From the wording it seems not, especially the bullet points at the end of page 8 which seem to call out the fact that Cover is a MOD.
Well, the document also don't seem to have a rule regarding capping MODs at 12, so it's mostly a random musing that'll probably not be answered until this autumn
Or maybe the end of month, these QSRs seem significantly simplified even compared to what we know of C1 (no crits/silhouettes, for example)
do we have info on the army availability sheet like Pano and Yu Jing for o-12 and CA yet? alot of news of delays would be nice to see this info and shed light to stem bad news.
I'm doing an E->J translation of the Quick Start rules now, and one thing I've noticed is that there's no step at the end of your turn to remove all of your remaining orders. This doesn't seem intentional to me, but it could lead to weird things if not fixed in the full release.
There's also no rules for how much has to be obscured to count as cover, Silhouette rules, crits, jumping, climbing, ladders, weapons other than a combi, etc. A lot has been trimmed to get it this small.
I assumed that they meant that the cover change was from 1/3 to any amount of your model being hidden. I'm just commenting on that as a potential rule omission that does have a big impact on gameplay in quick start, not just things that are missing but would be nice to have. (Maybe they shouldn't have opted to devote 40% of the rulebook to adds for other products, but I'm not the marketing guy.) Second quirk I've noticed (and this is a small one) is that the Composition of an Order diagram references Entire Order Skills, which don't exist in Quick Start. Quirk three. The order expenditure sequence tells players to remove an order from the table instead of their order pool. I like that it gets players in the habit of physically marking and showing order use, but not a fan of the rules talking about your order pool and then quickly dropping it.
Interesting that Partial Cover has been simplified to "if it's obscured at all by something it's touching, it's in Cover". I actually like that, it's bound to save a ton of arguments about handrails and gratings.
I'm waiting too, of course. But if I'm going to teach the game from the Quick Start, I would like all the bugs to be ironed out (or at least confirmed as features.)
Well, in the QSR the end of turn doesn't happen until after the states phase, and that doesn't happen until all orders have been spent, so reaching the end of turn with orders remaining isn't possible.
Yeah, as written, there are a bunch of things we're used to taking for granted that aren't actually spelled out.
No, you can enter the states phase by choosing not to use any more orders. "Once the Active Player runs out of Orders, or decides not to use the remaining ones, both players will carry out any checks for those States or Skills that require it." (Bottom left corner of page 6.) Unless there's another clause that makes that rule pointless?
Ah, I was reading the example. Still, you're trying to work out the plot to a film by watching a trailer, there are going to be gaps.
I mean, I don't think it's too much to ask that the basic rules be complete in and of themselves, but I'm not going to waste really any energy complaining about it, because it's quick start rules, and I'm definitely not going to use it to make assumptions about the C1 ruleset.
Bear in mind that the QSR is equivalent to the first mission of one of the Operation: X booklets. It's massively cut down, even compared to CodeOne.
That's wonderful enthusiasm, but you still have to understand that this is just the 'quick start' rules. You'll have plenty more translation work later. :)
I've already noticed a couple of typos/weird grammar bugs in the English version on first skimming it. Any chance that volunteering to submit copy edits would get the version online updated to clean those up? Since it's posted online, it seems like an easy fix to open the layout, tweak a few things, re-export to PDF and upload to the web server. (I do this all the time for my work.)