Hello again!
Along with the destroyed ship debris house rule, my friend and I started developing another house rule we thought added flavor to the game. Like the former house rule topic, we know this goes into the convoluted rules field, but it can be a fun thing to do on casual games. The rules are as follows:
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After an enemy ship reveals a command dial, before that ship resolves the command dial, you may REACT with one of your ships. If the reacting ship is unactivated, it may do so by revealing its top command dial and/or spending a matching command token. If the reacting ship had been activated earlier this round, it may spend a command token assigned to it. A reacting ship cannot spend any other dials or tokens but the ones used to trigger its reaction.
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NAVIGATE:
- DIAL: Before the ship you reacted to performs its maneuver, you may perform a maneuver with yours at your current speed. After that ship moves, you may perform an attack against it from one of your hull zones, without resolving any critical effects or spending any accuracy results. This ship is now considered activated.
- TOKEN: You may change your current speed by 1.
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ENGINEERING:
- DIAL: Before the ship you reacted to begins its attack step, you gain engineering points equal to your engineering value. You may spend them as usual. When you actívate this ship, you will skip its "reveal command dial" step.
- TOKEN: Same as before, but you gain engineering points equal to half your engineering value, rounded up.
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CONCENTRATE FIRE
- DIAL: Before the ship you reacted to begins its maneuvering step, you may attack it from up to two different hull zones, even if you are destroyed during its activation. Then, after that ship performs its maneuver, you must perform yours at your current speed. This ship is now considered activated.
- TOKEN: If the ship you reacted to attacks any of your hull zones, you may perform an attack against that ship from that hull zone, if possible. For this attack you will only use dice of one color and you cannot modify those dice in any way (except to resolve objective card effects).
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FIGHTERS
- DIAL: Before the ship you're reacting to resolves its command, you may perform an attack against all enemy fighters in range one of your hull zones, ignorning your accuracy results. You cannot modify these dice in any way (except to resolve objective card effects). When you actívate this ship, you will skip its "reveal command dial" step.
- TOKEN: You may perform an attack against a single squadron in range of your anti-squadron batteries.
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NAVIGATE:
That's about it. Test it out if you feel like adding an additional layer of strategy to your games. You now can pursue escaping ships, respond to enemy fire, defend against squadrons or prepare your ship to resist an incoming attack. The only issue we have is that, since these rules give the second player a lot of power, objectives may become unbalanced.
Edited by BillHimclawAdded some clarifications to the rules after feedback