If the rebels or imperials have lost 2 story missions in a row they receive full rewards for the story mission. Full rewards include all rewards that would have been awarded to them as if they had won the mission, but does not include any special rewards for completing intermediate objectives during the mission. For purposes of this rule, missions are considered to be story missions if and only if they reward extra XP to the winner, regardless of how the missions are named in the campaign log. This generally excludes the introduction mission but may include the interlude mission or any side missions if they meet the reward criteria.
We use the new rule introduced with Jabba's Realm that limits the total number of agenda cards in the imperial player's hand and play area to a maximum of four cards. If the imperial player has more than four at the end of the imperial upgrade stage, the imperial player must discard until only four cards remain.
We use the rule introduced with Jabba's Realm for drawing item cards. During the rebel upgrade stage, instead of drawing 6 cards, the rebels draw item cards equal to half (rounded up) of the total number of cards in that item deck that was present at the start of the campaign.
This is no longer a house rule because it has been incorporated into the FAQ as a standard rule whenver 1 or more expansions have been incorporated into the campaign.
If the rebels or imperials have lost 2 story missions in a row they receive full rewards for the story mission. Full rewards include all rewards that would have been awarded to them as if they had won the mission, but does not include any special rewards for completing intermediate objectives during the mission.
This house rule was replaced with the updated version because we realized that the introduction mission generally does not award extra XP, but we had been including it as a story mission for the purposes of this house rule. The purpose of the house rule was to limit the snowballing effect that results in falling behind in XP in particular, which doesn't actually apply to all of the missions we considered to be story missions (such as the introduction mission).
The maximum difference between the cumulative total XP available to the rebels and that available to the imperials is 2. The actual XP awarded is still tracked, but if the difference is larger than 2 XP then the side with less can spend as if they had 2 XP less than the other side.
This is intended as an alternate to the current and proposed story mission rules and comes from Pasi (A1bert)'s house rules. Pasi is active in the Imperial Assault community and works with Fantasy Flight on rules for Imperial Assault. The total XP is still tracked such that the order of winning missions does not affect the result. For instance, if the rebels win additional XP 3 times in a row and then the imperials win XP once, the result will be the same as the case where the rebels win additional XP 2 times in a row, followed by the imperials winning additional XP once, and then the rebels winning additional XP one more time. At the end of the fourth of those missions the rebels should still be 2 XP ahead. If we did not track total XP, the imperials in the first case would be end up being 1 XP behind the rebels, but would be 2 XP behind the rebels after the second case, even though both came from the same number of wins for each side.