#GMS Crisis Core Catalog Debut....2!
1 messages · Page 2 of 1
That's... yeah
And what they had left was
A) capable of experiencing existential dread
B) intended to be human
C) could modify itself according to the whims of its customer
D) is it's own customer
Story has a happy ending though!
In 5016 after violating the safety manual for them (repeatedly engaging in behavior that stresses the trust-customer safety-cognito lock protocols) a bunch of his other personal model homunculi panicked at one of his jokes and punched him to death in his limo and then tried to weekend at bernies his body to the horizon because someone had told them to go there
Incredible
Yeah we do love a poetic death
Oh and there's bikes
You can get a bike as gear
Or a pet
A pet?
Yeah as pilot gear
There's a little alien bat
A long.bodied fuzzy isopod krait
And an exotic gear that's a companion who can understand human languages (kind of) and is fairly intelligent
Oooooo
The iguanito
Very cool!
Yeah! They are my favorite
oh also for those who didn't see, my other project, mpal,has its own post now #1157786098093789194
-- SSC Atlas @ LL6 --
[ LICENSES ]
SSC Atlas 3, HORUS Goblin 2, HORUS Pegasus 1
[ CORE BONUSES ]
Mount Retrofitting, The Lesson of the Open Door
[ TALENTS ]
Combined Arms 3, Duelist 2, Siege Specialist 2, Gunslinger 2
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:4
TECH ATK:-2 LIMITED:+2
SPD:6 EVA:12 EDEF:6 SENSE:3 SAVE:15
[ WEAPONS ]
FLEX MOUNT: Tactical Knife / GRENADE LAUNCHER
RETROFITTED MOUNT: Terashima Blade / GRENADE LAUNCHER // Mount Retrofitting
[ SYSTEMS ]
H0R_OS System Upgrade II, Hunter Lock, Personalizations, Armament Redundancy
Oo, Siege Specialist with Grenade Launcher for getting an action-economic Prone? that's clever
It also randomly deals heat.
Getting a lucky Exposed sounds welcome
Alright its time for big stretching time
God i wish it wasn't so hard to find forum posts sometimes
anyways, big hot new post over in MPAL #1157786098093789194 message
(lcp update before it goes up on the itch store)
Think i have achieved a breakthrough on Squadrons 👀
okay bingo time
SQUADRON Balanced Mechanized Response Units, Orbital Drop Cavalry, Karrakin Cavalry Lances: all part of a long tradition of massing armor in close-knit formations to breach heavy defenses. When all other arguments have failed, the pilot mounts her armor, holds lance forward, and charges, onwards...
a question regarding the Micro-Maintenance Suite: when it says two allied mechs gain 3 Overshield - do they each gain 3 or is it 3 Overshield divided between them?
Each gains 3
And it's not limited?
The only limit is yourself
Namaste
Yup!
Oooh, new squads type?
sqadron!
npc that s a bunch of little guys,
aka a new grunt alternative
the aim for them was simplicity, mainly
story of the future, soon
Does Killzone also double the Reliable?
yes!
doubles Everything :)
dont stand in the killzone, kids!
also i didnt post stats but it has demolisher speed, golaith evasion and bastion armor for freference
bation/pyro
im still spitballing the last optional or two but then i think it should be ready for some field trots
remind me to post the palisade tomorrow we forgot lol
Are Final Lesson and The Seventh Lesson supposed to be showing up in the standard system list on Comp/Con? They seem to be exotic gear, but are showing up by default like they're standard GMS gear
They shouldn't, they are exotic adventure gear, yeah. I'll be fixing those soon
https://docs.google.com/document/d/1sbK2S1knPHC5tizjZs71fseFt-wSS4U5NM0msNqiVEI/edit?usp=sharing
rough sketch outline for palisade (to be added)
funky walking castle wall basically will numbers test it out a bit later,
hiya i got recommended here due to the thingy thing about alternative structure/stress roles, and one question
just so im not DUMB
does Direct Hit mean that an veteran/elite/yadda yadda can keep fighting until they run out of valid systems and weapons to break?
or am i just being dumb and if you have 1 structure and take structure damage, go down to 0 structure means the mech is insta destroyed?
Pretty sure it’s still this
This may be true I may just be dummy
The tables just replace the table results but not change the base rules of “you run out of structure you die”
Yeah lol sorry
ill show this to my players and see about it
then figure out how to change the text inside of foundry lol
probs easy to do but alas
mhmm
I dream of being able to place alternative tables in foundry
Because Maria's are great
Probably possible with a script now I think about it
How come?
