#Field Guide to Suldan
1 messages · Page 8 of 1
Yeah the Apex Nexus is a superheavy nexus in the expanded GMS weapons list
I'm building it out like a Veritch fighter and I want to put that big ass gun on the back of it.
Oh. Huh.
So....awkward, the Core bonus from Dustgrave that can give your mech a Superheavy mount doesn't work on Comet
Yeah, at one point it did, then it got changed
so there was a brief period where it worked, and if you want to use the older versions it's open
otherwise there's power at a cost type stuff for "I want a superheavy/heavy weapon on this non-heavy platform"
there's ALSO a weird workaround which is kangto endochassis
Que?
where you can have superheavy mounting and kangto endochassis as core bonuses, the former won't apply to the comet, but then it will once you eject into the kangto
because the kangto only has one mount
Lol that's so wonkyq
I'm curious, what is the overall balancing for "this frame can have heavy weapons"?
Like, what's the breakpoint on the comet that says it can have FLEX, Main/Aux, Main/Aux, but not Flex, Main/Aux, Heavy?
Generally speaking, as a BROAD concept, mechs either have heavy mounts or damage traits, but not both
I do game design for 5e but never really for Lancer. So I'm curious
The Comet specifically doesn't have one because instead I gave it 2x Main/Aux mounts which are not really equivalent to heavy mounts but are very close and no other mech in the game has two of them, and I also gave it not a damage trait but an "adds reliable trait"
There are also not very many heavy/superheavy nexus weapons in the game and giving it a heavy mount would have, I feel, put it in an awkward position in terms of available weapons which fit into gameplans involving its nexus-related traits and systems, and heavily pushed me to make a heavy and/or superheavy nexus within its license
Also it has inherent heatless flight which is kind of a big value add on top of everything else, as only one other mech in the game has inherent flight
If I wanted to give it a heavy mount there are probably ways I could have done that but more of the frame and license would have had to be built around it, and it didn't strike me as integral to the sorts of things I wanted the comet to be focusing on (as a slantwise support frame, having heavy mounts drastically incentivizes heavy weapon attacks over things like hacking or using support systems)
Yeah, that all makes sense.
I will say the short range of the Colony Nexus does feel a little strange for a frame that feels like it's supposed to stay far away from combat.
But otherwise I really dig it
Part of it is that I want to give different sort of options for builds beyond three variations of the same thing, so the comet has close, long, and mid-range nexus options, and part of it is that licensed gear can go on other mechs as well, so having some varity there can encourage experimentation
The chimera's talons are both mains right? so you could shoot both with a barrage or only 1 at a time normally?
Considering it says "These weapons", I'm pretty sure you have two copies of it that you can Barrage with
ok cool, just wanted to make sure i was getting that right
really potentially opens up the use of a sh when you know you have 2 back up mains for skirmish or barrage purposes
Confirming that yes, you can skirmish and/or barrage with Talon drones
You basically have 2x Main Integrated Weapons equipped to the Chimera
Is the superior logistics core bonus usable during the rests between combat?
Main example being, could i use the "Repair one destroyed weapon or system belonging to you or an allied character within Range 3." ability to repair 1 weapon/system during the rest between combats
It is not, as it's strictly a combat thing
@dusk arch does C&H have a logo. i need to make a bootleg tshirt for their racing team
Nothing too official. There's a "manufacturer emblem" but idk if I really have that positioned as a logo or not. A million years ago I was tinkering with some "throw shit at a wall" ideas for one but never went much further than this
gotcha!
Wait this is different from the manufacturer logo, right? What does that look like again?
Do Glide Rollers make you treat difficult terrain as also dangerous terrain or only as dangerous terrain?
IE do you still move at half speed through them while GR is active
#homebrew-design message for my own reference if nothing else, it is a replacement crossing out difficult terrain and writing "dangerous terrain" in its place
I just checked and the wording used is "and you treat difficult terrain as dangerous terrain that deals kinetic damage instead." with the "instead" being the operative part of the clause
Gotcha, thanks
On multitype weapons, do Weapon Mods need to be applicable to both weapon types of the weapon or just at least one?
Basically can I apply Bounder-Class to Seeker Catapult
from my knowledge of how things interact with the tagetes/viceroy, yes
Hell yeah
...Also wait what interaction with Tagetes?
Putting a weapon mod on it then changing the weapon type to Rifle or vice versa
You can equip them to multi-type weapons, but some weapon mods may be incompatible with certain modes. Putting Throughbolt Rounds on a Type-96 Shield Gun won't allow you to make line melee attacks with it, which is a thing noted in the weapon itself
Alrighty, thanks
I might end up using this for the company logo stuff for the things that my streamer player gets sponsored with from them 🤔
Ty for having shared it!
you may have the link pull you 2 spaces towards that character by the most direct route possible as part of that action. does this still work when slowed?
It's a pull, so yes
Correct, that's the entire purpose of that movement, is it bypasses the usual penalties incurred by shield/defensive systems that cause slow or immobilize when activated
has anyone here tried Comet stuff on Raleigh?
Raleigh could still attack while jammed from Sabr Engines, Colony Nexus could be put alongside more traditional loading gunslinger stuff, Archer nexus is loading itself, Harrier Nexus doesn't disable FMJ, and the various Lock On synergies could work well with doing Spotter stuff on FMJ turns
Nice ty for the response
I'm planning on switching to a Kallarani at some point in our campaign I really want to run it as a high damage striker is gunslinger the best way to do that? If anyone can recommend me a good build lmk.
how to build a high damage striker kallarani:
pick two weapon types, put one in your heavy
barrage
it's that simple
combined arms HMG + charged blade is probably the easiest and simplest
Can the Worden barrage 3x in a turn via its Core Power and overcharge?
no. worden core doesn't change the action cost to barrage, it just gives you an extra quick if you do barrage
Yeah the Worden core power is very specifically and very deliberately worded for this reason
during your turn as well.```
So barraging is still considered a full action, overcharge only gives you quick actions
Then the additional clause is its own 1/round free action
You also can't skirmish during this time either
(well, during your own turn anyway)
ASURA won't get around it either because it has to abide by duplicate action restrictions, which all in all means you can barrage at most 2 times in a turn by both doing so normally and then by taking a point of reactor stress
-- C&H KALLARANI @ LL4 --
[ LICENSES ]
C&H KALLARANI 3, IPS-N Tortuga 1
[ CORE BONUSES ]
Overpower Caliber
[ TALENTS ]
Vanguard 3, Combined Arms 3, Executioner 1
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:0
STRUCTURE:4 HP:20 ARMOR:1
STRESS:4 HEATCAP:6 REPAIR:6
TECH ATK:+1 LIMITED:+0
SPD:5 EVA:10 EDEF:10 SENSE:8 SAVE:12
[ WEAPONS ]
Integrated: Typhoon Airburst Projector
FLEX MOUNT: Salamander Incendiary Shotgun
FLEX MOUNT: Deck-Sweeper Automatic Shotgun
HEAVY MOUNT: Earthbreaker Demolition Weapon // Overpower Caliber
[ SYSTEMS ]
Saboteur Drone, Spider Charges x2, Personalizations, Armament Redundancy
Is this good? I feel like I'm butchering this thing I'm on my first ever campaign rn and this is only the third build I've ever tried to make
...Earthbreaker?
Where is that from
Uhh KIE Core EarlyAccess apparently
Ah it's a homebrew exotic
I guess I just have the lcps my DM told me to get
Hmm, for the build itself, assuming the Earthbreaker is a Heavy Melee, I don't see anything wrong with it
If you don't plan on Barraging with both shotguns and instead having them as different Overwatch options that works well
Awesome! Yeah that was my idea is to leave one for overwatch
Without knowing what the Earthbreaker does, yeah, looks solid
Probably put the next two points into engi
The earthbreaker does 3d6+2 innacurate 1 knockback 2. I actually just brought it up to my DM because it seems kinda busted
On a heavy not a superheavy
Generally speaking to your question re: gunslinger, while Kallarani has a good mount setup for it and gets extra benefits from the integrated, I generally find that doing Gunslinger stuff on anything with a heavy mount always kind of feels bad
Raleigh gets away with it due to Uncle
Yeah that seems uh very good
No requirement to get it either so I'm probably going to pick some other heavy melee I don't like breaking the game.
Thanks for the advice everybody!
Nano carbon from BB is the usual recommendation for reliable but with Kallarani and CA accuracy you can probably go for something chonkier
Raleigh 3 for kin hammer and UNCLE one of your shotties maybe
Generally speaking for an exotic the price for getting them and access to them period is GM fiat, so they're not really something to build around typically
You pay in GM kindness and campaign progress instead of licenses
1 Threat?
If so, it seems like a Kinetic Hammer with Inaccurate put on for +1d6 damage, and reliable replaced with Knockback
Yes one threat
So I want to say in general of all the C&H mechs the Kallarani is probably the hardest to make bad
It's the most straightforward of the set, in that it's just a general purpose all-rounder with benefits to barraging and a set of generic but decent traits and a core power that gives you a 1/mission AoE damage ability
At the end of the day, it's designed to accommodate pretty much anything you want in the way that "a mech with a heavy mount" in lancer tends to have some fairly straightforward gameplay plans
I will say that without any engineering investment or talents (grease monkey, demolitionist, etc) that the Spider Charges might feel a bit anemic since you have 2 of them and then you're out
I might consider swapping those out for something like GMS jump-jets for some additional movement flexibility
Thats a good idea since I don't have a ton of range! The flexibility is why I wanted to do the Kallarani (that and cool pirate mech)
Yeah I think you have to actively try to make a Kallarani bad, it's just a Generically Strong Heavy Mount Striker
Even if you ignore its mixed weapon type bonus (which you really shouldn't, it's free nearly unconditional accuracy) you're left with a heavy mount mech that gets free damage on every barrage from the integrated
Kalista kind of in the same boat tbh. Just a large, thicc lad
Matador and Charioteer are probably the easiest to """mess up""" and that's only because Matador is so fucking weird and Charioteer has glass bones and paper skin
It's also hard to TOTALLY ignore the mixed weapon bonus because it has an integrated weapon on the frame
You'd have to 100% completely spec into launchers to render it irrelevant
Yeah lmao
stormbringer kallarani is the new meta
It does have genuine use cases over Monarch! The integrated is pretty nice for barrages
But it's definitely not using the frame to its full potential
[ LICENSES ]
C&H KALLARANI 2, SSC Monarch 3, HA Saladin 1
[ CORE BONUSES ]
Neurolink Targeting, Kangto Endochassis
[ TALENTS ]
Stormbringer 3, Orator 3, FIELD ANALYST 3
[ STATS ]
HULL:2 AGI:2 SYS:2 ENGI:2
STRUCTURE:4 HP:15 ARMOR:1
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+3 LIMITED:+1
SPD:5 EVA:10 EDEF:12 SENSE:8 SAVE:13
[ WEAPONS ]
Integrated: Typhoon Airburst Projector
FLEX MOUNT: SUPERHEAVY WEAPON BRACING
FLEX MOUNT: Shatterhead Colony Missiles
HEAVY MOUNT: Pinaka Missiles (Stabilizer Mod)
[ SYSTEMS ]
TLALOC-Class NHP, Spider Charges x3, Custom Paint Job```
```-- GMS KANGTO @ LL6 --
[ LICENSES ]
C&H KALLARANI 2, SSC Monarch 3, HA Saladin 1
[ CORE BONUSES ]
Neurolink Targeting, Kangto Endochassis
[ TALENTS ]
Stormbringer 3, Orator 3, FIELD ANALYST 3
[ STATS ]
HULL:2 AGI:2 SYS:2 ENGI:2
STRUCTURE:4 HP:13 ARMOR:0
STRESS:4 HEATCAP:7 REPAIR:3
TECH ATK:+2 LIMITED:+1
SPD:5 EVA:10 EDEF:10 SENSE:8 SAVE:13
[ WEAPONS ]
FLEX MOUNT: Shatterhead Colony Missiles
[ SYSTEMS ]
Javelin Rockets, TLALOC-Class NHP, Spider Charges x3```
behold, a suboptimal kallarani.
naturally the kangto has integrated eva rig
Truly its strongest trait
yeah, i don't wanna be slowed in null-g!
I forgot the kallarani had +1 TA natively? what a lad
Robust stat stick really
Nothing too low, except for SP but it has a Heavy Mount you can't ask for everything
(wrong channel oops)
Say....if you had Kinesthetic Suit Upgrade and Shield Array Drone.....would that work?
Like move the drone with DC1 to move yourself with KSU
It seems possible RAW but, that feels too free
Is using a Rank I Mech License as pre-req for it's Rank II mutually exclusive for being a pre-req for a specialty license? Like if someone went Rank I then Rank II Sabreur or Chariot would they need to get a different Rank I license to then get Talwar?
It's not mutually exclusive in that way, no.
an unconventional license to help emphasize that role, and the HORUS Thirdeye package
is exactly the sort of thing she's looking for. That particular license is rank II which means
that in order to take it she needs to have at least one HORUS license that's at least rank I
to serve as a prerequisite. Fortunately she has a rank I Pegasus license and so she can
take the Thirdeye if she likes, but she could also take it if she had a rank I Balor or Hydra
license as well. Taking the Thirdeye doesn't count as upgrading her Pegasus license itself
though.```
You can go Pegasus 1, Pegasus 2, Thirdeye, or Pegasus 1, Thirdeye, Pegasus 2, etc
Ah, thanks for the clarification!
The one thing you can't do with specialty licenses is use them to cheat out higher levels of a mech license package, you can't do Pegasus 1, Thirdeye, and then skip straight to Balor 3
that is, without taking Balor 1 and 2
Kai?
