Hi there! Based on my feedback from 0.3.0 I released a balance, metagame, and accessiblity update.
Integral Traits
A few Integral Traits received minor tweaks:
Hairpin Controls (L1-RECON) now only works on the first 4 rolled in a turn.
It was a little too consistent with high-dice attacks.
CQC Plating (L3-GLADIATOR) is now Riot Shielding and does the opposite - it grants +1 Armor vs Near/Far attacks.
This is a more useful bonus overall and makes more sense given L3’s Big Shield characteristic.
Long-Range Optics (M2-ARCHER) now allows them to extend their Far range to 3 hexes with a die/Harm penalty when no enemies are in Close/Near.
This makes their Trait more distinct from the Scoped add-on and lets them have something no other Frame has.
Integral and Modular Systems
I made a few changes to Systems based on two observations: longer-range Systems are more powerful/useful than shorter-range Systems and Near/Far range area-attack Systems are very powerful.
To the first end, close-range Systems were buffed as necessary:
Flamethrower (H2-LANCER) is now 3 Harm but has Limited.
This makes it more distinct from Point Defense Cannons.
Point Defense Cannons now have Piercing.
They didn’t need much, this mostly just makes using them more reliable against shielded enemies.
Shoulder Spear has +1 Harm (5 total).
Reactor Backdraft has +2 instead of +1 Harm when at half or less Vigor.
These should bring them in line with similar offerings at higher ranges.
To the second end, some various ranged area attack systems were nerfed:
Net Launcher (H3-ANGLER) now targets one Near area instead of two.
It was still way too good! Especially with the v0.3+ Tension/Ammo split.
Arc Mortar is now 2 Harm instead of 3 Harm. It loses Limited but gains Piercing.
Less harm but no Limited means you can achieve a similar effect by spending more ammo, which is fine. Piercing removal makes it a little more reliable, which is good given enemies have a chance to react to it.
High-Explosive Missile is now Sniper Cannon and loses its area-attack potential (just deals 3 Harm).
It was good on its own merits without that, Far-range System damage is very powerful.
Based on these changes I rearranged a few of the default layouts for Frames as well.
Armament Tags
Focused gives +1 Harm at greater than half instead of maximum Tension.
As per the first Other change below, Aces will be at lower than maximum Tension basically all the time.
Mobile gives +1 Harm instead of +1 die and needs at least two moves before it kicks in.
+1 die and just one move is too easy with how Tension works now to offset low-die Armaments. Now you have to have spent at least 1 Tension or 1 Ammo for it to be active.
Splash does its thing on a 6 only.
This brings it in line with, for instance, Burst.
Incendiary now creates a fire-based Hazard instead.
Makes it a little more distinct from Splash.
Other
Aces stabilize at Max - 3 Tension between combats by default.
This cuts down on first-round alpha strikes a bit (which then slows the tone of the whole combat).
Enemy changes:
The “main” Colossus parts (Consul Control Center, World Serpent Head) have gotten a Vigor buff. They just died too fast.
Added a new move for Prime enemies, Purge, which lets them clear conditions.
Some campaign changes (pacing-related changes to the various Clocks/etc around crises):
Crisis Clocks are now 2 segments, but each clock gets cleared when one fills.
GMs are encouraged to use a Crisis to “upgrade” a Standard Mission.
This means a Crisis will happen roughly every 3/4 missions by default.
Added an epub version!
As always, happy to answer any questions. Let me know!