The biggest change with this version was taking on board Paul's comments regarding the mech warriors. I didn't want to lose them, but the question was how to make their roles bigger.
This is how I did it...
MECH WARRIOR PLATES
I've separated the warrior from the mech tableau and combined them with the Power/Speed meter.
I've given each warrior 3 personality traits.
This in turn, has defined a list of unique predetermined skills available to them. Up to this point, skills were randomly picked from a stack. Instead, I've tailored the skills to each warrior, matching their traits.
As before, these skills get unlocked when the player manages to gain enough VP's.
The skill cost relates to a new mechanic, which is using the defeated enemy cards as currency. Until now, they were just used as tie breaker deciders. Now, they can be used to activate skills, and also another resource to be bartered between players.
Lastly, Shem noticed that the ability to alter speed independently of the power never got used by players. If it's never used, chuck it out. The speed has now been fixed to the power. Also, it drops as the mech takes damage which means the mech becomes slower, thematically making sense.
RESOURCES
Resources are now fixed and linked to the enemy's power. So players earn between 1-3 resources for defeating an enemy. This now means players know exactly want they're fighting for before the engagement begins. Bartering between players becomes clearer too.
THE MAIN BOARD
VP targets have been added to the VP tracker. Players now have to reach these targets before the end of the wave otherwise the Threat Level will increase (with each unsuccessful player not making it.)
The Workshop values have been altered to bring them in line with the changes made to the mech warriors and fixed resources.
Sidekick has been replaced with 'Airstrike' as it makes more thematic sense. This has also been altered in the Briefing Room. ('Strike')
The Gym Perk introduces the 'Gym Card'. These act like dummy enemy cards, allowing players to use them for skills.
VERSION 10: WHAT I LEARNT
Minor tweak territory now. However, if one part is changed, it's bounces onto all other aspects of the game.
One part I didn't change which I should have done was the Threat Track. Now, with more ways to generate threat in the game, the scale was too small and became very difficult for the players to win. Doh!