FrozenWrath

Errata & Patch Notes for GFL Z

Dec 7th, 2019 (edited)
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  1. Alpha v0.1.2 (The Supercut):
  2. * All classes, subclasses, and Design Features compiled
  3. * Civilian Origins created
  4. * Skills created
  5. * Attribute Core Upgrades created
  6. * Suppression implemented
  7. * CQB implemented
  8. * Terrain effects implemented
  9. * Concealment implemented
  10. * Morale/Control implemented
  11.  
  12. Alpha v0.1.3 (Hitwoman):
  13. * AR Accuracy 70 -> 110
  14. * AR Awareness 60 -> 100
  15. * SMG Accuracy 50 -> 90
  16. * SMG Awareness 50 -> 80
  17. * HG Accuracy 60 -> 100
  18. * HG Awareness 70 -> 110
  19. * RF Accuracy 90 -> 130
  20. * RF Awareness 40 -> 90
  21. * MG Accuracy 50 -> 90
  22. * MG Awareness 30 -> 70
  23. * SG Accuracy 50 -> 100
  24. * SG Awareness 50 -> 80
  25. - During initial playtest, the rate at which hits were actually landing, and thus the rate at which damage was dealt/units were destroyed, ended up being very low, despite high-Awareness and high-Evasion units being fielded, and especially with SMG-like units being in cover.
  26. * AR Mobility 50 -> 40
  27. * SMG Mobility 60 -> 40
  28. * HG Mobility 60 -> 50
  29. * RF Mobility 30 -> 40
  30. * MG Mobility 20 -> 30
  31. * SG Mobility 30 -> 40
  32. - Mobility was a heavily-contested topic, as Shotguns especially suffered as a result of having such low Range, and so Mobility numbers have been squished, as to close the gaps between the Dolls somewhat.
  33. * Quick Sprint option implemented
  34. - Movement is meant to be an action that one commits to- Likewise, Quick Sprints are less efficient than a full movement, but resolves much quicker, leaving higher-RoF units less open to getting shot at, and giving lower-RoF units a slightly less Initiative-heavy option to merely reposition.
  35. * Wording on Designate action clarified to not affect user of the Designate action.
  36. * Restriction added onto "Rifling" Design Feature: Not Buckshot
  37. * Effect added onto "Smoothbore" Design Feature: "You may possess the "Buckshot" Design Feature, regardless of your subclass, but it costs 5 more points."
  38. - While it makes sense to have included this effect before, we felt that having no drawbacks attached to the ability to obtain the effect would have been too powerful, given the Hunting Shotgun’s greater damage capabilities. This was a slight compromise.
  39.  
  40. 7/25, Alpha v0.1.4 (Silence):
  41. * Service Doll’s Repair (20) replaced with Cooking (20).
  42. * Research Doll added; Gives Computers (40) and Engineering (20) attributes.
  43. * Implemented Skills section (no Skills implemented yet).
  44. * Reworked Initiative rules; Added Initiative Floor.
  45. - This is largely simply adding a slight bit of depth to combat, but having rounds extend past an intended “end” lets players take more actions without going first.
  46.  
  47. 10/27-10/29, Alpha v0.1.5 (Sangvis Fieri):
  48. * RF Rate of Fire 30 -> 40
  49. - A minor change to combat certain combinations that result in 0 RoF.
  50. * AR Range 1-7 -> 1-4
  51. * SMG Range 0-4 -> 0-3
  52. * HG Range 0-4 -> 0-3
  53. * RF Range 1-8 -> 1-5
  54. * MG Range 1-7 -> 1-5
  55. * SG Range 0-2 -> 0-1
  56. - Due to the large disparity between the different classes’ Ranges, it was decided to lower Ranges further in order to make fights a little more up-close and personal. Unfortunately, this means that Shotguns take another hit to their effective range.
  57. * Reworked Bullpup Assault Rifle (AR), Traditional Submachine Gun (SMG) Compact Assault Rifle (SMG), and Light Machine Gun (MG).
  58. * Renamed Medium Machine Gun (MG) to General Purpose Machine Gun.
  59. * Clarified wording on the effects on Traditional Assault Rifle (AR), Machine Pistol (HG), Infantry Rifle (RF), General Purpose Machine Gun (MG), Hunting Shotgun (SG), and Riot Shotgun (SG)
  60. * Experimental Assault Rifle (AR) no longer can gain +20 to Armour or Armour Penetration.
