Change List 2.x

Version 2022.12.10

This is Edition 2.83.65

STANDARD GAME

  • Area Terrain - Indicate that Rough, Clear, and Impassable are examples. Clarified that Obscuring terrain is an example of Area Terrain pulled from the Advanced Rules for Tricky Terrain.

  • Initiative Card - Clarified to ensure that the Initiative Card abilities over-ride the default condition of transferring the card.

  • Safety - Removed need to be Hidden, and clarified that Safety includes being behind Cover or being out of LOS.

  • Cornered - Clarified that the penalty is -1 Modifier die.

  • Confined - Rewrote to be more clear and permissive. It is now "The available space around a model, in regards to Terrain such as Walls or Obstacles, must exceed by half its base-height and half its base-diameter, plus any Reach in MU from weapons it has in its hands. If this is not the case, the model is penalized for being Confined."

  • Counter-action - Renamed the "Bonus Action" Optional Response for Passive Player Options to "Counter-action".

  • Hide - Clarified the Bonus Action "Hide" to be "become Hidden" instead of using "Hide action". Expanded to allow combining with the Reposition or the Refresh Bonus Actions so that it is cinematic in effect.

  • Noise - Reformatted Noise sources for clarity.

  • [Jam X] - Added as a cost modification to Firearms to represent ill-maintained and rusty weapons. Reduces cost by -2 dBP and -1 CR. I may want to make this as TCR value instead for ease of math. Right now, a 36 BP Firearm with [Jam] will become (36 - 2) x 0.9 = 30 BP. If a TCR -1 is used, this simplifies to 36 x 0.9 = 32 BP.

  • [Laden X] - Simplified by making it become -X for Traits which benefit Movement and Agility.

Version 2022.12.02

This is Edition 2.83.64

Removed the idea for zero AP first Move action. It was too powerful unaltered, and too complicated when altered. Nice idea otherwise.

Version 2022.12.01

This is Edition 2.83.63

Slight adjustment to the zero AP first Move action.

STANDARD GAME

  • Move - This first Move action is zero AP if the character is Free Attentive Ordered, and is named "Side-step".

  • Charge - The Situational Test Modifiers table corrected to show that the minimum move before a Charge is "base-diameter" instead of the older 1 MU.

Version 2022.11.29

This is Edition 2.83.62

Clarify Gunslinger, Archery, and Thrower to provide non-contingent benefits.

STANDARD GAME

  • Archery - Was named "Archer". Provides +1 Modifier die Attacker Range Combat Tests instead of merely for Attacker Range Hit Tests. Bonus to [Reload] is now parallel.

  • Gunslinger - Provides +1 Modifier die Attacker Range Combat Tests instead of merely for Attacker Range Hit Tests. Bonus to [Reload] is now parallel. Removed bonus for reducing "Jammed!" and "Out-of-Ammo" because the [Jammed X] and [Feed X] traits are more forgiving now.

  • Thrower - Provides +1 Modifier die Attacker Range Combat Tests instead of merely for Attacker Range Hit Tests.

Version 2022.11.21

This is Edition 2.83.61

Saw something stupid and removed it.

STANDARD GAME

  • Group Actions - Removed the bullet point about Counter-fire and Counter-strike.

OPTIONAL RULES

  • Low-light - I removed the MOV resource pool tracking and simplified the SMR to be double the effective Visibility. This value is doubled for each level of Detect and Sensors.

Version 2022.11.15

This is Edition 2.83.60

These are recent changes to clean up the rules.

STANDARD GAME

  • Charge - Upgraded this provides +1 Modifier die Attacker Close Combat Hit Test. Previously, it was +1 Modifier die Attacker Hit Test.

  • Defend - Simplified this, and specify that the Attacker first repositions Defender and then repositions Active model.

  • Opportunity Attack - Assign the Passive character acquire a Delay token unless it Outnumbers, or this was the first time in the Turn.

  • Take Cover - Standardized with the phrasing of the other Passive Player Options so that target models reposition up to MOV Ă— 1" instead of having the targets Move using Agility. Rephrased so that it is explicitly for Direct Range Attacks.

  • Scramble - Rephrased this to match phrasing with Take Cover.

  • Counter-charge - Rephrased to be more clear.

  • Suppression - Rephrased some parts to be clear. Suppression range includes models within Cohesion of models within range of a Suppression marker. All Passive models behind Cover become Hidden status. Removed the +1 Base die Defender Range Hit Test as being too similar to the case for behing behind Hard Cover.

TRAITS

  • [Fodder] simplified to fail if used for a Bottle Test, and Eliminated if KO'd.

  • Renamed Bio-shock X to Shock X so that it can be more generally used.

Version 2022.11.13

This is Edition 2.83.59

These are recent changes which should help with close-quarters environments such as within the Dunjon of Death.

STANDARD GAME

  • Move - First Move action is zero AP if at most a base-diameter.

  • Charge - Require that the Move action spent at least 1 AP. Need only move up to own base-diameter.

  • Fiddle - First Fiddle action is zero AP, unless specified as costing 1 AP. Altered [Reload X] to specify cost is 1 AP per X.

  • Available Hands - Rephrasing so that using Hands is a commitment. Made reference to established rule that Fiddle actions require a commitment of an available Hand.

  • [Weakness X > Type] - Rewritten to increase a named Type such as a Trait, Tricky Terrain, or Fantastic Energy. Increases penalty effect of that named Type by X.

