#Frontiers of the Infinite

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frigid hazel
dark barn
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FRONTIER FOUNDRY WIP

This thread is for providing feedback on the homebrew content that I am currently playtesting, Frontier Foundry.

Details:

  • 6 New Core Bonuses
  • Two new mechanics:
    • Enhancements: They're like conditions, but they help instead of harm.
    • Infect: Identical to Burn, except it applies heat instead of damage and is removed by an end-of-turn Systems check.

Frames:

  • FF Takamori: Striker - Melee-oriented striker that thrives in the fray.
  • FF Spartacus: Defender - A defender that protects with overshields and enhancements.
  • FF Lafayette: Support - Team leader that relies on aiding and coordinating allies.
  • FF Zizka: Striker/Controller - Close-range hacker with striker damage potential.
  • FF Arminius: Controller - Manipulates zones and terrain to devastating effect.
  • FF Pancho: Striker - A mobile stealth striker, with a focus on loading weapons.
  • FF Geronimo: Controller/Support - An elite hacker capable of generating its own overshields.
  • FF Ataturk: Striker/Controller - A grenadier with supplementary drone capabilities.

LCP and Manufacturer Doc Link

This thread is for discussion and feedback, so please post any comments, criticisms, or suggestions below.

Art by the wonderful MAGNUS


FRONTIER FOUNDRY PLAYTEST ATTRITION RULES

First, set your mech to the following state:

  • Current hp equal to half max HP
  • 1 structure
  • 1 stress
  • 1 system destroyed
  • 1 mount destroyed
  • No core power
  • 1 repair (+ bonus from HULL)
  • (Systems Limited Charges / 2 [round down]) + Bonus from ENG, then add 1 charge to a weapon or system of your choice

Just a humble artist
Concept Artist/Illustrator.

https://magnus-art.carrd.co/

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Second, snake draft the following chart (randomly determine who goes first)

Snake draft goes as follows: 1-2-3-4-4-3-2-1 (then repeat until done)

You can only select 1 square per column.

Here's an example of a draft order:

Round 1: Aaron (+3 Structure) -> Billy (Overcharge 1d3) -> Catherine (Repaired Mount) -> Diana (+2 Structure)

Round 2: Diana (Core Power from column 2) -> Catherine (Stress +3) -> Billy (+2 Stress) -> Aaron (Overcharge 1d6+4)

Round 3: Aaron (+1 Stress) -> Billy (Repaired System) -> Catherine (Overcharge 1) -> Diana (Full Health)

Round 4: Diana (Overcharge 1d6) -> Catherine (+1 Structure) -> Billy (Core Power from column 1) -> Aaron (Full Health)

In the end the players have the following benefits (again, 1 from each column):

  • Aaron -> +3 Structure, Overcharge 1d6+4, Stress +1, Full Health
  • Billy -> Overcharge 1d3, +2 Stress, Repaired System, Core Power from column 1
  • Catherine -> Repaired Mount, +3 Stress, Overcharge 1, +1 Structure
  • Diana -> +2 Structure, Core Power from column 2, Full Health, Overcharge 1d6
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Third, perform a quick repair

dark barn
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Rule adjustments I typically play with:

  • Knockback X over an edge will cause the target to, after passing over the edge, take the most direct route towards the ground Y distance away (where Y is the remaining knockback after crossing the edge). If you become airborne while experiencing knockback, the space where you land is where you stop moving. Fall damage will be calculated based on initial cliff height and landing elevation (this clarifies the case where you would land on a slope).
  • LoS Adjustments (see image)
dark barn
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IceNine's Alternate Structure Rules (WIP)

Use the normal Structure Damage Table, but replace Direct Hit and Crushing Hit as follows:

  • Direct Hit - The result depends on your mech's remaining Structure:
    • 3 Structure: Your mech is Staggered until the end of your next turn.
    • 2 Structure: Roll a Hull check. On a success, your mech is Staggered utnil the end of your next turn. On a failure, your mech is Stunned until the end of your next turn.
    • 1 Structure: Your mech is Stunned until the end of your next turn.
  • Crushing Hit - The result depends on your mech's remaining Structure:
    • 2 Structure: Your mech is Stunned until the end of your next turn.
    • 1 Structure: Your mech is damaged beyond repair โ€“ it is destroyed. You may still exit it as normal.
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Saving this message space for more rules clarifications and such.

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Saving this message space for more rules clarifications and such.

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The LCP has been updated to v0.46.1 and is available for download in the linked google drive.

The upcoming playtest on Feb 6th will use this version.

dark barn
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I forgot to include in the changeling above, the Underclock Reactor core bonus was replaced with System Refactor

dark barn
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@vagrant plume I looked into the templating for what you asked about but no the Taraxacum does not allow the Zizka to use Synchronized Subsystems using the Taraxacum's sensors.

dark barn
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LCP Update v0.47.4

dark barn
dark barn
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LCP Update v0.48.0

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This includes a rework for the Takamori, see below:

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As always please point out any issues you find.

dark barn
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Next playtest for those interested: #lancer-game-recruiting message

round coral
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I really like the Lafayette

dark barn
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There have already been a few cool builds for it that caught me by surprise.

dark barn
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@icy seal answering your questions here in case anyone else finds them helpful:

  • For Ataturk's core passive, do I have to physically push the mine or does it just do that?

    • Regarding Creeping Death (Ataturk Core Passive): I think your question is asking if your mech needs to be next to it? You do not need to be next to it, push/pull are more general involuntary movement terms rather than a literal push.
  • I think Takamori has a typo on the active, it says "you may repeat Final Judgement as a free action" but the ability name is called Secret Technique.

    • Thanks for the call out, that is a typo as I changed the ability name and this one is semi-temporary before I finalize a different name (Final Judgement just wasn't right anymore).
  • Am I forced to change stances as Takamori or is this a "may" action?

    • The current intent is for it to be mandatory, I've been working on the templating as free actions was the best way to display it both in Compcon and foundry by separating it into 4 separate abilities instead of 1 super long one. Definitely open to any suggestions or feedback from anyone on a more efficient way to template this.
  • Wording on Lafayette's Comprehensive Aid Network confuses me, is it supposed to work like Gorgon?

    • That's right, it functions the same as the Gorgon's Gaze frame trait, but only during your allied characters' turns.
dark barn
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By the way we have new Pancho art!

dark barn
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LCP Update v0.49.0

dark barn
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Playtest for this coming Thursday on v0.49: #lancer-game-recruiting message

dark barn
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Busier than usual the next couple weeks but playtests will resume once I have the time ๐Ÿ™‚

dark barn
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Back at it again: #lancer-game-recruiting message

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Also new Spartacus art:

dark barn
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Upcoming playtest: #lancer-game-recruiting message

dark barn
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LCP Update v0.49.3

dark barn
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LCP Update v0.50.2

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Arminius Core Power rework has not actually happened yet (still working on that one)