Hi !
After... errm... not listening to the Order 66... errrm, yesterday, I went on GMPhil's blog and found this house rule of his: http://fragmentsfromtherim.blogspot.ca/2015/02/suspending-rules-snap-roll-action.html#comment-form
It's been written relatively recently, and I was thinking about introducing it in our game. But since I'm not a huge fan of house rules, I'd like to get some feedback on it beforehand.
Here's a quote from the rule's text:
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.
I like how this simple addition of a single incidental manages to address a lot of the concerns about the flimsiness of player-controlled/nemesis-piloted starships. It doesn't require adding talents, new gear or spec's. It's linked to the number of Piloting ranks and ship handling. It is not the end all be all of starship defense, and doesn't compete with other, more powerful, talents (like Brilliant Evasion). It's merely there to avoid stray turbolaser shots, or help survive a couple of laser volleys. It also makes use of already existing talents often present on various piloting trees, like Grit or High-G training, plus it makes sense with worn starfighter flight suits.
When I did my math, I came to the same conclusion he did, that whoever shot first was almost always going to blow up the opposition. While this is fine for TIE fighters, especially crewed by minions, this is not so fine for PCs/Nemesis/Aces, who will most likely die a horrible vacuum death if they don't win the Initiative race.
I want to know what others think. Do they see a glaring problem with introducing this new incidental? Any design flaws I may have missed?
Edited by BarbeChenue