#Field Guide to Suldan
1 messages · Page 4 of 1
just run out of charges fairly quickly
but still a great thing to keep in your Aux/Aux
Teen Baan would be trickier, since they have ordnance
doesn't lend itself as well to a close in style of the Viceroy
I think a while back there was a conversation on #lancer-general about how Base and Bonus Damage dice aren't usually separated so theoretically could you just roll a ton of dice due to bonus damage and pick the ones that landed on 6 to be the "base" dice?
For the Motorized Tetsubo I mean
that's another use case for why i advocate separating your base and bonus damage rolls by default
Yeah, there are a number of effects that distinguish between them so its a good idea IMO
like even outside of homebrew stuff there's still a bunch of shit that needs it in core
gestures at Toku
Generally you do not separate base damage and bonus damage into pools, and doing so is likely to cause confusion about how things like critical hits or armor work
The chainsword and tetsubo specify base damage dice when it comes to their special rules as a way to keep the odds of proccing them consistent rather than allowing them to be manipulated by adding bonus damage dice into the mix
As always, the golden rule of lancer is that specifics take precedence over generalities, and these weapons are an example of that
The walking armoury hellfire rounds also care about it, so I could see separating them when it is specifically required, but otherwise I wouldn't. 
Completely random, but is there a 'canonical' ship number for Iffy? I'm wrapping up a campaign and my group spent enough time working with her even when they had other options that i feel like they deserve a formal farewell with honors.
I can just roll a d100,000, but i figured i'd ask. It would help me resist the urge to make [IPH(UNS-LS_42069)]
Nothing canonical on that front, go with what feels good
Can you benefit from Shield Array Drone even if you're size 3?
No, it's basically a mobile size 2 unit of hard cover and you abide by the usual rules for taking hard cover in that regard, you have to be the same size or smaller
A couple of crucial distinctions here are:
1). for the purpose of anything like effects that care about size, the drone is still treated as size 1/2, i.e. it won't obstruct other people like it's a size 2 unit
2). you can't hide using it, same way as you can't use characters with Guardian to hide behind
Just to verify, the Matador's IFF spoofer and Hostile Architecture are not reactions and don't require targeting the enemy, so do not break hidden?
Yup, they are not actions at all
Thinking about the Nightmare some more, which a lot of people seem to be using lately interestingly enough, and I'm considering what it would be like if I took Inductive Talons and made them threat 3, expanding the area of their +accuracy/save difficulty effect accordingly (and probably lowering their damage)
as an optional I like giving a tech-oriented controller a weapon they can mix in there, but I think in its existing version it may be a bit hard to really bring into play
I would like that
Right now I often bring the Talons and then play them like an ambusher
It would also, interestingly, give them a little more in-kit synergy with Amygdala Spike now more clearly functioning like puppet systems
So, the Talon Drones take a quick action to recall and redeploy, but what about just deploying them? Also a quick action?
They can start already deployed, and deploying them is a quick action, yes
Teen Baan Missiles + MASS Pack seem like quite the potent combination. You could slap marker rounds on the Missiles themselves and repeatedly apply lock-on in a massive blast 2 area, or put them on something like a mortar or Sharanga, letting you apply lock-on before firing the Teen Baan in single-target mode in the same turn, getting around the ordnance tag via barraging
oh a questio nabout the nightmare
the idea is slap em with claws, then invade em right?
or does it not even need to attack with the claws, jus tbe adjacent
this one
if you had to hit them with the talons then it would say "on hit" or something
@dusk arch Does Herschel fit as the Suldan version of a rich competitive road cycling racer? He comes off this way with me with Charioteer
He's a very Tony Stark sort of personality
So yes. Gotcha. I've been playing as the chill rich engineer who seems to be making deals in the background while Jun takes most of the attention.
I'll turn that aspect of his up
That's pretty much it. He does play up the "rich playboy" aspect a lot whenever he wants to make people underestimate him
I feel like I've been playing the two of them too calmly to keep the attention on the players while they become the Grand Champions
But the politics' shifting now
Arclight just found out that their best financial ally, House of Stone's Boulder Company, was caught torturing Gabriel Huang.
So ArcLight's gonna go full submissive mode to not lose their Port Ossman contract from Genevieve Huang
That's how I'm playing it so far.
Good time for Herschel to come on and shit on ArcLight some more, is what I'm thinking
questions about IBEJI.
- If I use self destruct on a IBEJI clone, does it just detonate the clone or does it detonate both original and the clone but you can choose which mech to center the blast around it.
- can you target yourself using IBEJI clone? for example, lich's haste or bolster action? and if you can, does the effect apply to both original and clone or just the one targeted?
1). "The echo shares all of your stats, systems, weapons, traits, and abilities, but it has only 5 HP, no Heat Cap, and cannot meltdown, Self-Destruct, or trigger any effects from being destroyed." So the echo can't self destruct or be made to self destruct such as via meltdown.
2). "This echo counts as yourself for the purpose of effects and abilities, but is otherwise considered a separate character." This means that the echo and yourself both count as "you," and one of the fundamental rules of targeting in Lancer is that you can't target yourself with things that target "allies" etc.
thanks for a response. follow up on 2), can you target yourself if it's not for allies? such as regular attack (melee,/ranged/tech)?
The only way you can normally target yourself with attacks is if there's some sort of AoE that you end up caught in the blast radius of, i.e. if you fire an RPG point blank you have to roll against yourself, but otherwise you aren't able to attack yourself per the valid targeting rules on page 65 which list the valid targets for attacks as:
• other characters;
• objects that aren’t held or worn, and aren’t part
of a mech;
• spaces in the environment or on the ground.```
and also states
```Unless otherwise specified,
characters can’t target themselves.```
As a separate character the echo can be targeted independently of you, that is someone can shoot it or you with an attack instead of having to attack both of you at once, but the echo and your default body both count as "you" for the purpose of things like valid targeting parameters or effects which state "you" somewhere in there
What's some cool stuff you can do with the speciality licenses? I haven't seen anyone use those, haven't even seen many people talk about them even
Seeker Catapult looks neat, combining the two crit based talents
Take Myrmidon
Equip Suzukaze Thermoregulation
Win
yeah I do enjoy the infinite free flight with the SSC core bonus
Damn right 😌
Okay real questions, ideas for a mech race done in a combat
I’m thinking custom sitrep were you score points by doing loops
I ask here because it’s suldan styled
someone did make a thing for that #gm-corner message
Just wanted to chime in that i finally wrapped a Suldan campaign - the brave mercs of MSMC's 1504th Company robbed Arclight, helped the SIF, and then went full bore on teaming up with Union. They blackmailed together a coalition of everyone on the planet to storm the Emir's last base, only to accept ||Miranda's deal for her freedom in exchange for ARASKA's location and the Emir's bio-key||. One eidolon fight ||on Eden|| later, they self destructed the defence net rather than give any faction than much power (except for a dozen killsats they redirected to protect a damaged Iphigenia). As the heroes of Hadiqa, they accepted a huge novelty check, cashed it, and flew their stolen shuttle towards the next warzone having finally paid off their creditors. (in fairness, they refused to use the defence grid to extort anyone, even just for a little while)
Thank you to Kai Tave and all the other contributors for your work, it was good fun to GM through!
Okay that’s a good starting point yeah
So much detail i didn't get to, i feel like i could run it for an entire 'nother tier and still not cover everything.
Thanks a million
fuck yeah that sounds sick as hell
I've tried to think of how to do a racing sitrep and at least one other person put together a tentative blueprint for one, but I honestly just can't really square the circle of doing a race which is also a tactical combat scenario that doesn't turn into "just kill all the other racers 4head"
it reminds me of the days of wipeout XL where it was a valid strategy to simply kill enough of the other racers that the results were a foregone conclusion
and while sitreps do exist to deemphasize the "deathmatch" nature of tactical combat, I haven't really figured out a framework for presenting that as a race in a way that feels good
I think, for sitreps like that my go to has been, the NPCs can just win before the end of the scene. I don’t count the points at round 6 or 8 I do a check each round and if they hit the objectives the scenes ends.
What if you had every enemy have structure/stress and created small alternative tables to represent reduced lethality?
Focused around reducing capabilities and the like
Cold core colosseum also had a great idea, you just respawn back at the other side of the map whenever you score a point which also was fun
I did their sitrep were you have to extinguish the pyres
It’s a lot of fun definitely recommend
Yeah, I ran into the same issue and I feel like, the best way I can do is to present alternate targets for the players to attack beside the NPCs.
I.e. To pass a check point, they must get this close to a pylon and attack it.
Same thing with a hockey match that I was thinking of, where the characters have to chase a puck around, and damage dealt correlates to how much knockback they get on the puck.
So that they have motivation to dump their damage onto an indestructible object, rather than NPCs.
Could do the IGPX method of not allowing the beatings to start till the second lap.
I'd have the combat be intersticed, so there's maybe a couple rounds of jockeying for position tactically before switching to a more narrative mechanic
I heard someone propose like a chariot/train race
where the PCs and NPCs are on some sort of vehicles, and have to do objectives to speed theirs up or slow others down
Why does Ogoun mention this again?
Is it like, if the condition was caused by a Hull/Agility save it doesn't happen?
You already failed the save so the effect still happens
Yeah I know, so what's with this then?
To allow you to react to stun/jam still
Ah, makes sense then
I guess there's also if you take more damage due to the condition like falling or something
Then you get to resist it
It's just to make clear that even though you would be Stunned, you can still take the reaction anyway
yeah, its cause a number of conditions might otherwise specifically disable reactions
Current update on my Suldan campaign: The former House of Sand double agent noble stares down certain death in the form of a Champion Veteran Elite Ronin, piloted by a House of Sand master assassin and swordperson named Duncan Idaho.
Meanwhile, the ex-pirates are holding back the large squad of their former comrades trying to kidnap them.
Sounds like much FUN is being had
The best part is that the players know the killcode to make Idaho kill his charge. It'd play into the House of Sand's ploy, so they're trying to defeat him without resorting to the killcode .
That and Idaho's charge knows important information to take down the House of Sand.
If you Scan the target that means the Saboteur Drone automatically passes all checks, including the checks to shake it off?
not Kai, but I don't think so - in compcon it's formatted such that only the initial Hull check succeeds automatically;
Choose a hostile mech within Sensors and make a contested check using Grit against the target's Hull. On a success, the drone latches onto their mech and begins jockeying the target, benefiting from your talents. You automatically succeed on all attempts at this check if you Scan the target at any point beforehand during the scene.
Right, looks like I misread it a bit
Correct, it's just the check to latch on and begin jockeying that becomes an auto-pass once the target has been scanned
it REMAINS an auto-pass as well for the duration of the scene, but checks to pry the drone off are unaffected
Hey, whats the naming theme forC+H mechs?
