This has been in the works for a while, and I want to thank everyone who gave input into this. Hopefully this will clarify some things, and additionally, allow people to finally see what Renown can do (I accidentally removed that section from the final draft of the rulebook).
Feel free to use this thread to pose any additional rules questions that you feel should be in this document. I'll update it as needed.
Last Edit: 2 years 1 month ago by Anton.
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Might be easier to comment on as a text dump:
This FAQ is designed to help streamline rules conflicts and answer questions about
various game mechanics. It will be updated on a semi-regular basis.
HUGE thanks to Galen Teschendorf, Steve Keltner, Dan Fokine, and John Gordon.
Q: When buying Generic Archetypes for a crew do they get any of the faction restrictions
A: Generic Archetypes choose equipment using rarities of the faction whose crew they
join. Generic Archetypes do not gain faction granted Traits, nor use faction stat
Q: Do knowledge skills count against the maximum skill levels a character can have?
A: No. Knowledge skills do not count towards the maximum skill levels that a Character
Q: What happens when a character would gain a skill, but has already reached their skill
level maximum (3xWits score)
A: Characters may not advance beyond 3x their Wits, with the exception of knowledge
skills. Any other skills that would be gained are considered lost.
Q: What happens when a character takes both lethal and non-lethal damage?
A: Each damage type is tracked separately. Only apply the most severe penalty from any
damage taken. For example, a character that is both Wounded and Groggy would only
suffer +1 TN modifier to Shooting, Fighting, and Power tests.
Q: How do Opposed Tests work?
A: Both players involved in the Test will roll using their character's appropriate Skill or
Attribute. Each roll must beat the Test's TN to have a chance of success, like a standard
Test. In addition, the highest natural die result of each player's roll is compared, and the
higher result wins the opposed test. If the highest result is a tie, those specific dice cancel
out, and you compare each players next highest die, and so on until a winner is
determined. If all dice are died, and there are an equal amount of dice re-roll the test.
Q: Do Pistols shot during a Charge or Fighting action trigger Suppression Tests?
A: No. Models do not suffer from suppression if they are engaged.
Q: What happens to Suppression markers when a character goes unconscious, or out of
action and then recovers?
A: All suppression markers are removed once a character is no longer able to activate
(unconscious, out of action, dying, etc). If they return to play later in the encounter, they
do not suffer from suppression (unless they receive additional suppression markers after
Q: When do you have to pay an Archetype's entrance cost?
A: When you enter that Archetype. This includes the “cost” of equipping the character,
and all training needed begin their new Archetype.
Errata marked with * are typos or rewordings that can be updated in book without
mention in final errata document.
Pg. 64 - Attributes: Shooting
-2nd paragraph, Last sentence - change to "A Character with a Shooting attribute of zero
(0) may never shoot. This value is normally reserved for Beasts."
Note: A minimum Shooting value of 1 is normally required when spending Character
Development Points. See pg. 94.
Pg. 65 – Attributes: Renown
-add the following after the first paragraph:
Renown can be spent in a variety of ways:
Characters may re-roll a skill or attribute test after the fact. Only one re-roll is allowed per
Character per turn. This use of Renown represents a Character’s steady confidence.
A player may force an opponent to re-roll any one die after they have rolled (not an entire
roll, just one single die within a roll). Each Player may only ever force an opponent to re-roll
once per Turn. This represents a Character’s level of influence upon the opposing Characters.
This use of Renown can come from any Character on the board that has not activated yet.
a Character may generate a single “automatic 6”, which is added to any single skill or
attribute test. This 6 joins the roll as an additional die to those generated by that Character’s
attributes –thus a Character who might normally roll 3 dice for a Wits check would do so, but
place an additional die with the automatic value of 6 in that roll (for a total of 4 dice in that
check). The Player must declare his/her intention to do this before the roll is made. Each
Character may use Renown in this way once per turn. This represents the fickle hand of fate,
which surely intervenes on behalf of these heroes from time to time.
A Player Character may permanently burn one point of renown to ignore any Dying or
Dead damage effect. This may only be done once per encounter.
Players must keep very close track of each Character’s Renown value within each
encounter. Once Renown has been spent, it will not be re-generated until after the end of
each encounter. Likewise, a Character’s Renown value may be permanently altered (for
better or worse) by the results of an Encounter as that individual’s reputation or ignominy
grows. Either the Narrator or the specific Scenario will outline the parameters of Renown
for that Encounter.
