Drifting. Now all the weapons using a Round Template will have the “Drift” Special Rule, and the Round Template will have a new numbers distribution. With the new chances, the results are more even, with the most probable results of the shot going over the target.
- New “Drift” mechanic. When a weapon has Special Rule “Drift (x)”, the use when performing a shot is the following:
1. Place the template on a place, its center must be inside the maximum range of the weapon and the result “7” pointing to the opposite direction of the miniature performing the shot.
2. Roll 2d6; if the result is equal or higher than the (X) number in the Drift rule, the template keeps its placement.
3. If the result is lower, roll 2d6 to know the direction of the displacement, marked in the template.
4. The distance of the displacement is determined as the result in cm of 2d6 if the weapon is at medium range, or 4d6 if it is at long range.
- Critical Hit. New mechanic to reflect exceptional results on unmodified Power Rolls. A result of 12 on a Power Roll causes an automatic Damage Check, regardless of the total result being under the high AC value of the target. The result causing a critical strike is 12, but that can be modified by the Weapon Special Rule “Penetration” and/or the Special Rule “Bull’s eye”.
- Weapon Special Rule: Piercing Shot (X), removed.
- Weapon Special Rule: Penetration(x), Increases the chances of obtaining a Critical Hit. The number to cause that is reduced by the (X) modifier in the Weapon Special Rule. For example, a weapon with Penetration (2) causes a Critical Hit with 10, 11 or 12 in the unmodified Power Roll (12 minus 2). Additionally, when performing a Damage Check caused by a Critical Hit, the Penetration bonus is added to the result.
- New Special Rule: Bull’s eye (X). Increases the chances a Unit can obtain a Critical Hit. The number to cause that is reduced by the (X) modifier in the Special Rule. For example, a Unit with Bull’s Eye (1) causes a Critical Hit with 11 or 12 in the unmodified Power Roll (12 minus 1). Additionally, when performing a Damage Check caused by a Critical Hit, the Bull’s Eye bonus is added to the result.
- New Weapon Special Rule: Critical Damage (x). A weapon with Critical Damage has a bonus when rolling a Damage Check equal to the (X) modifier.
- Initiative Checks are no longer standard. Now each appropriate initiative roll is described on the appropriate part of the manual.
- Difficulty when performing a “Climb” has changed. The result of 2d6 plus Initiative must be equal or higher than 12 for the unit to successfully climb up to 10cm (standard floor height). Climbing less than 6cm does not need any check to be performed.
- Unit’s attributes: Some units statistics and abilities have been tuned.
- Weapon list: The weapon list has been reworked, tuning all the numbers and redesigning some weapons.
- Damage Check Table.
- Lightly Damaged: a unit with a Lightly Damaged Marker has received some damage in battle and its performance is hindered. The unit only can perform “Fire and Advance”, “Hold Position”, “Strike” or “Mend” actions. Shots or strikes against Lightly Damaged units receive a +1 bonus to both Power and Damage Check rolls.
- Severely Damaged: a unit with a Severely Damaged Marker has received wounds in battle. It can only receive “Mend” actions. Shots or strikes against Severely Damaged units receive a +2 bonus to both Power and Damage Check rolls. During your opponent’s organization phase, you must roll to check if the condition worsens for every unit with a Severe Damage Marker. If the unit fails a difficulty roll of 12 based on Resiliency, its condition deteriorates to out of combat and it’s retired from game.
- New “Mend” action: This action is available only to units with light or severe damages. The unit tries to recover from damage. Remove its Lightly Damaged Marker automatically if present; to remove a Severely Damaged Marker player must roll 2D6 + Resiliency and obtain 13 or more. On a failed roll the unit will maintain its damaged status. No matter the outcome, the unit can also move up to 5 cm as part of this action, not ending closer than 2 cm of any enemy unit base, or perform a medium range shot to the closest enemy unit in range with a Light or Medium weapon.
- Coverture: Units to win benefits from cover must be close to a piece of terrain. Distance must be lesser than 5cm, and the piece of terrain must block the line of vision between the unit firing and the target unit, no matter the weapon type used and its mechanics. Also, the terrain must be enough to cover at least 1/3 of the unit’s standard volume (supposing it is in a neutral position).
Types of cover: Light and Heavy. Light cover includes scenery elements like bushes, heaps of boxes, trees, rocks, etc. Units shooting targets under light cover receive a -2 penalty to Power Rolls. Heavy cover includes bigger or more solid elements like barricades, trenches, low walls, etc. Units shooting targets under heavy cover receive a -3 penalty to Power Rolls.
- Height advantage: Units shooting targets from a high position reduce the cover bonus of their targets by 1, when shooting targets 10cm or more below them.
- Redesigned Weapon Special Rule: Ignore cover. Shots from this weapon ignore coverture penalties to the Power Roll.
- New Weapon Special Rule: Reduce cover. Shots from this weapon ignore penalties from Light Cover to the Power Rolls.
Hand to hand combat: Units cannot perform “Mend” actions while engaged in hand to hand combat.
- Disengaging: Unit failing the Initiative Check to disengage can still perform the action if it survives to the penalty attack from the enemy, and its state permits it.
- Measurement: Distances are now measured from the closest border of the Unit’s base.
- Remodeled Round Template: