Version 2025.03.22
STANDARD GAME
This is Edition 2.13.2
Actions - [ changes ]
Wait - Allow this to be acquired for 2 AP if not Outnumbered. This includes while Engaged.
Safeguard - Added to allow Bonus Actions to be applied to be Free Friendly targets for 1 AP and [1H]. Use [2H} if target is KO'd
Situational Test Modifiers - [ corrections ]
High Ground - Changed to benefits Disengage and Hit Test. Should not benefit the Damage Test.
Outnumber - Altered to be +1 Wild die at 1, 2, 5, or 10 additional Friendly models, instead of per Friendly model.
Obscured - Altered to be -1 Modifier die at 1, 2, 5, or 10 other models along LOF to target, include within 1 MU of LOF beyond target. This adjusts Friendly Fire.
Friendly Fire - [ correction ] Altered with Obscured. Friendly Fire should include non-combatants, and Opposing models. It should limited to just those which cross LOF, unless beyond the target then it is within 1 MU of LOF.
Repositioning - [ correction ] It must be a location within LOS that could have been reached if it were to perform a 2 AP Move action. It can be into base-contact or LOS of the Active model. The entire path to this repositioned location must not cross into LOS of Opposing models not involved with the action.
Agility - [ clarification ] The amount of repositioning allowed is reduced by the amount of Agility used.
In-Hand - [ correction ] Affects Fiddle Tests, and the very next Test when Interrupted, when using too many Hands.
ADVANCED GAME
Group Actions - [ addition ] Allow Issue Command to Group Followers so that another action, or not at all, can be performed by the Group Leader.
Disruptive Charge - [ addition ] Allow models to be Push-back'd into other models, and have them disperse, and possibly regather.
Expanded Hindrance Tokens - [ addition ] All of the status tokens for Acid, Burned, Confused, Entangled, Transfixed, and Poisoned are threshold managed like Wound and Fear tokens. They do not add together, but supplant the existing count.
Gas, Fumes, and Puffs - [ correction ] Gas markers are placed 2 MU apart instead of 1 MU apart.
Gas:Type - [ addition ] These are now standardized definitions as individual traits in the Gas, Fumes, and Puffs section. Previously they were defined as Random Name > List, which made it too busy to add keywords like bio-hazard, Gas, and Durability. Cleaner this way.
Atmospheric Lighting - [ addition ] Allow specifying the Environ Weather as Rain or Rain Storm. Rain reduces given OR by 2" and has Ambient Noise 2. Rain Storms reduce given OR by 3" and has an Ambient Noise 3.
OM Keywords - [ addition ] Added new keywords Technical > List and Fiddly for defining within Missions and Scenarios.
OM Actions - [ addition ]
Share - Allow Idea OMs to be shared with other models within Cohesion.
Transfer - Allow Physical OMs to be handed to models in base-contact, or passed by throwing to Friendly models within range.
Intercept - Allow Opposing models to intercept a thrown OM, or to catch an OM which scattered from a bad throw or catch.
KEYWORD CHANGES
These are new keywords used with traits:
Bio-hazard - [ addition ] for Gas which causes damage effects. Gas masks and Envirosuits negate Bio-hazards, but not Gas:Smoke.
Bio-agent - [ addition ] for traits which infect or dispense venom, or affect organic life-forms in some manner
Fantastic Energies - [ addition ] Added all of Energy, Psychotronic, MEMSic, Psionic, Etheric, Arcanic. Assigned to various Weapons, Armor, and Equipment.
Thermal - [ addition ] Added to Heat X and Cold X traits.
TRAITS CHANGES
There are lot of minor adjustments to various edge-case traits associated with specific Archetypes, with specific Items, or for a style of game-play. A short list:
[Fragile X] - [ correction ] Damaged armor reduces Hardened X trait as well..
[Mindless!] - [ addition ] Can't target Opposing targets behind Cover unless within Cohesion of the Attentive Designated Coordinator.
Blinding X - [ correction ] Alter range and effects to be cleaner by matching phrasing with similar traits.
Chase X - [ addition ] Allow this per Action.
Coverage X - [ correction ] Only benefit Friendly models Engaged to the same Opposing model.
Deflect X - [ addition ] Not effective against Supernatural attacks unless the Item is also Supernatural.
