Wizard
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« Reply #4 on: January 10, 2011, 10:30:22 AM » |
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Further Errata Melee Combat: Rather than adding Maneuver score to melee rolls, the gear with the higher Man gets a +1. This reduces the effect of higher maneuver against low maneuver gears.
Accuracy of weapons does not add to defense. This reduces the utility of the godly +1 Acc weapons.
Rather than +1 for a higher speed band, we apply speed mods to melee as to range. (-1 att, +1 def at Top, +1 att, -1 def at stop).
Managers: Military has to acquire his Gears, weapons, and components access separately, like everyone else.
Black Market cost for gears is x2 no matter the rarity. All other black market items are as in the book.
Clowns are removed until they can be balanced.
Duelists: All duelists get the Ranged Offense combo family. (Military already has it) Further, at level one, all duelists have access to all combo in their (now 3) families.
To address lvl 3 specializations, you choose a path at lvl three, done. This path only affects your skill choices, not combo access.
Skills: Dual Wield allows you to use the Link trait, with a -1 to the attack roll. We didn't change link at all, we change the skill to give -1 when you use it. We made this change because Dual Wield is now something that you aren't forced to get to remain competitive.
Second action remains, but it is now different because of changes to actions, below.
Gear/Weapon Spec/Mastery: Spec gives +1 die to the relevant stat, mastery gives +2 dice. They don't stack when making combo checks, use the better one.
Combos: Maneuver does not add to combos.
One action per turn can initiate a combo chain (so if you have 2 actions, you can only do a chain with one).
All combo chains are 3 actions regardless of dueling.
If you have extra actions, they may be spent to add to the length of your combo chain (spend one action for a 3 action chain, or two for a 4 action chain).
You can now mix/match offensive and defensive combos at will. You might use a defensive combo when the opponent attacks, then when your turn comes around, use your remaining two combos to attack.
The Jump skill can only be used once per turn, and does not grant a free strike.
Also, we're adding Rally to the list of combo actions. If you don't get a MoS 0 or more, the combo fails. You can have multiple Rally actions ongoing at the same time, but if you take damage, they all go away.
Scenarios: All salary caps are by the participant with the lowest team level.
Shoot Out salary cap: 900 per level per team. Half that for a small game. Last One standing cap: 300 per level per gear. Half that for a small game. Stalker Prey: 300 per level per gear. Block and Run: 1500 per level per gear. Half that for a small game. Lone Wolf: 300 per level per gear. Close Sparring: 1800 per level per team. Half that for a small game. Chain Dueling: 300 per level per gear. Team Skirmish: 1800 per level per team. Half that for a small game. Pendulum: 900 per level per team. Half that for a small game. King of the Hill: 1800 per level per team. Half that for a small game.
Weapons: Armor Crushing does one box of damage if it gets MoS 0 or more, and doesn't exceed armor.
Katanas and Mauler fists lost armor crushing.
Shields and Bucklers gained Armor Crushing.
The sturdy box from shield ignores the 5 damage box maximum. This is the only way to get more than 5 damage boxes.
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