House Rules

Destiny

Any player who contributes to the Log or Wiki receives a ‘Destiny Point’.
It cannot be spent on character development; if unused, it is discarded at the end of the session in which it was earned
Whilst not the convention, the GM may allow a player to carry an unused Destiny point over to the next session if there was no reasonable opportunity to spend that point

A ‘Destiny Point’ can be represented by a token or bennie. In our case, we use a pack of Star Wars Slingers

A Destiny Point may be used in one of the following ways.

  • As a Character Point
  • To cancel a ‘Wild 1’
  • To reroll a ‘Wild 1’
  • To alter your character’s ‘Destiny’
  • To alter another character’s ‘Destiny’
  • Immediately reduce the damage by one level

As a Character Point
A Destiny Point may be used as a standard Character Point with two exceptions; It cannot be spent on character development; if unused, it is discarded at the end of the session in which it was earned

To Cancel a ‘Wild 1’
A Destiny Point may be exchanged to cancel a ‘Wild 1’. Both the ‘1’ and the highest dice both count towards the total as normal.

To Reroll a ‘Wild 1’
A Destiny Point may be exchanged to reroll a ‘Wild 1’. If the new roll is a 1 again, the ‘Wild’ is back in play as normal.

To alter your character’s ‘Destiny’
A player may exchange their Destiny point for an opportunity to ‘change’ their destiny. This should not directly effect the rules or break any conventions of ‘reality’ or normality in the game universe. It does however allow the player to alter an existing; or introduce a new element to the story. The player cannot negatively effect another PC or NPC directly or change the personality or history of any major NPC. The GM may veto any suggestion.
Examples

  • The bouncer on the cantina door turns out to be the player’s friend.
  • A player may find a secret entrance to an otherwise impregnable location.
  • A player wins a coin toss.

To alter another character’s ‘Destiny’
A player may not transfer his Destiny to another, but he may spend a Destiny point to personally intervene on another’s behalf.
Examples

  • Step into the path a blaster bolt (out of initiative order)
  • Convince a prison guard to give you the unpleasant chore instead of a friend.
  • Take the short straw.

Immediately reduce the damage by one level
The player may spend a Destiny Point to lower the damage one level.

  • Stunned or Unconscious* has no effect
  • Wounded once becomes stunned
  • Wounded twice becomes Wounded once
  • Incapacitated becomes Wounded twice
  • Mortally Wounded becomes Incapacitated
  • Dead is… dead, sorry!

*Does not include unconsciousness due to the accumulation of stuns against the Strength attribute.

Melee & Brawl Parry

Melee and Brawl Parry are no longer separate skills, simply use each respective skill to Parry.

Combined Actions

The following is a variant to the standard Command rules for combining actions.
You can assist another person by rolling against an Easy difficulty number (default DN 10) with an appropriate skill or attribute (the GM determines how many people can assist and what skills are appropriate).
Each successful roll contributes +1pip.
If one person designated as the Leader also rolls Command (using the standard Command DN guidelines and MAPs) all successful rolls instead provide +2 pips.
Stormtroopers always add +2 pips when combining actions to fire.

Hyperspace Travel

Using the same Galaxy Map we do on this site trace a path between the two points of travel and modify as follows:
Difficulty Number
Start with Moderate.
Lower the Difficulty if it passes through ‘open space’, major space lanes or well travelled systems.
Raise the Difficulty if it passes through crowded space, unknown or lesser travelled regions.

Duration
Start with 0 days.
Add up to 24 hours for the same Region, plus one day per additional region crossed.
Add a day for every physical quarter of the map you must travel.
Reduce the time if it passes through open space, or passes along major space lanes.

Advanced Options
Players may make alternative routes:

  • Multiple short jumps with lower Difficulties
  • A Longer jump with lower Difficulty.
  • A shorter jump with a higher Difficulty.
    Ensure you record travel times and Difficulties and try to be consistent. Remember that Hyperspace travel is not black and white and most importantly, a jump can be as long or short as your or your players want!
    The Eye Space station in SWRT offeres star-charts and planetary bulletins that reduced Astrogation, Alien Species and Planetary System Rolls… For a price!

Initiative

We use a slight variation on the standard rules more like that found in other systems.

