v0.4.0 release!


Hi there! This version has a noticeable, large change to Tension, but in gameplay terms, it’s not much of a change. (It’s a good excuse to do v0.4.0 though. Double digit patch versions drive me nuts.)

Tension Changes

Big ones first.

  • Tension now starts at max instead of max - 3. This rule was a weird kind of band-aid to begin with, and instead of doing this, what I really should have done was…
  • Max tension across the board is now 2 less. The reason it’s not 3 less is because it felt like low-end Tension cases (aka Speed 1 Heavies that aren’t MONSOON) felt like they wanted a little more on turn 1 than starting at 0.
  • You can gain Tension above max, but anything above max goes away at the end of your turn. Basically if the strike team wants to load up a heavy with Tension drops go to town one turn, they can. Also there’s no weird order of operation optimization re: spending Tension before using Hot, Renewing, etc.
  • Rolled back Impulsive and Focused. Now that it’s more likely Aces will have max and greater than half Tension, Implusive and Focused are now what they used to be. (Implusive+ and Focused+ are unchanged.)
  • Updated all of the pregens, Fari and paper, with these changes.

Other

  • Gatling, Kinetic Cannon, Recoilless Rifle, and Rocket Launcher have been wrong for like 5 versions in the Armaments list (but not the pregens/Fari pregens) and now they’re fixed.
  • MX-BEACON’s Build Trait is a little more interesting: now it has roll-over, roll-under, and roll-equal cases re: Tension. Give a little more mechanical tension (haha) to keeping Tension high, low, or spending to 0.

I’ll be rolling these changes forward to Infected World content when I drop Territory as well.

Until next time!

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