Change List 1.6.x

Version 2022.08.06

This is Edition 1.6.2

  • 2022.08.06 Grr. Inserted text to match full-color book regarding MEST Dice.

  • Modifier dice are { 0, 0, 0, 1, 1, [1] } with the [1] being a score of 1 with a carry-over.

  • Base dice are { 0, 0, 0, 1, 1, [2] }, and

  • Wild dice are { 0, 0, 0, [1], [1], [3] }.

Version 2017.06.13

This is Edition 1.6.1

  • 2017.06.11 Added traits for Night-vision, Insane, Slippery, Trample, Thrower.

  • 2017.06.11 Added Common Effects and explained how to read, create, and use armor and weapon effects.

  • 2017.06.09 Re-added Sample Assemblies

  • 2017.06.09 Initiative rules altered; who wins, and how many IP tokens are awarded and to whom

  • 2017.12.31 Clarified that Hard Cover provides +1 Wild die for Defender Range Combat Test instead of +1 Modifier die.

  • 2017.12.31 Clarified that Attentive is the opposite of Distracted.

  • 2017.12.31 Clarified that Knocked-out [ KO'd ] is never Attentive, always Done, never Active.

  • 2017.12.31 Clarified that Revive action can be applied to self.

  • 2017.12.31 Altered plain-text to show that the Average Common Archetype is SIZ 3 instead of SIZ 2.

  • 2017.12.31 Added Refresh Bonus Action into the full-color document; it only existed with the plain-text files.

  • 2017.12.31 Added Revive action into the full-color document; it only existed within the plain-text files.

  • 2017.12.31 Added Medic X; this is +X Base dice when using Revive on others and +X Modifier dice when using Revive on self. It is very powerful but it is about time to make it available.

  • 2017.12.31 Added Healer for Common Effects; this is +1 Medic at 15 BP. For the Advanced Game, this is actually a +10 BP and +0.1 CR.

  • 2017.12.31 Added Sharp Senses for Common Effects; this is +1 Detect and +1 REF for 8 BP.

  • 2017.12.31 Added Smaller for Common Effects; this is -1 SIZ, -1 STR, and -1 FOR for -13 BP.

  • 2017.12.31 Added Massive for Common Effects, this is +1 STR and +1 FOR for 15 BP.

  • 2017.12.31 Corrected Night-vision for Common Effects to 8 BP instead of the shown 0 BP.

  • 2017.12.31 Updated Concentrate action to show that OR Multiple is ignored, and that all ORs are doubled. This matches the v2.x rules.

  • 2017.12.31 Updated Concentrate action to provide -1 FOR for Attacker Range Combat Test only if within Point-blank to target. Removed the -1 FOR from Attacker Close Combat Test since there are already enough bonuses available.

  • 2017.12.31 Updated Charge rules to match v2 (define "Charge" and "Impetus")

  • 2017.12.31 Updated several traits to match v2;[1H] and [2H], [Beast], [Laden X], Slippery X, Fear X, AoE X, Grit X, Fight X, Pounce.

  • 2018.01.03 Updated Range Combat Action to match v2 (if no LOS then must be Inidrect)

  • 2018.01.03 Updated Wait Action to match v2 (allow 1 React per AP spent)

  • 2018.01.03 Updated Fracas and Elimination Mission VPs (cross mid-line, and first elimination)

  • 2018.01.03 Clarified LOS is allowed from within half-Agility for Terrain.

  • 2018.01.03 Clarified that Fear X is X x 1" and LOS.

  • 2018.01.03 Added that KO'd models count as Rough terrain, and provide Cover for SIZ - 3 and smaller models.

  • 2018.01.03 Added Visibility option for "Night, Full-moon, Clear" at OR 4".

  • 2018.01.03 Added Modern+ option on Weapons chart for 5 BP.

  • 2018.01.03 Updated Assembly Record Sheet to include new Visibility option, and new Weapon chart.

