FAQ, Errata & Designer Notes
FAQ
- Captain Levels (p.22 & p.75) – Captains start at level 15, but do not need ‘levelling up’. These 15 levels and all improvements are already taken into account in the initial captain creation rules.
Equipment (p.29) – Decks, Filter Masks, Medic Kits, and Picks each take up one gear slot.
Unarmed (p.30) – A figure is Unarmed if they have no melee weapon (knife or hand weapon – ranged weapons do not count). This status only applies when actively engaged in melee combat – an unarmed figure does not suffer the -2F when defending against shooting (even if they are in combat when being shot at).
Knives (p.30) – The first knife carried by a captain or first mate does not take up any gear slots. Additional knives do. If a soldier is not equipped with a knife as part of their standard gear, then they do not have one and may not take one.
Grenades (p.31) – If a captain or first mate takes grenades, they carry both types. This takes up a single gear slot.
Combat Armour (p.33) – The items built into combat armour can be upgraded and replaced following the usual rules for gear (e.g. an Armoured Trooper’s built-in pistol could be replaced by an advanced pistol, but that would use up their one item slot).
Remote Firing (p.113) – This Shooting attack uses the robot as the origin point but otherwise ignores its Shoot stat and the type of weapon it carries.
Toxic Secretion (p.116) – This power does not apply to attacks that use a template, including grenades, flamethrowers, and any power attacks that use a template.
Errata
- Drones (p.144) should have the ‘Robot’ attribute, and can pick up Loot.
Warbots (p.152) should be armed with an indestructible carbine.
Designer Notes
- Loot Placement (p.38) – The loot placement rules for a standard game have been designed to promote maximum carnage, by placing all tokens near the centre of the table. For a slightly gentler version of the game, I would suggest allowing players to place one loot token on their own side of the table, at least 12” from their starting table edge. This should increase the likelihood of crews making it out with at least one loot token.
Toxic Secretion (p.116) – Personally, I think having a toxic grenade or flamethrower-style attack is a pretty cool idea. This has not, however, been tested and would, I suspect, be too powerful.