The Following Changes Will Be Coming to Version 3.0 of the Rules:
Version 3.0 will contain all the rules tweaks and clarifications that have arisen since version 2.0, many of which have been discussed on the Yahoo! site. The aim is to make all unit types worth having, so that players have to make difficult choices about which units to include in their force. Units that hitherto have rarely been selected, will become cheaper in points. eg. Distant Flyers and Dropships.
- New Unit Types
- Flying Infantry, Light Armored Vehicle
The character rules will be developed as part of the mainstream game, with the addition of luck points to enable them to perform heroic actions, providing additional flexibility to many factions. Most factions will be allowed to take two to three character types. However, some alien cultures (Tripods, Hive Mind, Mechanoids) do not recognize individuality, and so they will not be allowed characters.
Less competitive armies will receive small modifications to their rules, to make them more effective, in particular, the three above. Sorry, no new unit types for them.
Armies Added to Those in Version 2.0:
- Human Cultist (Huge Fortress Tanks and Fanatical Hordes)
- Alien Tribal Mercenaries (Option for Human Imperial or Alien Imperial Allies)
- 2nd Global Armies All Based on the same Template, with different additional unit types for Axis and Allied Powers, and additional characteristics:
- United Kingdom of Albion
- Soviet Comradeship
- American Union
- German Occultist
- Far Eastern Empire
- Alien Predatory Warhost (Beast Units with Guns)
- Far Eastern Corporate Mercenaries (Samurai in Space)
- Rebel Alliance (Mix of Factions Held Together by Mystical Warrior Monks)
Alien Enslaver Changes
- New Characters:
- Subject Telepath, Subject Race Champion.
Cyborg Enslaver Changes
- New Characters:
- Subject Telepath, Enhanced Fighter.
- New units:
- Allowed three Armored Vehicles, either AFVs or APCs.
The biggest boost to these armies are the Subject Telepaths.