#Field Guide to Suldan
1 messages · Page 7 of 1
Emperor + ESU does seem like a good combo since it lets you run a pretty competent controller and support loop each round, but we're not sure why those combos are strong on the Emperor in particular.
Because smite and sear aren’t meant to be used each round
it's because (I assume) they're using the emperor's regenerating overshield to deal with the self-damage from the manticore hacks
the emperor gains equal overshield itself every time it gives overshield
We know how the Emperor works 😔
like you could probably do the same sort of thing on a balor too, it's just that the emperor has a higher sensor range
Also you essentially take no damage right
You ping yourself and reset it right away
The Emperor's Overshield tricks are either
a) limited in the sense that they supply low Overshield values or must be used with care
or
b) Limited in the sense that they have the Limited tag
It seems effective, but tactically tricky, which seems more like a pro than a con in our mind.
Well the bow can recharge it all very quick
Again, this was like the craziest thing I’ve done
Which is still not so bad
the two quick action overshield techs probably give you enough charges between them to get through the average mission if you're really committed to the bit, the bow is an option as well though it's a bit less reliable since it's basically either "+2 or +4"
that's assuming a single target
honestly it sounds like a pretty fun build
I have to ask: did the +2 SP push anything in a particular direction you feel it shouldn't have?
Hmm, it helped since smite and emperor systems are pricy
The bow generally only needs to hit two allies most of the time to undo sear or smite or beckoner
Oh also beckoner on demand is hilarious
would chomolungma w/ enhanced system upgrade, open door & hacker 2 be a decent idea
thinking disable life support + other invade + system that forces a save could be neat
It also works with FragSig.
oh true
Disable Life Support + FragSig does seem effective
What is fragsig?
Fragment Signal, the most basic invade
2 heat, slowed and impaired
per earlier discussions @languid cosmos has done this and johnny said it worked out pretty well
hacker 2 is always a bit of a niche thing comparatively, but the chomolungma has a built in invade system so it always has an ESU combo ready to go
as noted, fragment signal plus balance control lockout alone is a hefty debuff, prone, slowed, and impaired is extremely mean
prone eats your standard move, slowed means you can't do anything BUT your standard move, it's functionally an immobilize in a can
👍
Trunk Security Boarding Party, LL6
[ SKILL TRIGGERS ]
ASSAULT (+6), SPOT (+4),
SURVIVE (+6), TAKE SOMEONE OUT (+4)
[ GEAR ]
Tarantula Climb-Assist Hardsuit, Light Signature,
Heavy Signature, Thermite Charge,
Stims, Devil! Black
[ BOND ]
THE WOLF
Powers: DON’T TELL ME THE ODDS, BLOOD SCENT,
TEAR THROAT
***
[ TALENTS ]
SCROUNGER 3, HACKER 3,
SPOTTER 2, NUCLEAR CAVALIER 1
[ LICENSES ]
C&H PESILAT 3, HORUS GOBLIN 1,
HORUS MINOTAUR 2
[ CORE BONUSES ]
ENHANCED SYSTEMS UPGRADE, THE LESSON OF THE HELD IMAGE
[ MECH ]
« DOWN PAYMENT »
GMS CHOMOLUNGMA
H:2 A:0 S:4 E:2 SIZE:1
STRUCTURE:4/4 HP:19/19 ARMOR:0
STRESS:4/4 HEAT:0/8 REPAIR:5/5
ATK BONUS:3 TECH ATK:5 LTD BONUS:1
SPD:4 EVA:8 EDEF:14 SENS:15 SAVE:14
[ WEAPONS ]
Main/Aux Mount: Assault Rifle / Nexus (Light)
Flex Mount: Autopod
[ SYSTEMS ]
//HEARTSHATTER V. 5.palm, //serpent_FANG,
H0R_OS System Upgrade I, Viral Logic Suite,
//shadowfist, Aggressive System Sync,
Personalizations```
this was his specific build, if it helps
wanna ask.
let's say an engineer is riding on a titan via launch decks. can it deploy its turrets atop the launching platform?
no for several reasons:
1). the titan's Launch Decks specifies mechs, turrets aren't mechs, they're drones
2). no, because the titan is not a "free space," being able to climb onto someone doesn't make them one for that purpose. You also can't climb onto a PC mech with a MULE Harness and deploy turret drones onto them and have them run around with a turret
alright, making sure
does this look decent?
-- GMS Chomolungma @ LL7 --
[ LICENSES ]
HORUS Goblin 1, HORUS Minotaur 2, HORUS LOGOS 1, HORUS BUNRAKU 1
[ CORE BONUSES ]
Enhanced Systems Upgrade, The Lesson of the Open Door
[ TALENTS ]
Hacker 3, Leader 3, Spotter 2, House Guard 1, Nuclear Cavalier 1
[ STATS ]
HULL:2 AGI:0 SYS:5 ENGI:2
STRUCTURE:4 HP:20 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+6 LIMITED:+1
SPD:4 EVA:8 EDEF:15 SENSE:15 SAVE:17
[ WEAPONS ]
MAIN/AUX MOUNT: Assault Rifle / Nexus (Light)
FLEX MOUNT: Autopod
[ SYSTEMS ]
Aggressive System Sync, AVERSION/REFLEX, H0R_OS System Upgrade I, Ontological Metatactical Pulse x2, Personalizations, Tatzelwurm, Viral Logic Suite
not sure about bunraku 1 but aversion/reflex & tatzelwurm from logos of suldan is cool imo
Bunraku is a license I don't think I've gotten a lot of direct feedback on, so I'd be interested to get your impressions on it once/if you use it
grabbed it because uh
ontological metatactical pulse looks
fun
at least to me anyways :)
thinking of putting some conscripts up on the titan. since the players will have to destroy it for mission completion, will be funny for the consript to jump in the way of the PC's sniper NPC

honestly ego bridge would be perfect in the group I'm with
we have an enkidu w/ nuccav 2
oh
question
for enhanced systems upgrade, if you chose the second invasion option
do you roll a tech attack for it?
just curious about the wording
no
it's an on hit effect
same as getting bonus damage for overpower caliber etc
thanks
I'm thinking of playing with Ego Bridge. My party has a variety of accurate heavy weapons.
Question: Is it possible to invest LL1 into a manufacturer's first Specialty license, LL2 into a manufacturer's second Specialty license, and then LL3 into a manufacturer's third Specialty license?
Ok now that seems like a really funny build idea
LL12 Everest with nothing but Specialty Licenses from the Big 4
We were thinking more along the lines of Chomolungma with 3 Horus Specialties but
The top specialty license requires "a license at rank 2 or above" which you couldn't achieve by picking up the prior two specialties as those are one rank each.
Specialty licenses come in ranks of 1, 2, and 3 like any other
What you're seeing is a product of compcon's coding limitations, the actual pdf is much clearer and should always be used as a primary source over the lcp
I was looking at the book, but maybe I missed a parenthetical or something.
Specialty licenses have ranks and corresponding corporations just like regular licenses. In order to qualify for a specialty license you must follow the same rules for license advancement as normal, with the difference being that specialty licenses can use any other license from within that particular manufacturer as an appropriate prerequisite, including other specialty licenses, following the usual pattern of moving from rank I to rank II to rank III. For example, you'd need at least one rank II Harrison Armory license of any kind (Barbarossa, Genghis, a level II HA specialty license, etc) to take a rank III Harrison Armory specialty license. Rank I specialty licenses can be freely taken without any prerequisites, though they don't count as a prerequisite themselves for taking other non-specialty licenses.
compcon isn't capable of correctly handling specialty licenses of this progression scheme so you have to finagle things, but it is perfectly viable to take specialty licenses one after the other using themselves as prerequisites for unlocking higher tiers of them
Tbh the fact that specialty licenses can even be somewhat emulated into C/C is already pretty impressive
So literally just a sentence fragment parenthetical mid paragraph is all I missed in an entire page of text. Maybe that should be a full sentence at least.
well also "with the difference being that specialty licenses can use any other license from within that particular manufacturer as an appropriate prerequisite, including other specialty licenses, following the usual pattern of moving from rank I to rank II to rank III."
like no offense but I did not just slip a little detail into a parenthetical here
also the book gives several examples of this even, in entire paragraphs of text
Though, it's interesting how it only specifies Rank 1 as not counting as a prerequisite for non-specialty Licenses?
I feel like the intent is that it applies to specialty licenses in general?
Meanwhile, David thinks that a high-speed low-drag operator is more his style, and he's considering the IPS-N Pointman specialty license to help him breach and clear close quarters more effectively. This specialty license is rank I, which means that he doesn't need any prerequisite licenses to take it, but doing so won't allow him to then jump straight to a rank II Tortuga license without taking the rank I Tortuga license first. He could, if he wanted, go from the Pointman to the Vigil specialty license without having to take any other IPS-N licenses in between, since Pointman does count as a suitable prerequisite for the higher-rank specialty license.
Uh
Your example uses a rank 1 to qualify for a rank 2, which in my misunderstanding already works.
and I fail to see why this suggests you can't then use a rank 2 to qualify for a rank 3
which is literally how every license in lancer works
Look, I immediately admitted I missed something so there is no need for you to keep coming at me repeatedly. My misunderstanding is not a personal attack.
Alright, this is getting more than a bit hostile. I think I might need to step in as a moderator.
RGCrab — Today at 7:37 PM
So literally just a sentence fragment parenthetical mid paragraph is all I missed in an entire page of text. Maybe that should be a full sentence at least.
And I think it's less 'personal attack' and more 'this started rather hostile in the first place and hasn't really calmed down'.
Uhuh
So I'm guessing the "can't be used as a prerequisite for regular licenses" also covers Rank 2 Specialty Licenses
that's basically covered by the core rulebook saying "mech licenses have to be bought in order," there's no way to jump ahead from no tortuga licenses to tortuga II by skipping tortuga I
Right, just making sure since it kind of reads like the "don't count as a prerequisite themselves for taking other non-specialty licenses" only covered Rank 1 Specialty Licenses
Kangto and Dart is a pretty setup to grab that reliable
just wanna check
so when you deploy a conscript, there's 2 of them. They each have movement and actions and do it on the same turn.
correct
alright, cool
yep, "a conscript" is a two for one bargain
they act one after the other in turn order, but take independent turns, actions, etc
i guess the important thing is they casnt both move then shoot in tandem then do another thing. theyu go one till done then the next
correct
they don't take one big joint turn, it's two turns back to back
this is offset by the fact that they both kind of suck
They pretty much exist to bog people down and die for someone more important.
I've said this before, but I want to try an Ultra Conscript despite the fact that it's not allowed RAW.
i was actually wondering, if you grunt hte conscript, would you get like 6-8 grunts ?
Conscripts are already kind of mega grunts.
also you can't give them the grunt template
conscripts are pretty template-proofed by default
Trait
Conscripts are deployed in pairs. Each has identical stats and systems, and they both act together on the same turn, one after the other, when activated during combat. Conscripts cannot take the Grunt, Elite, Ultra, or Veteran templates, and can never gain structure.```
Like I said, I know it doesn't work RAW, but the GM bending rules is fine.
Even if it fucks up, it only affects one combat.
that was more directed at "what happens if you apply the grunt template to them"
that means player - enemy - player - conscript a - conscript b - player
correct
commander conscripts be funni
though I mostly used quick march as a "get down mr president" style ability
my current plan for quick march is to essentially be "go run them over" via Titan and Cataphract
oh Kai, my OSR titan fight is in full swing, though they've effectively killed everything else around the titan
next week's session will largely be them dogpiling it
but i got some grunt reinforcements incoming
grunt and conscripts
ok quick question
any stuff in suldan's 4 new core 4 mechs (agrippa, efreet, worden, comet) that is good on a caliban?