Kinesthetic Suit Upgrade's trigger, as far as I know, is "a character ends a movement adjacent to you." Drones are characters but they don't really make "movements." I have no idea if it's been clarified or not that this trigger also applies to involuntary movement or not (that wouldn't be my immediate read but I didn't design the system so idk, you would need to ask Shaka).
If it doesn't apply to involuntary movement I don't see how it would combo in any way. All forms of "moving drones" that aren't guys like OROCHI drones et al who get their own independent movement is involuntary movement...drone commander, puppetmaster, and even the shield array drone's reaction is you moving the drone, not the drone doing the moving. But also, more to the point, Drone Parry and the KSU thing are both reactions, so unless you're a Gorgon then it's a non-starter to begin with
If it does apply to involuntary movement then I guess it could proc but only off something like a non-reaction moving of the drone (e.g. Drone Commander 1) and not the reaction part unless, again, you happen to be doing this as a gorgon
Wait moving drones is involuntary movement? Fuck I missed that
I asked some clarifications from Shaka about KSU before and they said that Involuntary Movement doesn't trigger it so, I guess that answers that
Thanks anyhow
...Yeah no this makes a whole ton more sense now that I think about it
Yeah, involuntary movement doesn't trigger reactions unless it explicitly says so.
Yeah I know I just never found out that moving your drones also counts as involuntary movement
The only drones that can make voluntary movement are the Hydra's Orochi drones.
And Packmule
So how would Tiger Hunter Combat Sheath interact with Auto-Adjusting Weight Mod and Gladiator 1? Would the mod's 1/round ability only affect the threat of one it's attack rolls? Do you still get the second swing if you use Signature Move? If so I assume the second attack roll doesn't get Signature Move's benefits right?
Wait on that note....what happens if you throw THCS
1). To the first question (would Auto-Adjusting Weight only affect one attack roll), yes.
2). Also yes.
3). It depends on what part of the move. There are things in Gladiator that are explicitly "an attack," while others are "one target" and could be made to apply to either. There's a bonus damage add, which would be split against multiple targets. There are some which affect all targets. Etc. The exact component of each Gladiator move should give some indication as to how they interact.
4). Attacks happen sequentially even with multiple targets in play. If you throw your Tiger Hunter Combat Sheath with one attack, you don't have access to it for the next, and therefore can't make an additional attack (because you don't have the weapon equipped at that point).
Do characters need to be entirely within the Active Defense System to gain its benefits?
No, just overlapping with it
Gotcha, thanks
Would shield array drone also apply the +2 difficulty to shoot someone on the other side to you if you're size 1 and are the only ways to change where it sits adjacent to you 1) the reaction, 2) Drone Commander) and 3 recalling then re-deploying it?
and you count it as hard cover.
@tame venture here might also be good for more Suldan-specific advice
OH!
I DIDNT KNOW THIS WAS HERE
I had some questions about encounter design.
Right now I've got 3 players vs Vet Champ Sergeant, Vet Reaver, Vet Termite, and 6 Conscripts for a Recon sitrep.
I'd... show a picture of my badly-drawn-on-paper map, but it's indecipherable even to me now.
That said, I just wanted to ask if this was too much structure for 3 players, and if I should just remove the Veteran templates off of all NPCs?
so the standard advice that the GM corner will give you is that a single budget sitrep should have an amount of NPC structure and activations equal to 1.5-2x the number of PCs. For a single budget sitrep, which is what recon is, that's somewhere in the ballpark between 4.5-6
What you have in this prospective opfor against 3 PCs is in the neighborhood of 10 structure and 6 activations (I'm assuming by "6 conscripts" you mean "3 Conscript NPCs giving you three pairs, for 6 bodies total")
So my personal take on this at a glance is yes, this is too much structure, particularly given that the Reaver is already a very tanky and durable unit, and also I think this is probably too many Conscripts because Conscripts aren't really grunts and shouldn't be treated as such
between the Reaver and an abundance of Conscripts, you have a lot of damage mitigation and sustain (through having Conscripts soak fire for people) in an already very structure heavy opfor
Also, this comp doesn't really have much in the way of a big damage threat to keep the PCs motivated, the Reaver can be dangerous but like the Demolisher it's on the slower and shorter ranged end, it serves in a similar "point control" role, and while there are a lot of conscripts I feel like conscript spam can be swings and roundabouts
Offhand, my suggestions (which don't need to be abided, I'm not the uncontested encounter building expert), would be to knock the number of Conscripts down, knock Vet off the Sergeant, flip a coin on the Reaver getting to keep Veteran or not, and then maybe subbing the Termite for an Assault or something nice and straightforward
-Champion Sergeant
-Veteran Reaver
-Assault
-2x Conscript (this is two pairs of Conscripts)
That gets you 7 Structure and 4 Activations, so maybe a little lower on the activation end, in which case I could recommend substituting out Champion for Elite on the Sergeant
The Sergeant and Assault would both be Range 10 units while the Conscripts by default sit at Range 5 and then the Reaver is your sole close range unit
The potential exists for the Reaver to simply be kited or left to its own devices and ignored, and the Sergeant isn't as much as a movement facilitator as the Mirage is. Veteran gives you Acrobat as a potential enhancement there, though that might also be too much movement depending on what the map looks like; playtest reports have indicated that the Reaver isn't as big of a damage threat as getting walloped by a demolition hammer, but that it's very difficult to kill (sort of by design), having it also be super mobile may cause issues, so you'll want to try and strike a balance
Every time they say activations, does this mean turns in a round? I've never been sure...
OH WAIT SORRY
I think I get it
...so does an Elite count as 2 and an Ultra count as 4?
It's how many turns a unit gets
Elites get 2 activations (two turns) per round, ultras get 2 or they get 3 at 5+ PCs
For the purpose of encounter budgeting, treat each pair of conscripts as 1 structure and 1 activation
They are essentially "one mech" for that sort of accounting, even though they have two bodies and each body gets its own turn, because individual conscripts are sort of shitty by design (just not grunt shitty)
That's fair
Alright, I was building them as either NPC Structure = 1.5x or 2x PC Count OR NPC Count = 1.5x or 2x PC Count.
With NPC Structure = 1.5x or 2x PC Count AND NPC Turns = 1.5x or 2x PC Count, while paying attention to damage output (I forgot I have no strikers), I think I might be able to readjust.
Although it might be weird to ask, but instead of an Assault, is there any chance an Ogre, Phantom, or Valkyrie would be better suited for this?
I'm trying to make them all Suldan NPCs if I can help it for a narrative reason, but if it's not feasible, I'll use the Assault as advised.
Yeah, I think something like that should work, the Ogre is pretty mobile and hits/takes hits decently, though being so mobile means Conscripts will have a harder time keeping pace with it to act as meat shields, same with the Valkyrie which is fast and hits decently but will leave allies in the dust, I think having a more mobile character on a recon sitrep will help
In that case, I might consider swapping Veteran or something from the Reaver to that striker to give them some more staying power
also it DOES sorta depend on your PCs, if they know what they're doing they may have an easier time, a harder time, etc
Right... a Champion Ogre could be fun...
Champion Ogre is a real good pairing
These are three new players, LL0. I have a second combat after this, a control sitrep which was supposed to feature an Elite Vet Champ Ogre as a boss, with some conscripts and carriers for backup.
I didn't particularly wanna throw an Ultra until LL1. Which was going to introduce hopefully a recurring NPC, who would usually flee when knocked down to half structure.
Probably won't hurt to have the ogre again, let's the players get used to the Ogre tactics, but have to learn the Elite and Veteran parts.
Okay, I think I can do this now! Thanks so much @dusk arch
yeah no problem
So, is the Champion template meant to be a “generic” template like Veteran, Elite, and Ultra, or something more specific?
I'm not really sure I understand the question
at the risk of coming across like a smartass, I figured the name and description would be somewhat self-explanatory
To put it another way, no template in lancer isn't to some extent "generic"
I would say that a lot of templates tend to be themed but that they're still pretty open to interpretation as to what a Mercenary or a Pirate or a Spec Ops is in any given situation, and in mechanical terms lancer doesn't differentiate between templates like Veteran or Mercenary or Exotic etc except for certain sitrep scoring calculations
The Champion template, in mechanical and thematically cross-linked terms, is based around singling out a particular PC and obtaining certain benefits based on that
If by "generic" you mean "can I make a fight with 3 Champions in it the same way I would make a fight with 3 Veterans or Elites" then per the Peerless trait, only a single Champion can be present in a scene
Ah, alright, apologies for the dumb question. I kind of have a bad habit of sorting templates into "generic" ones that're widely useful or tend to pop up alot (Veteran, Spec Ops, Elite, Ultra) vs more niche options like Spacer or Pirate, lead to me overthinking with Champion.
No apologies needed
I think if you wanted to categorize them that way that Champion would be filed alongside Spacer, Pirate, Mercenary, etc, though when to use it and in what application is going to be entirely up to how you want to construct the opfor in terms of tactical and mechanical output
is an "elite honor guard" mech best built using the Elite template or the Champion template or the Veteran template etc
Champion and Spec Ops feel like a middle ground between the two
they're sorta themed/coded for a specific aesthetic like Spacer/Merc/etc, but also have a singificant effect on an NHPs power ("leveling it up") similar to Veteran and Elite
Yeah I would say that Champion does represent a bit of a linear power spike in that you get to take an extra base weapon or system from another NPC class so you can easily end up with someone that's capable of barraging where previously that wasn't a thing
it's similar in that respect to some of the stuff an Ultra can do with weapons like the Ravager Turret or Hellfire Projectors
the flipside is champions don't natively get additional activations and they're a strict 1/scene inclusion
...huh
I misremembered, I thought they had an extra structure/stress.
they do
Oh, then yeah
They're like veterans, they get +1 Structure/Stress but no additional turns
ssso yea
they're like veterans
Unlike Veterans, the inclusion of another weapon or system from a different class can potentially make them punch harder
i.e. you could make a Champion Assault and give them, idk, a Rainmaker's Missile Pods
veterans have deadly and/or limitless, so I think it's within the same ballpark
yeah but limitless is, at least, a thing you have to select
whereas this is the champion's baseline
you do have to select the system
it could be Assault with Missile Pods
it could be Assault with Bulkwark Mods
they fear the limitless step demolisher
How do Specialty Licenses work? Like how do I gain access to them? Do I waste License Levels to get them? etc
couple of questions regarding Parvati and shining city:
-
if i put it on kangto, use it in main mech, then switch to kangto in same scene, can it be used again?
assuming not -
what happens if parvati is destroyed or no longer accessible through not putting on a kangto that gets switched to?
does the shining city stay in place if already used?
if not, then would it stay in place if i put it on kangto even if it couldnt be used again?
I think when the mech is destroyed, the Shining City goes away as well, no matter whether you have a Kangto or whether it has Parvati. But that does mean you can use it again, since it's a separate mech.
The charges you used are also replenished.
1). Everything about the Kangto is that it is basically "a separate mech" and that includes its own separate set of systems, even if you might be using similar loadouts. From that angle yes, you can use a "new" Parvati since that one hasn't been used before. However, for 1/scene (or 1/round) mech traits the answer is no duplicates, because you are literally taking the trait and just putting it onto the Kangto (so no 2/scene Initiative off the Everest for example)
2). Shining City doesn't end when your mech is destroyed, much like any other permanent thing like caltrop fields or burning plasma thrower patches
Shining City just makes stuff on the map and that's that
thank you. was unsure cause of the mech trait thing
what'd be some nifty licenses that synergize with Kallarani?
With the frame or license as a whole?
Because the answer varies, there's a lot of cool toys in there that would suit a large variety of frames.
For the frame itself I like Genghis 1 for the krakatoa, but the frame's honestly very flexible. I think there's a handful I wouldn't go for. Superheavy weapons are out though.
This is pretty true, superheavy weapons are a bit rough on it given the incentive of the traits, but otherwise it's a fairly flexible frame
I got distracted and ended up with this instead
-- IPS-N Raleigh @ LL5 --
[ LICENSES ]
SSC COMET 1, IPS-N Raleigh 3
[ CORE BONUSES ]
Integrated Weapon
[ TALENTS ]
Grease Monkey 3, Gunslinger 3, Centimane 2
[ STATS ]
HULL:3 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:21 ARMOR:1
STRESS:4 HEATCAP:9 REPAIR:6
TECH ATK:-1 LIMITED:+2
SPD:4 EVA:8 EDEF:7 SENSE:10 SAVE:13
[ WEAPONS ]
Integrated: M35 Mjolnir5
3
4
INTEGRATED WEAPON: Colony Nexus3
3
1d3
AUX/AUX MOUNT: Colony Nexus3
3
1d3 / Colony Nexus
3
3
1d3
FLEX MOUNT: Colony Nexus3
3
1d3 / Colony Nexus
3
3
1d3
HEAVY MOUNT: Heavy Machine Gun8
2d6+4 (UNCLE-Class Comp/Con)
[ SYSTEMS ]
Armament Redundancy, Custom Paint Job, Personalizations, SABR Engines x3
are there any nifty suldan licenses to compliment raleigh w/ comet's gear strapped on?
Is Colony Nexus loading?
no, archer nexus is
I am assuming raleigh is here for the mount setup, rather than loading synergy
everest can't mount two double aux mounts
and the jam immunity is probably better than a 1/scene truesilver
especially with sabr engines
You've only got 4 LLs. I'd grab either Nelson 1 or Death's Head 1 and replace Paint Job with one of their movement options.
