The 1.5 update of FSD was a HUGE step-up. Lots of rewording, improvement and clarification. And TONS of new lore!
Make sure to download the latest rulebook here: https://www.myminifactory.com/object/3d-print-262512. If you purchased an older version in the past, you just need to download it again for free.
Here’s the full changelog:
- General rewording. Very few parts have been left untouched.
- ! TONS of new lore, both as a standalone chapter at the beginning of the manual and attached to every faction’s chapter.
- ! New Faction rules for the Corsairs (now performing more actions and harder to contest for objectives)
- ! New Faction rules for the Reclaimed (Wardens helping for objectives) and general rewording.
- ! Terrain categories cleaned up and rationalized. Lots of new content there.
- Added the Seagull Drone to the corsairs. Changed any reference to the Albatross drone in the cards to simnply Drones (since it now covers both Albatross and Seagull)
- Corsairs Units are no longer “Fast”
- Clarified that deployed units cannot Command.
- Specified what the Reclaimed Wardens CAN do, rather than what they can’t do. They are NOT UNITS.
- Clarified how Wardens can be Deployed
- Clarified that Disciplined activation does not allow commanding
- Cleanup and Scoring Phases added in the round (Taking some steps from the End of the Round phase). Added new image as example.
- New “Prepared Actions” example illustration
- Cleaned up the “Large Target” special rule
- Added several new illustrations in the Combat chapter.
- Expanded the Close Combat paragraph – added the Contact Weapons paragraph.
- Victory cards reworded for better understanding
- Victory card #4 now specifies that the cancelled activation still allows the Unit to activate again.
- Victory card #6 now simply marks the unit as not activated, which is more than enough.
- Victory card #7 now allows to reshuffle the reinforcements as you please.
- Cleared up the Game Round sequence
- Removed the “Preparation” Chapter, and put it as part of the core concepts.
- End of the Round sequence explained.
- Scenarios “No Man’s Land” and “Into Enemy Territory” conditions counting the number of Units now count the Points of such units
- For scenario “No Man’s Land” Losing control of the strip will make the battle end closer but will not remove ADs, but will provide them instead to the player controlling them.
- Added four whopping pages of lore.
- Merged the setup chapter with thte initial concepts chapter, into a “Core Concepts” larger chapter.
- Reworded the enemy units as LOS blockers
- Added Short Range ability for Weapons
- Added teh Green Damage Slots paragraph, clarifying how green slots behave when receiving damage.
- Rewrote most of the Terrain chapter – now with a better classification of terrain (in particular, fragile now requires 1DU for being crossed, unless you have the Tracked ability)
- the “Tracked” ability now allows to ignore broken and fragile terrain.
- “Blunt” Units now don’t prevent deploying of opponent Units.
- “Jamming” now affects the Commanding and Commanded units.
- Renamed “Soft Target” to “Nimble”
- Unified the multi-base weapons and the X2/X3 weapon rules into a single “Multiple attack Weapons”
- Clarified the way front arches work: unified it so that all unit shooting arches originate from the center of the bases
- Added illustration: Coherence between multi-bases is 1DU
- Added illustration: Close Combat
- Added illustration: Smoke
- Tech Thales now has Nimble ability and Save d8(3) instead of d10(2)
- Renamed weapon of the Enlisted Self-Propelled Gun
- Renamed weapon of the Enlisted Gunner Walker
- Tech Rocket Launcher now cannot react (Inert) and changed weapon name.
- Corsair Narwhals lost the Fast ability.