House Rules - Do you use them, and if so, what do you use

Davesaint

Mongoose
I have been reading a lot of posts and opinions on the game recently, and I was wondering what house rules people are using. Please list what your group is using.

Thanks,

Dave
 
Here our list, we just keep on developing them. We think they are working but haven't had to many games recently.

Anti fighter -2 to dodge.
E-mines we haven't stuck to number yet ( still developing, Gone between no dodge -2 dodge as well. )
Double the Speed
Add precise, extra AD if they already had precise
The Dogfight score is what they modify dodge by, so no dogfight roll. You can choose where you shoot.
Don't die automatically, come back on 4+, 3+ if fleet carrier is round.
Fighters die if there too many fighters on board compared to max number fighters can hold on your ships you left.
Fire in groups of 4, nominated in normal firng phase.
Move in groups of 4's in fighter phase
d3 crit location, then d6 for severity
Will post the chart later as we have changed again but basically goes

1 Random annoying things
2 Engines
3 Weapons
4 Reactors & internal things
5 Crew
6 Major damage

Took out the crew scores as such. the new crew score is the first number of crew score +1 eg 18 crew =2, 85 = 9
Crew is reduced by the critical, they also can be used by ignoring crits- bigger crits use more crew to avoid. To make SA,CQ rolls instead of rolling uses them as well. Can give +1 to opposed rolls if used.
When reduced to 0 you are skeleton crewed.

Special Actions
Evasive Manuevers CQ 8, +2 to dodge max 3+ dodge. Can only fire one weapon system, most move far enough to complete 2 turns. Only available to ships with 2 turns.

Scramble Scramble CQ7 , double the number flights deployed

Reinforce defense Grid - Raise hull by 1 , max 6. Only weapons system can fire

Close Blasts doors CQ8 5+ damage save, no damage control

CAF Reroll misses, -1 Hull

All hands to deck CQ9 repair all crits even ones done that round

Run Silent - I have do this one at later date to get worded right

Every thing else is the same, may have forgot some things as we haven't put in a comp, just on bits of paper at my mates place. We are meaning to get round to it.
With these house rules -
Fighters zoom round the board like in the show, can't be ignored as they are ideal for taking weapons, engines and such.
The smaller ships tend to survive longer, having 2 turns is good.
Carriers are important as it enables you keep a lot fighters on the board. The crew thing is working well for us, bigger battles are easier on the paper work and it has the redundancy thing built into it.
We are more than happy with the way in works.
This one big post.
 
The usual one...

Aux craft are worth 1 VP per wing destroyed if bought as wings. 0 VP if launched from a ship.
 
One small cahnge we do is that e-mines don't roll location--they always score a solid hit--hey if they cann't score a crit why should they get a bulkheard?

E-mines are area effect weapons, why would they only hit an area covered by a bulkhead.
 
Burger said:
The usual one...

Aux craft are worth 1 VP per wing destroyed if bought as wings. 0 VP if launched from a ship.
That's the only one I'd use. Although if someone wanted to use Brakiri we'd probably house rule that they can use tournament Aviokis. It's just never come up.
 
Oh, and Drakh Cruiser aft neutron laser is not anti-fighter. I'm not sure what Matt was smoking when he ruled that this is not a typo, but I want some!
 
Burger said:
Oh, and Drakh Cruiser aft neutron laser is not anti-fighter. I'm not sure what Matt was smoking when he ruled that this is not a typo, but I want some!

WTF? But I was going to get some Drakh Cruisers and deploy them backwards vs your ISA fleet! :wink:

More seriously, we don't use house rules in general but we're thinking of some for campaign play.

Reaverman's suggestion of variable CQ is definitely one to try in my book, as well as the redundancy rule for bigger ships.

Personally I would return Stealth back to the way it used to run as I think its generally too easy to get round now (not if you always roll a 1 though I suppose!)

I'd like to house rule the use of the old Shadow tournament list (excl Hunter) instead of the current one in Armageddon but I've a feeling I wouldn't get much support on that one!

I think we're also considering the 1VP per flight thing Armageddon suggests (think it was ruled on in rulesmasters but not explicitly stated in the book, just hinted at!). It seems sensible to apply that for independent wings only although we haven't really fully discussed it yet.

Personally I would also like to re-work the refits and extra-duties tables as most of them seem quite lame and maybe use some of the personalities rules in previous S&P issues...
 
We use a couple when it comes to tournaments and leagues.

Off the top of my head;

Use of revised Saggitarius and Command Omega
AF as -2 Dodge
Prototype vessles can be bought in multiples at +1 Priority level
Random Crew Quality (with 1 reroll per 2 priority levels of ship)
Weak -1 Damage on critical hits
Ship fighters not worth any VP
Old Warlocks
Stealth Bonus at 18" not 20
No Narn Puns
Heavy Pulse Cannons have AP

We have a few others but i can't think of them off the top of my head.
 
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