Here you will see the updates to the rulebook, so you can check at a glance all the corrections and the dates they were made.
28/08/18 | Rulebook:
Minor typo correction and rule clarifications. Gangers: Gangers (troop) can’t now carry a rifle. Mutards: Pit beasts have now Com 5. Acid split mutation now cost 5 pts. Mimetism mutation now cost 5 pts. Black Blood Children: Cunnilingus Igni have now Com 5. V Reich: Added personalities Ilse and Red Helmet. Mercs: Added Captain Hammerica and Magnus. |
27/07/17 | Rulebook:
Opposed rolls rules are now better explained. Junkers: Added the Scarce Special rule to some weapons. Black Blood Children: Added the Scarce Special rule to some weapons.
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5/4/17 | Rulebook:
Small blade now costs 4 points. Mutards: Pit beasts now have the Mong Special rule. Junkers: Probes now have the Swift Special rule. Black Blood Children: Ashes can now be equipped with Thick clothes. V Reich: Soldats cost now 40 points and have Hardened leather as basic armor. Scenarios: A new way of setting up random objectives is now offered as an alternative. |
02/27/17 | Added the dates of the last update at the beginning of each PDF file.
Rulebook: Added the new Template Special rule, explaining how to fire weapons which use… yeah, templates.. Mutards: Now the Mongrelmorphs rise up to 20 points and can’t get psychic powers from the Bobblehead. Black Blood Children: Added Cunnilingus Igni and Momma Nutritora as personalities of the band. Mercs: Added the modified Attributes in brackets for their equipment in each attributes profile. Added Lizzy DeVille. |
07/01/16 | Rulebook:
Jumping and Falling down distances have been modified (for the better). Scenarios: In the “Maximum Overdrive” scenario the number of vehicles with gas now depends on the points size of the game. |
03/16/16 | Rulebook:
Pack and Incendiary Special rules have been modified. Mutards: The rules about repeating the same mutation in a band now include the standard mutations of the Pit beast, not just the ones from Mutards (troop). Black Blood Children (Beta version): Some changes in the “For the Black Blood!” Special rule for the Burnts. Mercs: Crazy Mel now has Metallic armor. Scenarios: Now the deployment rules state that a miniature can only be deployed over an scenery element above ground if that scenery element clearly displays a way of going up to the top of it, such as a ladder. |
09/21/15 | Added the Rulebook 2.0 Printer friendly version:
Added some major changes in Combat, specially in Mass combat. Scenarios: In the scenario “Splash” you can now use only one Tech check to activate the objectives. Black Blood Children (Beta version): Burnts have now the option not to carry any weapon, with a maximum of one. The explosives in the “For the Black Blood!” Special rule now cost 15 pts. Mercs: Added the Mercs rules. |
12/01/14 | Rulebook:Now it is clearly stated that if any miniature gets any of its Attributes reduced to 0 it will be considered as downed. Pump-action rule has been modified.Scenarios:We have modified the victory points of the Attack! scenario. Own objectives do not grant victory points, and the central ones grant 1 each.Gangers lists:Biohazard protection cost has been reduced to 5 points.Junkers lists:The vaporeta now has increased range. Added two new types of bombs (gas and smoke). Crack’n’snap and electric suit are now a single option to buy. Crack’n’snap now gets +2 to Combat Dynamos have now access to Gadgets of the trade, included in the Equipment section. The blunderbuss now has a reduced cost of 5 points. Now the Scope is more expensive to buy, but it grants better bonus to Precision. Biohazard protection cost has been reduced to 5 points. |
11/01/14 | The Bobblehead’s Tech attribute is moved down to 4. The Mutards (troop) must have at least ONE mutation. The Pit Beast gets two new options to choose its mutations: Prehensile limb and Sharp tail. There can only be two groups of Addlers for each Bobblehead in the gang. The -1 penalty to Combat imposed by the Sharp tail mutation now only affects the attack made with the tail. The Sticky mutation now costs 8 points. The Frog mutation now costs 14 points. |
10/01/14 | Actions: now it is clear that you have to end an Action before beginning another one. Cover: Avoiding Cover means avoiding the Armour bonus granted by Cover. Previous rule writing led to confusion. Equipment: Clarification about which firearms are considered Improvised Weapons and which ones Light Maces in Close Combat. Clarification about what happens if a miniature is equipped with two Close Combat or Ranged weapons. Special rules: -Incendiary: clarification about what exactly happens with the Fire Bombs when the miniature carrying them is Downed. -Dead Slow and Really Dead Slow: clarification about how to engage correctly in Close Combat with a weapon with this rule. |
09/01/14 | The Crouching and Getting Up rules have changed, and now it is clearer what happens to a miniature that falls to the ground. Defensive Fire is better explained now. The Special Rules Automatic, Berserk, KABOOM!!! have been re-written for the better. Added the new Special Rules Bulky y Really Dead Slow. |
07/31/14 | Bows now cost 10 points. Added a table that specifies a limit to the number of miniatures a gang can have, according to the point limit of the game. The high-def rulebook has been upgraded with pictures to clarify some rules. |
07/15/14 | Changed the rules about Delaying an action. Now it is clearly stated that you can’t make an assault with the same action used to disengage from a combat. |
05/22/14 | Added a new paragraph with rules for downed miniatures, and this concept has been unified thoughout the rulebook. Other minor corrections. |
05/07/14 | Changes to the Difficult terrain rules. Rough terrain rules have been added. |
04/21/14 | Spelling and style corrections (English version only). |
03/23/14 | Changes to the Incendiary special rule. Minor spelling and style corrections. |
03/16/14 | Corrections to Close combat (specifying the use of the attacking miniature’s Strength), minor spelling and typos check. |