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Mobile Frame Hangar • View topic - 2x Green Attachment Special Rules?

2x Green Attachment Special Rules?

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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Re: 2x Green Attachment Special Rules?

Postby Tsuchigumo » Sun Oct 28, 2012 1:29 pm

Maybe the d6G d6G could resist spots? It's hard to hit and hard to see something that moves very quickly, so spot rolls could go against the lowest green die.
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Re: 2x Green Attachment Special Rules?

Postby LowestFormOfWit » Mon Oct 29, 2012 10:45 pm

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Re: 2x Green Attachment Special Rules?

Postby Foxfire » Tue Oct 30, 2012 11:25 am

Brute force and ignorance can solve any problem. The application of brute force and ignorance may create other new problems, but those problem can also be solved with brute force and ignorance. -An old roomate
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Re: 2x Green Attachment Special Rules?

Postby Goober » Wed Jan 23, 2013 1:38 pm

Personally, I'd go with each green system adding one of a few optional movement abilities. For (probably unbalanced) examples:

Hovering/Jumping: Can move over/onto terrain. This replaces the normal bonus of the first green die, so you could take green systems without taking it, or lose it first when damaged. This could also represent climbing or teleporting.
Aquatic: Counts as in cover while in water. This requires moderate to heavy use of water terrain to be useful.
Flight: Counts as elevated for offense (but not defense). Requires Hovering/Jumping (and thus is lost first).
Tunneling: Always counts as "under a roof", and can move through, but not onto, terrain (possibly not water). Second level causes the frame to always be in cover if it doesn't move? Maybe against elevated frames only. Incompatible with Hovering/Jumping and Flight.
Wheeled/Jets: Add a d8 instead of a d6, but can't climb, even with ladders. If combined with Hovering/Jumping and/or the bonus sprint die, they cancel and the frame can climb ladders as normal. Only one level allowed (or second level removes something else?).
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Re: 2x Green Attachment Special Rules?

Postby Madness » Wed Jan 23, 2013 2:26 pm

How about being allowed to split the movement before and after the attack?
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Re: 2x Green Attachment Special Rules?

Postby NimbusAConflict » Thu Jan 24, 2013 5:01 am


When the End of the World comes, I can assure you, I will be partying to hard to notice.
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Re: 2x Green Attachment Special Rules?

Postby Mantisking » Thu Jan 24, 2013 8:32 am



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Re: 2x Green Attachment Special Rules?

Postby Zero Revenge » Thu Jan 24, 2013 1:58 pm

Self-appointed lore buff.
http://mfzarcadia.wordpress.com/ - Keep up to date on the War for Arcadia
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Re: 2x Green Attachment Special Rules?

Postby NimbusAConflict » Thu Jan 24, 2013 4:48 pm


When the End of the World comes, I can assure you, I will be partying to hard to notice.
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Re: 2x Green Attachment Special Rules?

Postby Xero010 » Fri Jan 25, 2013 12:06 am

Apparently there is nothing that cannot happen today. - Mark Twain
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Re: 2x Green Attachment Special Rules?

Postby Dufresne » Sun Apr 14, 2013 11:43 am

Sorry about the thread necro, but I've been designing a team of frames that focus on speed and I had an idea for a double-green ability that I hoped I could get some feedback on. I figured this was the best thread for it rather than starting a new one.

The ability as I've currently written it is that if a frame uses a 5 or more for its movement, it may use one remaining d6G or d8G for defense. The idea is to effectively simulate the frame moving so fast as to be especially hard to hit. The frame doesn't need to actually move 5+ units of distance, just use the 5+ as its movement die.

I figure most of the time this wouldn't give the frame any special advantages beyond a bit more flexibility. Say a frame gets 5+ results on two d6G, but either doesn't have a d6B or gets a crap roll on it. It may use one of its d6G instead of using up a d6W . On the other hand, if only one d6G results in a 5+, then using d6W for defense could be preferable anyway.

Very occasionally, though, this could make the frame very strong defensively for a single turn if it has two green d6 and a green d8. If a frame rolls a 5+ on at least one d6G, and a 7 or 8 on a d8G, it may use the d6G to move and use the d8G for defense, giving it a much higher defense for that round than would be possible with blue dice.

I haven't had the chance to playtest this yet; it's just something I'm toying with in planning out a team, so I'm eager to hear any thoughts everyone might have. Is this overpowered? Does it make taking other systems less attractive? Or do you alternately not see this as being an attractive enough system to justify spending two systems on movement?
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Re: 2x Green Attachment Special Rules?

Postby Dukayn » Sun Apr 14, 2013 7:25 pm

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Re: 2x Green Attachment Special Rules?

Postby Dufresne » Sun Apr 14, 2013 7:29 pm

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Re: 2x Green Attachment Special Rules?

Postby Dukayn » Sun Apr 14, 2013 7:38 pm

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Re: 2x Green Attachment Special Rules?

Postby LowestFormOfWit » Sun Apr 14, 2013 8:13 pm

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Re: 2x Green Attachment Special Rules?

Postby Dukayn » Sun Apr 14, 2013 8:34 pm

I would almost say that if you were to do this, you couldn't add a d6B system as you're talking about a really agile frame which uses that agility as defence, so it's not going to be weighed down by armour.
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Re: 2x Green Attachment Special Rules?

Postby Dufresne » Sun Apr 14, 2013 10:41 pm

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Re: 2x Green Attachment Special Rules?

Postby LowestFormOfWit » Sun Apr 14, 2013 11:21 pm

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Re: 2x Green Attachment Special Rules?

Postby Dukayn » Mon Apr 15, 2013 5:42 am

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Re: 2x Green Attachment Special Rules?

Postby Dufresne » Mon Apr 15, 2013 9:01 am

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