In the Writing ToDo List, we currently have:
0) Combat, Skills, Equipment (implementation of new weapon group system for the Modern Ranged weapon class, also rules for handheld and large launchers, spread weapons and area burst, possible new (support) weapons - blasters, tanglers, pacifiers, support weapons, handheld launchers)
1) Skills (revisit Signaling description re use of comms equipment and vehicle sensors, priority of applications) In Alpha
2) Skills (Explicit sample of subskills and specialities for Vehicle skills In Alpha, Gunnery In Alpha, Machine Operation [Done])
3) Skills (Flying/Gliding fixup, Zero-G maneuvering, affects Zero Gravity Talent, Zero-G Combat skill, tweaks to Starsoldier TP and sentence in Adventuring chapter) In Alpha
4) Equipment & Technology (indicate skills for equipment) [Done]
5) Vehicles (some further math shortcuts if possible)
6) Combat (vehicle - "lock on", missile rounds start after firing round) [DONE]
7) Combat (BMR for crouched movement) {becomes Combat Crawl} In Alpha
8) Combat (grenades - consider how secondary radius might be handled) necessitated changes to equipment In Alpha
9) Combat (vehicle situational modifiers for initiative) In Alpha
10) Combat (Well-aimed Shot no longer implicit time delay[DONE], Careful Aim In Alpha)
11) Psionics (name that psi maneuver table [DONE] , bring other mods nearby)
12) Psionics (Electrical Control In Alpha, Clouding Tier 3 to Tier 4 [DONE])
13) psionics (skill ranks set max on PEPs spendable) [DONE]
14) psionics (telekinesis as attack) In Alpha
15) Psionics: precognitive strike, defense, maneuver In Alpha
16) Psionics (tweaking of Clairaudience and Clairvoyance to make them useful at Tier 1) In Alpha
17) Psionics (minor mod to Attack discipline) [DONE]
18) Psionics (rules for Concentration duration) [DONE]
19) Professions: Semi-Adepts becomes the Fusion variant In Alpha
20) Talents (TP mods to Doctor, Follower, Initiate to avoid half-DPs) [DONE]
[Old Numbering indicating changes already made at last checkpoint]
1) Species: Add Skill Flexibility as an alternative to Profession Adaptability for humans, note need to modify example in Species & Genetic Adaptation [DONE]
2) Combat: Metricate the Charging combat action [DONE]
3) Vehicles: Fix the v= u +at equation example [DONE]
4) Gustav: Noted for Tim
5) Species: Genetic Adaptation Talents (ensure cost appears in Species chapter) [DONE]
6) Talents: checking/modification (Speed Loader, Sureshot, Zero-G, Poison Sac) [DONE]
7) Equipment & Technology (laser sights vs holographic sights) former now Unrestricted [DONE]
9) Equipment & Technology (no personal force shields) [DONE]
10) Skills (Disarming Demolitions as explicit subskill) [DONE]
11) Skills (Astrogation as explicit subskill of Navigation) [DONE]
13) Skills (psychology - explicit note about study of alien minds) [DONE]
14) Skills (engineering - explicit note about its application in equipment use) [DONE]
16) Adventuring (starvation & thirst - 3 litres) [DONE]
17) Adventuring (high gravity - acceleration couches and gravitic chairs) [DONE]
18) Combat (+40 vs downed foes - melee only?) (now states: Foe Downed (melee attacks or point-blank ranged attacks only) [DONE]
19) Combat (Escape Blast vs Sudden Dive) (Escape Blast now requires following round for reorientation) [DONE]
22) Combat (change missile use in melee to ranged weapons in melee) [DONE]
23) Combat (combat actions - explicit note about which ignore damage caps) [DONE]
25) Adventuring (radiation aftermath CRR for nuclear blast) (reduced and qualified) [DONE]
26) Combat (reflect on Pilot bonus offensive vs defensive) now one or other [DONE]
27) Cyberware (look at skill ranks being equipment specific, which implants need neuralware) [DONE]
28) Skills (explicit note that EMP Feedback option is specific neuralware unit) [DONE]
33) Cyberware (explicit note against stacking of bonuses from multiple cyberlimbs) [DONE]
35) Talents (rename Hotshot to Hotshot Pilot [DONE], improve Intuition description [DONE], wings to Flight and possible Cyradon ruling -impact on Gorsivans [DONE], Dense Musculature [DONE], note on maneuver types for Natural Linguist [DONE], check Darkvision - comment on colorblind already in Adventuring no action required) [DONE]
36) Combat & Equipment (scope to make Sniping viable beyond two range increments) {also adjusted Telescopic Eyes talent, Telescopic Focusing cyberware/cybertech, Sniping skill description} [DONE]
37) Talents (modify Starfighter Pilot TP to have CS&M: Combat Piloting) [DONE]
39) Dirty Fighting, Ambush, Sniping fixups [DONE]
40) Talents (mod to Initiate of the Transcendence TP) [DONE]
Wish List:
1) Timeline of Terran & Alien History
2) Missile Warheads
3) Table of precalculated missile flight times / sublight transit times
4) Exotic Cybersenses (scanners, etc.)
5) Cyberware to boost mental stats
6) "Smuggler" ship and/or other small starships
7) Master NPC table
Designated for SysOp's Guide:
1) Alternate FTL options
Best wishes,
Nicholas