Frame Classes

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
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
/
/
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
for Sprint, instead they gain
. Heavy frames have
. 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
, as well as any one of the following:
/
/
as integral systems which cannot be destroyed. Superheavy Frames do not benefit from Sprint, and each movement system is only 1D4 (
) rather than 1D6 (
). 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 (
), 1D8B (
), and
. Assault Frames may mount Four Assault Systems: larger and more powerful versions of those used by lesser frames. Assault Weapons grant
/
/
respectively, Assault Scanners grant 1D8y (
), 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 (
),
, any three
/
/
and any four
/
/
/
/
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
, 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
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.)
Hardsuits are smaller and less capable than frames, however, their greater power-to-mass ratio allows them to move much more quickly. Hardsuits have





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





Superheavy Frames: The largest 'conventional' frames, Superheavy frames are large, powerful and universally slow. Superheavy Frames have








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 (












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 (
















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

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

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.)