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  1. Release Notes
  2. Version Pre-release 2
  3. May 2019
  4.  
  5. What a month! Thanks to all our fantastic kickstarter backers, LANCER is now fully funded and will have a physical release in early 2020. It’s been a wild two years of working on and developing this game alongside the community. It’s my hope that this is the last public version of the game before our final .pdf becomes available on all platforms later this year.
  6.  
  7. Thanks for all your support, feedback, care, and attention you have put into this game with me over the years. Without you, I doubt we’d be where we are today.
  8.  
  9. -Tom
  10.  
  11. GENERAL CHANGES:
  12. There are no major changes in this LANCER update, only an enormous host of smaller tweaks, section reorganization, cuts, and balance passes.
  13.  
  14. The biggest of these small changes is a slight hacking rework and the addition of the exposed (takes double damage) condition. Other than that, nearly all talents and licenses received small tweaks to make them more impactful, interesting, or refine their role further.
  15.  
  16. Section organization/clarity
  17. ⦁ Re-organized some sections so they presented a more logical flow (for example, damage is now in the attack section in mech combat instead of before it)
  18. Compendium
  19. ⦁ Reorganized the intro the compendium
  20. ⦁ Added tags for licenses (the same as NPC tags) to help new players pick which licenses they are interested in, as well as updated the start of compendium mech summaries
  21. Art
  22. - Added more art! There's now art for all 28 core mechs. The everest will never have an official representation - it's for you to decide what it looks like.
  23.  
  24. Lore/Flavor
  25. - Huge pass over flavor/core lore by Miguel to bring it in line with the current canon
  26. - Slight tweaks to clarify the nature of NHPs and shackling. Previously it was phrased as a compulsion, now it is phrased as a limitation.
  27.  
  28. Basic mechanics
  29. - Reword on narrative play skill checks so if there are no consequences you don't roll, if you roll less than a 10 on a regular roll you suffer consequences, and if you get less than a 19 on a risky or heroic roll you take consequences anyway. In general I think this will flow better for regular play and help avoid unnecessary rolling
  30. - Clarified that you don't always have to add bonuses to a roll and many skill checks will be a flat 1d20 vs 10 without any bonuses
  31. - Added that you only get one type of flat bonus at a time (grit doesn't stack with anything, for example)
  32.  
  33. Narrative Play
  34. - Removed invoke concept for a simpler concept (refer to background for +acc/diff) I think it was too clunky and this accomplishes the same thing (gives the group the chance to arbitrate what a character can use their background bonuses for)
  35. - Cut list of triggers (left in descriptions) to avoid it looking like a skill list)
  36.  
  37. Mech Combat
  38. - Added illustrations for size, blast, burst, cone, and cover
  39. - Clarified adjacency concept
  40. - Reorganized sections for better flow/clarity
  41. - Dangerous terrain is now a check (not a save)
  42. - Moved Zero-g to movement section
  43. - Removed damage for a failed teleport
  44. - Clarity on carrying capacity for flying (total size is 1/2)
  45. - Clarified falling (end of turn)
  46. - Jockey now deals slight more damage/heat
  47.  
  48. Targeting and validity
  49. - Clarified that you can no longer target yourself unless specified
  50. - Clarified targeting for valid spaces (free adjacent spaces, etc) - needs to be on a flat surface
  51. - Clarified that valid directions are always horizontal unless a target's flying.
  52. - Added illustrations and clarity for cover (hard cover requires adjacency, negating cover requires flanking, objects you are taking cover behind don't grant cover to your enemies from your shots, etc)
  53.  
  54. Damage, structure, heat, and repair
  55. - Reorganized damage section
  56. - Reworded resistance so it it's slightly clearer that it applies to only a specific type
  57. - Clarified that burn is a damage type
  58. - Bonus damage now applies to all targets hit in an aoe or multi target attack, but is halved
  59. - Burn is now a check instead of a save
  60. - Removed CRITICAL and CORE BREACH states. In general, I think these were fun but rarely hit. Mechs now melt down/are destroyed when they hit 0 stress or structure.
  61. - System trauma is now 50% weapon, 50% system, but always defender's choice.
  62. - Passing a hull/engineering check at 2 stress/structure now still inflicts a bad status (stunned/exposed)
  63. - New exposed condition on overheat
  64. - Repairing a destroyed mech now brings it to 1 stress as well as 1 structure
  65.  
