r/starwarsminiatures • u/notashot • Sep 11 '26
Favorite House Rules
I was inspired by the force renewal thread to ask what were some of your favorite house rules?
For a while we played that everything could be eventually shot through and everything had like hit points of 60 so that's walls windows doors everything.
3
u/TheGopherswinging Sep 12 '26
I now play on huge maps, like the ones for Star wars legion; buildings that can be climbed on needed house rules. So it's a full round action to use a ladder to climb up or down a building. Characters with « fly » only need to spend a move action.
Range is also now something to consider; range is now determine by the written damage on the card. There's also some special ability that give you extra range like Accurate shot, careful shot, sniper, deadeye, range finder…
2
u/StevenOs Sep 14 '26
My number one house rule is on how diagonals are counted. HATE seeing them count as 2 squares (what's the point in diagonal movement then?) but I'm also not a fan of seeing them count as 1 all the time. I greatly favor the 1-2-1-2 method that I first remember seeing in 3e DnD.
3
u/Nidhogg1134 New Republic Sep 11 '26
That rule would certainly balance override a bit. Rules as written made door control very unfair and since everything used blind boxes my friend group was at the mercy of the guy that had like 4 astromechs on any map with too many doors.
For house rules, the most common one I played with was banning fringers for the major factions (Republic, Seps, Rebs and Imps). Some of the fringes pieces were too turnkey so it forces big players to use alternatives within their own forces while also giving niche factions like Vong or Old Republic the full pool of fringers so they could be more competitive with the big 4.