We are going to start as usual with formal matters. We are waiting for the final shots of plastic trays that are going to be placed in the boxes. Speaking of which, there are going to be three of them: the core box, the Blood on the floor supplement box and the box with all unlocked stretch goals. Every one of them is going to include a plastic tray, so this means that all the game components are going to fit inside the box.
Moreover, we are under impression that we didn’t show you these pictures; the models are going to be cast in two colors – the heroes in grey, and the OPFOR in blue-gey. The Friend/Foe identification is going to be easy. The pics are a representation of the colour samples.
That it for the formal stuff. Right now, lets get back to the game itself. You surely do remember that the game includes a Skirmish mode, where the players can enjoy a quick game, pitched against each other.
In Skirmish mode, every character in your team is important. Even the dumb cyborg can fire the shot that makes the difference between victory and defeat. However, certain miniatures amongst the ranks of every team deserve a special mention. These are the team’s leader and its specialists.
Team Leaders direct their team members in the field. Many Team Leaders have access to exotic weapons and specialised cybergear and it is their leadership and authority that keeps the team fighting when the odds are against them.
Specialists are the other important asset available to every team. They take many forms – from a mad Ronin to a brilliant Hacker, a brutal Uberboy to a smart Skimmer – these skilled individuals bring special equipment and skills to the field. Every member within a team matters and all can win a mission with their pals.
MISSION
Human Interface Skirmish Mode is objective-based, and as in every game, a good player should start with a strategy for how they’re going to accomplish their objectives.
Before you can play a game, you must select a mission. The main rules include example mission which are ideal to get the action started quickly.
STRIKE TEAMS
Once you have chosen which mission to play, you must choose your strike team. For the example mission you can include any miniatures from your collection, but the full rules for choosing a strike team can be found in rulebook. The mission you are playing may include additional rules that change how you choose your strike team and how to play a mission.
By the way, we have played a few games in a classic tabletop skirmish style using the Human Interface Be a Better Human rules.
That’s it for today
The HINT team
As it became customary, we would like to start with the formal matters. The date that the games are going to be shipped to us, stays the same; it’s the upcoming December. As soon as we have them in our warehouse, we will start shipping them directly to you. Unusual orders (metal, resin elements) are often packed in prepared in a way that allows to just repack them wholesale and ship.
An important disclaimer.
At the beginning of December we are going to start to lock the shipping addresses. Of course we are going to remind you about that in following updates with final notice.
That’s enough about the production. Now let’s talk about the game. As you know in this edition we had implemented a new elements: character classes. That means that particular characters possess universal skills that are typical for their class. It looks like this:
A Team’s Leader is its brain and its heart both. Typically the most experienced member in the team, the Leader has ultimate responsibility for his pals’ actions during the mission.
– Class skill: Squadsync: Team Leader can activate simultaneously with a friendly adjacent model. This triggers only one reaction.
A Ronin, may be connected with criminal groups, but is not a gang member. He follows his own path. Ronins are hired bodyguards and mercenaries.
– Class skill: Lightning Reflexes: This Character gets no penalties when using the Fast Attack reaction (basically, you get -3 modifier).
A Hacker used to be a well respected individual who liked to use of cyberdecks. Using their neurochips and sophisticated cybergear, they surf the web, looking for information.
– Class skill: SysOp: +2 System Resources per turn (few more will be useful).
A Skimmer is the well-connected information broker who apply their trade on the black market. Many Skimmers are skilled in natural stealth.
– Class skill: On position: No Alarm token for presence (generally, you always generate Alarm tokens for presence).
An Uberboy/Ubergirl. In a firefight between teams a big pal carrying a heavy weapon can be every bit as devastating. The Uberboy acts as an executor for their team, suppressing the enemy while their buddy advance. – Class skill: I’m the gun guy: You can use Heavy Weapon in Close Combat (normally, you can’t use that kind of weapon in CC).
That’s it for today
The HINT team
We have just finished an official correction and approval procedure and the full scale production of the miniatures range is launching right now. By the middle of the month the production of cardboard is going to launch, and right after that the rest of the elements will follow. That means we are right on schedule. In a few weeks we will have precise dates of shipping available.
We would like to show you all the miniatures that were unlocked during the campaign and will go into production in plastic. We are a super happy that practically none of them were reposed from what we shared during the campaign to meet the production requirements. Soon you are going to receive a game that has the most dynamic and cyberpunk models available on the market. Not mentioning the rules and missions that are supercool.
That’s it for today
The HINT team