I would appreciate some comments / criticism on the following.
I am trying to bring some balance to some action cards (the other option would be banning some of them from the game).
Acrobatic Strike C: Disarming an opponent was very easy with this card as compared to the Disarm action card.
Reckless Cleave A & C, Troll Feller Strike A & C and Giant Feller Strike A & C: Probably the most powerfull melee action cards in the game. The "bug" I find this cards have is due to the fact that they rely on depriving the PC from using Active Defences, but we all know that Soak is what matters not active defences. In my opinion any highly armoured character (knights, Ironbreakers, Chaos Warriors…) is an abuse to these cards, hence the modifications I have done. (I DON'T use traits as a restriction in my games).
Thunderous blow A & C: I just added up a bit of difficulty to this card. Specially because I also house rule that a character inflicting a critical wound may decide (before turning the wound card face up) to, instead of the critical wound card effect, inflict a number of wounds equal to half the critical severity raiting rounded up. This last house rule was made mainly for the PCs, so they have some incentive to spend boons and comets for critical wounds.
Archer's Paradox C: Improved its effects so it is more appealing for PCs as compared to Accurate Shot and Sniper Shot
Rapid Fire A & C: The card was fine, but it needed to be modified since I have introduced a house rule where no character can spend more than 1 fatigue per round to gain extra manoeuvres, hence limiting to a maximum of 3 the amount of manouevres a character can perform each round. Unless he has the Swift trait, or he obtains extra manoeuvres through boons like with the melee strike and ranged shot action cards.
Thanks for your time and comments