  61. * Old-Fashioned (SG) provides Awareness -5 instead of min. Range +1
  62. - To avoid certain strange cases involving having a higher minimum Range than maximum Range and to generally improve quality of life for Shotguns, a class already bogged down by their awful Range, we have made a change in the debuff that Old-Fashioned provides for Shotguns.
  63. * Design Features that formerly gave a penalty of -10 Mobility instead incur -5.
  64. - This decision was made to lessen the blow against Mobility that certain Design Features had over others, allowing for better movement overall in combat.
  65. * Reworked Hollow Point Ammo and ILM Hollow Point; Removed Flashlight, Night Optics, and Advanced Infrared.
  66. - Hollow Point Ammo and ILM Hollow Point have now been more properly redesigned to carry out their purpose in taking out less-armoured/low-Vitality enemies. Night-related equipment have been removed to allow for their inclusion in a future section that can better explain the mechanics.
  67. * Included Armour Penetration as one of the core attributes; reworded effects regarding it accordingly
  68. * Added new flavor text to Classes and Design Features.
  69. * Implemented Dummy Links section (credit for story goes to Bree™)
  70. - Both a defensive and offensive option, Dummy Links provide an extra means of manipulating Initiative and a much-needed safety net for the stray kill roll
  71. * Added story for Civilian Origin (credit for story goes to Flamy)
  72. * Renamed Civilian skills to Civilian Proficiencies; Doubled Civilian Proficiency gains.
  73. - This is mostly to prevent confusion between Skills (from the “Skills” section) used in combat and Civilian skills used… not in combat.
  74. * Modified Concealment rules; Added Search action and enabled Search as a reaction.
  75. * Increases to Initiative no longer also apply to Initiative Floor.
  76. - The instances of Initiative increasing were small enough, that it was decided that such effects would list both.
  77. * Reworked Movement rules and Suppression; Removed In Motion and CQB, added Reactive Fire
  78. - CQB was found to be too clunky of a mechanic, and perhaps too simulationist. In the interest of a smoother game, it has been removed.
  79. - As part of smoothing out the flow of the game, Movement/Quick Sprint now resolve “immediately”- Suppression Counters instead act as opportunities to attack
  80. - With the additional debuff to Awareness, it should be easier to not only conceal allies from enemy sight, but also to use explosives and other such effects against larger crowds.
  81. * Die rolls in successful Accuracy checks no longer provide another component of ignoring Armour
  82. - This was found to punish taking damage through Armour too much- However, the downside is that without any means of Armour Penetration, the possibility of a 10-Armour Shotgun being nigh-unkillable is actually a very real scenario (though also nigh-useless, due to its poor Mobility and Rate of Fire).
  83.  
  84. EXCISED MECHANIC: Pinned Down (from Suppression)
  85. All Suppression Counters are removed at the end of a round. Units gain -5 Awareness for every Suppression Counter in their space. In addition, if Suppression Counters ever reach 10 (+2 for every additional doll in the space), all Dolls in the space become Pinned. Pinned Dolls receive -20 to their Accuracy, +10 Evasion, cannot move, and this condition extends to the beginning of the next round, at which point each doll in the space must spend half her Rate of Fire in Initiative to remove the Pinned effect from herself.
  86.  
  87. EXCISED MECHANIC: Morale and Control
  88. Owing to their typically non-military backgrounds, Griffon and Kryuger T-dolls are thinking, autonomous units. This can prove to be an advantage on the battlefield, but it does not come without its drawbacks. The dolls on the G&K side must manage their Morale over the course of a battle, which represents their willingness to fight and their faith in the successful execution of the mission.
  89.  
  90. G&K begins with one point of Morale for every unique T-doll deployed to the mission. This is then affected positively or negatively by various events.
  91. Complete mission-optional objective: +1 Morale
  92. Complete mission-critical objective: +2 Morale
  93. T-doll loses half or more of her links: -1 Morale
  94. T-doll's main link destroyed: -1 Morale
  95. If G&K's morale ever reaches 0, all T-dolls are forced to withdraw and the mission is considered a failure.
  96.  
