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Miscellaneous Changes and Additions

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Miscellaneous Changes and Additions Empty Miscellaneous Changes and Additions

Post  Admin Mon Feb 06, 2012 6:14 pm

This post will contain information about rules and changes to the setting that don't warrant their own topic.

Anzeiger Military Systems Orbital (Page 179, core book)
This page states that AMS weapons are always exceptional (critical on 1/1 and 2/2). This is not true, but any weapon bought from the AMS Orbital will indeed be exceptional. This is because the 0-gravity factory makes the highest quality components. Reaching the station will require the use of a minor action and will cost 750 credits, though this is refunded if you purchase over 10,000 credits of weaponry.

Molecular Destabiliser (Page 64, Machines of War)
This device requires an offensive equipment (2) license to carry in public. You may also be able to use it as part of your job if you have a profession license closely related to building demolition.
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Post  Admin Tue Mar 27, 2012 11:17 am

EMP Targetter Training (MoW pg 15)
This training now only applies to EMP guns, such as rifles, pistols and cannons. Grenades cannot be aimed in the same way by most agents. Maximizing damage from all grenade weapons is done with the Grenadier training (MoW pg 16).
When targeting people with this training the standard -4 penalty changes to the penalty of a body location, such as the head or an arm. The maximized damage only affects this location of a person, and the rest of the body's cybernetics are damaged as normal. ICE systems are considered to be located in the head.


This change has become obsolete following the introduction of the new EMP system


Last edited by Admin on Sat Apr 04, 2015 10:44 pm; edited 1 time in total
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Post  Admin Thu Mar 29, 2012 2:55 pm

Nullify TE Cost

The Mind Unbound says that Nullify costs 2 TE per level to use. This is silly and is now reduced to 1TE, with the normal cost modifiers applying to making it a free action etc.
Furthermore, if you hold your action by nominating someone and saying "I nullify the next thing they do" you do not have to use nullify as a free action to stop an instant-fire power like assault.
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Post  Admin Fri Mar 30, 2012 7:46 pm

Stockholm Neural Patterner - Page 19, Dragon Awoken

Oracle can gain access to this system because it is in a good relationship with the UIG at the time of writing. However, acquiring a license this way will require a major action, since it is an intensive course and learning experience.

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Post  Admin Thu Apr 12, 2012 12:12 am

A.I Training costs - Page 26, Machines of War
You can no longer pay for a company to train your A.I to acquire XP. This may change in the future, but for now it is causing the GM too many paranoid visions of level 1000 replicants and robots running around.
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Miscellaneous Changes and Additions Empty Armour Limited by Strength

Post  Admin Fri May 04, 2012 11:29 pm

Armour Limited by Strength - Core rules, Page 45
The core rules state that AV is limited by strength and does not say exactly what is included in this. Therefore the following rule will be put in effect,.

Armour that is worn or carried and is not magical (i.e. anti-grav or erabite) cannot have a total AV over your strength. This does not include cybernetic plates because these are either super light weight (naninium, new skeleton) or you all ready pay some kind of cost for having them (loss of agility from Reaver plates). Does that cover all the problems that came up last session?
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Post  Admin Sat Mar 16, 2013 1:17 am

One Weapon, Two Hands Training - MoW pg 16
In addition to allowing enhanced vital shots to be made by a weapon held in two hands, this training also grants a +4 bonus to keeping a hold of your weapon during disarm attempts.
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Miscellaneous Changes and Additions Empty Heavy Combat Armour

Post  Admin Mon Aug 26, 2013 5:49 pm

Heavy Combat Armour - Core rules, page 45
Heavy Combat Armour will now grant +5 AV instead of +4. This is to make it better in some way than wearing Field Combat armour and a Helmet. Powered Tactical Armour still provides +5 AV, but its higher cost is due to its higher maximum agility.
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Miscellaneous Changes and Additions Empty Gun Melee Changes

Post  Admin Tue Oct 22, 2013 5:55 pm

Gun Melee Training Changes
The way that Gun Melee is written puts heavy weapon users at considerable disadvantage, as they need both 'Nuke' and 'Heavy Gun Melee' in order to use it. To simplify things 'Gun Melee' will now be split into three trainings:

Gun Melee: Light
Light Firearms 6
Close Combat 7
Agility 6

You may fire a light firearm in close combat and still keep your defence as if you had a close combat weapon.

Gun Melee: Tactical
Tactical Firearms 7
Close Combat 7
Agility 6

You may fire a tactical firearm in close combat and still keep your defence as if you had a close combat weapon.

Gun Melee: Heavy
Heavy Firearms 8
Close Combat 8
Agility 6

You may fire a heavy firearm in close combat and still keep your defence as if you had a close combat weapon.
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