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Full Spectrum Dominance 1.6

Even though we’re getting near to the 1.7 release, I haven’t put out the 1.6 changelog here yet, so… here it is!

1.5 -> 1.6 release (July 2025)

  • Tech Syntetic Pilots clarified to allow pilots to be assigned to Units in reserve as well.
  • Reference to the “soft target” ability in the Strongpoints paragraph corrected to “Nimble”.
  • Corrected a disappeared line clarifying that “A Infantry Unit is Pinned when it receives a Hit, even if the hit is saved.”
  • Reworded “Prepared Actions”, clarifyingh that the token remains in place even if the system is damaged.
  • Blunt ability prevents to count the unit as part of scenario objectives.
  • Added a short Weapons Arc of fire paragraph, and restored the Weapons Range paragraph (which disappeared from an early version of 1.5)
  • Obscuring terrain work on the line center-to-center between shooter and target.
  • Added “Surgical” special ability: Roll one extra die for the weapon, discard the lowest.
  • Added a short “Support Attacks from Units” paragraph in the Combat chapter.

Cards got a considerable amount of changes as well:

  • Twin Missile Strike (TECH) rewording.
  • Flechettes (CORSAIRS) nerfed and better contextualized.
  • Kinetic Impact (CORSAIRS) Added
  • Culverin (CORSAIRS) improved with the Surgical ability (see above)
  • Guided Missile (ENLISTED) now specifies that it needs an Unpinned Scout to shoot.
  • Heavy Battle Tank (ENLISTED) reactive armor now provides +3.
  • Mortar fire (ENLISTED) now takes any 3 ADs, but you can have only one in your list.
  • Infantry Hero(ENLISTED) now must be assigned to an infantry unit.
  • Infantrymen (ENLISTED) grenade is now 2d6.
  • Support Vehicle (ENLISTED) has now CMD 1, and the gun shoots at 4-6
  • Scouts (ENLISTED) reworded for consistency.
  • Mobile Fortress (UNION) Heavy MG range is now 2DU
  • Guntruck (UNION) nerfed to be more fragile, still packing a punch. Also Heavy MG range is now 2DU.
  • Commuter(UNION) Heavy MG range is now 2DU and requires a 4-6
  • Double Shift (UNION) being “one per list” unique.
  • Reclaimer (UNION) flamer now is AP1 instead of AP2
  • Mauler (UNION) is now Slow, and just like Reclaimers, flamer is AP1
  • Assault Siren (UNION) being “one per list” unique, and clarifies that it’s only for “Contact” weapons.
  • Kukri (CONGLOMERATE) gun now shoots at 1. 3-4 damage is now the laser gun.
  • Dao Walker (CONGLOMERATE) gun now shoots at 1
  • Dagger Drop Pod (CONGLOMERATE) gun now shoots at 1
  • Local Lobbyst(CONGLOMERATE) is limited to one per list.
  • Tachi (CONGLOMERATE) laser gun now only shoots at 6
  • Nagamaki (CONGLOMERATE) laser gun now only shoots at 6
  • Odachi (CONGLOMERATE) laser gun now only shoots at 6
  • Rapier (CONGLOMERATE) laser gun now only shoots at 6
  • Troll Sniper (RECLAIMED) is now Surgical.
  • Troll Worker (RECLAIMED) smash is now 3d6. It’s not that small.
  • Cyclop Worker (RECLAIMED) smash is now 4d6. it’s legit big!

Stay tuned for the next release, due in Q2 2026!

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