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Post by Kailaria on Oct 15, 2014 7:22:13 GMT -6
Well, I imagine it depends on if you're using the normal Shotgun ammo that does the blast. If you're using AP with a Boarding or Heavy, I imagine it's the same as normal shooting.
Also, here's gaming table #2 they did:
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Post by scadugenga on Oct 15, 2014 7:52:21 GMT -6
Shotguns just became the go-to choice for cheerleader removal.
high-speed drone with a heavy/boarding shottie, or an AD3 with boarding shottie will definitely be a threat.
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Post by Kailaria on Oct 15, 2014 23:25:31 GMT -6
[[Dammit, noooooooooooo, I restarted my computer before posting... Time to reproduce it best I can below.]] Yeah, either that, or people will start setting up such that they aren't in a line that is shotgunnable. Alright, Close Combat! - Charrrrrrrt!!!
- MA Lvl 1: -3 Enemy MOD, +1 DMG MOD
- MA Lvl 2: +3 DMG MOD
- MA Lvl 3: +3 Attack MOD, -3 Enemy MOD
- MA Lvl 4: +1 Burst MOD
- MA Lvl 5: -6 Enemy MOD + Special (A sort of Fists of Fury or Whirlwind technique: On Active turn, you get 1 die against every enemy in base contact with the MA Lvl 5 user. On Reactive turn, you get 1 die per enemy in base contact with the MA Lvl 5 user [So, 5 enemies in BTB? You get to counter their B5 attack {As said by Carlos during Op:Icestorm week} with B5, yourself].
- Berserk: +6 Attack MOD + Special (Same as before: both Berserker and Enemy roll Normal Rolls instead of FTF. Also comes with option to Assault!)
- Assault: -3 Attack MOD + Special (If an Enemy is in LoF before your order, you can Move both of your movement stats and, if you end in BTB with that Enemy, you get to attack in CC as well with the MOD)
- Natural Born Warrior (not listed, but mentioned): No modifiers, but Special (Negates all effects of a CC technique from above.)
- All of the above techniques are mutually exclusive; you must select only one of them even if you have access to more; they don't stack on top of each other. For example, someone with MA3 would have access to techniques 1-3, while someone with MA 5 would have access to all MA techniques.
- Effectively, treat each technique as though they're weapons. Like when you have multiple weapons for shooting, you must choose which one you're using (and which ammo type if MULTI) when you declare your skill (Short, Long, or ARO). As such, the Reactive player will likely be "playing [their] card" (Carlos likened it to a card game *shrug*) before the Active player.
- Negative enemy modifiers apply even to Shooting or Dodge AROs.
They then talked a bit about how Ninjas are basically a lot more powerful in CC thanks to these things: the change from Combat Camo to Surprise Attack, all of these different techniques, and possibly a bit more..? And then generally just a lot more choices and a lot clearer rules and such.
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Post by scadugenga on Oct 16, 2014 6:03:45 GMT -6
Thank god they don't stack...McMurrough would be even more beastly. As is, with MA3 and base CC 19, he can be doing Dam 19 AP/DA which is obscene,
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Post by Kailaria on Oct 16, 2014 8:13:05 GMT -6
Yeah, I think the MA changes will make things interesting, more strategic/tactical, which is something I always welcome as long as it's not obtuse (which, because everything is CHARRRTS, is not the case). Speaking of CHARRRRRTS.... Weapons & Ammo!- .... AMMO CHARRRRRT! Get your CHARRTS here! Fresh made, one-of-a-kind CHARRRRTS! (Aaaaand, I'm realizing that none of you have likely played the point-and-click adventure The Longest Journey which this is a reference to... Dammit )
- ADH: PH-6 ROLL, 1 Roll, Special (IMM-2).
- Breaker: 1 BTS ROLL, Special (Half of BTS value).
- DT "Double Trouble": 2 BTS Rolls. Will be used in Hacking programs, mostly (coming soon to a video near you )!
- E/M: 1 BTS Roll, Special (Half of BTS value, IMM-2, ISOLATED).