  • 2018.01.09 Clarified AoE X by removing reference to "as Concentrated attack"

  • 2018.01.09 Corrected Stick of Dynamite to have Impact 4 instead of Impact 0.

  • 2018.01.21 Re-added how to spend IP within the plain-text document.

Version 2014.02.13

This is Edition 1.5.7

  • 2014.02.08 Grr. Detect OR is half Visibility, not Cohesion (which used to be half Visibility).

  • 2014.02.10 Detect and Disengage Tests included on Situational Test Modifiers chart.

  • 2014.02.10 If LOS unless attack has Silent trait, remove Hidden status.

  • 2014.02.13 re-phrased; Passive Player Options only if target is within Melee Range.

  • 2014.02.14 Revert to original phrasing; Push-back auto allows Delay token into wall.

Version 2014.01.30

This is Edition 1.5.6

  • 2014.01.29 Must always attempt to Disengage while Disordered and nothing else.

  • 2014.01.30 Detailed how movement disallowed across Engaged or Distracted friendly models.

  • 2014.01.30 Clarified that Active models must first remove Delay tokens at 1 AP each.

  • 2014.01.30 Clarified that climbing up or down half base-diameter is Clear per full-color rules.

  • 2014.01.30 Standard Victory Conditions now matches Fracas mission.

Version 2013.12.01

This is Edition 1.5.5

  • 2013.12.01 Grr. Updated sample genre assemblies.

  • 2013.11.23 Base dice carry-over as Modifier dice on face-value '6'. Missed last version!

  • 2013.11.19 Altered Cost-ratio factor to be (1+CR)*(1+CR)*(1+CR) instead of (CR+CR+CR). This adjust BP values of some weapons in the Basic Game list.

  • 2013.11.18 Weapon trait adjustments. Revolver now has [1H]. Rifle, Full-auto becomes Rifle, Semi-automatic. Entropy is normally OR 16" now after re-reading smoothbore musketball ballistics.

  • 2013.11.16 Victory Conditions now include crossing-the-line VP in order to curtail squatting.

Version 2013.09.13

This is Edition 1.5.4

  • 2013.07.21 Added fix 35 for Agility allowing Jump Across if Attentive, and revised Jump Up.

  • 2013.07.28 Added fix 36, 37, 38 for clarifying Tests, Wait, and Pushing.

  • 2013.07.30 Added fix 39 clarifying Distracted if outnumbered or facing Attentive opponent.

  • 2013.08.02 Added fixes 40, 41, 42, 43 for clarification of various rules.

  • 2013.08.08 Added fixes 44, 45,46 to clarify actions and situational modifiers.

  • 2013.08.28 Added fixes 47-51 to Disengage, Revive, Rally, AoE, [1H/2H]

  • 2013.09.01 Added fixes 52-54 to [Stub], [Deflect], Movement, Bonus dice.

  • 2013.09.07 Removed Bonus Modifier dice as Rule of Three.

  • 2013.09.13 Lowered Damage for Musket and Blunderbuss; increased Impact

Version 2013.07.07

This is Beta 1.5.2

  • 2013.03.29 Fixes are now identified on a page using a tear-drop shape; add tear-drops 1 thru 11 to pages 8, 22, 26, 28

  • 2013.04.02 Added fix 12 on page 16. Updated MEST dice attachment.

  • 2013.05.19 Added fixes 17 through 20. Significant for edits to Cleave, Dynamite, Grenade, and Axe.

  • 2013.05.28 Added fix 21 for SIZ bonus for damage; and fix 22 for Jumping Up.

  • 2013.05.29 Added fix 22 for Elimination mission regarding bonus VP.

  • 2013.06.01 Added fix 23 for [Solitary] trait and fix 24 for Leader trait. Fix 25 and 26 for SMG and Automatic Rifle.

  • 2013.06.07 Added fix 27 to clarify that Damage Test disallowed if target not Engaged after a Bonus Action finishes.

