Version 1.0.6


Hello everyone! After some recent playtesting and work, I have an update for the Field Guide to the Rao Co Gate LCP file. I've updated the LCP to v1.0.6 and added the new changelog to the page as well. I'll log the changes below, same as usual.

Version 1.0.6 (7/29/2024)

  • GMS Equipment added.
    • I’ve wanted to expand the roster of GMS weapons for a while and create the fabled Personalizations But For Heatcap.
  • IPS-N Sulfur changes:
    • The free action Bolster granted by Take The Mountain can now be applied to an allied character within sensors.
  • SSC Karamono changes:
    • Buckle up, there’s a lot.
    • Revenant reworked and moved to Core Passive.
    • Darkstep replaced by Undertow: part of Revenant’s previous function (forcing a SYS save while in danger zone) moved here.
    • Core System renamed from Lament Sonar Array to Dead Reckoning.
    • Passive changed from Wicked Keening to Revenant, the Karamono may now become intangible whenever it would become invisible and may become tangible again with a quick action.
    • Darkstep functionality moved to LL1 system Feuding Tide; Feuding Tide is no longer an invasion suite.
    • Hadal Zone Recovery Module replaced by Lament Sonar Array; functions much the same as the original core passive.
    • Searing Omen replaced by Abstract Tragedy.
    • Wheel of Kasha’s Kasha Lives! full action now deals Burn equal to the current value of the Ouroboros die.
      • Does the proper 6 burn instead of 5.
  • HORUS Poltergeist changes:
    • Core Active //P0SS3ESS10N split:
    • Core Passive //P0SS3ESS10N grants a quick action to attach to a friendly chassis until the beginning of your next turn.
    • Core Active A Home Is An Empty Grave provides adjacency bonuses to all allies within the Poltergeist’s sensors.
      • This change came after extensive testing revealed just how reliant the Poltergeist is on its core power to function due to its low base speed. This should alleviate the issue, though I’m personally worried about feature bloat.
  • HA Zenobia changes:
    • Contact Impulse Neurohaptics’ stance change is now 1/round.
      • There were instances where a Zenobia would change stances every time it hit a new target with Executioner and I kept thinking “you can’t do that with a Terashima Blade.”

Files

COMP/CON Data for the Rào Cỏ Gate 122 kB
Jul 29, 2024
LANCER_ FGTRCG Changelog v1.0.6.pdf 44 kB
Jul 29, 2024

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