Worden: Sticky and Spiked combo, or get an MK 12 and become a blackbeard's portable gun friend for being so tiny
Comet: speed problems? just move 10 spaces as a protocol
Efreet: Pack people up with slipgun to make your spiked charges more devastating, or use ibeji because now there's two funny little mechs
Agrippa: Onager shotgun for barrages and knockback but it is loading, but Parvati because it's really funny. make your own pinball map.
Yoooo thank you for such a detailed answer!!
parvati caliban. Short sensors, but that just means you have a very funny burn zone to knock people into
also curious, for purposes of caliban's following knockback trait, does it activate if you utilise the micro lance emitter?
@fringe sierra access in what way, specifically?
well do I need to take them as a license?
well they're specialty licenses, so yes
specifically you can take them as licenses when gaining levels, abiding by the guidelines set out in the field guide, or they can be awarded by the GM as extra bonuses on top of everything like secondary rewards
there's a whole explanation of how you go about taking them in the field guide, was there a particular thing you weren't sure about?
fair enough, do they have the same flexibility in comp con?
their implementation in compcon is kind of whatever because it's not set up to use the specific leveling scheme that they use so it's kind of a kludge, but I believe what people do is just take them on the honor system so to speak, doing manual overrides as necessary
huhhhh 🤔
Pursue Prey states it triggers when the Caliban knocks anyone back as part of any action, the microlance emitter is a free action, so yes
it's not a ranged or melee attack so wrecking ball doesn't apply
slam is agnostic, it just triggers when the caliban knocks someone back into an obstruction
The Micro Lance Emitter? Don't recall that name in Suldan
it's a component of Parvati's Shining City
The current ruling for shining city is that you take the damage once even if you go through multiple structures right ?
yeah
Ping pong Caliban hopes are dashed
It's all coming together
most hinged everest player
I like all of the specialty licenses a lot but honestly foundry in particular has become one of my favorite pieces of tech in suldan
the ACR-M and the mod you get along with it are just so good
I made a toku with it and oh my
as did I
let me see if I can find it
[ LICENSES ]
HA TOKUGAWA 2, HA FOUNDRY 1, IPS-N RALEIGH 3
[ CORE BONUSES ]
Integrated Weapon, Overpower Caliber
[ TALENTS ]
Grease Monkey 3, Crack Shot 2, Nuclear Cavalier 2, Walking Armory 2
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:2
STRUCTURE:4 HP:21 ARMOR:1
STRESS:4 HEATCAP:10 REPAIR:6
TECH ATK:-1 LIMITED:+1
SPD:5 EVA:10 EDEF:6 SENSE:10 SAVE:14
[ WEAPONS ]
INTEGRATED WEAPON: Missile Rack
FLEX MOUNT: Rocket-Propelled Grenade
MAIN MOUNT: Advanced Combat Rifle, Modular (Optimized Engineering) // Overpower Caliber
MAIN MOUNT: Advanced Combat Rifle, Modular (UNCLE-Class Comp/Con)
[ SYSTEMS ]
“Roland” Chamber, Personalizations, External Batteries```
yeah that's the bitch
normal things
Many Dice
my table just uses the image of a kit-bashed caliban with the doomguy helmet and with the hydraulics cut off
Same as the GMS trio
It's whatever the hell you want it to look like
Just take your hardsuit and slap a reactor to the back
the party having a fun time with the secondary damage titan
Man. You make me miss making maps like that.
quick, is launch deck still usable after secondary damage?
if they were shot with the lance emitter, receive burn that way, and then knocked into an area, does it activate burn there?
coming late on this but yes, the launch deck isn't disabled
and yes, being shot by the emitter is distinct from the burn for intersecting part of the shining city area
interesting, alright
ngl, Nelson Flight Type looks lowkey appealing and fun with Pesilat systems
I got a question about the Kangto Endochassis.
It's entry says that it's systems and weapons are independent from the original mech.
Does that mean that you can equip the same unique gear to both the original mech and the Kangto as they are counted as seperate mechs?
For Example, could you equip both the original mech and the Kangto with the Artemis-Class NHP?
I believe so
Yes
The Kangto in many respects is basically treated as just "you are now in a different mech," and Unique really means "you can't have two of these on the same mech"
I like putting the same NHP on both frames
so that flavorwise they eject with you when first mech goes boom
Thats part of why I was asking honestly. No one gets left behind if I can help it.
I will say that you can just assume your NHP casket is taken with you when you use Kangto even if you don't equip it
It's just not actually integrated into your mech, their casket has been pulled or something
the kangto is running around with the casket tucked under one arm
NHP Casket(Main Melee, 1d6+2 kinetic damage)
On hit: Reduce NHP Affinity by half the damage dealt
this was how I was already treating, more the cords got yanked, But Ko the Bold Company is a sentimental player 😄
-- HORUS Goblin @ LL6 --
[ LICENSES ]
HORUS Goblin 2, HORUS BUNRAKU 1, HA Sherman 3
[ CORE BONUSES ]
The Lesson of the Held Image, Heatfall Coolant System
[ TALENTS ]
Grease Monkey 3, House Guard 3, Spotter 3
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:4
TECH ATK:+2 LIMITED:+2
SPD:5 EVA:10 EDEF:12 SENSE:20 SAVE:14
[ WEAPONS ]
FLEX MOUNT: Autopod
[ SYSTEMS ]
Ego Bridge, Redundant Systems Upgrade x3, ASURA-Class NHP x3, Personalizations
I really only need House Guard 1. I can take Nuclear Cavalier 2.
What happens if you use Entanglement Leash to grapple someone?
adding to that question, what about if you used the Retiarius' Blast Chain with Entanglement Leash?
The grapple succeeds. Then the grapple asks "hey are you adjacent to this guy?" and if the answer is no then the grapple breaks because grapples require adjacency and break if it isn't there
potential Blackbeard Entanglement Leash shenanigans
The same thing as a normal grapple (see above) with the exception that it checks if you're within the blast chain's threat rather than adjacent
If a melee weapon pulls a target close to you on hit/crit, such as a nanobot whip, then the entanglement leash can allow you to yank someone from across the map that way, but the blast chain only lets you do that as a separate (free) action, and therefore you don't really have an opportunity to do so before the grapple automatically breaks due to being outside of its effective maintainable area
I saw some really neat art of the Nelson Flight Type, is it official art for this supplement or is it a completely unrelated thing?
Gonna to run a short campaign from ll0 to ll1 for new players based on Suldan.Would it be too soon for them to defeat the Emir at the final battle?
well it sort of depends I guess, do you plan for their time on suldan to essentially be over and done at the two mission mark, if so and you aren't coming back then sure
like I'm not really invested in policing anyone's suldan campaign and telling them they're "doing it wrong"
on a broader scale the emir isn't, like, someone who's meant to be easily gotten to because if he was then a lot of the problems happening on suldan wouldn't be happening, but if your plan with suldan is to essentially have the equivalent of a small, self-contained couple of missions and then it's off to somewhere else then the broader scale isn't something you have to care about
If you mean the Peyton Gee illustration, that was just for something else, though it was inspirational for the Nelson Flight Type.
Ah that makes sense! Thanks for the response
crashes in through an open window
Barrel Insulation is a goated trait
it just saved me from stressing on a CSSW barrage that did 27 damage
update: turns out that one shot also destroyed both weapons a scrapper gladiator had on it
so, yknow

literally too blessed to be stressed
Mhm
Once tried to make a Combat Drill knight Worden, then realized I didn't use the Cannon trait and I would literally rather die than make a build with a useless trait so I scrapped it
It's basically a Ferrous Lash but for your speed.
If I’m using ego bridge, and I have combined arms, does my accuracy from attacks help my ally when they do the skirmish
You mean from Storm of Violence? Yes, the person attacking uses both their talents and yours
Yeah, so if I attack with a melee weapon, they could get accuracy on their next ranged attack
Spend all your talent points on weapon talents so your allies can spend theirs on utility/support talents 😌(probably not a good idea)
I’m making a “Paladin” orchis so the idea would be to skirmish ram prone and make an ally attack
They already get accuracy from the prone.
Yeah but the ability gives one difficulty so another source of accuracy would be good
hey do the specialty licenses follow any sort of naming scheme
imagining a mimic gun ego bridge
get all the shooty talents in one go
not especially
with specialty licenses I didn't cleave to the mech naming conventions of the manufacturers because I felt that it would better differentiate them from their counterparts, nor did I stick to any sort of internal specialty license naming convention because the specialty licenses aren't related to each other outside of manufacturer
each specialty license is, essentially, an island
gotcha
does the reactor core bonus for C&H stack benefits? as in, let's say I got the +1d6 damage from an overstress, if I overstress again before making an attack (eg overcharge) does it stack if I get another +1d6?
As written currently, nothing stops it from stacking
I'm not currently clear if I need to write in a clause preventing it from doing so given that you have to A). take multiple reactor stress and B). manage to achieve that particular result twice off of two rolls of 1d6 and 2d6kL, not an impossible feat but not one that you can actively rely upon
if you somehow roll Power Rerouting into Hyperspec Meltdown then I definitely don't mind it stacking
Bunraku is apparently a form of Japanese puppet play? Fitting.
I really do think that if you are willing to lose 2 or even 3 stress to get +3d6 damage, you should be allowed to commit to that folly
yep that is a good name
this name reminds me of The Ballade of Puppets,the music from Ghost in the Shell II OST
look, sometimes, 7d6+2 improvised attack is really funny
Does Hangar Queen not apply to repairing weapons?
no, systems only
Nice thanks
striker charioteer with many guns is pretty funny
Guns are cheaper to repair but losing a mount is usually rougher mid-combat than losing a system
Or I could take Superior Logistics...
striker charioteer got a pretty big W from armament redundancy tbh
just helps out your razor-thin repair economy a bit
So I’m curious, Sagi 3 is all teleports- how can one abuse them to do some really wild things?
The quickest way to fuck around with teleporting is sunzi, natch
Other than Sunzi
would pestilat pair well with chomolungma?
trying out enhanced systems upgrade
this is what I have if that helps any
-- GMS Chomolungma @ LL8 --
[ LICENSES ]
HORUS Goblin 1, HORUS Minotaur 2, HORUS LOGOS 1, HORUS BUNRAKU 1, C&H PESILAT 3
[ CORE BONUSES ]
Enhanced Systems Upgrade, The Lesson of the Open Door
[ TALENTS ]
Hacker 3, Leader 3, Spotter 2, House Guard 1, Nuclear Cavalier 1
[ STATS ]
HULL:2 AGI:0 SYS:6 ENGI:2
STRUCTURE:4 HP:18 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+7 LIMITED:+1
SPD:4 EVA:8 EDEF:16 SENSE:15 SAVE:17
[ WEAPONS ]
MAIN/AUX MOUNT: Assault Rifle10
1d6 / Nexus (Light)
10
1d3
FLEX MOUNT: Autopod15
3
[ SYSTEMS ]
Aggressive System Sync, AVERSION/REFLEX, H0R_OS System Upgrade I, Ontological Metatactical Pulse x2, //serpent_FANG, Tatzelwurm, Viral Logic Suite
am open to advice
not sure how I feel about mino after learning aggressive system sync is just a full tech and not an invade
Question about the Sabreur
nvm it's pretty clear how reaction enhancer works, guess I'm still eating reliable and smart weapons normally
Strictly speaking, as written, Reaction Enhancer doesn't care whether the attack was Smart or not, only that:
1). it's a ranged or melee attack, and
2). the result lands squarely on the Sabreur's Evasion stat
Yeah I was about to ask
If a Smart attack lands a 20 on your 6 E-def 20 Evasion ass does it just
Miss?
