Tuesday, May 1, 2018

HOUSE RULES

1) ACE & DOUBLE ACE
Pilots who achieve a total of 5 and 10 enemy kills respectively receive the Ace and Double Ace Medal upgrade cards at no cost.


2) EJECT ROLLS
Eject rolls are modified so pilots cannot risk losing EPTs or Unique Pilot Skills:

Friendly/Neutral Territory: 2 Attack Die
Enemy Territory: 3 Attack Die
On any double result, consult the chart. Otherwise, the pilot ejects safely:
  • Double Crits -- Dead. Make a new pilot
  • Double Hits -- Lose most expensive upgrade, excluding EPTs or Unique Pilot abilities
  • Double Focus -- Gain only 1/2 XP (round down) for this mission, after all XP has been tallied.
  • Double Blanks -- Lose least expensive modification, excluding EPTs or Unique Pilot abilities
3) EXPERIENCE POINTS
Pilot's XP tokens are pooled during the Upkeep Phase and divided as evenly as possible among the pilots who flew on the mission. Excess XP tokens are awarded by the Squadron Leader to any pilots, other than themselves, as they see fit. Penalty and/or bonus XP, such as from Eject Rolls or completing bonus mission objectives, are applied after the XP pool has been divided.
 Because XP tokens are pooled, XP is not awarded for Assists.

4) KILLED PILOTS
If a pilot is killed, a player may re-start a new pilot with a number of bonus XP equal to the killed pilot's Pilot Skill.

5) MISSED MISSIONS
Players who are absent for a mission gain half the XP point total (rounded down) that was earned by the Squadron Leader for that mission. 

6) RANK
All pilots begins the campaign with the rank of Flight Officer (FO).
A pilot may increase his rank by fulfilling primary mission objectives while holding the Squadron Leader card. When a pilot achieves a new rank he immediately gains the corresponding rank card (at no cost), permanently discarding a previous rank card he may have held. 
The ranks and the number of successful missions required are as follows:
  • Lieutenant (LT) -- 2 successful missions while Squadron Leader
  • Captain (CAPT) -- 4 successful missions while Squadron Leader
  • Major (MAJ) -- 6 successful missions plus have earned at least 1 Victory Point while Squadron Leader
  • Commander (COM) -- 8 successful missions plus have earned at least 2 Victory Points while Squadron Leader


7) SQUADRON LEADER
The pilot with the highest Pilot Skill is declared the Squadron Leader. If there is a tie, non candidate pilots may elect who will be the Squadron Leader. If a decision can not be reached, candidates roll off on 1d6, with the highest roll attaining Squadron Leader.
That pilot is automatically equipped with the Squadron Leader upgrade for the next mission at no cost. This ability does not use one of that pilot’s EPT slots.
Squadron Leader is a prerequisite to increasing  a pilot's Rank.


8) UNIQUE CARD NAMES
Unique Astromech and Crew upgrade cards will be re-named by the owning pilot to an alternative appropriate name.

1 comment:

  1. I like your homebrew cards. I think I might use them for my own HotAC games. Thanks.

    ReplyDelete