- Plasma: One ARM+BTS roll each, Special (Small Teardrop Template, doesn't have option for Circle anymore it seems)
- K1: 1 ARM Roll, ARM = 0
- Nanotec: 1 BTS Roll
- Immobilized comes in levels now. IMM-1 only immobilizes you for the turn, while IMM-2 requires an Engineer to fix you.
- Isolated state: The unit is moved to its own combat group. Even Ariadne will suffer this.
- Weapon charts I won't copy because they were shown during Icestorm week and added onto at Gen Con.
- Suppression fire change: No longer uses the 5cm marker. Instead, you have 180-degree fire at anything you can see, but your weapon's range and burst profile are changed to: 0-16 = +0, 16-24 = -3, B3, only certain weapons can do it (i.e. most likely only weapons already with burst >= 3). Also, no chance of friendly fire!
- BONUS WEAPON CHARRRRT!
- MULTI RIFLE: Combi Rifle ranges. Burst Mode: B3, DMG 13, AP or Shock. Anti-Material Mode: B1, DMG 13, DA. [Innnnnteresting....]
- MULTI Sniper Rifle: Sniper ranges, DMG 15. AP Mode: B2, AP. Anti-material Mode: B2, DA.
- HMC: Ranges [0-8 = -3, 8-16 = +0, 16-32 = +3, 32-48 = 0], basically HMG with a 0 Extreme range modifier. DMG 15. Burst Mode: B5, AP or Shock. Anti-material mode: B1, DA.
- Missile Launcher: Ranges changed from Gen Con: 0-8 = -3, 8-24 = 0, 24-40 = +3, 36-96 = -3. DMG 14. B1. Blast Mode: AP+EXP, Template. Anti-tank mode: AP+EXP (for not hitting allied units in the blast, mostly).
Wow... Wow... Holy crap... E/M became suuuuuper dangerous, MULTI Rifles are probably worth their cost now, and I'm glad the ML chart shown at Gen Con was a mistake, lol (it was something like 0-8 = -3, 8-24 = 0, 24-32 = +3, 32-48 = 0). Also, Suppression Fire becomes much more situational.
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Post by Kailaria on Oct 16, 2014 10:50:21 GMT -6
Ok, so I'll update this with my summary later tonight, but they just released this: Hacking Devices!And the main thing to be excited for: Even though Hackers are far more versatile now and, possibly, powerful on first glance, everyone can defend against it. The Reset short skill is now basically the "Dodge" of countering Hackers, using WIP to "Dodge" the program. I don't think they mentioned anything about Defensive hacking, though everything already is a two-roll system now (the FtF roll, followed by an "armor" roll using your BTS to shrug off the attack's effects. If you lose the FtF and then fail the BTS save, you get affected by the program). Like I said, summary to come later tonight. Work is being a bitch right now... - 4 different types of devices: Defensive Hacking Device, Hacking Device, Hacking Device+, Assault Hacking Device
- Each device will determine the programs that you can use.
- Hacker Device Chart!!
- Infowar: Gotcha! - Atk Mod +0; Enemy Mod +0; DMG 13; B2; Obj. = TAG, HI, REM, Hacker; Short Skill/ARO; Status: IMM-1 for 2 turns. (It's basically the old Hack>Immobilize. I have a feeling that "Turn" is a player turn, not a game turn.)
- iTAG: Overlord - Atk Mod +0; Enemy Mod +0; DMG 14; B1; Obj. = TAG; Short Skill/ARO; Status: POS. (Yes, that's short skill Possession of TAGs. Remember above how I mentioned that everything always can FtF a hack attempt as well as an "armor" save even if you lose the FtF? That's why it's not OP.)
- Infowar: Spotlight - Atk Mod -3; Enemy Mod +0; DMG -; B1; Obj. = - (so no prereq. to target, i.e. all units are targets); Short Skill; Status: Targeted for 1 turn. (Basically FO for hackers. No save allowed as noted by the empty DMG column.)