I mean iw as thinking of just going to the files and rewriting it
It's just the chat message in the end
It's true, I recall hearing the stress structure table was deeply coded but don't quote me on that
If you do rewrite tell me good fellow
My players are in agreement of the rules, so I'm gonna later check if I can change the text within foundry
Will report back later
Good luck
i've done it
idk how to pass it, but in the end it's just an edit to the lancer.js file
miraculous 😮
oh some exciting news i suppose but, been weighing the options and thinking of doing a few fixes/clean ups on existing adventures/lcps for the catalog, and then working up/going ahead forwards with the next few adventure ideas we had floating around
admitedly right now that "ideas" is
A) sketch for a mission series dealing with a low-orbit combat dive/operation,
B) medieval mechs,
MARIA’S ALTERNATIVE RULESET FUN TIME! By Maria Lopez (Esbion Arshadow) These Alternative rule sets for Structure, Stress, and Bracing were made with the intent of minimizing extremely early mission kills (players and npc’s alike) while still maintaining heft consequences for losing structure o...
now in google doc form
does this need an LCP or can it just be ran as is?
i frogt
forget
I dont think it does. Fluffy up here was working on a way to make this work with foundry modules I think
When I use the tables I just cut and paste them into a Foundry or roll20 journal entry
Yeah I don't know how to make it a module, I just directly replaced the system files
When the new update comes, it'll definitely be overrides, but they mentioned that v11 lancer will have support for custom structure/stress tables
Ohhhhhh nice that's huge
Denali's Optimizer - does "immune to conditions from outside sources" include taking Stunned from a structure check, or is it specifically when a hostile character inflicts Stunned via wholly their own means?
it does, yeah
basically if it wasnt caused by you voluntarily activating something that gives you that effect like plasma gaunt or antilinear tiem, then optimizer blocks it
Okay thanks, we weren't sure how to rule that
mhmm!
Hello, I would like to report a bug I found on the .lcp (I think it's the Catalogue one). A GM try to import a build without any third-party supplements but COMP/CON notifies that the players was using GMS Crisis Catalogue while in fact they don't.
It's @hallow cedar 's pilot.
Problems solved, nevermind.
Oh glad it worked out
the inspiration is going fairly well but damn sometimes you just sit down and stare at the document block four a few too many hours
yeah.....
source: okay its 7pm ill take a break from the gunship
"okay i did some reading what time is it? 2am? oh."
this gunship will be done soon, veventually/ and then, I think, LCP time maybe
i hunger for this
decided ot give the gunship a recoilless howitzer because no one can stop me
Nobody's the boss of you
https://docs.google.com/document/d/1Uytv_fTQ7oW4xwujzbKCf47JLpTtEolbTZNv4g_W2q8/edit?usp=sharing
so its been a while but here's a little initial draft of our Gunship idea: (i am not concerned about Balancing thoughts or suggestions at this time.)
Right now, i think its mostly done with a pre-alpha stage, but, primarily, we are wondering, if it feels like there is room for other potential ideas or things to cover within the general umbrella of "flying fire support and utility vehicle) as far as optionals or potential optionals, if the initial build concept idea seems to make sense or be interesting, etc, if there might be room for some other weird little details etc. but either way, here's a first draft of that!
Okay who's ready for Gunship and squadron npc's!!!
Me!!!!!
Here they are, this time in PDF
the Squadron and gunship, which ive decided to take in a more modular : build your own" style of gameplay
the gunship is fairly experimental but thats what playtesting and what not is for, and i think i've got a vague template to laydown for how to make their deal work maybe in Comp-con
actually i need to make a quick revision of the above~!!!!
emergency balance and errata patch, we'll say
i need to rename these two weapons actually
names resolved
ok updated version
i have a present for you all uwu
the GMS CCC NPC LCP has been updated with the GUNSHIP and the SQUADRON! air dropping to a battlefield near you!
The Ripjaw Shotgun on the Pointman doesn't have a functional ability. The weapon doesn't have any threat.
Oh I was looking at the PDF from itch
So 3 threat? Gotcha. So long as the LCP works, lol
wait what
ahh so the pdf has just been like that! interesting
bene months and no one pointed that out, well,
I prefer the books to browse, which apparently makes me unusual lol
yeah it was rough doing those up but at least now its ncie to know that's done!
im updating the notes to include all the new npc's
oh i guess i'll put this out there but the sentry got a bit of an overheaul as well
new optionals, shuffled some stuff around its not updateds on the pdfs yet but is on the google doc and lcp
Neat!
and ill have to reformat how the sentry and enforcer work because the tables got obliterated
okay! more spicy news!
now i might actually upload all these badboys tomorrow but nice and lovely christmas present for all
Woo! Updated PDFs!
