New Update
v.Physical Changes
Global Changes
> Grammar/Spelling Improved from v.Final
Core Rules
Pg. 04
> Clarification added: You should have 1-3 d12's in order to play Hunter Corps.
Pg. 05
> You now start each Round with three Simple Actions instead of two.
> Moved rule for interrupting Powers from pg. 47 (Forms) to pg. 05 (Charges).
> [+] Modifiers now decrease the DC of your action by [2] (Min: 0), in addition to adding +1d12 to your roll
and allowing you to take the highest value rolled.
> [-] Modifiers now increase the DC of your action by [2] (Max: 13), in addition to adding +1d12 to your roll
and allowing you to take the lowest value rolled.
> You can no longer perform an aid action to increase the value of an ally's roll.
Pg. 06
> Clarification added: You may choose to delay your Turn so that it occurs later during combat.
Pg. 07
> Clarification added, AoE's cause all Minions within a group that's within the AoE to all take the same amount
of damage and suffer the same effect(s)
Character Creation Section
Pg. 17
> Cost Modifier for Producers changed from [x5.0] to [x1.5]
Pg. 20
> Grapple no longer allows the enemy to roll STR to resist the effects; if you succeed and they do not interrupt,
they suffer whatever effect you chose for your grapple attack.
> Grapple can now be used as an Interrupt.
> Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.
Pg. 21
> Clarification added: You can also move through summons that were produced by allies as well.
> Fall damage causes you to take [1] Hit for every 2□ that you fall, which can no longer
be reduced in any way.
> You will now automatically die if you fall 15+□'s, instead of dying if you fell 10+□.
> Drowning damage now deals [1] DMG per failed roll instead of [3].
Pg. 24
> Clarification added: > Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.
Pg. 25
> "Consider" renamed to "Muse"
> Muse allows you to spend one Simple Action to be told whether a target's Mood Value towards you
is Positive, Negative, or Neutral; you may spend two Simple Actions to receive an exact value for their Mood.
> Influence and Dominate now require the enemy to fail a CHA roll in order to be affected by an Influence/Dominate effect.
> Distract (Dominate) now forces enemies to immediately target you instead of an ally with their attack or receive,
a [-] Modifier to their roll, instead of forcing them to alter the target their action.
> While using Deception (Influence) you may tell the target a detail that may or may not be false, rather than being forced
to tell a lie to them.
> You will receive a [+]/[+/+] Modifier to Influence when a target's Mood towards you is positive, but you'll also receive a
[-]/[-/-] Modifier if the target's Mood towards you is in the negatives.
Pg. 26
> "Formation" renamed to "Rune"
> "Production" renamed to "Miasma"
> Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.
> Clarification added: The RED Values of a Miasma attack is [MAN Value*2, Min: 2] by default.
> If you attempt to overwrite a Rune/Ward that a target possesses, the target may roll MAN to resist the effects, rather than
rolling END to resist the effect.
Pg. 29-30
> Layout changed
Pg. 30
> Role Chart added
> Green Knight now makes you immune to damage effects until the end of the Turn, rather than gaining an immunity to all enemy effects.
> Cerulean Fixer now allows you to choose; all allies will regain [4] HP or one target within LoS will become immune to all enemy effects
until the end of the Turn.
> Blue Bard now allows you to choose; all allies will receive a [+] MOdifier to their next roll or one target within LoS will regain
one action of their choice.
> Black Magician now allows all allies, within Line-of-Sight, to temporarily gain access to your Racial Perk; it now longer allows you to also
grant allies access to your Career Perk as well.
Pg. 31
> Joint Maneuvers now require you to delay your Turn so that you and an ally can work in tandem with each other.
> When an Amigo takes damage, you will reduce their Duration on the field by [-1] Round per Hit of DMG taken; if their Duration reaches [0],
they're unsummoned.
> Whenever you use CHA to give an order to an Amigo, you will spend two Complex Actions and roll against your CHA's DC; However, when using CHA for your
action, you will receive a [-] Modifier to your roll since your Amigo is compelled to protect you.
> Clarification added: Amigos and Minions can be unsummoned as a Simple Action.
> Clarification added: Each Minion within a group has [1] HP.
Pg. 32
> Double-Strike, Full Assault, and Elemental Strike can now be used as Interrupts, as well as Attacks.
Pg. 34
> Suppressing Fire can now be used as an Interrupt.
> Elemental Shot can now be used as an Interrupt.
> Elemental Maneuver can now be used as an Interrupt.
Pg. 35
> Effect rewritten
> Effect Values changed
> Effect (for actions) causes you to take a [-] Modifier to your Interrupt roll if the value of the Stat connected to your Interrupt is less than the value
listed in parenthesis.
> Effect (for powers) requires you to roll a value that's greater than or equal to the value of a Power's Effect in order to use an Interrupt against it.