So it does
if you have the reaction to spend on it yeah, keep in mind it DOES take a reaction to do it so you can't use Reaction Enhancer if you're jammed, stunned, grappled, or otherwise in a situation where you're unable to utilize reactions
Or like, if they don't make that 5% 'I got the exact right number' XD
yeah, as defensive traits go it's a bit of a lagniappe, in MOST cases when dealing with vs-evasion attacks it basically acts as "you win ties rather than the reverse"
I'd put it in an area of 'cute'. Like, it helps and it's nice but 'also working on smart' won't be changing the world.
And to be fair: There's a lot of room for 'nice and cute' traits
Could someone help with a level 9 efreet
I’m not sure which direction to take it
I’m thinking to avoid hacking though
Side note, can I split my Pankrati 2 movement between my ibeji and I or one of us takes all of it
Out of curiosity- has the Gajasura gotten art? Or the other alt frames? I've seen the Reaper Dart's and was curious if I missed any further alt art
Chimera got some
Oh, very nice! Little murder triceratops
I'm almost afraid to ask but
What happens if you pop this and then fly straight up
Can you make a pancake build with flight
still can't move anyone into spaces they can't enter normally
you can only move them upwards if they can also fly
correct
"what happens if you puppet systems someone and make them move straight up" well you can't, same thing here
Per some feedback and discussion with eld regarding the Efreet's IBEJI-Class NHP, given that magnus (a player in his game) has been using a sunzi/efreet hybrid for a lot of it and has generated a significant amount of feedback over the course of their campaign on his own, I'm going to be provisionally experimenting with moving its activation cost from a protocol to a quick action, the reasons for this being:
1). to desynch it from other protocols such as Blinkspace Tunneler
2). to make repeatedly using it while defraying the heat cost with something like black thumb a bit more of a meaningful consideration, the same as being more cavalier about the survival/sustainability of the echoes when created
3). to make certain combos like using an echo to lock enemies down in a blinkshield (itself a full action) something that can't be as easily done on demand without overcharging
So if anyone is interested in trying this out if you happen to be using IBEJI in games of your own, I wouldn't mind getting your own feedback on it
Yeah, I can see shoving people in the Time Out Box without even a save being a problem.
Honestly, I'd rule that Blinkshield can't be used with an echo as the source, and it destroys any echos caught outside.
Because if nothing can penetrate, then you can't continue to generate the echo.
Alright, so Enhanced System Upgrade from a GMs perspective on a LL 8 Chomolungma.
Now there are of course a few caveats:
1: I generally allow pilots to even equip systems for free if that's what they want to roll for in Downtime.
2: Our current party is 6 members with 2 melee strikers, an artillery, a control that focuses on manipulating terrain, and a very support focused Lancaster.
3: I'm better at vibes than hard numbers.
The opfor was Redeye from the wallflower act 2 draft with Argus Armor, superhot, ravager turret, explosive jets, and the grunt assassins with spinning kick. It was also upped to tier 3.
To add to general tankiness and difficulty I had a hombrewed addition that any shots through the firebreak shield were resisted on top of the chance to fail. I bring up this fight to explain a unique aspect of the ESU and chomolungma i liked.
So, I'm used to dedicated strikers wrecking things without resistance of some kind, which usually means hacking feels "weak" to many of my players despite me trying to balance things so everyone is useful. It's a culture/table bias I try to fight. Usually I'll have one player go into tech attacks but many times the things they apply to the enemy aren't relevant because enemies get destroyed.
But in the case of the hyper specialized chomolungma it was able to effectively apply so many status effects in one turn that the ultra couldn't just shake it off, removing something like jammed only to remain impaired and slowed. Also, on the turns the player overcharged was able to heat gun a full stress.
I feel like this is strong, but not insane, and took what is essentially min maxing to pay off. So it's the hacking equivalent of the hmg asura everest. Which leads me to believe that the bonus is probably fine at a normal table and at lower lls. It's as potent as a core power should be.
I do wish I could give more technical feedback, but as a gm these days I even have "quantum hit points" unless an enemy is scanned. My players usually don't notice if I take that assault off the board if it had 3hp left
the highest heat I got for a single invade was 10
4 from system crusher, 2 from Enhanced System Upgrade, 2 from nuccav 1 & 2 from hacker 1 (in this specific case the npc chose to take it because I would’ve moved them out of the control zone & followed up with either fragment signal or puppet systems as my second quick action)
granted system crusher is 1/scene per character, nuccav can be risky when facing other tech attackers and hacker 1 isn’t reliable for proccing heat
more like 6 heat for average invade when heat gunning (2 base, 2 from nuccav and 2 from enhanced systems upgrades)
also found the option to apply a second invade to be rather versatile
ended up using it to apply as many status conditions as possible to an ultra so they had to chose what to remove
chomolungma was my choice of frame because I felt the ability to scan targets while making tech attacks & alternate tech attack options synergized very well with enhanced system upgrades
(not to mention brilliance)
as the only tech attacker of the group I felt it was important to know the e-defense & heat cap of a target
and it contributed to knowing whether to heat gun or debuff the aforementioned target
I managed to get 2 npcs w/ Tatzelwurm & lesson of the open door
inflicted 1 heat on an ace & 3 heat on a sentinel and let my next tech attack against 'em deal an additional 2 heat :)
admittedly I think I only pulled it off because the npcs were trying to take the control zone (range 3 is a bit at odds with sensor range 15 so I assume it is intended for frames with faster speed & lower sensor range)
but it allowed me to follow up with system crusher to stress & burn the sentinel
also
I had an opportunity to use Ontological Metatactical Pulse and I regret not taking it
as mentioned before, the mission was control zones
so everyone (including npcs) were incentivized to gather in them
and I had everyone on the map in sensor range
I think I shied away from using it because of the stunned condition lasting until end of next turn & being limited 1 ("saving it for later")
but it would've been extremely powerful had I used it
with the group I'm in
I suspect they would have chosen
- move 3 spaces ignoring engagement & reactions (unless prone)
- +1 accuracy to next attack (the group I'm end tends to prefer attacking every turn and we at most have one PC that uses loading weapons)
- 4 pcs would remove a condition on themselves while the 5th would set their heat cap to half since they run nuccav 2
I think I would've reliably gotten most, if not all of, the npcs to fail their saves w/ a save target of 17
I will use ontological metatactical pulse next session
hope that was helpful feedback on my behalf
That's always the vibe I got from it was that it was okay at tables that didn't have everyone going out of their way to mix max
Its not inherently busted, but like, its another chain in a combo that would have worked well anyway
Originally asked this in general but this seems a better place for it. After some discussion of 4e's swordmage i was pointed toward the Efreet and...i don't get how it works? Like, I get the individual pieces but the punishment effects don't seem like it'd be that punitive so I'm not sure how well it does the Defender thing. Is it mostly just setting them up for future takedown by others or is this a 'works best with other equipment' deal. What am I missing?
Are you asking about how the frame works as a “defender”?
Based on a quick look, it’s mostly it’s high armor + co-location that allows it to do that defender role, and it can teleport allies out of dangerous spaces with foldstep is what I’m seeing?
I mean, at a very basic fundamental level you can take half the damage an ally would take from an incoming attack or spend overwatch to punitively attack enemies that attack your allies, both of which are A). lancer oriented defender tactics and B). literally how the two 4E swordmage default aegises work
and as noted, foldstep allows you to use the boost action not simply for extra movement but to reposition allies
the most basic, 101 "how do I play an efreet as a defender" is to pick an ally, give them co-location marks, use whichever reaction you feel is appropriate to the situation, use foldstep to pull allies out of bad situations or set them up for beneficial ones, done
for comparison the drake's argonaut shield is another "take half the damage from an ally" thing, except it requires a quick action to enable and works only so long as the two of you are adjacent (and the effect immediately breaks and has to be reapplied as another quick action if you ever wind up not adjacent) in exchange for being an ongoing effect, while the effect of the co-location mark is a one time thing since it's consumed upon use, but applying the mark is a protocol (a free action at the start of your turn) and requires no adjacency or even line of sight to the marked character when they're attacked in order to use it
as for how it works on a power scale, I've gmed for multiple efreets and they've all been devastatingly effective
it's just a really fucking good frame and a very cohesive package
there's also a bunch of total horseshit you can do with Unbounded, most notably with sunzi's blinkspace tunneler
Its probably the 'take damage for them' part thats throwing me as the swordmage was just outright reduction and I usually played that variant. I suppose this is going to be one of those 'works better in action' then it initially reads to me.
the self-damage for interdiction is super negligible IME
you take half of what they'd take, but that half is then subject to your own armor etc
and efreet is bulky as hell
I felt, when designing it, that between having access to both options on demand as well as an unlimited range on the effect (the swordmage has to be within range 10 to trigger its reaction effects, and the shielding aegis doesn't even get the teleport option in the first place) that it could stand to be a little less of a no-brainer
probably just overconcentrating on damage numbers on my part too.
like, say, a T2 assault shoots someone. they do 8 kinetic a shot
you give your pal resistance, but you take 4. efreet has 2 armor baseline, so you're taking 2 damage after all of that
take 2 damage to shave 4 off a more fragile bud is pretty damn nice as far as 'actionless', infinite-range defender toys go
I suppose I could always toss on a decksweeper if I want a 'do it, I dare you' weapon.
yeah the game doesn't lack for punchy main weapons
Coming back to this, being a defender in lancer is usually much more on the "mix of control type effects crossed with choice punishment" angle, so it's not too dissimiliar from 4E D&D in that regard, the efreet has a handful of effects it can leverage so it's a bit less punchy than something like the enkidu which focuses exclusively on punishment attacks to the exclusion of anything else
or the white witch which is more focused on damage absortpion and redirection without any inherent punishment beyond "shoot someone on your turn"
Oh god Counterfire Suite Swallowtail seems painful
Is the Reaper Dart's Sharpshooter trait intended to be a reroll of a single ranged attack roll, in the case of an AoE covering multiple targets? That seems to be the intention, just making sure.
yes, it's the same for the Death's Head's Neurolink as well
tom has confirmed that generally when something is talking about "an attack" like this it should be taken as "one attack roll" and not an entire AoE
Yeah I remember reading about that, but I also knew there were a few notable exceptions so my group just wanted to be sure. Thanks!
the biggest exception is basically the Nelson and its "move after attacking" thing which is one per customer
i.e. you get 1 space of movement when loosing a mortar, not 1xAttack Rolls, if that makes sense
Right
I have questions about the Mithra Protocol from MITHRA-Class NHP.
- Is it once per round/turn?
- Do the effects continue to be present on the selected allies, or do they fade away at the end of their turns?
@dusk arch
1). Protocols are used at the start of your turn and can't be repeated, so in essence every protocol is inherently "1/round"
2). The effects are persistent until used and expended. Note that they do not stack: giving someone two instances of "your next attack does X" won't make it work for their next two attacks if they keep trying to bank it
Ah, I had other game mechanics stuck in the head and forgot the "actions cannot be repeated" thing. Thank you for the swift response.
