A disclaimer: I am aware of the feedback form for this game, and was initially planning on using that to submit the results of gameplay. However, that form seems oriented towards specific points of difficulty, and enough such problems came up that I would essentially be spamming the form. I didn't want to do that, so the format will be a loosely-connected collection of observations and pain points that occurred during play.
This game was played with a group of one GM and three players, including me as a player. The GM has weighed in to share their thoughts, but this post is ultimately written from a player perspective. We ran several missions, enough to see all of our selected factions in play, but only began to hit the second tier of upgrades by the time we decided we had seen enough of the game. As a result, some of the long-term progression and its effects did not come up for us, especially re the enemies.
A lack of clear rules for fight objectives immediately posed a difficulty to our group, since Rez and its foibles (see below) seemed to make a deathmatch unlosable for the player side. The group was familiar with Lancer, so we could retrofit the sitreps from that game, but questions like round timers, distance to travel, zone scores to meet, and health bars of destruction targets, all essentially had to be eyeballed and retuned based on our performance. Due to how unlikely a loss seemed to be for the players, that omission put a significant damper on things.
It was unclear if HP and Effects reset between fights. The absence had me and the GM imagine very different results - I read the absence and assumed they reset, the GM read the absence and assumed they did not. This is really important for how the mission objective selection is determined, how many fights are doable, and, thus, how many resources the players gain per enemy resource gain. We trended towards two-fight missions with attrition active (we went with the GM's interpretation), but I still don't know if that was correct or not. Equipment and Limit Break charges are explicitly talked about as carrying over between fights, but HP says nothing one way or the other.
Rez, as presented, seems to have no range or usage limit beyond the action cost. It's only written up once, in a basic action list, and never detailed elsewhere. If that's the correct read, and you can use it from across the map as many times as you like, then it seems impossible for the player side to genuinely lose by being wiped, unless the GM is very careful to leave all the players only almost dead, and then kill them all in one go before any of them get to go. The first time a player dies each mission, the GM gets an Ichor, but if that's the only threat, then long missions just soak that as a loss and take the relative profit of free curbstomps, in my eyes. Both the attrition question and the fight objective question are directly relevant to this problem, as well.
On the subject - formally, what happens when you hit 0 HP? Do any effects clear? Do you count as taking turns, and ticking down effects, and such like? Or is your turn entirely skipped? That part isn't talked about in detail, either, beyond Rez, and niche interactions like where you count as occupying if you were moved into a Void.
Provoke was a subject of a fair bit of confusion. Is it triggered by involuntary movement? Does Hasaphet's Palm on the Kushiel armor cause Provoke on both you and the target, if yes? Is it triggered by options like the Ten Thousand Year Reign Shattering Blade's passive ability auto-move, or does this have a distinction between "Slide"s and base movement that triggers Provoke? Is Provoke optional? Can Provoke from the same enemy happen multiple times in one move? (Those last two questions formed an odd combo wherein I intentionally moved back and forth to trigger an enemy's Provoke repeatedly, so as to trigger the threshold to turn my Attractors into Void Attractors.) For Kopis' Offhand Pistol, is the effect sequenced before the Provoke damage? Is the Push supposed to cancel the Provoke, and/or trigger Provoke from the attacker? If the damage is enough to kill, does the Provoke not happen? The sequencing is unclear.
Speaking of that dubious Void Attractor combo, how does placing Voids on occupied spaces work? Specifically, the Sharur power, Transient Force Projection, and etcetera. The Attractors read as though they can be placed in occupied spaces, is that just not the case? Must "a square" be an unoccupied one? If not, as-is, Voids only kill you when you move into them, should we assume that spawning one on someone does the same thing?
What type of action is the action to form/collect into a swarm, for an enemy? Support? Main? Do enemies still have the same three-action-type turn format as players, or is it different for them? We assumed it was the same, but it doesn't seem to be stated.
Identifying which enemies are the starters for a given faction and which enemies are unlocked via upgrade requires cross-referencing to figure out, there's no clear delineation provided. More broadly, that sort of "redundant information" isn't included in the enemy faction writeups when it really would be nice to have in one place.
The Fortification tag is never explained what it means in detail. Most notably, Fortifications seem to be lacking a Scale value, which implies that it's innate to the tag - but we can't see the tag's description anywhere, so we don't know how big they should be on the map. Also, some would-be-Fortifications seem to not have the Fortification tag - for instance, all of the Paracletus Fortifications (see the Stain Flower et al - which makes the Latent Pudding ("AMBROID") rather confusing).
Are Obstacles considered "targets" for things like Ambiguous Intentions and such? (If so, that would let you use them to reposition and keep moving across walls.) "Enemy" is pretty clear, so is "target" a distinct term from that?
