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 84 — 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 250 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 250 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).”
After the sentence “A vibrodagger requires an energy cell to operate”, add the following sentence:
“An unpowered vibrodagger can be wielded as a knife, using the weapon qualities of the later.”

Page 151 — Aid Another
Replace the description for Suppressing An Enemy by the following:
In combat, you can distract or interfere with an opponent, making their attacks more difficult. Select an opponent and make an attack against a Reflex Defense of 10 (15 if the opponent has cover or 20 if he has improved cover.) If you succeed, that opponent takes a -2 penalty on its next attack roll. You cannot suppress an enemy that has total cover.

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 can move up to half your speed and 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 can move up to half its speed and 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 62 — BlasTech 500 “ESPO” Riot Gun
Add the following phrase at the end of the weapon description:
“You can brace a BlasTech 500 set to autofire, even though it is not an autofire-only weapon.”

Page 62 — BlasTech DLT-20A “Longbarrel” Blaster Rifle
Add the following paragraph at the end of the weapon description:
“A BlasTech DLT-20A has 0 upgrade slot (see Scum and Villainy, page 37).”

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
Add the following paragraph at the end of the weapon description:
“A sidearm blaster pistol has 0 upgrade slot (see Scum and Villainy, page 37).”


KNIGHTS OF THE OLD REPUBLIC CAMPAIGN GUIDE

Knights of the Old Republic Campaign Guide Page 64 — Table 5-1: Melee Weapons
Replace the weapon qualities of the dire vibroblade by the following:

Dire vibroblade 300 2d6 2 kg Slashing or piercing Licensed

Page 180 — Table 11-2: Ranged Weapons
The commando special rifle is an inaccurate weapon.


SCUM AND VILLAINY

Scum and Villainy

Page 40 — Table 2-3: Universal Upgrades
Replace the line for the droidification upgrade by the following:

Droidification 2 Licensed (device) or illegal (weapon) 2,000

Page 40 — Droidification
In the second paragraph, replace the phrase “Apply all modifiers to the statistics for the object’s size as normal”, by the following:
“Apply size modifiers to Reflex Defense, Stealth, carrying capacity and cost factor as normal (see Sage Edition Core Rulebook, page 187). For a droidified weapon, illegal modifications to the droid’s behavioral inhibitors change its classification from 5th-degree to 4th-degree droid.”

Replace the third paragraph of the universal upgrade’s text by the following:
“Only devices and most ranged weapons can receive this upgrade. Armors, melee weapons and vehicles cannot be droidified.”

Page 48 — Weapon Mounts
Remove the last paragraph of the description.


LEGACY ERA CAMPAIGN GUIDE

Legacy_Era_Campaign_Guide.jpg

Page 31 — Improved Suppression Fire
Replace the description by the following:
“When targeting an area with an autofire weapon you are proficient with, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.”


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

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