House Rules
Posted: Thu Aug 09, 2018 11:14 am
Listed will be the House Rules:
This post is subject to change as situations come up.
SNAP ROLL - Out-Of-Turn Incidental
Pilot Only: Yes
Silhouette: 1-4
Speed: 2+
Quick reflexes and fly-by-wire systems are not only important in maneuvering a ship into a superior attack position, but are also helpful to quickly respond to enemy fire blasting away a ship's shields and hull. Snap Roll allows pilots to utilize the maneuverability of their ship and their own exceptional skill to suddenly react to incoming fire. The pilot quickly rolls, dives, or climbs to avoid part of the incoming attack as soon as his shields and armor start getting hit by a volley of blaster bolts, or he times his maneuver so only part of a missile's detonation affects his ship.
When his ship is successfully hit by a Gunnery combat check, the pilot can elect to take a Snap Roll Incidental action and reduce the damage of the attack by the sum of their ship's Handling plus the pilot's Ranks in Piloting (Planetary or Space, whichever is applicable to the vehicle he's controlling). This sudden dodge puts the ship, and the pilot, under extreme stress and g-forces; when this incidental action is taken the ship suffers 3 System Strain (bypassing Armor) as the high-G maneuver taxes on-board systems and support surfaces. Additionally, the pilot suffers 3 Strain (bypassing Soak) as those same G-forces pull, crush, and exhaust him.
If a person is wearing a flight suit that reduces the amount of Strain incurred from Critical Hits to the ship, they reduce the Strain they take from a Snap Roll action to 1. Droids are immune to the personal Strain damage as long as they are at a station, locked in a droid socket, or have some other means to prevent them from being bounced around the ship's interior.
Ender modification: Ranks in Skilled Jockey will be used to modify the handling of the vessel, if it is in the negatives. In Example, Ace Pilot, daring Ace, has two ranks of skilled jockey. Having stolen a lumbering freighter in an attempt to get away from a Hutt Cartel's security goons. The freighter has a handling of -2. Coming under fire from enemy fighters, the ship is rocked by laser fire. Ace, being an ace pilot with three ranks of Piloting - Space, pushes the ship past her limits, Snap-Rolling to avoid some of the damage. Normally, they would only reduce the damage by 1 (3 ranks of piloting - space, subtracting the handling of -2), but with Skilled Jockey, they essentially ignore the penalty, and reduce the damage by 3, on top of what the armor absorbs. I like this because it gives a nice little boost to the Skilled Jockey talent outside of mitigating the penalty of the handling, and rewards pilots for why they're really good at what they do.
Heal/Harm Force Power: Only light side pips can be used for the Heal aspect of the power. Only dark side pips can be used to trigger Harm.
Committed Force Powers: This is an action. You cannot begin a scene with force dice committed.
Changes to Maneuvers: When taking cover as a Maneuver gain +1 Ranged defense that stacks with current defense. If a character takes a Guarded Stance they gain +1 Melee defense that stacks with current defense. This makes both maneuvers useful when armored if one wants to fight defensively.
Sources of Defense: Defense from a Weapon and from Armor stacks; this does not apply to weapons in the offhand only the active weapon applies. This means if one has Armor that grants 1 Ranged Defense and they have a weapon that grants 1 Ranged Defense they have a total of Ranged Defense 2. This makes defensive weapons and gear more valuable.
This post is subject to change as situations come up.