Emil has been quite busy! He gave me a peak at the final (almost?) action cards and I am comparing them, one by one, to see which ones he tweaked (to balance the game even more). I won’t mention the special “locked” cards that each hero has, so this should not be spoilers for you unless you don’t want to know about the cards until you get the game.
Actually, if you haven’t played the game yet, you can ignore this article :) HOWEVER … if you have a prototype, PDFs of the changed cards are at the end of this article.
- Xalia:
- Dodge and Bolt now defaults to a 1 square move plus 3 dice. The default was 0 in the prototype.
- Wraithbane (previously Zealous Claymore) now defaults to 3 unblockable damage. It was 4 in the prototype. Now you can spend 1 focus to gain +1 damage (so it will then be back to 4)
- Antathys:
- Feral Rush was previously titled Run and Tear (same actions)
- Armored Claws has the same actions but the wording is clarified
- Muscle Regeneration now has the 2 dice rolled adjust the 1 shield gained to be even more with +1 or +2 on a die.
- Qorox:
- Shockfront was renamed from Titan Long Sword (same actions)
- Self-sacrifice now gives 2 moves (prototype gave just 1)
- Laelia:
- Unpredictable Move now defaults to a 1 square move plus 3 dice. The default was 0 in the prototype.
- Hacking Drone now gives an interact of 3 while the prototype was just 2.
- Gia:
- Infiltration Units now lets you interact from a range of 3 (prototype was just 2). It also lets you spend 1 focus to repeat this action with the same or different object (unused interact tokens are placed back in the draw bag after the first interaction).
- Tactical Retreat was renamed from Tactical Positioning and the actions have been reworked. In the prototype if you ended your action and no enemies were within a range of 3 you gained 1 focus and 1 shield. Now if there are no enemies in your Line of Sight at the end of your action you gain 2 shields.
- Cloaking Suit now prevents enemies from seeing or targeting you (before an enemy movement would acknowledge where you were). Also now the card is returned to your hand if you perform any hacking, healing or attacking action (before, only an attack action would have the card returned to your hand).
- Hiro:
- CC-3 Pistol was renamed from Close Combat Pistol and now does 2 unblockable damage (before was just 1). Also the bonus for performing this as your second action changed to gaining 2 dice (though the dice do not interact with this card, so a +1 or +2 would not be useful).
- Scoped M160 Rifle now deals it’s damage to an enemy within a range of 4 (previously it was within 4 squares).
- Power Armor now gives you 1 focus and 1 movement whenever you are attacked (even if you suffer no actual damage). In the prototype you had to take some damage for it to take effect.
- Sigyn:
- Katana Slashers now deals 3 damage (previously only 2) plus the blue boost was changed to give you 1 extra die on your next action this turn (previously allowed you to place it 1 slot to the left on the cool down track).
- Jamming Rifle now has the option to interact for 2 (previously just 1) plus the die roll.
- Disruption Suit now reduces the shields of adjacent enemies by just 1 (previously it reduced their shields by 2).
- Jastin:
- Assembly Evac Protocol now allows you to move an ally 4 squares (previously it was just 3).
- Talya:
- Electron Rifle now is effective within a range of 4 (previously it was within 4 squares).
- Eradicator:
- Shock Pulse Emitter now lets the result of the die add to the range as well as the number of squares that an enemy can be pushed (which starts at 2 now, before it started at 1). Plus the blue boost now can add 2 to either the range or the number of squares the enemy is pushed (previously it only added to the range).
- Vera:
- Jet Pack now has no dice by default (previously it had 1 die to roll)
If you have a prototype of Rogue Angels, here are the revised cards from the final (Almost?):
Leave a comment