Module Frame Zero: Drop Limit 0.02 IMPORTANT! If this is your first experience with Rapid Attack, please try the game as it is written before altering it as I've suggested here. I'll be referencing and changing several key elements of the system, and this document won't make much sense without the context of the core rules. Drop Limit is an unofficial rule expansion that complicates force-construction in a game of Mobile Frame Zero: Rapid Attack. It is not intended to function as a stand-alone or complete replacement of rules already present in the basic game, only to deepen the experience of players already familiar with the system. This document will introduce an abstracted concept of weight to the game in regards to how frames will benefit or be hindered by their relative weight, as well as deployment restrictions and additional balancing in the game's set-up phase. All players participating in a Skirmish, Battle, or Campaign Mission using these rules should: • Read this document in order to prepare forces that incorporate these expanded rules and are compliant with the new restrictions. • Be supplied with small pieces of paper and writing utensils to track integral game information • Be supplied with the dice necessary to play Mobile Frame Zero: Rapid Attack As in a standard game of Rapid Attack, each Frame can be equipped with up to 4 total Systems in addition to its 2 Core Frame Systems, with no more than 2 of each individual type. Unlike the base game, each System has an associated Weight value, the sum of which will determine the Frame's Total Weight and Weight Class. The chart below summarizes the rules found in the core Rapid Attack rulebook but is not complete or exhaustive and should not be considered an accurate replacement. System Types and Weights System Type Wt Effects and Notes (*a Frame without this System can not use this ability*) Core Frame 0 Can replace other System die results, or substitute it in a limited fashion. Movement 0 A Frame may Move the result in units *through any obstacles*. Comms/Sensors 1 A Frame may Spot another Frame *in cover*, exposing it to danger. Melee 1 A Frame may Attack from 1 unit away or closer. Direct 2 *A Frame may Attack from 2 to 8 units away.* Artillery 2 *A Frame may Attack from greater than 8 units away.* Defensive 2 A Frame may Defend itself, subtracting the result from Damage Dice rolled. Environmental 1 *A Frame may passively ignore an Environmental Modifier.* SSR - *A Frame may expend an SSR to Attack from 2 to 8 units away.* Sprinting - *A Frame may receive bonus movement depending on equipped System.* Single Shot Rockets and Sprinting Dice are not Systems, and Core Frame Systems are compulsory, so none contribute to Frame Total Weight. When a player has constructed a Frame and settled on its equipped Systems, they should notate the Total Weight of that Frame and establish its Weight Class using the chart below. A Light Frame will be faster than other typical builds, and leans heavily towards scouting to achieve that Weight Class. Mediums are flexible and balanced, and a clever commander will be able to leverage every advantage that they offer towards supreme victory. A Heavy Frame may be slower than most, but is free to boast its impressive durability and firepower. Frame Weight Classes, Total Weights, and Effects Class Total Weight Class Effect Light 3 or Less Receives a D8 Green Sprinting Die at all times Medium 4 or 5 Receives a D8 Green Sprinting Die while no Ranged Systems are equipped Heavy 6 or More Never Receives a D8 Green Sprinting Die. For example: a Soldier loadout equips a Direct Fire Range weapon, a Movement, Defensive, and Sensor System. In order, those weigh 2, 0, 2, and 1 each for a Total Weight of 5. Thus, a Soldier is a Medium Frame, and will receive a D8 green Sprinting die if or when it discards its ranged weapon. In addition to these changes, force construction and initiative must now accommodate weight limitations. Depending on the type of game you're setting up, the Drop Weight (the sum Weight of each player's Frames) will not be permitted above a certain amount, so agree beforehand in order to assure everyone constructs legal squads. Squad Construction Guide, Standard Game Skirmish # of Frames Max Drop Weight # of Stations 2 Players 4, 5, or 6 25 3 3 Players 3, 4, or 5 20 2 4 Players 3 or 4 18 2 5 Players 3 or 4 15 1 Battle # of Frames Max Drop Weight # of Stations 2 Players 5, 6, 7, or 8 32 3 3 Players 4, 5, 6, or 7 28 2 4 Players 4, 5, or 6 25 2 5 Players 3, 4, or 5 20 1 Campaign Missions have unique construction and deployment guidelines unless specified otherwise. When calculating Points Per Asset, each squad starts with a base of 5 PPA, then give: +1 point to the squad with the least number of Frames, -1 point to the squad with the most; +1 point to the squad with the least total number of systems, -1 point to the squad with the most; +1 point to the squad with the lowest Squad Total Weight, -1 point to the squad with the highest; Ties for these values are inclusive, which each player who qualifies receiving the adjustment. If a tie is reached for highest Points per Asset, roll off; the winner chooses a player who must then add or remove an entire Frame to/from their Squad with consideration of legal force construction. Run the numbers again and repeat until the tie is broken and a Defender is chosen. Ties for Point Attacker are broken simply by rolling off and the winner deciding who among the tied Squads will be Point Attacker. Printer-Friendly Frame Tracker Cards Systems Weight Total Weight: Weight Class: Core Frame - Sprinting Active: [ ] SSRs: [ ] [ ] [ ] Core Frame - Model: #1: Pilot: #2: Callsign: #3: IFF Marker: #4: Notes: Systems Weight Total Weight: Weight Class: Core Frame - Sprinting Active: [ ] SSRs: [ ] [ ] [ ] Core Frame - Model: #1: Pilot: #2: Callsign: #3: IFF Marker: #4: Notes: Systems Weight Total Weight: Weight Class: Core Frame - Sprinting Active: [ ] SSRs: [ ] [ ] [ ] Core Frame - Model: #1: Pilot: #2: Callsign: #3: IFF Marker: #4: Notes: Printer-Friendly Squad Tracking Cards Squad Name: # of Systems: Drop Weight: PPA: Frames Systems Weight Class SSRs #1: #2: #3: #4: #5: #6: #7: #8: Squad Name: # of Systems: Drop Weight: PPA: Frames Systems Weight Class SSRs #1: #2: #3: #4: #5: #6: #7: #8: Squad Name: # of Systems: Drop Weight: PPA: Frames Systems Weight Class SSRs #1: #2: #3: #4: #5: #6: #7: #8: Special thanks are due to the MoF0s of the Hangar Forums, Discord, and Facebook group, without whom this document wouldn't exist. I love you all. -“Rook”
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