As we wait for more information on N5, below are the rules I would like to know: How is Martial Arts Changing? What are the levels now? How will Guided work? Any changes to Carbonite or Oblivion? Will the "No Cover" rule on Hatamato apply to other models. Will it be distinct from Impetuous? How will Fireteams change? Will shotguns change? Should they no longer have Direct Template Weapon option What rules and rule changes are you wondering about for N5?
I am willing to wager "No Cover" is tied to Nano-screen and not Frenzy. I'm also willing to wager they will make us wait for the actual rules release to reveal the change to guided so that people can't try to influence it. Why change shotguns? The current version of the shogun rules is a lot more tidy than the previous ones. In Summary: you should just be patient and trust the Carlo's and Co that they will deliver another outstanding game with many quality of life improvements for us all.
It might be "tidy", but the resulting extreme availability of Direct Templates makes for some extremely boring matches in denser terrain. The Face to Face mechanic is really good by tabletop standards, I for one want to see more of it. As for what I want to know? The ins and outs of Hacking. N4 was very close to excellent despite its simpler design for the mechanic, if they've found ways to improve it further I'll be very happy.
- Are any rules getting specific overhaul or rewording? That is my biggest question. Bioimmunity, holomask/echoes, frenzy, or just any rule being reworked similar to martial arts.
Well, it looks like shotguns have definitely changed. They can definitely clean out a room, but have less burst.
I like the new layout. I liked the previous template option. It was never an issue. The small blast template changes things drastically.
They do say "Terminal Template (Circular)". It may be a typo, or it may be smaller than the "Terminal Template (Round)" found for Missile Launchers.
Also, again, keep in mind there might be mistakes / mistranslatiions in the document. It may be an early version, it might have been uploaded unintentionally, etc.
It's an interesting change, because it also limits the distance at which the teamplate mode is used: you cannot hit yourself with your own teamplate, so when the target is too close (for example, peaking around a corner next to you) you cannot use this shooting mode.
Yes, it has a minimum safe range of just below 3". Additionally, changing impact from teardrop to circular makes the blast range effectively shorter, so no reaching to more distant target because you have a convenient closer target to bounce template off.
That would've been logical. Then again, using the (sole, so far) round template for shotgun blasts would rub me the wrong way, as it is just as well used to represent grenade and missile blasts. I'd gladly see a return to the N3 shotgun template mechanic with small teardrops detonating from the initial target (reducing the Burst to B 1 is not a problem in my eyes). If (and I'm emphasizing the "if") that's how things are, what becomes the difference between a shotgun ad a grenade launcher (in direct fire, that is)...?
as it stands now longer range of engagement for grenade launcher versus better hit chance close for shotguns.
As it stands now, GL range bands made it not worth the cost, so I hope they'll improve in N5. And I second Errhile, B1 impact teardrop would be perfectly fine as shotguns go. But I'm perfectly willing to give new ones a try.
Now you are speculating :P Seriously tho - I have specifically inidcated I mean the direct fire mode. Specultive attack uses what - in a military parlance - would be called indirect fire.
So many rules were dropped in the video: Guided: Reset will now cancel the missile impact and the Targeted State. So it nearly always makes sense to Reset. N4 Sixth Sense has been broken into two parts: N5 Sixth Sense and Combat Instinct. N5 Sixth Sense allows you to react without penalty to attacks through No Vis or out of LoS and allows you to dodge without penalties to attacks. Combat Instinct negates Surprise Attack. Fireteam have a been reworked. Level two is now Extra Burst is just roll an additional die, but get rid of the one you choose. Level 3 is +3 to discover and +1 to dodge. Max extra BS is 1 at level 4, and Level 5 now gives you the weakened N5 Sixth Sense. This will definitely change list building. MA chart looks mostly the same with a couple of changes. MA 3 gives you roll 2, keep 1; MA 4 gives you a full burst 2; and MA 5 gives you roll 3 keep 2. Note that Damage modifiers is gone. With NBW only removing negative mods, CC monsters will be much better for fishing for crits. Speedball gives you one equipment you choose from a list + a bonus at a dropped panoply with a Command Token. Super-Jump (Jet propulsion) gives you more control over the movement path. All these changes sound extremely good. Carlos specifically mentioned that they wanted to move away from Link teams acting like an unbreakable wall. I like how this is heading.