V.029 to 031
Removed Era 6 Decks
Reformatted the deck tables
Added small section on telepaths
Did some Starship combat. Made some great changes, this should be real fun.
Added stuff for your Point Defenses to hit more.
Tweaked the range of the medic’s stress resistance from 10’ to 10’ per level.
Slowed down Hyper Jumping.
Moved and expanded plots
Changed interest to remove result caps on involved skills.
Added drones for advertising, vending security, window washing and more.
Touched up the influence skill to add some deal making checks for criminals they use the black market for the access to a deal.
Fighter: Each time a system takes damage, any damage to another system has a 1 better chance to explode if they are hit. This is cumulative.
Osmium is the metal used for your ships Repair systems to repair your armor. Each space holds 40 hull repair units and each repair unit costs on average of 250c. 1 Hull Repair unit repairs 1 SP. We will say you have 1 space of this stuff.
Updated and created a Player Commerce Index
Ship combat critical hits and misses are added.
When hull is hit, and no SP is there, vent to space.
Fixed Text box on page 1
Docking Fees, and loading & unloading added to Services in Gear
Added Chance of Fire to Explosion Table.
Damage from objects hitting your shield: Your shields are ½ as effective against such objects.
V.028 to 029
Changed the Combat Medic Life ability to cost only 1 Action Die
Added benefit to single fire for RFBRs
Updated the wounds to what we talked about, added some tables. Organized it better.
Added the missing Maneuvering section for starships
Simplified ships attack and defense and initiative. Now combat should be faster and easier.
Ship design increased price of thrusters
Ship design fixed missing Calc on Freighter sheet.
V.027 to 028
Removed the requirements for the Capability “Skill Training.”
Lowered the requirements for the Capability “Skill Training Specialization.”
Added a capability called “Skill Training Optimization”, which removes a broad skill from the career level cap for buying skill points. This allowed me to remove the Skill Buff capability.
Changed the Combat Medic Life ability to cost only 1 Action Die
Added benefit to single fire for RFBRs
Updated the wounds to what we talked about, added some tables. Organized it better.
Added the missing Maneuvering section for starships
Simplified ships attack and defense and initiative. Now combat should be faster and easier.
Ship design increased price of thrusters
Ship design fixed missing Calc on Freighter sheet.
V.026 to 027
Added some notes on armor, on where the ACP, MA and other adjustments are when you mix and match your armors.
Changed a few names on weapons and armor
Stress now effects initiative at Stress level 1.
Added Xenobiology capability to have someone be able to treat other species. Under Capability/Skill
Changed Astrogation to always work and only fail if you exceed your calculation range.
Astrogation computers start at 10ly range and increase 5ly per PR.
Result cap on cooperation skill checks uses the higher result cap of all those involved.
Adjusted the Viper Battery slightly Bonus to hit is 2 and its damage points are now 6.
The Crew Management System now reduces stress and does not help initiative directly. i.e. if your crew is not stressed your initiative is better.
Removed any reference to your maneuver skill from the Navigation system, it controls your weapons and helps with precision flying.
V.026 to 027
Added Explosion Table to space combat
Simplifying all calculations to build ship in the Ship design document
Clarified a few items in the life Path tables
Changed up the Medic specialties and created a combat medic
Added a “Snap Out of it” capability
Added unconscious possibility with Pain conditions, you get a resist check
Removed references to vitality
Reworked the wound/damage stuff
Combined weapon accessories, upgrades and options on to one chart.
Removed the Bleeding condition
Removed the Critically wounded condition
Added some needed guidelines to medical gear, also added that a non-medic only gets ½ the effect of the gear. Some items can only be effectively used by a medic.
Wounds now have an infection check.
Disciplines and Vehicle skills are not going to have skill caps.
Both Character sheets done, have extra room on combat page.
Armor & weapons tables completed
Put in the missing Fear condition
Reworked Stress it is not damage any more.
Removed Ships systems for now from the core book until I get the supplement done, might put them back later not sure.
V.025 to 026
Changed the Hyperjump, every jump now requires a check. Reduced the explanation of everything down by 2 paragraphs. Should be easier to understand and use.
Updating the ships systems to say how many are required.
V.024 to 025
Updated some salaries that I forgot to update
The skill electronics has been removed from all the classes, you might want to check your skills.
Added 2 capabilities Vehicle Proficiency and Weapon Proficiency. You can become proficient in these by taking these capabilities.
Changed the Reputation Capability so you can increase or decrease your reputation.
Grig Bitrium Grenades burst changed to 6 hexes, corrected a few other hex things in grenades.
Skill character sheet changed color of cap to match the skill point color
Light for space suit, also you can now link your space suit. Also, added an option for a thruster pack.
There is already a neural ware device that allows communication, you won’t need the patch.
Added Duct Tape & Cryostasis pod
Added a Camera to the Cyber ware list.
Added Hand/foot option can be given up for 4 fingers/toe options.
Changed grenade stuff to physical items, cleared up a lot of info on grenades
I added a line for throwing grenades to the Ancient Arms List under Archery/Thrown.
Udated character sheet and CPC for vitality
V.023 to 024
Removed Capital Ship Weapons
Added some detail and organization to space combat
Added a paragraph explaining how communications work and interconnect. Also, explained the time a stellar link call takes to transmit.
Working on some engineering stuff for in combat repairs and critical systems that get hit and need repair in combat.
150 CP starting CP added
Noted you only get one of 8 Backgrounds
Added Kaleb to Play Test Credit, everyone should check spelling of their name.
Changed all references to SH-8142 to show correctly has SH-1842.
Cleared up weird column in Social status for sectors.
Fixed the Big Gains to say use both sides of Allies and Enemies for the 2d8 roll.
Crewman Starting Skills: now Skill Proficiency: You gain proficiency with the following skills: General, Social or Streetwise, and Tech or Starship Operations, Security or Discipline, and Medicine.
Fixed some things on Calc Spreadsheet, weapon costs not adding correctly, and the Reputation refencing the wrong cell.
Space Marine/Planetary Security fixed explanation of the Restricted blaster.
Added Hi-Tech camouflage upgrade for armor. Downgraded to Rare item and 2,000C from what we talked about.
Add some clarifications to Combat page in character sheets.
Fixed Weapon CP Cost Calc and verified Ability Score point calc worked. Also found error in combat bonuses being added.
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If it needs fixing, let us know in the discussion area!
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