Types of combattant, with an emphasis on sport, gladiatorial, or martial art combat
@jolly elm If you're referring to Auto-Adjusting Weight, it won't really "carry over" with any part of Executioner except rank 3, which is a reroll. Rank 1 is two separate attacks and auto-adjusting weight is 1/round on the threat increase portion, and Rank 2 is its own separate effect from the attack which procs it.
Now with Rank 1, you're free to use the 1/round threat increase on either the initial attack or the secondary one however you like
Disappointing but good to know. Thanks for the specification
Yeah ongoing threat increase which tied into executioner would be more potent than I really want out of the mod, it's a thing that can get out of hand pretty quick if you aren't careful
It'd be a bit much alongside the reliable
Is a really nice mod already
Makes me feel pretty good about heavy charged blade too
heyo
been wondering
what was the design principle behind ogoun class nhp (kalista 3)?
effects of a super-buffed brace for every attack until the start of next turn without any downsides outside of 3 heat
wee bit strong, innit
And getting Immobilised, Jammed, or Stunned in order to trigger it
all of those things are pretty hefty yeah
especially since like... your enemy could potentially just ignore you then
Yeah, Immobilised and Jammed can quite easily make you basically skip your next turn, and Stunned essentially forces you to (unless someone on your team has a way to remove it, but that is its own cost)
its also 3 SP which can be decently consequential
It's basically 3 SP and 3 Heat for a "Not get your ass kicked even harder when you're already on the ground"
Yeah and enemies can and probably will just ignore you
first guys like "wow we do so little damage, lets just hit someone else"
what about that first part
ive read that as "hit by any attack"
if its supposed to be only on attacks that jam you etc i get it a bit more
Hit by an attack or fail a save, either of which imposes those conditions
yeah you already have to be getting affecting by a immobilize, jam, or stun for you to use it
not just hit by an attack
so
tbh i feel like "you are immobilised, jammed or stunned" would be better wording
you could Brace the Demo Hammer
since me and several other people assumed it was on any attack plus immob jam stun checks
You can brace the hammer if you fail the save
Drain Systems
It would need to be limited to hostile effects only otherwise it could be cheesed with Crack Shot or other self-inflicted conditions
Well we will see what Kai has to say, they may have reasons for the particular wording
One trick is that the reaction needs to go off before the condition is applied as Jammed and Stunned shut down reactions
i mean yeah ig
i just feel like its important to highlight that this unclear wording has sparked a massive controversy in my lancer peer group
would be swag cool to get that fixed
And that is good feedback
How does Dipping Swallow interact with Sagarmatha's Heroism? Is it reasonable to say that Heroism is not used up if you get the kill with the Improvised?
i wouldn't say so myself, but I don't term the "using of the ability" as a negative of the brace
Just wondering if I can hedge my DSM bets and keep my Heroism for when it doesn't pull through
I guess it's a matter of when do you get to decide the use of Heroism? Can you use it on the start of a turn after a Brace or are you supposed to use it when you use a Brace?
Because if it's a former then yeah you could reasonably DSM then decide afterwards if you wanna use Heroism or not
Checking #rules-questions backlogs, it seems that you have to declare the use of Heroism the moment you Brace so
I do wonder if I could argue that the counter-attack is part of the Brace reaction, leaving the decision until after it's all resolved 🤔
(the alternative is to abandon the idea and try running it on a Tortuga and argue for the +accuracy on the Improv)
In reverse order:
1). If you use Heroism with a Sagarmatha that has to be declared as part of the brace, you can't retroactively engage it post hoc, and Dipping Swallow merely interacts with the portions of Brace which are a component of the action itself, not other actions or resources granted by other things like frame traits
so comboing those two together is largely redundant
you CAN do it, but a successful counter-kill won't refund you heroism
Guess I could still use it as a "free" retaliate for 2 heat 1/scene
I'm not using this wording because then it allows it to proc on things which aren't attacks or saves which I don't want it to proc on, things like Petrify which cycles through Slow, Immobilize, and Stun, Goliath Pin (a deterministic Immobilize), etc
I'm not sure if I'm reading it correctly though - does DSM benefit from Tortuga's +acc on reactions or not?
You can inform your peer group that the intent very much is only attacks or saves which inflict those conditions (Immobilized, Jammed, or Stunned)
The improvised attack Dipping Swallow grants is considered a part of the brace ("you may also make an Improvised Attack against them as part of the Brace.") and Brace is a reaction, and the Tortuga gains accuracy on all attacks made as a reaction, so it does apply
Ok, got it. Thank you 👍
I might be repeating a question already answered, but does Lord of Iron interact with Grapples from same size/larger enemies? It's a melee attack, but it doesn't directly apply Immobilise
anyway ogoun is very specifically a thing that works on attacks or saves because I don't really want to bother dealing with its use regarding deterministic applications of those, of which there are kind of a surprising number scattered across the NPCs...Archers have a way they can force Immobilize sans save or attack, the Titan-Snare Drone is similar, and I feel like an ability which grants ongoing resistance is potent enough to merit some counterplay
a melee attack. On a hit:
the smaller character becomes IMMOBILIZED but
moves when the larger party moves, mirroring
their movement. If both parties are the same SIZE ,
either can make contested HULL checks at the
start of their turn: the winner counts as larger
than the loser until this contest is repeated.```
On hit, grapple (an attack) can cause you to become immobilized, so it counts as a thing you can use Lord of Iron in response to IF you would become immobilized from that grapple
you can't use it on ANY grapple just because Immobilize is a thing that COULD happen from any given grapple if you are size 2 and a size 1/2 mech is attempting to grapple you
nah it's fine
it's sort of an unofficial status of sorts, but there's no "way to clear Grappled specifically"
(another thing which lord of iron being attacks and saves prevents is people going "if I lose a hull check to be in control of the grapple can I use lord of iron")
I'm not opposed to a wording revision but usually the proposals people suggest do things which I don't actually want or have their own misunderstandings or lacks of clarity, and if I'm being honest I have to admit I think it's kind of unusual to see a clause like that with a specifier at the end and assume it only applies to one portion thereof and not the other
So Lord of Iron will not counter the Jam from breaking Witches' tethers then?
Trigger: You are hit by an attack which causes you to become Immobilized, Jammed, or Stunned, or fail a save which causes you to become Immobilized, Jammed, or Stunned. the other alternative is this and frankly I dislike this one on several levels
it will not, it's neither a save or attack which applied it
an attack applied the tether, what happens after that is a secondary thing, lord of iron cares about "did the attack or save in question directly apply this debuff y/n"
Witches must die @_@
Then again, you did create Matador...
like I said, ogoun even with its restrictions in play is a pretty powerful tool, it's hyperdense armor on demand, and I think having some stuff which it can't be employed against is fair game
and note you CAN deliberately choose to fail saves, as it's been pointed out, so there might be compelling circumstances where you deliberately let a berserker immobilize you with a nailgun in order to proc it, but you ARE still immobilized (or jammed, or stunned)
Honestly while this is super blocky I would still prefer it over the current one cause its demonstrably very easy to misconstrue the "you are hit by an attack or fail [...]" wording it has right now
And having a little wordy descriptor as payoff for non-misunderstandable mechanics would be a small price to pay in my POV
Idk if I'm missing something
Could replace the "or" with a "/", like "If you are hit by an attack/fail a save", and maybe replacing the "causes you" with "and"?
"If you are hit by an attack/fail a save and would become Immobilized, Jammed, or Stunned"
the thing is, I do not actually like the rewording because I think it's ugly as shit, sorry
I mean I guess I'm curious, do people think "when you GRAPPLE or RAM larger targets" means the "larger targets" part only comes into play when you ram and not when you grapple?
With a comma after grapple, yes. But not like this
Speaking of, need to add a comma in my own homebrew
pretty much that except they said it better than I ever could
right but the point is that the clause "when you grapple or ram larger targets" applies the qualifier "larger targets" to both
and people don't seem to get hung up on that
Yeah, I don't see the issue myself
ferrin is saying IF it had a comma it would come across as two disjointed clauses
Yup
when you grapple**,** or ram larger targets
and that would indeed signify a separation of clause
Yeah, that reads are two seperate effects
Wait yeah hold on i kinda goobed myself i think
meanwhile lord of iron similarly does not have a comma anywhere
You are hit by an attack or fail a save which causes you to become Immobilized, Jammed, or Stunned.
I literally had to deal with this shit at work today becuase someone was fighting SQL and I had to go through adding brackets to help the poor computer not see things as seperate clauses XD
Would just swapping around the trigger clauses help?
You fail a save or are hit by an attack which causes you to become Immobilized, Jammed, or Stunned.
Keeps the slim wording and completely eliminates the "oh I can trigger it after being hit" i was worrying about
I mean if the issue is people are reading the first clause as being wholly unrelated from the qualifier then I don't see why swapping their places would work because now the same people will be going "oh you can use this when you fail any save"
I guess it kinda opens up "oh I can trigger this after failing a save" but if you read the rest it becomes kinda clear?
Like, what kind of trigger condition is "attack that immobilises etc you"
My brain just applies that to the save as well
see I've been trying not to say this because I realize it could come across as me being snide, but I think "if you read the rest it becomes clear" applies to the current wording just as much
like, why would I make a thing that said the triggers are:
1). Any attack period
2). saves, but only those that do specific things
instead of "these specific qualifiers probably apply to both attacks and saves equally"
I say this fully cognizant that english is an imperfect language, but at a certain point I feel like I also have to stand by my writing a bit
As a response to both this and #1057779385027002388 message, I think the confusion stems at least partly from the fact that "you are hit by an attack" is an established trigger (jager dodge, brace off the top of my head, I'm certain there's more) so the average monkey brain (its me, I'm monkey) recognises it as a trigger on its own and goes "wow I can trigger this on every attack"
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At this point I guess this is more idiot-proofing than an actual issue but I feel like its still valid to ask
I gtg now but ill be back later to read replies
Reading through it, the only thing that seems remotely justifiable is a clause swap, that is say "When you become Immobilized, Slowed, or Jammed by failing a save or being hit by an attack". But that has the same inherent problem of it not working if people don't read the entire sentence. I think the original wording is correct. No reason to sacrifice flow for unnecessary legalism.
I guess, contemplating it further, the clause swap has the advantage of being clearer when spoken aloud
The og writing seems pretty serviceable lol
I will say anecdotally, I've not run into any issues regarding the current wording
@somber garden in regards to your question, conscripts read thusly:
Conscripts are deployed in pairs. Each has identical stats and systems,
so any modification to one applies equally to the other. RPV will give both Conscripts +5 HP
so it essentially adds +10 overall HP to the conscript pair
Thankya thankya!
Since Conscripts tend to be really there for other to use to take damage for, that do make them pretty useful as RPV.
Their guns aren't their strong point.