  • If one or more characters surprise another, they take a standard, single action, no reaction skills allowed.
  • Each PC, significant individual NPC and distinct group of lesser NPCs roll initiative (Perception) and records the result.
  • An Initiative roll result with a 1 on the wild dice may not act that round at all (the GM may use his discretion to change this result to instead act last in the initiative order or suffer an appropriate ‘mishap’). The total applies as normal to subsequent rounds.
  • Each character announces their intended number of actions and calculates their MAP (Multiple Action Penalty). It is assumed that all PCs and NPCs are taking 2 actions unless otherwise stated.
  • Whilst the GM does not declare his NPCs number of actions to the group he does determine how many actions each NPCs will take.
  • Each character or group of characters then acts in order of initiative, highest roll to lowest roll.
  • Each character takes their first action and then repeats in the same order until all characters have exhausted all their actions.
  • Play continues in the same initiative order on subsequent rounds.
  • Characters who leave combat (physically or because of unconsciousness etc.) re-enter play at the same initiative order.

Example of initiative order.
First: Vrinko (PC) Rolls 22
Second: Imperial officer (NPC) Rolls 18
Third: Manco (PC) Rolls 16
Fourth: Stormtroopers Squad (5 NPCs) Roll 10

Held Actions

Any character can withhold their action until after any other characters action, however that becomes their new initiative score, including all subsequent actions and rounds.

Advantages & Disadvantages

We use a modified list of Advantages and Disadvantages from D6 Space.
I’ve also seen an excellent expansion of Advantages and Disadvantages on fungirecognition’s Rebel Scum.

Language

Since Session 6 we have had a Wookie player character.
As per RAW (Rules As Written) Wookies can understand, but not speak common.
We adhere strictly to this rule. A Wookie player ‘speaks’ but players must roll Knowledge: Alien Species (Difficult) to understand what he says, though I do allow the ‘communication’ of basic concepts through noise and gesture.

  • Anyone who makes 10 Difficult Alien Species rolls then understands the language (Vrinko was the first to achieve this at Session 33)
  • NAN-3 is fluent in Wookie and when present, Arribacca may speak freely (it is a tribute to our players that they don’t abuse this, often not including NAN-3 in the action even when it would be helpful).

Bort soemtimes uses pre recorded ‘quotes’ from Chewbacca on his iphone

A Wild ‘1’

We use all variations of the ‘1’ on the Wild Dice roll rule. The default is to subtract the 1 and the highest dice but we also introduce a ‘mishaps’ whenever possible. The player may suggest a Mishap.

Martial Arts

Arribacca is a Wrruushi Martial Artist, using the rules from Rules of Engagement – Rebel Specforce Handbook.

  • The character specialises in Strength: Brawling/Martial Arts.
  • For every full 1D above the base Strength: Brawling, the Martial artist may choose a special manoeuvre from the list of abilities available to that specific style.
  • Specific Manoeuvres use the Martial Arts skill while any other attack or defense uses Strength: Brawling

Hit Location

We use the advanced Hit Location rule with the variation of using a D12 to determine location.
1-2 Head
3 Left Arm
4 Right Arm
5-6 Left leg
7-8 Right Leg
9-12 Body

Dual Weapon Usage

Summary
Single Target
Two Weapons, One Action, One Roll.
Attack: -2D (-1 with Ambidexterity)
Damage: +2 – +2D (depending on secondary weapon base damage)
Dodge: Target rolls against one attack.

Two Targets
Two Weapons, One Action, Two Rolls.
Attack:-2D/-3D (off hand) or -1/-2 (with Ambidexterity)
Damage: Roll separately each target
Dodge: Targets rolls normally

Description
Dual Weapon usage involves firing two separate weapons against 1 or 2 targets simultaneously.
The weapons must be one handed; typically a pistol. Even with the Ambidexterity Advantage, the character still has an ‘offhand’ used to determine bonus damage

Against a single target

  • The attacker makes a single attack with two weapons simultaneously against one target.
  • In addition to normal MAPs, the roll incurs a -2D penalty (-1D with Advantage: Ambidexterity).
  • The defender rolls Dodge against a single attack.
  • If the attacker hits he receives the following damage bonus to the roll based on the weapon in the offhand (even with the Ambidexterity Advantage, the character still has an ‘offhand’).
Base Damage Bonus Damage
1 – 2D+2 +2
3D – 4D+2 +1D
5D+ +2D

Example
Firing two blaster pistols with Dex: Blaster Pistol 4D
Taking only one action, the attacker rolls one attack at 2D, doing 5D (4D + 1D) damage on a hit.

Against two targets

  • The attacker makes two attacks simultaneously against two different targets.
  • In addition to normal MAPs, the rolls incur -2D & -3D (off-hand).
  • Advantage: Ambidexterity reduces the offhand penalty by 1D making both penalties -2D.

Example
Firing two blaster pistols with Dex: Blaster Pistol 4D
Taking only one action, the attacker rolls two attacks, the first at 2D, the second at 1D.

