The Icarus Project Version 0.1.2 Released
Happy Saturday gamers; we’re pleased to announce the release of the latest Alpha version of The Icarus Project, our sci-fi skirmish wargame. Check out some of the new things in this version below.
The Icarus Project
Yesterday saw the release of version 0.1.2 of The Icarus Project rules. We have decided that it would be good to include a changelog in the rules with each new version, as well as writing a quick blog post going over the changes.
The changes to this version are listed below
1. New Cover.
2. Added Grenade Launcher, Grenade Launcher (Under slung), and Energy Rifle to the equipment list.
3. Added the Cooldown special rule.
4. Adjusted equipment of various units.
5. Added introduction background for the universe.
6. Expanded background introduction for each faction.
7. Added the members of the Reapers Galactic Marine squad. Five unique characters.
8. Removed Under Employed special rule.
9. Added rules for escaping destroyed buildings.
10. Added Kara Mariasha, a new unique Character for the Mercenary faction.
11. General Clarifications.
A few of the changes are described below:
2. Added Grenade Launcher, Grenade Launcher (Under slung), and Energy Rifle to the equipment list.
These items were added mainly because we’ve had several concepts now that had underslung grenade launchers, and we wanted players to be able to use the weapon in game. The regular grenade launcher was a logical extension of that, and will come in handy down the line for vehicles etc.
Energy weapons are something that have existed in the fluff since the beginning; but they are only really used by elite, or rich, individuals, such as the Galactic Marines. Energy weapons are more powerful than conventional weapons, but the power comes at a cost.
3. Added the Cooldown special rule.
The power it takes to fire most energy weapons is considerable, and as such, the weapons need to cool down for a time if they are overused. To represent this in-game, we added the cooldown rule;
“Some weapons use so much energy they need to periodically cool down. If a weapon with this rule is fired more than twice in one activation, it may not be fired in the following turn.”
This means that most units can fire their energy weapons each turn, but should they wish to fire more than two shots in a single activation, they will be unable to use the weapon in the following turn. This will add some interesting situations to game play; the risk/reward of unloading all your shots into a unit in a single activation in the hopes of killing it, but then being left significantly less powerful the following turn.
If you want to learn more about the changes to the rules, click the cover image below:
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Until Next time.
Happy Wargaming!