Previous Updates Log
July 11, 2019 - Complex Crashers Update
- Psion - Rip From Reality - Now correctly says "Phase" instead of move, but added synergy with Kineticist to cost less and allow movement.
- Leadership - Encouraging Words - Updated so that leaders cannot encourage themselves. Sorry..
Additional text has been added to the rulebook to clarify how to handle reactions that could be triggered at the same time.
In some cases, an action or reaction may trigger multiple reactions. For example, a region with the burning status may also be threatened by an operative with a sniper rifle. In the cases where the complex manager and the operatives can both react to the same action or reaction, the player who has the initiative gets the opportunity to decide to activate their reaction first. If more than one operative can activate a reaction, the players can freely decide which reaction is activated first. Environmental reactions, such as moving into a burning region, are always activated before operative or defender reactions.
Note that even though the previous paragraph details the order in which the reactions will be processed, the opportunity to pay for the reactions and prepare them for processing occurs before any other reactions can be activated in response. A concrete example will help. A beta squad activates a move action and enters a region adjacent to 2 operatives equipped with Jack Rabbit SMGs. The movement satisfies the trigger for both operatives' Quick Suppression reaction. If the operatives want to each activate Quick Suppression, they must decide between them which will be processed first, but they both have to pay the ability point cost before either reaction is processed. If the Beta Squad is upgraded, it might choose to Tuck and Roll, which would entirely negate the second activation of Quick Suppression. In another example, if a Beta squad enters a region with the burning status that is also threatened by a sniper rifle, the beta squad could activate Tuck and Roll in response to the burning damage, denying the operative from resolving the sniper rifle ability, even though the player chose to activate it for processing after the burning attack was resolved.
Several abilities allow an operative or complex defender to move multiple regions. Reactions can be triggered in the middle of such movement. If a reaction would cause another movement, the original movement is interrupted and considered unresolved.
If an area attack is activated, but the region is empty, no dice are rolled, but status effects like burning are still applied to the region.
Tabletop Simulator Specific
- Added quick reference for new players.
- Added rulebook link to notes.
- Changed operative pawns to be less color dependent
July 9, 2019 - Complex Crashers Update
Editorial Card Changes
Checked for slow reload language and make standard instead of "once per initiative".
- Fabricate door charge.
- Fabricate Explosive
Other card changes
- Elite Medic - Automated Support - Grammar fix.
- Fire Rail Gun - Indicated that dice are removed after rolled, in operative's favor.
- Fix Coordinated Assault Space and "defeners"
When a weapon with burning 1 targets a region, place a burning token in the region. At the start of each initiative, make an area attack with strength equal to the number of burning tokens in each region with burning tokens. The player whose initiative it is rolls and assigns damage dice. Remove 1 burning token from each region after this attack. A region can have at most 3 burning tokens. If a unit enters a region with burning tokens, the player with the initiative makes a melee attack against that unit with a number of damage dice equal to the number of burning tokens.
Jump Pack - Tier 1 Accessory
Jump Pack gives a much needed boost to mobility for early game tanks, as well as a way for tankier operatives to deal with clustered groups of defenders. Already mobile operatives can take advantage of the mobility boost, but won't benefit from the damage of Splash Down. Complex Managers can counter Jump Pack investment by creating winding paths, but will sacrifce open lanes of attacks that benefit Snipers and Panther Turrets, unless Complex Managers make liberal use of blast doors.
Flame Walker - Tier 1 Mechanical Defender
Flame Walkers are sturdy, mobile fire traps that cover a region and douse it with flames when an operative enters that region. Though sturdy, their complex mechanical parts are lightly armored, and it is recommened the Complex Manager hide them around corners to prevent loss via focused fire at range, until they can be upgraded and benefit from thier powerful Reactive Plating ability.
Leadership - Tier 1 Opeartive Training
Leadership Training creates the much needed ability for Operatives to be able to focus down tanky targets like reactors before reaching tech region 2. This investment should make Complex Managers think twice before making incredibly greedy economic plays by brining reactors 1 and 2 online and immediately using their abilities without having to invest in defenses. Complex Managers can still make economic plays by investing in reactors 3 and 4, but won't get the added benefit of being able to use their abilities right away. Leadership is additionally a good spot for the renamed Extend Essence ability (Now Encouraging Words), and has been slighlty reworked to be less magical.
