Update 0.10.0: Frame Reworks and Major Updates
It's been some time since I've last made any updates to Expanded Frames with Paratech taking up a lot of my time and my IRL job taking up a lot of my energy. I decided to give every license a major look over and see what needed to be updates. Buckle in.
IPS-N Every
The Every continues to be pretty reliable and well-built, needing very little reworking overall. The only system that got changed in a major way was Mech Care Kit, which is now a way to get more use out of your repairs instead of a straight up overshield system.
Caber Toss Frame Trait | Updated
- Now grants +1 Difficulty or +1 Accuracy instead of INACCURATE or ACCURATE respectively.
Mech Care Kit | Reworked
- Now grants OVERSHIELD when you or an adjacent allied character spend REPAIRS for any reason.
Heavy Slug Shotgun | Updated
1d6+3 Kinetic>> 2d6 Kinetic- On Crit effect no longer grants AP (but still knocks prone)
IPS-N Low
Most of the changes to the Low were more for my own sanity than for any balance reasons, so luckily the only thing that got a major update was the LL3 mod.
Circular Saw | Updated
2d3 Kinetic>> 1d6 Kinetic
Heavy Hydraulics Mod | Reworked
- 1/round quick action that knocks a character you hit Prone. Prone characters are instead Stunned.
- Requires you to reload the mod itself after every use.
SSC Admiral
The Admiral continues to stand the test of time, being a very loved license. However, one major change was needed to help it really fill its striker role.
Coolant Nanites Frame Trait | Removed
Charged Nanites Frame Trait | NEW
- 1/round, when the Admiral performs a critical hit with a weapon that deals any Energy, it deals 2 Energy to characters of its choice within RANGE 3.
SSC Hercules
The Hercules probably suffered the most in my absence, struggling to really fill a niche outside of BIG STRIKER and having weapons that were all too similar to make meaningful choices with. As such, the Herc got quite a bit of love by being a Heavy Frame + Interference Field defender! Now the Hercules can really be a massive pain to hostile characters near it.
Noble Stature Frame Trait | Updated
- The Hercules can share spaces with smaller characters, objects, and pieces of terrain.
Guardian Frame Trait | Replaced with Interference Field
Composite Club | Updated
- Gains Knockback 2
- No Longer Slows on Crit
Plasma Ōdachi | Updated
Heavy>> Superheavy- Skirmish Profile
- 1 Energy + 2 Burn
- Accurate, Heat 1 (self)
- On Critical Hit: Your target becomes IMPAIRED until the end of their next turn.
- Can be extended as a quick action, granting a new profile at the start of the next turn
- 2d6 Energy + 5 Burn
- Accurate, Heat 2 (self), Overkill
- You are Slowed while it is extended
- Keeps the same On Crit effect as above
HORUS Deva
Luckily, only one thing needed to be changed here
Plasma Cannon | Updated
Loading>> Heat 3 (self)
HORUS Sphinx
The majority of the Sphinx's changes were flavour, but that flavour did lead me to making some new weaponry for the frame that ended up improving its game plan a lot! TLDR everything that used to be HARDLIGHT is now REALSPACE LAMELLAR MANIFOLD stuff, so just expect a lot of that when you look through the license gear lol. Below I'll only be going over the major changes.
Memetic Mod | NEW
- Choose a weapon: This weapon ignores penalties from engagement and does not affect allied characters.
Instinct | NEW
- Main Launcher
- Knockback 3, Loading
- [Burst 2][1d3+1 Energy]
- This weapon ignores engagement and does not affect allied characters.
Anticausal Notion | NEW
- Heavy Launcher
- AP
- [Burst 3][1d6+1 Energy]
- This weapon ignores engagement and does not affect allied characters.
Lamellae Barrier | Updated
- Moved to LL3
- No Longer costs Heat to place a barrier
- Barriers lost Resistance to Energy
HA Cyrus
Cyrus was a pretty complicated frame overall when it really didn't need to be, so a lot of its more complex traits were toned down and simplified so you don't have to worry about as much tracking.
