House Rules :
- Merely moving past an enemy (thru a square next to him) does *not* invoke a free Withdraw attack as you move away.
- If you are in Near Total Cover, you cannot see what’s going on on the other side of your Cover.
- Innocent Bystander : if your Trait die is a 1, you cannot re-roll by spending a Bennie.
- Wild Cards roll once per day for Natural Healing.
- Getting first initiative and Holding is a great tactical advantage that has a built-in disadvantage (you might not even act at all in a Turn), that having to make opposed Agility rolls to interrupt someone else’s action possibly negates (and slows down melee). Whoever’s Holding goes first.
- Every Raise on an attack roll past the first provides AP +1 to your Damage roll.
- A -4 Called Shot can attack the small gaps in "full armor" (but not "complete armor"), removing the armor's bonus to the target's Toughness.
=======================================================================
Lair specs :
Advanced condition. +5 pts
Command Center. +1 pt.
Garage, +2 pts.
Kitchen, +1 pt. I also think we should have a primitive replicator that just makes us food because that is a FANTASTIC thing to have. Otherwise do you know how much time we're gonna spend grocery shopping? +1 pt.
Library/computer room because bonuses to things are awesome. +1pt
Medical Center. +2 pts.
Personal Quarters, +2 pts gets us 8 lavishly advanced rooms.
Defenses. +2 points. So we can get Attack, Ranged, level 1. Auto turrets everywhere!
Secure Access +1 pt so the GM can't randomly have small children showing up in our underwear drawers.
Camouflaged +1 (outside only) - built-in.
Well Hidden +3 (tight-beam comms, blackened windows, EMI shielding, etc.)
Keep in mind, generators are monitored closely by the V'sori, so you can't just say you get one. You'll have to rip one off to get it.
Size : Huge (7 points) - built-in.
Teleporter (1 mile long underground tunnel) +2 - provided by Dr. Destruction.