Advantage: Ambidexterity
A character with Advantage: Ambidexterity uses the following penalties:
Single Target
-1D
Two Targets
-1D & -2D (offhand)

Blaster: Dual Weapons
A character may specialise in Blaster: Dual Weapons.
This skill may be used in place of Dexterity, Blaster or Blaster specialisations whenever dual wielding as above.

Rapid Fire

Rapid Fire includes three techniques

  • Suppression Fire
    Suppressing a target or area so that all activity is hampered
  • Focus Fire
    Saturating a target or area so as to cause maximum damage at the expense of accuracy
  • Sweeping Fire
    Covering a wider field of fire at the expense of damage

General Terms and Rules

  • A ‘Burst’ is 5 shots (3 or more if the last ammunition in a cell or magazine).
  • A ‘Zone’ is equivalent to the standard 1 metre area (square or hex) a character occupies.
  • An attacker may fire a number of bursts a equal to 1/2 their weapon skill.
  • A ‘wild 1’ by the attacker firing more than a single burst results in a jam (1d6 rounds to cool)

Suppression Fire

The attacker fires a volley of shots at a single target or Zone with the intention of hampering their activity.

  • The attacker does not roll to attack, he merely nominates a target or zone he is suppressing.
  • Repeating weapon: Defender +1D Difficulty all skill and ability rolls (not including damage resistance rolls) per burst fired.
  • A Repeating weapon only may spread a wider suppression zone, by one additional adjacent zone or target per burst (each additional burst counts towards the standard limit of Bursts)
  • Standard weapon: +1 All skill and ability rolls (not including reaction and damage resistance rolls) per shot fired (up to 1/2 the weapon skill of the attacker)
  • If the target rolls a ‘wild 1’ on any action taken while being suppressed revives one standard automatic hit by that weapon (they may choose to dodge but with the Suppression fire penalty).

Concentrated Fire

The attacker concentrates a volley of shots on a single target or zone with the intention of increasing the level of damage

  • Repeating weapon only
  • Make a standard attack -2D per Burst
  • +1D Damage per Burst

Sweeping Fire

Attempting to cover a wide field of fire at the expense of accuracy

  • Repeating weapon only
  • 1 Burst every target or zone
  • Make a standard attack -1D all attacks per additional target or zone adjacent to the first
  • -3D Damage Each hit

Holocron

_Vrinko Dash is in possession of a Holocron, the last remaining possession of his deceased Master.

Power of the Jedi Sourcebook pg. (62-63) or Fanbook: Equipment pg. 91
Using the information provided by a Jedi holocron will grant a +2 pip bonus to repair and scholar skill rolls that have to do with Jedi-oriented equipment (lightsabers, jedi armor, vehicles, starships, etc.).
If a character attempts to convince a “gatekeeper” (ie, the Jedi Master whose personality is imprinted into the holocron) to reveal information, he must roll a Very Difficult scholar: Jedi lore skill check.
The character receives a +1 pip bonus for every Force point he has, and a -1 pip penalty for every Dark Side point he has. The gatekeeper is nothing more than a construct, and cannot be manipulated by the Force.

Special
Vrinko’s Holocron was imprinted by his previous Master, with some of the core Jedi powers already unlocked. This is judged on a case by case basis by the GM. Basically any Jedi power that is complex (requires more than one Force Ability) or ‘out of character’ for his Master requires Vrinko to convince the gatekeeper. A failed roll may be retried after more character points are earned.

Counters

We use Wizards of the Coast Star Wars and Starship Battles miniatures, a dry erase ‘battle map’ and battle tiles (commercial, free to download and home made) to represent combat; including a custom made map of the crew’s current ship, The Traitor’s Gambit (using Photoshop and existing free to download feature tiles).

  • Each ‘hex’ represents 1 (occasionally 2) metre or space unit to measure movement and weapon ranges.
  • Characters can ‘face’ anywhere in their hex and move in any direction (into any adjacent hex) without penalty.
  • We use poker chips (stacked under the miniature base) to represent damage on character figures:
    Blue- Stun
    Red- Wound
    Green- Incapacitated (or other effects)
  • Starships must declare where their ship is ‘facing’ on one edge of the hex.
    They must spend one movement point to rotate their ship one edge of the hex (no limit to the number of turns) before changing direction and moving on.
  • We use tokens taken from ‘Starfleet Battles’ to represent shield position on starships and damage to various systems.

There are no ‘hard’ D6 rules for miniature combat (such as with D&D 3.5 & 4E) so we tend to keep it simple and flexible and we often run combat without miniatures at all when the action is simple.

House Rules

Star Wars: Rogue Traders DamienMaster