  97. Sangvis Ferri begins with a quantity of Control, which represents the local Ringleader(s)’s ability to efficiently deploy her/their units and command the battlefield. This starting amount can vary with regards to prevailing tactical conditions and the personality of the Ringleader leading the battle.
  98. Space containing G&K units becomes Pinned: +1 Control
  99. G&K main unit destroyed: +2 Control
  100. Ringleader present at end of round: +1 Control per ringleader
  101. G&K disables command node: -5 Control
  102. SF reinforcements arrive: -1 control per unit
  103. Ringleader dummy destroyed: -2 Control
  104. Ringleader killed: -10 Control
  105. If Control ever reaches 0, Sangvis Ferri does not automatically withdraw; however, at that point they are unable to receive reinforcements or gain more Control. If G&K T-dolls achieve all mission-critical objectives while SF Control is at 0, Sangvis Ferri then withdraws their forces, eliminating any need G&K may have to fight their way to extraction.
  106.  
  107. EXCISED CORE UPGRADE: Plating: +0.1 armour, +2 Vitality
  108.  
  109. EXCISED SECTION: DOWNTIME (Original)
  110. Tonight’s feast shall be held in the afterlife
  111.  
  112. Looking into the training facility from the adjacent observation room, it is clear that T-Dolls keep working even when on standby. WA2000 practices her focus with a series of training dummies that record how long she takes between each shot, MG5 helps MP5 with coordinating her movements in tandem with her new Dummy Link, and P7 runs along with a white tablecloth from God-knows-where.
  113.  
  114. However, G36 focuses on the hiss of the tea she pours out, a memorized motion that automatically adjusts to account for several factors, including the type of tea, the weight of the teapot, the altitude, and the Commander's mood at the time. Taking a seat, she takes a long sip, closing her eyes and examining the taste- Not that she really needed to check for anything unusual about the tea.
  115.  
  116. She is, after all, the perfect maid.
  117.  
  118. When T-Dolls are not sent out on missions, they may enjoy some Downtime. During Downtime, T-dolls can spend EXP, use Requisition Points for various bonuses, and investigate matters around the base.
  119.  
  120. EXCISED DESIGN FEATURES (for now)
  121. **Night Optics** (10 pts): +5 Awareness; +10 Accuracy and +5 Awareness at night.
  122. *A simple suite of light-enhancing equipment.*
  123. Advanced Infrared [Night Optics] (5 pts): +5 Awareness; +10 Accuracy and +5 Awareness at night.
  124. *Full night vision optics plus an infra-red targeter makes the darkness look almost like home.*
  125. **Flashlight** (5 pts): +10 Accuracy and Awareness to all allies in this doll’s space; -20 Evasion when contesting enemy awareness (does not stack with night optics or advanced infrared)
  126. *The most straightforward way to operate effectively in low-light conditions.*
  127.  
  128. ??/??-5/25, Alpha v0.1.6 (First Signs):
  129. * HG RoF 40 -> 60
  130. - Being able to act quickly has always been a problem for Handguns. Hopefully, with this extra boost to their Rate of Fire, they can start initiating their Designates to influence the battle much earlier into combat rounds.
  131. * SG Armour 3 -> 2
  132. * Riot Shotgun (SG): +2 Armour -> +1 Armour
  133. * Type 1 Armour Plate: +3 Armour -> +2 Armour
  134. * Type 3 Armour Plate: +2 Armour -> +1 Armour
  135. - As to prevent scenarios with enemies being unable to dent a 10-Armour Shotgun, we lowered the values on Armour. However, due to Armour being an integral means through which most Shotguns operate, we will see if they should be compensated otherwise elsewhere.
  136. * Experienced: +10 EXP -> +25 EXP
  137. * Veteran: +20 -> +50 EXP
  138. * Dummy Link EXP thresholds: 20/50/120/240 EXP -> 50/200/1000/6000 EXP
  139. * Dummy Link RP costs: 10/10/20/40 RP
  140. * Skill Level EXP costs: 100/200/400/1000 EXP
  141. * Core Upgrade costs: 2 EXP -> 5 EXP
  142. - Due to the calculated amounts of EXP given, costs have been adjusted accordingly. We still want that gap between x3 Link and x4 Link, as well as a large gap between x4 and x5 Link.