Narrator’s may allow additional uses for renown, such as allowing a Character to
permanently burn one point of Renown to avoid a deadly explosion that would kill the
Character outright, to attempt super-human feats of skill, or to for a variety of other
Pg 66 - Characters: Skills
-3rd sentence - Skills change to skill
- 4th sentence - replace with "Characters may have no more than three times their Wits
score in skill levels.
- replace mentions of Dodge skill with
Pg. 68 - Tests: Opposed Tests
-2nd paragraph - Remove 2nd sentence "In these cases..."
Note: Number of successes is not a determining factor for success in an opposed test,
only for margin of success.
Pg. 72 - Simple Action: Concealment
-last sentence should read- “Any attacks against concealed characters are done with a +1
TN modifier (this is cumulative with cover).
Pg. 74 - Simple Action: Walk
-2nd sentence - Change to "If, during its move, it comes into base-to-base contact with an
opposing Character, its activation ends, though it may still take a free action.
Note: A character moving into engagement with an enemy in any way other than a
Charge action is not intended to get to Fight during that activation.
Pg. 78 - A Few Simple Rules Regarding Actions and AP
-Last Bullet Point - Remove Nimble as Example, should read "Unless they have a Trait
that allows them to do so (such as Sustained Fire for Shooting actions,) a Character may
not perform the same action more than once in a single turn
Pg. 83 - Suppression Table
-Green - Change to "Green: Nerves tests have a TN of 6+ (5+ for player characters)
Note: This change matches the rules in the Character and Crew Creation chapter
*Pg. 85 - Resolving Damage
-Last paragraph, 1st sentence - Change to "Unless the damage was caused by something
with the non-lethal trait, it is considered lethal and will use the standard damage table
Pg. 87 - Non-Lethal Damage
-Add - "A character that takes both lethal and non-lethal damage tracks both separately,
but only apply results of the most severe effect.
*Pg. 89 - Weapon Malfunction Chart
-Result 2, Last sentence- Change to "Otherwise, the Character must perform a Repair
action (complex) before utilizing it again.
-Result 3-5 - Second sentence - Change to "A Character must make a Reload action
(simple: 1AP) to be able to use this item again.
Character and Crew Creation
*Pg. 91 - Communities
1st paragraph, Last Sentence - Change to "These are described in The Fringes (Pg. 53)"
2nd paragraph - Move sentences, and change as follows:
If you have chosen a faction, you may choose an Archetype from that specific Faction
Archetype List, or from any Generic Archetype allowed to the faction. Please note, some
factions and allowed Generic Archetypes can lead to odd combos, but we'll leave that to
the player's (and/or Narrator's) discretion. If you choose not to play a specific faction,
then you may ONLY choose Generic Archetypes.
Pg. 97 - Character Equipment
5th paragraph, 2nd sentence - Change to "They may still attempt to use it, but at an
Attribute reduction of -1 for Old Tech, and -2 for High Tech weapons.
Note: This change matches the rules already in the equipment chart (pg. 176)
-Under header - Generic Archetype List - Change to "(available to multiple factions)"
- Medic -Remove "Triage" from the Medic Skills list. Note: the skill was removed in
Pg. 101 - Scavenger
-Change Scavenger skills to "Scavenge: 2, 1 Knowledge Skill per training level"
-add weapon trait: Caster
Any weapon with the caster trait rolls on the malfunction table at a -1 modifier to the
highest single die. If two or more dice are the same result (two 4s for example), this will
only cause 1 die to lower, effectively being inconsequential for that roll.
Reach trait correction
A Character with a reach weapon can attack the target at a distance from its base equal
to the level of the reach trait. Fore example, a weapon with a reach 2 would be able to be
used to attack any models within 2" of base-to base contact from the attacking model.
However, these sorts of attacks do not result in an engagement.
Pg. 102 - Trader/Merchant/Face
-Add Caravaneer to list of Factions
Pg. 112 - Chieftain
Chieftain equipment - Change to "Rare Weapon, Up to 2 Uncommon weapons, Small
Melee Weapon, Simples (Clothing.) Light Armor OR Medium Armor, May choose
Shield. At Elite: Chem Injector
-The Lost - Skills - change to "2 Knowledge Skills per training level"
Concealment: is a +1 TN modifier, this IS cumulative with cover.
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