Really the sabr engine/shielded magazines combo is the only thing here I really see as the raleigh bringing to the table as a frame, and I guess uncle on the HMG
This is just me spitballing: I think if I wanted to make a hardcore nexslinger that wasn't using the comet frame itself, I'd actually consider the Kallarani for that
A couple flex mounts gives you a decent amount of juice, your big loss is multi-role armament if you're going to really zero in on one weapon type, to which I'll say that you could maybe grab the Seeker Catapult off the THIRDEYE specialty license which is both a Nexus and a Rifle, and which likes having a +1 Accuracy to its shots
Kallarani 2, Comet 1, [something HORUS] 1, THIRDEYE could get you there at LL5
and if SABR Engines with no Shielded Magazines seems rough and you didn't want to go that route, the GMS Wasp Nexus is a pretty solid aux nexus choice, lighter on the damage but easier to proc centimane with
anyway I think the aforementioned Raleigh platform should work well enough, but as Zemyla notes you only have 4 license levels unless there's something I'm missing
Raleigh also gives a range 3 overwatch attack with the mjolnir, and the weapon mounts to make this work. It looks pretty neat imo.
There are definitely a bunch of other cool builds you could go for instead, that kallarani one looks dope for example.
Been having some trouble looking for discussion about the Macuahuitl chainsword, are there any other big synergies outside of Brutal 1 and Artemis NHP?
getting more accuracy for increased crit rate, but that's also heavy on the heat
Yeah that's gotta be a bit of an oof with the Overkill tag, but might bootstrap a few 6s off that
I forgot the colony nexi also have threat 3
heyyo~ whenever I try to install the LCP this pops up
idk if its on the lcps end, ccs end or hell even my end, but regardless is there a solution?
You'll want to ask in either #comp-con or #lcp-tech-support
👌👍
Does Interlocution from the Ego Bridge work with Skirmisher 2 (and maybe 3?) I'm not sure if the ability to share talents only applies during the actual skirmish (which would limit it to things like centimane) or if they apply as though you are skirmishing, including triggers etc (like the one space scoot from siege specialist).
It would work with things like Lockbreaker, yeah
wanna ask regarding the scrapper unstable reactor
let's say you're immobilised due to a grapple. does that trigger the roll?
I need to try this kallarani build now
Technically yeah it does
that's real funny. a fun surprise for a grappler build.
EDIT: I've figured out a build i'm relatively happy with using HA rather than Horus. Feel free to drop advice on Sagi builds anyways!
I'm having an issue trying to pick a weapon to slot into my Sagittarius build. I want to play into the hidden, and i'm using Crack shot for obvious reasons, but that makes me want to slot another rifle in.
I'm looking to incorporate horus licenses for The Lesson of the Open Door, which'd let me use the Smartgun or Fusion rifle, but actually using either of them would mess with the whole staying hidden thing and using the bow.
Any suggestions or advice on building Sagi, either along the lines i've spoken of or in some other way?
How does the Turret Mount from Worden I interact with Black Thumb? Could someone man it while performing a Rodeo?
in rodeo, you may only take the actions granted to you by rodeo
the final sentence of the talent says
While in rodeo, your pilot can only take the Extinguish, Field Repair, or Rig Vents actions granted by Black Thumb.
My apologies, I appear to have forgotten how2read
you're good, that specific sentence is often missed - BT rodeo has a lot of potential weird interactions, you're not the first person to ask if X action can be done in rodeo lol
BT1 will still help a lot with the turret though by negating the first hit
Yeah, that particular combo works
but in general, Black Thumb is pretty combo-proof by design, and nothing I've made (or will make in all likelihood) will be intended to do an end-run around that
There's a handful of things that do technically work alongside it better than average! 
A few talents with effects that primarily function outside of combat:
Scrounger 1, 3
Demolitionist 1
And a system that doesn't benefit from your talents:
IPS-N Vigil - Sentry Drone
Much in the same way Grease Monkey 1, 3 and Autoguns synergize with Black Thumb
Hello. Read field guide to Suldan. Very well written. Points for having the most Jojo mech designs.
Thanks, @fast wave did a really good job with the C&H illustrations and I remain extremely pleased with them to this day
what would combo well with kallarani
I want to try it but tbh I am overwhelmed with decision paralysis
I think the weapons it comes with look neat tho
It's really sweet
I’m going for an outlaw esque character
so kallarani looked really fitting both lore and mechanic wise
Absolutely, and it's very flexible too
As usual, I think the question of "what works well with the Kallarani" is, unhelpfully, "whatever you like"
It's meant to be a generalist frame
If you’re going for outlaw feel maybe look for systems you like that can work for the character concept and see if you like that licenses weapons on it? I’d say Raleigh but I don’t think Kallrani wants to deal with loading.
shattered visage
let's say a champ has 3 structures. does it trigger when it falls to 2 structures (1.5 rounded up) or at 1 (below half)?
also, is the retribution reaction itself 1/scene or 1/round?
1). With the "always round up" golden rule in place, half structure on a 3 structure mech is 1.5, which then rounds up to 2, so it would proc at 2.
2). Retribution is Limited 1, period
noted!
for cataclysmic throw of the ogre, if a size 2 is thrown and its path would hit a size 1 object, would it still destroy it?
or would it only destroy things that stops it/at the end of the thrown path?
The former, "collide" isn't really a codified term in lancer but you aren't required to put something specifically on target for Calamity Throw to have its effect
me, looking at the map with explosive generators: "cool"
Since Kallarani came up a few times, here's one potential build with some, I think, cool tricks:
-- C&H KALLARANI @ LL6 --
[ LICENSES ]
C&H KALLARANI 2, IPS-N WORDEN 2, SSC Monarch 1, IPS-N Tortuga 1
[ CORE BONUSES ]
Reinforced Frame, Overpower Caliber
[ TALENTS ]
Vanguard 3, Guerrilla 3, Infiltrator 2, Stormbringer 1
[ STATS ]
HULL:2 AGI:4 SYS:0 ENGI:2
STRUCTURE:4 HP:22 ARMOR:1
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:+1 LIMITED:+1
SPD:6 EVA:12 EDEF:10 SENSE:8 SAVE:13
[ WEAPONS ]
Integrated: Typhoon Airburst Projector
FLEX MOUNT: Deck-Sweeper Automatic Shotgun
FLEX MOUNT: Sharanga Missiles
HEAVY MOUNT: "Warthog" GPMG // Overpower Caliber
[ SYSTEMS ]
MASS Pack, Personalizations, Rapid Burst Jump Jet System, Pattern-A Smoke Charges x4
- First turn spent getting into position/activating MASS pack on the Typhoon or Sharangas.
- Stormbringer 1 can be activated with Lock Ons you apply through the Typhoon/Sharanga.
- A stealth package and some emergency soft cover to hide in with smoke charges.
Not really a powerhouse, but flexible and stealthy regardless of the engagement range.
(autostab over opcal is probably not a bad idea though)
😍
I’m familiar with the worden
last time I played it I took the expanded compartments, the worden’s pilot turret (and would’ve grabbed MULE harness if the campaign lasted) & took warthog + mass pack to spread lock-ons while still doing (half) damage
flavored it as a truck lol
Heavy gunner gandiva with mass pack is also fun
Hi, is it legal to have Serjeant1 and get 1 of your guys to mount Worden the turret mount?
I have no idea what Serjeant is
if that's someone else's homebrew, my answer is "I don't know, because I don't read a lot of other homebrew, nor is anything in suldan built or balanced with other homebrew in mind"
Serjeant1 gives the following:
THE WILD BUNCH
In combat, you are always accompanied by a single Squad of 10 soldiers who you control. They use the stats for Tier 1 Squads, save that they have 5 HP and Speed 3. If reduced to 0 HP, they are considered to be Down and Out and not destroyed. The squad always begins combat on a free space adjacent to your Mech, and take their turn in the turn order as an allied NPC. If injured, your Squad regains an amount of HP equal to your Grit at the end of each Scene. During moments of rest, you may spend 1 Repair to restore your Squad to full health.
whats the suldan way of using the turret mount then?
the same way you'd use an Expanded Compartment, but with less defense and slightly more firepower
the turret mount isn't meant to be a free extra gun for your mech, it's a low cost (1 SP) system you can put on your mech to give dismounted pilots something to do that isn't running around with a pistol
there are ways to do some stuff like "hand the mech over to an NHP and then you get out and shoot the turret" if you want to chance your pilot eating shit with just soft cover to protect them
"get a bunch of allied NPCs to man the gun" is not something I considered because as a rule I don't usually cross homebrew streams
If you wanted a strict rules interpretation, the turret mount can only be used by "a single size 1/2 non-mech character" and a Squad is not really that, nor does there seem to be any way within the talent to remove individual soldiers from the unit that is the Squad. Per the rules for the Squad NPC, which this apparently functions as:
group of soldiers acting together.```
but the actual answer is "mixing homebrew may void your warranty"
Serjeant is from Waffenfabrik, which, was also not meant to be mixed with Suldan
I think I saw a goblin build where you use core power to hook your mech up to another pc so it still acts while you can dismount and hop in the turret
iirc it also used systems with passive effects and weapons that automatically attack such as autopod (when procced) or autogun
you could prolly take a heavy hardsuit (2 armor, +3 hp) and black thumb 1 to at least stand a chance of survival
and maybe bring along a comp/con or nhp to give controls to on the off-chance that you do get targeted and get turned to a fine mist
oh and/or depending on how big your gm is on reserves, you could prolly try and roll a trigger to recruit an npc to man the turret mount
anyways even if you’re not actively using it
it’s a nice fallback on the off chance that a friend loses their mech and gives ‘em something to do
we're pretty sure the goblin can't do actions while symbiosing without an AI to run it?
yeah that's how you would use the turret mount if you were extremely determined to, is via an NHP or comp/con
note that you can't use it in conjunction with a black thumb rodeo (as that only allows you to do specific black thumb actions) but the shield from Rank 1 would apply to you popping out and mounting the turret, it still seems like a bit of a potentially risky play for what's basically a GMS assault rifle, but I can't stop anyone from doing it
I suppose it depends on your gm’s target priorities
(ie taking out your mech and thus your turret or taking you out before focusing on the mech)
and to be fair, you could be risking your pilot's life for a worse weapon
gms rifle equivalent is good ole reliable (2 damage minimum/reliable 2 is nice for deleting grunts, targetting no-low armor npcs w/ low hp & chipping away hp from difficult to hit stuff like aces, hornets & invisible mechs, etc)
it just depends on how much you value it vs being a targetable option
I guess you could theoretically work with your party to make your pilot a less appealing target
cuz there are defensive/support options intended for helping other mechs that technically work for pilots because allied character is specified instead of allied mech
just thought of something silly:
superior by design + expanded compartments + turret mount
party member lost their mech? make them pilot yours, at the low cost of perma slowed, so you can man the turret!
(superior by design is there to remove the perma impaired)
oh
question
how does opcal work on warthog if you split the fire between two targets
You'd choose one of the attacks to apply it on
Thanks for the reply man. Really appreciate the effort 😁
figured as much but I wanted to double check just in case
thanks
It's because OpCal is applied on hit
I think it would work like it does if you put it on Sharangas or some other AoE in that the damage would be divided in half if against more than one target
yes, but OpCal is on hit, so it can only apply to one of them
it could still be halved potentially because its a multi target attack, but for bonus damage sources that only apply to one of the targets its a little ambiguous sometimes IMO
Overpower Caliber is halved if used on multi-target weapons, even though it's "on hit", to the best of my knowledge
put it on a railgun and shoot multiple people and it's halved, even if you only hit one
I do think it's perfectly fine to halve it, yes
something like nuclear cavalier is "the first attack roll" and would get dumped into a single shot rather than being split
well OpCal is 1/round on hit, so whether you halve it or not, it will still also only apply to one target
I really do not think that's how it works
The entire reason the "bonus damage is halved against multiple targets" rule exists is because tom found that having overcaliber get applied to only one target in an AoE/multi-target thing was a weird interaction, the intent is not "your bonus damage is halved and only applies to one person if you shoot an overcaliber railgun at 2 people"
With things like AoEs and multi-target attacks, if you have Overpower Caliber on that weapon and target multiple characters with an attack, then the bonus damage will apply on hit to all of them but will be halved (1d6/2), if you just target one character then you get the full 1d6 on hit, so this would be how it would work for the Warthog as well if targeting multiple characters with its alternate fire mode (which is basically just a more range-restrictive Sharanga Missiles in terms of how it functions)
Out of curiousity; what did you make the turret for, anyway? :p
The :p at the end has me unclear how serious a question this is so I apologize if I'm missing the joke, but:
the turret mount isn't meant to be a free extra gun for your mech, it's a low cost (1 SP) system you can put on your mech to give dismounted pilots something to do that isn't running around with a pistol
Part of why I made it is I think there's an interesting space for low license 1 SP systems to exist as a casual "why not" sort of pickup, and part of it is that "I lost my mech and now all I have is a 2 damage pilot weapon" is a thing that happens a non-zero amount of the time to players, and the turret mount exists as a way to give them a nominal bit of protection and something more potent to shoot
it's not a system I think really needs to have a major plan beyond that, the same way I don't think Expanded Compartment does, the opportunity costs for it are fairly low and inconsequential, and the worden felt like an appropriate license for it
Thanks! Always interesting to hear the design reasons for that kind of stuff.
The ":p" face was honestly because I was imagining you to go "Ah you see, I like to see pilots die. This is my ingenious way to trap people into risking their lives!" Couldn't resist that, but it was a genuine question about why you made it as I wasn't sure.
As far as things to do as a pilot during combat it's nominally safer than running around on foot, soft cover isn't nothing, but it's still risky on the same level that being a dismounted pilot typically is. Black Thumb 1 makes it a little more survivable, but it's still less ideal than being inside an actual mech
Also people love to jockey even though that's way less ideal, I don't need to encourage people to risk their pilots' lives, they do that already
doesn’t kallarani have a drone system that can jockey
work from home drone jockey build when
I feel like chomolungma could prolly pair well with kallarani's saboteur drone
at least until you have better options anyways
Odd question, but how does impact gauntlet & impact fist interact with the Ultra Templates volley module?
impact fist isn't 1/turn, and given the way it's all worded, does this mean it can move, punch, move again, punch again near indefinitely so long as it has characters to target?
