Eject Rolls
I'm using a modified eject table. I don't like the idea of pilots loosing abilities. Upgrades, sure. But how do you forget how to "Push the Limit"? So, here we go
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 -- Loose most expensive upgrade, excluding EPTs or Unique Pilot abilities
- Double Focus -- Gain only 1/2 XP for this mission. This is after all XP has been tallied.
- Double Blanks -- Loose least expensive modification, excluding EPTs or Unique Pilot abilities
Mission Experience
If the mission is a success, regardless of any bonuses or kill XP, all pilots that participated in the mission and survived gain an additional 1 XP. So, as long as you show, you get some XP.
Unique Upgrade Cards
Just to make things easier, the rulebook mentions this as an optional rule, and I'm going to go ahead and apply it. Unique cards like R2-D2, R5-D4, Han Solo, Kyle Katarn, etc. will be considered Limited. This means two players can have the same unique card, just not more than 1 of the same card on the same ship. This just prevents a lot of headaches, and prevent who gets to fight over Princess Leia.
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