Rules Modifications

The general rule is I want to use Genesys rules for base mechanics, with SWRPG stuff overriding it for some setting-specific things, to that end:

I want to use most of the SWRPG weapons & gear, but with the Genesys changes to Attachments. Hard points are equal to encumbrance / 2 rounded up, and assume Genesys attachments are okay; SWRPG ones will need approval. This will reduce weapon power somewhat.

To avoid the skill bloat of the Knowledge Skills from SWRPG, despite them being setting-appropriate, we’re using the three from Embers of the Imperium: Knowledge (Culture), (Lore), and (Science).

Vehicles: Genesys re-works vehicle rules considerably, including the change to a forced-movement system, and the elimination of silhouette-based combat roll base difficulty. For our game, I anticipate vehicle combat mostly being ground-scale (speeders, walkers, mixed with infantry rather than snubfighters) so we will use Genesys’ distance-based difficulty with a silhouette-based modifier (GCRB p. 220). If we get into a battle with multiple vehicles at vastly different silhouette scales, aka, fighters vs. capital ships, then we will adapt and maybe revert to SWRPG’s system.

If it ever applies, the new Genesys vehicle maneuvers are preferred, including Barrel Roll. It’s a lot like the Snap Roll homebrew we used in our SW games.

Since I already know one player is interested in them, I’ll be tweaking the rules slightly to make jet packs a viable thing, with appropriate talent / skill investment. While using a jetpack, the forced movement may be taken immediately before or after taking the Accelerate or Decelerate maneuvers instead of only at the start or end of your turn.


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