Love catching typing errors
Hey I've got a few questions about the alternate stress/structure damage table and I'm hoping this is the place to ask:
When rolling stress or structure for the second or third time in a mission, do you still roll multiple dice and take the lowest, with the possibility of rolling multiple 1s and suffering a crushing hit? I assume so but was unsure 
Also, when an elite npc with 2 structure takes their first structure or stress check and rolls a 1, do they still need to use the "1 stress/structure remaining" result or are they meant to use a higher one? 🤔
Lastly, if a hostile npc overheats their last stress, the result reads "... [your mech] Suffers a reactor meltdown at the end of your next turn. You can end this effect by stabilizing, or by passing an ENGINEERING check as a quick action." is this intended to mean an npc could stabilize and be alive at 0 stress? Or should they automatically be destroyed upon taking their last point of reactor stress? :0
Oh wait one more 
When a pc takes their first stress and gets a 1, the result tells them to roll an engineering check, becoming slowed and dealing half damage for a turn on success, and becoming exposed on a failure. Is a character permitted to voluntarily fail this save if they would rather be exposed than deal half damage? Or is failing the save meant to have the mech suffer all those effects? Or is the save just compulsory :0
Overheating and structure work the same as the base rules,
For the last question: it is either or. Success means you are slowed and deal half damage on attacks, checks, and saves, failure means you are instead exposed
Mechs reduced to 0 stress always melt down at the end of their next turn
And are characters allowed to choose to fail the save if they wish? 👀
same as any other save or check, yeah!
if you wanna take double damage, that is your perogative
Got it, thank you for all the quick and informative answers!! 
I can think of a few players who would just think "well if I'm not slowed and dealing half damage then I can just boost in and kill the enemy before I get hit while exposed, and I can just stabilize next turn
"
And then we'll see how that goes if they end up missing their one TCB attack or what have you 🤣
mhmm! a well wishing and merry snipermas to all those exposed players out there
Ok I accidentally made a thread for this instead of asking the question here, but anyway, why are the Autocannon and Recoilless Rifle named that way when the former is a Rifle and the latter is a Cannon? I get equipment tags/types not exactly corresponding to their names (read: Latch Drone), but this feels especially confusing
To mimic real life where recoilless rifles also aren't cannons and automatons are usually rifled, thus making them rifles, technically
If I were to make it truly accurate recoilless rifle would probably be a launcher but there are some cannon-type recoilless rifles in real life
That feels... unnecessarily confusing and bound to IRL norms. I feel like me personally would consistently keep getting confused on what types of weapons those are
But also they are the way they are because I designed them thst way
Not complaining about their design, they seem like fine weapons, the Autocannon seems especially fun with Crack Shot and the Recoilless Rifle seems great for a Siege Specialist Artillery trying to do single target damage
The names just... seems unnecessarily confusing
Apart from staying accurate to real life, is there any reason not to call them "Autorifle" and "Recoilless Cannon" instead? It would make them less confusing to track both when building a character and in the midst of combat
... ok actually reading more of the weapons and thinking back to base Lancer weapons... I'm starting to feel like "old man yelling at cloud"
Think I'm just complaining about a nonissue at this point
yeah i just went with names i liked that are kind of already real names
Base Lancer is guilty of confusing naming plenty, I really shouldn't be so harsh
the HMG and oracles are also technically autocannons its all good
Also off topic I think I found a typo in the current PDF on the Sample Team page
The rest of the team are all called Steel Hounds X, and on the next page a Steel Hound 5 is described
But this stat block seems to be in its place
oh!
Also I don't think that little bit of Text that says "Text" is supposed to be there
what version is that
1.2, I just got it off the itch page like 10 minutes ago
Also the PDF credits cover art, but I can't seem to see it on both the Itch page and the actual PDF
While we're at it, it seems spaces after the colons on the "what is this" page seem to be missing
Just letting you know because if you'll have to edit the pdf, might as well get everything
Thanks for catching that!