Pg. 37
> Cone attacks had their AoE range reduced by half.
Pg. 39-40
> "Guard" Perks moved from pg. 40 to 39.
Pg. 39
> Grapple III now causes you to gain a [+] Modifier to your next Attack roll while the enemy receives a [-] Modifier to their
next Interrupt roll whenever the enemy fails to escape the weapon's grapple.
Pg. 40
> Heavy Perks cannot be applied to a weapon with Light Perks, and vice-versa.
> Reach II now causes enemies to receive a [-] Modifier to their attack roll and you'll receive a [+] Modifier to your Interrupt roll if
the enemy entered the weapon's Melee range before attacking.
> Reach III's effect can now only be used once per Round.
> Silent II and Silent III's effects have been switched with one another.
Pg. 43
> Siege now only requires an Item to possess two ranks of Vehicle before Siege ranks can be added to it.
After Character Creation Section
Pg. 45
> Training allows you to earn [2] EXP per Success, instead of [3] EXP per success.
> When you gain a new Form, you may list it as a Placeholder Form (Passive/General) until you determine its effect, so you always benefit from
a new Form, even if it's incomplete.
Pg. 47
> Moved rule for interrupting Powers from pg. 47 (Forms) to pg. 05 (Charges).
Pg. 50
> Safe zone increased from 3x3□ to 5x5□.
GM Section
Pg. 67
> Feral Encounter chart changed; Nothing (1-3), Larval (4-6), Pupa (7-9), Adult (10-11), and Zodiac (12).
> Clarification added: RED values added to each Feral type's header
> Onslaught now grants Ferals [3] Simple Actions, [3] Complex Actions, and [1] Turn for every Active Core that they possess.
> The Zodiac Power has been changed from a Complex Action to a Maneuver.
Pg. 68
> Clarification added: Excess damage caused to a Feral's core will not spill over into other cores that it possesses. Damage
will only affect the core that was targeted by a Hunter's attack.
> Cores no longer regenerate HP at the end of the next Round that it was destroyed in; Cores will only regenerate HP after being destroyed
if a Feral flees & survives the encounter.
Pg. 71-73
> Range for all ranged Joint Elements has been increased from [2] to [MAN*2, Min: 2].
Pg. 71
> Enhance now causes anyone attempting to Block your Melee attacks to receive a [-] Modifier to their END roll.
> Resist is no longer an Interrupt.
> Flow is no longer an Interrupt.
> Supreme is no longer an attack, but it causes all Melee/Ranged attacks that you perform to deal Supreme damage until the end of the
next Round.
> Supreme damage now deals [+2] DMG for each [+] Modifier applied to your roll.
> Smoke is no longer an attack, but it can now be used as an Interrupt.
> Immolate is no longer an attack.
Pg. 72
> Crystals will release elemental damage in a 3x3□ AoE
> Clarification added: Crystals release their stored elemental energy at the end of the next Turn.
> Mud can now be used as an Interrupt.
> Leaf can now be used as an Interrupt
> A lightning bolt produced by Thunder will produce a [Column 1] AoE when it hits the ground.
> Thunder will only cause combatants standing in the AoE to receive a [-] Modifier to Interrupts, rather than receiving a [-] Modifier
to Interrupts & causing Interrupts to cost one additional Complex Action.
> Tornado is no longer considered an attack.
Pg. 73
> Wood can now be used as an attack.
> Venom is no longer considered an attack.
> Venom is applied to your next attack, regardless of whether it's a success or failure.
> Clarification added: the enemy may roll END at the start of the next Round following your Venom attack.
> Eel is no longer an Interrupt.
> Storm is no longer considered an attack.
> Death is now a Missile 1 attack.
Pg. 74
> Feral Powers only increases the cost of an action if you add multiple Feral Powers to the same action being performed.
Pg. 75
> Safe zone for Hunters increased from 3x3□ to 5x5□.
Pg. 76
> Fixed typo: "Detection Range" listed under Charisma and Manipulation changed to "Mood Modifier" and "Buffer" respectfully.
Pg. 78
> Fixed a typo: "Form 06" was listed as "Form 03".
Files
Get Hunter Corps
Hunter Corps
Postapocalytic Fantasy Tactical RPG
Status | Released |
Category | Physical game |
Author | Stormforge Productions |
Genre | Role Playing |
Tags | Aliens, d12, Dice, Fantasy, nuclear, Post-apocalyptic, Sci-fi, Tabletop, Tabletop role-playing game |
More posts
- Hunter Corps Anniversary EditionAug 25, 2022
- Final DevlogOct 03, 2021
- Hunter Corps v4 released!Jul 02, 2021
- Hunter Corps update V3Apr 02, 2021
- Sample EditionJan 02, 2021
- Hunter Corps V2 UpdateJan 01, 2021
- Hunter Corps v.1.1 ChangelogNov 07, 2020
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