I discussed that combo earlier, let me see if I can dig my notes up
OP
— 03/08/2023 6:41 PM
well it'll definitely make Cannon Fodder better since every Conscript that isn't dead is a Conscript that can take another attack for someone else, in theory
In terms of damage output Conscripts are sort of "just there" and being permanently impaired isn't going to do them any favors
so I think my concern might be that if your NPCs can't deathball, RPV conscripts might end up in a spot where they're kind of a slog to kill but also sort of ignorable
panic fire is a solid debuff and worth the cost of admission```
tl;dr it can make them significantly more of a damage sponge, but with perma-impair on top of generally lackluster output on an individual level, players might be inclined to just ignore them
Yeah, at that point they pretty much just exist for that interposition ability.
I used conscripts in the past to swarm someone with grapples like a dogpile.
yeah, they'll be good at being a nuissance, it'll just be harder for them to contribute much in terms of physical threat
clumping together
ahhhhh
conscripts get a lot of their defender juice by being next to allies so they can divert damage to themselves
it's all become clear
so if your NPCs aren't in a position to do that, perma-impaired conscripts run the risk of just becoming Panic Fire dispensers and little else
just got done with the first mission of the game im running. one player is in a matador, and raised a good point about the core power in that since it affects Seeking weapons now, it turns off its own banderilla missiles if their clause activates, since it's obligatory Seeking (and im not sure if theres a differentiation between an attack and a weapon getting a tag)
yes that player brought those concerns to me if it's the one I'm thinking of
I'm going to think about how and/or if I want to approach it
It's not a bad point but I want to double-check some things
What action type is the conscript's Panic Fire?
Full
Your poor, poor players
oh I also thought it was a Quick, lmao
But actually... did they feel overpowering with it as a quick?
the main thing this really changes is that my default turn was skirmish + panic fire, now it probably becomes lockon-or-boost skirmish or just panic fire depenidng on the situation
I did think quick action panic fire is a bit too good considering how it's no-save, no-roll, just happens +1 difficulty
and you get 2 of them per deployment slot

It's good to know panic fire isn't such an immediate select after all
Man I am super tired of finding these lapses in the lcp file, this is incredibly fucking annoying (directed at no one but me to be clear)
but yes, this is basically why it's a full action, it's deterministic and it stacks with stuff like cover/impaired and, most importantly, you get two conscripts per pair
so your tactics can be to have one use panic fire and the other lock on/skirmish, or you can have both do it but that's your whole conscript turn so to speak
Hold on Entanglement Leash on Minotaur is actually....huh
Mobius Anchor Immobilize into Metafold Maze stun
Yep, preeeeetty good
Yeah it's damn great
I'm, personally, totally OK with minotaur getting some nice goodies to give it more good builds
@dusk arch multiple Suldan questions
- for IBEJI, does a body need to be actually adjacent to another mech for you to gain its adjacency benefits? like say that mech has Scorpion Mod, or Spotter, does only one body (echo or mech) need to be adjacent to that Scorpion Mech for both bodies to gain the benefits, or does the benefits only extend to that specific body?
like if the echo is adjacent to the scorpion'd mech, but your actual main mech isn't, techers can only suffer the scorpion effects if they miss the echo and not your main mech?
- For Kangto core, can you reaction eject when your mech is destroyed through meltdown? Or is the eject reaction too slow and you'd have already reached the "is immediately killed" state of the meltdown before you can eject?
1). You and the echo are separate characters for things which aren't related to the existence of "you" as a discrete concept, and so things like an echo posting up behind someone with Scorpion will be the allied character who benefits from its tech protection, while your main mech won't. Similarly, you can't give both parts of you cover if only one of you is behind a mech with guardian, etc
2). My ruling on this before has been "you can eject in response to meltdowns safely, you cannot from castigate"
gotcha thanks!
lmao the classic castigate clause
At this point I think castigate should have had the same rule as the Omnigun for 'can't get around this, stop it' 😛
hey question: is the conscript's interpose reaction the conscript using the reaction or the target being protected using the reaction?
The target
Silly combo, conscripts with liminal space's blackguard(?) Twice as much using conscripts as shields!
I always misremember it as the conscript going "get down mr. president!"
On the one hand, the mechanical reason is that it means even stunned or jammed conscripts can be used to tank fire
but no you just pick them up by the scruff of the neck and hold them between you and the bullets
On the other hand, the narrative reason is that it's not the conscript interposing themselves selflessly between fire and their allies, it's them being used as shields BY their allies
the conscript does not actually want this
"Wait, why are you guys ducking?"
Won't work. Blackguard's is their own reaction as well.
Does the Kangto refresh any 1scene abilities when it inherits it?
Like if you originally piloted an Everest and have already used Initiative this scene, and then your Everest is destroyed and you Kangto, can the Kangto still use Initiative again?
I remember asking this before and iirc the answer was no (sadly)
Ahh big sad
Not in the same turn, but possible in a round no?
Just a random question. I kinda like the system, but I'm curious how often it gets used. Weapon Pod.
i dont think anyone is tracking metric for usage, but no one at my table has used it yet. Then again no one on my group has chosen to use a suldan mech yet
I used the tactical webbing but not the weapon pod.
Yeah, same
Support mechs usually have that awkward aux in their main/aux (cough Lancaster cough) so I could always use the extra 4 SP
I still need to play around with it more now that it's 2 SP down from 3.
The weapons stored in Weapon Pod don't cost SP until you install them, right? So say you have a Smartgun stored, you could only switch that in if the weapon(s) it replaces also cost a total of 2 SP or more or if you had some spare SP? (like a 2 SP mod installed on one of the other weapons before switching it out with a smartgun)
I think it's really good. I think it's totally worth the SP. I just can't ever justify the license to myself. At least, not with the last couple builds I've played.
I wish such a general versatile system was a GMS one.
I'm just trying to figure out the best case scenario for it, which is... replacing a limited main/limited auxes? Or some utility weapon?
Replacing with an Ordnance when you finally know you're not moving?
loading weapons you never plan to reload?
then you're paying a quick instead of a full
You could under invest in Engi and take two sets of limited weapons
nets you more HP or otehr stats
Yeah, I'm trying to figure out a good setup for this
back pocketing a smart or reliable option perhaps?
Hmm
alternatively, back pocketing melee options on a combined arms build?
questionable there
I don't think that does much
usually you just keep using your ranged stuff if you can I guess
Yeah...
you can replace a destroyed weapon using the pod right?
I didn't think you could?
ah nvm then
was thinking like instead of spnding repairs, slot in a replacement from the pod
like the matrix "i never reload" vibe of just dropping whats broked
i think that'd be nice though
One of the things I was considering as well was having the Retiarius Tangler Cannon with Scrambler Rounds, with a Smartgun in the weapon pod
for when there's long distance/need more damage
But my issue there is that it's just... worse than having another mount? And if playing an everest I wouldn't really need it anway since I could fit that in normally anyway?
oh could be ok if you have a utility back up, like if you need to switch to your... plasma cutters to chow through terrain, then switch back to your assault cannon?
pr can you not switch back, sry
don't have it open atm
cause work
...hm
You can switch back, the old set is just stored now
Does the ass can stay spun up when stored?
I wish it worked with main/Aux weapons too
Uh... TECHNICALLY?
Though that's silly, ofc
Oh yeah completely ridiculous
And I can't think of a situation where it's more efficient to swap an ass can in and out as opposed to spinning down and back up
But the idea is now out there
I'm desperately trying to come up with a build right now
Having it work with destroyed weapon mounts would be a huge deal though
itd essentially be paying SP instead of repairs
which isn't awful
especially if you have a lot of sp and not a lot of repairs
Yeah, with the side-benefit of having an alt loadout
and then once you've replaced your weapon(s) in the weapon pod, if you then have to destroy a system... bye bye weapon pod :p
Ok, if this works with destroyed weapons I'd feel a lot better about it
since the flexibility alone just... isn't worth it
i imagine it might be more worth it if a mission forecasts big changes in environment or enemy type eh
specific niche instead of general
clearly the sword is in a stance not hte person <.<
I did say it was silly :p
xD
okay lots of stuff going on here
No, weapons with bespoke "spin up" type mechanics do not maintain those when placed in the pod
Yes, per my earlier discussion on the subject here #homebrew-design message
Weapons you bring with you on a mission have to have all SP costs paid in full at the time you set out regardless of whether they're in a weapon pod or not. If you bring a spare smartgun, then that deducts 2 SP from your total whether you have it actively equipped or not, the same goes with any mods you equip on a weapon stored in the pod (per earlier discussion here #homebrew-design message)
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oh, so you can't just swap a Terishima Blade for a Smartgun without having to pay for both, even if you only have a single valid mount either could be equipped to?
Correct, the weapon pod does not give you some sort of banked SP discount, if it did that I would be very explicit about it in the text
If you bring something with your mech on a mission, you have to pay the costs for it unless specified otherwise
Ack, that makes it even worse
I mean what's the alternative
Honestly, I kinda figured that.
I don't think that's a bad thing, but it sure make it worse than I thought and was already struggling to make it work
What about replacing broken weapons?
#1057779385027002388 message
Oops, thank you
In my defense I'm looking at this half awake, unable to sleep
I'll try to figure out some more ways to make it work nicely tomorrow, bring able to replace broken weapons Def helps. Do wish it it worked ks for main/aux weapons though, especially as so many single mount mechs have one
making it work for main/aux isn't a terrible suggestion, but it's never really been intended to enable weird SP juggling shenanigans and definitely won't be doing so at any point going forward
Oh I think it's a good thing that it doesn't, I just thought it did. It was very awkward with building around with that.
[ LICENSES ]
C&H SHEPHERD 1, IPS-N Tortuga 2, HA Napoleon 2, IPS-N KIDD 1
[ CORE BONUSES ]
Auto-Stabilizing Hardpoints, Reinforced Frame
[ TALENTS ]
Vanguard 3, HOUSE GUARD 3, Grease Monkey 3
[ STATS ]
HULL:2 AGI:2 SYS:0 ENGI:4
STRUCTURE:4 HP:22 ARMOR:2
STRESS:4 HEATCAP:10 REPAIR:7
TECH ATK:+1 LIMITED:+2
SPD:4 EVA:8 EDEF:10 SENSE:15 SAVE:13
[ WEAPONS ]
MAIN MOUNT: Deck-Sweeper Automatic Shotgun
HEAVY MOUNT: Daisy Cutter // Auto-Stabilizing Hardpoints
[ SYSTEMS ]
Weapon Pod, Personalizations, Stasis Barrier x3, Stasis Bolt, PEBCAC, Custom Paint Job```
Weapon Pod replacing Daisy Cutter occasionally to save charges and get a +1 accuracy DSAS
Weapon Pod is only 1 Main or 2 Auxes no?