I'm unclear what you mean by "impact fist"
Impact Gauntlets are the Ogre weapon, that I get, but I'm confused by the rest sorry
You mean Meteor Fist?
yeah, sorry, meteor fist 😅
That being the case, the interaction would be that it can use Meteor Fist prior to each melee attack as normal as far as I can tell
Damn, that's gonna scare my players something fierce then. Love it.
Now, if it turns out that flying 3 spaces won't give you a followup attack on anyone then that's that
Volley Module very specifically targets characters, so you can't do any weird "target an empty space" cheese
or terrain either, but it does open up the possibility of other enemy NPCs, which would be a fitting way to depict it rampaging like a berzerker.
would you even be able to use the movement to get in range for the subsequent attacks? volley module implies that all of the attacks are made at once, roughly, with the language about prone - so they'd have to be valid targets in the first place
nothing in lancer ever really happens simultaneously
i mean yeah, but this would presumably follow the same rules as like siege specialist knockback etc.
Not to my understanding
i guess the question is just "do you have to declare all volley module targets before you begin attacking"
I don't think so any more than you have to preemptively declare all targets when barraging
Someone doesn't have to be in range at the time you declare a barrage for you to do so with a Nelson, use the PMD to move, and then shoot them when they become a valid target
yeah, but i'm not sure where comparing volley module to a barrage vs an aoe template or smth like tiger hunter combat sheathe is more accurate
Triggered actions and effects in lancer are the big exception to "actions can't interrupt other actions" and in fact have to be used whenever they come up or not at all
Even AoE stuff has first one then the other targeting
Tiger Hunter Combat Sheath is a great example. If I make an attack with that in my Nelson, I am 100% allowed to punch a guy, then move, then punch another guy who is now in range
Both tiger hunter targets do not need to be in range at the time I declare the attack with it
you're allowed to move into range for something like a nelson using skirmisher (trait) w a mortar?
or i guess, into LoS in that specific example
Well, nelson movement comes after the attack, not before
so you can't move then shoot if that's what you mean
But yes, the entire point of the nelson passive/core power is "you can move between attacks so you can get into better range to hit people with"
well, the point is that there's no difference really between tiger hunter combat sheathe & a mortar re targeting - they're both attacking the targets as part of the same set of attack rolls rather than being two fully separate actions that prompted the attack rolls
so if you're counting nelson movement as after the attack action concludes (which i think is the normal way?) i don't think you could move for tiger-hunter
Again, these things still happen one after the other
Well in the Nelson's case it's because you get 1 space of movement per "overall attack whatever"
i'm not disagreeing you resolve one first
yeah but the thing is like, when are you eligible to resolve it
Okay I'm just going to say as the person who made the Ogre and was asked about how it interacts with Volley Module: I've given my answer
thank you for taking the time to answer by the way.
Siege Specialist is a really weird talent that doesn't really work like most other things in the game, the rulings on it don't really follow how most other interstitial stuff in the game tends to work, particularly in regards to valid targeting opportunities, inter-attack movement/knockback, etc
It's not something I think generally applies to most other stuff
how would giant killer talent interact with saboteur drones from kallarani if at all?
The drone specifically mentions it works with applicable talents, which includes giant killer
does that mean it can use the jockey actions mentioned in the talent (and/or the base ones available to pilots in general)?
Yes
It can use the base jockey actions, the actions it has unique to it, and gains the benefit of Giant Killer if you have it
I've recently made a build using Giant Killer in combination with a few other talents to allow my pilot to fight alongside my mech, it's insanely fun and surprisingly effective, if pretty risky.
what are the other talents?
Infiltrator 3, Technophile 3, Giant Killer 2, Black Thumb 1, and Duelist 1, in an Atlas
Had one extra talent point because of ADJUTANT-Class Comp/Con
The essential talents are the Technophile 3 and Black Thumb 1, everything else sort of depends on the mech's build
Makes sense. You're almost as safe outside an Atlas as inside one.
Breakthrough Race REQUIRES A RACETRACK MAP
Victory Conditions: PCs move "The Ball"across the finish line before any enemy team.
Enemy Victory: An enemy team gets their Ball Carrier and Ball past the finish line before the players.
Enemy forces: 1.5 - 2 times usual. 1-2 Enemy teams with roughly the same numbers as the players. Both the enemies and players start roughly in the same location.
Special rules:
-
Ball: The Ball is a Size 1/2 Indestructible device that must be attached to an Allied Mech or Pilot. while holding the Ball, the holder is called the Ball Carrier, and is Slowed and cannot teleport or be teleported. If the Ball Carrier takes Structure Damage or is destroyed the ball immediately drops to a space adjacent to the character who dropped it.
-
Moving and Passing the Ball: Ball Carriers automatically move the ball alongside them as long as they are holding the ball (Slowed). Players and NPCs can pick up Balls with a Quick Action. As a Quick Action, characters can make a Hull Check to throw the Ball to an ally or free space. Upon a success they can trow it up to 6 space, 3 on failure.
-
Kicking the Ball: Instead of holding the Ball, players can choose to RAM it or otherwise inflict knock-back on it with weapons, systems, or traits. Players are not Slowed while kicking the ball and are not considered Ball Carriers, however, moving the ball this way will make it so the ball is not in the same space as your character, and it can be "Kicked" by enemy characters as well. Whenever the Ball passes through a character's Threat, they may use their Reaction to make a melee or ranged Overwatch, either stopping or catchign the Ball.
-
Barriers: while holding a Ball, the Ball Carrier cannot be moved outside of the racetrack. Any movement, voluntary or involuntary that could cause them to be outside the map stops them at the edge. Characters are slowed while outside the tracks, and the max ceiling is Height 5.
-
Other than that, anything else goes
I made a custom sitrep for a full on race scenario
inspired by series and movies like Alita Battle Angel and the Pod Racing scene from Star Wars
I figured it might be a fun little thing to run in a Suldan Campaign
Oooooooooooo fun
I just got greenlit by my GM to use the Apex Nexus, and I am already planning to strap it to my Empakaai
worden gaming
owned
I crit a veteran lurker through his shroud for 29 before resistance
He then failed his first hull roll with a 1
Does the Kallarani Saboteur Drone benefit from black thumb shield? I am unsure and working through a cold.
I can't really see any relation between the two - bt 1 shield affects dismounts, which sabo drone doesn't do
It doesn't, no
Anyone ever run an Orchis w/ Spatial Threader for Syncronicity?
What's something cool you can do with Gladiator? Any mechs or gear that work especially well with it?
Good way to throw a heavy melee weapon
been using the anti-cavalry melee weapon on my caliban and i was wondering what MC-BAC stands for
My guess goes to Mounted Cavalry - BEEG Anti-Cavalry
Mechanized Chassis - Blade, Anti-Cavalry
The prefixes are based on old prefixes that used to be used by the GMS weapons in older drafts, for example the assault rifle was the MC-AR
oh like the earliest lancer drafts?
Congrats on the new release! Is there plans to take Suldan into 1st party?
no
There is not. It's third party and Kai has said a few times that is not changing.
Radical! Just figured I'd check
A long time ago tom hinted he wouldn't mind me lifting bits of suldan and maybe incorporating them into first party work, he's aware by osmosis that things like Conscripts are very popular, but I feel that doing so would feel kind of weird. Maybe that's a me thing, idk, but I suspect it might get taken as "this guy's trying to use this as an excuse to elevate his homebrew to Official Canon Status"
that's certainly not a thing that's never happened before, I seem to recall that there was a big Binding of Isaac mod that got made official and various other projects like that, but for something like suldan which is very large and has a lot of moving parts, even IF such a thing was on the table (it isn't) it would be an enormous undertaking in terms of "tom needs to actually sit down and go over everything in here"
There is value in keeping something like Suldan a personal project, I think - gives you the leeway to take whatever mechanical and creative direction you want without worrying too much about making sure every last thing will not only play nice with current official material, but also be future-proofed for later stuff. It's like an expression of what you, as an author, value most from the game
Plus, some homebrew stuff I've seen, as fun and balanced in practice as they can be, just would not fly in an official book for one reason or another. You can just do stuff in homebrew that the official game would (often reasonably) not care to touch
Third party has a lot of freedom to it.
also if I'm being honest, I'm not sure I would enjoy seeing a big, ongoing personal project of mine in terms of "what can I strip mine from this to reuse elsewhere"
there's a couple things I would probably go "yeah okay sure, twist my arm," people do love conscripts, but like I had people wondering if I'd take the GMS core bonuses and repurpose/revise them for solstice rain or winter scar and at a certain point it kinda feels like, I didn't make this just so I could pick it apart later, doing so feels like it would be kind of, idk
as much as I love my beloved conscripts I do think it's probably better that suldan remain third party
like iki said, more freedom to it. third party stuff can be a lot weirder
Personally it would feel very...obviously third party products are products but it has an element of...you know how investors basicly went 'Yeah, comics just exist to strip mine for characters to make profitable movies'?
If that remotely makes sense?
also having been here for the feedback cycles of dustgrave, solstice rain, et al
I do not want to see peoples' reaction to a hypothetical first-party suldan
kai gets enough vitriol for it from weirdos with it being third party
honestly if there's anything i want from suldan in first party it's more fun desert planets 😔 i like desert settings
suldan's lore does fuck hard, it's true
i don't care what they're called or what mechs live on them but more deserts please 😔
love me some desert settings as well
no worms or sand sharks though. those are overplayed.
plus it would then leave gaps behind in the field guide, where before everything was in there for a reason
Clearly you add the most destructive threat you find in deserts: Rabbits.
(Fuck Rabbits, Horrible Vermin)
i think more settings should canonize their equivalent to coyotes
from what I understand 'fucking rabbits' is part of the problem
there's a lot of stuff in suldan that design-wise I'm very proud of, and in some alternate universe maybe there was a point where very early on when I was working on it I pitched it to tom and miguel and they said "yeah sure go for it," this is how things have sometimes worked for lines like D&D or Pathfinder
but by this point there's no real chance of tom deciding to "ascend" third party work to first party-hood
but also if the very early versions of suldan were what got the nod then it also wouldn't be in as good a state as it is now, so
how jank was early suldan? I'll admit I got into lancer relatively kind of late in its development (like, after long rim release)
And I think that's for the best. As like while I support whatever you'd want Kai, I'd also find it kinda...there's that stereotype that first party is 'Inherently better design' and popular third party 'ascending' to first party would contribute to that assumption people have.
A lot of it was less jank in terms of "wow this is super mega OP," but more "this is jank because it's overly complex, has unintended incentives, etc"
there's also the stereotype about power creep in homebrew vs. power creep in later first party content releases, not specifically in lancer but in many other ttrpgs. and that wouldn't help either, i think
speaking frankly: a lot of it probably still is in that boat, and I imagine tom would want me to condense and consolidate a lot of stuff
a big example is the pesilat being an Improvsed Attack mech was a thing that you just kind of played around with back in 2019 and while I'm happy where it is now, these days a far better way of handling it would likely just be "a bespoke integrated weapon"
'Here is your Finger Poke Of Doom integrated'
a lot of stuff in suldan has over time ended up being shored up as much as stuff tuned down, or simply reengineered in some way
a self-contained example: the sabreur's smartblade used to be a weapon that gained power based on successively attacking the same target, it was "this weapon gets +1d6 bonus damage if you keep hitting the same guy" (not stacking, just +1d6) to be like "yeah I'm dueling this one guy, get it?"
of course the issue with this is if that NPC dies before you get to keep attacking them then the sword isn't really doing much
got tested and run through games, feedback came back "yeah this isn't doing what you want," so now it works with lock on instead
this is the exact same issue I have with the bolt nexus actually lmao
smartblade's current iteration fucks though, big fan of it on, like. weird melee swallowtail builds
over time I've gradually messed with the matador's core power to make it less fiddly and more broadly useful, while the kallarani's barrage trait got adjusted to be less powerful (it used to give accuracy on multiple attacks), lots of changes and adjustments over an extended span of time that I for sure would not have been able to do if I had to, like, get it all done in a year
i do miss when Hypertuned Interface could literally kill you. that was sick.
i do fuck hard with the CSSW's operational fantasy, the way it really feels like becoming a bunker on the field at a moment's notice, and would love to have something that feels as good in first party. however i'm more than happy having it remain in suldan because thats its home and that's the home made for it
stop critting my boss npcs with it asshole
when you take stress from using the wordens core power to barrage as a free action, do you also need to do the stress roll as though you overheated?
got it, thank you!
Same as if a Sniper deals structure damage to you directly via its deathmark
Thank you muchly!
Some of the stuff in this seems kinda OP. Ego bridge is just absolutely wild
Ego Bridge is a third level specialty license that costs 3 SP, requires both you and the firer to take 2 heat, and makes all the associated attacks at +1 difficulty
You could use that, or you could overcharge and skirmish again with your own stuff
Right but like, if you're giving two strikers the chance to skirmish that seems like an absolute shit ton of extra damage. One difficulty is easily mitigated by a ton of strikers and so it's maybe like 6 heat over 3 frames (2 each) to do a ton of damage.
The more people affected the more ridiculous it gets.
Like, what's the most damage someone can deal in an offturn skirmish?
Have you actually tested this in practice at all?
I have not, no. I'm reading over it to consider what to make available to players and if there's a reason why 'spend a quick action to grant all allies within range a quick action for the cost of 2 heat' isn't OP I'm willing to hear it out. It seems like it's unambiguously the best system to absolutely demolish any hard target in a scene and it's not even close.
