Hi, here is a summary of the house rules I employ that affect the following; Initiative, Xexto, Pressure Point, Destiny for Damage Abilities, Run, Grapple, Bull Rush, Disarm, Feint, Overrun/Trample, Auto-fire, True Aim, and Deadly Accuracy.
Thanks for your read.
Star Wars RPG Change log:
TRUE AIM
Activation: Active (Maneuver)
Ranked: Yes
Once per round, before the character makes a ranged attack, he may perform a true aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also may pay strain to upgrade their attack roll at a rate of 1 strain per two upgrades (round up). You may only upgrade once for each rank of True Aim.
DEADLY ACCURACY
Activation: Passive
Ranked: Yes
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add up to 2/3/5 (the columns are for each purchase of Deadly Accuracy applying to that combat skill) basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with a non-starship/non-vehicle weapon. The same skill may be selected up to three times.
PRESSURE POINT
Activation: Active (Incidental)
Ranked: No
When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain. These checks cannot be made with any weapon and ignore 1 plus 1 point of soak per 2 ranks in Medicine (round up).
DAMAGE EQUAL TO ATTRIBUTE ATTACKS
Activation: Active (Incidental)
Ranked: No
Trees: Varies
After a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his 1/2 his Characteristic to one hit of the attack (round up).
TO ALL DIFFICULTY CHECKS
Add one Difficulty Die with the Threat symbols colored red meaning they do not affect the die roll. The failure symbols do count. This was added to bring the chance of failure/missing closer to Pathfinder difficulty/DnD 3.5.
RUN
Activation: Active (Full-round action)
You may spend 2 strain and make up to 4 maneuvers in a straight line if wear armor with soak value of 0 or 1, 3 maneuvers in a straight line if wear armor with soak value of 2 or greater.
AUTO-FIRE (ACTIVE)
If the attack hits, the attacker can trigger Auto-fire by spending 3 advantages. Auto-fire can be triggered multiple times.
Free Strike
Activation: Passive (Incidental)
Sometimes a combatant in a melee lets their guard down or takes a reckless action. In this case, combatants near them can take advantage of their lapse in defense to attack them for free. This free attack is called a Free Strike.
Two kinds of actions can provoke free strikes: moving out of engaged with an opponent and performing certain actions/maneuvers while engaged with an opponent.
You threaten each opponent which you can make a melee attack against, even when it is not your turn. Generally, that means everything you are engaged with. An enemy that takes certain actions while in a threatened square provokes a free strike from you. If you're unarmed, you don't normally threaten engaged opponents unless your Brawl skill is ranked 2 or greater.
A free strike is a single melee attack, or brawl attack if your Brawl skill is ranked 2 or greater against the engaged target that provoked the free strike. You may only make one free strike per round.
The following actions/maneuvers provoke free stikes while within engaged; retrieve a stored item, use a skill that takes an action, standing up from prone, moving, mounting or dismounting, drawing holstering ready or loading a weapon, and making an unarmed attack if your Brawl skill is ranked less than 2.
STAND UP FROM PRONE
Activation: Active (Maneuver/ 2xManeuvers)
Standing up from prone requires a maneuver and provokes a free strike. If you spend two maneuvers to stand up you do not provoke a free strike.
WITHDRAW
Activation: Active (2xManeuvers/Full-round action)
When you withdraw you may take a maneuver (move) that does not provoke free strikes from engaged opponents that you can see.
GRAPPLE
Activation: Active (Action)
Step 1: You provoke a free strike from the target you are attempting to grapple if your Brawl skill ranks are less than 2. If you suffer any damage from their free strike, the grapple attempt fails.
Step 2: Make a Brawl attack against the target. This attack deals no damage. If you hit proceed to the next step.
Step 3: Make an opposed Brawl check with the target (suffering a black die for each size smaller you are than your opponent). Humanoid creatures without two free hands attempting to grapple a foe suffer a setback to opposed Brawl checks.If you beat their result you are now grappling and deal damage using the spill over result from the opposed check.
Step 4: Maintain the grapple in future rounds requires you to remain engaged with the target.
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While grappling you cannot make free strikes, and suffer a setback die on all checks except against the grappling target.
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Below is a list of actions you may take while grappling;
Attack with a light weapon- make a normal attack against the opponent suffering an additional setback due to grappling.
