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House Rules

Using Force Points (page 93)
If you are reduced to 0 hit points by an attack, you may spend a Force Point as a reaction to suffer the effects of a severing strike (page 218) instead. The attacker chooses which limb is affected.

Weapon Ranges (page 129)
Reduce the range values of pistols by half: point blank at 0 to 10 squares, short range at 11 to 20 squares, and so on.
      Blaster carbines have half the range of blaster rifles: point blank at 0 to 15 squares, short range at 16 to 30 squares, and so on.

Automatic Misses (page 145)
Any time you roll a natural "1" to attack in character-scale combat, you fumble the attack badly. Choose one of the following effects. If an option does not fit the circumstances, you can't choose it. If you can't decide, roll 1d6.

  1. You trip and fall prone.
  2. You trip an ally, who falls prone.
  3. You drop your weapon.
  4. Your weapon runs out of ammunition unexpectedly.
  5. You hit yourself for half normal damage.
  6. You hit an ally for half normal damage.

Attack with a Melee Weapon (page 150)
Because lightsabers ignore object DR, characters wielding lightsabers are at a significant advantage in melee combat. Any time a character wielding a melee weapon that is not a lightsaber attacks a target who is wielding a lightsaber, and the attack roll misses by 6 or more, the attacking weapon hits the lightsaber's deadly beam and takes damage equal to its own damage roll. This damage ignores the weapon's own DR.

Example: A Tusken raider with a gaffe stick (DR 10, hp 10, threshold 25, damage 1d8+4) attacks a Jedi wielding a lightsaber (Ref 20). The raider's attack roll comes up 14. That's 6 less than the Jedi's Ref save, so the raider's gaffe stick takes 1d8+4 damage, which ignores its own DR.

Attacks of Opportunity (page 155)
An attack of opportunity counts as a standard action. It may be taken before your initiative, but you must take your other actions in the round (i.e., a move action or two swift actions) at your regular initiative.
      The extra attacks of opportunity granted by the Combat Reflexes feat are free actions. You may use those bonus attacks of opportunity before using your normal one as a standard action.

Melee Attack Maneuvers (page 160)
There are several special maneuvers you can attempt instead of or as part of a normal attack. They may incur additional penalties but give you certain advantages.

Maneuver Atk Ref Notes
Standard attack +0 +0
Aid another Ally gains +2 bonus
Beat blade –2 +0 Combine with an attack; gain +2 to next attack roll
Bull rush* +0 +0 Str check to push opponent one square
Charge +2 –2 Move in straight line, then attack
Defensive fighting –5 +2 Can combine with other actions
Disarm or grab item* +0 +0 +10 to target's Ref
Feint +0 Deception check; target loses Dex bonus to Ref
Grapple* +0 +0 Grab target; see rules
Hanging guard –2 +1 Must be wielding a parry weapon; can combine with other actions
Hilt smash –5 +0 Add 1d3+Str damage to standard attack
Nonlethal attack –5 +0 Inflict stun damage with lethal weapon (can't be used with a lightsaber)
Overrun* +0 +0 Str check to push past opponent
Pass* –5 +0 If attack succeeds, move through enemy's square without provoking an attack of opportuntity; combine with attack
Riposte +0 +0 Held action; gain attack of opportunity if opponent's melee attack misses you
Spring and retreat –5 +0 Increase reach to two squares; combine with attack
Sunder +0 +0 +10 + object's size modifier to target's Ref
Total defense +5 Cannot attack; can combine with other actions
Unexpected attack +2 +0 Cannot be with your most effective weapon, or a readied off-hand weapon
       
* Triggers an attack of opportunity if the attack fails.

Unarmed Attacks (page 163)
Unarmed attacks by default are stunning attacks (page 162). You may make an unarmed attack that does normal damage only as a special attack with a –5 penalty to the attack roll.