Home Rules

Star Wars: A Flicker of Hope

The following home rules supersede any Errata and Official Clarifications published by Wizards of the Coast.


SAGA EDITION CORE RULEBOOK

Saga Edition Core Rulebook

Page 63 — Acrobatics Skill
Under the Special section, replace the last sentence with the following: “When fighting defensively (see Fighting Defensively, page 152), you gain a total +5 dodge bonus to your Reflex Defense if you are trained in Acrobatics.

Page 63 — Pilot Skill
Under the Special section, add the following sentence: “When you use the fight defensively vehicle combat action (see Fight Defensively, page 171), your vehicle gains a total +5 dodge bonus to its Reflex Defense, if you are trained in Pilot.

Page 80 — Table 5-1: Feats
Replace the Dodge feat Benefit description by the following: “Gain a +2 dodge bonus to Reflex Defense against a selected target.”

Page 83 — Dodge Feat
Increase the bonus provided by this feat from +1 to a +2 dodge bonus.

Page 122 — Table 8-3: Melee Weapons
Add the following line immediately before the weapon qualities of the vibroblade:

Stun baton 500 Yes (2d6) 0.5 kg Bludgeoning and energy

Page 123 — Table 8-3: Melee Weapons
Add the following line immediately under the weapon qualities of the knife:

Vibrodagger1 200 2d4 1 kg Slashing or piercing

1 Can be thrown.

Replace the weapon qualities of the stun baton, by the following:

Stun baton 500 Yes (2d6) 0.5 kg Bludgeoning and energy

Page 124 — Stun Baton
Advanced Melee Weapon / Simple Weapon
For the purpose of determining benefits dependent on specific weapon groups (such as the Weapon Focus feat or the Weapon Specialization talent), a stun baton can be considered an advanced melee weapon or a simple weapon (player’s choice).”

After the sentence “A stun baton requires an energy cell to operate”, add the following sentence:
“An unpowered stun baton can be wielded as a club/baton, using the weapon qualities of the later.”

Page 124 — Vibrodagger
Advanced Melee Weapon / Simple Weapon
For the purpose of determining benefits dependent on specific weapon groups (such as the Weapon Focus feat or the Weapon Specialization talent), a vibrodagger can be considered an advanced melee weapon or a simple weapon (player’s choice).”

Page 152 — Fight Defensively
Replace the whole section by the following:
“As a standard action, you can concentrate more on protecting yourself than hurting your enemies. You gain a +2 dodge bonus to your Reflex Defense until the start of your next turn. You take a -5 penalty on your attack rolls (including those arising from attacks of opportunity) while fighting defensively.
Acrobatics: If you are trained in the Acrobatic skill, you instead get a +5 dodge bonus to your Reflex Defense when you fight defensively.”

Page 171 — Fight Defensively
Replace the whole section by the following:
Pilot Only
As a standard action, you can concentrate more on protecting your vehicle than hurting your enemies. Your vehicle gains a +2 dodge bonus to its Reflex Defense until the start of your next turn. You and your gunner take a -5 penalty on attack rolls until the start of your next turn.
Pilot: If you are trained in the Pilot skill, your vehicle instead receives a +5 dodge bonus to its Reflex Defense.”

Page 287 — Multiclassing
Add the following sentence at the end of the paragraph:
“When gaining a new level in a heroic class, a character with nonheroic levels is awarded Force Points, but must disregard non heroic levels when determining the total amount of Force Points he receives.”


THE CLONE WARS CAMPAIGN GUIDE

The Clone Wars Campaign Guide

Page 61 — Table 5-2
The BlastTech DH-23 is an inaccurate weapon.
The Merr-Sonn Model 434 is a Small weapon and inflicts “3d6” damage instead of “3d8”.