  66. Statuses and conditions
  67. - Now a differentiation between the two. Statuses are things like engaged, prone, etc that can't be cleared easily, conditions are more temporary and can be cleared
  68. - Slowed now grants only a regular move and prevents all other movement (no longer caps movement maximum)
  69. - New exposed condition (take double damage until you stabilize)
  70.  
  71. Attacks
  72. - Slight reword on ram and grapple
  73. ⦁ Reword on bonus attacks with aux weapons with skirmish and barrage to prevent confusion
  74.  
  75. Hiding
  76. - You can no longer hide if you're engaged and you don't cause engagement while hidden
  77. - You now immediately lose hidden if you lose cover (instead of at end of your next turn), which feels more naturalistic and is more clear
  78. - You need soft cover from a zone (soft cover granted from talents, etc is not valid) to hide
  79.  
  80. Hacking rework
  81. In general I felt like the 'heat gunning' play style was either too strong or totally useless, as it doesn't interact with the damage side of combat. NPC and PC mechs now commonly gain the exposed condition (take double damage) instead of being shut down when they overheat. All NPCs get exposed by default when they overheat. This allows them to still take action, but they take significantly more damage.
  82.  
  83. Quick tech actions now typically deal flat (2) heat, full tech (4).
  84.  
  85. - Lock on and Scan now automatically hit. Actions that relied on lock on have been tweaked slightly to compensate. Lock on is no longer a tech attack
  86. - Reword on invade to fit the new system
  87. - You can now invade willing allied characters. It doesn't deal heat and automatically hits.
  88.  
  89. Talents
  90. Ace - Rank I now affects saves, rank III now requires you end your turn flying again
  91. Armsman - Renamed rank II, reword on some effects to go with new bonus damage rules
  92. Bonded - Swapped Ranks II and III, reworked how rank III works (grants free attack)
  93. Brawler - Damage up by 2 on rank II and III
  94. Brutal - Removed 'on your turn' from rank III
  95. Crack Shot - Swapped ranks II and III
  96. Centimane - Renamed some ranks, Rank II now requires critical hit
  97. Combined Arms - Swapped ranks I and II
  98. Blademaster - Deflect now gives resistance to damage, heat and burn, Feint lasts longer
  99. Engineer - Ranks renamed, Rank II no longer allows melee prototype weapons to fire with the cone, line, or blast profiles
  100. Executioner - Rank II now only affects characters and objects other than your primary target, reduced to 3 damage
  101. Exemplar - Rank III - if a character makes an attack including you, it immediately turns off the effect
  102. Gunslinger - Rank III special shot now has AP
  103. Grease Monkey - Ranks renamed, rank II slightly clarified
  104. Hacker- Rank I now gives a choice, rank III now triggers before clearing the heat gauge if the target overheats
  105. Guardian - Renamed Heavy Gunner, rank I no longer has difficulty but deals 1/2 dmg
  106. Infiltrator - Reserve power mode clarified (you can still take actions, just not those that generate heat), grants immunity to certain effects, and also impairs (since slowed is a weaker status now). Rank III now works with tech attacks and can deal heat.
  107. Leader - Leadership die now reset only 1 at a time on rest
  108. Nuclear Cavalier - Now deals types bonus damage (energy), grants flat heat reduction (4)
  109. Siege Specialist - Rank I knock back increased, rank II triggers before attack roll, rank II size increased but damage reduced
  110. Spotter - Swapped rank I and II. Rank I now only works on allies, rank II now requires a tech action (instead of being a free action if you don't move)
  111. Technophile - Minor tweaks to wording
  112.  
  113. Gear changes
  114. - Slight reword on Ordnance (also fixed spelling as Ordinance in many cases)
  115. - Overcharged tag reworded to 'overkill' and now clarifies that it only works with damage dice, and only final damage dice
  116. - Slight clarity update on drones to specify that they do not get turns/actions unless specified
  117. - Some flight systems/effects now require you to land at the end of the move or immediately fall
  118. - Moved pilot gear to right after pilot backgrounds
  119.  
  120. Guidance
  121.  
  122. - Added a licensing quick guide at the start of the mech compendium to help newer players
  123. - Added mech role tags to help with license selection
  124.  
