Version 1.2
Sometimes, you think you're done with something, but it needs some more attention. Such is the case with the first wave of Rao Co content.
- GMS EQUIPMENT
- Impact Dampeners now only activate on hostile immobilizing effects.
- IPS-N FIR DÉ REINFORCEMENT changes:
- Now deals Kinetic damage equal to GRIT instead of 1d6.
- IPS-N Winter changes:
- SABRE-7 Subaltern Squad SP cost reduced to 3 from 4; base HP reduced to 20 from 30; “Scuttle” command now deals 1 structure damage to targets that meet the criteria instead of instantly destroying them.
- We kept running into weird rules interactions where a SABRE-7 scuttle could kill multi-structure enemies, which is silly.
- SABRE-7 Subaltern Squad SP cost reduced to 3 from 4; base HP reduced to 20 from 30; “Scuttle” command now deals 1 structure damage to targets that meet the criteria instead of instantly destroying them.
- IPS-N Eldridge changes:
- Nearlight Shear grants AP, not irreducible damage.
- STOP PUTTING A TEMPEST CHARGED BLADE ON THE ELDRIDGE!
- Impulse Drive now only applies to movement on your turn.
- Nearlight Shear grants AP, not irreducible damage.
- SSC Karamono changes:
- Final Descent is now “When the Karamono moves out of line of sight of hostile characters, it becomes Invisible until the end of its next turn, it makes an attack, or it forces another character to make a save.”
- Undertow is now saveless and the target’s intangibility now lasts as long as the Karamono’s does.
- Nightmarch’s First Death effect only triggers once.
- Abstract Tragedy’s deployable text changed to “This deployable has the Biological tag and can be interacted with by Intangible characters. When the Fettered Heart is deployed you gain Invisibility until the start of your next turn. Whenever this deployable takes damage, you take an equal amount of damage until the Fettered Heart is reduced to 0 HP. You can pick the Fettered Heart back up as a Quick Action. The Fettered Heart always deploys at full health and once it is destroyed it cannot be deployed again until the system is repaired.” The Pulse protocol is now 2 Heat.
- Kintsugi Symbiotic Limpets makes it so you do not benefit from Invisible while you have its overshield.
- Of note, this is do not benefit. You still have the status for the purpose of becoming Intangible as a Karamono.
- SSC Grayling changes:
- Acrobatics is now a Boost and has clarifying text regarding characters that provide cover.
- Great news for your allies with Guardian!
- Poisoned Blade inflicts Impaired and Shredded instead of Shredded and Exposed.
- In Bloom’s effect now applies to Impaired and Shredded characters.
- Acrobatics is now a Boost and has clarifying text regarding characters that provide cover.
- SSC Painted Lady changes:
- Solipsis Drive now clarifies a shield (for systems that have the shield type but do not the tag) or a system with the shield tag.
- HORUS Dryad changes:
- The Dryad’s mounts are now Main and Main/Aux, from Main and Flex.
- Passenger requires that the allied character be in line of sight.
- H4G_C0D3’s “Empty Quiver” invasion is now “Choose one of your target's weapons: that weapon is disabled until your target succeeds on a Systems Check as a Quick Action or at the end of your target's next turn. This can only be used 1/scene on each character.”
- Kiinushii Algorithms “Snare” now knocks prone and impairs instead of immobilizes and jams; “Knives_Out” is now “You flood your target’s IFF receiver with noise, surrounding them with hostile targets. As a Reaction, your target immediately makes a single weapon or tech attack roll against a character of your choice, believing them to be hostile. This can only be used 1/scene on each character.”
- HORUS Kraken changes:
- Repcap reduced to 4 from 5.
- HORUS Poltergeist changes:
- Art added! Many thanks to @EtaCarinaecer on Discord and Bluesky.
- Repcap increased to 4 from 3.
- Ephemeral’s reaction (granting an allied character resistance) has been removed.
- Malevolence no longer ignores being Jammed or Stunned.
- A Home Is An Empty Grave specifies within Range 5 instead of Sensors.
- Might revert this change. I’m not scared of Metahook Poltergeist.
- HA Zenobia changes:
- Hundred Devils now is Range 3/Threat 3.
- Trueblack Tetsubo’s unprime quick action now moved to the primed profile.
- HA Massoud changes:
- Pinpoint Emitter is now 1/round.
- Opening the Box now only affects characters in range 20 and line of sight.
- HA Knox changes:
- Speed reduced to 2 from 3.
- Devastator Array effect changed to “You do not roll to attack with this weapon: instead, objects and Terrain in the area take 10 AP Kinetic damage and characters in the area take this weapon's Reliable as Kinetic damage. If this damage reduces the target to 1 HP, they take 1 Structure damage: otherwise, they are Shredded until the end of their next turn.”
- Scouts and Hornets still catch those hands, but you don’t melt every other NPC in the process.
Files
COMP/CON Data for Field Guide to the Rào Cỏ Gate 122 kB
1 day ago
LANCER_ FGTRCG Changelog v1.2.pdf 155 kB
1 day ago
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Lancer: Field Guide to the Rào Cỏ Gate
Status | In development |
Category | Physical game |
Author | TempestPrince |
Tags | lancer, lancer-rpg, Mechs, Tabletop |
More posts
- Version 1.1.190 days ago
- Version 1.1Feb 28, 2025
- Version 1.0.8Feb 04, 2025
- Version 1.0.7Oct 10, 2024
- Version 1.0.6Jul 29, 2024
- Version 1.0.4May 28, 2024
- Version 1.0.3Apr 30, 2024
- Version 1.0.2Apr 26, 2024
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