Page 63 — Merr-Sonn Model 434 “DeathHammer”
Replace the weapon’s text by the following:
“Built as a compact pistol, the Model 434 quickly earns the nickname of “DeathHammer” from the bounty hunters and professional killers who favor the gun because of its durability and sheer power. On a critical hit, a Merr-Sonn Model 434’s damage dice change from d6s to d8s. The weapon’s durasteel plating increases its weight, but also its sturdiness, giving it a +2 equipment bonus to its DR. Bounty hunters, mercenaries, and assassins who use the DeathHammer ornately decorate the weapon, adding more detail after every kill. A Merr-Sonn Model 434 “DeathHammer” requires a power pack to operate. After 100 shots, the power pack must be replaced.”


GALAXY AT WAR

Galaxy at War

Page 38 — Sidearm Blaster Pistol
Replace the weapon’s text by the following:
“Sidearm blaster pistol is the generic term for blaster pistols that have a high ammunition efficiency rating. Although the shots that it fires are as powerful as those of other blasters, the blaster’s slow recharge rate enforces conservation of ammunition, which can be advantageous in a prolonged firefight or when the wielder finds himself behind enemy lines without access to additional power packs.
A sidearm blaster pistol requires a power pack to operate. The Double Attack, Triple Attack and Rapid Shot feats or any talent or feat that has any of those feats as a prerequisite, cannot be used with this weapon. These limitations coupled with the special energy-trickle technology allow the power pack to last for 250 shots.”


SCUM AND VILLAINY

Scum and Villainy

Page 47 — Ready Harness
Replace the first paragraph of the armor upgrade’s text by the following:
“A ready harness is a series of hooks, straps, and clips distributed around the armor, designed to make equipment easily accessible and to settle its weight more comfortably on the wearer’s frame. A ready harness can hold two Small pieces of equipment (Large weapon size), six Tiny pieces of equipment (Medium weapon size), or twelve pieces of equipment up to Diminutive size (up to Small weapon size); or any combination thereof.”


THE UNKNOWN REGIONS

The Unknown Regions

Page 17 — Creating Near Humans
Replace the whole paragraph by the following:
“To create a near-Human, start with the Human species in the Saga Edition core rulebook. Next, select one of the traits from Table 1-4: Near-Human Traits, replacing either the bonus trained skill or the bonus feat that Humans normally receive. You may replace Basic for any other language. Also, select one, two, or three minor physiological variations from Table 1-5: Near-Human Variants. These variants are typically cosmetic, but Gamemasters might allow a variant to have a minor mechanical or roleplaying effect. Finally, you may select one additional trait from Table 1-4 by adding a weakness from New Table: Near-Human Weaknesses. As always, the Gamemaster has the final say in traits, variants and weaknesses combinations allowed in his or her game.”

Page 18 — Table 1-4: : Near-Human Traits
Add the following to the Darkvision entry: “It takes two traits to gain darkvision”.
Remove the Persistent trait entry.
Add the following entry:

TRAIT DESCRIPTION
Superior skill Choose a skill. You may reroll any check made using the chosen skill, but the result of the reroll must be accepted even if it is worse.

Page 19 — New Table: Near-Human Weaknesses
Under Table 1-5, add the following table:

NEAR-HUMAN WEAKNESSES

WEAKNESS DESCRIPTION
Cannot speak These near-Humans can understand, but cannot speak Basic.
Mandatory feature This feature replace either the bonus feat or trained skill that Humans normally receive. Choose a specific feat or skill. All characters from that species must select that feat or skill as a bonus feat or trained skill. Requirements (if any) must be met to benefit from the mandatory feature.
Poor night-vision Treat concealment from poor lighting as total concealment
Primitive These near-Humans do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them
Short life span Decreases on physical ability scores due to age are doubled. These near-Humans reach their maximum life expectancy in their 60s. Only characters powerful in the Force may reach a Venerable age of 80+.
Slow Their base speed is 4 squares.
Specialized equipment Without using a specialized piece of equipment, these near-Humans cannot leave their homeworld without suffering some adverse ill-effect. For instance, a character might suffocate without a breathing apparatus; or might become deaf or blind without some kind of protective headgear or visor.

Page 37 — Table 2-1: Melee Weapons
Replace the weapon qualities of the contact stunner by the following:

Contact stunner 700 Yes (2d8) 1.1 kg Energy

Home Rules

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