Then I look forward to your feedback but otherwise I'm not sure what I'm supposed to do with random "this seems OP, convince me otherwise" debate prompts
and if I'm being honest, it's not a thing I'm super interested in, sorry
Bring it to the table and it breaks something? Absolutely let me know, I'd love to hear it
I posted here asking for input on the matter :V
If it's not OP then feel free to tell me why not, otherwise it seems OP. You're free to disagree with me but I'm not sure I wanna enable some wild shit at my game and then have to tell players they can't do that anymore.
Like you're massif staff. If this sorta' thing isn't unreasonably good as an option, will we be seeing something similar in published first party content?
fucking excuse me?
This is an absolutely wildly shitty and inappropriate thing to ask
All? It's one ally.
Trading 1 for 1, action-wise.
I keep my personal content and my massif-contracted content strictly separate, and subject to Tom's editorial oversight at all point
Like that's the sorta input I needed to not think it's OP. I misread it apparently.
I have always done so, and will always continue to do so
I thought it was ALL allies.
Kai, are you the publisher of this content?
(I can't read so Idfk)
Yes I am, and it has nothing to do with my work for massif press
You're absolutely correct and I can understand why you were so bewildered by my thoughts here. I misread a system and thought it was waaaay stronger than it was.
I'm sorry for misunderstanding your content and for posting in the way I did.
Part of the reason I was asking at all was because the content you've made seems incredibly interesting and I want to integrate it into a game I'll be running. I was concerned because some of the available options seemed incredibly strong.
Aaaaand apparently I thought that because I was dumb and read it wrong.
So that's totally my bad, sorry for stirring shit.
hmm
regarding the titan
let's say characters are on it and the titan is an industrial with wrecker
if it uses the wrecker, does it also roll to hit the characters on the launch decks?
remind me what wrecker is/does
attacks everyone in threat 3
I'll assume it's non-descriminate, and that being the case it'd probably be in the same ballpark as burst effects, i.e. the titan would be immune but nobody on it would be
cool, noted
I believe wrecker is non-discriminate yeah
it's just wildly spinning a wrecking ball
forgive me if this has been asked before, but how did Field Guide to Suldan start? Was this a campaign you made for your own table and decided to turn into a module? Where you inspired by an anime or other form of media?
I started homebrewing the C&H mechs back when lancer was in its playtesting days, and the flavor text for them and their systems contained a lot of implied worldbuilding details that would eventually form a lot of the core concepts that went into the setting, and so eventually I decided to flesh out the setting more
Cool setting. Cool mechs.
The original plan for Suldan I had in mind was a smaller gazetteer sort of thing that would have had it as one world of several being detailed, but the more I worked on it the more I decided that I just wanted to keep going deeper into that one setting in particular
Do you still plan to write about these different settings at some point? Not necessarily as developed as Suldan tho
nah because I never started on any of'em lmao
like that was the aspirational idea at first and then it was just "oh okay I'll just focus on this instead"
fair enough
I think these have been asked before but searching the discord I can't find them, sorry!
In the current version of the Comet, for the Hunter-Seeker Network frame trait, it reads:
"The Comet's Nexus weapons gain Reliable based on weapon size (Auxiliary: 1, Main: 2, Heavy or larger: 3), or if they already have Reliable they add +1 to their value, and can still be used to make ranged attacks when Jammed."
Is the intention there that the "and can still be used to make ranged attacks when Jammed" clause is only triggered if the nexus weapon already has reliable? It sort of reads that way to me, but that seems so weirdly narrow (it only applies to the Bolt Nexus' "target acquired" profile unless you add other 3rd party material).
The second thing is with the SABR engine - it seems like as worded using it forces you to land at the end of the protocol movement, even if you can normally fly, but again, I don't think that's the intent?
1). The two clauses aren't related, but even if they were the Comet gives every nexus it has equipped some amount of Reliable, so even under that interpretation there'd be no world where it had a nexus that couldn't fire while Jammed. The commas there indicate that "or if they already have Reliable" is interstitially modifying the preceding clause, which is then followed by the second
2). SABR Engines use similar wording to Rapid Maneuver Jets, GMS Jump Jets, etc, pretty much any flight thing that does not grant permanent flight capability. In all cases, if you are capable of sustained flight otherwise, you can use those systems or abilities without immediately needing to land if you are able to remain aloft via other means
like with Rapid Maneuver Jets, if for some reason I had those equipped on a mech capable of flight (a dusk wing, something with a GMS flight system) I could boost to gain the 3 overshield and special ignore engagement rules, but I would not be forced to land afterwards
Thanks! That makes sense!
quick refresher on the chimera, can the chimera pilot barrage wth both talons or can they only fire one in a turn, not counting overwatch?
ah found the answer, i asked a while back
please disregard
If a Lycan has Kangto Endochassis, activates its core power, and then is destroyed, can the Kangto still inherit Slag Carapace?
Yes
Nice.
The trait is disabled under core power but, like, it still exists
The core power says it loses those traits.
Slag Carapace and Interference Field are disabled
it just says they're disabled for me, rather than lost. they do come back at the end of the scene anyway, so even under core they're clearly not totally gone
Okay.
Yeah which is sort of the key thing, I'm not sure how you'd have a mech with a trait that became permanently actually lost for good, but a trait that is disabled under specific circumstances still exists to draw upon
hey, quick question please: Can anyone talk about their experience with the Nightmare? I'm toying with the idea of replacing a Witch NPC with one of them since they seem broadly similar in terms of threat, but i wanted to see if it's significantly different in actual play
So the Nightmare, compared to the Witch, is much more of a "choice punishment controller" in several respects
Many of its abilities basically give you your choice of two things that both kind of suck in different ways and it's up to you to decide what you want to eat more, do you want to be forced to move away from the Nightmare (provoking reactions) or do you want to take a chunk of heat? Do you want to be force-moved, or do you want to become Slowed and unable to take reactions? Etc
The quintessential example of this is Ephialtes Strain, which hits you with a permanent debuff, and the only ways to clear it are:
1). succeed at a systems save with difficulty, or
2). attack one of your allies, with accuracy
The choice is entirely up to you, you never HAVE to attack your friends
but one of these is way easier to do
compared to a lot of the witch's kit which is significantly more deterministic. Blind? You become blinded, full stop. Predatory Logic? You make the attack, the Witch picks the gun and the target
The witch does also have a deserved rep as more of a heat inflicter thanks to Tear Down, the Nightmare can in theory put out good heat but a lot of it relies on targets making specific choices to take heat versus taking other penalties, so it's not as guaranteed
A Witch can be a more immediate threat to people running their reactors hot, your classic nuclear cavalier fans, while the Nightmare can't as directly threaten them that way
so overall, I would say:
1). the witch is a hard controller with much more direct application of debuffs and effects, and also the ability to inflict much more direct significant heat
2). the nightmare is more about choice punishment and has more in the way of forced movement effects than the witch (who basically has none, usually forced movement control is the province of the Hive)
also the witch has longer range with sensors 15 versus the nightmare's sensors 10, so that might be a notable factor to consider
Thank you! The witch/nightmare is meant to deploy alongside a spite as part of a gauntlet, so there's some real synergy potential for both the pure heat and movement angles here. I'll have a think about it
Got a question about how the Comet's hunter-seeker trait works with the Emperor's bolt nexus. Obviously the Target Acquired profile should get +1 reliable, but the Default profile has no reliable, so should it get 2 reliable? Or is it determined per-weapon, so only 1 reliable?
The default profile has no reliable, so when fired in that configuration it'll get the same amount of reliable any main nexus without any would get
For the Kallarani's Multirole Armament, if I were to use it on the Type-96 Gunshield set to cannon mode, will I get +1 accuracy on all attacks against foes within the blast?
Nope, one
thank you very much
Another one please
If I were to crit with a cannon that has AP/Paracausal trait, and triggers the Worden's walking fire trait
Would the resulting 1d6 inherit the tag?
as a non-kai answer i'd assume not for the same reason that executioner 2 or monarch's avenger silos don't inherit AP - different damage instance not directly originating from that specific weapon
Carrier token
Does Saladin Fearkiller have any sort of art?
No, I haven't felt like commissioning new art for Suldan for a while since my finances have been tighter and I've been busy with other projects
Can i use the passive protocol of Efreet to transfer the damage to its copy generated by IBEJI?
Do you mean its core passive?
If so, then no
As a protocol you may choose an allied character within Sensors
The first rule of thumb for "can I do this with a spatial echo" is to look for the words "allied character"
You never count as an allied character for your own effects and abilities, and the spatial echo counts as you
character.```
It can be shot at separately, it takes damage separately, etc, it counts as a separate physical body on the field, but both the echo and your mech are "you"
ok, so just to be certain, if i use the Core Passive as a clone into a alied of mine, the clone is the one that are going to take the damage, or can i choose with one takes the damage?
Okay so what you were asking isn't "can I use the protocol to bodyguard MYSELF from damage using the spatial echo," you were asking "can I use the echo to bodyguard allies from damage," correct?
the first sentence was right at some point, but with the first response i come to understand that it not work like that, so i wanted to confirm if i can in a alternative use the echo to bodyguard the damage.
In this case the answer is yes, you can do that, as both you and the echo count as "you"
My goblin player is asking if he can pick up the Pesilat licence, how do people feel about the balance?
My one concern is that Uncertainty Trap already applies hard CC for two turns, and usually invades that do jammed or immobilise are 1/scene and last for one turn. And this stacks with them. So between Eject Power Cores and Uncertainty Trap thats 3 full turns of Jammed. Feels like a lot?
lol. uncertainty trap was not remotely the most impactful invade I used on my pesilat - that prize goes to the one that disables weapons and does 4 burn
uncertainty trap is nowhere near horos 1's power level
it's only really a true jammed if they're out of range for whatever attack they'd want to make, which already limits the power level pretty massively
rupture is far more powerful, yeah
yeah, rupture
they both kinda add up. It feels like eject power core was 1/scene for a reason and all of these are just breaking that limit and making people unable to attack for way longer
I mean, if a ronin is already up in your grill, uncertainty trap is doing stone nothing by itself
you'd need to force movement him away
I've played in games with pesilat hacks on both a chomolungma and a pesilat, they are fine
personally the immobilize from UT never was super useful for me because, well, I was already standing next to them and would have been able to chase them down anyway
so my GM always just ate the immobilize and they would die next turn
alright, if people think they're fine then that's good 🙂 It just felt a bit like eject power core's "1/scene" was getting laughed at
fair enough
you may be back after your demolisher fails to repair its ruptured hammer 2 turns in a row :)
if the response to my worry over one system is "it has an even more powerful one!" then that isn't a great indication that I should allow the licence 😛
I think I'll tell the player I'm up for trying it but not to get too attached in case it unbalances things
I mean with rupture you're approx equal to a TCB for raw damage output. which is pretty big but I mean that's kinda the idea, it's a full action improvised attack and then you gotta hit the tech attack too
I mostly mean it as a "pesilat, ime, does very well as damage first control second". so expect it to play like a blackbeard with a combat drill instead of a goblin that grapples
the context here from my understanding is pesilat hacks on a goblin
ah, my bad, i missed that!
something I want to note here is that uncertainty trap is itself 1/scene
idk if the implication here is it isn't or not, but to clarify, it has the same 1/scene/character limitation as something like eject power cores
Ah yeah, I did think it was perfectly balanced on its own! My concern was just that against some enemies (specifically melee ones), it felt on reading functionally just like having a second Eject Power Cores
Rupture is mainly strong against dedicated single weapon using NPCs but has little effect against any other sort of NPC...it does nothing to tech users, for example, whereas Jammed will affect those types of targets much more severely, and it falls behind when used on NPCs with multiple weapons such as Ultras with ravager turrets or hellfire projectors etc
i had an extremely funny interaction come up between Cynosure and a Champion character and I just want to make sure I ran it right -- a Champion that had a marked character in one direction and an Unblinking Pursuit target in the other would be totally unable to move, correct?
Yeah you can do the same with other stuff too, like Terrify off of the Mourning Cloak's Hunter Logic Suite or Mesmer Beacons from the Minotaur etc
Hey. So, talon drone. I know you can barrage with it (joined looking for this info actually), but for me to do so with comp/con action economy in active mode, I had to edit the lcp so it has both integrated mounts listed, copying the weapon after a comma inside the lcp file. Could this be added to the next update?
In Lancer, whenever there's a case of "two things happen at once, which happens first?" the general guiding principle is "If there's any uncertainty about when certain actions or effects take place or resolve, effects caused by other characters always resolve first during a character’s turn." per page 68
If someone grapples a Nelson Flight Type that is flying, there's two On Hit things happening
1). For the attacker, On Hit the two of them get into a Grapple (which causes Immobilize to happen etc etc)
2). For the Nelson, On Hit it gets to move 2 spaces in any direction
Presuming that the attacker is doing this grapple on their own turn, then per page 68 the matter of "which effect goes off first" would therefore be the Reactive Verniers effect. Reactive Verniers isn't a capital-R Reaction, which has its own specific set of rules to follow (Reactions come AFTER the triggering action unless specified otherwise) it's just A Thing That Happens akin to Skirmisher 2
So far this hasn't really proven to be much of an issue, though I suppose if being somewhat "grapple proof while flying" turns out to be an issue it would be a pretty simple fix, but I'd be interested in getting actual playtest feedback in that regard before I did so
Can an Ibeji instantiation use your Black Thumb talents to clear heat/overshield/etc yourself/allies??
