Rising Powers Card Tweaks

Moderator: Guy In Suit

Rising Powers Card Tweaks

Postby Guy In Suit » Fri May 13, 2011 12:09 pm

http://wyrd-games.net/forum/showthread.php?t=19972

Scope these out. Most of them are obvious fixes to typos, but some are pretty important - particularly number of wounds changed for a few models.
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Re: Rising Powers Card Tweaks

Postby ZiggyQubert » Fri May 13, 2011 3:14 pm

All of these changes (except the etera I believe) are already on the cards, just updates for whats in the book
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Re: Rising Powers Card Tweaks

Postby Guy In Suit » Fri May 13, 2011 3:20 pm

That is correct... I beleive... But its good for ppl who don't have the crews in question.

Its also good to see for unreleased models like the guild hounds. They are a lot nastier now that they are guardsmen and can synergize.
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