Did a scan through once more, didn't find any other punctuation or grammatical errors, so these seem to be the only ones
Oh actually, there are a few double spaces in the Steel Hounds breakdown page
Specifically here between "Demolitionist" and "allows"
Here between "friend" and "Tit" (I don't think that's supposed to say that)
And just those two
if i had a nickel for every boob-related typo,
Also I think you know this but the order of the Steel Hound descriptions is 1, then 3, then 2, then 4 and 5. Unsure why that is but I assume it's intentional because the descriptions check out and match their titles
yeah they're paired together as a "this is who works closely with who" type deal
i call it "horn style" because Horns in orchestra also do that
oh because I like it that way!
Fair enough
also the number order covers the fact that they show up in columns
Ah that makes sense
while also still being next to their assigned friend
and the higher up the column, the more front line they are
Yeah I get that
Oh another thing I found (though this reads to me less like an accidental error and more an unfixable error), under the Denali stats these two parentheses are sized differently
Also with Field Supply, do your allies get to choose what benefit they recieve on a character by character basis, or does the Denali choose one effect to apply to everyone?
You know I picked up another error too, and funnily enough it has to do with weapon names:
Both of these weapons have the same name, and that doesn't read as intentional to me
Yeah checked the LCP, the latter one is supposed to be the Deluge Missiles
I knew something seemed off about a cone weapon that only fired 1 missile
they get to choose
and yeah thats been documented for that one i think someone cdaught that
The Denali Pilot or the Allies?
allies,
Gotcha
although ultimately it kinda doesnt matter since either way, the nbeneficiaries get what works best for them
It kinda does
With the allies choosing, one ally can reload while the other can clear burn
With the Denali pilot choosing one option for everyone, everyone might reload even though one ally who has no reloading weapons really needs to clear their 8 burn
The latter is a bit weaker, while the former is much easier to work with
That's the distinction I was confused about
the denali choosing would still pick individually
but also the wording does just say "allied characters may"
Right, I was moreso confused if the same choice applied to everyone or if everyone could pick different options
Yeah gotcha that's my b
What happens if you combine the Ultraheavy Combat Maul with Systems Override? Stop: Hammer Time!
it's true yeah
Love this LCP. All the options feel so fresh but balanced. It's the perfect expansion: Lancer, but more!
thank you :D
dont remember if i ever posted the updated npc doc but here it is
edit: just found this draft hanging, lmao
ill post what im currently working on, (these are all drafts) ans well a bit of a virew into long term npc goals:
1: touching up squadron to a better spot, with a goal for simplification, and after later testing, we've been thinking of creating a bespoke npc that echos' the squadron's modularity into a single npc character, and pushing the squadron more towards that specialized, mass produced role
we are also planning on touching up the Gunship and splitting it into 2 new types, the Gunship (striker artillery focused,) and the Lifter (Utility focused)
the lcp has a few errors, among other things. The pdf has a few more corrections, but both will be getting updates as the next target.
HEY HEY HEY BIG UPDATE INCOMING
4 NEW NPC'S!!!!
we have the Squadron (updated) a collection of customizeable, weaker foes collaborating together to function as a threat on the battlefield!
The Gunship has since been divided into two to cut down on complexity a bit:
The gunship is now a fully offensively focused attacker that is very fast, nimble, and packs overwhelming firepower. Taking it down will require versatility and cunning!
spawning from the support end of the Gunship, we have the Lifter, a Combat Shuttle that can deliver foes to the battlefield and stick around to support them throughout the fight!
Lastly, we have the Cavalier, a regular npc who's whole claim to fame is versatility, carrying a vast wealth of archetypes to choose from to allow you to fill out your npc rosters with whatever you need!
LCP i will probably finish in like a day or two or something i dunno
oooo thats exciting
But yeah if it's at all interesting go ahead and go for the pdf the lcp is going to take a while I'm waiting on a few reviews first to make sure I didn't leave any major errors or anything in
okay i'll have to make a few updated to the pdf but the lcp is doing very nicely
NEW STUFF forget that old junk up there!
the ITCH.io page just went live with the newest stuff!!!! https://esbionarshadow.itch.io/gms-crisis-catalogue/devlog/703924/its-been-a-while-hasnt-it
Hey! glad to see you all around! After a bit of design time, I'm proud to present you all the latest pdf and lcp updates for GMS Crisis Core! Notable changes to look out for: This one is for the GM's,...
devlog explaining what's up
wowie zowie new NPCs
the gunship will probably kill someone, but im okay with that, i think
@sly crow here!
!!!!!!!!
yeah! (make sure to remove the old sampler gunship lcp for this one which is the update)
exciting
ill check it out later, i gotta prepare for my pathfinder game which is
oh
its now
uh oh
uh oh
oh wait uh oh
okay we fixed the mistake ohn the postrino lance so you can download the 2.1 version
look at her shes so good
shit i caught another one 😔
okay hopefully thats all of them, its uploaded to the itch.io page
Oh shit update nice
I assume apart from the NPCs the weapons themselves got a bit of cleaning up? Like the uhh, Superheavy Launcher with the wrong name iirc?
