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Mobile Frame Hangar • View topic - Frame Classes

Frame Classes

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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This is a game - This is fun - All of your posts should reflect this.

Frame Classes

Postby Mechworks » Sat Dec 07, 2019 2:59 am

Using smaller or larger frames in the same game can, occasionally, be desired; but RA's core rules don't really account for this. back when I actually had a group to play with and access to real lego, we came up with some classifications:

Hardsuits are smaller and less capable than frames, however, their greater power-to-mass ratio allows them to move much more quickly. Hardsuits have d6W d8G as integral systems and may carry Three total systems. they may also carry no more than two weapons of any range. Harsuits are unable to provide cover to Mobile Frames, but may do so for other hardsuits provided they have two defense systems. Hardsuit weapons are also smaller and less powerful than those carried by standard frames, granting only d6Rh / d6Rd / d6Ra each. Hardsuits may not carry SSRs or other single-shot systems. Hardsuits are, however, worth 1/3rd of a frame for asset tabulation, meaning you may field three Hardsuits for the same value as a standard Mobile Frame.

In short: smaller, squishier and not as powerful, but they're fast and they'll be lots of them.

Standard Frames: are already covered by MFZ's rules.

Heavy Frames: Heavy Frames are larger and more powerful than standard frames, able to bring more power to a game but retaining much of the flexibility of lighter frames. Heavy Frames do not gain d8G for Sprint, instead they gain d6G . Heavy frames have d6W d6W d6W . Heavy Frames may mount Five systems, rather than four. Each Heavy Frame is worth twice a standard frame for asset tabulation. Otherwise, Heavy Frames function much like their lighter cousins.

Superheavy Frames: The largest 'conventional' frames, Superheavy frames are large, powerful and universally slow. Superheavy Frames have d6W d6W d6B , as well as any one of the following: d6Ra / d6Rd / d8Rh as integral systems which cannot be destroyed. Superheavy Frames do not benefit from Sprint, and each movement system is only 1D4 ( Image ) rather than 1D6 ( d6G ). Superheavy Frames may mount Six Systems of any type. Superheavy Frames are four times as valuable as standard frames for asset tabulation. Otherwise, Superheavy Frames operate largely conventionally.

Assault Frames:
Some of the largest mobile machines on the battlefield, Assault frames are incredibly durable and far more destructive than their lesser cousins. Players may only field a single Assault Frame. Each Assault Frame has 2D8W ( Image Image ), 1D8B ( Image ), and d6W d6W . Assault Frames may mount Four Assault Systems: larger and more powerful versions of those used by lesser frames. Assault Weapons grant d8Ra d8Ra / d8Rd d8Rd / d8Rh d8Rh respectively, Assault Scanners grant 1D8y ( Image ), and so on, the exception is Movement Systems; there are no Assault movement systems and Assault Frames do not benefit from Sprint. Assault Frames may also mount up to five standard systems, including movement systems. Assault Frames are the single most valuable force on the board, and are worth five points to their controller... and Fifteen points to any opponent who kills one, due to the difficulty involved in doing so. Assault Frames may not capture stations and do not benefit from any cover.

Mobile Assault Fortress: The single largest unit on any battlefield, the Mobile Assault Fortress is the ultimate expression of Mobile Frame technology. these vast behemoths can dominate entire battlespaces and are incredibly difficult to destroy; typically; if a Mobile Assault Fortress takes to the field, the game ends only upon its destruction; as the sheer military power represented by these machines makes any other goal irrelevant.

Mobile Assault Fortresses do not have white dice, instead, they posses 3D8b ( Image Image Image ), d6G d6G , any three d8Ra / d8Rd / d8Rh and any four d6Ra d6Ra / d6Rd d6Rd / d6Rh d6Rh / d6Y / d6B as integral systems which cannot be destroyed. They may also mount any four Assault Systems and up to twelve standard systems, including movement systems. Mobile Assault Fortresses are also large enough to mount strategic-level missiles and starship-grade weapons that can instantly destroy lesser vehicles if allowed to connect, advanced area defenses, and other systems that are impractical to place on any other terrestrial platform. they may mount up to three of such devices.

Mobile Assault Fortresses my not mount Single-shot rockets, capture or contest Stations, benefit from cover or Sprint and cannot be fielded with any other mobile frame. Mobile Assault Fortresses must also have specific weaknesses that can disable portions of their systems or outright destroy the Fortress, such as vulnerable reactors, ammunition explosion risks, etc.

