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Change Log from Heavy Gear Blitz 3.0 to 3.

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 General layout: All the lore is organized together. The lore itself starts with a strategic view of the universe
and then zooms in on individual factions. All the core rules are together with the exception of a few tables at
the back of the book.
 The rules and the full force compendium fit within the 288 pages of the 3.1 book. So, no need for two
separate books.
 Further improved rule-clarity. Probably every rule was touched, at least in some small way.
 Identification of weapons and infantry is more comprehensive. This allows a little more clarity for the hobby
side of things.
 Model types are more comprehensive. Cavalry is also a new model type associated with riding beasts and
mounted vehicles, such as motorcycles. Thank you, Adam!
 Universal drones are reworked so that they are easier to use.
 Setup procedures have been streamlined, with a rhythm that’s easy to remember, and includes the ability to
use Command Points (CPs) during each setup phase to reroll if desired.
 There are more objectives available. There are 10 total. Each of the five core roles has two objectives to select
from. This allows a little more strategic flexibility during setup as any combat group will have their own two
objectives to choose from. This also allows us to remove double selecting any one objective, which is
healthier for the game overall. Significant credit to Nick, Adam and Jon for developing and helping to test
these objectives.
 Lockup rules have been added. When models are in base-to-base contact, they may need to roll in order to
break away from the other model.
 Counterstrike via the Counter-Battery Sensors (CBS) trait is enhanced to allow counterstrikes against enemies
who perform indirect attacks from within a CBS model’s sensor range.
 Standard, veteran and duelist upgrades have been re-tuned. Many of the limits have also been removed. For
example, you are not limited to only two grenade upgrades, or only two anti-air upgrades. Their names
should also relate a little better to what they do.
 The duelist's special rules, Independent Operator and Lead by Example, have been tuned to be one or the
other. So, your duelist is either inspiring others directly (Lead by Example), or he/she is more of a lone wolf
(Independent Operator).
 ECCM firewall reactions can haywire an ECM attacker.
 Melee attacks may use the GU or PI skill. This is a small change, but very important for certain models.
 The Comms trait has been streamlined to reduce confusion.
 Model profiles are streamlined in the book. This allows readers to compare different models and variants a
little easier. It also cuts back on entry errors, which is also very important.
 New short stories. Lots of credit to KC. He slaved over these for a long time. Spencer is still writing too. The
RPG team has taken allot of his attention, so I've been leaning on KC (allot really). Thank you for everything
KC!
 Lots of tweaks to sub-lists and models. Too many to list. Credit to Adam for leading the charge on many of
them. We wanted to improve the connection points for what makes a faction unique. I can say we have done
that.
 New Edenite profiles have come. Eden’s new models have also brought a few new universal models. This
allows a few options for the CEF side of the things, such as models that can work as repair elements, supply,
APC, artillery, etc.
 Buildings are more lethal to anything inside a building when it is destroyed. They are especially lethal to
infantry. Gears being inside buildings is not the most common thing unless someone has made a specific
effort to build, or attain, some type of vehicle repair bay (they're out there). So, possibly for the majority of
games, this really only applies to infantry.
 Weapons with the AI trait have +1D6 against infantry.
 Some tuning to weapon profiles. You’ll notice that the tuning has allowed us to do certain things such as give
pulse lasers two firing modes. It can either fire in automatic mode, similar to many sci-fi pulse lasers, or it
can fire one larger blast, similar to how the weapon was previously.

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