  125. GMS
  126. - Improved armament doesn't count integrated mounts
  127. - Integrated weapon is now its own integrated mount that triggers 1/round
  128. - Howitzer and AMR damage slightly up
  129. - Added (sort of re-added) new Expanded Compartment and Custom Paint Job 1 sp systems
  130. - Turret drones are now a GMS system (moved from Hydra) to provide an ll0 drone system. Damage slightly increased, can no longer be attached to characters
  131. - Jump jet system now makes you fall if you don't end the movement on a surface
  132.  
  133. IPS-N
  134. - Briareos changed - now gives you the old CRITIICAL state effect
  135.  
  136. Blackbeard
  137. - Synthetic muscle netting updated for clarity on group grapples
  138. Drake
  139. - Now has resistance to damage, heat, and burn from area attacks
  140. - FORTRESS is stronger (gives you a more powerful brace) and re-organized section for clarity
  141. - Assault cannon can now be spun up to get reliable 3
  142. - Argonaut shield damage resolution clarified
  143. - Aegis shield generator is now stronger but has a smaller area and reduced duration
  144. - Leviathan AC gained +1 reliable when spun up (now reliable 5)
  145. Lancaster
  146. - Sensors down, gained +1 tech attack
  147. - Core power does not remove self inflicted effects
  148. - Restock drone requires free space
  149. - You can't give immobilized targets a ride with MULE anymore
  150. Raleigh
  151. - ROLAND now works only with loading weapons, but now with any loading weapon
  152. - Bolt thrower is now a cannon
  153. - UNCLE is now a Comp/Con and not an NHP due to slight lore rework (still has the AI tag)
  154. - Kinetic hammer is now reliable 4
  155. Tortuga
  156. - Pneumatic hammer now renamed Catalytic Hammer
  157. - Throughbolt rounds reworked so the initial line no longer replicates the attack
  158. - Hyper Dense armor now works on all damage, heat, and burn, has no heat cost, but causes you to deal less damage, heat, and burn to everyone outside of range 5 as well
  159. VLAD
  160. - Impact Lance up to threat 3
  161. - Charged stake up to 5 AP kinetic damage
  162.  
  163. Smith Shimano Corpro
  164. Ghostweave - Now breaks immediately when you take a reaction
  165. All theatre movement suit - Clarified that it's only your turns where your mech takes heat (not any turn)
  166.  
  167. Black Witch
  168. - Removed core power reference to targeting
  169. - Mag cannon damage increased by 1
  170. - Ferrous lash more explicitly works on allies but has reduced effect, requires line of sight
  171. - ICEOUT zone size reduced
  172.  
  173. Death's Head
  174. - Core power now only works on characters
  175.  
  176. Dusk Wing
  177. - Veil Rifle - Dmg up by 1
  178. - Neurospike - Brought in line with new hacking rules
  179. - Burst Launcher - Now deals +1 heat
  180. - OASIS - Heat down and light constructs now last indefinitely until you take the action again
  181.  
  182. Metalmark
  183. - Reactive weave language cleaned up (can now trigger properly)
  184. - Shock knife now has thrown 5
  185.  
  186. Monarch
  187. - Avenger silos now missile range (15)
  188. - Seeking payload ignores reduction as well as granting seeking
  189. - Sharanga missiles language cleaned up
  190. - Javelin rockets - Can no longer place rockets adjacent to each other
  191. - Pinaka alternate fire now slows instead of gaining ordnance
  192.  
  193. Mourning Cloak
  194. - Removed self damage for failed teleports
  195. - Small clarity rework to FADE cloak
  196.  
  197. Swallowtail
  198. - Shredding effect on lock on is now only 1/round
  199. - Markerlight now deals 4 heat
  200. - Low profile prevents attacks of any kind (small reword)
  201. - Athena now inflicts lock on to any character ending its turn in the affected area
  202. - Cloaking Field now slows instead of immobilizes
  203.  
  204. HORUS
  205. - Lesson of the Open Door now only 1/round, but heat increased to 2
  206. - Lesson of Thinking Tomorrow's Thought - damage now cannot be reduced in any way
  207.  
  208. Balor
  209. - Regeneration now shuts off temporarily if the Balor takes structure or stress
  210. - Swarm Body is now unique
  211. - Nanobot Whip is now smart
  212.  