Oh huh if it was I could not find the updated LCP before the 2.7 update
Probably just suck at checking though
i think after a bit of ????? and some other end adjustments I might go ahead and make, like, uhhhh
we might go forward with some of the other player-side stuff ideas we had,
i dont remember the full idea vault but i think the hull one would involve maknig a hull check during ur standard move to pass through and destroys objects your size
Ooh so it incorporates the appropriate skill check/save in the talent?
systems one something abotu hacknig projectiles out the air, itsbeen a while since i checked my notes
the essense of it, yeah
Rad
its likely to, do so but that was a secondary concern over lik
esomething thats acrtualyl interesting and not shoe-horned or hamfisted shoving skill checks for the sake of it
Mhm, tis fair aye
had a lot of funny Eng ideas with shit like tattempting to juggernaut off conditions or maybe overload an adjacent hostile to force a shutdown or something
Huh, so it seems ||Magga Ferrum, The Seventh Lesson, and Final Lesson|| still don't have Exotic tags, meaning they don't appear in the Exotic Gear section or the mech hangar, but do appear in the Compendium(even without selecting Show Exotic Gear) and the mech hangar if you enable Unlicensed Equipment
doesnt do that for me
but also magna ferrum is explictly not "exotic" gear, it is just treated as such
Eh?
it can still only be earned in one way, i just did not put the exotic tag on it brecause each one would eat up 1 of oyur two pieces of exotic gear
and i didnt feel like adding disclaimer text to the weapon
same deal
So technically-not-exotic exotic gear?
yes
Gotcha
that being said they do not appear for me unless i look for exotic gear because they both have their source as "Exotic"
Huh, that's odd then, this is what the compendium looks like with Show Exotic Items disabled
oh that
probably a side effect ogf not having the exotic tag itself,
but either way it is what it is, ultimately
comp-con doesn't play nice with a lot of things
Fair enough then
i learne drecently that it can create a "balanced" category for npc,s but that doesnt play perfectly well either
Yeah, it can create whatever category you want... unfortunately you can't assign colours to them, so it ends up not being particularly legible. Which sucks.
on our version it still works sicne the default is like
black
(everything but msmc is either literalyl unreadable for us or way, way, way, too bright)
Ah, okay. I was using the union basic. In which case it's, like, light grey, IIRC? It was effectively unreadable without highlighting.
oh union basic is unreadable to me for all layouts by default
wait unio basic as in the gms one?
Yeah, I can never remember the actual name.
@rain flint idk if its just on my end
but pointing it out nonetheless
idk if it was already pointed out as well, sorry if it was redundant
Hm I thought that bug was addressed, odd
it appears on other themes without colour. the issue seems to be that since the default theme letters are white and the bg is white as well, tey are invisible
Yeah no I thought that the default here was changed from white
This has been reported in the past
oh ok. sorry for double post them
Nvm it didnt get closed yet: https://github.com/massif-press/compcon/issues/1654
Submitted At: 8/29/2021 22:03:49 Is your feature request related to a problem? Please describe. The backgrounds for various NPC classes are colour-coordinated (Green for Support, Blue for Controlle...
yeah thats just a known deal, wont show up, same for there being no symbol for "balance" npc's
i personally use the msmc terminal for comp con because the horus and gms cause me eye strain and the community ones i cant read
there are community ones huh
yeah
If, somehow, Magna Ferrum(or any Heavyweight weapon for that matter) is the only weapon you have left, can you still Heavy Fire it?
Nice, hell yeah
Some typo fixes coming out today and a little bit of clarification on some npc interactions
lot of hot new templates coming down the pipeline (maybe, i dunno if i will include these with crisis core or not.)
Templates rule, I await with great interest
a snapshot of them
actually wait i can just share a glimpse of what they're like,
https://docs.google.com/document/d/1Uytv_fTQ7oW4xwujzbKCf47JLpTtEolbTZNv4g_W2q8/edit?usp=sharing
Thank you!!
reviving this to make the note that i am considering adding a new rule to teh alternative structure and stress table!!!
Heat from Overcharge is not gained until after the action resolves.
oh what's the thinking for it?
