Renegade Scout 2.0 overview of changes
With the new book finished rules-wise, I thought I'd take some time to talk about what the new changes actually entail.
The actual update will be available as soon as I finish tinkering with, adding diagrams (yes!) and other polishing touches. This also means trying to catch as many bugs as possible.
I can't give an exact time because if I do, I'll 100% get sick or the cat will build an illegal rocket ship or something else will happen. But as soon as humanly possible.
The below is an attempt to catch as many of the changes as possible, but there are a ton of little things you'll have to see for yourself. It is my hope this all helps make the game as fun and exciting to use, as well as (particularly) helping people get up and going faster.
The book has been reorganized to flow better and make more logical sense.
Things are more clearly delineated as well and this should make it easier to print updated sections and swap them out in a binder or similar.
A ton of small tweaks have been made to make things easier to understand, use and play.
A starter scenario with pre-built forces and stat references is included as well.
The game now assumes 5 figure squads for infantry, fitting the type of games people were actually playing better.
There is nothing prohibiting you from using larger units, though I’d recommend that 10 figure squads are instead broken into two separate squads on the table.
This should also make the game more accessible to new players. Two packs of 8 15mm figures will now give you 3 squads plus a spare figure to use as a leader.
Core game changes
This is now a troop upgrade. Either the unit is capable of using it at no penalty or it lacks the ability.
This change was mostly for the purpose of stream-lining.
Spotting and sheltering
Spotting Personality figures is now at a -1 penalty.
The rules have been clarified to make it clear that vehicles cannot Shelter.
When shooting, a figure must now target a choice of the closest visible infantry or vehicle target.
A Cool Under Fire test can be taken to select a more distant target.
This change should both help anti-tank troops function a bit better, as well as making Cool Under Fire more desirable.
A form of reaction fire is now available, though it is marked as an optional rule.
Several new weapons have been included, including ones seen before in supplements.
A number of equipment items have had their rules adjusted to work better.
Most (but not all) base infantry rifle-type of weapons have had a Rifle Trait added.
When stationary and firing from cover, range is increased by +4”.
This isn’t a massive change, but it should reward slightly more realistic tactics as well as avoiding combat distances feeling quite so comic-book.
The Ammo Feed rule has been removed.
All Slow weapons in infantry squads can benefit from an assistant, allowing the weapon to move and fire at a penalty.
Blast weapons are now aimed at a target point on the ground and are not modified for cover. Instead, a saving throw is granted to troops in cover.
From testing, this should feel more realistic in play.
Shooting Skill now reduces the scatter distance of Indirect Fire, making the training of your mortar crews a bit more important.
Close combat rework.
The close combat system has been reworked to be faster and eliminate the alternating attack process.
The new system is a lot easier to manage, as well as generally making combat feel a bit more exciting and unpredictable. From testing, it also feels like the new system puts ranged and assault troops on more of an even footing.
Morale checks are now taken if you take any casualties in a phase.
A failed test due to shooting causes the unit to be Pinned (except at close range), while a failed test due to close combat causes the unit to Break.
This is a relatively small change that greatly enhances the feel of the game. Troops can get bogged down in firefights, but to break them you have to get in close.
The “Mob size” rule has been removed.
Troops no longer remove figures from failed Rallying attempts. This also means the K’Erin have been given a new ability.
All Personality figures now have a minimum saving throw of a 1, regardless of how big a gun they got hit by.
Force Commanders are now called Commanders. Any army with 3 or more Squads receives one for free, without having to factor it into unit building. Simply nominate a Personality.
Platoon Leaders have been renamed to 2IC (2nd in command) and is automatically obtained if you have 5 or more Squads in your force.
When upgrading a character, whether through the points system or campaign experience, Leader Skill, Cool under Fire, Wyrd Power and Intellect can now be upgraded twice each.
This will allow leader figures to be a bit more usable, as well as allow Wyrd casters to come into their own more.
The vehicle rules should be clearer and easier to use now. Over-runs in particular should be much clearer.
Walker pilots can always fire 2 weapons now.
Light vehicles have been included in the core rules now.
The interaction of blast and flame weapons with vehicles are clearer and more logical now.
Vehicles now have hit locations, allowing mobility hits or even weak points to be struck.
Repairing damage mid-battle only requires 2 crew now but only critical hits can be repaired.
The Command Decision system has been rewritten to both be simpler as well as more dramatic on the table.
If a Jump unit fails its arrival roll twice, it must sit out the battle.
The optional rule to Gather Troops has been simplified and made more versatile. With smaller units as the norm, this makes it easier to regroup your forces or pick up lone stragglers.
A section with easy ready-to-play scenarios have been included.
The Battle Maker scenario generator is now included in the core rules.
Infiltration scenarios are explained better and use a better method for determining if infiltrators get spotted.
The points system is now included in the core rules.
A comprehensive army builder is included, allowing you to create forces for pick-up games.
Notes are included on allied forces, allowing an army to include mercenary troops and advisors.
The Elite Pack entries for Strange Worlds and Strange Planets are now included in the core rules.
A new space dwarf troop type has been added, allowing you to take advantage of the various miniatures on the market.
The campaign experience rules have been completely overhauled. Squads can now receive upgrades as well and the system should integrate easier into the concept of the Persistent Game.
A “War Fortune” system has also been added to grant one-time player benefits in Persistent Games.
How do you get the new version?
It will be available as a free download to customers very soon.
Once it is available, simply go into your Wargame Vault library and download the updated file.
As this update was funded by the fans, you don’t have to pay anything else to get it, though I would highly encourage people to consider making a donation once they see the new game.
Any contributions can be made out to email@example.com on Paypal.
Was any old content removed?
In cases where a system was updated (such as the new experience system or army building systems) the old version was taken out.
I opted to remove the old hobby sections, in the hopes of replacing them with updated versions in the future or doing a separate booklet about building Unified Space troops.
Finally the salvage system has been taken out, since I’d like to replace that with a much more in-depth system in the future, for that type of campaign..
The old version of the rules will be available for download as well, so people won’t miss out on anything.