A spatial echo is "you" for all intents and purposes
"It" isn't using your talents, it's not a drone or like an NHP that's had control turned over, via Ibeji you are in two places at once
My answer to Ibeji/Black Thumb interactions has been "yeah it works," you poke your head out of your mech and this also happens via the spatial echo, note that your pilot getting tagged either within your own mech or the echo will result in the hit going to your pilot themselves, the echo doesn't really get an "echo pilot" that can die and doesn't affect your real self in the process if you do this
going into a black thumb rodeo is effectively on par with "stuff your mech does to itself applies to the echo as well, i.e. turning invisible, self-Slow/self-Immobilizing, etc"
oh, so if youre popping your head out of both places, you're still only ("only") going to get the one black thumb action, its just that either your mech or the echo can do it. because you share action economy
yep, same as literally anything else with ibeji, it's not a way to get extra actions, it's a way to cover more ground
Is the boost action a single straight line movement in your speed or does it just double your “movement tokens” for that turn?
Bc I thought it was the former according to the rules but the Valkyrie npc seems to indicate that it’s supposed to attack mid boost
I think you're combining several rules there that don't need to be combined
A 'boost' allows you to move up to your spees
'Flight' must be a straight line for any movement
You can 'fly' in two different directions if you move and boost in the same turn.
You can break up movement with an action, move 2 spaces, act, then move 2 spaces, with a speed of 4
But you must complete the action before moving. You can not start a Barrage and then, attack with one mount, move, attack with the other mount.
The goofiest version of this is if a mech flies on both Move actions and Boost actions, I believe with a Speed of 4, you can (flying the whole time at any height), move 1 east, boost 1 north, move 1 east, boost 1 north, move 1 east, boost 1 north, move 1 east, and boost 1 north with any of your other actions interspersed between any of the movements
The thing you can't do is fly in three different direction with two actions (unless you have Hover in which case you do whatever)
Trait
1/round, when the Valkyrie hits a target with this weapon while Boosting or immediately
after Boosting, that character must pass a Hull save or be knocked Prone. When the
Valkyrie Boosts and splits their movement with an attack using the Nanocarbon
Partizan, they may freely divide attacks among their targets at any points during this
movement. The Valkyrie must be flying to use this trait.```
```SPLITTING UP MOVEMENT AND
ACTION
Any time characters voluntarily move, whether it’s a
standard move or something else, they can split up
their movement with any actions; however, when they
do this, any non-movement actions they take must
fully resolve before they continue moving. For
example, a mech with 6 S PEED could move 4 spaces,
B ARRAGE , and then move two more spaces; however,
it would need to complete the full B ARRAGE action –
firing with two mounts – before moving those final 2
spaces. It couldn’t fire one mount, move two spaces,
and then fire another mount.```
Yup
Any character, PC or NPC, can interrupt a movement at some point in order to take actions, like attacking
The Valkyrie, specifically, while flying can do this but can attack any number of different targets along the path it's boosting (as it gains multiple attacks when it goes up in tier)
normally, an NPC like the Valkyrie who did this at, let's say, Tier 2 would have to Boost, interrupt the boost to make both of its attacks at the same time, then finish boosting
Instead, the Valkyrie can boost, make one attack, continue boosting, make its second attack (targeting someone who wasn't in range originally), then finish the boost
Yup. Flyby Strike adds an extra wrinkle, I just thought clearing up the misconceptions about Boost needed to be covered first
cause the straight line idea is completely wrong and the movement token idea, while it works in most cases, doesn't account for 'when boosting' triggers, if you take it as literal movement tokens
so you can interchange which movements are standard vs boost, as long as you only use as much as you have in each respective pool?
Like if I have speed 4 and nerveweave (+2 on boost) I can move 10 spaces total and declare up to 6 of those spaces as boosted spaces as long as I do that part of movement after declaring boost action?
Sooooo need to pick some brains. What's the best way to build a Kalista? Was thinking of mixing some Blackbeard.
You could potentially go Vlad for a different flavor of Motorized Tetsubo called Combat Drill that can potentially do less damage for the same chance of killing you? Some immobilize systems for weapons that heavy could be nice, though.
Hi! The Chimera has the ability to teleport with its core active, does that mean that its Talon Drones can always teleport?
Yes. As far as I have seen in the core book and every other reference I could find.
perhaps a big ask but has suldan been updated/retroactively balanced in context with the newer core content?
i know some homebrew is only balanced in context with certain 1st party content and not others and wanted to double check
The last lcp update was in December 2023 which postdates SSMR, Dustgrave, and Solstice Rain
Nothing has been updated since then
understood, thanks!
I'm unaware that anything has been introduced which really stands out as a major balance issue in regards to any supplemental stuff
that is, with regards to, idk, "suldan + shadow of the wolf suddenly creates a super busted combo"
lots of people freak out about Enhanced Systems Upgrade and idk, maybe "ESU Chomolungma + Superthermal Blade" might finally achieve the oft theorized "actually busted heatgunner build" people keep trying to make happen
But it often runs into 'Okay but Be A Goblin and be better at all the Hacking Efforts it takes getting there'. XD
It's not like the corebook lacked Powerful Hackers
as usual I'm happy to take feedback on actual specific "I used this in my games and here's what happened" feedback if something does come up (versus "I looked at this and it seems OP" or "I heard from my mother's cousin's brother's dog on reddit that this is broken, y/y?")
I haven't done a lot of suldan revisions lately for a few reasons:
1). By and large, I'm kind of satisfied with the overall state of things. There's maybe a few things I'd go back to in order to maybe trim some stuff down or streamline it, but at this point a lot of that is maybe more on the NPC end of things
2). I simply haven't been getting a whole lot of feedback regarding anything, which isn't inherently a sign that there's nothing that could be changed, but I'm not real interested in making changes in the blind right now
3). I've been busy with other stuff
I'm mostly interested in the art of the alt frames but that probably falls into "too busy" as well as "not financial priority"
given certain recent life events yeah, I have a lot of respect for the artists I've worked with, I'd love to do more with that, but right now I'm being more mindful of my expenses
Oh shit right, that, sorry
I was doing some thinking on builds using this content, and was wanting the opportunity to talk about Suldan with others who have used it.
So I guess to get the ball rolling... who else here has put together a Titanomachy Pesilat? It's one of the things I just want on deck in case I can whip it out for a one off some day.
Secondly, the decent selection of one license level dip loading heavy weapons (Talwar---Slug Gun and Thirdeye---Seeker Catapult) make me want to look at new Stortebeker paths, I haven't gotten too far on this line of builds yet though.
I'm also figuring out what a Kidd+Shepard looks like, having no weapons and a base 14 SP set of deployables and other goodies.
Just a... walking pinata hahaha, but has to be some unrivaled support I'd think.
one thing to keep in mind, a lot of specialty licenses AREN'T one level dips
Thirdeye and Talwar are both Level 2 specialty licenses, which means you need one rank in any HORUS or C&H License (respectively) to take them
I say this not as an admonishment: you really should read the section in the pdf on specialty licenses and not go by comp/con
Yeah
Comp/con cannot be set up to employ the format that specialty licenses use
so all of the specialty licenses in comp/con are handled as "level 1 licenses"
The speciality are 1, 2, and 3
And they're automatically unlocked?
A type of.... here's more to work with?
With each tier I mean
.... ima grab that pdf lol.
😆
yeah
I really recommend getting the pdf for this one
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.```
an unconventional license to help emphasize that role, and the HORUS Thirdeye package
is exactly the sort of thing she's looking for. That particular license is rank II which means
that in order to take it she needs to have at least one HORUS license that's at least rank I
to serve as a prerequisite. Fortunately she has a rank I Pegasus license and so she can
take the Thirdeye if she likes, but she could also take it if she had a rank I Balor or Hydra
license as well. Taking the Thirdeye doesn't count as upgrading her Pegasus license itself
though.
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.```
Okay.
I was on the right track, they still take a license to physically get, though.
That's fine.
It does in fact stop my idea of dipping to third eye or talwar though.
But....
That's perfectly fine.
Are they ordered as 1, 2, and 3 in comp con?
Meaning IPSN Specialist 3 is Overlord?
C&H Specialist 1 is Shepard?
Yes, they should be listed in order in the license menu
At least they got the correct License requirements and unlock when they actually would
....well, apart from the case of picking up a Level 3 Specialty License from a Level 2 one, but even still the fact that it works this well at all is pretty damn impressive
Generally so long as you have level 2 in a manufacturer license (i.e. the same manufacturer as your chosen frame at LL2), you can take any of that manufacturer's three specialty licenses. It mostly comes up when you're dipping outside of your manufacturer
yeah, and so there's a nominal amount of investment in the level 3 specialty licenses which is where you tend to find things like NHPs, superheavy weapons, and some of the higher-spec kit like the Bunraku license
Mantle is interesting as it is a reaction on a weapon.
Hey I know there isn't art for the Saladin alt, But in your mind you kind of have a vision for how it differs from the regular saladin visually
I imagine in similar ways to the world killer Genghis
Bigger, chunkier, a little clunkier
More aggressive leaning. The Saladin is maybe Lancer's most iconically "friend shaped" mech, it has the bit in lore about being used to bust up slaver states and how pilots get drinks bought for them, so the Fearkiller is essentially "what if we took this and made it less friendly"
I wouldn't say I see it as clunky because it's a newer design, it's more cutting edge. It's still big, but the Genghis mk1 looks the way it does (boxy, clunky) because it was THE first actual mech
But it shouldn't have the "this guy is a friend" vibe, the Fearkiller is being developed for things like "pacification actions on New Madrassa," it goes hand in hand with how I tend to view HA which is, like Miguel, "America" but in my particular case I see HA through a lot of Iraq/Afghanistan War lenses as well
Fascinatinng
But still pretty armored all things considered
Maybe something of an almost swat like riot gear silouette is what I'm picturing
Thank you!
the saladin is the imac g3 with its charming bright fruit case
the fearkiller is the current imac which looks you in the eye and dares you to consider doing anything but what it wants you to do
BTW!
Can Pesilat overwatch with Improvised attacks? Using its core ability to claim threat 2*
I don't think it can, but I haven't had that hard confirmed or checked. It's something I was thinking about with punch+puppet+punch again.
yep, this is it
would the kallarani's decksweeper fusillade apply impairment before the agility save is made?
You can order it that way yeah
-- IPS-N Raleigh @ LL6 --
[ LICENSES ]
IPS-N Raleigh 2, SSC Death’s Head 1, HORUS Pegasus 3
[ CORE BONUSES ]
Integrated Weapon, Kangto Endochassis
[ TALENTS ]
Tactician 3, Orator 3, Field Analyst 2, Gunslinger 1
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:2
STRUCTURE:4 HP:21 ARMOR:1
STRESS:4 HEATCAP:7 REPAIR:7
TECH ATK:-1 LIMITED:+1
SPD:5 EVA:10 EDEF:7 SENSE:10 SAVE:13
[ WEAPONS ]
Integrated: M35 Mjolnir
INTEGRATED WEAPON: Missile Rack
AUX/AUX MOUNT: Missile Rack / Missile Rack
FLEX MOUNT: Autogun
HEAVY MOUNT: Bolt Thrower
[ SYSTEMS ]
SISYPHUS-Class NHP, “Roland” Chamber, High-Stress Mag Clamps, Armament Redundancy
-- GMS KANGTO @ LL6 --
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:2
STRUCTURE:4 HP:17 ARMOR:0
STRESS:4 HEATCAP:7 REPAIR:4
TECH ATK:0 LIMITED:+1
SPD:5 EVA:10 EDEF:8 SENSE:8 SAVE:13
[ WEAPONS ]
INTEGRATED WEAPON: Missile Rack
FLEX MOUNT: Autogun
[ SYSTEMS ]
SISYPHUS-Class NHP, “Roland” Chamber, Armament Redundancy
You inherit Full Metal Jacket.
Just trying to understand Echo Cloak a bit better:
On a failure, they don't lose the action, but cannot target you and believe the copied character to be you until the end of their next turn.
lancer doesn't actually support 'false identity' like this so the player (or GM) would have to know that they're shooting at the 'wrong' target (since they failed the save and the item description would be public), correct?
If a character who fails this save chooses to make an attack against the copied character (prioritizing weapons and non-Invade tech attacks)
what does the prioritisation mean in this context? This would be resolved on a per-attack basis surely?
1). There's no "hidden info" going on here any more than there is with the goblin's false idol, which creates a similar illusory duplicate
2). The prioritization means the GM can't go "I will break this effect by attacking the real guy with a 0 damage Ram, or a basic Invade," if you want to break the effect this way the NPC has to use an actual weapon or a bespoke tech attack
If it's somehow not possible to do so for whatever reason then you can move down the list, but those choices have to be considered first
So just to clarify:
If it's legal for you to use a weapon or non invade tech, you must do so in order to trigger the effect
Else
You may use an invade or a ram etc. to trigger the same effect?
Effectively yes
Could someone elaborate on the wording at the end Blade Dancer 3
“Each time a reaction attack you trigger as part of this movement misses, you may make an attack with an Aucilliary or Main melee weapon against a target in range as a free action, and may continue to move 2 additional spaces.”
Does this imply a lancer could chain several reaction attacks between mechs so long as they keep misssing, or is the additional two spaces made after the overwatch and subsequent free action attack has been resolved?
Each time a reaction attack misses you as part of Blade Dancer 3, those two things happen (making an attack, and getting to move 2 more spaces). This can trigger additional reaction attacks, which if they miss you can continue to trigger this effect
You can't "bank" triggered free actions though, once they're triggered you have to use them then or not at all
Thank you
in a campaign setting
Pesilat acquired
does this stack with the Amber Phantom?
In what regard?
Each time a reaction attack you trigger as part of this movement misses, you may make an attack with an Aucilliary or Main melee weapon against a target in range as a free action, and may continue to move 2 additional spaces.”
and amber Phantom has this trait:
Battle Oracle
1/round, when a hostile character misses the Amber Phantom with an attack, it may pull a character within Sensors up to 2 spaces in any direction.