Envirosuit X - [ correction ] Becomes Resist > Bio-hazard
Fear X - [ correction ] Fear range is X MU. It should never have been Fear ORM of X.
Frag X - [ correction ] Frag attacks as though it was Concentrated.
Immune X - [ renamed ] This is now Resist X
Insane X - [ addition ] Allow multiple levels of Insane. Require X Hindrance types to nullify it.
Leech X - [ addition ] This is a Bio-agent. Must be paired with a Natural weapon attack.
Leash X - [ addition ] Leashed models regard the leashing model as having the Leadership trait. Receive X Go Points for them all.
Machine - [ addition ] Now is Resist > { Bio-agent, Bio-hazard, Thermal }
Optics X - [ addition ] Now aware of Light X trait.
Sensors X - [ addition ] Now aware of Light X trait.
Poison X - [ addition ] This is a Bio-agent.
Resist X - [ addition ] This was previously named Immune X.
Ricochet X - [ clarification, addition ] Refactored to be clean and thematic. For Discuss, and Chakram discs.
Spit X - [ correction ] The Hit Test now dispenses whatever its traits list contains. Also a Bio-agent.
Stealthy X [ addition ] Repositions X x 2 MU instead of X x 1 MU.
Transfix X - [ correction ] Transfix range is X MU. It should never have been Transfix ORM of X.
Version 2025.03.05
STANDARD GAME
This is Edition 2.13.1
Refresh Action - removed. Not necessary.
Reach X - [ correction ] When Distracted and attacking a target in base-contact that is X + SIZ minus 3 or smaller, penalize -1 Modifier die.
Version 2025.02.26
STANDARD GAME
This is Edition 2.12.3
Disengage Action - [ correction ] After passing the Disengage Test, the character is allowed to use its cascades for Bonus Actions.
Reach X - [ correction ] When Attentive Ordered, Melee Range may extend through the base of a Friendly Attentive Ordered model, or a Distracted or Disordered Opposing model.
Version 2025.02.25
STANDARD GAME
This is Edition 2.12.2
Complex Actions - [ clarification, correction ] Wait status is rephrased to be exacting.
[ correction, rephrasing ] Pay 2 AP if not Outnumbered to acquire Wait status and marker. Remove at the start of this character's next Initiative. If already in Wait status at the start of Initiative, pay 1 AP to maintain if Free, otherwise must remove.
[ no change ] During Wait status, remove it to perform a React. Allowed even if in Done status.
[ DELETE ] When in Wait status, a model is allowed just 1 AP.
[ rephrasing ] When in Wait status, double Visibility OR. All Hidden Opposing models in LOS but not in Cover are immediately Revealed.
[ correction, clarification ] When in Wait status, and involuntarily acquire a Delay token, must remove both instead.
Version 2025.02.14
STANDARD GAME
This is Edition 2.12.1
Bonus Actions - Several tweaks.
Circle - [ clarification ] terrain must be Clear, and the path can’t be through other models.
Fiddle - [ new ] If Free Ordered Attentive, perform any Fiddle action if have a carryover for the Attacker Damage Test.
Reposition - [ correction ] if Free, reposition model up to MOV × 1". Allow +1 MU per 3 more cascades spent.
Disengage - [ correction ] Allow +1 MU per 3 more cascades spent.
Push-back - [ correction ] in Close Combat; reposition target away up to the Active model’s base-diameter. Allow +1 MU per 3 more cascades spent.
Shift - [ addition ] Pay 1 Go Point to not acquire a Delay token when using Shift.
Passive Player Options - Several tweaks.
Counter-charge! - [ clarification ] Allowed otherwise also during first 1 AP used for Movement if REF is higher than Active model.
Defend! - [ clarification ] If afterwards no attack can occur, the AP spent is lost.
Other Rules - Several tweaks.
Durability - [ addition ] It is the higher of FOR or SIZ.
Out-of-Play - [ clarification, addition ] In-play and Out-of-play are opposites. A a model is Out-of-play if it is KO'd or Eliminated.
Line-of-Fire - [ clarification ] LOF may not pass through a model of higher SIZ than the Active model or the target.
Disengage action - [ DELETE ] remove “If Attentive spend a cascade to use Agility.”