It has a DSAS in it
but I don't see it saying it can't take a heavy in if it replaces it
It's one of the ways things I found that actually feels good with weapon pod atm so I hope it works according to kai as well XD
no, it does not work

if the pod could hold a heavy weapon it would very specifically say so
well, the wording might need to be adjusted to prevent that then
It starts with a main or two auxes, but nothing says it can't hold a heavy once it replaces the weapon in a heavy mount
No I'm sorry, I am not changing the wording based on someone bending their interpretation of it to the point of bad faith
This isn't bad faith at all
It's kind of starting to feel like it
When you equip this system, choose two Auxiliary weapons or one Main weapon and store them within the pod.
This part is the main limiter, and it specifies "when you equip this system".
Weapons stored in this way are not equipped to your mech's mounts and may not be used to attack, nor can they be reloaded.
As a quick action you may swap the weapons stored in the pod with those equipped to one of your non-integrated mounts. All final weapon mountings and SP costs must be legal. If this system is destroyed, all weapons stored on it are disabled and inaccessible until the weapon pod is repaired.
And this part doesn't stop you from swapping the weapons from a heavy mount into the pod either.
My thinking why this was fine was; Ok, you can't be more flexible with heavy weapons so it doesn't allow you to put those in initially, but replacing a heavy with a main weapon is generally a downgrade, so there's nothing stopping you from doing that. It doesn't mean you can suddenly put that heavy on a non-heavy mount afterwards either. This is not bad faith, this is a reading of the RAW with assumptions of balance surrounding the wording. Otherwise it'd say "non-integrated, non-heavy mount" at the quick action part, or "the weapon pod can't hold heavy weapons".
This is not a bad faith reading.
It doesn't though? Seeing their reasoning I very much could see the logic
Okay well here's my answer: it doesn't work that way
Yeah that's fair, but please don't call it a bad faith reading when it's just clearly not, that's just really rude
Yeah
That seemed like a regular #rules-questions ask about a weird interaction, didn't at all seem like bad faith
Fine, then I will apologize to @gray thistle and say that's my fault
It's probably a reasonable question that I'm reading in a way that, through no fault of theirs, made me think otherwise, so that's my bad
Thanks, Kai, though I can't blame you completely. It might feel like I was being overly negative about the system? Trying to squeeze out as much as I can out of it? Which are both true, but I was trying to do so within what I thought were how it worked. :(
If it's worth anything, I think you're right about how it should work with main/aux mounts
and that's an easy enough adjustment
Yeah, it seems like a pretty cool concept. just gotta find the right build to accomodate it
Tactical Webbing though fucks hard, especially now that it doesn't destroy the systems upon destruction
Awesome, I think it should be fine then with a niche as a replacement/ablative system primarily, which single main/aux mechs can get the most out of.
yeah I removed that and the same clause for the weapons in the pod
Yup yup
My take on the pod is that 2 SP buys you some destroyed weapon protection and some loadout flexibility, especially since people often bemoan things like hornets, invisible enemies, etc, but don't always bring an assault rifle or nexus setup
One use for it I could see is using two Limited Main weapons, swapping em around when you run out of charges, or when the opportunity seems fit
Oh yeah and flexibility is always good
Heavy weapon swapping is a thing I don't really want to engage with in large part because of things like the daisy cutter, which is an extremely powerful heavy weapon whose tradeoff is "you have to commit to the bit"
being able to recklessly dump all your daisy cutter shots and obliterate an encounter, then swap to a decksweeper is way too much juice for 2 SP
Or more stub cannons.
Yeah
Yeah, I think 'can swap heavies' pod would be more on the Core Bonus front.
'More Stub Cannons Than God'
Also works for like Loading weapons.
QA to swap to another Loaded weapon instead of Stabilize.
Displacer to Wrap Rifle
If any of you buggers put the MOI Magician's Cane in it, I'm going to slap you for crossing the streams 😛
Yeah a 1/scene External Ammo Feed without the heat cost seems like a pretty good use
Not the Magician's Cane, don't worry! (Binding Ring)
Well you never said Magician's Cane can't be taken off...
Wha- I would never! Now if you'll excuse me I'll put a Goalkeeper Vulcan inside my Weapon Pod
Also pretty good if you want to go with the fantasy of a melee frame switching sword mid fight.
Esp on an one-mounter.
I can see a lot of use for it with Good Loading Weapons, yeah.
Electroplasma Shield
Ordnance weapons stored until they become useful
Alternatively: 'I'm engaged, time to swap out my Ordnance weapon'
Start with Catalytic Hammer, swap to another melee weapon after hammering someone in the face.
Or just another CatHammer
You mentioned magician's cane but you forgot about Potentia Cane
All Catalytic Hammers all the way down
That's Integrated, you can't pull that off 😛
Compcon and not playing nice with mods caused the way it's set up :p
Like putting mods in the Weapon Pod?
Ah, sorry, this is about the potentia cane not being an integrated weapon in compcon
But yes, no crossing streams and I do think 2 SP is very nice for 1/scene reload a loading main.
Or the other fancy uses of it.
Even Suldan there's also Remote Targeting Relay
I think my main way of using it would be to double up on the amount of Limited weapons
The thing that used to be a weapon and wishes it still was a bit with that is that big single shot anti-mech rocket of Kai's.
Get more of that sweet Grease Monkey 1 bang per buck
Hmm, Displacer Lich with Weapon Pod for the times you want to attack and not blow your immortality
anyway for now the assumption going forward can be that the pod can store 2 aux or up to 1 main + 1 aux
(Sidenote the fact that Charioteer has a Weapon that acts like a System and a System that's actually a Weapon is both cool and kinda funny)
Ohhhh
Time to put both of them into Weapon Pod and Tactical Webbing
Goalkeeper is unique right like I'm not on crack
There's no reason for it not to work with main/aux mounts
Oh nice.
Or are you just saying for swapping after it's out of juice
just more ammo
yeah I think the idea is you dump loading weapons and then swap them out
I mean I feel like it'd still work with just swapping out the Main of the Main/Aux while leaving the Aux but I'm not adverse to this change
For something with a limited amount of mount that's going to be nice.
it would, but this way you can also swap the aux
More power to Mourning Cloak baybee
Like Tortuga with Cat Hammer swapping out for the DSAS
in case you want to swap to a full nexus suite from assault rifle/missile rack or something
Now Tortuga can actually use all the weapons in its license.
Yup
Calendula with Centimane for ranged options? HMM
Just gonna swap it out with a different limited weapon
It is.
The poor man's Type-96 Shield Gun lol
I think part of it is that we often look at Limited Weapons as 'if you've got all the shit to make More Limited Charges'
A big use I can see for this is that 2 SP is really cheap for a weapon to go from like 3 limited to 6 limited
If you're not an Engineering Hog
Please no cross streams. I slap you 😛
generally speaking I tend to have my limited use stuff end up unique which means there's no way to, like, double-stack electroplasma shields or something
Weapon Pod Govardhana Micromissiles x4 😌
so you'd have to find a couple of different things to incorporate
(aux weapons being the exception because they sort of have to be)
Too late. Double Stub Cannons + more Stub Cannons in Pod on DFG Gluttony.
I just remembered I should make a Limited System/Weapon focused Striker soon lol
Off the top of my head I don't THINK there's anything in IF that breaks horribly with Suldan but it's nearly 4 am so I'm probably wrong
Weapon Pod would be on brand to be on a Kallarani though
I think everyone knows the ESU Morg memes though
I'm 90% sure both Kai and I have done a 'I hit you when I brace' weapon and stacking them might not be broken but it's likely a bit much.
And Iridia!
Now that's 3 times the amount of Brace bullshit
Anyways yeah me and Ferrin are the reasons you shouldn't mix homebrew too much lol
Dipping Swallow's a System.
the thing that really gets me about this is somehow ESU breaks this by adding 2 heat?
So you can do it even with just one mount.
I could see the Clover being an issue with the brace IA system from Pesi yeah
like that was the tipping point?
Not really
It's just 2 more damage .
if you take more heat.
otherwise it's just more invasion option.
It's more than that as it lets Morg hit more heat cap breakpoints on a lot more NPCs which means they get exposed before you deal your damage to them
Well I do know one thing that might be slightly broken when mixing homebrew
Yeah it uh, don't do this lmao
Every Status Effect Ever.
I'm an professional homebrew mixer don't do this without guidance
the main thing is also that morg is also, like, probably already the strongest mech in limspace and it really doesn't need more help
;-; (likely should have given her sensor range a bit of a kick in the teeth down to 12)
Morgana has teeth?
Yeah
Yeah
shoulda been burn, baby
Potentially, yeah
that's why system crusher is the way that it is
unironically it'd be a sizable nerf, though I'm certain a lot of people would see it as a buff
but I can also see-
I could get behind it though
yeah, it's a HUGE nerf
I do appreciate the "expose, then damage" trick
the breakpoints thing makes sense I guess, and I want to be 100% fair to ikiryo, he got to the morgana first and ESU was a latecomer
Burning Morgana does seem on brand.
Tbh, I still kinda feel that if a single extra heat thing breaks the Morgana, then the balance was a bit too fragile in the first place there
Yeah, if I ever got a chance to tinker with something LS it would likely be making the Morgana do Burn instead of Energy Damage.
But sadly Book Already Out.
This kids is why you don't do physical copies 😛
this isn't the limspace thread but tbh having playtested it and gmed for it morg as-is is Extremely Strong But Honestly Fine And Has Counterplay, it's just tokugawa that does hack stuff in exchange for not being able to break LoS parity over its knee
Just rewrite the past Iki
but yeah, the balance is on a razor thin line for her
You can do that right
Thank RA tech attacks can't have Arcing or Seeking lol
this whole thing is kind of moot because, again, don't cross the streams
I've heard in general that for the most part liminal space and suldan play fine together
Yeh I run Liminal Space + Suldan.
for the most part yeah, just a few outliers
I know gatesec allows both, I thiiiiiink with a morgana/ESU restriction
but what if crossing the streams results in Bigger Numbers
It's been fine, and honestly if something breaks I'll just clamp down on it.
I've heard the same but I can't promice anything as I'm not an expert in Suldan and Kai's not an expert in LS.
my playgroup as a whole has a "we allow basically everything but you get One Homebrew Source for your individual build, stick to it" clause
I need to get some breathing room and follow ikiryo's footsteps and just publish the fuckin thing and then we can read each others' stuff
What if crossing the streams gets thr whole party free ice cream and puppies and disbands thr FCA
lol
The big weakness of the Morgana was always supposed to be 'Arcing Tech Attacks Don't Exist and you have to expose yourself to do the scary stuff' 😛
I don't mind crossing the stream.
So Mr Assault can Bean You In The Face
although my players themselves hadn't really been doing it that much themselves.
(but a drop to sensors 12 might have helped that weakness be more notable)
frankly one of the grossest things in limspace is with official content anyway
superheavy zou yan babey yes I would like to nuke this area with a siege cannon and auto-miss all my buddies
In my defense: That core bonus didn't exist 😛
oh yeah I can't blame you for that one
So 'I can choose to automatically miss allies but I only have a Main Mount' wasn't quite as crazy then 😛
same
I can't bring myself to superheavy CB proof everything
it is what it is, people can have the leviathan charioteer
Yeh.
leviathan charioteer is pretty funny but also like
you could just run double DSAS or a smartblade or something
Dustgrave is the one official content I straight up don't allow on my campaign.