-- IPS-N Störtebeker @ LL6 -- [ LICENSES ] IPS-N Raleigh 2, IPS-N Blackbeard 1, C&H RETIARIUS 3 [ CORE BONUSES ] Gyges Frame, Emergency Reactor Override [ TALENTS ] Executioner 3, Combined Arms 3, Skirmisher 2, Brawler 1 [ STATS ] HULL:2 AGI:4 SYS:0 ENGI:2 STRUCTURE:4 HP:15 ARMOR:1 STRESS:4 HEATCAP:7 REPAIR:6 TECH ATK:0 LIMITED:+1 SPD:7 EVA:14 EDEF:7 SENSE:8 SAVE:13 [ WEAPONS ] FLEX MOUNT: Hand Cannon / Segment Knife FLEX MOUNT: Hand Cannon / Segment Knife HEAVY MOUNT: Blast Chain [ SYSTEMS ] Temblor Pulse-Field Generator, Synthetic Muscle Netting, “Roland” Chamber
You can't reload the blast chain with a knife crit.
I am bad at picking up on things, what's a good routine or combo for a Seargent?
nothing in particular as far as like a single sort of defined loop, the sergeant is basically just a force multiplier
they give bonuses to-hit and damage, they give beneficial movement
the sergeant is intended to be a "generalist support" in that they can do a little bit of everything, with a 4E Warlord kind of vibe, compared to the other supports which have a more specialized focus like the Mirage's teleport movement or the Priest's single-target protection
a good combo for sergeant is taking that one optional and dunking a bunch of grunt pyros on your players, as a joke
things like five rounds rapid will obviously benefit from having punchy strikers on hand, coordinated maneuvers helps slower mechs, etc
sad thing is, while I know of 4e design in general, I've never actually read it, so I don't know what the warlord was supposed to do. Until I read it now.
The Warlord is a very fun class.
The warlord is basically a support that uses other peoples' characters as weapons
your job (and this is reflected somewhat in the sergeant) is to pick buddies and go "let's you and him fight"
It also had perhaps my favorite variant in the Bravado warlord, who's thing was going 'Wow, that sounds risky. Fantastic!'. It got heftier bonuses but also tended to suffer penalties if it fucked up the risky thing.
the corebook correctly doesn't really have "generalist" supports because it kinda doesn't have generalist anythings, but the sergeant is intended to fill what I believe is a notable composition gap in that it's a support that can sort of work wherever
most NPC forces will appreciate having SOME movement, SOME additional offensive enabling power, a BIT of extra longevity, etc
I find that sometimes I struggle a bit to decide which of the more focused supports I prefer for a given composition
I suppose you could consider them something of an "offensive support" in that they have a good amount of abilities that translate to improved accuracy, additional damage, cumulative attacks, etc
Nods
counterpoint: the best warlord was easily the lazylord
where you refused to roll dice at all and just told your friends to do violence instead
So Swallowtail?
kind of
Lazylord is basically just handing extra actions and buffs to all your teammates
the key component of lazy warlord playstyle was essentially giving your allies extra attacks
taclord superiority
and yeah
everyone has at-will attacks that they can do whenever they want
that's something lancer doesn't REALLY do a lot of
the trademark ones of lazylords are "you point to an ally and they make an attack instead"
the common joke is that a barbarian htis you with his axe, a warlord hits you with his barbarian
imagine if instead of a swallowtail spotter giving rerolls or something instead it could go "I use a quick action to skirmish with someone else's heavy weapon"
some would argue that's bentham/foucault i imagine
it's the closest the game gets but it's not as flexible or permissive as the warlord was
the adjacency, the additional action cost on top of however you had to apply the lock, etc
How does Gravity Gun interact with Reaper Dart again?
functionally no part of it interacts with reliable
it's in a weird place where you use it as an attack but it fundamentally just immediately goes "okay, now it's a save or"
so it isn't affected by additional Reliable in any way
Fair enough
Yeah, the Gravity Gun is borderline a system that can only be put on Heavy Mount Mechs.
It doesn't play with a lot of stuff weapons play with
it comes down to, essentially, how literally you want to take the reliable tag talking about "the weapon's damage" because strictly speaking the gravity gun does not have damage
I'm sure some people would be inclined to argue that point but since additive Reliable isn't a thing that exists anywhere in first party content, I get to decide how the ins and outs of it work, and my take is that the gravity gun is a weapon that itself deals no damage directly, only secondarily on a save-or and even then that isn't guaranteed, and it can't hit or miss anyone, so I find myself inclined to simply say that +reliable doesn't interact with it
does this look half decent?
-- GMS Chomolungma @ LL8 --
[ LICENSES ]
HORUS Goblin 1, HORUS Minotaur 2, HORUS LOGOS 1, HORUS BUNRAKU 1, C&H PESILAT 3
[ CORE BONUSES ]
Enhanced Systems Upgrade, The Lesson of the Open Door
[ TALENTS ]
Hacker 3, Leader 3, Spotter 2, House Guard 1, Nuclear Cavalier 1
[ STATS ]
HULL:2 AGI:0 SYS:6 ENGI:2
STRUCTURE:4 HP:20 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+7 LIMITED:+1
SPD:4 EVA:8 EDEF:16 SENSE:15 SAVE:17
[ WEAPONS ]
MAIN/AUX MOUNT: Assault Rifle10
1d6 / MC-LMG Light Machine Gun
10
2
FLEX MOUNT: Autopod15
3
[ SYSTEMS ]
H0R_OS System Upgrade I, Ontological Metatactical Pulse x2, Patience, Personalizations, //serpent_FANG, Tatzelwurm, Viral Logic Suite
thinking of picking up //HEARTSHATTER V. 5.palm & the lesson of the held image (unsure what horus license to take tbh)
missing 1 talent (don't know what to pick up for next ll either?)
any advice or suggestions?
Go up to Spotter 3.
Or, since you have Pesilat 3, fit Brawler 2 in and get Dipping Swallow Module to punch when you brace.
that is hilarious
It works even better with Metalmark 1.
metalmark 1, efreet 2,
teleport, punch them, then skedaddle
For ibeji, if I use a burst does it come off both of us or I gotta pick one ?
I can never remember
my understanding is that you choose one of them to center the effect on
Fearkiller question.
The ally has to be in sensors for me to create a shield around him. Does he have to be in sensors for the shield to continue to work?
The linking effect remains persistent even if someone moves out of your sensor range, as noted by "otherwise it lasts until the end of the scene," but you generally won't be able to make use of any of the effects that specify the character must be within sensors to use them, i.e.:
You may take a second reaction each turn, but that reaction may only be used if the trigger is a hostile action or effect made against a linked character within Sensors.
Reaction, 2/round
Trigger: You or a linked character within Sensors are targeted by an attack.```
```Active (Requires 1 Core Power): Tachyon Surge
Reaction, Efficient
Trigger: A linked character within Sensors is hit by an attack and damage has been rolled.```
The exception to this is this effect, which does not require them to be in sensors:
```Each time you Activate a system with the Shield tag or take a reaction triggered by a hostile action or effect made against a linked character, you may have the link pull you 2 spaces towards that character by the most direct route possible as part of that action. If you are already adjacent to that character, you may be pulled 2 spaces into another free space adjacent to them instead.```
Thanks!
The text on Ibeji seems to indicate that, if I install it on a Calendula and sequence my protocols such that it activates before I go Intangible with Grammaton Mantle, I'd simultaneously have one Intangible mech and one tangible proxy through which to attack, force saves, etc.
Now of course this feels a little too much like having my cake and eating it too, so I have to ask, am I reading this right?
Nah, when you go intangible you’ll both go
Same as if you pinning spire someone you’re both immobilized
Ah, I thought I'd done something terrible for a second there. Thanks for the clarification.
"Conditions and statuses are not shared between you and the echo except for those caused by your own systems, talents, etc, but other ongoing effects are."
you and the echo can have asynchronous conditions/statuses if someone else applies them, that is to say if an enemy immobilizes your mech the echo does not become simultaneously immobilized, if someone knocks your echo prone then your main mech does not go prone along with them
however, stuff that you yourself do which applies statuses or conditions (or other sorts of self-appointed effects) ARE shared
your IBEJI metalmark doesn't have to worry about whether their echo will emerge invisible if they create one after using their core power, for example, they just will
likewise, if you turn yourself intangible then the echo will follow suit
Question, Spotter 3 requires the action lock on or any time you apply lock on?
primarily curious about charioteer trait combod with spotter
my understanding is spotter 3 isn't particular the way spotter 2 is
First time checking out stuff here
is a brawler napoleon with pesilat stuff any good
Brawler Napoleon is a ball.
[ LICENSES ]
HA Napoleon 2, C&H PESILAT 3, SSC Metalmark 1
[ CORE BONUSES ]
Auto-Stabilizing Hardpoints
[ TALENTS ]
Duelist 3, Brawler 3, Skirmisher 2, Bruiser 1
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:2
STRUCTURE:4 HP:19 ARMOR:2
STRESS:4 HEATCAP:10 REPAIR:5
TECH ATK:0 LIMITED:+1
SPD:5 EVA:10 EDEF:8 SENSE:5 SAVE:14
[ WEAPONS ]
MAIN/AUX MOUNT: Tactical Melee Weapon / Tactical Knife // Auto-Stabilizing Hardpoints
[ SYSTEMS ]
Crashing Avalanche Module, Dipping Swallow Module, Falling Star Module, Reactive Weave, Stasis Bolt, Stasis Generator, Personalizations```
How does this look, this kinda looks fun?
Im not really sure what to get for the second core
the big thing to note will be the heat costs, Dipping Swallow isn't inexpensive to use, so you can't just spam it
even with pesilat gear, I don't think a "brace build" really exists as such, HOWEVER Dipping Swallow can add substantial value to a brace when leveraged correctly
I’ve seen a brace focused build but only at ll9
convince your gm to let you use suldan, mfcane and iridia to create the ultimate brace build!
the real difficulty lies in convincing your gm to let you use three separate homebrew
(i already do lol)
just makes me stay vigilant
though the ones i currently have in play are suldan, liminal space, legionnaire, castor and pollux, and grimm and sons
just wanna check for the hack part of pesilat's improvised attack
if my attack hits, is it immediately hack and its effects first then the damage, or the damage/knockback then the hack effects?
since imma bout to play
"on hit/crit" stuff resolves in the order of the attacker's choice
btw, if chimera has both talons out, can it barrage with two drones?
since a player asked
you can skirmish or barrage with talon drones in any combination or configuration, whether they're docked with the mech, deployed, or both
Try adding Dual Fist from The Terk Mech & Tech Heruka to the Pesilat.
ITS FUN.
Got to use ontological meta tactical pulse
frequently finding myself able to to cover majority of the map & npcs with sensor range 15
used it to remove immobilized from a melee based ally, move everyone towards the objective & give everyone accuracy on their next attack
only two npcs succeeded against save while everyone else failed & got impaired and slowed :)
I am running the lesson of the open door (along with enhanced systems upgrade)
heat gunned an ace into reactor meltdown :)
used brilliance, overcharge & a quick tech to system crusher w/ enhanced systems upgrade to add on as many status conditions as possible before using ontological metatactical pulse (ace failed that save too & got hit with open door too lol)
sear pilot weapon can still be used after using the limiteds, right? just now it's only 2 kinetic damage?'
yes
also, for unassailable: let's say the champion grapples a marked character. if the champion uses it to pass the contested check, is it treated as being higher than what the marked character rolled?
yep
Mr. Kai Tave sir, I have a question.
The Gladiator talent says it can be used when you Skirmish at the first rank. The second rank allows you to use it, immediately as a reaction to getting structured, but does not say you skirmish.
My question is, then, can you use the second rank's reaction with a Super Heavy Melee weapon? It's doesnt say to make a skirmish as a reaction, using your signature move, but it is also not a barrage, but the signature move also doesnt say a superheavy COULDNT apply the move in the case of something like the D/D that CAN skirmish, but still not be fired as a reaction.
it is still effectively a skirmish replacement so no, no superheavy
in all respects, the Signature Move is "a Skirmish" except it uses its own rules
Goootcha
This is a sad day for tetsubo enjoyers everywhere, but thank you.
