As we said before, we have taken the opportunity to give the JD rulebook a last tweaking, in light of the proofing problems we have had with the printers. This means the hardcopy is a little late but will be all the better for it! You can also see what changes we have made immediatly in the download, which you can grab from;
http://www.mongoosepublishing.com/pdf/jdmg.pdf
1. Intro scenario Armour stats corrected.
2. Laser Rifle reduced to 70 Credits.
3. Made obvious that missiles cost 10 Credits each.
4. Flyer text added (!).
5. Everything from Rulebook Changes and Additions in Block War is now in the core book (and no longer in Block War...).
6. Link Angel's Talents fixed.
7. Caligula is now Cal.
8. Stealth/Sneaky Does It terminology fixed.
9. Zombies easier to patch up after battles.
10. Robot armour cheaper (don't get too excited, you will still pay 50 Creds to get the Demolition Droid to +6 - and it should be fairly obvious as to why!).
11. Dance of Death may no longer be used by Flyers or from a vehicle.
12. Aim now requires Shoot +2, and no longer doubles damage.
13. Punisher now works if just two attacks hit.
14. Concussive Blast now works until end of victim's next phase.
15. Made it clear that you only pay for a Mercenary if the Mercenary survives (should make them a bit more popular in weaker forces!).
16. Finally broke down and gave Robots a Will score, and have instead made them immune to certain things.
17. All Mercenary robots now work like Renegade Robots in terms of special rules.
18. Med and Tek Judges now have Lightweight armour option from Block War. Cheaper costs too.
19. Mutant now wearing leathers, stat corrected.
20. Riot Judge Talents fixed.
21. Judges with the right Talents can now use two Lawgivers.
22. Resolved the zombies vs. Ramming vehicles problem.
23. Added Bionic Eyes.
24. Made it clear that Cybernetics bought to fix injuries do not come out of model's equipment allowance (however, if you are upgrading good flesh, you are on your own!).
25. Sorted timing of Flamethrower effects (much like Concussive Blast).
26. Campaign forces now get 40% of the opposing force's value (minus Mercs).
Any comments welcomed!
http://www.mongoosepublishing.com/pdf/jdmg.pdf
1. Intro scenario Armour stats corrected.
2. Laser Rifle reduced to 70 Credits.
3. Made obvious that missiles cost 10 Credits each.
4. Flyer text added (!).
5. Everything from Rulebook Changes and Additions in Block War is now in the core book (and no longer in Block War...).
6. Link Angel's Talents fixed.
7. Caligula is now Cal.
8. Stealth/Sneaky Does It terminology fixed.
9. Zombies easier to patch up after battles.
10. Robot armour cheaper (don't get too excited, you will still pay 50 Creds to get the Demolition Droid to +6 - and it should be fairly obvious as to why!).
11. Dance of Death may no longer be used by Flyers or from a vehicle.
12. Aim now requires Shoot +2, and no longer doubles damage.
13. Punisher now works if just two attacks hit.
14. Concussive Blast now works until end of victim's next phase.
15. Made it clear that you only pay for a Mercenary if the Mercenary survives (should make them a bit more popular in weaker forces!).
16. Finally broke down and gave Robots a Will score, and have instead made them immune to certain things.
17. All Mercenary robots now work like Renegade Robots in terms of special rules.
18. Med and Tek Judges now have Lightweight armour option from Block War. Cheaper costs too.
19. Mutant now wearing leathers, stat corrected.
20. Riot Judge Talents fixed.
21. Judges with the right Talents can now use two Lawgivers.
22. Resolved the zombies vs. Ramming vehicles problem.
23. Added Bionic Eyes.
24. Made it clear that Cybernetics bought to fix injuries do not come out of model's equipment allowance (however, if you are upgrading good flesh, you are on your own!).
25. Sorted timing of Flamethrower effects (much like Concussive Blast).
26. Campaign forces now get 40% of the opposing force's value (minus Mercs).
Any comments welcomed!