  213. Goblin
  214. - Many systems reworked to fit with new hacking changes
  215. - Swapped metahook and Autopod in license order
  216. - New Core Power - Symbiosis
  217. - Autopod range up
  218. - Meta-hook now unique
  219. - OSIRIS is now a quick tech action that can be performed 1/round
  220.  
  221. Gorgon
  222. - Gained +1 tech attack
  223. - Mimic mesh increased to 2 SP, must always be made towards an ally, now triggers before the triggering action
  224. - MONITOR - Charges now end at the end of your following turn
  225. - Scylla - Now deal 1/2 damage, heat, or burn but no difficulty
  226.  
  227. Hydra
  228. - OROCHI Drones now fly or teleport if you can fly and teleport
  229. - Swapped turret drones to GMS, now gains Annhilation Nexus at rank III (new superheavy nexus). Tempest drone to rank II
  230.  
  231. Manticore
  232. - Invasion systems brought in line with new hacking update
  233.  
  234. Minotaur
  235. - Invasion systems brought in line with new hacking update
  236. - Sensor range down, HP up to 12
  237. - Interdiction field now self-slows
  238.  
  239. Pegasus
  240. - Ushabti now trumps any rule in the core book or any other
  241. - Slight clarity update on mimic gun
  242. - Small clarity update on Sisyphus (you can swap out die and save them up)
  243. - Slight clarity update on autogun
  244.  
  245. Harrison Armory
  246. Removed reference to repair in core bonuses
  247.  
  248. Barbarossa
  249. - Clarity update on siege stabilizers, roller charges
  250.  
  251. Genghis
  252. - Explosive vent only triggers when heat is reduced to 0 or reset, heat and burn is now flat 2 each
  253. - Plasma Thrower damage up
  254. - Agni now requires a save
  255.  
  256. Iskander
  257. - Reword of some passives for clarity
  258. - Repulsor field reworded and makes you immune to the damage of any mine triggered
  259. - Tesseract (spread focus) size reduced, zero-g no longer impairs, pinpoint focus can only affect a character 1/scene
  260.  
  261. Napoleon
  262. - Added 'save' to well-shielded passive
  263. - Clarity on stasis bolt that it spends the charge to use it
  264.  
  265. Saladin
  266. - Gained 1 armor
  267. - Tachyon loop now more versatile and can grant resistance
  268. - Support shield can now grant resistance
  269. - Impulse Colony Missiles renamed to Impulse Missiles
  270. - Hardlight Defense System attacks crossing the effect clarified (no attack can cross if it draws line of effect, even if it ignores LoS)
  271. -Vishnu reworked - now slows and can deflect attacks at the cost of heat
  272.  
  273. Sherman
  274. - Reduced tech attack
  275.  
  276. Tokugawa
  277. - Passives slightly reworked
  278. - All effects now work with any weapons that deal energy damage
  279. - Core active simplified but range and threat increased
  280. - Clarity on Annihilator
  281. - Torch self heat up by 1
  282. - Plasma lash swapped out for ERUPTING BURNING FING- uh, plasma gauntlet
  283.  
  284. GM Advice Section
  285.  
  286. Cut some of the random tables to conserve space
  287.  
  288. NPCs
  289.  
  290. - Cut Swarms (they will likely be moved to another book)
  291. - Small rewords to deal with new parameters around heat, structure, etc
  292. - Added section on NPC information to make it clear that template and class are always visible to all characters
  293. - Small reworks, wording changes, or typo fixes to Ace, Aegis, Archer, Barricade, Berserker, Bombard, Breacher, Cataphract, Engineer, Hive, Operator, Rainmaker, Sentinel, Spectre, mostly to reduce some sources of AP and add 1-2 more multi-attackers.
  294. - Removed generic optional modules (in general I feel like these are changes a GM can intuitively make, like adding more HP or flight to npcs)
  295. - Reword on squad rules
  296. - Ultra - Juggernaut now triggers are the start of its turn, and new Legendary trait means Ultras roll all structure/stress checks twice and choose either result. Traits that give an ultra invisibility or resistance no longer reduce its structure but negate its +5 HP bonus.
  297. - Veteran - Repair trait is now stronger
  298. - Removed outworlder template - seemed slightly weak or redundant
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