  143. * Speed: +2 RoF, +0.5 Mobility -> +2 RoF, +1 Evasion
  144. * Reinforcement: +3 Vitality, +1 Evasion -> +0.2 Armour, +2 Vitality
  145. * Endurance: +1 Mobility, +2 Vitality -> +4 Vitality
  146. * Plating: +0.1 Armour, +2 Vitality -> Removed
  147. - In an effort to maintain Mobility as a relevant stat that more or less remains static as players progress, we decided to rework Core Upgrades accordingly.
  148. * Suppression reworked; Pinned Down removed, Flanking Shot and Coup de grace added
  149. * Compact Assault Rifle (SMG) reworked accordingly
  150. * Machine Pistol (HG) ability changed: "Enemy units hit by your attacks gain -5 Evasion per attack until end of combat round." -> "When you Designate an enemy unit, you can place 3 Suppression Counters on that unit's space."
  151. * General Purpose Machine Gun (MG) ability changed: "Each attack adds 2 Suppression Counters to a space instead of 1." -> "The first 3 attacks you make each combat round place 2 Suppression Counters instead of 1."
  152. * Light Machine Gun (MG): +10 Evasion -> +10 Mobility
  153. * Light Machine Gun (MG): -10 Vitality -> -10 Firepower
  154. * Light Machine Gun (MG) ability changed: "At the beginning of a combat round, you can increase your Initiative and initiative floor by 40. If you do, increase your current Recoil by 5 after every attack you make that round." -> "When you attack, remove 1 Suppression Counter from your space."
  155. - We wanted to make fights a little more mobility-oriented, where a position might have to change on the fly frequently, and thought of using Suppression as a sort of narrative pressure mechanic where a T-doll can go in for the kill once they get an enemy on lock, while simultaneously trying to prevent likewise happening to themselves.
  156. - This was also a really good opportunity to rework the two problematic subclasses on Machine Gun- Light Machine Gun because it paired perhaps too well with Hunting Impulse, easily overwhelming slower but tougher enemies, and General Purpose Machine Gun for having the ability to lay down an excessive amount of Suppression Counters like it's nobody's business. We also wanted to make Light Machine Gun fit its real-world role more, so now it possesses a new, never-before-seen ability.
  157. * Downtime & Requisition section implemented
  158. * Skill Levels implemented
  159. * Commander section implemented
  160.  
  161. EXCISED SUBCLASS TEXT:
  162. - **Light Machine Gun**: +10 Mov, +10 Eva, -10 Vit; At the beginning of a combat round, you can increase your Initiative and initiative floor by 40. If you do, increase your current Recoil by 5 after every attack you make that round.
  163. *A machine gun made for easier carrying around by only one soldier. Light enough to be fired from the hip in a pinch.*
  164. - **Riot shotgun**: +10 Mov, +1 Armour; The first attack you make in a combat round adds 5 Suppression Counters instead of 1.
  165. - **Combat shotgun**: +10 RoF, +10 FP; Enemy units hit by your attacks suffer -10 Mobility and Evasion until end of combat round (this effect does not stack with itself).
  166. *A militarized variant, made with offense in mind. Each shot is made to hinder the enemy.*
  167.  
  168. SKILLS REWORK KINDA?
  169. [Command Focus]
  170. {AR}{SMG}{HG}{RF}{MG}{SG}
  171. - At the beginning of a combat round, you may spend half of your RoF in Initiative to grant all other allied units +20 to Initiative and to their Initiative Floor. This bonus does not stack with any other instances of this skill's use.
  172. [Level 2]: You can take a Designate action upon activating this Skill. This Designate costs no Initiative, but you cannot apply any Order(s) to this Designate.
  173. [Level 3]: Skill increases Initiative and Initiative Floor of echelon by 30 each in total.
  174. [Level 4]: When you Designate action by this Skill’s Level 2 effect, add either +10 additional Accuracy or +10 Firepower to attacks on the Designated target.
  175. [Level 5]: Skill increases Initiative and Initiative Floor of echelon by 40 total. Also, you can instead reduce Initiative and Initiative Floor by the same amount.
  176.  
  177. [Cover Focus]
  178. {SMG}
  179. - At the beginning of a round, you can gain +20 Evasion until end of combat round. If you do, you cannot take Saturation Fire or Controlled Fire actions, and you move one space away from an enemy unit that enters into your space until the end of the combat round (this movement still provokes Reactive Fire).