Because of Homebrew?
I'd rather to see the homebrew stream cross than use Dustgrave. 😔
No, because I don't gel with the design space it's trying to fit itself into, and even in Core I don't like the vibe of Superheavy Goblin.
Annihilation Nexus Kidd is also a pretty bad offender.
I mean, it's been playtested enough to the point where it's been released, but it's not my campaign so I can't say much
I feel like the design concept being an issue, is a harder issue to fix than number/damage type tweaks.
With the latter I can just write an errata and slap it into my campaign's announcement channel.
The design concept?
Yeah, Superheavy CB as a concept, vs Morgana/ESU being fixed by a damage type change.
I also don't gel with any of Dustgrave's Talents or NPC contents, so there's that too.
Nah, they're not interesting enough to me.
Viceroy is just Tortuga with Launchers.
PT might even be worse
But that's for another channel.
I will say: This is very much a channel for Kai's work so if you want to bitch about things I'd lean a bit more towards that. We don't want this becoming a Duskgrave Grumping Channel.
I feel like Suldan brings a lot more interesting frame concepts here.
One of my players' been talking about their Gajasura Bruiser build.
gajasura fucks so hard
it's unironically one of my favorite mechs
I dmed kai a lot of builds for it when it was in playtest lmao
It's also got a Jager Kunst 2
So they said they can do like 5-6 attacks.
I'm gonna just give a Champion Goliath with Near-Threat Denial System and dare them to fight to death.

TBH my fav build doesn't even mix any homebrew, it's just Core and Suldan
I like how Gajasura's core is just so simple and to the point.
"Make another attack."
gajasura with unicomp
It's LL12 but Mourning Cloak with Variable Sword and both Sekhmet and Artemis, and Duelist, Bruiser, Gladiator, and Blade Dancer fucks
local man too angry to die
Who doesn't love doing an average of 70+ damage per turn
It dies if you hit it more than once with a tech attack but that's my allies' problem
I had a contest with myself to make the most concise core power I could
and then beat myself out with the Kangto
How did you even come up with that?
It came to them in a dream
Wow, it must've been quite the creativity boost.
I think like three people in one day asked "my mech blew up mid-mission what do I do?" in lancer general
and I thought "wouldn't it be wild if I just made a titanfall core bonus so you could literally summon another replacement mech"
which then mutated into "no wait, even better"
I get the feeling it started with people Grumping about 'I lost my mech battle 2, I didn't have 4 repairs left and now I'm just sitting there'
Hah, I was right!
Oh, no, I meant, how'd you come with Boost as the Core Power?
god damnit I forgot about the kangto
now I feel bad about my own homebrew lmao
which literally has an oc loop mech with core power: protocol stabilize, efficient
oh lmao, I wanted it to have an efficient core power that was simple and universal regardless of what the parent mech had been that anyone could use
and everyone loves a free boost
The kangto is so nice, another tool to make you need less hull
It also makes it lean a bit into Playing Objectives, which is nice.
As a lot of newer players tend to monofocus 'kill enemies' over 'do objectives', making the second chance mech a good Objective Rusher (nearly used malifaux slang for that job) helps promote 'you can help contribute to the battle but using it just as Second Murder chance isn't always the best use of it'
Also nice after you dump all of your limited systems
There's probably some extremely dumb trick you can do which chains a normal move + boost + overcharge boost into an eject (which carries you 6 spaces) followed by a Kangto boost to cover some absurd distance
Hahahahah
Jaeger Kunst 2 into that nonsense for when you want to finish a 100 space extraction mission turn 1.
But at that point you might as well order an ACME slingshot for how you're getting yourself places.
Gaja with the anti-cav and asura sounds so evil lol
I like gaja with the shield gun, focusing more on its main weapon
Kangto is another point for a funny ls/Suldan interaction, tbh
A kangto Rasputin can take Nesting Doll as its trait and super never worry about structure damage beyond hp loss
Please no, no nesting doll in nesting doll.
I do love kangto as a concept and in its execution, it’s a great backup mech
And having an inherited trait is a great way to personalize its feel
You can't stop us!
But yeah, I enjoy LS Suldan mixing
It's generally in a safe spot
You know, my player in their ptolemy sure wishes he has kangto during this combat
Actually weird question that's more lore wise. What's the kangto vaguely look like? Is it more form fit or kind of like the Ironman suit in the briefcase?
Or is it much more exoskeletony
GMS doesn't really do form-fitting stuff imo, that's much more of an SSC aesthetic
It's definitely more on the "this is a size 1/2 mech" scale, and I don't envision it as being collapsible so much as being a thing which has to have the core of your mech engineered around it. In a number of respects, the Kangto is something like a replacement cockpit
Ahhhh ok so it's almost like a very extensive modification to the construction of your frame
Yeah, it's s serious overhaul and it kind of only works as easily as it does because it's GMS doing it
Sounds expensiiive like getting a roll cage installed in a sedan or something. Good thing we got good organizational benefits or are making that Lancer manna
Me when I exit my Atlas in a Kangto and end up bigger than I started
Gms all like "bet you're glad it's all modular now huh" during the install
The lead engineer be like "man these Alan wrenches really do go far"
Oh my God, the kangto comes with Ikea install instructions
I imagine with large mechs the whole cockpit shoots out and just unfolds limbs into a super deformed version of the original frame.
With size 1/2 frames the exterior armor just explodes off as you dash forwards through the smoke
Inadvertently, this means that the vlad even more solidly engages with Gurren Lagann if you take the drill and kangto
Oh god Sheavy Mounting Kangto lmao
I picture the Kangto as just a Lego CCBS skeleton tbh
Let me see if I can find a good picture
Something like this that you just attach armor panels and such to
Kangto always made me think an Acguy popping out a Gelgoog.
You double-take at the audacity of this little thing popping out a superior suit, and then it decks you for underestimating it, 'cause the suit is actually not bad.
.
if the Pesilat's core bonus is active, does Executioner 3 start working with its improvised attacks(when it normally wouldn't because they have no threat range)
It would work regardless of core, threat defaults to 1 if none is listed
As long as something is near enough, they can be whacked (and hacked)
that's correct for weapons, but Improvised Attacks don't have a threat by default
it's just adjacent
but yes in core they have threat, so you can Exec 3
because Exec 3 just says melee attack in general
that's about what I expected
That is only for weapons
Can someone help give me like, a 1 sentence rundown of each specialty frame, if that would be okay?
Im struggling to process/understand them, a bit, haha, and ive no clue why
That would be Pointman, Vigil, Overlord, sparrowhawk, micromonarch, myrmidon, Logos, Thirdeye, bunraku, spitfire, foundry, downwell, shepard, talwar, and mantle
(even if you just have some of them)
Those aren't frames, just licences. There's no mech associated with them
The category is called in book, "specialty Frames", thats why i mentioned that term, sorry if im a bit confused by it
Specialty licences work a bit differently than normal licences, they come in 3 tiers, either 1, 2, or 3, and all just have 2 items in them, either 2 systems, weapons, or a combination of the two.
Specialty Licences I'm fairly sure? checks again
but yes! semantics aside, this generally is what i meant! thank you 💚
i appreciate it
i did, i just sometimes have trouble processing large blocks of text without images
which is why i appreciate the help
i do understand i need a certain number of liscence levels in a certain company to even take one, and sometimes meet other prereqs too when needed
You can take a Rank 1 specialty licences whenever instead of any normal license. To take a Rank 2 specialty license, you need rank 1 of any other license of that corp. To take a rank 3 specialty license, you need Rank 2 of any other license of that corp
Enjoy ^^
thank you for helping out!
I kinda wish that Liminal and other books might borrow the idea to do more material without having to go whole-cloth on needing to design several frames.
Specialty License is just a good idea in how to create more specialized systems and weapons.
Aside from Exotics.
Yeah, and allows for more mixing and matching while still requiring investment
Exotics still sits on the fence with me, especially without how adventures are written.
"Only get it, if you go this route, or have to complete this secondary objective, etc, etc."
TOO BAD, I'LL WRITE AS MANY FRAMES AS I WANT! 😛
(That and Speciality Licences are something Kai Invented, it would be weird to just take them)
(just ask him!)
Yeah.
Such a good idea, I really love to see it everywhere
That and...I want to write frames. Like, I don't think there's anything wrong with wanting to design frames.
Then that's fine. My statement was not something to say I think it's bad to do so.
There's not, obviously. But I think a few specialty licences for a manufacturer can help a lot :3
yes but that circles back around to 'I'd feel weird taking someone else's design work'. If I'm making something I want it to be Entirely Mine.
I'm not saying there's anything wrong with that, you do you. Just that I love it when I do see it in other places.
Honestly, I feel this too, concerning PF2e stuff? It depends.
So I do not blame you. It depends.
Yeah I feel like if I'm making something that is related to someone else's work I want to get full permission and I want it to honor and build off of the work instead of just lifting the base idea.
Otherwise I might as well just make something that's my own
Not to say that other people making specialty licenses would be just lifting the idea, it's a pretty versatile concept, but I do completely understand your sentiment
I will say, just to clarify, that I'm cool with it if people want to make specialty licenses of their own
but I also understand the desire to not start pulling from other peoples' stuff
Yeah, that's a giant mood. Granted, there are degrees. I know I asked to use the Conscript gimmick of 2-in-1 NPCs, because... frankly it was an elegant situation to a frustration I was having with one NPC type. But when it's a whole subsystem, it can feel... like it's not really your own concept at all anymore. Which I've found can definitely chill the ol' creativity organ.
TBH while I think specialty Licenses are Very Cool conceptually, I also kind of don't like them super much as a player? it's like, a vibes problem and not any actual problem with them as designed, but they feel like sacrificing progression for something you can only sort of maybe use.
Which is why I prefer to stick with Exotics because if I just want One Weird Thing, I can do that as an exotic instead of attaching an entire LL as a tax.
Sacrificing progression how?
an LL spent on a specialty license is an LL not spent on a mech license, i believe is their thinking
Most relevant if you want Level 3 licenses
I guess, but I do think that's a reductive way of looking at it
Like if you're going for a rank 3 licence of course you're not getting a Specialty
The point is to give options and alternatives
Oh yeah
As a player, exotics are also not as approachable and available. Specialty licences you can expect to get access to and be able to plan around if that homebrew is allowed.
Specialty licences also come in multiple ranks, the third of which is, well, rank 3. You're just working towards it through taking 2 ranks in any other license of that manufacturer.
I understand this intellectually
A Tortuga with Dipping Swallow Module would get +1 accuracy on the improvised attack from bracing, correct?
It's an attack made as part of the reaction, so yeah!
The problem is it feels like I'm giving up a normal level
There's a reason I specified it's a vibes problem!