OH! Does that mean you can use it on any skirmish you can make so long as it's not spent before hand? Like, a Gorgon enabling a Skirmish as a reaction?
WAIT NO nvm i read the thing, it says ON YOUR TURN
Correct
By default, it works on your turn only
Rank 2 opens up a specific reaction to allow you to use it off-turn
this is why you can't, for example, overwatch with it
Gotcha gotcha gotcha
The reason it's a skirmish replacement is because if it wasn't you could Skirmish + Signature Technique with a heavy melee weapon back to back, which isn't the intent
It's done like that to prevent it from essentially being a heat-less overcharge
Oh! Ya know, I didn't even think that's something you could do if it were different.
Well I guess that brings up another question, does Gladiator proc Skirmisher 2?
Yep
Nice
was scrolling by channels with the white dot, see talk about the gladiator talent. Only comment, great flavor, cool ability, great for personalizing a character's fighting style
For the combat, non initiative rules of dueling, you don't add triggers to any rolls you make, right?
Correct
Triggers aren't used during duels simply so it's open equally to everyone and not just whoever bought the appropriate trigger
Thank you!
Does Agrav Vane allow you to make actions that don't directly cause saves but can, like planting Mines?
yes
Nice
Hmm. Is it all right if I ask - does the Titan NPC's Unstoppable Force trait work only on 1 hostile target at all per round, or does it work once, per hostile target, per round?
The latter
Thank you! I couldn't find it via search.
It's essentially similar to the cataphrat's trample ability
Can your talon drones trigger your own turret drones when they hit?
No. Turret drones trigger off of your allies making attacks, and while Talon Drones are "allied characters" in the drone sense of the term, you the pilot are still making attacks using them. It's similar to the Ghast Nexus which likewise places a deployable drone whose function is essentially to act as a remote relay point for attacks you make using a nexus
Ahh. That makes sense.
retribution is only a 1 time use right? for the champion system
limited 1, yes
oh I have a question; when you 'use the bomblet dispenser as part of a boost', does the current area immediately disappear(before you move) or does it disappear after you move and place a new area?
(since you can be friendly fired by your own bomblets if you move into them, when it disappears is important)
that's not true past me-
Titan with assimilation maw do be looking hungry tho
btw, with the Nightmare's Liberation, if it wants them to shoot with an ordnance weapon they must stay still, right?
also, fugue state doesn't provoke reactions, right?
Yes
Fugue State
Quick Tech
+2/4/6
The Nightmare makes a tech attack against a character within Sensors. On a success, the target takes 2/3/4 heat and the Nightmare can immediately cause the target to move up to its speed in a direction of the Nightmare's choice. This movement ignores engagement and does not provoke reactions.```
cool
funny titan
when it says for fugue sgtate that it can't take reacgions except that the nightmare forces, can it be done by a different nightmare?
no, just that specific one
alright, noted
same as how snipers can't share sniper marks or scourers can't double-proc each others' guns for extra damage etc
the only NPC that can share things like that among multiples of itself is the lurker with its shrouds
does liberation trigger talents eg executioner?
my understanding is that things like witch predatory logic etc don't hook into talents and so liberation wouldn't either
alright, noted
Question:
Regarding the Turret Mount from the Worden - if I have Technophile 3 and the Enlightenment-class NHP in my mech, can I climb out and mount the Turret Mount while my mech attacks?
yeah nothing prevents it, you'll just be hanging out where you can be attacked by other people
you could do it with a non technophile NHP too
Hell my players have done it with a Comp/Con for particularly dramatic moments. (they put an unconscious soldier in their pilot seat to save their life)
made it so that when my horror template titan destroys someone or a wreck with the assimilation maw, it reloads their lance
If the Fearkiller's linked Character is riding them through MULE Harness(or Goblin etc.) does that mean they can move 2 spaces anywhere they want?
no, it just won't work
there isn't an "other free space" for them to move into at that point
Ah, I was thinking since it says "If you are already adjacent to that character, you may be pulled 2 spaces into another free space adjacent to them instead." and all spaces adjacent to you are also adjacent to them
So
No adjacent spaces?
I suppose I can see the argument, but I'm not really interested in it being a mule conveyance facilitator
Fair enough
how's reaper dart work with the LBR? if I blow three charges for reliable 6 does the +1 clause kick in and boost that to reliable 7
Yeah that's how I'm seeing it, the Reaper Dart gives a flat Reliable if the rifle has none to speak of, but the moment a rifle gains some then it's instead the +1 value
nice
lbr with baseline reliable 3 with the ability to supercharge that if need be seems pretty damn good
does make it slightly funny that spending 1 charge for reliable 2 -> 3 does functionally nothing, but who cares honestly
if you're stuck with 1 charge you can just blow it on an accuracy
played with the horrifying titan, was great. the players took down two of its structures (it being a tier 2 means it wasn't easy)
a few players decided wrongly to run down the straight empty road that's 20 blocks long on the retreat. titan repeatedly structured them, but they still managed to complete the mission
also, do characters that ignore Engaged not get stopped by the bomblets even if they fail the save?
admittedly the Slowed would probably do that
1). as soon as you begin laying a new area, the previous one disappears
2). ignoring engagement will allow you to ignore that portion of the effect, Slowed only really comes into play if the movement they're using is somehow non-standard
okay thanks! these are both good to know so me and my GM can play around it properly
oh right I had a third question, uh - does the space you started in count as valid for bomblet placement
so if the triggering character A). moves into the area during their turn and fails the save, and B). does so with movement that ignores engagement, then they won't be affected by the Engaged-equivalent but will still take all the other effects, and if that movement of theirs happens to be something that isn't standard movement then as far as I'm aware becoming Slowed mid-move like that shuts it off
yes, essentially think of it as "spaces you left"
that's kind of what I thought but had to make sure, thank you!
if through Scrounger I get some inductive talons for my mech, then as long as I don't use it I get the benefits of the increased accuracy on adjacent hacks, right?
New to using Suldan in my games, are there any official npc art to use?
Not that I'm aware of - I mostly just look at Retrograde for suitable substitutes
Also I just used the Scrapper template and the Piledriver on an Elite Wingman (from Liminal Space) and oh my gooood that thing was a menace in a holdout surrounded by dense size 2 cover
Heyo! The Kalista's Retrograde sprite dropped today!
That's dope!
very cool
yo sick
does one of those variants just have a human face?
top-right does, it's a bearded man
idk why but that was just the last thing I ever expected to see on a size 2 mech
yeah it makes sense in hindsight, it just was unexpected y'know?
One of the mech design decisions of all time
question about enhanced systems upgrade
would this be possible to pull off?
puppet systems on grunt, have it move towards another grunt, enhanced systems upgrade to choose logic bomb as a second invade option, logic bomb forces everyone w/in burst 2 of the grunt to make a systems save, lesson of the open door to cause another grunt that fails the save to take 2 heat
that sounds entirely valid to me, as I understand it.
yes, ESU basically makes it so a successful invade 1/round on your behalf does:
1). 4 heat and an effect
2). 2 heat and two effects
and as is always the case when it comes to multiple things happening at the same time, you decide how they go off
So I was contacted a little while back by Colton Horn @proud tapir who does voice line packs for NPCs, and he wanted to do a pack for the Field Guide to Suldan as well, which I told him I was cool with, and he just released it https://dirkmcthermot.itch.io/lancer-npc-voice-lines-field-guide-to-suldan-third-party
It is exactly as it sounds: it's a collection of voice clips you can play when NPCs use various abilities
for use with soundboards, VTTs, etc
Oh yeah he spoke to me about it for Liminal Space too. He's cool.
https://kaitave.itch.io/field-guide-to-suldan And since I'm probably going to be busy working on Winter Scar and some other stuff for the foreseeable future, I've decided to go ahead and put a 2.2.6 update together
You should be able to download the updated pdf (with the Chimera art) and the 2.2.6 lcp direct from the itch page
I need to go mess with the comp/con back-end to update the version number
Oh FK core now works with UniComp? Sweet
Could I ask why the chimera art is not in the lcp?
that would probably be because I forgot I had to manually add it
there's always one thing I forget to do and it looks like this is the one
I'll get it incorporated later and post an update to that effect
Dope
When the Worden uses its Core free barrage in exchange for Stress is this a case of simply marking Stress or do you roll like you would if you overheated?
You still roll, as I understand it.
yeah
same as a sniper death mark dealing 1 structure damage instead of interfacing with HP
any time you take structure damage or stress, you always roll on the table
Cool just checking 👍
Adds a little more risk to free barrage > barrage > RSU Stabilize with Adaptive Reactor
Yeah you can absolutely do the RSU/Adaptive Reactor trick and I know that a number of people have done this, though it does burn through your repair cap pretty fast so it tends to work better if you know you aren't going to need those repairs later
It's great for 'last battle of the mission...hey why is the GM starting a clock for the technicians breaking my knees with a pipe?'
Ironically the player I'm asking this for is a professional engineer and mech tech
Worden burn resource strats feel like such a devils bargain for the layman player xD and I mean that in a good way
"My damage can damage more!"
Me: sure can kid, don't worry about your stress cap, you're not gonna need that
"Ignores Loading" you say?...
Listen if you go into a meltdown that just means you've got unlimited Overcharges now
its interesting as an ability that fluctuates in full tilt applicability depending on number of encounters in a mission
if you only got 1 or 2, there's plenty of incentive to turn em and burn em, but on longer missions? Much more considered approach
I play a Worden in a friend's game, and it's mostly a matter of figuring out which fight is the last and then dumping an obscene amount of firepower downrange
Basically if I see a boss, I'm the countdown clock
If there are more scenes after that that's your allies' problem
thats pretty much
I figure as a GM, my counterplay tactics against wordens include heat gunning, small target saturation, armor, stacked difficulty sources (cover, impairs, etc), hiding my NPCs, and melee
IME the best counterplay to my core has been there just not being a big enough guy on the field tbh
i'm running a phase-ready CSSW and have a pretty dedicated spotter buddy so i don't worry about invis much
but if there's nobody who can soak at least two shots, there's no point to popping
oh i was just thinking in broad terms, of things to use to appreciably challenge a damage riding worden
i imagine also sending in the boss fight or a high challenge fight earlier on to attempt to bait out the core power early in a mission might be a solid move too
provoke your worden's bloodlust
my players have recently started calling me out on my end of turn "That was all your available actions. Did you want to overcharge?"
i feel like its a great one for the worden too if i ever get one
I want to run a mixed drake/worden tbh
LMG drake seems cool
so does big minigun or multi minigun worden
Leviathan Worden is great
Specially if you have someone else on your team who can move you around like a fomorian Lancaster
Leviathan Worden is very funny to me because it's putting the gun you kinda want to be using on something that can take a hit on a mech that, by IPS-N standards, is pretty mid at
The best defense is an overwhelming offense.
