Version 0.3.3 update and changelong

Well well well, a full update after only 17 days and not 2 years? Some never thought it possible.
This project has never really been extremely consistent or active, but it has endured. Like the people of Tartarus itself, it lives even while abandoned in the cold reaches of space. Beyond that, I've had a lot of fun going back and seeing what I've done and getting a new perspective on it after having grown as a GM over the time. This time there are a lot of changes so lets go over the change log:
Bulwark:
Aegis Shield now has the classic "Does not stack with Invisibility" text. It should have had this to begin with, but this means that it now also works with spectre.
City Slicker:
The text on Face in a Crowd and Urban Specialty now works how I imagined that they should have.
Scoundrel:
Sucker Punch is now a quick action, but the text is fixed to apply impaired before the save.
Cheap Shot now deals a separate instance of damage from the rest of the attack, making it worse against armor but better with Exposed and Vulnerable.
Baratarian:
Quite a few Frame Base Stat adjustments: Armor was reduced to 1, but HP was increased to 12 to compensate. Systems stats were increases with E-Def going from 6 to 8, Tech Attack being increased from -2 to 0, and finally Heat Cap was reduced from 5 to 4
The Core Active had a small text fix to function properly how it should, granting each limited system a bonus charge and granting yourself and each ally a bonus repair.
Repair Drone now only lets people spend their own repairs, to pull back from stepping on Lancaster's toes so much.
System Failsafe Suppression "Shield" now only works on tech actions. The universal applicability of hitting any status was simply too strong, and this way it keeps the theme by preventing invades and heat gain, but is less universal.
Construct 3 Subaltern Repair Squad has been reworked, giving it a new niche and no longer letting anyone become a better lancaster for only 4 sp.
Lysander:
Heavy Frame was removed, it simply felt extraneous and removing it was only a small nerf.
Jones:
Frame Base Stat changes, Armor was increased from 1 to 2, but HP was reduced from 12 to 10 to compensate. Jones resistance was feeling difficult to actually obtain at low LLs, and so this lets it get a bit more survivable while options are limited.
Abaddon:
Core Active was reworked. The old core active felt useless and simply worse than Blackbeard's so it was completely redesigned to fill a different niche.
Jahannam:
The Core Active had a small change, now the paracausal effect applies only to your reliable damage, but it also goes through things such as immunity.
Cinnibar:
The Core Active was reworked, now it is more in line with Cinnibar's overall design and is less "generic" even if the effect is somewhat more universal overall.
Mortal Reminder was removed and Lingering Contaminants has taken its place. Mortal reminder was alright, but generally not very exciting, so lingering contaminants was added as a system which feels more interesting and useful to Cinnibar's overall gameplan.
Volatile Parasite Complex became a quick action, but in exchange it can hit any number of character's within Range 10. The old design was clunky as it was hard to actually hit Hidding or Invisible characters with burn to actually apply the effect, but now as it does not target it allows the effect to be more easily applied to more targets.
Anti-Armor Evisceration Suite is now a quick action to activate, but it lasts until the target can clear their burn, giving it synergy with Lingering Contaminants and cinnibar's new core active.
Polyphemus:
The frame was almost completely redesigned. It lost 1 base HP, going to 7. Optical Focus Drive was replaced with Dedicated Balance Stabilizers. Weakspot Pinpoint Array was reworked, now giving an attack AP if it connsumes a lock-on. The core power was completely redesigned.
Compound EM Rifle was removed and has been Replaced by TACSIM Deepscan Suite. The EM Rifle felt like it wasn't a good enough execution of its idea, and TACSIM instead offers a tech option which could make dipping into Polyphemus more interesting for other builds.
Signal Shot has been removed and replaced with Rail Nexus. Signal shot was generally unexciting and simply felt like a rebrand of tracking bug. Rail Nexus is a more interesting take on the inaccurate weapon concept and of the tracking bug design space.
