Patch Notes (Rules Updates)
As the game progresses, rules updates will be made to streamline the game play and try and balance the system. These are called Patch Notes and will progress the universe each time we make Large changes,
2nd June 2014 - Patch 2.1 'Rise of the Autobots'
Following the rescue of a recent S.P.A.C.E Patrol negotiation team, tensions have risen between the Trinary Union and the Technocratic Union of Jupiter. A further negotiation team was sent to Jupiter as a final attempt at peace, but they returned having been fired upon by the moons of Jupiter.
War is inevitable. The Trinary Union is making preparations. Earth begins the construction of new warships, and Mars pledges further troops to the cause of War. However, Venus delays in the help they will promise to the Trinary Union, claiming they have their own internal issues to deal with before
On Venus, there are certain individuals who no longer wish to be under the yoke of the Trinary Union. Skilled engineers work in secret to reprogram previously safe autobots to attack outposts in the wilderness of Venus. Some sort of semi-religious cult has been discovered by psykers on Venus, a cult that sees Autobots as the new power in the galaxy. They will stop at nothing to see their mechanical masters placed in charge of a new independent Venus.
S.P.A.C.E Patrol are sent to investigate and deal with the threat!
Patch Notes
WEAPONRY - as the Trinary Union is preparing for a War situation with Jupiter, wargear within S.P.A.C.E Patrol is now becoming more scarce. Experimental EMP weaponry is being developed and could be made available to S.P.A.C.E Patrol cadets placed on dangerous missions
NEW ENEMIES - new terrifying enemies have been discovered on Venus: reprogrammed bipedal autobots. Rumours say that autobots suffer less from the effects of normal raygun shots, but Terran Researchers are working with Martian Gunsmiths to develop new experimental technology to counter this potential threat. Sketchy reports coming from Venus say that some psychic powers have no effect on the Autobots, but the Council of Venus would never confirm such a wildly incorrect claim.
Additions
Any changes to skills refund MP that players spent on them or on removed skills. Players may reallocate these MP spends before the next game.
WEAPONRY - At the beginning of the Arc you will be equipped with a single gun (Rifle or Pistol, dependent on skill) and a single melee weapon (Large or Small, dependent on skill)
ENCUMBERANCE - players may now only carry a single large gun, a single pistol, and a single large (size over 18”) melee weapon. They may carry any number of smaller (less than 18”) melee weapons.
VENUSIAN KIT - if a Venusian picks expert healing as a skill (instead of psychic powers), they also gain “Venusian Resistance - you MAY resist one special call done against you at an event”
VENUSIAN PSYCHIC POWERS (PSYCHIC ARMOUR) - this is a new intermediate power. A player may buff themselves. They gain damage reduction “1” (they reduce all damage from ranged and melee attacks by 1, down to a minimum of 1”
VENUSIAN PSYCHIC POWERS (GREATER PSYCHIC ARMOUR) - this is a new major power. A player may buff themselves. They gain damage reduction “2” (they reduce all damage from ranged and melee attacks by 1, down to a minimum of 1”
VENUSIAN PSYCHIC POWERS (EMP BOLT) - this is a new minor power. It allows a psychic to call TRIPLE DAMAGE against mechanical and electronic enemies
VENUSIAN PSYCHIC POWERS (EMP BLAST) - this is a new intermediate power. It allows a psyker to call QUAD DAMAGE against mechanical and electronic enemies
“Bug Fixes”
HEALING - stopping the death count of a dying player counts as one of the uses of your skill.
MEDIUM ARMOUR - now only gives +6 bonus hits, but allows the user to resist one additional special call per event
HEAVY ARMOUR - now only gives +9 bonus hits, but allows the user to resist two special calls per event
VENUSIAN ADVANCES (EXPERT HEALING) - this costs 2MP to buy (previously cost 1 MP)
TERRAN ADVANCES (+2 Hits) - this may only be bought 3 times
ALL ADVANCES (DEATH COUNT) - this costs 1MP to buy (previously no cost)
UNIVERSAL ADVANCE (BASIC HEALING) - this now costs 2MP to buy (previously cost 3MP)
VENUSIAN PSYCHIC POWERS (SHIELD) - this ability allows the user to resist a single special call
VENUSIAN PSYCHIC POWERS (DEFLECT) - this ability has now been renamed to PROTECTION and allows the user to ignore a single ranged or melee attack
VENUSIAN PSYCHIC POWERS (REFLECT) - this ability has been removed from the game
VENUSIAN ADVANCES - Resist one special call (previously - resist special call)
VENUSIAN PSYCHIC POWERS (FLOW OF VIGOUR) - this ability has been removed from the game and replaced with GREATER PSYCHIC ARMOUR
Clarifications
Removed references to “Impale” and “Crush” throughout the rules
Players must now provide their own mechanic/electronic/healing kit when using skills. If these are not provided, the skills cannot be used
Players cannot stack more than one armour type to benefit from extra special call resists
Whilst under the effects of repel call, the affected individual cannot fire a ranged weapon. They may still defend themselves using melee weaponry.
