0.6 is Live!
Thank you for playing Neon Saber! Here’s the patch notes on the 0.6 update.
Playbook Reworks
- Chromehound loses Fine Shotgun and Fine Unusual Melee Weapon, and Fine Anti-Armor Weapon as Gear
- Chromehound gains Scary Weapon or Tool and a BRAND NEW GEAR option with unique rules borrowed from their Exotic Implant skill.
- Heavy Implants [1-2]: Select a piece of Agent or Vehicle Gear you have access to; an agent scale version exists within your body. Its Agent Load is equal to its Vehicle Load.
- Media gained Fine Unusual Melee Weapon
- Wastelander gained Fine Shotgun, DMR has been cut from the game.
- Driver gained “Garage”, a new skill that grants the Driver a second vehicle
- Redline skill moved from Driver to Wastelander
- Wastelander skills Riders on the Storm and Convoy Communication combined
- Renamed Technician skill Bits and Bobs to “Irons in the Fire”
- Soldier gains Fine Anti-Armor Weapon as Agent gear.
- Soldier gains a “Fine Melee Weapon” as Vehicle Gear
- Soldier loses Inhibitor Clamp as Vehicle Gear
- Soldier gains a “Fine Forcefield” as Vehicle Gear
- Netrunner loses “Fine Forcefield” as Vehicle Gear
- Netrunner gains “Inhibitor Clamp” as Vehicle Gear
- Reflex Booster Gear removed from Ghostrunner
- Media loses “Candy” gear item
- Media gains “Fine Stun Gun”
Crew Reworks:
Most of these balance changes target the Grit and Economy Perks for various Crews.
Punks
- Grit: 4
- Lucky Punk: You may exchange remaining Grit for additional dice on the Reward Roll at the end of Operations. You can generate Grit while spending Grit
Has been revised to:
- Grit: 3
- Lucky Punk: You may exchange remaining Grit for additional dice on the Reward Roll at the end of Operations. Your Crew generates additional Grit when they roll critical hits.
- Punk Pocket has been nerfed. Instead of granting an item with no load and concealment, it lowers the load of the concealed item by one.
Punks felt too powerful in the first revision. Hope you can still stick it to the man in this update! Let me know how this feels.
Mercenaries
Up Front: At the start of the Operation, roll Dice equal to your Crew’s tier and gain that much CRED. You still receive the Reward at the end of a successful mission.
Has been revised to:
Up Front: At the start of the Operation, roll 1d and gain that much CRED. You still
receive the Reward at the end of a successful mission
This update gives Mercs a scaling pay raise that should help them keep pace with other economy perks as the game goes on.
Gang
Black Market: You always get one additional CRED per COMPONENT when you Exchange COMPONENTS for CRED. All Exchange costs are reduced by 1 CRED or by 1
COMPONENT. This cannot reduce the cost to zero
Has been revised to:
Black Market: You always get one additional CRED per COMPONENT when you Exchange COMPONENTS for CRED. All Exchange costs are reduced by 1 CRED or by 1 COMPONENT. This can reduce costs to zero.
Gangs should be allowed to steal hope this helps.
Detectives
Silver Lining: The first time each of you fail a roll in an Operation, each Crew
Member may ask a Gather Information question. Whenever you receive REP, receive
that much CRED
Has been revised to:
Silver Lining: The first time each member of your Crew fails a roll in an Operation, each Crew Member may ask a Gather Information question. Your Crew gets +1d to all Acquire Asset rolls.
This should hopefully give Detectives a more interesting tactical niche
Misc Changes
- Acquire Asset Rules Text Added
- New Agent Gear Item Added: Skill Chip
- Stun Weapon added to General Agent Gear
Files
Get Neon Saber
Neon Saber
Cyberpunk Forged in the Dark with Vehicles
Status | In development |
Category | Physical game |
Author | Oliviridian |
Genre | Role Playing |
Tags | Anime, Cyberpunk, Forged in the Dark, mecha, Noir, Tabletop |
Languages | English |
More posts
- May UpdateMay 13, 2022
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