carrying a Heavy cargo
    • 1 point for a Combat Encounter
    • Any Collision that doesn't result in Hull Trauma
    • 1 point per day per every 2 beings the life support system is required to support beyond its limit
    • 1 per week of Flight or Continuous engine running
  • Hyperdrive Maintenance is required every 20 jumps or plot relevant jumps
    • Costs around 1000 credits for full service at a port; money can be saved if players do it themselves, but cost of parts is still relevant

Characters

Extended Obligation Rules

  • Both the Flaming Cantina and TLB can accrue Obligation, as separate entities (in our most recent adventure, the Obligation is on the ship, not so much on the company)
  • These will get added to the Obligation listing as two separate entries
  • If at the start of a session either one of these gets rolled, all PCs suffer a -2 Strain penalty for the session. This represents the fear and stress that our (collective) livelihood is being threatened and that we should address it.
  • Unlike personal Obligation, both these new Obligation entries can be reduced to zero. (Personal Obligation can/should never go below 5 points.)

Downtime Activities

At the start of each story arc, players will determine what 'downtime' activities they were doing since the last story. This assumes there was time for a break (and there usually is). The GM will then determine what, if any, effects those activities had on that character.

These rules are still being developed over here.