- Infowar: Blackout - Atk Mod +0; Enemy Mod +0; DMG 15; B1; Obj. = Communications Equipment; Short Skill/ARO; Status: Disabled. (Communications equipment includes things like Repeaters, though I'm not sure if that also includes Repeaters attached to models or REMs or only Deployed Repeaters & Fast Pandas. Each equipment will be labeled to indicate if it's a Communications Equipment. Not sure if Disabled remains the same or if it's just the piece of equipment that gets disabled...)
- AHP: Brain Blast - Atk Mod +0; Enemy Mod +0; DMG 14; B2; Obj. = Hacker; Short Skill/ARO; 1 Wound. (Basically, same ol' AHP, but with a DMG value and B2 in active turn.)
- Infowar: Oblivion - Atk Mod +0; Enemy Mod +0; DMG 16; B1; Obj. = TAG, HI, REM, Hacker; Short Skill/ARO; Status: Isolated. (Soooo... Uh... Yeah, Isolated at DMG 16... Wonder if this will be a HD+ move or on the basic HD...)
- Supportware: Upgraded Reaction - No rolls; Obj. = REM; Entire Order; +1B in ARO for 2 Turns. (Ah, when I first heard it I thought it said +1B, period. Still, not needing a TR remote to get increased Burst is pretty nice.)
- Combined Army AHP: Sucker Punch - Atk Mod +0; Enemy Mod -3; DMG 16; B1; Obj. = Hacker; Short Skill/ARO; 1 Wound. (As they discuss, it's not inherently better except in ARO. Still, that's a huge upgrade for ARO AHP... Dirty stinkin' aliens. )
- Carlos is such a tease regarding Possessed! He just says "You need to look it up in the book and follow the instructions there" or something to that effect.
- Carlos went into a bit of background on an earlier rendition of hacking where you could access enemy hackers through the enemy's network of repeaters, even through your own repeaters. So, Repeater 1 could be owned by player 1 and is within 8" of Repeater 2 owned by Player 2, and on another order, the active player could hack any of the enemy's hackers and vice versa, making it like "two fireteams in an open corridor blasting each other apart" resulting in very few hacker movements in general due to either being scared of losing them or else actually losing a ton of them.
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Post by Angron on Oct 16, 2014 12:37:56 GMT -6
So far I like every change. Oh no, am I a Fanboy?!?
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Post by turlisk on Oct 16, 2014 14:49:41 GMT -6
So basically the only thing the same about this game is the dice? lol
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Post by Kailaria on Oct 16, 2014 21:22:18 GMT -6
There we go, updated my previous post to include my summary of it.
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Post by kelreth on Oct 16, 2014 22:51:02 GMT -6
That orange burns
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Post by jmeis982 on Oct 17, 2014 5:30:37 GMT -6
I have a feeling that "Turn" is a player turn, not a game turn.) At one point Lillian clarifies with Carlos that two turns is "My Turn and then your turn" Sent from my HTC6500LVW using proboards
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Post by Kailaria on Oct 17, 2014 9:44:04 GMT -6
Battle Report - Pt 1
One thing I noticed for sure: MULTI HMG follows the HMC & MULTI Rifle ammo choices: full burst of AP or Shock. I missed if it was DA or EXP as the single shot, though... (Edit: Confirmed at about 34:30 of Pt. 2 that MULTI HMG's single shot is EXP.)
Another thing: Guts is still "away from source of damage".
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Post by Kailaria on Oct 19, 2014 14:44:28 GMT -6
Battle Report - Pt. 2- Medikit: It's now a healing pistol! There's actually a use to the Reverend Healer and Bipandra having both Doctor and a Medikit!
- You're no longer forced to spend an order on CC if you're locked in CC at the beginning of your turn.
- You can remove IMM-1 via a Reset order on your own turn. However, because the unit is Immobilized and despite Reset being a short skill, the unit cannot also move since all rolls happen after the order has been fully declared. It helps prevent the ghost movement that would occur sometimes in N2.
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Post by Angron on Oct 20, 2014 4:12:27 GMT -6
Thanks for sitting through all the accents!
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