Hyper Kinetic Rifle had its damage nerfed from 1d6+2 to 1d6+1. The potential damage ceiling of it felt to high, so I preemptively reduced its base damage range by 1.
Sphinx:
Hallowed Ground now triggers its reaction on a character ending their turn in the area, so that it matches the intention and flavor text.
Dubnos:
Dubnos has received a full rework. The original design was a dead ringer for the Hecatoncheires balor alt. This means that there's no real reason to keep that design around, you can just play Hecatoncheires... Instead its been made into a Hydra Artillery alt focused on Nexus weaponry.
Gehenna:
Gehenna has been redesigned. While it has kept its core passive and core active, everything else about it has changed. It has gone from a simple kobold reskin to a proper Lich alt with its own design. Its now a dedicated support which wants to throw out lock-ons and scans while hiding in places the enemy couldn't even imagine.
Yoichi:
Yoichi has been renamed to Nasu no Yoichi and had its frame redesigned. With gilgamesh finally adding +1 limited charges to a base game frame, yoichi's design felt redundant. You could simply mount its weapons and systems on a Gilgamesh and have a better mech. So instead, Nasu no Yoichi has been designed as an artillery controller mix which spreads shrapnel over the battlefield and provides limited system support which feels wholly different from Gilgamesh and launcher support wholly different from Monarch.
Blinkspace Bunker Buster has been Removed and Replaced with the Tachyon Recurve Bow. The blinkspace bunker buster did have its own niche as a heavy limited weapon without the ability to fire while empty, but that isn't really a very strong selling point. The recurve bow offers a much more varied play style and build potential.
Yoichi's old art and lore have been removed. For now they have been left blank, but perhaps you'll see them again, sometime in the future. Expect to see Nasu no Yoichi's frame lore in the next update.
Sheol:
Heat Cap was reduced from 10 to 8. Sheol isn't a really heat focused mech, so having such a high heat cap felt extraneous.
Aries:
Repair Cap was increased from 2 to 4. Finishing its special stat array of having all its secondary mech stats posative while its primary mech stats are negative. It also makes it less allergic to damage, which was a strange position for a brusier to be in.
Main/Aux mount added. Both a boost to the number of avaliable weapons to mount for mods and to prevent you from mounting a superheavy on it with Superheavy Mounting.
Brute Force was removed. The bonus damage felt redundant and hard to balance with Brawler II.
Brute Strength was added to make the Core Passive feel less crowded to read.
Crush Strength Hydraulics is now more of a utility system as it doesn't deal damage, but to compensate its SP costs has been reduced to 1.
Muscle Synth Mod was reworked. Now it lets you grapple on a successful weapon attack by taking 2 heat and dealing half damage.
Along with numerous bugfixes and QoL changes to the Comp/con data.
So, what's in the future for this project. Well, I hope to continue working on it. Now that I'm playing lancer again and that I'm less completely destroyed by work, I'm hopeful that I can continue to provide updates and not disappear for two years without saying anything. I have a big plan in the works for this that I would love to bring to you all. In addition to that, I've found that my GM style for lancer has changed and I think the quality of my GM side content deserves its own focus rather than being tucked away 100 pages deep in this project. So expect to see a new GM focused project on my page in the future, but I'm sure all of you won't even notice when those weird homebrew rules in the back of this book disappear.
Thank you so much for reading, and I hope you enjoy the update, and you continue to follow me as any other updates come out.
Files
Get Field Guide to Tartarus
Field Guide to Tartarus
A custom homebrew expansion for the Lancer RPG.
| Status | In development |
| Category | Physical game |
| Author | Great Old Ones Games |
| Genre | Role Playing |
| Tags | Homebrew, lancer, lancer-ttrpg, Mechs, Sci-fi, Tabletop, Tabletop role-playing game |
More posts
- 0.3.272 days ago
- v0.3.1 micro patchJun 03, 2024
- The Version 0.3.0 UpdateJan 11, 2024
- Version 0.2.0 updateSep 02, 2023
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