Objectively speaking they are fine
Most of the time I don't care about the frame a license comes from once I have my target frame already, so any license is just a specialty license with extra steps at that point. Taking just 1 level in a non-specialty license is also no different to just taking a specialty license either
I will say, part of this may be because I've only ever managed to breach LL4 in a game once
So I'm used to a very tight ll budget
It's something that makes me love it even more at low LL games as it offers more flexibility as to which rank 3 you want; you can go 2 in any license to get the frame, and then decide to either take the specialty rank 3 (or 2), or the 3rd rank of the license you already went for. There are a lot of toys that can afford a higher budget when in a rank 3 specialty license than in any rank 1 generic license.
Also at this point I should make it clear that I'm not trying to convince you, just relaying my own love for this system in those scenarios you mention! xD
Specialty licenses can be used as part of normal progression and are balanced around that (which is to say that level 3 specialty licenses are designed around the assumed opportunity cost of reaching the point where you can take one) but they can also just be used as additional rewards
more than once it's come up "gosh it would be nice if there was a big catalogue of exotic gear to give people instead of it being sprinkled here and there throughout modules" and, ta-da
I know my GM did that at one point. Did specialty licenses as "sponsor rewards" for fulfilling conditions in a Sports League game.
Hey, question, is the Titan supposed to ever count as more than one NPC without a template?
It doesn't have anything that would make it count as such
Titan is huge and is an artillery, potential for big damage, but I've often found that players see 'MECH BIG, MECH DIE FIRST' and do just that.
It's just a NPC.
it does have the note that you only have one in a fight, like the sergeant, which combines with its size and the way it affects the battlefield to make it feel like a Big Boss Enemy, so i can see why it feels like it should count for two or more
but at the end of the day, nah, it's not multiple npcs of budget unless you make it that way
if a sentry drone equips a kraul rifle and hits does the drone get the ability to make the reaction or do you
It would be the drone, but the only actions the drone can take are attacking with the weapon and the Sentry Mode reaction
Non mechanical, but in narrative I could see playing up the kraul rifle line connected to the harpoon to bounce into an "and then" series if checks
what's the funkiest thing you can slap on a sentry drone?
Probably a beat box with some nu jazz playing
right about now? the funk soul brother
Magnetic cannon.
if you take stress from Gladiator 3 does that happen before or after the Signature Attack?
My understanding of heat costs is that weapons with Heat (Self) X occur post-attack and everything else happens immediately
The wording of Gladiator 3 is "by taking 1d6+1 heat" which is the overcharge wording, which is immediate heat before the action. It wouldn't take much to clarify it with an "immediately" or "after the attack."
if I take Metafold Shunt and Dipping Swallow Module, can I brace, do the metafold shunt jump, then make the improvised attack?
I'm not super sure on the wording of each system
like does "as part of a brace" happen before "immediately"
I believe that's an intended interaction
You can, and it's glorious
sweet, thanks
probably pesilat what with the improvised attack thing I guess?
WW and Nap get more out of the Brace itself though
Nap gets the extra bonus of not roasting from the 4 heat
true
note that you can't invade with an off-turn improvised attack with pesilat, as it's a free action and you can only take free actions on your own turn
so the only real synergy with pesilat is 1) muscle-tracer haptics, if you for some reason didn't IA on your own turn, and 2) you definitely have brawler 2
huh right you are, didn't know free actions were only on your turn
reactions are the only thing you can do off-turn
and triggers that aren't action themselves of course
I feel napoleon would be the easiest to build with it since you have a much higher heat cap, though WW with a ton of engineering would do very well with it. Pesilat is a nice choice if you want to get some other licences next to it, or some non-GMS core bonuses
Pesilat also gets a lot of juice from the other part of Efreet 2, Entanglement Leash.
I've had a Pesilat player run that combo, and boy it did work. He landed the campaign finishing blows on the Eidolon Core Layer's desperate attack too.
Efreet Pesilat is quite brutal.
Lotta heat though
All of the brace augments, corebook and suldan, can be combined together, yes
one of lancer's general rules is that when two or more things belonging to one person happen at the same time, you decide the order of operations
you could stack reactive weave on there too
Anyone know if the Line from the Apex Nexus can be pointed in whatever direction you want? Or does it have to fire in the same direction as the Range from your mech?
its any direction you want
Would you say the tempest charged blade is generally stronger than the tetsubo ?
I’d prefer to use the tetsubo but the TCB seems just so strong
Tetsubo has a pretty great aoe option
The TCB is reliable, but the Tetsubo has the AoE option and if you like gambling you can just delete people
I guarantee it'll be more fun
The Tetsubo also bypasses one of the biggest 'Ah crap' of attacking: Jammed.
As if you stop being able to identify targets, just Spin To Win
Tetsubo is a highroll weapon, just like the Macahuitl too
Does have the upside of the aoe action, which can be helpful occasionally
Tempest is just generically good, it does exactly what it says on the tin
The TCB being AP is pretty appealing for backswing cut as well
It's better with executioner in general, yeah
Yeah though choice
hey, so I'm running a campaign that allows FGtS and some of my players are running Suldan frames so how do I deal with a Sagittarius, Kalista or Gajasura? They also have Kangto. They outclass my other players core mechs. Please advise.
Gajasura hates heat, so witches. Area of effect works great vs hidden enemies, and Kalista doesn't like corners or heat
they shouldn't be outclassing core mechs except in the specialties they have, and the core mechs should have their own specialties
That too
i mean, kalista seems like a fiarly standard melee striker so i can defo see it out competing stuff like balor, blackbeard etc
you might wanna sit down with the group about party comp and roles and stuff
Kallista is a big slow melee bruiser, to which the closest core equivalent is... Balor?
but even then they're fairly distinct, and I don't think Kallista would outclass Balor unless something jank is going on
oh?
Eh, kalista can be whittled down and easier to overheat, and harder to move around with than the balor even
It's especially annoying to get hit by random invades with the kalista, which is less annoying as the balor since they're much less likely to land
The Kallista in question has put a few points into Engineering so it's fairly difficult to stress them fast enough before they can destroy the witch
they still only have an e-defense of 6, which means basically all tech attacks are going to hit them. They do more than just heat
they're both meant to sorta be this immortal heavy striker thing, both the balor and kalista are really easy to microwave with the bonuses npcs like witches and hornets have
also its much easier to turn off a balor than a kalista since sometimes the balor just gets stuck in a death spiral if it just keeps taking damage
Yeah, balor has to deal with that sometimes, but the kalista will have a harder time with movement and tech attackers.
pros and cons to both
sabr engies tend to mean the kalista doesn't need to deal with movement so much
and tiger claws + tetsubo fa means you dont need to worry about jam
Now we're talking about whole builds
Anyway, I've said my piece why I think the Balor is on par with the kalista
If I’m not wrong, that was the intention from the beginning, no?
the original poster was asking for help with balance in their specific game
We don't know what builds they have though. The other thing they said was that they felt stronger than core frames
Do you mind sharing what build the Kallista is running?
And also what made them stand out compared to the others, what are the others playing?
yea, lemme grab it, hold on
here it is
-- C&H KALISTA @ LL4 --
[ LICENSES ]
C&H KALISTA 2, SSC COMET 1, C&H MANTLE 1
[ CORE BONUSES ]
Overpower Caliber
[ TALENTS ]
PANKRATI 3, Executioner 2, Nuclear Cavalier 2
[ STATS ]
HULL:2 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:18 ARMOR:2
STRESS:4 HEATCAP:9 REPAIR:9
TECH ATK:-2 LIMITED:+2
SPD:3 EVA:6 EDEF:6 SENSE:5 SAVE:12
[ WEAPONS ]
MAIN MOUNT: Electroplasma Shield
MAIN MOUNT: Tiger Claws
HEAVY MOUNT: Macuahuitl Chainsword // Overpower Caliber
[ SYSTEMS ]
SABR Engines x3, Repair Paste Capillaries x4, Personalizations, Armament Redundancy
they're really hard to kill bc they can just SABR into the witch or other priority enemies and still deal respectable damage with the Tiger Claws
Yeah that seems like a solid build. Doesn't seem over the top though
for comparison
here's the other striker in the party
-- IPS-N Blackbeard @ LL4 --
[ LICENSES ]
IPS-N Blackbeard 3, IPS-N Vlad 1
[ CORE BONUSES ]
Sloped Plating
[ TALENTS ]
Brutal 3, Executioner 3, Duelist 1
[ STATS ]
HULL:2 AGI:4 SYS:0 ENGI:0
STRUCTURE:4 HP:18 ARMOR:2
STRESS:4 HEATCAP:4 REPAIR:6
TECH ATK:-2 LIMITED:+0
SPD:7 EVA:12 EDEF:6 SENSE:5 SAVE:12
[ WEAPONS ]
FLEX MOUNT: Chain Axe
MAIN MOUNT: Impact Lance
HEAVY MOUNT: Nanocarbon Sword
[ SYSTEMS ]
SEKHMET-Class NHP, Reinforced Cabling, Synthetic Muscle Netting
with the limited charges and no agility longer missions will hurt, or with enemies spread out more, they're going to have a bad time
The difference is all in the build here, ngl
This blackbeard didn't invest into engineering, so easy to melt. The high agility investment isn't really needed on a blackbeard since they have a lot of speed already, and with sekhmet would waste a lot of that regardless. Their core bonus is also focused on keeping them alive rather than more damage like the kalista, but that's not a bad thing on its own, but does contribute to feeling outclassed
Yep
The Kallista player has just built significantly more optimised than the BB has
It's not really the frame, imo
fair enough
One thing to note though
the BB player could grapple the kalista player to move them around very fast
Or visa versa
which solves one of their weaknesses once the charges run out
Since the kalista has sbar
Well, no, the kalista is slow as hell and can't boost while grappling :p
Can't fly while carrying more than 1/2 size worth of stuff
True true
-- C&H SAGITTARIUS @ LL4 --
[ LICENSES ]
C&H SAGITTARIUS 2, SSC ATLAS 2
[ CORE BONUSES ]
Kangto Endochassis
[ TALENTS ]
Guerrilla 3, Infiltrator 3, Crack Shot 1
[ STATS ]
HULL:0 AGI:6 SYS:0 ENGI:0
STRUCTURE:4 HP:10 ARMOR:0
STRESS:4 HEATCAP:5 REPAIR:2
TECH ATK:0 LIMITED:+0
SPD:8 EVA:18 EDEF:8 SENSE:15 SAVE:12
[ WEAPONS ]
Integrated: Blackjacket Combat Bow
FLEX MOUNT: Assault Rifle
[ SYSTEMS ]
INKWELL Adaptive Paint, Personalizations, JÄGER KUNST I, MULTI-GEAR MANEUVER SYSTEM, Type-3 Projected Shield, Custom Paint Job
Can you help me figure out how to not let the Sagittarius run over my encounters then?