Mobile Assault Fortresses are also sufficiently large that specific portions of the vehicle, such as legs, arms, turrets etc can be targeted independent of the main vehicle. these always possess d6B , but may use any system mounted to the portion in question both to defend and to absorb damage, if no such system is available than that section is destroyed. Mobile Assault Fortresses are also sufficiently large that weapon facing must be taken into account; each weapon may be mounted 'front,' 'back, 'left,' or 'right;' each weapon may fire into either adjacent arc but not the opposite (Ie, a weapon mounted 'left' may fire forwards and backwards but not to the Fortress's right, and so on.)
Furthermore, Mobile Assault Fortresses are so large that they cannot turn easily, a Mobile Assault Fortress that wishes to change facing may rotate approximately fifteen degrees per d6G roll each turn, but may not move in any direction while rotating.

Any player who successfully destroys a Mobile Assault Fortress may be considered the victor of a given engagement, however this may require co-operation between multiple companies or larger-than-normal companies to be successful; disengaging may also be considered a victory in some cases.

It is strongly recommended that Mobile Assault Fortresses be used only for scenario games, or even as 'NPC' or GM-driven field hazards rather than for competitive play; If you do decided to do so, don't gripe when everyone else plocks down double- or triple-strength companies and negotiate a truce. you brought that monstrosity in, that eveyone else banded against you is likely inevitable.

(TLDR: Arms Forts, MFZ style. will undoubtedly draw fire like mad, but has the firepower to respond.)
Last edited by Mechworks on Sat Dec 07, 2019 2:04 pm, edited 2 times in total.



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Re: Frame Classes

Postby SamSam » Sat Dec 07, 2019 3:24 am

you are postin to much to fast. let others have chance to rply be fore you overtake the site. Not tellin yous to stop, just slow it down abit
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Re: Frame Classes

Postby Mantisking » Sat Dec 07, 2019 7:55 am



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Re: Frame Classes

Postby Mechworks » Sat Dec 07, 2019 1:53 pm

Example Hardsuits:
Image
Bushi
Soldier: d6W d8G ,Naginata d6Rh / slugthrower d6Rd / Hardsuit Armor d6B
Heavy melee: d6W d8G d8G , Fusion Spear d6Rh d6Rh / Hardsuit armor d6B
Scout: d6W d8G d8G , Dual katana d6Rh d6Rh / Comms Antenna d6Y
Artillery: d6W d8G , Bazooka d6Ra d6Ra / Comms Antenna d6Y
Leader: d6W d8G , Naginata d6Rh / Pulse Pistol d6Rd / C&C suite d6Y

Example Heavy Frame:
Image
Bakeneko d6W d6W d6W
Fusion Swords d6Rh d6Rh d8Rh / DMR d6Ra d6Ra / pistol d6Rd d6Rd / ECM pod d6B / Heavy Rockets d8Rr d8Rr

Example Superheavy Frame:
Image
Rakasha d6W d6W d6B d6Rd
Lightning Blaster d6Rd d6Rd / Energy Mortar d6Ra d6Ra / Thruster packs Image Image Image / Comms Anntennas d6Y

Example Assault Frame:
Image
Oni d6W d6W Image Image Image
Assault: Gravaton Maul d8Rh d8Rh / Plasma Caster Sword d8Rh d8Rd / Plasma Caster Sword d8Rh d8Rd / Shield Generators Image
Standard: Missile Packs d6Ra d6Ra d8Ra / Flare Launchers d6B d6B / Oni's Gaze sensor pod d6Y