Yeah that's a missed attack, it can trigger battle oracle, not sure why it wouldn't
Here's a silly question; does Guerrilla 1 allow you to boost as a reaction(ie; from the Kraul Rifle) without losing hidden, or does the fact that it's a reaction and reactions break hidden override Guerrilla 1's 'you can boost while hidden' effect?
It's a reaction.
and a boost.
"Boost" and "take a reaction" are two separate things that can break hiding
Guerrilla 1 allows you to Boost without breaking hidden, it doesn't allow you to take reactions without breaking hidden
Boosting as a reaction is still a reaction, therefore the "you took a reaction" clause applies
Can you stack multiple Sticky Grenades onto one target?
Yeah nothing prevents it
Hell yeah thanks
It's an attack roll to place each one separately so it's already sort of gated by that
Are weapon mods part of the weapon for the purposes of Weapon Pod?
As in, if you have a weapon that costs 2 SP and a weapon with a Mod that costs 2 SP can you swap them normally while only ever paying 2 SP total or do you have to pay the whole 4 SP to legally mount both (at least, while the 2 SP weapon is not stored)
All SP costs have to be legal for your mech, mods on a podded weapon count as SP towards your SP total, so the answer is you have to pay the 4 SP
Ah shame, thanks for the answer
So only the base weapon's SP can be stored within the Weapon Pod, not any additional stuff like Mods
No, because you could have two modded weapons in the pod, and switch between them.
Then....huh??
Wait no I'm talking about only the Mod's SP cost, I know they still apply to those weapons
The question is, when you insert a Modded weapon into the Weapon Pod, does the Mod's SP cost get inserted too? And it seems the answer is no
Though, to double-check the base weapon's SP cost does get inserted right?
So a way to look at weapon pods is thusly: the weapons you have are equipped to your mech, simply not equipped to your mounts. Nothing about the weapon pods will let you "store SP" inside of them and swap it out with an equivalent SP cost, if you pay 2 SP to stick a smartgun in the weapon pod, that SP is spent regardless of whether it's on your mech or not
Weapon Pods can't be used to, and shouldn't be looked at, as a way to finagle SP costs around letting you have two different 2 SP costing guns for the cost of one
the value in them as a system is just "you can swap guns mid fight/mission"
Ohhhhhhhh ok so that makes sense
I was just tripped out because "all final SP costs must be valid" or whatever the exact line is is also there
Which, actually why is that there if the Weapon Pod doesn't change any SP costs?
Well the intent was to make it clear that you CAN'T do weird SP shenanigans
that is, you can't use the pods to "smuggle" extra SP onto your mech
Sorry for the confusion
Oh it's fine, it didn't ruin one of my builds or anything haha
Can the Charioteer boost while prone?
yeah, being prone Slows you
it'd still treat everything as difficult terrain, though
bulwark mods for turbo speed crawling
To reiterate and confirm: yes you can do this, but as noted being Slow also makes you treat things as difficult terrain, but if you have ways to compensate for that then go nuts
I was thinking RBJJs, to make you no longer prone.
Also works
Oh lmao that's sick
Fire shoots out your butt and stands you up.
heyo! is the LCP file itself posted anywhere here? my laptop has had issues with itch for a while and I cant figure out why
i had it on my old PC but that thing went kaput so i lost the file, can someone send it over?
.lcp provided!
got it hehe
oh hey also question for anyone that knows
the kangto seems cool as shit purely because of the trait inheritance
the frame itself is dubious power wise but as whats basically jacked pilot armor, hell yeah
so yeh a few questions on it
1: how does the inheritance work with traits like Storm Shield work on it?
2: with the EJECT action, how does that work with the kangto? can I have my main mech exist AND the kangto?
oh nvm on 2
"destroys your original mech if it was not destroyed already"
to point 1, since 2 has already been addressed, if you inherit a trait that requires the presence of another trait to function, then the trait doesn't function
Storm Shield says "at the start of any scene the [mech] gains X overshield," well if you deploy the Kangto in the middle of a fight it's not the start of scene so it won't gain that overshield
if you take Imperial Vestment, that has a limit coded to "the amount granted by Storm Shield" and if your mech doesn't have a trait called Storm Shield, that amount is therefore "zero"
the kangto is dubious power-wise, correct, but the kangto is also basically a second extra "life" complete with 4 structure/4 stress, it is effectively a formalized form of Power At A Cost
An extremely common occurrence is "someone's mech died mid-mission, now what do I do?" and the responses are usually some form of "use power at a cost to give them a replacement mech somehow," Kangto Endochassis is a formalized user-side version of that bargain where the cost is A). you have to spend a core bonus, and B). the kangto itself isn't like a super great mech out of the box (though it does still benefit from HASE bonuses etc like anyone else)
the upside to this is because the kangto is a known quantity (i.e. you know you have it on hand rather than it being a mid-mission negotiation with an unknown cost) you can play around knowing that, meaning you can play more aggressively or take bigger risks with something like a safety net behind you, and it also more or less gives you a "less costly" 1/mission self-destruct
if you already have it going into a fight tho do it work
Yeah, the conditional trigger is "at the start of the scene"
Keep in mind though, if you inherit storm shield then you inherit all of it you're able to, and that includes "the [mech's] HP is not increased by its pilot's Grit."
so you inherit that and you get the overshield at the start of the scene, as well as the "this refreshes when you take structure damage"
ima just fastball a couple my players wanna use since im doing a goofy ass helldivers thing where everyone uses the kangto
- black witch Repulsor Field (The Black Witch has Resistance to Kinetic Damage.)
- balor regeneration (At the end of its turn, the Balor regains 1/4 of its total HP. When it takes stress or structure damage, this effect ceases until the end of its next turn.)
- goblin liturgicode (+1 accuracy on tech attacks)
- death's head neurolink (reroll first attack)
- manticore Castigate the Enemies of the Godhead (you know)
- pegasus By The Way I Know Everything
these are all probably good because they dont mention anything else
just wanna be absolutely sure
kangto gives you the exact text box of the trait you inherit. nothing more, nothing less
so if it's completely self-contained, it works
does agrippa's pack mule drone allow you to spread the effects of sysop 3's 1/round effect to another target?
im assuming not but want to be sure
character who is adjacent to the drone to also receive the benefits.```
"The benefits" is open-ended and nonspecific, in particular because Suldan has several bolster-enhancing systems. This does mean the PACKMULE can share other granted benefits that come as part of a Bolster action with additional allies.
That includes those granted by Sysop
is that intended?
I mean, with all due respect, why would I say so if it wasn't?
"That includes those granted by Sysop"
like, I'm the guy who made all this stuff, if it wasn't intended then I would state as much
the one thing that IS worded very specifically is Sysop 1 which states:
ACCURACY they gain lasts until their next skill check or
save.``` and it is done that way to make it clear that any other benefits that happen to be applied due to bolster-enhancing systems or whatever (which suldan is far from the only supplement that has those) do not similarly last any additional duration of time, only the +2 Accuracy component
Oh actually, question about Artemis
Do contested attacks against a Marked character's attacks count as attacks against them?
Y'know, Stasis Bolt
More broadly, does making an attack against a character's actions and effects rather than making an attack against them directly still count as making an attack against them
This is an area where I think the answer if it's "does this count as targeting someone for the purpose of various effects" is "probably not"
So I guess Artemis just wouldn't affect it at all?
I guess that makes sense, the attack is neither against a Marked character nor other character
yeah I don't think it would for those reasons
"reroll AN ATTACK ROLL" period, sure
you wanna stick stasis bolt on a gilgamesh and fish for rerolls, that works
same with the tortuga granting it +1 accuracy because it's a reaction attack
but if it's "reroll an attack against THIS TARGET" or "roll twice against a marked guy" or something then shooting their bullet out of the air won't count for that
Gotcha
I was more concerned about the 2 heat and difficulty, but that makes sense
Thanks!
can someone teach me how to Ifrit
Tons of great stuff in the Efreet license. I recommend mixing Qublade with the gladiator talent. Allows you to throw the Qublade if you get a bad threat roll.
So much synergy with its other options too.
basically the broad "playstyle" of the efreet is being a defender at a distance
you put a colocation mark on an ally, then you wander away from them and go mess with someone else
if that ally gets in trouble, you can help protect them and/or hit someone back
your license kit is based on either moving people in weird ways, moving yourself in weird ways, or giving yourself more ways to interact with people from different locations
Hi 🙂
Question about the Warden: it specifies you can Barrage with three weapons in its core ability. Does that mean you can't use the auxs if they are attached?
No, the wording of Barrage and Skirmish actually has you choose weapons and then lets you use the attached auxiliaries if they exist, so you should be able to use those auxes.
At least that's our read of things, we're not Kai and all that.
Correct
🤟 cheers
The Reaver's Containment Breach triggers only at half Structure (where it has >1), and doesn't interact with Stress Damage in any way, correct?
Correct
@dusk arch (sent this somewhere else for another company too, haha) hey, was curious, are there any cultures you think the languages of Suldan may most look like? i was curious for naming any npcs from there/repping C+H
A lot of Suldan's language and culture influences, to greater or smaller degrees, incorporate MENA sources, Indian, Indonesian, Chinese, some Hispanic, and a minority smattering of Germanic/European
i.e. Jun Chandrasekhar and Mattias Herschel, for example
thank you!! i thought i saw a lot of indian names, but thought id check
Speaking of naming, how did you decide to name speciality licenses? I'm looking at making some for my homebrew manufacturer.
With specialty licenses, they have no particular naming scheme the way mainline frames and license packages do, I basically went with "what sounds good"
Makes sense.
The problem with the Gajasura is that it already has the perfect weapon for it, the Demon's Fang. Putting in another melee weapon to use instead is gilding the lily. This is why you do this.
-- C&H GAJASURA @ LL6 --
[ LICENSES ]
IPS-N Blackbeard 1, IPS-N Tortuga 1, HORUS Balor 2, C&H KALISTA 2
[ CORE BONUSES ]
Integrated Weapon, Universal Compatibility
[ TALENTS ]
Duelist 3, Nuclear Cavalier 2, Skirmisher 2, Hunter 2
[ STATS ]
HULL:2 AGI:4 SYS:0 ENGI:2
STRUCTURE:4 HP:19 ARMOR:0
STRESS:4 HEATCAP:7 REPAIR:9
TECH ATK:-2 LIMITED:+1
SPD:5 EVA:10 EDEF:6 SENSE:3 SAVE:13
[ WEAPONS ]
Integrated: Demon's Fang
INTEGRATED WEAPON: Tactical Knife
MAIN MOUNT: SUPERHEAVY WEAPON BRACING
HEAVY MOUNT: Cyclone Pulse Rifle (Nanocomposite Adaptation)
[ SYSTEMS ]
ERA Layering, Synthetic Muscle Netting, Siege Ram
Got a high Evasion Assassin? A Bombard sitting behind a mountain? A Cataphract with Capacitor Discharge? Some fucked up custom Ultra the GM designed to screw with melee players?
Shoot them in the fucking face.
has anyone tried Enhanced Systems Upgrade, or had it in one of your games? At a glance, it seems very strong, especially for a GMS core bonus
It's strong but it's like...Opcal Strong. Damn good but not game breaking.
i've played with it personally & had players use it, no real objections to it. it's strong, but it's not really strong in a way that has a lot of direct offensive potential, for the most part. the +2 heat hasn't really pushed heatgunning over the edge for my games, and the 2x invades is nice but really just kinda peaks with jam+puppet systems, which while strong doesn't really end up changing all that much
my favorite bimonthly conversation /joking
playful banter aside, both Ikiryo and riker said it better than me
its good!
quite good
but ive never felt it to be broken
its well known for being a highly volatile core bonus though - it has very negative interactions with homebrew that adds more interactions to invades especially. the liminal space + suldan combo is known to have a couple iffy points (turns out 2 effects that're +heat on invades combine to be too strong! wow!). i run "core+1" for my players, and im assuming anybody else is smart enough to understand "multiple homebrew combined is probably bad news", but its just worth noting
it's strong, but hackers also deserve nice things IMO
yes officer i do need all 17 systems points on this mech
Kai: "you're using this +2 sp for hacking, right?"
me: yes....... of course, haha. please do not look behind the curtain
its grenade systems its always grenade systems with me
I do definitely think a core bonus that is OpCal/AutoStab like for hackers was needed
and ESU does it very well
Tbh it even feels likw it requires more buy-in to make it as "good" as, for example opcal which you can just slap on any weapon. This one you would probably at the very least want another invade system with it to get the full benefit
Its an extremely fun core bonus, one of my favorites and has never felt overpowered to me from the player or gm side
because I saw it happen quite a lot for people that played hackers that they got their first core bonus, and didn't really know what to take because nothing seemed super appealing
so I like the Suldan cores a lot for that
also tbh, I still personally think that's more on the Morgana than on ESU
its specifically the 2 of them together - theyre both fine on their own
its a cross homebrew cocktail of hellish nightmares
yeah but I think if the Morgana becomes broken by anything that adds 2 more heat, it's a little too volatile
also to be clear: nothing in suldan is made with any other homebrew in mind
this isn't an indictment of other homebrew, but rather specifically when I make stuff I am looking at first party material and not someone else's third-party stuff simply because there is approximately eight gazillion lancer homebrew bits out there and I simply do not have the time or wherewithal to futureproof it
but also: I can't imagine I'm the first person to make homebrew with something like a core bonus that adds heat to something, so I'm skeptical this is my unique sin
so I actually have had a whole long extensive breakdown of the design of ESU which basically boils down to: I do not think +2 SP, on a core bonus, is compelling in a vacuum next to the other choices you could take
SP in general in lancer very seldom leads to a direct linear increase in power because SP-costing systems don't usually do that
systems tend to give you more OPTIONS, but those options generally require you to spend actions to use them, or act as passive riders for other actions you have to take to use them, and only rarely act as a pure passive buff (exceptions like the nelson's Bulwark Mods or the Blackbeard's Synthetic Muscle Netting)
having Every Grenade System In The Game equipped to your mech is cool and all, but it isn't imo a direct translated increase in power
while core bonuses, as a rule, do tend to be (or aim to be) a linear power buff
It is your original sin, for which you will be cast down from mount Everest in flame.