because I can almost never hit it
So, this BB will shine in longer missions after SABR charges have been used up, or even in encounters with multiple enemies. (BB player can drag enemies together for the kalista to clobber too)
It will also be more durable against enemies more focused on evasion, or tighter spaces, especially with a lot of clutter or difficult terrain
Use area of effect attacks. Hidden doesn't mean you don't know where they are, just that you can't target them directly
their 10 Hp will melt, especially with smart attacks
a lot of the AoE stuff is often arcing so the Sagi is treated as invis for a lot of it
and if they're behind any decent cover they can still dish out lots of damage with crackshot Blackjacket while having like +3 difficulty against evasion 18 often times with invis on top
A few Search checks with spare actions and invades/smart attacks would work too
some save attacks with blasts (grenades)
Also, Cataphracts
No, that's mean
After some time tho
No bully
Hiding no longer matters if you flank and Cataphracts are the best at doing that
Having cataphracts and witches in every encounter would be pretty boring
I'm not saying witches
I think they’re asking for like general tips on dealing with those two
It's really hard to get those searches off successfully tho cuz they're made at +1 difficulty against 6 agility
Hives are also pretty good
Yeah it sounds like a lot of the answers to it are difficult to pull off
Briar has a point that anything suffienctly mobile to keep them in LoS will be tricky for them
But honestly, it's a lottery against that mech. If you do find them with search, they're almost guaranteed to be dead
Cataphracts are obvious, but also things like Ace, Hornet, or Operator
is this a good time to mention that mass driver has a typo
Oh right, Scout would be mean as well
Scouts, Rainmakers
if the Sagi wasn't immune to lock on, I'd agree
Don't need lock on, the Full Action alone is enough to kill them
Rainmakers especially have a bunch of systems that just deal damage without needing to target or attack
though Hades Missiles fuck up almost everyone really
10 Hp low repair cap especially
How does the Apex Nexus work? Does the line have to go out, or can it be in any direction?
I ran a rainmaker with hades missiles last sunday and never actually got to use them
it can be any direction, and start anywhere in range
because they saw the players saw it an immediately went "it must die, now"
I'll try some of these things out and see how well they work. Thanks for your help guys.
I mean that should probably already be the response to Rainmakers always, yeah 😛
range X + line Y is "select a point within range X, then draw a line Y long going in any direction"
But basically, the sagi is extremely specialized, but has some really feelsbad counters to it, though they're rare. They can just randomly get screwed though regardless with some bad rolls.
range + cone works the same way
can confirm, you can just completely whiff a save even with a +6 to a roll sometimes
I spent an entire sitrep bullying the shit out of a 0 hull 6 agi sagi player with one conscript pair with their rocket launcher optional
I mean, my go-to for mechs that feel too strong in combat has been "when in doubt, make them run". Or if it's a high movement build, make them guard something. Sitreps can hide many sins.
Okay, now that I'm back from work and at my desk I can get some of my own thoughts in order here. Some of these things are points which have already been raised by others, so I may end up touching on things that have already been mentioned, not to take anything away from the people who first raised them.
To start with, one of the top-down points for any "how do I challenge my party" question regardless of which particular mechs they're using is to force them to play the objective. Sitreps and map design do a lot to challenge mechs and builds that might otherwise be perfectly content to deathmatch all day long. The Kalista and the Gajasura are both low speed, large footprint frames. This means that by default they don't cross as much map per turn, and it also means they can run the risk of more easily getting caught up on obstructions that they can't cleanly move fully past, since even if larger mechs can cross through obstructions, they can't stop their movement overlapping with them. Large size and slow speed are factors that compound each other. The Kalista specifically also has a further movement restriction with its Lumbering trait.
Maps and objectives that require mobility and positional variability are therefore ways you can look at immediately applying pressure to them. Slow, Immobilize, and Prone are ways to further compound these drawbacks. Neither mech has Heavy Frame, which means forced movement is on the table. Both mechs have low e-defense and modest heat capacity, so tech attacks are an obvious source for both applied heat and further debuffs. The Kalista license is built for close-range combat, though strictly speaking nothing really prevents you from using it as a longer ranged platform, though the Gajasura is much more melee-forward, and so being able to lock their already limited mobility down can essentially remove them from consideration on both a tactical and sitrep level; you don't need to kill a mech if that mech isn't in a position to do anything useful.
NPCs that immediately suggest themselves are Witches, Hornets, Mirages, Cataphracts (no heavy frame means being able to displace them with abilities like Impale or Electrified Lasso), Hives, and Sentinels, though I think one of the most all-in-one NPC recommendations would be the Barricade. The Barricade has the ability to create obstructing terrain, to regularly apply Slow, has access to Prone and Immobilize, and has a very potent tech attack in Drag Down. Drag Down can be especially effective if someone is using movement-enhancing systems like SABR Engines to bypass the slow speed of the frames, having no upper limit on how much damage it can deal. Other possibilities include saturating areas using NPCs like Rainmakers or Seeders, and because both mechs can be forced to move by others much more easily than other heavy armored mechs such as Drakes or Tortugas, these also provide synergy with NPCs that facilitate that.
In terms of license-specific counterplay, Repair Paste Capillaries won't proc off of burn, which means that enemies which deal burn can bypass the Kalista's inherent armor as well as that system. Hives, Pyros, and Scourers are effective sources to look at. OGOUN can provide a significant amount of additional defense, but only procs on attacks or saves which cause those specific conditions, and the condition still applies...a proc off of Immobilize means the mech is still immobile. If it isn't going anywhere, you're free to allocate your opfor to other targets.
OGOUN and Repair Paste Capillaries are also both reactions, and anything that shuts off reactions can disable those as well. Grappling immediately comes to mind, as well as any other specific anti-reaction tech.
One note is that a usual counterplay matchup for low evasion high resilience mechs, the Breacher, is of less use here because both the Kalista and Gajasura have Reinforced Frame, which means that the Breacher's Break Armor ability no longer functions. That said, the Gajasura has 0 armor and Ablative Plating is only 1/round, so Breachers could potentially see use there simply for the ability to multi-attack them, but that's going to be a judgement call.
Since you're using Suldan, that means you also have access to Suldan NPCs. From that catalogue, Nightmares are another tech attack heat/control option with additional forced movement, Slow, and anti-reaction tech in their kit. Gladiators are aggressive blockers which can be used to tie up either mech as it attempts to move and have a variety of optional weapons and ways to keep mechs locked down. The Reaver is a lockdown defender which has a mix of displacement, Slow, AP damage, and burn in its kit. And lastly, the Phantom has the ability to deal a significant amount of damage which can't be reduced in any way, whether by something like OGOUN or the Gajasura's Ablative Plating.
One final note is that there are several NPC abilities which bypass conventional damage interactions altogether, such as the Sniper's Mark or the Reaver's Cannibalize, which neither the frames nor the license equipment have any ability to mitigate...direct structure damage can't be resisted, and every repair consumed is one less repair which can be used for Ablative Plating or Berserker Drive
Onto the Sagittarius, Search and the difficulties thereof have already been discussed, as are the issues the Scout faces against it. This is by design on my end; I've discussed this before, but I feel that a Scout applying a permanent anti-Hide effect which can only be shucked loose by someone spending a full action (or, I suppose, an RSU charge) to do so is not a particularly great form of counterplay...it flatly shuts down the Sagittarius' entire gameplan and costs the opfor very little for the privilege. Even if I reduced lock on immunity to something like "spend a quick action to shed lock on," that just turns every fight into "the GM brings a Scout and they and the Sagittarius play a game of initiative chicken daring the other to go first so they can hard counter them first." Ultimately, I decided that I'm okay with the Sagittarius not having to constantly force the GM and player to engage in that particular dance, settling the matter by just going "okay, the Hide-based mech does not get instantly chumped by the long-range Smart anti-Hide hard counter gun with range 15."
That said, one of the most effective ways to deal with Hiding rather than leaning on Rebound Scan or (Lesser) Sight, though those are options as well, is to simply put eyes on the target. Terrain destruction is one way to go about this, with things like a Bombard's Earthshaker Shells or the Termite and many of its options, and the other approach is to utilize "fast flanker" NPCs. Cataphracts came up earlier as well as commentary to the effect of "you don't want to have to use Cataphracts in every fight," but there are a number of NPCs which can serve a similar function. Aces, Hornets, Specters, Operators, and from Suldan you also have Carriers and Valkyries.
Infiltrator 3 will allow Hide-focused mechs to reposition even if their stealth is broken, but for flying mechs in particular the flash bomb effect doesn't really matter, and at any rate a Sagittarius that's constantly having to move because it's being harried and having its Hidden broken is a mech that has pressure put on it. The Ace's Strafe and Bombing Bay are effective optionals to bring to bear since they're additional damage that can be leveraged while moving, and the Ace's Barrel Roll is extremely effective against single big hits, which is what the Sagittarius specializes in.
Rainmakers, as noted, have some options at their disposal as well to bypass direct targeting requirements, such as Atlas and Hades Missiles, The Scout also has Orbital Bombardment, and the Mercenary Template has Favors Owed. Speaking of which, the Mercenary Template has access to the Scout Drone, and the Bombard also has the Flare Drone, both of which negate both Hidden and Invisible.
In terms of sitreps, combats involving reinforcements can create difficult choices for a Sagittarius player in terms of where they position themselves as enemy reinforcements coming in from different angles can immediately flank them and compromise their ability to remain concealed. Particularly isolated Sagittarius players can end up in a lot of trouble in scenarios like Gauntlet sitreps where a sizable NPC force can suddenly enter play from one of several entry points, or Holdouts where the entire map can be surrounded by entry points. The Sagittarius also isn't very effective at holding points, particularly if those points don't provide them a lot of hiding opportunities...being forced to reposition with Infiltrator or Tactical Translocators can keep them alive, but it won't keep them on control points.
one other point: though it doesn't really come up in Tier 1, at higher tiers the Gajasura begins to face additional difficulties against mechs which gain multiple attacks rather than those which have damage scaling, for much the reason mentioned earlier regarding Breachers. So Operators, Specters, Ronin, etc.
