Print copies are here! It's a casebound, 5.5" x 8.5" hardcover. If you're in the USA, grab this reward* if you want one. If I run out of rewards here I'll add more, the number listed is solely to limit responses so I can process them properly. Price includes shipping.
How Tall are Frames usually or would that depend on the person running the game? I really love Wanzer sized mechs like 20 feet or so, but I also love Armored Core style mechs which this seems to be going for in terms of style.
I don't know if you care about lil typo-style feedback at this hour, but if so, there's a funny copy-paste oddity on p. 71: the Sword becomes an Energy weapon due to the MX-BEACON's signature feature, but it's still described as "A long, unpowered blade", emphasis mine ?
I think it will be more clearer if you guys mention that each Frame do have at least two Backup Armaments that they can switch into and cannot switch back until mission end, in the sub chapter of Armaments.
To all the Apocalypse Frame fans: if you need some alternative coat of arms for your campaigns or pilot / mecha sheets, you can go here in the page dedicated to the official expansion:
-star-games.itch.io/the-infected-world
Along the comments you'll find the high res graphic I did, for fun.
Let me know if you liked them, or if you used them in some sheet of your.
Here a very small version, as preview:
They are mentioned several times, but we encounter the rule only at page 15, under GM Turn. I suggest to turn that part into a specific paragraph with its title (Drops, or something like that...).
Also, about the usage, and the meaning in fiction, let me ask if I'm getting them right. Let's say I defeat a couple of enemies (side note: defeat isn't a coded word, in the book, I suppose you could stay with Taken Out), both at Far distance. Then, it's GM turn: he activate his mecha, then at the end of his phase he rolls for the Drops. Are those Drops something not entirely rooted in fiction? Are those more meta-gamey? I mean, those Drops aren't located in the hex where I defeated the enemies, nor the Aces need to retrieve them, correct? Are they simply a sort of videogame bonus directly applied to the Aces that want them?
If this is the way, then you could add a little bit of details about their nature, and/or put an optional rule that root them more in fiction, ie. the Drops are described as real useful stuff really... dropping... on the battlefield by the wasted enemies, and the Aces at least need to move to that hex to retrieve/use them. Useful? Or maybe not in the spirit with the simple, low book-keeping, nature of the game? However, more info about them should be useful, imho.
PS: about the Ace Turn and GM Turn. I suggest to call them Aces Turn, and GM Turn. Also, while English isn't my mother language, I think that, at the start of GM Turn paragraph, page 15, this phrase could be explained better, or put it down in a different way: "After each Ace has taken their turn, the GM has one enemy Activation per Ace."
From what I understand, all the Aces does their turn (so, Aces Turn), then GM does. I'd put it as: "After that all the Aces has taken their turn, the GM has one enemy Activation per Ace." In the original description, I could take that "each" as: 1st Ace Turn, GM Turn, 2nd Ace Turn, GM Turn, 3rd Ace Turn, GM Turn etc. Am I the only one having that doubt, reading that phrase?
PS: page 18, under Colossus and under Running Enemies, and at page 27, under Ace Upgrades, "drops" is worded low-case. Very minor thing, at page 27 some row has "." at the end, some other don't.
PPS: should I give Drops every time I take out a Prime enemy, even if he "regenerate" himself with Restorations? On the contrary, they are really stingy dudes ?. Also, about them, at page 18 I'd rephrase their paragraph, to something like that:
A last bit about them: Prime enemies obviously feel like the enemy elite character, better defined in a campaign style game, and USUALLY recurring characters along the episodes / missions (the Antagonists at page 26, maybe), more than specific kind of mecha-models. So, probably could be cool to have all the enemy models like standard enemies, and a quick, easy add-on to turn them to Prime (when used by elite enemy characters, or simply when they are critical for the specific mission). The add-on could be:
Finally, I'd put a nice mechanical way to manage the recurring enemy characters, ie. When temporary taken out, they can use a point of Restoration to make a tactical retreat (describe it in fiction). That enemy is safely removed from the mission, to be met again in a successive mission or encounter. The point of Restoration used for the retreat is lost forever (so, after a few safe retreats they'll have to fight and meet their destiny).
