House Rules

By Okaww, in X-Wing

I know some of you out there must play use some sort of house rules when playing with certain people. A little group of mine made up some RPG rules, but they also noticed when I play a certain person in friendly skirmishes, we use some rules different then normal play.

Here are some of them:

Ion damage Rules


New Ion Damage:

This overwrites the how ion damage is dealt.
 
Un-avoided critical ion hits depletes 2 shields when they hit.
If target has one shield when resolved, deplete the 1 shield and ignore the rest of the damage.
If target has no shields when resolved, deal 1 damage and one ion token.
If target is already ion disabled, and gets a critical, it only gets 1 ion token.

Un-avoided ion damage depletes 1 shield.
If target has no shields when resolved, deal 1 ion token.
 


Huge ships lose energy when shields fall. If no energy is left on ship, it gains an ion token instead.
Large ships with only 1 Ion token can do any 1 maneuver, but no action.
Huge ships with 1-2 ion tokens can move 1 straight.

Ion Disabled Rules

Ion Disabled:
A ship is Ion Disabled depending on it's size and how many ion token it has.

A small ship with 1 (or more) ion token is disabled.
A large ship with 2 (or more) ion tokens is ion disabled.
A huge ship with 3 (or more) ion tokens is ion disabled.
 
A disabled ship will move along it's kinetic line based on it last movement.
If a ship moved at combat speed (green maneuver other then 1 straight) it's next move is a disabled 1 straight.
If a ship did a white maneuver straight it's next move is a disabled 2 straight.
If a ships last maneuver was 1 straight, or a disabled 1 or 2 straight, or a disabled 1 turn or bank, it is stationary.
If a ship did a green bank or turn, it's next move is a disabled 1 straight.
If a ship did a white turn or bank, it does a disabled 1 turn or bank.
If a ship did a Koiogran Turn, it's next turn is a disabled 2 straight.
If a ship did a Tallon Roll, it's next move a disable 1 straight sideways along the curve path it used.
If a ship did a Segnor's Loop, it's next move is a disabled 1 straight.

A huge ship ion disabled will move 1 straight if it moved last round, else it is stationary.
 
Ion Disabled ships cannot be target locked, and focus bonus' and abilities can't be used against them.
Ion disabled ship cannot use action, unless the action removes an Ion Token.
Ion disabled ships cannot attack.
Small ships that are ion disabled defend as though agility 1 (do to lack of electronics to target it).

Ion Recovery Rules


Ion Recovery:
During action phase, you can recover from ion based on ship size.
 
Small ships remove 1 ion token during their action phase.
Large ships remove 2 ion token during their action phase.
Huge ships can remove 4 ion token if stationary, else, resolve ion normally using energy.

Kinetic Movement and Speed


Combat Speed/Stationary/High Speed: (Kinetic Movement)
To better account for speed in battle, maneuvers are now classified in 3 groups.

Stationary ships do not move and count as agility 0 (if not ion disabled).
A stationary ship (if not ion disabled) can remain stationary, or do a combat speed maneuver.
A stationary ship (if not ion disabled) regains 1 shield (or 4 energy if a huge ship) do to energy not being used moving.
A stationary ship cannot use maneuver abilities like boost or barrel roll, maneuver action, or focus.
 
All ships start the game at combat speed.
A ship moves at combat speed when doing a green maneuver on their dial, (or 1 or 2 straight on a huge ship)
A ship at combat speed can avoid obstacle by rolling a maneuver using their agility, moving through or landing on the obstacle (becoming obstructed when dealing with attacks and defence).
Combat Speed ships can do any maneuver on the dial, or go stationary.
 
White and Red maneuvers are high speed maneuvers.
After performing a high speed maneuver, they cannot perform a focus, maneuver, or movement actions.
A small or large ship moving at high speed can only target a target at range 3 (2-3 with a targeting computer)
At high speed, you can attempt to avoid, or land on, an obstacle with an agility roll versus a 1 attack roll and winning by one maneuver (becoming obstructed when dealing with attacks and defence).
High speed ships can do another high speed maneuver or a combat maneuver.
 
If obstacle is another ship, rolls are played against the other ships agility. Both ships must roll a maneuver to avoid the collision.
Combat speed collision is the result of 1 attack die.
High speed collision is the result of 2 attack die.
Collisions ignore shields.
You do not have to roll to avoid a friendly huge ship if a small ship.

Destroyable Obstacles

​Asteroids and debris:
This rule you can destroy asteroids and other debris.

The asteroids and debri have a Hull value of 4 and maneuver of 2.
Fuel asteroids, fuel filled debri, have a Hull value of 1 and act like a proton bomb when hit.

Probably looks more complex then it needs to be, but we understand it. The main reasoning is that we though Ion Damage didn't do enough, nor were some of the physics acceptable (don't get us started on the minefield in the Hoth evacuation.) We even rewrote the rules for off-field turbolasers and ion batteries.

That being said, any interesting house rules you play with?