It is with great plasure that today we can finally announce the release of 2nd edition!
Today we have updated the rulebooks and army books to the newest edition, as well as made some additions to the patreon in order to accomodate the new changes. We have been working on this update for what seems like an eternity, so we hope that you like everything that’s new and what’s coming in the future.
Now then, let me give you a small tour of what has changed!
Basic Rulebooks & Full Rulebooks
Since the beginning of the project one of the most consistent pieces of feedback we get is that people love to use our games to introduce new players to the world of wargaming, so we decided to try and give those players a little help in starting out.
In addition to the good old single-page rules that we all know and love (now re-named “core rules”) we also made a Basic Rulebook available that is specifically aimed at new players.
This rulebook is about 10 pages long and explains the rules in much greater detail, including a lot of diagrams and examples to illustrate how the game works. It also covers some of the most basic wargaming concepts such as how to move models properly, how dice modifiers work, etc.
For patreon supporters at Tier 2 or higher we have also introduced a Full Rulebook that is aimed at more experienced players. This rulebook contains ton of additional rules for extra missions, battlefield conditions, special terrain and objectives, random events, solid buildings, multi-player games and how to play apocalyptic games.
The Core Rules are the main rules used to play our games, which everyone should be pretty familiar with. With the release of 2nd edition we have made a couple of important changes in order to simplify the game and unify the systems in order to make it easier to switch between Grimdark Future and Age of Fantasy.
Whilst there are a ton of small changes that were made, the biggest change that players will notice is how defense values work. It was very painful to see how one of the most core mechanics of the game caused so much confusion to so many players, and so we decided to just go ahead and re-work defense in order to simplify it for everyone.
Now instead of the attacker rolling against the unit’s defense value to wound it, it’s the defender that rolls their own defense value to block the hit. Each failed block is a wound.
This small change has a huge impact on the simplicity of how the game is played, because now there are no situations where one has to roll 6+/4+ in order to cause a wound, but instead you always roll a straight value from 2+ to 6+. In order to make sure that units with high defense (the old defense 7+ to 10+ units) are still hard to kill, we have given them a much higher Tough(X) value in order to compensate.
Outside of this we made a lot of smaller changes:
- A roll of 6 is always a success and a roll of 1 is always a fail.
- The basic recommended game size is now 750pts.
- There are no more unit type restrictions in the game.
- When shooting models with different weapons can shoot at different targets.
- Poison now deals extra hits on rolls of 6 instead of being a defense modifier.
- Flyers are now called Aircraft in the special rules
- Ambush doesn’t cause units to scatter anymore
- Fear is now a penalty on a per-model basis instead of a per-unit basis
- Fearless now allows units to stop being pinned on a roll of 4+
- There is a new rule called Mend which allows you to heal friendly units on a 4+
- Psychic’s now roll D6+X in order to determine casting results
- Dispelling now has a 12″ range instead of 18″, and there is no limit to dispels
Because of all the changes in the core rules we had to go back and re-work all of the armies in the game almost from the ground up. Almost all units and weapons had to be re-worked and re-balanced, as well as having to change the cost of everything in the game because we are using a new point calculation system.
In order to get the games out to you ASAP we decided to split the army releases into 3 waves, so we are going to be releasing more armies in the coming weeks/months until all of the existing armies have been released (as well as a few new ones).
The 1st wave of armies has already been released, so make sure to check the army section for each game to see what is coming in the 2nd and in the 3rd wave.
Point Calculation System
For those that are interested in creating their own units and armies, or even modify the existing ones, we have made the Point Calculation System available to patreon backers at Tier 3 or higher.
The Point Calculation System contains all of the maths required in order to create units and weapons, as well as a lot of helpful tips & tricks in order to create balanced units that fit within the existing ones.
So what’s next?
Right now we are focusing on the release of the 2nd and 3rd wave of armies, and then we will have to see what the future brings. We are thinking of ways to give you even more content on a regular basis, but we really want to make sure everyone can use their miniatures to play first.
For those of you with access to the secret forum, make sure to keep your eyes peeled for more information soon…
Enough talking for now, just go ahead and check out the games, dust off your minis and get back into the action! We really hope you enjoy the new edition. :)
*** If you’d like to support our games you can join our Patreon. Thanks! ***