Personally though I think the final shape of Worden optimization is going to be the combat drill worden,
hahaha
"fire support drill on station"
"Providing covering fire" literally charging in
This is reminding me of the days when +threat was more readily available to builds and you could make a combat drill barbarossa back when its core power was "you can double-tap superheavies for a scene"
lol i didn't know that was a thing but i do so often love off building the barb for melee
threat 4 looks crazy on a size 3 mech
yeah it was basically just "you can crank threat universally up to 4-5 so fuck it, why not, make a giant scorpion barbarossa with a drill tail"
my favorite like... non optimal way to play it is get supermassive on a like... nelson pike, then get the big hardlight shield. Smack people back out through the shield, make em come back in
welcome to the thunder dome
oh and if suldan is in play, keep in mind that the Reaver has Cannibalize
Reavers are slow as shit like a lot of other point defenders, but if you can get a mirage to pop one into a Worden's face and eat a repair, I'm pretty sure that in some states this counts as a crime
ALSO
did you know that Cannibalize works on targets within the Reaver's nanite AoE zone, and ALSO did you know that Focused Dispersal which turns that zone into a Cone 5 is now a protocol
guess what you can now do
Catch hands?
i actually had a reaver in play a mission or two ago, and it was recognized as enough of a threat that the players just manhandled it the whole time
i don't think they killed it
but it was a lot of knockbacks, prones, immobilizes, etc
i was laughing but also crying
they scanned it and went "No sir, not today"
the reaver might genuinely be the NPC I've made which freaks people out the most despite the fact that they rarely seem to, like, kill a lot of people
Gonna run a combat with a reaver, a tick, a sergeant, a titan, an mbt, and a bunch of grunt goliaths.
well ok no what is the allstar squad of NPCs that concern™️ players
gotta have a Witch, a Reaver, a Titan, a Ronin... uh
ahh havent run it actually
though ironically, i know this is more winter scar/solstice rain; but i threw in liminal spaces Landship AS an MBT in the clear the air engagement specifically to have Vestan heavy armor present. I found it both cool and a bit funny to see the MBT drop like the same week xD
there was a brief window when Armored Core 6 hype was at its peak where I was strongly tempted to have a Ship Ace or something as a helicopter gunship somewhere in there
i meaaaaaan
would it surprise you to know that i was considering throwing in a rainmaker ship into the next scene? I haven't decided yet because the sniper is enough of a threat
ship ace actually sounds hilarious because a vtol barrel rolling is very AC
it just does that thing combine gunships did in Half Life 2 where they'd juke the rocket unless you lased it around on an indirect course
hmm, at T3 maybe id be justified in diversifying the threats
sniper AND big hovering death threat
but maybe i shouldnt beat the hell out of them prior to the fight right after
oh you'll be pleased to know one of my players is in the C&H charioteer
they're turns are filled with math about trying to hit 12 moved spaces
i think they're enjoying it
only thing they regret is taking the legionnaire legionspace shadow talent with it, purely because she takes too many hostile actions to stay protected by it
Operator, Scout
Question for the Sagittarius, is it considered a Rifle for the Crack Shot talent?
The bow? Yeah, it counts as both a Rifle and a Launcher
Weird, on COMP/CON it's not considering the bow as a rifle
yeah I don't think comp/con actually parses multi-type weapons
it's a thing I know people have brought up for a while, but I don't think it's been implemented
Ah, but at least I know it is considered a rifle and it's on COMP/CON for the jank.
I'd probably keep track of it myself to add the bonuses if ever
there's a few things like that, like specialty licenses don't have their unique sort of prerequisite scheme properly implemented either, same deal
But thank you for the response! Hoping that my experimental build would be alright enough.
Hi, I keep trying to install the most up to date lcp but a few things are a tad funky, the tetsubo is the first level still 4 bonus damage ?
Was that changed?
what changed is the second level of damage now applies Shredded until the end of the current turn, similar to the Chain Axe
so it goes +damage, +damage and immediate shred, then +damage and shredded EonT
Thanks Kai
Speaking of, while I'm here, on the Chainsword,when it says "or if the damage is maximized again" does that mean you only get the max 3d6 bonus damage if you somehow get 3 sources of maximized damage?(without counting just rolling 6s of course)
no, what that means is if you roll a brutal natural 20 crit, every additional bonus damage die you add gets maximized, which sequentially triggers another, etc
the chainsword doesn't apply its bonus damage all at once, it does so one die at a time
so what it is saying is "each added bonus damage die, if it's a six then keep going"
Oh so on a 20 you get all bonus damage, it's just worded weird due to how it works
Gotcha thanks
if you brutal max damage crit, then you just go "okay add a die, add another, add a third" and they all get maxed each time
That's, pretty darn good actually
So I just finished running a Suldan campaign. Figured I'd give you a little after action report. They all loved it, "the best tabletop experience I've had" was one comment. Another was "Why are all the people here SO HOT." after seeing art of Jun and the Racers and Mattias etc.
We ended up running just under a year of weekly sessions. Probably 8-9 months worth realistically with missed days, from LL0-6. We had 3-4 players(one dropped out early and was replaced) with the main three being a Hacker in a Chomolunga, a missile striker in a Monarch and a melee monster in a Vlad/White Witch, joined later by a Lich player.
The Scrapper and Champion templates were great. The NPC classes were all very thematic, the Termites filling a niche the main book doesn't. The Ogre made a good Janissary mini-boss NPC. And the Titan fight was a great boss fight, though the Vlad player managed to Immobilize it, which took out a lot of its threat. I was using an older version which had the "suggested NPC types for each faction" and I really liked that, it helped give each faction character
They loved the flavor of Suldan, and the details like the description of Shaarmi. Two of the players ended up exploring the Step Into The Ring option, though once one maxed out on Fame I had to think of interesting gladiatorial themed reserves or RP benefits to give them
As for factions they very early on decided that they HATED Arclight as much as the Emir and so ended up working mostly for the Provisional Government and the SIF/Cheshire Cats. They did a few undercity side missions, and information-wise I would have liked to have had the a little bit about the gangs in the actual Undercity explanation section instead of scattered about.
They ended up interacting with the politics of Suldan a lot, and just a little bit more about that might be good to have. Making a foil to Jun/Mattias on the council was necessary, and I ended up fleshing out the aristocrats as well.
As a GM I would have liked some ideas for few appropriately themed reserves to give them for the smaller side missions. Especially since one character picked Scrounger(which we tended to forget about occasionally). I'd keep talking but don't want to entirely flood the channel with this. But still, just wanted to say excellent job.
can a carrier move an immobilised ally?
yeah there's nothing that really prevents it, it's similar to involuntary movement in that regard
neat
does the mk12 cssw have loading in both profiles? the unstabilized profile doesn't have loading on cc
Nope it doesn't
You can spam the unstabilized profile as much as you want like Direct Fire Siege Cannon
The Nightmare's liberation doesn't proc superheaavy use, right?
just to be clear the spaces that are covered by Bomblet Disppencer or the spaces you move through during the boost correct?
yes
thank you
Coming back to this, it does not
Same as predatory logic et al
What's the naming convention behind C&H frames?
Types of warriors/gladiators
I.E., Kalistas are people who practice the martial art of Kali
a typical pesilat with nuccav can, theoretically, if it lands both its improv and free hack:
4d6+2 Energy, 4 Burn (Hearthatter), 4 Heat
btw, does the C&H stress core bonus stack? As in, if I somehow manage to get stressed twice in a round (eg through overcharge) and rolled for bonus damages, do I then have 2d6 bonus damage?
Gladiator says when you would skirmish instead make a signature attack with a weapon.
So this is not considered a skirmish for anything that triggers off skirmish rules?
How does that interact with Skirmisher 2?
Or Superheavy weapons? I think specific talents overule general rules, no?
Skirmisher:
Move two before you skirmish. Then gladiator triggers and you make a non skirmish attack?
But you can't move 2 after a skirmish cuz a skirmish never happened?
Or just not applicable?
Heavy weapons:
can only be fired as part of a barrage overrides all?
Gladiator "make a signature attack with a melee weapon" overrides superheavy rules?
I thiiink the skirmish one is more grey area than superheavy. Superheavy probably just cant be fired with gladiator but skirmisher and gladiator.. you can move 2 before skirmish, then "if you would skirmish" triggers gladiator..?
1). specifically it says "1/scene, when you take the Skirmish action on your turn you can perform a special Signature Attack with a melee weapon instead." You are taking the Skirmish action, anything that triggers off taking the Skirmish action triggers off of this, it is simply a different thing that you can do via the Skirmish action.
2). Superheavy weapons require a Barrage to use, and the Skirmish action is not a Barrage.
the one relevant exception being the uncharged d/d which, yeah, works with gladiator just fine if you really want to
The reason Gladiator is written this way instead of it simply being its own bespoke separate action is because if it was so, you could Skirmish + Gladiator using the same heavy weapon in the same turn
and I am uninterested in the purpose of Gladiator being boiled down to "no-heat-cost heavy weapon skirmish overcharge equivalent"
yeahhhh for the best that we can't kinham/demon's fang twice heatless
Thank you! The instead word is what made me question
Huh Apex Nexus got a rename? Didn't notice that
I just discovered ESU
What are some good combinations to use with this
I havent used much hacking til now but I wanna try with it
Fragment Signal (for the Impair) followed by Smite (which forces the target to make a save or be stunned, and Impaired makes it harder for them to pass saves)
any sort of invade that involves proximal effects (Summon, Logic Bomb, Flaw_Plus/Minus, etc) can be prefaced with Puppet Systems to move the target beforehand
Oh awesome
If puppet triggers OW am I allowed to get the second invade to work after the skirmish
or should it happen immediately after the movement
reactions occur after the triggering cause by default and the trigger for overwatch is "someone starting a movement within one of your weapons' threat" so my understanding is that if you do puppet systems to proc overwatch, the overwatch has to happen immediately following that attempted movement
so you would use puppet systems, they'd start moving, overwatch would be triggered, and then any other effects would resolve after that point
all reactions are "when X happens, do Y" and you don't generally get to keep triggered things on hold until other stuff resolves first
that doesn't mean you LOSE any further effects, just that you can't decide to bank triggered stuff until you have other things happen ahead of them
Yes that makes sense
Thankss
Gonna read up more on suldan invades
Havent checked them out as much
Balance Control Lockout on a Chomolungma paired with the kobold’s “move your ass” invades works well too
i was thinking about pesilat/chomo mixes
Question on Shroud Missiles- does 'the area' that grants soft cover refer to the blast only, or the line + the blast?
You trace a line between you and the target when you fire the missile and that line informs you where you can plunk a smoke cloud down
The cloud is the only thing that grants cover
Gotcha
If you want a main melee on a Pesilat, is it better to take Improved Armament or Mount Retrofitting?
Mount Retrofitting gives more offensive power and can be combined with Hunter 1, but is quite painful if you do lose your single mount. Improved Armament is safer and works better if you wouldn't get much use out of the aux slot anyway.
What weapon would you want to put on it?
Probably a war pike.
-- C&H PESILAT @ LL6 --
[ LICENSES ]
C&H PESILAT 2, HORUS Goblin 1, IPS-N Nelson 1, IPS-N Tortuga 1, IPS-N Blackbeard 1
[ CORE BONUSES ]
Overpower Caliber, Mount Retrofitting
[ TALENTS ]
Duelist 3, Hunter 3, Brawler 2, Pankrati 1
[ STATS ]
HULL:4 AGI:0 SYS:2 ENGI:2
STRUCTURE:4 HP:21 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:7
TECH ATK:+4 LIMITED:+1
SPD:5 EVA:10 EDEF:12 SENSE:5 SAVE:14
[ WEAPONS ]
RETROFITTED MOUNT: War Pike / Tactical Knife // Mount Retrofitting, Overpower Caliber
[ SYSTEMS ]
H0R_OS System Upgrade I, Synthetic Muscle Netting, Siege Ram, Personalizations, Armament Redundancy, //serpent_FANG, //shadowfist
You can only really use Hunter 3 if you skirmish in melee, so I'd consider switching the 3rd rank to something else. Other than that it should all work together, I think. Neat build
thenwe
imagining a core power napoleon getting grappled by a pesilat and used as a club
Pretty much this, but with mechs
if a leech grapples a pesilat and the pesilat braces against its attack and has dipping swallow module, it can just move once anywhere, right?
similarly, if it has the efreet metafold shunt, can it teleport to an adjacent space?
