House Rules

Jetbaker

Mongoose
I was just curious what kind of house rules, if any, people use out there for campaigns or just playing in general.

The group I play with use Refit Reinforced Hull does not subtract 1 from speed for any fleet, A game must go to at least turn 2 in order for participating ships to gain experience. Others are If a ship containing an Admiral is boarded and captured the ship is considered to be worth its original priority level for the sake of exchange. The Admiral can be ransomed by the capturing team for 10RR from the Admirals fleet. Ransoming is voluntary on both sides. Another one would be Lumbering ships can use gravity wells to gain an extra turn.

Just thought I would see if they were any others out there they might be interesting to use and play with. We have other house rules that you can check out here http://members.cox.net/acta_campaign Anyway thanks for the input.
 
In our current campaign we use house rules for redundancy and admirals.

Redundancy
Redundancy let's you ignore the crittical effect of hits - not the damage. The critical effect ignored can be selected by the player ( it does not work automatically ). The Redundancy number depends on the PL of the ship ( higher PL = more redundancy ).

Admirals
Cost 1 battle point ( easy mistaken with the almost-official pint :roll: ) to buy but do not raise the PL of the ship attached to. Can only be attached to a ship with command trait or PL Battle or higher.

Flagship
Each fleet has one flagship ( must have command trait or PL War or higher ) which will start the campaign with 3 free refit rolls.

Currently we still test this rules and the may change ...
 
DrSeltsam said:
Admirals
Cost 1 battle pint to buy but do not raise the PL of the ship attached to.

How much is a battle pint? Is that larger than a normal pint? Paying for your command staff in alcohol is a genius idea, though :lol:
 
CheesyRobMan said:
DrSeltsam said:
Admirals
Cost 1 battle pint to buy but do not raise the PL of the ship attached to.

How much is a battle pint? Is that larger than a normal pint? Paying for your command staff in alcohol is a genius idea, though :lol:

a battle pint is about 22 oz. :wink:
 
CheesyRobMan said:
DrSeltsam said:
Admirals
Cost 1 battle pint to buy but do not raise the PL of the ship attached to.

How much is a battle pint? Is that larger than a normal pint? Paying for your command staff in alcohol is a genius idea, though :lol:

Yep, it is slightly more than half of 3/4-quarter of a full half-pint ( at 32° degree Celsius and a hand-made beer jug [ but must be made by a left-handed-person to get the correct tingle ] ) and you will have to fight for it with the barkeeper in a Klingon-Honour-Duel to death ...

and it will give you a good dissuade for strange decisions to manouver /shoot with your ships :wink:
 
Refits and Other Duties
You do not have to apply the result of a refits roll (although you still lose the XP if you can apply the roll and choose not to). You must follow the result of an other duties roll however.

Admirals
As an alternative to placing the admiral on the highest PL ship available, you may instead choose to place them on a ship with a command bonus.
 
Stealth-Reroll
If playing against my wife's Minbari and I miss a stealth roll (and she's not looking) I get a stealth-reroll (as in I steaalthily reroll). I must abide by this roll unless she's STILL not looking.

OK, that was a joke but man her stealth kicks my butt when I am playing my shiny new Narn. No worries with my ISA however.
 
roegames said:
Stealth-Reroll
If playing against my wife's Minbari and I miss a stealth roll (and she's not looking) I get a stealth-reroll (as in I steaalthily reroll). I must abide by this roll unless she's STILL not looking.

OK, that was a joke but man her stealth kicks my butt when I am playing my shiny new Narn. No worries with my ISA however.

One word - Emines. They are a huge nightmare for the boneheads as they ignore stealth.


Dave
 
Shields vs. Anti-fighter.

One word - Emines. They are a huge nightmare for the boneheads as they ignore stealth.

Ten damage every other turn isn't that scary. That said, several Dag'Kar or G'Quan pegging a single minbari ship in one salvo should make a right mess.
 
Don't forget that your e-mines should be giving you a bonus to break stealth every turn.

From what I've seen Minbari temples teach extended courses in whining about that... :wink:

ShopKeepJon
 
neko said:
Refits and Other Duties
You do not have to apply the result of a refits roll (although you still lose the XP if you can apply the roll and choose not to). You must follow the result of an other duties roll however.

Admirals
As an alternative to placing the admiral on the highest PL ship available, you may instead choose to place them on a ship with a command bonus.

Yeah I prefer that one :)
 
No opposed crew quality tests if you are ramming a ship reduced to 0 speed or drifting.
So any ship that has no control over it's own movement doesn't get a crew quality check to avoid being rammed. Attacking ship still needs to pass the initial QC check as standard though.
 
My group mixes the campaign rules with the Vbam (Victory by any means) campaign system so that there is actaully strategic movement, resource management, etc... We also roll three races at random for each player, then pick two to play the campaign with (we use counters). We usally ban Gaim, Drakh, Anceints, Vorlon, and Shadows.
 
Admirals Each player gets a free admiral at the beginning of the campaign. You must still pay for him (or her) to be included in any battle.

We can fix it Any surviving ship not on skeleton crew gets one attempt to repair all critical hits after a battle as if it was using 'All hands on deck' orders.

Time in orbit changes to Special training Choose one special order that requires a CQ check. This ship may re-roll one failed attempt at this order per game.
 
Oh...campaign stuff....we tried lots of stuff over the last two editions.

One thing we did was have a generic 'fleet list' that moves on a strategic map rather than tracking each individual ship. Helped with record keeping, and given we use a mailed in turn with two weeks to resolve, helped with folks being able to set up games as they could get in contact. Under the regular rules the game master had to roll up all the scenarios ahead of time so folks could figure out which ships were going to which fights.

It did tun out complicated in some ways, but worked well for a campaign with a large number of players not able to gather. Well worked well when I got the turns turned around on time...=/

Ripple
 
Johnny D said:
No opposed crew quality tests if you are ramming a ship reduced to 0 speed or drifting.
So any ship that has no control over it's own movement doesn't get a crew quality check to avoid being rammed. Attacking ship still needs to pass the initial QC check as standard though.

seems a sensible addition :)
 
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