  180. [Level 2] When you activate this skill, also gain +10 Mobility during its duration.
  181. [Level 3] You gain +30 Evasion instead of +20.
  182. [Level 4] Once per round, when a unit takes a Reactive Fire action against you: You may make a Reactive Fire action against them without spending any Suppression Counters.
  183. [Level 5] You gain +40 Evasion and +20 Mobility instead of +30 Evasion and +10 Mobility.
  184.  
  185. [Assault Focus]
  186. {AR}{RF}
  187. - At the beginning of a combat round, you can gain +20 Initiative and -10 Recoil until end of combat round. If you do, you cannot take any actions aside from Saturation Fire or Wait until end of combat round.
  188. [Level 2]: Skill increases Initiative by 30 and reduces Recoil by 15 total.
  189. [Level 3]: Skill reduces Recoil by 25 total.
  190. [Level 4]: Skill increases Initiative by 40 and reduces Recoil by 30 total. T-doll may Quick Sprint once per activation.
  191. [Level 5]: Skill increases Initiative by 60 and reduces Recoil by 40 total.
  192.  
  193. [Damage Focus]
  194. {AR}{RF}{MG}{SG}
  195. - At the beginning of a combat round, you can gain +10 Firepower and +3 Vitality damage on failed Firepower rolls until end of combat round. If you do, you cannot take any actions aside from Controlled Fire and Wait until end of combat round.
  196. [Level 2]: Skill increases Firepower by 15 total.
  197. [Level 3]: Skill increases Vitality damage dealt on failed Firepower rolls by 4 total.
  198. [Level 4]: Skill increases Vitality damage dealt on failed Firepower rolls by 6 total. T-doll may take any action during the duration, but ends all bonuses if it isn’t Controlled Fire or Wait.
  199. [Level 5]: Skill increases Firepower by 20 and Vitality damage dealt on failed Firepower rolls by 8 total.
  200.  
  201. [Strike Focus]
  202. {AR}
  203. - When you take a Movement or Quick Sprint action, you may take a Saturation Fire action before moving. This attack has no Initiative cost and is made at +10 Firepower and +20 Accuracy.
  204. [Level 2]: Attack is made at +20 Firepower total.
  205. [Level 3]: Attack is made at +40 Accuracy total.
  206. [Level 4]: Attack may be conducted either before or immediately after movement.
  207. [Level 5]: Attack is made at +30 Firepower and +60 Accuracy total.
  208.  
  209. [Suppression Focus]
  210. {AR}{MG}
  211. - At the beginning of a combat round, you can gain +20 Initiative and Initiative Floor until the end of the combat round. If you do, reduce your Accuracy by 20 and add 2 extra Suppression Counters to spaces you attack that do not already have Suppression Counters until the end of the combat round.
  212.  
  213. [Lock and Load]
  214. {MG}
  215. - At the beginning of a combat round, you can gain +2 Vitality damage on failed Firepower rolls and -30 Initiative Floor until the end of the combat round. If you do, you cannot take any actions other than Saturated Fire until the end of the combat round.
  216.  
  217. [Survival Instinct]
  218. {SG}
  219. - At the beginning of a combat round, T-doll can gain +1 Armour, +10 Evasion and +20 Mobility until end of combat round, and if she does, she cannot take Controlled Fire or Quick Sprint actions until end of combat round.
  220.  
  221. [Ironside Concentration]
  222. {SG}
  223. - At the beginning of a combat round, you can gain 2 Armour until the end of the combat round. If you do, you cannot take any Movement, Quick Sprint, or Controlled Fire actions for the duration of the round.
  224.  
  225. 5/25-8/27, Alpha v0.1.7 (Beyond Time):
  226. * Veteran: 10 pts -> 5 pts
  227. * Veteran: Now requires "Experienced"
  228. - As a way to keep it in line with other, similar design features, wherein there is a prerequisite Design Feature you must obtain in order to gain a better version.
  229. - 75 EXP is enough to get to Reinforcement 5, which gives +1 Armour and +10 Vitality. Alternatively, you can get 5 tiers of Purpose, which might be useful, but possibly not. Most optimized combinations for Core Upgrades result in about 16 to 18 in total of the relevant two stats.