Leaning - [ limitation ] This is a Fiddle action.
Confined - [ clarification ] includes Difficult and Impassable terrain
Concentrate with Move - [ DELETE ] It is effectively the same as being in Wait status and using Focus.
Friendly Fire - [ clarification ] - LOS to a target is blocked if it passes through the volume of a model of higher SIZ than the Active model or target.
Group Actions - Coordinate - [ improvement] Group Leader may acquire a Delay token to perform a different action as the Group Followers, or perform no action. If the Group Leader has a Wait token, remove that instead.
Keys to Victory - [ clarification ] Elimination - +1 VP if have most Opposing KO’d and Eliminated characters by BP total at game end. Doesn’t include models Bottled.
Traits - Several tweaks
Reach X - [ DELETE ] Remove the part about increasing Melee Range according to the SIZ of the model.
Pummel X [ addition ] - Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
Boxer - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
Slam X - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
Fight X - [ clarification ] When Attentive, for each level of Fight higher than the Opposing character, allow an additional Bonus Action for the Attack action.
Leap X - [ clarification ] Must be used at either the start or end of a Movement action or reposition.
Stun X - [ correction ] Uses Durability instead of SIZ and FOR. Effectively the same, just new terminology.
Quick Start Rules [ QSR ] edits - Several tweaks.
Re-add Endgame Turns - [ correction ] 4-6-8 for Small-Medium-Large games.
Mail armor options - [ DELETE ] Shouldn't be in the QSR.
Momentum & Impetus - [ DELETE ] These shouldn't appear within the QSR.
Surefooted X - [ addition ] Added to the QSR. Added some Archetypes with these as well.
Weapons - [ addition ] Add Long Axe and Warhammer to QSR
QSR - [ correction ] phrasing as "... shows Profiles for the sample characters."
Stealthy X - [ DELETE ] Shouldn't be in the QSR.
Version 2024.11.15
STANDARD GAME
This is Edition 2.11.12
Momentum - At the end of the Turn, keep 1 Initiative Point for the next Turn for every 3 remaining.
Impetus - At the end of the Turn, acquire and keep 1 Initiative Point for every 5 Go Points remaining.
Smaller - Discovered when fighting with SIZ 1 Gremlins and SIZ 0 Kobolds against SIZ 4 Orcs. Assign +1 Modifier die for the Disengage and Close Combat Hit Tests if in base-contact, and Opposing model is larger by 1, 2, 5, or 10 SIZ. Each is +1m.
Version 2024.10.07
STANDARD GAME
This is Edition 2.11.10
Uneven Terrain - A small addition. Tricky Terrain keywords can be assigned to other Area terrain types. Uneven terrain doesn't benefit from Surefooted, and is a penalty -1 Modifier die Close Combat Hit Tests.
Concentrate - Provides +1 Physicality. Has a direct effect to Bonus Actions such as Push-back and Pull-back. Has a direct effect with the [Laden X] trait, which uses Physicality.
Version 2024.09.14
STANDARD GAME
This is Edition 2.11.9
Brawl X - Expanded to allow additional cascades for Defender after performing an Optional Response.
Version 2024.09.12
STANDARD GAME
This is Edition 2.11.6
Confined - Clarified. Removed the 0.5 MU clause because it is covered by Reach weapons clause.
Version 2024.09.11
STANDARD GAME
This is Edition 2.11.5
Advance Game - Marked the sections identifying the BASIC GAME and ADVANCED GAME.
React Tests - Clarified. Not within the QSR.
Version 2024.09.09
STANDARD GAME
This is Edition 2.11.3
Agility and Reposition - Clarified that Agility can be used with repositioning by explicitly stating it.
Concentrate and Move - Clarified. Not within the QSR.
Motivated by Fear - Added from Optional Rules section. Not within the QSR.
Take Cover! - Clarified. If target moves out of LOS, Attacker must choose another action.
Version 2024.09.07
STANDARD GAME
This is Edition 2.11.2
Disengage - Altered to be more expressive. When Attentive, every 3 cascades allows up to another +1 MU to reposition. Must acquire a Delay token to use Agility. This is a big change, and benefits characters with the Acrobatic or Slippery traits.
Stun X - Altered to allow it to pass the Damage Test for purposes of causing Stun damage by adding X to the Active character's score.
