In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.
Frenetic action: Light, Medium, and Heavy Frames clash on the post-apocalyptic battlefield in a combat system based on LUMEN. Your Strike Team is ready and capable of carving through armies of enemies to fight for the Collective.
Customizable Mechs: The simplicity of the basic rules combines with a robust tag system and light resource management to provide any level of depth you might want. Extremely fast character creation and pre-assembled loadouts make it very simple to get started. Once a player has a grasp of the system, 9 Frames with unique traits and abilities combine with 18 Armaments and 18 Systems to allow players to customize as little or as much as they want. As time goes on, new tags can be added to any equipment, allowing players to mold any loadout to their exact specifications.
Varied Threats: Several enemy types and factions allow for a lot of flexibility in creating encounters. Face off against the iron-fisted Republic, the cunning Claw, or crafty Survivalists. Plow through Standard enemies, clash with more dangerous Prime enemies, or face a sprawling Colossus enemy - a multi-part monstrosity that can be a mission unto itself!
Session and Campaign Play: The game is satisfying when played as a one-shot, but it also supports lengthy campaigns. Tools for shaping the setting to players’ preferences, providing mission choices, and pacing different kinds of sessions over time, as well as two different kinds of player advancement, are provided help keep things interesting for everyone for many sessions to come. APOCALYPSE FRAME is also built for inclusion of outside material during play: its campaign loop contains explicit on-ramps for expansion, third-party, or homebrew content to be introduced mid-campaign.
Advanced Rules: This release also provides Advanced Rules that are intended to raise the stakes for players who are familiar with the system and want more to sink their teeth into. This includes more options for both players and GMs to expand the depth of the system at any pace.
Out Of Development: Featuring gameplay finely tuned by a year and a half of development, a new layout, a manuscript edited by Marx Shepherd, and art by Galen Pejeau and Mykell Pledger!
Want a quick overview of a development build of the game? You can check out dragonkid11's excellent video here!
Or Aaron Voigt's great overview here:
The official playlist of APOCALYPSE FRAME is below!
I was most influenced by:
Xenoblade Chronicles X (parts of it, anyhow) had a ton of influence on the concept and prospective missions and enemies.
Armored Core was an inspiration for the speed of play and modularity of Frames, as well as the moment-to-moment feel in general.
Battletech gave me the idea of using hexes and lent some inspiration for how initial/canonical Frame loadouts are laid out.
XCOM was an unexpected and unintentional (but ultimately welcome) influence for campaign flow.
Other content available
Ballad of Industrial Gods, an expansive mission, is out now! You can check that out here!
The Infected World, a 4-part season of content about exploration and dealing with other people, has concluded and is available here!
This game is Illuminated by LUMEN, based on the LUMEN RPG system designed by Spencer Campbell, Gila RPGs. This game is in no way affiliated with Spencer Campbell or Gila RPGs.
This looks sick! Gonna try to get at least a one-shot game of it together asap.
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 😅
Binary Star Games, i hope you can do a bit of clarification on the rulebook about Backup Armaments.
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.
Then reminds the players again about this rule during the Attack explanations.
Thank you very much, Binary Star Games! Cool game you got here, folks!
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: https://binary-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.
Hi! I ain't the chance to read the updated 1.0.1 version, however, I'm curious: is this version a "fusion" of the 0.4.1 and the Ace High expansion? Or they are still two different documents, meant to stay divided? Thanks in advance for the answer 💜
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:
Prime enemies are special enemies. They have 6-8 Vigor and often have Armor or Shields. They have an additional attribute, Restoration (usually 1 or 2, as shown in the enemy stats). When they hit 0 Vigor, they’re temporary taken out until the next GM Turn. At the start of the GM Turn, they remove a point of Restoration to regain full Vigor and Shields, lose any conditions or effects, and make a Move before the GM Turn starts as usual (this Move can be an Attack, and doesn’t prevent the Prime enemy from Attacking again if Activated during that GM Turn). Once they have 0 Restorations left, they become Desperate. This means any move they make on the GM turn may be a Desperation Move, and they are being taken out definitively if defeated again.
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:
Vigor: +4 □□□□ Armor: +1
Restorations: choose: □ / □ □
Create those Desperation Moves to the standard ones:
• ____ (a raging attack)
• ____ (a rally move, a defensive tactic)
• ____ (a maneuver that change the combat, a modification in the battlefield)
Is this interesting? Too complicated?
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).
Is this cool? Maybe it could be an addition to the Adversaries at pag.26.
Hi Binary! (can't easily find your name, mr. Author 😉) I'm reading the book, and I think I have issues with the "Move" term, and a particular paragraph:
So, we have "moves" that are "GM actions" (and, from what I understand, they are almost interchangeable with "GM enemy activations"). Then, the word Move is used also for the Move Move (!), that here I will call "Relocate", so there's no confusion about it (and, of course I humbly suggest you to find another term for the move-activation and/or for the move-move).
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.
So, in short: use different terms could be useful, AND, if I can activate infinite time an enemy, then it's redundant to specify I can do two moves with the first single one activation.
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.
Thank you so much, I appreciate the kind words! (And yes, I’m weird about putting my real name all over stuff. Might get over it, might not. We’ll see.)
I actually completely agree with this, Move (a thing an enemy can do) vs. Move (literally moving) is one of those things that’s been rubbing at me for awhile. I’m in the middle of editing/etc for v1.0 so I’m probably going to clarify that in one direction or another.
As per your distinction, for the purposes of answering this question I’m going to call the first kind an Action and the second kind Relocate.
How this works is:
You can activate one enemy per PC on the GM Turn (including activating the same enemy multiple times).
The first time you activate an enemy on the GM Turn, it can take two Actions (Attack, Relocate, etc).
Every time past that, it can take one Action.
This means that if activated once, the enemy will take two Actions. If activated twice, the enemy will take a third action that GM Turn, and so on. This is a significantly diminished return if the GM has to activate an enemy multiple times, and if players don’t bother to move out of enemies’ range it also gives the GM the ability to do something else in addition to attack (like Endure, Shield, Reinforce, etc) without spending another Activation.
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.
And thanks for the clarification about the "Relocate" 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.
I think your screenshots don’t have a white background and are just transparent because there’s a gray background on the screenshots (with the exception of the cover and the specifically white text on the “Background” and “Frame Overview” pages)
The Ace spends 1 Tension to attack the other one and rolls a 6 again, taking out both.
One Tension spent on attacking the damaged ones.
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.
And two tension spent on two Assault Rifle attacks, one of which is a 5, one of which is a 4.