Since the Leadership training took the extend essence ability, this gave the Kineticist more of an opportunity to make use of cover. With the addition of the Debris Shot ability, Kineticists will be less likely to be bullied out of favorable positions.
July 8, 2019 - Complex Crashers Update
Rule Update - A core mechanic has been altered slightly and the rulebook changed to reflect this. When the Complex Manager activates an attack ability - Damage dice from non-area attack abilities can only be assigned to an operative if ability points from that operative's corresponding ability point tracker were used to activate the ability. For area attacks, it is only required that at least one operative for which the corresponding ability point tracker was used is in the target region.
- Titan is updated to bring Force Barrier in line with the Trigger syntax, I missed that earlier. Acid bolt was also removed because with the dice symbol, it no longer fit on the card, and I want the armor shred ability to be on a different defender.
July 7, 2019 - Complex Crashers Update
- Adds spacing to FabricateDoorCharge
- Updates wording to TX Tortoise Shell Ability: Deflect Attack to indicate that the attack has to also bypass the Operative's armor in order to trigger.
Tabletop Simulator Updates
- Updates Operative Ability Point Tracker Overlays to line up more accurately.
- Adds snap points to Operative Ability Point Trackers
- Adds Door Charges.
July 1, 2019 - Complex Crashers Update
Attack Descriptor Defaults and QoL on Tabletop Simulator.
- Attack Descriptor images that are considered defaults are no longer shown on cards: Single Target, Ranged, Direct. Note that this is a card change, so you will have to turn off mod caching in order to get the card updates in TTS.
- Various Quality of Life improvements when playing on TTS.
June 22, 2019 - Complex Crashers Update
Visual Update on Tabletop Simulator, some new models and a darker theme.
- Updated the four edge modifier tokens with custom models.
- Updated table graphic.
- Updated background image.
- Updated grid line colors.
April 28, 2019 - Complex Crashers Update
Added three new defenders for the complex manager to choose from.
- Tier 1 basic: Grunt - Defensive defender that can mitigate area attacks and survive longer with a little AP investment
- Tier 2 basic: Sniper - Offensive defender that benefits greatly from cover. Can inflict massive damage at range.
- Tier 3 basic: Gamma Squad - Utility defender capable of instantly incapacitating helpless operatives.
April 26, 2019 - Complex Crashers Update
- Added new tokens to TTS for open edges, open edges with pillars, and open and closed blast doors with pillars. I haven't added these to PnP yet.
- Updated wording on War Reactor's ability in order to increase clarity of meaning.
April 12, 2019 - Complex Crashers Update
Key words in the rulebook have been restyled to be less annoying, using Capitalized words instead of italicized and underlined.
April 11, 2019 - Complex Crashers Update
The full print and play version will now be made available before logging into the website. See the menu above! Additionally, here are the rules updates below.
- Rules Changes
- The coordinated quality now specifies all defenders move as a single action, allowing for only a single reaction per operative.
- Rules Clarifications
- When the complex manager deploys a defender on their initiative, it counts as movement, but does not count as movement when the defender is deployed as part of a region reveal.
- Card Changes
- DX3500 Shield now properly uses the reaction trigger syntax, and applies to only a single damage dice group.
- Agility Training now uses proper Trigger syntax for Dodge.
- Removed remaining usages of the now removed "preaction".
- Added qualities and their definitions to the end of the rulebook.
March 25, 2019 - Complex Crashers Update
Here are the patch notes for this update:
- Rules Changes
- An operative is no longer exhausted and gains 2 ability points upon being revived.
- The complex manager's ability point trackers now all start at 0.
- Rules Clarifications
- Operatives do not gain ability points from other operative abilities while exhausted.
- Operatives gain abilities points as normal while exhausted when they gain the initiative.
- Card Changes
- Battle Medic's Patch Body no longer targets incapacitated operatives.
- Steel Ripper's Persue is now correctly spelled "Pursue".
March 3, 2019 - Complex Crashers now on Tabletop Simulator!
Complex Crashers is now available to play on Tabletop Simulator. Here is the link to the workshop entry. https://steamcommunity.com/sharedfiles/filedetails/?id=1672631894&searchtext=Complex+Crashers