What are the Limen ("The Stepping Stones") from Henosis for? Friendly fire doesn't exist, and they don't seem to be able to interfere with players since they can't attack. Is it just their Provoke damage and moving to get in the PCs' way?
It's unclear how Elevation functions with Exacontismos ("The Star Shooter")'s Agnosia effect if it doesn't follow up with the attack that forces the target to land. Do they just stay in midair? Is it permitted for them to stay at that elevation, and, if not, are they effectively immobilized if they can't reach the ground? Similar effects in Henosis include the clause "If the elevated unit has no means to maintain their elevation, they will begin falling at the start of their next turn." Should that be considered to be a universal rule, rather than a clause on those other abilities in specific? We couldn't find any universal falling rule.
For Ambiguous Intentions and effects like it, do you only mark the space you move into, or do you also mark all of the intervening spaces you would need to move through on a path to that end space? Actually, do you even move through intervening spaces at all, or is it something like a teleport directly to the endpoint?
The Graven Chirurgeon ("ASKLEPIOS") has an ability that lets you "Remove all target's stacks of Wound to immediately trigger and tick down one Effect on the target a number of times equal to the stacks of Wound removed or the Effect's current stacks, whichever is lower", however, many Effects don't have any effect upon ticking down or any active effects to trigger. This is particularly relevant since the Metricos' main other effect that could do anything is Bleed. However, Bleed only makes you take an extra point of damage when you get hit, and then ticks down at the end of your turn. So is this intended to turn all your Bleed stacks into damage via wounds? or does it just not do anything with Bleed.
The book seems to imply that missions involve going out into hell and exploring, however, as a tactical game, a lot of missions are going to be set up ahead of time. Are random encounters or changes in tactical missions expected? Or are sudden threats that can appear on the stratcom board (resulting from narrative forces or stratcom actions) solely intended to be a problem to be resolved in RECON.
What does and does not constitute a "special environment tile" for Kushiel's Assisted Launch? Is it any tile with a marked piece of terrain? Does that include things like Cover, or Advantageous Terrain? The term never seems to come up anywhere else, so a tile with any sort of effect marked on it was our best guess.
Beyond the confusions, we had some overarching critique as our closing thoughts:
The playerside tools do feel very disjointed in how they can be made to work together, especially in comparison to the enemy design. There doesn't seem to be much potential for buildcrafting type engagement due to a lack of clear synergies - which is fine, but it means that a lot of the options essentially can't handle so much if they can't stand on their own merits. Which is a problem, when, as we found, options like Ambiguous Intentions can spike considerably to ridiculous amounts of damage (to the point that it made the Heaven Burning Sword not feel like a great option, despite its large damage and aoe). And, alongside options very much not being built equal (which includes beyond just weapons - Transient Force Projection lets you do a full attack as a Support Action, even if it isn't parsed in a way that lets it drop a Void directly on an enemy, and that's significantly better than many Equipment options), the options between Armor, Weapon, Class, etcetera, don't really feel like they're designed in concert much, beyond the odd rather-parasitic design like Advantageous Terrain having a few options that hook into it enough to make one build for it and then nothing else uses or creates it at all. And, other than that, the closest thing to actually making a coherent "build", rather than just a set of unrelated powers, are effects that feel partially unintended or unclear if they even work, like Ambiguous Intentions and Macroprosopus letting you move copies instead of yourself or vice versa.
The enemy design is a lot more coherent, by comparison! But, the playerside experience really does not seem to match up. And, the player side has enough punch behind it (if the stronger options are taken) that the enemies don't really have time to do their thing.
Provoke seems really oppressive in how it slows down momentum, since, for a lot of chaff enemies, it's fundamentally more damage than they deal by actually doing a hit in the first place (several of them literally only dealing 1 damage at base). Its presence made a lot of fights bog down without much movement once a melee began, which was a shame.
Options like Love Without Consideration seem impossible to punch at a decent weight class, and Her Tears Form The World needing a lot of time to build up vs the weight class of anyone else. In comparison, something like Ambiguous Intentions really seems to hit incredibly above its weight, absolutely novaing boss fights in a single attack combo. That then makes options like Transient Force Projection combo incredibly hard with the good weapons, and much worse with the bad weapons.
Ultimately, Hellpiercers had enough moments where we were simply unclear on how the rules worked that we had to make our own design guesses to fill in the gaps and build the rest of it, and the ingredients we did have from the game were imbalanced enough that some options just were not worth using, while Ambiguous Intentions could nuke down an Assassination target in a single turn. It never hit a point where it seemed to cohere, is the best way I can put it. Hellpiercers has several parts that are interesting to ponder in isolation, but the whole doesn't seem to have much to recommend beyond that pondering.
Edits: Just fixing some typos thus far.