Charge - Clarified. When moving directly into target, it means to make base-contact with the target.
Initiative Card - Altered to be more strict. A Friendly model acquires a Delay token if the card is trade back during the current Initiative.
Overreach - 2024.09.08. Made this experience harsher penalties to limit abuse. It is now -1 REF and -1 Attacker Close Combat Tests.
Version 2024.09.04
STANDARD GAME
This is Edition 2.10.18
Movement - Clarified. Moved phrasing for when to jump down from a Wall from when to stop moving if Engaged. Both are under the "Moving Through Tight Spots".
Disengage - One interesting edge case found worthy of a new rule. If the Active model has a higher Physicality than any of its Engaged Opposing models, then the first Disengage action this Initiative costs zero AP.
Counter-fire! - Clarified. The Attacker must have been Revealed and within LOS since the start of its Action.
Bonus Actions - Clarified. Push-back and Pull-back requires cascades equal to target's SIZ to reposition an additional base-diameter.
Version 2024.08.23
This is Edition 2.10.16
I'm not really sure what changed from last time here; I went on vacation and then got pneumonia, and started a new project at my job. During that time I made small edits and didn't document them. So, this is my best guess.
By this time I have provided a revised Quick Start Rules [ QSR ] document, and have also completed the MEST Tactics Core. All for version 2.x rules system. As well, the version 2.x plain-text PDF was removed from public access so that I can focus on the next books; settings and genres, and also the Interconnect book.
STANDARD GAME
Confinement - Rephrased this for clarity.
Electronic & Electric - These keywords are associated now for Environment effects for Tricky Terrain, and for the Anti-electric X trait.
ADVANCED GAME
Spellcasting - I removed this from the MEST Tactics Core rules book because I hit a 200-page limit with The Game Crafter. Is available as an attachment with the Grimoire Basic spell cards, and will be part of either a genre-book for Fantasy or the planned MEST Tactics Interconnect book. Maybe both.
Noise - Included this in the MEST Tactics Core rules, and simplified it to be more clear.
Version 2024.05.06
This is Edition 2.9.24
There have been many changes here to make things consistent and so there has been a jump between the last entry at 2022.12.10 to now at 2024.05.06. It helps that I've been crafting the full-color book for publishing because it helps me see some of the gaps where I can explain things better.
STANDARD GAME
Purchasing Items which are zero or negative BP cost is limited to 1 per 250 BP per Side.
Discounts for Equipment is clearly stated to to be full BP value for the first of a given type (Accessory, Advantage, Attachment, Medicine, Munitions, Tool, Upgrade) and half for each duplicate.
Discarding Items is identified on how and where. It is a Fiddle action to discard or to pick up from base-contact.
Tricky Terrain - Added Mire, Wet, and Water as options.
Leaning - Introduced as a way to look around corners from behind Cover.
Wait - Allow models to maintain Wait status for just 1 AP.
Using Agility - Allow Running Jump and Jump Across to work together. Jump Down and Jump Across increase horizontal distance from distance moved downward.
Indirect Range Combat - Restructured.
Stunned - This is having 2 or more Delay tokens.
React Actions - Clarified what an Abrupt action is. It is non-Moves, Engaged, Agility, and Leaning. As a result, added the Movement keyword to several traits such as Evasive, Flight, Glide, Leap, Nimble, Sprint, and Surefooted.
ROF and Suppression - Restructured these to work together better. Suppression is optional.
Stowage and Pilfer - New ways to take Items from a KO'd or Eliminated character.
Dislodging & Dislodging Charge - A method for tackling other models.
ADVANCED GAME
Tricky Terrain - Added Dusty and Mire. Dusty is affected by Wind and Explosions to create Obscuring terrain.
Gravity - Corrected to match the way that Falling and Jump Down function.
Facing - Rewrote this to be very specific.
OPTIONAL RULES
Noise - Rewrote this to be cleaner and simpler.
INTERCONNECT RULES
Organization Properties - Rewrote this to be cleaner and simpler.
TRAITS
[Automaton], [Vehicle], [Drone] - Lots of cleanup here because of my experiments with the Drone and Vehicle rules.
[Controlled], [FOV], [Components], [Swivel], [Steering] - These are to support mostly work-in-progress for Vehicles and Drones.