1). yes, the movement isn't coded in a particular direction, you could even move a space in any direction against any attack, it just may not allow you to make the followup attack
2). yes because it's two effects occuring simultaneously and therefore you choose the order of their resolution, you could also combo it with reactive weave to move your speed/go invisible, then have Dipping Swallow take effect
apologies if this has already been reported, but i wanted to mention some potential errors with ibeji still referencing it as a protocol:
- ibeji's equipment effect says "Your mech gains the AI tag and the IBEJI Protocol" in both the pdf and 2.2.6 lcp
- the ibeji instantiation text says "You may take any actions you wish through this echo, except for this protocol" in both the pdf and 2.2.6 lcp
I've also noticed a couple issues with the GMS weapons - they're visible in the weapon compendium but not selectable on a mech.
They just need to be swapped as I have here
Sorry, to clarify what you're saying is the order of those lines needs to go license, source, and then license level or something isn't working?
Yea. I referred to Dustgrave for the order
So like, if you try to build any mech without that change, you won't see all (I think even any) of the GMS weapons from Suldan as options. I had specifically been looking for the Anti-Cav Melee Weapon
well I have no idea why that in particular could be causing issues but I'll go ahead and change that up
give me a minute to compile things and then I'd like to ask you to test it out if that's okay
I'm not going to change the version number, try this and see if it works
So that should do it then?
Looks like it
All right cool, chalk it up to another thing I don't understand about comp/con
I'll go ahead and post this as an update to the itch site, people will have to redownload the lcp for the fix
And it's uploaded
That's weird then
This is the non-updated version
Might be a system-dependent thing or something?
Or wait maybe it's because I don't have the version that actually has the Chimera art
Bobby was saying they'd show up in the compendium but not in the actual mech garage
I can confirm that they WERE showing up in the compendium, but I don't have time to do independent build tests
as long as this new version didn't secretly break something
My compcon could've been out of date? But that was the same order they were in on the Dustgrave lcp, and the same order as at least some of the non gms weapons in Suldan, I didn't check everything
@tranquil kelp
Can you confirm for me if these six weapons are viewable in our current CompCon collection?
If not could you download the above file and upload it to drive for me, and then tag the others in the discord and let them know Suldans been updated (but also to ignore the New mech provider, and specialty liscences for the first arc)
(Im out rn doing chores or i would)
Lemme take a look!
Ty 💚
Assuming that “MC-DA Apex Nexus” and “MC-Downburst Apex Nexus” are the same thing everything is there
Hm, wait, the 2.2.6 update log says it has Chimera art, but I don't see any... Just the usual "No data" image
I believe the chimera's art is only in the .pdf atm
Ahhh, I see
No no there was another updated LCP with the Chimera art in it
Oh wait nevermind
yeah I'm going to wait on that
Can I use Ibeji and then use Didymos on myself to create 4 paradoxes?
-So there are two outcomes here, depending on whether you use Time Split on your main mech or the echo. If you use it on the main mech, then the Time Split happens and replaces your mech with the two new characters that Time Split creates. At the end of your turn, since the echo is now no longer within 5 spaces of your main mech (because your main mech doesn't even exist presently) then it disappears.
If you use it on the echo, then Time Split happens as normal, replacing the echo with the two new anomalies. These anomalies are as described in the Time Split ability, completely new characters that act on your turn. As such, they no longer count as the echo and can no longer be used for anything the echo could be used for. In fact, they no longer share any of your traits, abilities, etc, at all, as normal. They act during your turn under your control, taking their own actions, but all they can do is move, boost, or disperse. As they are no longer the echo, they can end your turn further than 5 spaces away from you without disappearing. When the time anomalies disperse (either because one is destroyed or because you choose to) then the echo reappears as per the rules of Time Split.```
In theory you can do it on both your echo and your main mech, though the time clones won't be fully interchangeable
What does the space that the Agrippa's Deployable Bridge takes up look like on a hex grid?
@forest heart look at this beauty
Do the Comet's Retransmission Protocols also project Threat in a way that lets me make overwatch shots from, say, a targeted friendly?
no, it lets you use them as a point of origin for range, cover, and LOS purposes, threat isn't among those
Dang! i guess that makes sense. Thank you! I adore Suldan btw it has so many interesting ideas in it!!
Not sure if this has been asked before, but how is Pesilat pronounced?
May have spurred an hour long discussion with my players
quite loud
I believe, though I am not 100% sure, that the emphasis is on the second sylable
it's pe-si-laht
source: am indo
Thank you! That clears up a lot
where's the syllabic emphasis if you don't mind me asking?
god i don't know what syllabic emphasis is
sorry
si like yes
pe like purple
sorry, I guess what I'm asking is which syllable gets the most oomph when you say it, is it
pe-SI-laht
PE-si-laht
etc
prob the laht from how i say it, i think
interesting!
.
yeah that sounds about right from my (admittedly limited and western world) experience
yeah emphasis is the laht part from how we pronounce it as well (late but i got tagged so might as well lmaooo)
I appreciate you weighing in
I want to make sure I'm not butchering things
Something happened in my game that warranted a reward for a specific PC. This PC is currently a Union pilot but hails from Suldan, specifically as a former member of the SIF. I established the reward as: learn a piece of lore/a narrative detail from Field Guide to Suldan that the PC wouldn’t normally know in-character, and then they learn it.
Opinions/suggestions are most certainly welcome.
For the Scrapper's IED system:
"Detecting an IED requires a successful Systems check, and disarming it requires a successful Systems check from an adjacent space or it immediately detonates."
When do the players make this check? Is it a quick action on their turn? A non-action check at the start or end of their turn?
It's basically the same as disarming mines, which (as I'm not at my desk) I would refer you to whichever page the Mine tag is described
Thanks!
can a titan walk over a hound missile?
also, making a mission where players have to extract ||something from an Titan||
||to do so they must either:||
||- structure the Titan||
||- make a successful contested hull check against it as a full action||
||since I aim to it have more than one activation and strucure, which one is the best but not too challenging:||
||- Titan Commander Elite with horror for a close range superheavy and protocol movement||
||- Titan Ultra||
T2 at LL7
So allied characters can normally pass through other allied characters, they just can't stop in their same space, which the titan specifically allows as an exception to the general rule. However, hound and wolfhound missiles to explode when they collide with allied units instead of just passing through them in general, and so the titan's particular exception doesn't exclude this from happening
alright, noted
if a nightmare tells an efreet with its teleport gun to attack its allies, is the teleport location decided by the nightmare or the efreet?
My understanding is that all Predatory Logic style abilities in lancer do is force someone to make an attack with a chosen weapon (or weapons as the case may be) and that any other effects beyond that are not controlled by the character forcing the attack
noted
for that purpose, recon carbine is a wwapon, right?
yes, it's a weapon in all respects
my friend in my long rim/golden flame campaign is playing a mech repair vtuber, who is sponsored by C&H Devil Black
and BOY the running memes are all so good
idk how devil black became so memeable for the group 😭
Devil![color] is a very good bit tbh
The player determined if his character gets a brand-sponsor special edition, it would be "Devil!Pink" which is marketed as Raspberry Marshmallow. It is noticeably the sweetest one produced.
Also said this 😭:
This is absolutely what the reply would be
Please do not give Devil! beverages to adults tbh those things crash you hard
so, a titan and an Accelerator
if a titan steps on it and there's a character in the way, does that character get run over since it can just do that normally?
if it has the crush terrain ability, if there is a size 2obstruction,is that also just flattened?
can an intangible phantom enter a napoleon's blinkyshield?
can i just absolutely fuck his day up?
I remember something about that from yesterday. Intangible is a hard maybe, but probably
gonna gm a little mission racr in suldan
race
4 PCs will go against 4 NPCs in a checkpoint race across a criss-crossing track. Characters must move on or adjacent to all checkpoints before finishing a lap. Characters who destroy another mech via structure (not stress) will be disqualified from the race and security will attempt to escort them out. Violently.
Oh my god Blast Chain's secondary explosion has no save, it works with Raleigh's FMJ, this is amazing
Oh and speaking of
The character in control of Blast Chain's grapple still moves the other character with them even if they aren't adjacent yes?
yes, all the usual rules of Grapples still apply, except for needing to be adjacent to maintain it
Nice
How do you reequip Sentry Drone's weapon after being destroyed? Just, run over it?
Same as if it wasn't destroyed, full action to pick it back up
Dang, alrighty thanks
hello quick question is there any official art for the GAJASURA
nope, not as of yet
ok thank sorry for the late reply
Yosef Malef, a racer NPC for the racing mission i'm hosting friday
the charioteer is immune to slowed, but is it immune to grapple's no boosting effect?
Well
if it doesn't say it is, it isn't
cool, noted
Is there an insignia to represent the C&H company by chance?
Huh damn Echo Cloak requires LoS?
So you can't start your turn hiding behind solid objects then since it's also a protocol, hmm
If you have both Artemis and Sekhmet, does Sekhmet force you to use the higher roll or can you still choose to use the lower one?
i don't see anything in sekhmet about maximizing damage, it just prioritizes making attacks?
Fair enough
i'm pretty sure you could already choose to use "weaker" weapons instead of the heavier hitters when appropriate with sekhmet, if that's a situation you find yourself in
Oh yeah that's true
yeah sekhmet won't force any sort of choice like that
it's entirely at your discretion provided you're abiding by the rest of sekhmet's restrictions
same as how sekhmet will never require you to use thermal charge mods on any given attack
Mhm fair enough
I tried making this and it is going well so far
-- GMS Chomolungma @ LL9 --
[ LICENSES ]
HORUS Goblin 1, HORUS Minotaur 3, HORUS LOGOS 1, HORUS BUNRAKU 1, C&H PESILAT 3
[ CORE BONUSES ]
Enhanced Systems Upgrade, The Lesson of the Held Image, The Lesson of the Open Door
[ TALENTS ]
Hacker 3, Leader 3, Spotter 2, Sysop 2, House Guard 1, Nuclear Cavalier 1
[ STATS ]
HULL:3 AGI:0 SYS:6 ENGI:2
STRUCTURE:4 HP:21 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+7 LIMITED:+1
SPD:4 EVA:8 EDEF:16 SENSE:15 SAVE:18
[ WEAPONS ]
MAIN/AUX MOUNT: Assault Rifle / MC-LMG Light Machine Gun
FLEX MOUNT: Autopod
[ SYSTEMS ]
//HEARTSHATTER V. 5.palm, H0R_OS System Upgrade I, Ontological Metatactical Pulse x2, Patience, //serpent_FANG, Tatzelwurm, Viral Logic Suite
may need some refinement but I dunno where to start tbh
does scrapper reactor explosion trigger a horror's abhorrent redundancies? or not because it's structure and ot HP?
I'm unclear on what abhorrent redundancies says ruleswise off the top of my head
Chance to revive when reduced to 0 HP I’m pretty sure
That being the case, the "take 1 structure damage" explosion wouldn't trigger it because "taking structure damage" and "being reduced to 0 HP" aren't concepts that are fundamentally linked as far as I can tell, that is to say that if you are at, say, 10 HP and a Sniper hits you with their "lose 1 structure" thing (or you get nailed by a Short-Cycle Lance etc) the process is not "you take 1 structure damage via having your HP reduced to 0" you simply lose 1 structure, and if that happens to be your last then you are destroyed
to put it another way, being reduced to 0 HP generally means taking structure damage, but taking structure damage does not necessarily mean you have to be reduced to 0 HP first
So yeah, seems like 'things that do 1 structure' would bypass 'when reduced to 0 HP' effects
Just Too Dead
now if the horror's trait says something like "when this character is destroyed" and just leaves it at that, that's a different story, but that also opens up the question of "what happens if this guy uses veteran self-destruct" etc
and I'm assuming the 0 HP clause is present to prevent that
alright, noted
man, ronin champion with the conscript's take the hit ability
"i refuse to be hit, and if i do, you're taking it too"
brilliant
if a player triggers Executioner 2 with an Auto-Adjusting Weight weapon, does the AoE hit the extended threat, or the base threat?
similarly, does AAW carry through on Backswing Cut?