😛
You have +5 HP, you deal +1d6 damage, this mount attacks with +1 accuracy, you have more heat cap and are immune to Impair, etc
so I feel the +2 SP on ESU, specifically, exists in a realm of "nice little extra bonus, but not something that actively pushes it over the top"
Until someone makes a mech where you can duct tape all your grenades together
as I have seen some people chararacterize it, noticeably without ever demonstrating what makes them say so or, like, giving any real feedback beyond "I don't like it"
the SP bonus also exists to make ESU somewhat more appealing to non-hackers even if only in a niche sense versus an ESU that is solely focused on enhancing Invades
the reason for this is that the flow of utility between damage stuff and hacking stuff in lancer is not equal in both directions
what I mean by this is: hackers can, and will, pick up core bonuses that have to do with weapons, damage, etc, not just because there kinda aren't really any hacker core bonuses but because, for example, a goblin can get useful work out of a juiced autopod or something, or a nailgun minotaur might like to have an accurate nailgun, or even just +5 HP, etc
but a lot of combat oriented mechs are not ever going to go "I should grab some hacking on the side"
the flow of utility is just not even
this isn't "hacking is bad," it's not, but it's not something that non-specialists tend to sideline in, and especially not for the cost of a core bonus
as such, my stance is that an ESU that was solely just "two options or +2 heat on invade" would end up being substantially more niche
it would basically be "only dedicated hackers take this"
Hacking exist as a supplement to combat, not an equal, is what you're saying?
I'm saying that hackers get more utility value out of having a gun in their pocket than a lot of damage oriented builds get out of having better invades
is your OC looping sherman going to invest in a core bonus to deal more heat with Fragment Signal?
Probably not
setting aside the large chunk of mechs who have shitty sensors and tech attack to begin with (the blackbeards and calibans of the world)
I'm even skeptical that +2 SP added onto it makes ESU a compelling choice for a lot of mechs like that ANYWAY, but it provides at least some additional utility that someone might want to take it for outside of straight hacking
But yes, what I mean is that the end goal is to turn mechs into scrap, and giving a gun to a nerd helps them do that, though just giving the soldier more guns is probably more effective
I think it's more textured than that since a lot of sitreps aren't based on kills but objective control
that is to say, you're sort of kind of in a ballpark, but I think that it's not as cut and dried, and I disagree with "the best status effect is dead" stuff, BUT nonetheless it is still true that in general more mechs and builds in lancer gain a tool in their arsenal that they can utilize to positive effect by having a gun with Overpower Caliber than they will taking a core bonus to give them Buffed Fragment Signal
damage is a tactically 'broader' space - like there are attacks that target edef but there aren't any invades that target evasion (in vanilla)
so that was my thought going into making it
the big loophole I closed off was making it so the two invade effects had to be different
no 2x Puppet Systems or whatever
otherwise, as noted, probably the biggest stress point you could put it through is "Jam + Puppet Systems"
with the chomolungma now in existence which postdates ESU by, I think a couple of years, you could double BCL in one turn for an immobilize
in the case of both BCL immobilize and Eject Power Cores, there's a 1/character/scene limit already
so the abusiveness of this already has a cap in place
sarah also raises a good point which is that on its own, ESU really only gives you +2 heat on fragment signal because no other mech beyond the chomolungma has more than one invade option standard
so the +2 SP gives you the ability to actually take something that lets you choose from multiple options
instead of serving as a tacit SP tax
like I could have just made it "you can equip one Invade system for free" but again, my goal with that component was to broaden it out ever so slightly even on the off-chance someone might go "at last, the thing I have yearned for all this time on my mech, worth one entire core bonus: an extra 2 SP of gear"
re: +SP on core bonuses, the closest comparison in official material is the SSC All-Theater Movement System one which basically gives you a free GMS Flight System, but the trick is that it isn't just "3 SP," it's "you get a better version of an already strong system"
Yeah I remember having a conversation with you about it, it's really interesting and I don't think it's as powerful as people think, I like it mostly for wacky gimmick builds, not for the actual intent of the other half
This is also why I like the extra weapon mount
Being a GMS core bonus and GMS not having any invade systems that would also be awkward. (and would you want to add a GMS Invade system even?)
And exactly, you get it, I know 100% it's not powerful, I think it's cool
The most use having access to that many grenades would do for you is a game of endurance as a grenade user
As you said, It's about options and it's about versatility, with SP usually
or alternatively, it just wasn't made with homebrew/future expansions in mind (which is a pretty good approach given the spectrum of possibilities for both are uh, unlimited) and was balanced around what it was made to actually coexist with
yeah I don't think any homebrewer is really responsible for anything beyond "that plus first party stuff" and also even then, no one can account for anything that comes out later
like suldan wasn't made with anything like the superheavy mounting core bonus in mind and I won't be going back over stuff because of it, even if something weird happens to arise, it's like "oh well"
also, to answer the parenthetical: not really no, it's the crux of why the chomolungma exists (namely that I think a GMS invade system is on weird ground and I don't really care to make one)
so yeah, having ESU exist the way it does (with the SP being agnostic) just makes that whole situation a lot smoother
Yeah, I'm very fond of it
Obviously there are potential issues with mixing it with some homebrew, but honestly... OpCal would have most of the same issues if OpCal was in suldan and ESU in core. Easy to base things on bonus damage in homebrew, though most take it into account because it's currently core.
Hmm, you did update Suldan over the course of a few years. But I forgot how you felt about going back to Suldan and changing some things about it based on new official lancer content that's being added?
sorry, I brought the conflict between homebrew thing up as a practical reason - the reason I mention it is because it's easy for players to miss the "Suldan" name attached to ESU in the GMS core bonus window if they're not paying attn
for my players, I let them use first party + 1 homebrew, and I had 1 try to combo ESU with another homebrew hacking frame because they simply didnt realize it was from another content pack (just looking too fast / not very familiar with the core bonus list)
I entirely agree re: the convo of designing trying to future/other-homebrew proof things, and I mentioned it not because of that, but just because that's a particularly sticky one if you do miss it
broadly, I don't think anything's been introduced into first party material that dramatically conflicts enough for me to feel like going back and changing anything. None of the Suldan mechs really get wonky with Superheavy Mounting in a way that makes me go "ah well this isn't gonna work" in the same way that for five nanoseconds the Amber Phantom used to only have two mounts before I remembered, oh right
There's like...all of two Shield tagged systems, neither of which does anything dumb with the Kutuzov
if anything the existence of the Tempest Charged Blade makes the Motorized Tetsubo maybe feel a little "redundant" but the tetsubo still has enough extras going for it that it's fine coexisting in the Threat 2 Superheavy Melee space, etc
Sysop very specifically is worded so it doesn't cause issues with Bolster-augment systems not even necessarily as a "Suldan compatibility" thing but because I know lots of people like to make Bolster-type boosters and wanted to make it so that I wasn't throwing a wrench in a bunch of peoples' work at once
idk probably the thing that would be most prone to causing some sort of "creep" between successive first party material releases and Suldan would maybe be the Chomolungma which can do weird and wacky stuff with additional hacks and you can slap ESU on it and use nuclear cavalier system crusher tech for additional heat and try to mega turbo heatgun people and, like, maybe that's the big one, but I'm not yet convinced that this is transformatively different from "just what the Chomolungma does anyway"
Yeah, I remember combing all over Suldan when superheavy mounting core was being worked on. The only potential issue would have been the Comet... if it had 2 mounts.
Yeah, though there's the potential for something that stacks on top of chomo and ESU. Something to look out for, but hopefully not going to cause issues.
Probably the biggest successive "combo piece" there is the superthermal blade, which people naturally immediately have rushed to try and break, and so far the reports coming back have been "it's not really as broken as everyone feared/hoped for"
Yeah, it's not really that much better than throwing out another invade, but requiring a bunch of extra investment... and limited.
and getting right up in melee which, sure, it's not that you can't do it, and CQB chomolungma has been a thing for a while, but it feels like a lot of hoops to jump through
Yeah, I've made a lot of different chomos, including a few melee ones. Wonder if I'd even have space for it. Might want to build it very differently.
But that's kinda the beauty of it. More build variety
i have a player who's interested in the qublade's variable threat but doesn't want to go all the way down the efreet license track -- if I wanted to convert that feature only into a mod, how would you balance it? I was thinking 2SP, not valid for superheavy melees.
uhhhhhhhhh
hmm
messing with melee threat is one of those things that largely doesn't matter until it does (mainly for executioner purposes)
for example, having a threat of 1d3+1 on most heavy melee weapons would constitute a straight buff, because only one first-party heavy melee weapon has a threat higher than 2
so like yeah I'll put a mod on my nanocarbon sword that takes it from Threat 2 to Threat 2-4, because I'm not really losing anything (unless I was real married to putting thermal charges on it or something I guess) and potentially gaining some sick executioner procs
on the other hand, I probably wouldn't put a mod on my nanocarbon sword that gave it 1d3 threat because that's a 2/3 chance to be at best value neutral and potentially worse, and a 1/3 chance to have any positive effect
it's the sort of thing that I feel like kind of goes with the qublade specifically because the qublade is designed around it, I'm not sure that it's something that translates to other melee weapons well, if that makes sense
like I would want to know why they want the effect
hmmmm, restricting it to Main or below would close that loophole then, wouldn't it? This is for a lycan build and they're basically only using it to make themselves a bigger problem once they get stuck in while running silent
i agree, but i've set a precedent where permanently acquiring 'off-license' gear like that is something that takes multiple downtimes' worth of investment (which i feel is fair) and the player wants a 'cheaper' alternative in terms of investment
so i'm trying to square the circle here
It would, but main weapons kind of don't really care as much about the threat gain, so I would question its value there without a qublade-like rider
I'm not trying to say "tell your player it's bad" but, like, if I wanted to be a main melee menace with a lycan, you know what I'd grab? A war pike
threat 3, knockback 1, it's honestly a real good control tool
If they want it just as like a special weird threat range version of a Torch or something, I'd consider 2 SP probably "okay" for it
they were also looking at vlad's impact lance, which has something very similar going on
if it's a superthermal blade I'd maybe be like ehhhhhhhh
yeah fair enough, i guess giving them the whole weapon is just mechanically safer than trying to come up with some weird custom mod for it as well.
i just need to figure out what my pound of flesh is gonna be
The Qublade IS a pretty compelling Lycan choice
yeah and it thematically ties in with it as well, being a horus weapon and doing similar teleportation bullshit. i like it as an idea for sure
I would say if anything its issue is that it does no self-heat, which means they need to do something else for Power Flux procs
heya there y'all! Just wanted to post my kitbashed matador frame her c:
Nice, love that guy
honestly, same here if ima be real-
"If you're emitting electromagnetic signals, then FUCK YOU!"
I hope this email kills us both
aint this that one mountain goats song /j
Real scorpion vibes
bee
Saboteur Drone works fine alongside Agrav Vane, right? 👀
Ok, changed my mind. Legion Nexus too tempting, as are easily accessible repairs for saboteur drones 👀
[ LICENSES ]
C&H KALLARANI 3, HA Gilgamesh 3
[ CORE BONUSES ]
Integrated Ammo Feeds, Superior Logistics
[ TALENTS ]
Engineer 3, Grease Monkey 3, Drone Commander 1, Walking Armory 1, SPACEBORN 1
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:21 ARMOR:1
STRESS:4 HEATCAP:11 REPAIR:6
TECH ATK:0 LIMITED:+5
SPD:4 EVA:8 EDEF:8 SENSE:10 SAVE:14
[ WEAPONS ]
Integrated: Prototype Weapon III
MAIN MOUNT: SUPERHEAVY WEAPON BRACING
FLEX MOUNT: Scavenger Nexus
HEAVY MOUNT: Legion Nexus
[ SYSTEMS ]
Saboteur Drone, Turret Drones x8, Personalizations```
Integrated Ammo Feeds might be overkill, and/or grease monkey 🤔
Speaking of Gilgamesh, no one here talked about how we have our first non-Ordnance, non-Loading Heavy Rifle that actually hits things.
-- SSC REAPER DART @ LL6 --
[ LICENSES ]
SSC Death’s Head 2, HA Gilgamesh 1, HA Saladin 3
[ CORE BONUSES ]
Heatfall Coolant System, Overpower Caliber
[ TALENTS ]
Technophile 3, Nuclear Cavalier 2, Tactician 2, Black Thumb 2
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:0
STRESS:4 HEATCAP:9 REPAIR:5
TECH ATK:0 LIMITED:+2
SPD:5 EVA:8 EDEF:8 SENSE:20 SAVE:13
[ WEAPONS ]
MAIN/AUX MOUNT: Assault Rifle / MC-LMG Light Machine Gun
HEAVY MOUNT: Legionnaire Battle Rifle (Paracausal Mod) // Overpower Caliber
[ SYSTEMS ]
Enlightenment-Class NHP, High-Stress Mag Clamps, Core Siphon, Armament Redundancy, Flash Anchor
It's LL1, too.
And the "+2 reliable" part of LBR works with the base 3 reliable too.
"Fuck you, Mirage!" loads rifle with murderous intent
Yeah, it's kind of a "basic rifle" with built-in pseudo-walking armory, feels great
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3
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