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Full Spectrum Dominance 1.7

The 1.7 just came out, and it’s packed with improvements. Nothing changed in the core rules (almost), but there’s so much more clarity in… everything, basically. It was a TON of work, and I’m very happy right now.

The best part of it (not really, the best part is the TON of work!) – it got a new fancy cover! Here’s the two-sided version, though the PDF version only has the front. but still – yay! 

CHANGELOG 1.6->1.7

Anyhow, here’s the full changelog: 

1.6->1.7
–> NEW COVER!!!
–> Changed the book format to a digest-sized book. This is due to publishing requirements, and also because it’s cute.
– Reworded the “movement” paragraph to clarify that units can move through friendly units.
– Tiled Terrain reworded, added several paragraph to cover relevant cases.
– added better stories for the scenarios (when needed).
– Added “Reactions” to the “Core Concepts” introductory chapter. Making clear that you need to spend one AD to react.
– Clarified Controlling and Contesting objectives, behaving like a prepared action (in the Controlling and Contesting paragraph of the Scenarios chapter).
– Tighter formal structure for scenarios, more coherent between them. Scenarios with 12×8 DU tables don’t need the size of the table specified. Also removed the “Objective:” wording from the paragraphs.
– Scenario Goliath is now 80 points per side
– Scenario Clash of Titans has now clearer army composition, and modifiers (like the other symmetric scenarios) and a new scenario objective
– Behemoths chapter moved BEFORE the Terrain chapter
– Changed the infamous Area of Control paragraph. Now units have more freedom of movement when in area of control.
– Reorganized “The Game Round” chapter. Paragraphs are now in a (hopefully) more readable order
– Reworded the “Unpin” paragraph, added “Interacting with Objectives” and “Performing special actions” paragraphs in the “The Game Round” chapter.
– Clarified in “Triggering Reactions” that reactions cost one AD on top of any cost on the card
– Added “Tokens” paragraph in the introduction
– Indirect Fire now properly increasing target defense.
– Reworded Behemoth Introduction, added “A Different Gameplay” paragraph.
– Behemoth Split “Core, Systems and Attachments” into three paragraphs.
– Minor rewords on all the paragraphs of the Behemoths chapter.
– Land Battleship example image fixed to align with the “no reaction for attachments” rule clarification.
– Clarified Area X weapon attacks have cover effects from the center of the blast.
– Added the “Occupable buildings” terrain chapter, splitting the “Strongpoints”
– Added a Preparing your Table section for terrain, composed of three new paragraphs and a Nota Bene.
– Corsairs lore extended
– Expanded the Reclaimed lore in the “eccentric cores” paragraph.
– Conglomerate lore extended
– Renamed “Tiled Terrain” to “Tiled Battlefields”
– Extended “Co-op decision making” and “player conflict” paragraphs.
– Added “Table Size” in the scenarios chapter.
– Reworded the “Valuable Technology” and the “Towers Deploy” paragraph in the Until the Last Bit scenario to use the correct term “extract”.
– Specified the speed of the Scientist in the evacuation scenario
– Added a “Destroy the Fortress” condition in the Sleeping Fortress scenario
– Mainframe defense changed from 2D10 to D10(2) in the Into Enemy Territory scenario
– Removed mentions to Damage Profile (it’s only Damage Chart)
– Clarified “Movement across Terrain”, in particular the behaviour of Broken terrain.
– “Terrain Areas” now better handles what happens with affected units.
– Fixed a few mentions to Def instead of Save
– Added the “Lost when Firing” paragraph in the Behemoths section.
– Cleaned up references to “unspent ADs” since they are simply called “Ready”
– Clarified that triggering reactions are mandatory.
– Added a “Nota Bene: Line of Sight and Cover” in the terrain chapter.
– Changed “Initiative”: The player who wins the roll decides who has the initiative. The player who has the initiative acts first and deploys first.
– Reworded “Area X” rule, with both cover and LoS calculated from the origin of the explosion.
– Extended the Arc of Fire paragraph.
– Added a faction rule to the Detached Railguns
– Updated manual images with cards with the new 1.7 cards (see below)


– CARDS CHANGES:
– Changed FONT and S1-S4 looks on all the cards. Nothing that requires a reprint.
– (RECLAIMED) Cyclops/Cyclopes instead of Cyclop/Cyclops. I liked the previos term but it was too close to not sound like a typo.
– (HIVE) Hive collective added the + symbols on collective cards 3,4,5, when there were two AD slots present. the action requires BOTH.
– (TECH) Add TRACKED to Solon and Gorgias
– Removed weapons with range 0-X (unified all with range X if there is no minimum range)
– (RECLAIMED) Removed movement from Reclaimed warden, since unnecessary.
– (RECLAIMED) Clarified that IMPs can save a hit only once per hit.
– (RECLAIMED) Clarified that IFRIT shoot only once per action.
– (CORSAIRS) Clarified Netcaster Rocket 3 targets rule (and added the x3 keyword). Individual rocket now deals 4D8 AP1
– (CORSAIRS) Corsairs Walrus sidestep clarified
– (RECLAIMED) Centaurs (both Gunslinger and Flamer) damage profile weakened a bit, and weapon cost increased.
– (UNION) Improvised Barrier reworded: two segments barrier, and counts as traversable and Obscuring.
– (UNION) Mobile Fortress now with D8(5) Save, and a slightly weaker damage profile.
– renamed load-unload as load or unload for transport units
– (ENLISTED) Gunner walker gun is now 3d6 1-2 DU AP1
– (ENLISTED) Self-Propelled Artillery now require 2 dice to shoot, and cannot react -> ability Inert.
– (CORSAIRS) Narwhal Scout Damage now affecting S1

 

 

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