Oh on mobile, Will post the reasoning soon!
any news on the hase templates and minibosses? I think they are quite fun
I've been toying around with them a bit, as I paused a bit of playtesting to do a little more development and handle some personal stuff, but I intend on writing out the optionals for the last three and doing some math touch ups on them today, (I might also sneak in a surprise for today.)
yeeeeeeees
The Dynamo is proving much tougher than anticipated...
i can wait! tho the hype is real
there is this little sampling, to indicate the direction ive decided to take the hase boss templates, in particular.
Once I'm done air frying the nine should be good to go (may have typos)
we think we could stop you.... if we really tried.... which we won't.....
https://docs.google.com/document/d/1Uytv_fTQ7oW4xwujzbKCf47JLpTtEolbTZNv4g_W2q8/edit?usp=sharing
Merry christmas, it is done, and we only added 2 extra templates. so just ten total, i think.
HASE Templates New Tags Stressful: This action cannot be used on the user’s consecutive turns. Northie HardenedTraitThe Northie gains +1 Armor and +2 Hull. Northie Traits and SystemsTraitWhen choosing optional systems, the Northie can also choose from the Northie Systems and Traits list. Heav...
Behold! Hase templates (and also flyer and mountaineer)
lcp sooon? ❤️
Uhh probably but no promises
Probably not until I personally test the boss templates but I could theoretically conceive of a solid testing ground for it
lcp 1/3rd done
forgot to announce hour or two ago but lcp 2/3 done
theoretically, this should be done! After fixing a few errors (i know about the weird scaling text thing, not sure if there are/what others are) but i think all things are where they should be and it seems the stat boosts are working properly so i'll put this up on the pagge # soon
Hmmm. Didn't check weapons other than to see if they showed up.
I should probably do that later
fixing a few more errors
so interesting fact!
comp con will not allow a HASE stat for npc's to exceed 10
huh
This sounds like grounds for a feature request yeah
i tested it out to confirm ands yeah, it only goes up to 9,
if i can figfure out how to feature request, i might
i only noticed this because with the new templates, its possible for certain enemies to exceed 10 in a HASE stat
it will allow heat caps to exceed 20 though, so there's that
ok so
It’ll require a GitHub account and to push the appropriate button on this page: https://github.com/massif-press/compcon/issues/new/choose
Power fucking cut out mid typing
But I did this to the squad and the squad can apparently have 10 engineering????
Have to go figure out if my math was just fucked, or ???
ok i am unleashing the cleaned up version now
use this version instead this is the good one
Ooh!
I think I'm going to make two more templates and two more npc's
oh @sullen fern heres the doc and the lcp is just above, havent added the new boys yet
HASE Templates New Tags Stressful: This action cannot be used on the user’s consecutive turns. Northie Northie is the catch-all term for any combat unit or vehicle that skirts the line between police or security unit and front-line combat specialization. Built robust for a wide array of close and...
it's in the queue
👍
Dear god
oh wait i meant 145
just added it to mine as well 
i have 32gb of ram, im gonna use 32gb of ram
We can only get smarter
Few questions. So to heavyfire you basically treat the weapon as a superheavy, in that case for the lux Cantus rifle, I need to EITHER "heavy fire AND lock on" or "crit" for the effect to proc or did I understand it wrong. Also since the base range is 10 it doesn't benefit from heavyweight or does it become 20?
Next question: what does the spool tag do? No idea. Plz help. This is killing me. What is it spooling. Why. How. For what?
charge the weapon as a quick/full action (for super heavy) for extra damage by the amount next to the tag, but you can't attack with it that turn and instead immediately attack at the start of your next turn as a protocol.
you need to heavy fire it either way
the effect can activate via heavy fire and consume lock on, or heavy fire and critical hit,
heavy fire X increases the range by X (in this case, 10) so it will become range 20
and gain 1 accuracy due to how heavy fire works
Is this also the place to talk about MPAL?
I noticed the LCP has this mistake for the Enki micro-chassis
The last one should be “engineer kit”
#1157786098093789194 this is the place, ande thank you for catching that!
You'll never guess who got ideas for like 4 more npc's
is it you
"How many NPCs do you want in GMS Crisis Core Catalog ?
-Yes."
Reminding me about my own NPC ideas I should bring to fruition lol
notes charts! very good, we should make more spreadsheets
Yeah, I have one for house rule changed and one for things we get a little idea for
It is, admittedly, in discord
So, I had a player asking to use rhe heavy slug shotgun out of here, and while I'm hesitant to dismiss anything out of hand, it's Stat-line seems OP.
It's a heavy charge blade that managed to pick up Range 7 and reliable 2?