Example Mobile Assault Fortress:
Image
Tamatoa d6G d6G Image Image Image d8Rd d8Rd d8Ra d6B d6B d6Rd d6Rd d6Rd d6Rd
Advanced Systems: Plasma Beam Projectors (Front) d8Ra d8Ra d8Ra d8Ra d8Ra d8Ra d8Rd d8Rd d8Rd d8Rd d8Rd d8Rd d8Rh d8Rh / Tactical Nuclear Warheads (Front) Instantly destroys all frames, stations, and cover within Image Image of targeted impact. Two shots only. / Area Shield Generator Image Image Image Image , also provides d6B d6B d6B d6B to any frame within six units of the Fortress provided their attacker is outside that radius. Has 8 Hit Points which may absorb extra damage under the same conditions, which regenerate at a rate of one every four rounds, unless the shield is reduced to zero hit points, at which point it provides no protection whatsoever for eight rounds. At the start of the ninth round, the shield will be restored with four hit points.
Assault: Assault Missile System (Front) d8Ra d8Ra / Assault Missile System (Front) d8Ra d8Ra / Assault Missile System (Left) d8Ra d8Ra / Assault Missile System (Right) d8Ra d8Ra
Standard: Flare Launchers (leg) d6B d6B d6B d6B d6B d6B d6B d6B / Flare Launchers (Arms) d6B d6B / Pulse Laser Turret (Arms) d6Rd d6Rd d6Rd d6Rd
Special Rules:
Ammunition Explosion: The Fortress's stores of ammunition for its Assault Missile Systems are vulnerable to chain-reactions. if any Assault Missile system would be destroyed via direct targeting, roll Image ; on a roll of six or higher the Fortress takes three additional systems damage. If three or more Ammunition Explosions occur in the same round, the Fortress is destroyed.
Forward Focus: All integrated weapons systems are considered Frount mounted and may not fire to the Fortress' rear.



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Re: Frame Classes

Postby Francisco Duarte » Wed Apr 01, 2020 2:45 pm

Has someone playtested these? The concept seems interesting.
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Re: Frame Classes

Postby Mechworks » Thu Apr 02, 2020 4:45 am




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Re: Frame Classes

Postby Starflower » Sat Apr 04, 2020 1:31 pm

Frame classes are definitely an idea that's been thrown around for a long time! It's a tough nut to crack, since it can really change up the game (...and if it doesn't, why bother?).
Sadly I haven't had the chance to playtest my own homebrew ideas much, since I don't really have a regular game group.

I really like the idea of having hardsuits/drones/troops on the table! (And have some different rules for them.)
There's one thing I'm afraid of messing up, and that's the action economy. If hardsuits cost only a third of a frame, the enemy won't have enough time to wipe out all of them from a station. And even with less dice, the numbers will likely give them an advantage - they can easily swarm spot chains and some of them will get lucky. (One of my versions had the featherweights discard all 6s they roll when they activate. Once I tried to rule them unable to hold stations, but we kept forgetting that because it was so different from the normal rules.)
The other thing is that more pieces means more activations, and that means more time taken making choices and moving those pieces. Swarms can really drag the game.

But if you have been playing games with those hardsuit rules, I'm sure your experience tells you more about what's it really like!

Balancing is tricky. The new options should be attractive, but not so much as to steal the spotlight from the conventional frames.
That "half asset / double asset" cost is a thing I've been toying with, too - but I've been hard pressed to think of something that justifies a Heavy Frame costing double the normal frame, but not make them boring or overkill. (Just think of four regular frames on a field against two heavy frames - the two heavies have a serious disadvantage at not only actions, but area control; that is holding or capturing stations.) If you just make them harder to destroy, it also encourages "turtling down", which might not make for an enjoyable game. My latest idea was to make Heavies real monsters with a second activation every turn.

Anyway, I don't mean this as a critique! Just sharing some of my thoughts and experiments. I'm glad to see this subject pop up again!
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Re: Frame Classes

Postby Mechworks » Sun Apr 05, 2020 1:41 am

The main issue with using Hardsuits is that, because the only have a singe white die, unlike a mobile frame they have no 'buffer-' meaning even a single red die can make short work of them. this makes them extremely dependent on leveraging superior numbers and mobility; equally, their inability to use red D8s can be extremely telling. running against d6B d6B frames basically requires loads of Spotting to have a hope of inflicting any damage at all, even in melee. they're definitely terrifying if their commander can leverage their advantages, but, well, there's been plenty of times a HS has unloaded everything it has at a full frame without even scratching the paint.

as for using Heavies, usually we'd use one supported by 2-4 regular frames; either as a Distraction Carnifex or to have 2 red D8s n a frame that can still take a hit. that third white die is also pretty valuable, a Heavy frame just has more oomph to throw around, plus the ability to soak two more hits should not be under-estimated.

pairing a d6Ra d6Ra d8Ra d6Rd d6Rd d8Rd d6Y Heavy with a couple of d6B d6B frames, for example, can be... ah... frustrating for an opponent.



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Re: Frame Classes

Postby Starflower » Mon Apr 06, 2020 3:40 pm

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