Said so, I read that I can activate a single enemy multiple times in my GM turn (and, of course, also as "reactive moves" from a Ace consequence). So, why to put the last part of the paragraph "The first time any given enemy is activated on the GM Ture, it may use two Moves instead of one"? I mean, if I want to make my enemy to do a couple of things in a single GM round, I could simply activate it two times (I can virtually do it infinite times). If, instead, you were meaning that with a single Move I can do 2x Relocate move, then of course it's a different thing, and in this latter case it's unclear from the paragraph.
Thanks for the attention, and the eventual clarification. PS: I think you did a cool, pretty light, mecha-game; I love the exact amount of crunchiness you put in, and the usage of the tags. I hope it will stay fast at the table, I'd love to test it with my friends sooner or later.
Ok, thanks for the fast answer. Nice, understood. Indeed, those are the rules I find at page 15. While I'm usually a fan about the rules being repeated along the pages, in this case probably you could simplify the Moves paragraph at page 17, and eventually put a link to page 15 if someone want to deepen the whole activation part.
In Apocalypse Frame, you play as mecha pilots in the apocalyptic future, rising up against a brutal regime and fighting for your freedom. It is an Illuminated by LUMEN game with fast-paced, action-packed mechanics.
Probably I'm blind, but I can't find the Ace High file. Apparently, it seems included with the standard game, isn't it?
I searched outside (here too: -frame/aces-high/#expand-your-game ) but I can't find it.
The Ace then spends the rest of their Tension to make Assault Rifle attacks towards the Legionnaires at the top right, succeeding without consequence on one (5) and taking it out. They roll a 4 on the other, which is a success with consequence: that Legionnare is activated to attack, dealing 2 Harm to the Ace, but is taken out.
-> Abducted at the age of 6 for the Spartan-II program, John was subjected to harsh training and extensive physical enhancements. As a Spartan, John's physical abilities far surpass those of a regular human. While every Spartan is known for their own abilities on the battlefield, John is known for his luck. In this game, we will see how that luck will be tested.
-> Cortana is a UNSC "smart" Artificial intelligence. She was born from a flash clone of Dr. Catherine Elizabeth Halsey's brain. She stands as one of the most important characters in the Human-Covenant War, serving with the Master Chief. While the Master Chief was serving as her protector during the events on Installation 03 and 04, they formed a close bond. As a "smart" AI, Cortana only has an effective lifespan of 7 years before she is faced with rampancy. In Halo 4...she has been in service for 8.
-> As a veteran of the UNSC Navy, Del Rio was given the opportunity to command the UNSC Infinity. After discovering the world of Requiem, Captain Del Rio's commands will be challenged by the Master Chief.
-> Sarah has served twelve tours of duty during the Human-Covenant War as a standard Marine. Due to her combat skills and leadership, she was among the first to be recruited into the Spartan-IV project. She serves as the Commander of all Spartan-IV's aboard the UNSC Infinity.
-> Despite her success behind the Spartan-II project, Dr. Halsey has been branded a "war criminal" due to the ethics involved with her work. With Cortana's rampancy worsening by the minute, the Master Chief makes it his mission to return the AI to Dr. Halsey.
-> As the lead research scientist in Ivanoff Station, Dr. Tillson has been assigned to learn more about the Halo Installations and the artifacts they hold. Dr. Tillson and the rest of the Ivanoff Station Research Team are thrown into peril when they discover the truth about an artifact they have recovered from Installation 03 (Gamma Halo).
-> The Didact is a Forerunner Promethean who held an extremely high status in the Forerunner society as supreme commander of the entire Forerunner military. He wholeheartedly believed in the "Mantle" the Forerunners held to protect life, and initially opposed the Halo Array as a sin beyond measure. While he believes in the Mantle, he also believes that it should belong to the Forerunners alone and sees Humanity as a threat rather than the successors.
-> The Librarian is a Forerunner Lifeworker whose true name remains unknown. She sought to document and index all sentient beings of the Milky Way, and protect them from being absorbed into the Flood by sending them to the shelter of the Ark. Of all the races she indexed, she held a deep respect for Humanity, whom she viewed as "special" among all of the sentient life she had seen, and felt that it was well-worth the sacrifice of her own life to save them.
During the Campaign, The Master Chief is presented with new abilities in almost every level. These Armor Abilities can alter play style in significant ways. While each Armor Abilities (AA's) has it's pros and cons, it's up to the player as to which they prefer when they encounter them in-game. Although certain AA's are Mission-exclusive, I will list them in the order of what I believe has been most useful in my numerous runs of Solo Legendary.
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