[Blackpowder] - Removed the Puffs markers requirement to simplify.
[Carriage] - Added for designing Support weapons and possible large Equipment items.
[Fragile] - Rare to be assigned to Flint, Bone, and Wood weapons. Work-in-progress for Stone Age settings.
[Leashed] - For animals on a leash.
[Solo] - Any traits associated benefit when the character is Free Attentive.
Blast, Frag - Rewritten to be very clear.
Controller - Updated to work better with Automatons and Drones.
Exert - For Psionic Age. Acquire a Hindrance (Wound, Fear, Delay) and receive +1 trait level from a list.
Multiplexer, Relay, Repair, Sim, Sonics, Synchronized, Telepresence, Toggle - These are work-in-progress for Modern and Near Future settings.
Splash - For acid and poison. Uses AoE (Area-of-Effect).
Terrifying, Torment, Transfix - Rewritten to be clear and consistent
Unit - Added "While Attentive, avoid an additional Turn requiring Situational Awareness."
Zedsurge- For Fantastic Age. Acquire a Hindrance (Wound, Fear, Delay) and receive +1 Mana. Aligns with the Sarna Len RPG.
Version 2024.02.24
This is Edition 2.83.68
The information below is pulled from the blog post at https://matter-energy-space-time.blogspot.com/2023/02/mest-tactics-v28368.html
STANDARD GAME
Cohesion now allows larger (SIZ 5+) models to have a higher minimum distance unless Visibility disallows it otherwise.
SIZ for Situational Test Modifiers in Close Combat for the Hit Test and the Disengage Test are allowed to the smaller character whether it is the Attacker or Defender. I'm unsure when this was altered to be just Defender, but it is returned. It is necessary to give smaller models a chance against giants.
Disengage makes it clear that the Active character is also the Defender, and clarifies that Optional Responses are disallowed, but that Bonus Actions do apply upon passing the Test.
Friendly Fire simplified and clarified.
ADVANCED RULES
Defend for the Passive Player Options altered to allow more nuance because having the target reposition truly is very beneficial when Engaged to multiple Opposing models. These models may now reposition to maintain their distances to the target after it is repositioned.
Group Actions have been rewritten and clarified. Specifically ensure that characters can always use Rushing, but just the Active character - the Group Leader at start - benefits from using the Concentrate action.
Simplified Concerted Attack and disallow Go Points conversion. This latter was too fiddly.
Go Points are now awarded 1 per 3 models above the first 3 for all Sides. This facilitates larger battles. This works in conjuction with the Tandem rules.
Tandem rules for Group Actions allows joining a Group for zero cost if within Melee Range of a Group Member, and at least 1 GP or IP has already been spent for that Group. This allows for faster game-play in larger games during the maneuver phases.
Clarified that Suppression attacks still require an Unopposed Test to allow the Disability traits such as [Jitter], [Jam], and [Feed] to be triggered. The test always passes.
TRAITS
[Awkward] - Added a clause for when receiving a Charge attack to penalize the character only when the Attacker is at least SIZ - 3. This prevents the Defender being awkward if the Attacker is too small to be significant.
[Feed], [Jam], [Jitter], and ROF X - Each of these traits become harder to use each additional time during an Initiative.
Reach - Added a clause for when the target is smaller than SIZ - 3 and in base-contact. If so, then any attack using the Reach weapon is penalized either a Delay token or another 1 AP.
Mind Traits - These include Pack-mentality, Unit, Officer, Swarm, Hivemind, and Mob. All of them have been altered to work better with the updated Group Actions rules.
Officer - Each unique Officer Rank within a Group allows that many additional Followers.
Evasive - Clarified that it still requires an Unopposed Test when not in LOS to allow the Disability traits such as [Jitter], [Jam], and [Feed] to be triggered. The test always passes.
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 × 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.
Introduced Advanced Game.
Background of the "Ovodium Cosmogos". Threads all text especially in regards to character progression.
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.
Solidified the Magic System.
Solidified the Campaign System. This is the baseline for Interconnect and Progression, and introduces Champions.
Solidified the Faction System. Includes Agendas, Allegiances, Units & Officers, etc.
Expanded the Traits lists to support all of the above.