STANDARDIZED MISSIONS

  • Objective Markers - Small OMs are assigned [1H] as well as [Stub]. Large have just [1H].

Version 2022.09.09

This is Edition 2.83.55

The changes don't have page numbers because I've been moving the sections and paragraphs around. I recognize that I still need to work on the Interconnect System and will likely break that out into smaller sections.

STANDARD GAME

  • Moved Overreach into the Performing Close Combat section, and simplified.

  • Clarified Leaning and moved that into sections for Terrain and Range Combat.

  • Specify that voluntarily Exiting the battlefield doesn't make a model Eliminated

  • Bonus Actions are returned to v1.x; cascades spent don't affect Damage created.

  • Added Oversized Weapons and Armor block under Additonal Concerns section

  • Clarified Improvised Weapons by adding a block under For Attacks section

  • Clarified Laden and Armor Rating by adding a section under Some Important Traits section

  • Added Concerted Attack variation for Group Actions.

  • Collated the Hindrance types for Blinded, Heat, and Cold under Expanded Effects

  • Added Counter-spells for the Magic System.

OPTIONAL RULES

  • Added Tricky Terrain into an Exotic Environments section for Optional Rules.

  • Moved Variable Weather from the Environs section, since removed, into Exotic Environments.

  • Added Planetary Variations into Exotic Environments.

  • Added Truly Hindered, Weapon Breakages, Motivated by Fear into Rules Adjustment.

  • Simplified Sweeping Attack, Disarm, Subdue under New Bonus Actions

  • Simplified Hurl, Slam, Drag, and Hold under under New Thematic Actions

  • Added Apex & Free-fall under New Thematic Actions

  • Simplified Noise rules a bit by re-adding [Reveal] where needed, and using [Noisy X] less.

  • Added Fantastic Energys to Noise section so as to intergrated Fantastic Items rules

  • Moved Element Destruction into Optional Rules

  • Expanded and clarified Mission Elements, and re-arranged Standard Missions layout.

  • Expanded Objective Markers, VIPs, and POIs.

  • Rewrote the first 9 Missions to match new Standard Missions layout.

  • Added Campaign Game rules with three basic formats. Included Elan and Postmortems.

INTERCONNECT SYSTEM

  • Moved the Customization rules into their own section.

  • Create the Interconnect System section.

  • Clearly tied Champions, the Reputation trait, with Levels-of-Absurdity and Time-lines.

  • Expanded Factions to include Organizations.

  • Added Archetype Availabilty lists to Factions.

  • Expanded the Medical Postmortems rules.

  • Clarified and simplified the Allegiance Diagrams to incorporate Availabilty lists.

  • Added Loyalty checks.

TRAITS

  • [Automaton] - Clarified Automaton vs. Machine vs. Mindless

  • [Blackpowder] - Simplified tremendously.

  • Amphibious - Expanded to work with Tricky Terrain for Shalows, Deeps, and Rapids

  • Believer - Clarified and simplified Believer, Charismatic, Hatred, Comrade

  • Brawl X - Generalized to award +X cascades for any Bonus Actions

  • Celerity X - Rephrased to be simpler and more clear.

  • Disrupt X - Simplified

  • Horrifying X - Simplified

  • Infect X - Added. Useful as a post-Mission effect.

  • Leadership X - Simplified by removing the INT + X Turns benefit.

  • Multi-target X - Added. For Range Combat.

  • Mythos - Re-wrote Mythos, Outsider, Invader to exclude each other

  • Night-vision X - Re-wrote into Night-vision X to allow gradations

  • Reach X - Re-wroteto better handle SIZ 4+ models

  • Sensors X - Clarified

  • Splash - Added Splash > Trait. For throwing bags or glass bottles of Acid or Fire or whatever.

  • Surefooted X - Repointed. It is still very powerful on very cluttered battlefields.

  • Tactics X - Simplified by removing the INT + X Turns benefit.

ARCHETYPES & ITEMS

  • Re-pointed many Archetypes

  • Re-wrote Common Packages & Upgrades to match the ones used for Variant archetypes

  • Expanded Archaic Equipment List

  • Expanded Modern Equipment List

  • Added Near Future Explosives List

PLAY-AIDES

  • Clarified and re-wrote as necessary Tactics cards.

  • Clarified and re-wrote as necessary Spell cards.

  • Clarified and re-wrote as necessary Resource cards.

  • Clarified and re-wrote as necessary Agendas.

Version 2022.08.11

This is Edition 2.83.24

  • 2022.08.11 First official 2.83 Change List entry. Delta with 1.6.x are numerous.

    1. Introduced Advanced Game.

    2. Background of the "Ovodium Cosmogos". Threads all text especially in regards to character progression.

    3. Introduced Archetypes.

      • Common archetypes are Untrained, Milita, Average, Elite. From worst to best.

      • Variant Commons are those plus one trait each such as Shoot, Fight, Leadership, Tactics, or even Insane

      • Specialist Commons are the 1.6.x Hero, Leader, Scout, Mystic, and a few more.

      • Custom Archetypes are rules to modify any other archetype by adding traits at whim.

    4. Solidified the Magic System.

    5. Solidified the Campaign System. This is the baseline for Interconnect and Progression, and introduces Champions.

    6. Solidified the Faction System. Includes Agendas, Allegiances, Units & Officers, etc.

    7. Expanded the Traits lists to support all of the above.