Update: The Force allocation at the start of the game, a 12-round limit, disregard of all errata, and a set of objectives are about the only real changes that made it through my testing. Also implemented the systems phase for bomb drops because that is a smart idea from 2.0. I am leaving the original post so you can see some of the ideas discussed. Also, NOTE - this is not a 1.0 vs. 2.0 discussion. Both concepts have pros and cons. This is for people who still want to have enjoyment from the product they paid for without having to dump a ton of money into a cardboard conversion.
———————————————————
So following the announcement and reading through the upcoming rules changes, it got me thinking about how much of what is new can be ported over into the current version of the game.
To be honest, while I plan to pick up at least one conversion kit for each faction, I’m not going to stop playing the original, as long as I have people to play it with. It’s about to be a closed game that quite frankly, I’ve spent too much on to just completely abandon. It’s not as broken as it’s been made out to be, and there’s still so much fun factor to be discovered.
With that said, here are the house rule ideas I’m looking to implement into first edition:
Standard point build is now 200 pts. Squads may not include more than 10 ships and no more than 4 of those may be large ships.
Force charges - At the start of the game, each player receives 6 Force charge tokens. Once per round, a player may spend one token to add a hit result or evade result to their dice roll. Once spent, a Force charge token may not be recovered.
The following is a new action considered to be on the action bar for ships that have it. It is called Use the Force.
Action: This turn, if you are not stressed when attacking or defending, you may convert all of your attack results to hits and all defense results to evades. The attacker’s dice cannot be modified or rerolled. You may use this action only once per game.
The following pilots gain the Use the Force action ability - Darth Vader, Kylo Ren, Gran Inquisitor, Luke Skywalker, Corran Horn, Ezra Bridger, and Ashoka Tano.
When a ship with an ion token activates, it’s controller chooses one of the following: perform a straight, bank, or turn 1-speed maneuver that is considered green.
A ship with 3 stress tokens cannot be assigned additional stress tokens. If a card effect would require a stress token be placed next to a ship with 3 stress tokens, assign it a face up damage card instead.
Non unique pilots with the same name cost 1 less squad point when you have at least two other pilots with the same name and ship type in your fleet. For example, if you have 3 Academy Scout TIE Fighters, they each cost 11 pts. instead of 12.
Disregard all errata. All cards are played as written.
————————
While I look forward to positive, constructive thoughts - it’s why I posted this in the first place, after all - please bear in mind that these are my house rules for a soon to be defunct game, so dismissing them out of hand won’t be of much use to anyone. That said, I’m open to suggestions that improve and/or build on these concepts.
Edited by Boris_the_Dwarf
Updated