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
