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
See this for comprehensive list of all changes:
https://docs.google.com/document/d/1ji3wJaxCpOL7SWfYePnUHrfOtyG2zPBUJzdqLXRat_Y/edit?usp=sharing
See this for majority of changes in-line:
https://docs.google.com/file/d/0Bye3wyX639RGN0w2NTdhWXFTUUU/edit?usp=sharing
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.