References to W.A.R.P replaced with S.P.A.C.E LARP
Off-Kit Skill Picks - A player may pick two different special calls when choosing this skill
Advanced Mechanics/Electronics may only be bought once with MP
Numerous typos/spelling mistakes amended
War is inevitable. The Trinary Union is making preparations. Earth begins the construction of new warships, and Mars pledges further troops to the cause of War. However, Venus delays in the help they will promise to the Trinary Union, claiming they have their own internal issues to deal with before
On Venus, there are certain individuals who no longer wish to be under the yoke of the Trinary Union. Skilled engineers work in secret to reprogram previously safe autobots to attack outposts in the wilderness of Venus. Some sort of semi-religious cult has been discovered by psykers on Venus, a cult that sees Autobots as the new power in the galaxy. They will stop at nothing to see their mechanical masters placed in charge of a new independent Venus.
S.P.A.C.E Patrol are sent to investigate and deal with the threat!
Patch Notes
WEAPONRY - as the Trinary Union is preparing for a War situation with Jupiter, wargear within S.P.A.C.E Patrol is now becoming more scarce. Experimental EMP weaponry is being developed and could be made available to S.P.A.C.E Patrol cadets placed on dangerous missions
NEW ENEMIES - new terrifying enemies have been discovered on Venus: reprogrammed bipedal autobots. Rumours say that autobots suffer less from the effects of normal raygun shots, but Terran Researchers are working with Martian Gunsmiths to develop new experimental technology to counter this potential threat. Sketchy reports coming from Venus say that some psychic powers have no effect on the Autobots, but the Council of Venus would never confirm such a wildly incorrect claim.
Additions
Any changes to skills refund MP that players spent on them or on removed skills. Players may reallocate these MP spends before the next game.
WEAPONRY - At the beginning of the Arc you will be equipped with a single gun (Rifle or Pistol, dependent on skill) and a single melee weapon (Large or Small, dependent on skill)
ENCUMBERANCE - players may now only carry a single large gun, a single pistol, and a single large (size over 18”) melee weapon. They may carry any number of smaller (less than 18”) melee weapons.
VENUSIAN KIT - if a Venusian picks expert healing as a skill (instead of psychic powers), they also gain “Venusian Resistance - you MAY resist one special call done against you at an event”
VENUSIAN PSYCHIC POWERS (PSYCHIC ARMOUR) - this is a new intermediate power. A player may buff themselves. They gain damage reduction “1” (they reduce all damage from ranged and melee attacks by 1, down to a minimum of 1”
VENUSIAN PSYCHIC POWERS (GREATER PSYCHIC ARMOUR) - this is a new major power. A player may buff themselves. They gain damage reduction “2” (they reduce all damage from ranged and melee attacks by 1, down to a minimum of 1”
VENUSIAN PSYCHIC POWERS (EMP BOLT) - this is a new minor power. It allows a psychic to call TRIPLE DAMAGE against mechanical and electronic enemies
VENUSIAN PSYCHIC POWERS (EMP BLAST) - this is a new intermediate power. It allows a psyker to call QUAD DAMAGE against mechanical and electronic enemies
“Bug Fixes”
HEALING - stopping the death count of a dying player counts as one of the uses of your skill.
MEDIUM ARMOUR - now only gives +6 bonus hits, but allows the user to resist one additional special call per event
HEAVY ARMOUR - now only gives +9 bonus hits, but allows the user to resist two special calls per event
VENUSIAN ADVANCES (EXPERT HEALING) - this costs 2MP to buy (previously cost 1 MP)
TERRAN ADVANCES (+2 Hits) - this may only be bought 3 times
ALL ADVANCES (DEATH COUNT) - this costs 1MP to buy (previously no cost)
UNIVERSAL ADVANCE (BASIC HEALING) - this now costs 2MP to buy (previously cost 3MP)
VENUSIAN PSYCHIC POWERS (SHIELD) - this ability allows the user to resist a single special call
VENUSIAN PSYCHIC POWERS (DEFLECT) - this ability has now been renamed to PROTECTION and allows the user to ignore a single ranged or melee attack
VENUSIAN PSYCHIC POWERS (REFLECT) - this ability has been removed from the game
VENUSIAN ADVANCES - Resist one special call (previously - resist special call)
VENUSIAN PSYCHIC POWERS (FLOW OF VIGOUR) - this ability has been removed from the game and replaced with GREATER PSYCHIC ARMOUR
Clarifications
Removed references to “Impale” and “Crush” throughout the rules
Players must now provide their own mechanic/electronic/healing kit when using skills. If these are not provided, the skills cannot be used
Players cannot stack more than one armour type to benefit from extra special call resists
Whilst under the effects of repel call, the affected individual cannot fire a ranged weapon. They may still defend themselves using melee weaponry.
References to W.A.R.P replaced with S.P.A.C.E LARP
Off-Kit Skill Picks - A player may pick two different special calls when choosing this skill
Advanced Mechanics/Electronics may only be bought once with MP
Numerous typos/spelling mistakes amended