Am I missing some sort of limiting factor on it?
It's a different class of weapon entirely, has low range and threat for a heavy weapon, it's reliable is the amount expected to see on a main weapon, it's damage ceiling is rather low, and the charged blade is an entirely different kind of weapon
Testing has not highlighted as some particularly overpowering or centralizing weapon, nor has it overwhelmed encounters it's been used in
I honestly think the better question to ask here is “is the heavy charged blade worth its heavy Mount compared to other heavy options?”
Heavy melees get Executioner for easy double taps and that bumps their throughput considerably more than raw numbers imply
yeah
also speaking on balancing, isnt the micromaintanence suite a bit overtuned? or did i miss something
I've found it to be a good action filler, but it doesn't give enough Overshield to negate a hit from an Assault and doesn't do much more to win the objective
its just that with orator and a somewhat all around party (railegh, balor, EMPEROR and sunzi) they are getting quite a lot of value on it
well, iirc the OS doesn't scale with grit? So it may wind up falling off
the railegh gets another thing to reload, the emperor heals a lot AND has orator, sunzi gets a thing to do when gun needs a reload or tp is up and the balor is just a balor (to clarify, everyone except the balor picked it up)
thats my guess as well, but at low ll (2-4) it be doing quite the funne
Gms crisis catalog explicitly states it doesn't take anything past solstice rain into account in terms of consideration
Also three overshield is not breaking the bank
most of those things could be fixed if it had a limited or heat cost (my suggestion) something that could bother a low level player or just stop the mindless spamming
this is very fair enough
This was done because the catalog was basically all done before solstice came out/was announced and it was the only one i could be bothered to go back and retroactively check against
and now knowing this, ill punish my players accordingly ❤️
If you wanna use them with whatever, go ahead!
I just note that I didn't test or design with orator in mind or anything else post OSR
its alright, just gotta do some psycological damage with the OL reliable emperor killer
That's a weird weapon
Incredibly niche, I'm not not sure I'd recommend mixing other homebrews together, but have fun!
thats dustgrave
its from the horror template
and yeah! fun be the most important! ❤️
Ohh
snrk
if a weapon has spool, it becomes unloaded only if i use the spool or if i fire it at all?
Hi, quick question, is is normal that the NPCs' lcp on itch.io is still at the 2.3 version ? I have a 2.5 version on my computer I have no idea where does it come from.
only if spooled
that is correct, i did not update the itch.io yet. the 2.5 contains a few experimental things but also some things i planned on correcting,
Hi question about the Gunship NPC : can Gun Run be used outside of its turn (for example as part of a Reaction that allow it to move) ?
If yes, how do you handle the fact that the system requires the GM to spend a Quick Action to activate it ?
I'm not authority, but if the Gunship can't use a Quick Action to activate the ability then it can't activate the ability.
And as you don't have Quick Actions unless it's your turn, it effectively can't be used barring maybe preparing for it ahead of time?
If you Prepare a Quick Action, then you can't use the Reaction to move, so in the end Preparing it is useless (unless the Gunship can take 2 Reactions per turn but I am not aware it can).
Not naturally.
But it can be moved outside of its turn, say through an ally. And then it would meet the criteria. Extremely niche, technically possible.
I'm asking the question because I've made an Ultra Gunship (yes I hate people) and gave it the Lead the Charge the reaction. I was wondering if I can make "Ace" shenanigans.
Oh yeah, Commander's Quick march I guess.
Thanks for clarification !
update day today 🥳
lcp preview, changes were made to the the dynamo template, as well as some minor fixes to jaugar, and a couple of new things for warlock, sorceror, and sentry
i think if it all looks solid and we have checked the document we will post the update on the itch page too
I'm assuming no one found any major errors then!
oh yeah. sorry! nothing on my part, keep it up!
uh yeah!!!
nice! awesome! i know what to do then
wanna check one more thing: is it only limited to one thing being craned, or can it crane multiples?
also if it is carrying terrain, can it places the terrain into where a mech is already standing, or must it do so in a free space?\
Free space. And one thing only
while carrying hostiles are they immobilised?
oh you knowe, i dont think i ever properly defined that fort hostiles, so i will!
official ruling: hostile characters ae considered immobilized while held this way, and it would take a hull save as a quick action to break out once held.
thanks for clarifying! i was real prepared to do some nasty shit with it, so i wanted to know the parameters of the capture.
are them breaking out being safely dropped to below the carrier, or do they just bag of rocks?
bag of rocks
cool
i think the lcp is finalyl finalized/done for now™️
ok its on itch, enjoy the 2.8b npc lcps everybody
oh nice!