Frame Tech Attack | Increased from +0 to +1, no longer requiring you to be in the danger zone to hack properly
Integrated NHP Frame Trait | Updated
- The Cyrus has the AI tag. You may still install other AI systems on the Cyrus.
Secondary Computers | Updated
- The Cyrus can use comms while JAMMED and can take tech actions while JAMMED, but only to BOLSTER, LOCK ON, or SCAN.
Controlled Unshackling Core Power | Updated
- Now a Quick Action instead of an Invade Option, no longer requiring you to hit with an invade to make it it work.
Headhunter Nexus | Reworked
- Auxiliary Nexus
- 1 SP, Heat 1 (Self), Smart
- [Range 12][1 Energy + 1 Burn]
- Against targets in the DANGER ZONE, this weapon gains ACCURATE and SEEKING.
HA Yifang
The Yifang desperately needed a reason to exist beyond just having an integrated grenade launcher, so a lot of this frame's newfound power comes from its immense SP, Repair Cap, and new integrated grenades. Much of the license remained unchained, save for gaining a new charge system at LL2.
Core Stats | Reworked
- BASE
- Size: 1
- Armor: 2
- HULL
- HP: 6
- Repair Cap: 6
- SYSTEMS
- E-Defense: 6
- Tech Attack: -1
- SP: 8
Burst Charges Frame Trait | NEW
- When the Yifang throws a GRENADE with a BLAST, it can cause the grenade to instead create a BURST of the same value centered on itself.
Core System | New
- A grenade system with 2 Charges, which can be replenished by reloading it as if it were a loading weapon.
- Shatter Bomb (Grenade, RANGE 5, BLAST 1): Characters within the affected area must succeed on an ENGINEERING save or take 1d6 Explosive and become IMPAIRED until the end of their next turn.
- Static Bomb (Grenade, RANGE 5, BLAST 1): Characters within the affected area must succeed on an SYSTEMS save or take 1d6 Energy and become SLOWED until the end of their next turn.
Core Power | NEW
- For the rest of the scene, ??? CHARGES can be activated without expending or requiring charges. Additionally, 1/round when a character fails a save against one of your grenades, they take +1d6 explosive bonus damage.
Magnet Charges | NEW
- Magnetic Frag Grenade (Grenade, RANGE 5, BLAST 2): This grenade deals 6 AP Kinetic divided evenly among non-BIOLOGICAL characters within the affected area. Characters can succeed on an ENGINEERING save to avoid this damage.
- Magnetic Shredder Mine (Mine, BURST 2): Once armed, this mine must be detonated with a quick action. Characters within the affected must succeed on a HULL save or become SHREDDED until the end of their next turn and take +3 Kinetic per non-BIOLOGICAL character within the affected area (maximum 12 Kinetic). On a successful save, they take half damage and are not SHREDDED.
Files
Get Lancer: Expanded Frames
Lancer: Expanded Frames
A 3rd-Party Expansion for Lancer RPG, with 2 Additional Licenses for each Manufacturer
Status | In development |
Category | Other |
Author | Pixela7e |
Genre | Action |
Tags | Tabletop, Tabletop role-playing game |
More posts
- Update 0.9.14: Woops, missed oneJul 12, 2025
- Update 0.9.12: Ch-Ch-Ch-ChangesOct 19, 2024
- Update 0.9.11: Finalizations and... ART?!Sep 20, 2024
- Update 0.9.10: Balance ChangesAug 13, 2024
- Update 0.9.8: Major Balance and Parity UpdatesJun 04, 2024
- Update 0.9.7: Finalization and Balance ChangesMay 12, 2024
- Update 0.9.6: IPS-N Low Chainsaw ChangesMay 01, 2024
- Update 0.9.5: Major Balance ChangesMay 01, 2024
- Update 0.9.3: New IPS-N Every Trait, Balance ChangesApr 19, 2024
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