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Mobile Frame Hangar • View topic - Mobile Frame Zero: Intercept Orbit.

Mobile Frame Zero: Intercept Orbit.

Any question on the rules for MFZ: Intercept Orbit should be asked here.
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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Fri Mar 14, 2014 3:47 pm

I'm hoping to launch this coming Tuesday, but there are some pretty severe human factors interfering.
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Re: Mobile Frame Zero: Alpha Bandit

Postby spacemonkey » Fri Mar 14, 2014 7:13 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby Soren » Fri Mar 14, 2014 7:16 pm

It's been a little bit of a scramble! But we're closing in.
I worked on the setting and mecha design, but my opinions are personal. I am not the .
See more stuff I've made: |
"People need societies, but they don't necessarily need nations."
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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Fri Mar 14, 2014 9:20 pm

Well, don't forget that it'll run for about a month! And even if you can't afford to back, you can make sure everyone knows about it while the KS is going!
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Re: Mobile Frame Zero: Alpha Bandit

Postby Meaker VI » Thu Mar 20, 2014 12:12 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Thu Mar 20, 2014 1:53 pm

Green dice are not a shipboard system, so capital ships can't have one.

Frigates have three systems and always roll a green d6, making them more controlable and faster. Since green dice are not a shipboard system, you can't mount a second green die on a frigate.

Frame companies get one for their standard configuration and can have a green ace.

Dig?
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Re: Mobile Frame Zero: Alpha Bandit

Postby Meaker VI » Thu Mar 20, 2014 2:18 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby grafvonbarnez » Thu Mar 20, 2014 5:20 pm

Any chance we'll be able to get a playtest draft with the changes you've made since v3? Or is it straight to final after the kickstarter?

Edit: And I see my question was answered by the kickstarter
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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Tue Mar 25, 2014 11:01 am

Yep!

I still have to transfer my EXTREMELY VALUABLE index card of notes into a rules text! I went to a playtest and left my notebook at home!
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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Tue Mar 25, 2014 11:04 am

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Re: Mobile Frame Zero: Alpha Bandit

Postby grafvonbarnez » Tue Mar 25, 2014 5:39 pm

Just a vague concern at this point, but the kickstarter says that the Rapid Attack rules are required to play. I'm assuming the finished rules text won't be quite as vague as the playtest documents in the "everything not stated here is the same as in :RA" department, but I can't really imagine a way to clarify all of the (currently unstated) assumptions involved in the playtest rules and still have the original :RA rules be necessary. Unless you're just talking about stuff like the basics of how dice and damage and initiative work?

Sorry, I'm being vague but I don't really know how to clarify well enough.
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Re: Mobile Frame Zero: Alpha Bandit

Postby spacemonkey » Tue Mar 25, 2014 7:46 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Wed Mar 26, 2014 3:26 pm

As little as possible. Basically, it's detailed exceptions to the rules, with examples and clarification for the new context. It'll refer to the :RA rulebook frequently.

That said, the existing :AB 0.3 rules are crammed onto three pages. I have 16x that for 002.
Last edited by Joshua A.C. Newman on Wed Mar 26, 2014 4:29 pm, edited 1 time in total.
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Re: Mobile Frame Zero: Alpha Bandit

Postby schoon » Wed Mar 26, 2014 4:05 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby Joshua A.C. Newman » Wed Mar 26, 2014 4:30 pm

Be that as it may, there's no budget for a longer book. It's possible that there will be, but that's far, far down the Kickstarter road.
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Re: Mobile Frame Zero: Alpha Bandit

Postby schoon » Wed Mar 26, 2014 5:52 pm

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Re: Mobile Frame Zero: Alpha Bandit

Postby Dukayn » Thu Mar 27, 2014 12:52 am

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Re: Mobile Frame Zero: Alpha Bandit

Postby grafvonbarnez » Thu Mar 27, 2014 2:09 am

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Re: Mobile Frame Zero: Alpha Bandit

Postby Dukayn » Thu Mar 27, 2014 3:41 am

Ah fair enough. Ambiguous wording. It's a risk you take when you make expansion rule sets to existing rules. But I think anyone with a basic understanding of Rapid Attack rules will have no trouble adapting to Alpha Bandit.
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Re: Mobile Frame Zero: Alpha Bandit

Postby grafvonbarnez » Thu Mar 27, 2014 4:09 am

I agree, and I think my last comment may have come off as unnecessarily harsh. (I still love the rules, honestly!) The biggest problems I had, as evinced by all the questions in this thread, were where the rules broke down a little bit, but not unrecoverably, from the :RA assumptions. On reflection, the parts I took for granted in my original post about this (dice, damage, initiative, and scoring) are all the biggest core parts of MFZ that I grok and take for granted, but consume a huge chunk of the :RA rulebook. And if we're getting 48 pages of rules and explanations (less the pages of setting and fiction, I suppose) I can believe it won't be an issue.
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