My rulings on this in the past have been no, the expanded threat is really only for the one attack and nothing else
cool beans, that's what i figured would be the case and wanted to check
but if you reroll, it would be using the extended threat, right?
To confirm, yes
Rerolls never count as "separate attacks" really as far as I'm aware
there's the bit where a missed attack that rerolls gets to cash in on reliable damage which is basically tom going "yeah I didn't account for that but it seems cool so w/e" but an attack and a reroll followup do not count as Two Attacks
Would Sekhmet allow you to use Instinct Edge to move to a character that isn't the one you're currently closest to?
My understanding is that no, you can't use anything movement-oriented to get out of the "needs to be towards the closest character" restriction
Gotcha, thanks
For Mobius Anchor, do you lose the benefit after announcing the action but before resolving it, or after resolving the entire action?
I guess this also ties into other "You Immediately lose this benefit if you attack or force saves" huh
I tend to use "immediately" to mean right then and there, it doesn't wait until after it's resolved, so yeah it would happen basically right after going "I make an attack"
Ah I see, thank you
Guess that means it's the same case for things like Skirmisher 1?
I'm pretty sure that's how the timing works on that yeah
Gotcha
so, something i've wondered for ages at this point
how does blade dancer 3 work with skirmisher 3
i'd imagine it would mean the attack misses, by default, and youre allowed to make another attack
but that's just. straight up a free skirmish
i'm pretty sure you don't get a free skirmish, only a free single attack with a main or aux weapon
mostly, you don't get to move any farther with skirmisher 2, and you can only get the free attack back if you triggered blade dancer 3 via critting. moving away normally and juking via skirmisher 3 wouldn't allow one
seems like good synergy but it's only really skirmisher 3 and blade dancer 3, rather than any of the other levels?
very specifically not a free skirmish yes, I'm at the very least smart enough to be judicious with giving those out
otherwise yes, it works like you imagine it would, the reaction attack forced against you misses, proccing the additional attack off of blade dancer 3
monarch consumes lock on and fires at unit. can that unit utilise a conscript or no?
Damage reduction isn't the same as redirection
cool
The Charioteer's free Scan doesn't trigger Orator 1 right? Since it's not a quick tech action?
Gotcha, thanks
I feel like I'm missing something with how the Comet is supposed to work. What's a good LL6 build for that bad boy?
get nexus weapons, apply nexus to enemies
it also has some great support hacks
I guess what I mean is that I can't figure out if it's supposed to be close or long range. It seems like I should load up on Colony Nexus and then go "punch people in the face" with them, since they're so close range.
I think my main idea is to take a Level in Kidd so I can get Blackspot Targeting Laser, then use that to try and hit Crits with my Nexus weapons and apply Centimane effects.
You can do that if you want or you can do other stuff if you want
Unhelpfully, the comet doesn't have a "default build"
Its nexus weapons (and other nexus weapons outside of its kit) pull it in different directions so my advice is to pick something you want to focus on and go for it
I will say that using colony nexus weapons (or the wasp nexus) on the comet does come with some tradeoffs, namely the short range means that the benefits of flight (being able to exist outside of some NPCs' weapon ranges) becomes compromised, and the comet itself is fairly fragile as far as it goes, so that should be taken into consideration
That helps a lot. I just finished my campaign that had me running a mostly Pesilat build, and that is a VERY focused frame.
Yeah, some frames are definitely more focused than others, but the Comet is somewhat less of one...it has areas of specialty (as noted, it's good with nexus weapons, it's a decent hacker, it has some lock on/support options) but while not really a "generalist" it's much more of a "build it how you like it" sort of thing
For example, you can make it a gruntsweeper with the... what are they, the hornet nexuses that are ap auxes
Wasp Nexus, yeah
wasps! that's the one
yea, once you pick a direction you wanna go with its nexuses, you can sorta decide where else you wanna go
i think a big problem is base lancer just, DOESNT utilize its nexuses well
Scavanger nexus from Kallarani is probably huge on it
overkill, terrain damage, and an emergency quick heal option for allies
if you have at least one rank in horus, anywhere, you could go for Thirdeye to get the Seeker Catapault
ohhh yea it needs a heavy slot im a dumbass lmao
probably nice on chimera too 🤔
the comet also works fine if you don't even want to care about nexus weapons tbh, double main/aux mounts give you a lot of flexible options for building stuff
I've always been a fan of double sharanga spam paired with some auxes of your choice (light nexus does work great here for range parity) or like double assault rifle plus something else
Does Guerilla 2 work with things like Shield of Blades from Combined Arms 1 or does it have to be actual, out on the field, capital C Cover
the latter
Mhm gotcha
Oh huh, I mean yeah I guess that makes sense
it's in the same ballpark as how you can't hide in cover that isn't actual cover
the conscript's take damage for an adjacent target ability. Does that reaction count as the conscript's reaction or the targeted character's?
Whenever an allied character adjacent to a Conscript is hit by a ranged or melee attack, as a reaction that character may force the attack to hit the Conscript instead. Each non-Conscript character can use this reaction 1/round.
i think it's pretty clearly listed as the targeted character's reaction in the text?
especially because otherwise, the 1/round restriction would be pointless
yes, it's the original target who uses the reaction
the conscript does not want to get shot
How much does the interim government support the Suldan Independence Front?
So broadly the answer is it's a bit of a mixed bag. Nobody within the provisional government is actively opposed to the SIF, but open support for them varies between the different factions. Jun Chandrasekhar materially supports them in plausibly deniable fashion through C&H, which Arclight TransColonial is aware of and unhappy about but lacks direct evidence thereof, and Arclight also lacks the influence to go toe to toe with a revolutionary hero, so for now they're stuck lodging formal protests. Other members of the provisional government, on the other hand, are actively courting Arclight and/or Union to varying degrees, and the SIF are a wrench being thrown into any plans along those lines, so their attitude towards the SIF is one part "well our hands are tied with other things and we can't really deal with this right now" and waiting to see which way the wind blows. There are concerns among some members that the SIF may eventually radicalize further if they begin to more strongly disagree with the way the provisional government starts shaping up, but that's also in a "wait and see" holding pattern for the moment.
Sick!
How would it look if the SIF achieved their goals ala in relations with the government?
Or is that open to subjectivity?
It's extremely subjective, especially because the SIF's own goals aren't necessarily specifically bound to one set of outcomes
In the immediate, they want Arclight to fuck off, that's largely non-negotiable. After that, some within the group wouldn't mind extending that to Union as well. Then there's the question of what relationship they want to have with the provisional government of Hadiqa, i.e. do they want to establish closer ties, do they want to distance themselves, etc
The conflict with Arclight is currently taking up the lion's share of their attention at the moment, it's their most pressing and immediate concern given that hostilities are continuing to escalate as Rylana Bosman faces mounting pressure to get results, once that situation is resolved then it's going to be more open to interpretation
That sounds about to what i figured! I am really excited because I am running Suldan with my group soon
I'd love to hear about it if you feel like it
Yes!
Three players who are coming in as mercenaries. Starting them at LL3 though we agreed to not have any of the new mechs until they get planetside
Triange Stim, Emergency Field Kit, and Devil! Black should probably use the new Equipment Effect option in a future update right?
any tips for a player looking at the chimera?
this is a comp/con thing?
You're slightly more fragile than a base hydra, so put your talon drones in danger rather than yourself, the frame works well with hacks, drones, or nexus weapons depending on how you want to build it, lock on gives you Pack Guidance procs and isn't restricted to just the quick tech action, use preystalker as a get out of jail free card but keep in mind you need to be positioning your talon drones so you have a place you want to escape to beforehand
otherwise it's basically a more nexus-forward hydra, centimane is a natural talent pick to fish for the accuracy to nexus attacks when someone's near one of your drones (which counts for making talon attacks when someone is near the talon drone itself)
Yep
The pilot armor and pilot weapons already seem to be using em, it's only the pilot gear that aren't
I guess I should also point out that the Pilot Armor in C/C have their effects listed both in the Equipment Effect area and the equipment description still
If that hasn't been caught yet
gladiators can still trigger their ground & pound reaction (the optional system) on a pesilat standing from prone, right?
Yeah
yeah they’ll keep on punching you until you stop moving
@dusk arch
Had first session and it went really well. We have a Worden, Monarch and Swallowtail.
The players really like the worldbuilding and environments.
Hell yeah, Worden gang
Oh right
Polaris-Pattern Multifunction Laser should probably also get a "This effect does not stack" clause on the +1 Accuracy to skill checks
Hey so we all know you can't use Kangto Endochassis to cheat Castigation.
But can you use its Inheritance trait to take Castigation and blow up even harder?
It feels like it shouldn't work due to you having to deploy the chassis in order to have the trait take effect.
but I wanna make sure
cuz that sounds really funny
You cannot, in fact, use kangto endochassis to cheat castigation
There's basically no way to "cheese" the manticore's castigation explosion
If you explode while still within the manticore then you don't have a chance to eject because castigation instantly destroys the mech, kangto endochassis lets you eject as a reaction, but reactions take place AFTER the thing that triggers them unless specified otherwise, which means by the time your eject-as-a-reaction comes around you would already be dead
if you set the manticore on a self-destruct timer while castigate is active and then preemptively eject, then you are no longer within the manticore, and being inside it is a prerequisite for castigate to work
(just clarifying this for people who may not be familiar)
SO
with that all sort of laid out groundwork wise, the question is "can you put Castigate the Enemies of the Godhead on a Kangto Endochassis when it emerges from the other mech as its inherited trait"
And as far as I can see there's nothing that would really prevent you from doing it, castigate isn't inherently linked to Unstable System the way some other traits are reliant on a separate trait to function, it's fairly standalone
This still won't allow you to "double castigate" for many of the aforementioned reasons, though you could set the manticore off in a normal self-destruct and then leave it and then, I guess, blow up via Castigate, but all the usual qualifiers apply...you have to be physically in the kangto, and if/when you detonate you will instantly die
ok but can somebody else castigate the Kangto for you
I was just trying to see if I could get a single explosion to do 16d6 in one big boom.
It was something one of my players brought up and I was like “No. Wait a minute, I better ask…”
If they kill you and you blow up and die? Yeah
Oh okay I see the crux of the question
In this case the answer is no for the reason you correctly surmised: Inheritance doesn't get selected until the Kangto is activated
The Kangto, as a mech, doesn't "exist" until you activate it and shed your primary mech
Thats almost like a 1.5x castigate
12d6 damage
Question about the Comet:
It says you can Fly when you move or Boost. Do you have end your movement on solid ground?
Alternate question: Hunter/Seeker Network says that Nexus systems get reliable based on size, and says 3 for Heavy or larger. Is there a way to give the Comet a Heavy mount, or is that just there for Hydra's Annihilation Nexus?
Unless flight says you have to end movement on the ground, you don't. The Comet has standard flight ala a GMS flight system or an All Theater Movement System. You can fly as long as you like, but must move during your turn or else fall (as per the rules for flight that isn't hover)
10
1d6 / Nexus (Light)