Damage an Opponent- make an opposed Brawl check dealing damage with the spill over from the result if your check beat their check.
Draw a Light Weapon or Other Small Item- make an opposed Brawl check, if you beat your opponent's Brawl check you may draw a light weapon or other similarly sized item.
Use the Opposing Player's Weapon Against Them- you must make an opposed Brawl check, if you beat your opponent's Brawl check you may attack them using the "attack with a light weapon" action using their weapon as your own.
Move- make an opposed Brawl check, if you succeed you may make one move maneuver dragging all grapplers along with you.
Pin- make an opposed Brawl check, if you succeed you pin your opponent. A pinned opponent can only try to break grapple.
Break Grapple- make an opposed Brawl check, or Coordination check against Brawl to escape from grapple.
Bind a Pinned Opponent- make an opposed Brawl check, if you succeed you may bind your opponent rendering them helpless.
Disarm/Remove Item- make an opposed Brawl check, if you succeed you may remove a unsecured item from your opponent or weapon.
HELPLESS
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having no defense and attacks against them have no difficulty. Melee attacks against a helpless target get a free boost.
DISARM
Activation: Active (Action)
You can attempt to disarm your opponent in place of a melee attack. Attempting to disarm a foe provokes a free strike from the target of your disarm attempt. Attempting to disarm a foe while unarmed imposes a setback die penalty on the check.
Make a Melee/Brawl check against your target's skill related to the weapon you are trying to disarm. The smaller participant suffers a setback die to their roll for each size smaller they are than the larger participant. If your disarm check result beats their result, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your disarm check exceeds the result of the target by 3 or more successes, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your disarm check fails by 3 or more successes, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped. Two-handed weapons gain a free boost to resist and attempt disarm checks.
FEINT
Activation: Active (Action/Maneuver)
Make a Deceit check opposed by your opponent's Perception. If you beat their result, they may not use the "dodge" talent against your next melee/brawl attack or ranged(light/heavy)/gunnery if you are at engaged/short range. Feinting against a non-humanoid suffers a setback die penalty to feints. If the creature is of animal intelligence (1), you suffer a two setback die penalty to feints. It is impossible to feint a creature with no intelligence.
BULL RUSH
Activation: Active (Action)
You can make a bull rush as an action. You can only bull rush an opponent who is no more than one size larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have at least 2 ranks in Brawl, initiating a bull rush provokes a free strike from the target of your action. Make an Athletics check opposed by your opponents Athletics or Coordination (suffering a black die for each size smaller you are than your opponent). If your check succeeds you can push your opponent back one move maneuver, or two if you are taking two move actions this round. If the target has more than two legs, add a boost to the target's opposed check for each pair of additional legs it has.
OVERRUN/TRAMPLE
Activation: Active (Action)
As an action taken during your move, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size larger than you. If you do not have at least 2 ranks in Brawl, or a similar skill, initiating an overrun provokes a free strike from the target of your overrun. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an action. If your target does not avoid you, make Brawl check opposed by the target's Athletics, or Coordination check . If your check result is successful, you move through the target's space. If your attack exceeds your opponent's check by 2 successes or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add a boost to the target's opposed check for each pair of additional legs it has.
TRIP
Activation: Active (Action)
You can attempt to trip your opponent in place of a Brawl/Melee attack. You can only trip an opponent that is no more than one size category larger than you. The smaller participant suffers a setback die to their roll for each size smaller they are than the larger participant. If you do not have at least 2 ranks in the associated Brawl/Melee skill, initiating a trip provokes a free strike from the target you are trying to trip. Make a Brawl/Melee check opposed by your opponent's Athletics, or Coordination. If your check exceeds the target's check, the target is knocked prone. If your check fails by 3 successes or more, you are knocked prone instead. If the target has more than two legs, add a boost to the target's opposed check for each pair of additional legs it has. Some creatures cannot be tripped.
INITIATIVE
Activation: Passive (Incidental)
Each player active in the combat makes a Cool or Vigilance check and rolls a d10. Each success nets them on a higher initiative tier with advantages each adding one to your d10 roll breaking ties with other participants on the same initiative tier. Players cannot allow other players to take their initiative space. The higher tier/higher d10 result participants act first in a combat moving to the lowest participant results.
XEXTO
Additional Limbs: May pay 1 strain for an extra maneuver rather than the standard cost.