Hi there! This version has a noticeable, large change to Tension, but in gameplay terms, it’s not much of a change. (It’s a good excuse to do v0.4.0 though. Double digit patch versions drive me nuts.)
Tension Changes
Big ones first.
Tension now starts at max instead of max - 3. This rule was a weird kind of band-aid to begin with, and instead of doing this, what I really should have done was…
Max tension across the board is now 2 less. The reason it’s not 3 less is because it felt like low-end Tension cases (aka Speed 1 Heavies that aren’t MONSOON) felt like they wanted a little more on turn 1 than starting at 0.
You can gain Tension above max, but anything above max goes away at the end of your turn. Basically if the strike team wants to load up a heavy with Tension drops go to town one turn, they can. Also there’s no weird order of operation optimization re: spending Tension before using Hot, Renewing, etc.
Rolled back Impulsive and Focused. Now that it’s more likely Aces will have max and greater than half Tension, Implusive and Focused are now what they used to be. (Implusive+ and Focused+ are unchanged.)
Updated all of the pregens, Fari and paper, with these changes.
Other
Gatling, Kinetic Cannon, Recoilless Rifle, and Rocket Launcher have been wrong for like 5 versions in the Armaments list (but not the pregens/Fari pregens) and now they’re fixed.
MX-BEACON’s Build Trait is a little more interesting: now it has roll-over, roll-under, and roll-equal cases re: Tension. Give a little more mechanical tension (haha) to keeping Tension high, low, or spending to 0.
I’ll be rolling these changes forward to Infected World content when I drop Territory as well.