  230. - While we believe that it is fine that a character might sacrifice later development for an early powerspike, let's make sure to keep an eye on this in the future, just in case.
  231. * Traditional Submachine Gun (SMG) ability changed: -10 Accuracy to the enemy targeted by the Reactive Fire -> -20 Accuracy to the enemy targeted by the Reactive Fire
  232. - As it turns out, -10 Accuracy actually isn't a whole lot for Reactive Fire. We are buffing this ability, and are confident that it will be a sufficient enough buff for the subclass to have its merits.
  233. * Riot Shotgun (SG) ability changed: "The first attack you make in a combat round adds 5 Suppression Counters instead of 1." -> "After the Focus step, you may take a Movement action. This movement does not cost Initiative. All enemies within 0-1 range of you at the end of this movement gain a Suppression Counter on their space."
  234. * Combat Shotgun (SG) ability changed: "Enemy units hit by your attacks suffer -10 Mobility and Evasion until end of combat round (this effect does not stack with itself)." -> "You may move one space before conducting Controlled Fire."
  235. * Survival Instinct effect: +20 Mobility -> +0 Mobility
  236. - Shotguns have terrible mobility, and need to actually get in. We have now added tools for them to go in and beat shit in.
  237. - With the introduction of these new movement tools, we will also rework Survival Instinct to something that doesn't give Mobility.
  238. * Ironside Concentration name: Ironside Concentration -> Protection Focus
  239. * Ironside Concentration effect: +2 Armour -> +2 Armour (this cannot increase your Armour to be above 8)
  240. - Trying to keep Armour in check with this pre-emptive nerf. 5 Armour is already pretty rough on early enemies, though even 3 goes a long way.
  241. * Implemented Focus step; Certain skills formatted to now work with this.
  242. - Just an added step for the sake of clarity as to when certain effects go off.
  243.  
  244. 8/27-?/??, Alpha v0.2.0 (T-Dolls in the Flash):
  245.  
  246. EXCISED SUBCLASS TEXT:
  247. - **Traditional Assault Rifle**: +10 Acc, +10 FP; The first two attacks you make in a combat round do not increase your Recoil.
  248. *Select-fire rifles with an intermediate cartridge and detachable magazine. Adept at firing in small bursts at a time.*
  249. - **Bullpup Assault Rifle**: +10 Mov, +10 Awa, -1 min range; Reactive Fire you make at range 0-1 ignores recoil penalties.
  250. *Placing the magazine and action behind the trigger gives all the advantages of a longer barrel, while still providing the close-quarters maneuverability of a shorter weapon.*
  251. - **General-Purpose Machine Gun**: +10 Acc, +10 RoF; The first 3 attacks you make each combat round place 2 Suppression Counters instead of 1.
  252. *The star standard of its kind. Area control is more easily done with this weapon.*
  253.  
  254. EXCISED DESIGN FEATURE TEXT:
  255. - **Bipod**: Begin each round with -10 Recoil.
  256. - **Tripod**: Begin each round with -10 Recoil.
  257.  
  258. OLD SKILL TEXT:
  259. [CQB Focus]
  260. {AR}{SMG}{HG}{RF}{SG}
  261. - You gain +20 Firepower while attacking at Range 0.
  262. [Level 2] You gain +20 Accuracy while attacking at Range 0.
  263. [Level 3] You gain +40 Firepower in total.
  264. [Level 4] Apply 1 additional Suppression Counter to the space of any unit you attack at Range 0.
  265. [Level 5] You gain +60 Firepower and +40 Accuracy in total.
  266.  
  267. [Assault Focus]
  268. {AR}{RF}
  269. - FOCUS: You gain +20 Initiative and -10 Recoil, but you cannot take any actions aside from Saturation Fire or Wait.
  270. [Level 2] You gain +30 Initiative and -15 Recoil total while Focused.
  271. [Level 3] You gain -25 Recoil total while Focused.
  272. [Level 4] You gain +40 Initiative and -30 Recoil total while Focused. You can take a Quick Sprint action once this round.
  273. [Level 5] You gain +60 Initiative and -40 Recoil total while Focused.
  274.  
  275. [Damage Focus]
  276. {AR}{RF}{MG}{SG}
  277. - FOCUS: You gain +10 Firepower and +3 Vitality damage on failed Firepower rolls, but you cannot take any actions aside from Controlled Fire and Wait.