The Specter in particular has a pretty nasty combo between its Monowire Sword and Machine Pistol optional, it's not a lot of damage on a per-attack basis, but the Gajasura has 0 base armor to soak incidental damage, and so repeated multiplicative chip damage adds up on top of everything else
and this also raises a point which is that one way to interfere with hiding is simply numbers saturation, via Grunts or Conscripts allowing you to cover more sightlines
Also, though I'm not really sure how to really address this in terms of like "how do I counter/challenge this," Kangto Endochassis exists because roughly three times a day on average people here post something to the effect of "my mech/my player's mech got destroyed mid-mission due to an unlucky structure roll, what do I do now" and the usual advice given is "just Power At A Cost a new one to use"
fundamentally, I don't view the Kangto as being drastically different from that except A). the cost is pre-paid (you spent a core bonus on this, one of the most valuable character resources in lancer) and B). the Kangto is generally not as good as having your own actual mech
The Kangto does allow you to play riskier (or stupider if you prefer) safe in the knowledge that you have a backup, or to put it another way it's possible to use it aggressively/pre-emptively rather than reactively, but I think if your table has a general policy of letting people re-mech through various means anyway that this also isn't fundamentally different from what you could do already
Maybe more GMs than I imagine are imposing significantly punitive Costs for players who wind up de-meched to get back in the saddle or they're juggling some calculus as to whether the player is trying to deliberately exploit Power At At Cost or not, idk
If the issue comes down to "I can't permanently kill this player's mech" I would perhaps reframe it as Kangto Endochassis gives you as the GM way more leeway to beat the shit out of that mech specifically because you know it can take it, but also this loops all the way back to my earliest points about forcing players to play the objective, soaking a bunch of damage or doing dumb self destruct tricks is cool but is it actually winning the sitrep y/n
if someone has built the unkillable mech but in the process you interfere with their ability to manage the actual tactical requirements of a combat scene without even bothering with trying to kill them, kangto may not be worth as much as another core bonus might be
as much as I love kangto as a concept, from a pure powergaming/optimization standpoint it is not a super mechanically powerful core bonus
so it's not really something that you'd need to plan around as a GM, honestly
the main upside is, yeah, it lets you play a lot riskier
It's a powerful durability tool... at the expense of not having some other incredibly useful bonus that might prevent getting to the point where it's needed.
yeah, basically
it has a few little bonuses to it, like you reset your overcharge counter (woah broken) but again, to do this you are piloting the kangto
a mech with one flex mount and 4 base SP
it's a very... comfy core bonus, I guess is the way to put it? does wonders for peace of mind, lets you do more risky plays and play very loose with your structure
from Pure Mind-Poisoned Optimization, it's better to just take a core to make you not die
yeah
kangto is a very cool and interesting core bonus that opens up a lot of build opportunities, I've seen a lot of cool stuff done with it
but it's not like super broken or anything
the main thing is, yeah, the kangto frame itself sucks (because it has to, the core would be broken in half otherwise)
in general I've seen some takes to the effect of "kangto is bad actually because" of the various reasons listed, but like I said, there's a plethora of "my mech died, now what?"
yea
I know some folks have made revised structure damage tables which is cool but not what I'm personally interested in
I did one as a core bonus (Inspired by your overheating one) but yeah, the Kangto is a very nice bit of safety.
The Kangto I feel gets underestimated by people who see mechs primarily as 'kill things' tools, not 'complete mission objectives' tools
As the Kangto does mission objectives well.
and specifically, the Emergency Reactor Override core bonus is more about "replacing the overheating table with a thing that gives you, specifically, bonuses and cool extras" rather than just being "I think the table is bad, here's table 2.0"
so you pay to have an exclusive little custom thing
Yeah, the Iron Crown is in a similar state.
Multiple 1s
Last Stand
You can deal 1d6+6 Kinetic Damage that cannot be reduced in any way to the source of the Structure Damage or to a Hostile Character in Range 3. Then your mech is destroyed.
A 'I get to do Cool things if I'm getting beaten up'
But to go to the more key thing: I like the Kangto/it serves its role well.
I'm just not sure it has the same role some people expect it to have XD
Well the specific question being asked was "how do I challenge players using X, Y, and Z" Suldan content, and among those things listed was the Kangto
the specific build in question is a Sagittarius with Kangto, and I'll be honest, if you can force a Sagittarius player to eject into a Kangto then you've achieved a lot already tbh
you lose a lot in that particular translation
Yeah, that's minus the Fancy Bow Nonsense.
They're still functional but at a much reduced rate
you lose the bow and you have to pick which trait to inherit, so you can be sneaky still but have little to directly leverage it with, or you can leverage your stealth offensively BUT you don't have as much ability to keep from being searched out
Sneaky + No Offense Trait feels really good for 'Objective Running', if you're confident your allies can handle the fighting part.
Also, regarding Sensor Ghosts (Attacks against the Sagittarius that do not have line of sight count it as Invisible) just to clarify, because this has come up before, being Hidden does not equal "being out of line of sight."
They're two different things
You can hide while in LoS provided you have a sufficient source of cover to qualify, like large enough hard cover or a zone of soft cover (also if you're Invisible, but in that case you're going to be counted as Invisible anyway)
It's more for 'Seeking/Arcing can Piss Right Off'
a Sagittarius which is hidden in a position that does not involve breaking LoS (which is one way you can hide but not the only way) will not be counted as Invisible if you hammer the area with a Bombard or hose it down with a Pyro
that may or may not be a factor in Thornstorm's game, but I figured I'd bring it up nonetheless
I love the Kangto, it lets you get away with investing less into Hull with relatively risky gameplans, or just allow you to dump a lot of resources before blowing up and getting into the kangto. It's the kind of core bonus that just feels amazing because you can do so much with it as a build gremlin. The amount of additional toughness it adds is amazing, but it's at the cost of power. You're going to live longer than someone that took reinforced frame, but for a large chunk of that you will be a lot less effective than them.
Also, very nice writeup Kai
While I missed the bulk of the discussion, breachers actually are weirdly good for bullying the Sagittarius. When something can consistently straight line through cover to reveal it, it screws up positioning and discourages using Steady Aim or Draw Back Bow. That makes their already low damage even lower.
Actually this conversation has made me think of something
For people who have used it, how does Kangto work in COMP//CON
The Kangto is just listed as another mech next to Everest, but says you need the CB for it
So you take the CB, add Kangto from the list of mechs in the hangar, then build it like you would any other mech
I see so in the middle of combat you would just go into your mech folder and switch to controlling that one instead
This is a good point and I considered bringing Breachers up in that context, but they're a bit one note in that you're leaning solely on Breach Ram which is a recharge ability. Their shotguns are ill suited to actually pressuring the Sagittarius due to its high base evasion and the likelihood that it'll have INKWELL Adaptive Paint on top of everything else, you can play the odds but it's not something I'd rely on
Breachers versus a Sagittarius are imo more of a "if you brought them along for other reasons, you can also use them this way" thing rather than an NPC I'd suggest bringing solely for that purpose
Yeah when I was in a sagi the GM dropped merc breachers with follower count to chase me and the Atlas out of hiding. They would reveal us and then shotgun another character if they were in range, otherwise follower on us so they could chase us to the next cover.
Yep, that sounds about right
in the short shot I ran vs that sagi that I mentioned previously, I actually had a grunt breacher breach ram up into the sagi's face to break its cover and force it out of hidden
except it procced infil 1 and died to the flash bomb heat, creating new cover for the sagi from its corpse
on the subject of the kangto, i feel like the "its bad actually" is mostly on the pure consideration of the spectrum of "good and bad" relating to damage output honestly. I think its a great back stop, and backstops have value if your GM is pressing in and meeting those attritional goals on a tight enough mark that they're likely to actually get destructions out in a mission
which is, imo, a good place to be from a challenge perspective
Yeah
Y'know that might actually be one of my problems lmao, I have a hard time remembering that "doing 50 damage each turn" isn't the only thing a mech should worry about
as an aside, I also totally celebrate any tool that might get a more timid player feeling brave enough to make bold or big plays
I just generally don't like the cores that make a bad situation slightly less bad compared to cores that let you avoid things becoming bad in the first place
i can see that, though to counterpoint, if your fights are balanced with the prospective realistic possibility of getting destroyed, its not a bad thing that you could just avoid, its a distinct possibility that you should probably plan for/around
Of course if your fights never get hard enough to get destroyed, it stops being a useful investment
It's also useful when like you have an extra CB you can take but don't really have anything else you necessarily need
so there's a level of reading challenge trends at the table i imagine
(Though I guess then you could just take Superior Logistics, but Kangto's also a good pick)
Does Kangto synergize with Manticore?
So I'm aware of this, particularly since a lot of the C&H core bonuses have been focused on "crisis mitigation," but I think I would place the kangto in the same boat as something like the Kalista's Berserker Drive in being an extra life you know you have access to and can therefore plan around
The big issue with Briareos Frame, which is I think the big poster child for "making a bad situation less bad" is that its not a thing you can deliberately play around
And also it has a degree of randomness to it which means even in circumstances that are broadly catastrophic, you might not be able to make use of it
The Kangto similarly might never be used, but if it doesn't it won't be a situation where you might have HOPED it could kick in but it just didn't, it'll be because the opportunity or circumstances didn't arrive
And there are some edge case proactive uses you can employ with it as well, such as self-destructing your primary mech without leaving yourself stuck as a pilot, or emergency map movement for some last ditch sitrep business via eject movement plus the kangto's own core power
the Kangto definitely has a lot more applicable scenarios generally, especially for some frames where it can inherit useful traits
but mech destruction is personally still not something I would generally super build around in most cases, but that may really just be differing table experiences
I definitely don't think I'd build around it, but I think there's enough mech destruction that just happens in the course of normal play unless you're using someone else's homebrewed structure tables that some people would be fine with the option of "take a core bonus to not have to negotiate Power At A Cost when it does"
which was sort of the impetus, it originally started out as me just thinking about a core bonus that was literally "get a new mech airdropped in after you fuck up your first one"
literally in the past I would have a reserve they could get that was just their everest that could be drop podded in, so thats pretty much on the money
yeah
arguably reserves are a more optimal place for emergency backups when things go awry, but the virtue of the kangto is being able to deliberately and deterministically plan around it
plus from a certain angle, when viewed through the lens of low base repair cap mechs, the Kangto is one of the most efficient ways to extend your operational uptime which doesn't involve waiting for more Hull points to roll in
well also the reserve generally had me going Hmmmmmm, since it was just a fresh mech; kangto or kangto like stuff is way more palatable
from like a mission balance perspective
it's actually pretty smart imo to put the Kangto on something like a Sagittarius (as that one player did) because that's a whole other four structure you can draw on when your mech has a base repair cap of 2 out of the box
like id even use a built kangto as the reserve rather than a licensed mech these days
if that reserve ever came up again
(it hasnt)
i might also play around with like a "you can start in your kangto if you have it, and then we can titanfall in your mech on your call" style reserve
and make up some fancy reason as to how it can like... do a movie esque suit in suit thing
thats just me though thinking out loud, sry for tangenting
go for it, it's not like I keep very strict posting standards
it just kinda works well conceptually as like "Here's your 'we have mechs at home' mech"
which might be a possible reflavor for how the core bonus kicks in too
titanfalling in
and backflipping into it
or something
I think the thing to consider is a reverse Kangto is going to probably be a scooch more powerful because it lets you keep the "real" mech in reserve until called upon, so it comes in fresh
ahhh true, yeah
even if you only use the kangto for like one combat, that's effectively a "consequence free" fight for the mech you call in, unless using the kangto somehow directly resulted in a huge scene loss or something