  • 2013.06.30 Added fix 28, 29, 30 for Daggers and Club. Throwable trait should not benefit from Acc of weapon.

  • 2013.07.02 Added fix 31, 32 for example named tests, allow autorifle Modern.

  • 2013.07.07 Added fix 33, 34 for [Blinders] and Full Helm.

  • 2013.07.21 Added fix 35 for Agility; use to jump across. Simplified jumping up.

Version 2013.05.28

This is Beta 1.5.1

    • [Hafted] penalty -1m Defender Close Combat Hit Test assigned to Axes.

    • Simplified Acrobat and Evasive traits. Recalculated numerous entries. Renamed Side-kick to Acrobat.

    • Downgrade terrain while Hidden unless entire path is out of Enemy LOS.

    • Receive +1 Impact for each Friendly Ordered model in a Scrum.

    • When become Panicked, perform Disengage test. Failure is no penalty except to remain in place.

    • Corrected Light Armor and Medium Shield. Added Deflect trait.

    • Simplified Cleave trait; if KO'd becomes Eliminated instead.

    • Larger models SHOULD NOT receive bonus for being big.

    • Bunch of clarifications of a word or two across numerous rules.

    • Added Rifle, Full-auto to equipment list and recalculated sample assemblies.

    • Leader trait provides +1 Base die instead of +1 Modifier die. Rephrased for clarity.

Version 2013.03.24

This is Beta 1.5

Version 2012.06.03

This is Beta 1.4

    • CRITICAL FIX: Armor charts is too high by 1 BP

    • Added two more basic game genres "Retropocalypse" and "Inner City Jive".

    • Lightened background artwork near the center to allow text to have more contrast.

    • Altered page 11 to show the options on how to spend Initiative Points more clearly.

    • Increased by +3 BP any weapons in the sample assemblies which have the Modern trait.

    • Spray is now -1 Base die per OR Multiple.

    • Corrected price for Musketeer Leader.

    • Changed several assemblies to utilize more shotguns instead of pistols.

    • Wait is now 2 AP.

    • Updated Actions tables to show in big numbers how many AP for each action.

    • Musket is 5 + 2b at 26 BP, and Blunderbuss is OR 8" for 19 BP. Adjusted sample assemblies accordingly.

    • Made all pages even brighter than before, tweaked colors in boxes and tables to better fit the brighter pages.

    • Emphasized the Initiative Points [ IP ] options by bringing it into a small boxed-out area on the same page.

    • Re-added Stun to Dynamite. Corrected various assemblies.

    • Re-phrased Shoot X to "Ignore X penality dice for Attacker Range Combat Hit test".

    • Re-factored Fight X to include a similar clause, and removed the last rule providing for multiple Bonus actions.

    • Re-factored Passive Player Options; essentially allow Bonus actions, Counter-strike, or Negate if also in Wait.

    • Changed layout to 9.0"x11.5" with 0.25" bleed

    • Moved Assembly Record Sheet and the Reference chart to the inner covers of the booklet.

    • Added some decorative colors to many sections.

Version 2012.05.06

CRITICAL FIX: Spray trait is now -1 Base die Attacker Damage Test per OR Multiple.

Version 2012.05.01

This is Beta 1.3

  • Armor list on page 26 have values 1 BP too high.

  • "Armor X" - Receive +1 Modifier die Defender Hit Test. +X Defender Damage Test; also known as +X AR. Weapon’s Impact rating [I] reduces total AR by an equivalent amount. Reduce by 3 if Concentrated Attack.

  • "Bullet-proof" - Ignore 3 Damage received from Fire-arm weapons unless the Attacker used the Concentrate action while within Visibility.

Version 2012.04.02

CRITICAL FIX: Fragmentation Grenade entry has AoE 4". 1+8w. Cleave. 90 BP.

Version 2012.04.01

This is Beta 1.2

  • Updated Tokens & Markers play-aide to have Special markers.

  • Corrected Turn Sequence flow chart for "Pass back-to-back".