  278. [Level 2] You gain +15 Firepower total while Focused.
  279. [Level 3] You gain +4 Vitality damage dealt on failed Firepower rolls total while Focused.
  280. [Level 4] You gain +6 Vitality damage dealt on failed Firepower rolls total while Focused. You can take any action while Focused, but you lose the effects of this Skill's Focus after resolving that action if it is not Controlled Fire or Wait.
  281. [Level 5] You gain +20 Firepower and +8 Vitality damage dealt on failed Firepower rolls total while Focused.
  282.  
  283. [Strike Focus]
  284. {AR}
  285. - When you take a Movement or Quick Sprint action, you can take a Saturation Fire action before moving. This attack is made at +10 Firepower and +20 Accuracy.
  286. [Level 2]: Attack is made at +20 Firepower total.
  287. [Level 3]: Attack is made at +40 Accuracy total.
  288. [Level 4]: You can take the Saturation Fire action either before or after moving.
  289. [Level 5]: Attack is made at +30 Firepower and +60 Accuracy total.
  290.  
  291. [Suppression Focus]
  292. {AR}{MG}
  293. - Focus: You gain +20 Initiative and Initiative Floor, but reduce your Accuracy by 20 and add 2 extra Suppression Counters to spaces you attack that do not already have Suppression Counters.
  294.  
  295. [Fire Command]
  296. {HG}
  297. - Once per battle, you can Designate all allies (as well as yourself) to provide a +20 bonus to Firepower until end of combat round.
  298.  
  299. [Hunting Impulse]
  300. {MG}
  301. - Controlled Fire attacks made against targets who have not yet acted in this combat round are made at +20 Accuracy.
  302. [Level 2] Controlled Fire attacks made against targets who have not yet acted in this combat round also gain +20 Firepower, but deal -2 Vitality damage on a failed Firepower check.
  303. [Level 3] Such attacks are made at +30 Accuracy and +30 Firepower total, but deal -3 Vitality damage on a failed Firepower check.
  304. [Level 4] The first two Controlled Fire attacks you take in a combat round are always made with the stat modifications from this skill.
  305. [Level 5] Such attacks are made at +30 Accuracy and +50 Firepower total, but deal -5 Vitality damage on a failed Firepower check.
  306.  
  307. [Burst Impact]
  308. {SG}
  309. - You can spend half of your RoF in Initiative to make an attack on all enemy units in a space within your Range. Enemy units hit by this attack gain -20 Mobility until the end of the next combat round, in addition to any other effects.
  310.  
  311. [Strike Focus]
  312. {AR}
  313. - When you take a Movement or Quick Sprint action, you can take a Saturation Fire action before moving. This attack is made at +10 Firepower and +20 Accuracy.
  314. [Level 2]: Attack is made at +20 Firepower total.
  315. [Level 3]: Attack is made at +40 Accuracy total.
  316. [Level 4]: You can take the Saturation Fire action either before or after moving.
  317. [Level 5]: Attack is made at +30 Firepower and +60 Accuracy total.
  318.  
  319. EXCISED ENTIRETY OF MECHANIC: RECOIL
  320. Conducting saturation fire, firing a weapon with oversized ammunition, or firing an LMG without taking the time to properly brace it all impose recoil on a T-doll, making it increasingly more difficult for her to control her weapon. A recoil value acts as a penalty to Accuracy on all of a unit’s attacks until the recoil is cleared.
  321.  
  322. It is therefore advisable for T-dolls with automatic weapons to watch their recoil, lest their shots get too erratic to actually hit anything. Recoil is always returned to 0 at the end of a combat round, but taking the time to conduct the Steady Weapon action can reset recoil early.
  323.  
  324. Some effects may impose a negative recoil value on a unit; in such cases, negative recoil does not give any bonuses to Accuracy, but merely makes it take longer for Recoil to climb above 0.
  325.  
  326. EXCISED TEXT OF: Suppression and Reactive Fire
  327. As stated before, after you make an attack, you place a Suppression Counter on the target's space. Suppression Counters remain on a space until the end of each combat round, and incur a -5 penalty to Awareness for each Suppression Counter to all units in that space.
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  329.  
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