  • Removed Cost Ratio (CR) of 0.2 for SIZ; each +/- SIZ is now +/- 10 BP.

  • CR 0.2 removal increases Dog to 50 BP, lowers Fiend to 67 BP, and Monster to 134 BP

  • Corrected BP values for Armor; each item adjusted down 1 BP.

  • Corrected Armor > Shields; each receives the [1H] penalty.

  • Adjusted all examples and charts to reflect

  • Added the [1H] penalty trait; requires 1 hand (wield) to receive item benefits.

  • Corrected chart on page 5; Wild dice showing '6' scores THREE successes.

  • Refactored ROF trait to have [Jam][Brace][Feed] as separate rules for modularity.

  • ROF targets must also be within 4" of each other.

  • Added Beam Carbine and Grenade to the Weapon list.

Version 2012.02.26

This is Beta 1.1

  • CRITICAL FIX: Detect is affected by OR multiples.

  • CRITICAL FIX: Detect is an Opposed INT vs. REF Test.

  • Expanded sections on building assemblies of characters.

  • Added more examples.

  • Added a back-cover.

  • Added Fear trait to the Traits list.

  • Added Fear 2 trait to the Monster archetype.

  • Removed the "Fear Test" definition under Morale and Wounds section.

  • Re-balanced Weapons list by +/- 1 BP. Improvised is now 0 BP instead of 1 BP.

  • Re-phrased Victory Conditions to be clearer and more concise.

  • Added play-aides; record sheet, scatter diagram, markers, reference cards.

  • Re-factored the Tests section and revised the associated examples.

  • Specify that measuring from a model begins within it's base-diameter.

  • Added Turn Sequence flow-chart.

  • Removed Throw action; folded into Range Attack action verbiage.

  • Introduced term "Melee Range" and re-phrased the concept of Engaged.

  • Re-phrased Move and Close Combat actions, and identified Charge Bonus

  • Clarified Higher Ground, Cornered, and Outnumbering bonus.

  • Added numerous sample assemblies by genre to facilitate quick-play.

  • Added some additional mission types to allow for session variety.

  • Evening post as a result of the play-test and review earlier today:

  • CRITICAL FIX: Corrected "Supply Run" mission guide-lines.

  • Clarified Wait Interruption; character becomes the Active Character

  • Completed the "Derring-do" sample assembly.

Version 2012.02.05

  • The Monster archetype updated to have Fear 2 and 160 BP.

  • Also, Improvised should cost ZERO BP instead of 1 BP. All other weapons will cost 1 BP less; example Medium Pistol is 36 BP instead of 37 BP

Version 2012.01.29

This is Beta 1

Two critical fixes to Detect rules.

  • 2012.01.29 CRITICAL FIX: Detect is affected by OR multiples.

  • 2012.01.29 CRITICAL FIX: Detect is an Opposed INT vs. REF Test.

Version 2012.01.27

  • [Laden X]; If total Laden matches STR upgrade Terrain effect of movement by one level, and if total Laden exceeds STR by 1, upgrade Terrain effect by two levels; disallow assigning a character any greater Laden.

Version 2012.01.26

  • [Stub]; In order to facilitate Combined Action with move-strike-move, this trait has been altered to consider Passive models with the [Stub] trait are not considered Engaged unless their opponent also has the [Stub] trait.

Version 2012.01.14

  • Scatter. Scatter has been redone - tried to clarify it. Receive 1 Wild die per miss; scatter distance equal to 1 plus the sum of successes. The scatter direction has been simplified to using a six-sided die. Biased scatter re-rolls the first 3,4,5 and the next 4. Much simpler.

  • Terrain. Terrain has been better codified to reduce the number of disputes to could arise.

  • LOS. Line-of-Sight has been better phrased to remove the implication that players need to stoop over a model's should to get true LOS.

  • Revive. This has been re-factored. Still in contention as to whether it is a game-breaker, theme-breaker, or both.

  • Mission. The basic mission is Fracas instead of Elimination.