I assume the clarifications are also on there?
Yeah
wanna note, some of the tags don't appear in the tags section of the weapons. this seems to be the ones for stressful, like in the spearhead
on the Bruiser template Hyperion Lance
clears all Heat and Exposed at the end of its turn. When it does, the Dynamo gains Overshield equal to half the amount cleared.
In the Dynamic trait of the Dynamo template, does it mean at the end of its turn (so if the Dynamo exposes itself during its own turn, it clears the exposed there) or at the end of its next turn (so if it exposes itself in its turn, it has until end of next turn to be exposed?)
it be the spool tag. happened with me
disabling a few .lcps weirdly fixed it
Oh interesting. I'll look into it after recovering
oo, recovering what from?
Oh was just feeling sick earlier
oh interesting, yeah i dont have that issue iether
the former, if the dynamo becomes exposed during its turn, it will clear all heat and exposed during that turn
alright, thanks for the clarification
with the spearhead's little infantries, do they count as drones for the purposes of Avenger?
also, for Superior Mimicry on the sorcerer, does it count the talents used as well? (eg using a Gandiva and activating stormbringer)
it will copy overpower caliber yeah
and with smart lock, it only affects those locked on by it, right? and not by ithers?
doesn't matter who did the lock on
oh i see, alright
for superior mimicry, it still require the hostile to be in range 5 to be copied, right? and if they go further than range 5, then it no longer has the weapon?
as of right now yeah
Been using the Denali frame for a while, but i kept feeling like I was the CPR autoloader for a few combat, no longer ll0 so it's more interesting now though
for the Heliopause effects, is that additive (2 heat and impaired + 1 heat from anything else + burn from heat)?
or is it replaced, as in only one of those taking effects?
This might have been answered, but what is a GAMS? as in the gunship thunderhead gams.
Iirc cumulative
Ground Attack Missile System
thanks, I keep getting old lady leg jokes
That was the inspiration for the acronym yeah
😛
for the sorcerer, can it only copy ranged weapon with its mimic gun trait, or can it copy melee weapons as well?
also, if an everest popped its core and the sorcerer mimic guns one of its weapons, does it also benefit from the accuracy?
error on this one too
NO SORRY
THIS ONE ISNT SPOOL
its heavy fire
howerver the fix is the same
there appears to be somehting funky, my guess is that tag ids are conflicting or something like that
it fixed itseld when i did what i suggested, disabling some lcps. as someone with npc addiction its a good detox
Yeah I have no idea what would cause that
What type of weapon does it specify, not looking at anything atm
just says weapon, not ranged or melee, just weapon
then any weapon works
xool
the json file for the tags seems to only have stressful in it, no spool or anything. This is in the new 2b version
yeah, the tags for spool and etc are in the other lcp
oh i seeeeeee
question about the dynamo, wouldnt it be stronger if the npc had actually just on stress?
hmmm, for an ultra sorcerer, would Argus Rmour or the Apophis Armour be better?
that's up to you
can the engineering stat (or any stat really) exceed from 6 for units given the one-per-scenes templates?
also, does the impossible power trait make it take heat before or after the action is taken?
hmmm, the wording of Echo Venom is a bit confusing
and for shroud shriek, when does the NPC actually reappear?
oh didnt see this, hold on!
immediately after dissapearing
thanks for clarifying!
oh echo venom should clarifiy it requires an adjacent allied character
but otherwise echo venom is "they het hit, gain counter. Difficulty on saves for each counter, end of turn take Damage equal to counters, then pass a save or gain another one."
As written, the Jaguar’s Slaughter Prey will bring a mech with 1 hp and 4 Structure down to 2 Structure, but probably not do that to a mech with full HP and 3 Structure
that feels weird
it is what it is! it is meant to be far worse the lower your actual hp is, versus just straight up "okay you died that's it."
an ultra sorcerer can't clear its own immobilised from smart lock, right?
wanna ask
an NPC uses a pattern weapon
the NPC has the bombardier mod on said weapon
does that mean every enemy gonna release a burst 2?
yeah!
@tacit current Maybe you want to complain about how Dynamo template feels unfair here.
Context : I was testing a new NPC class from Prototype Pattern Group from Valk, so I deployed an Ultra Dynamo "Kind-of-Pyro-Bombard-thing" and I received negative feedback concerning the Heliopause mechanic.
Uuugh
I mean I do, but the thing is I have a problem with the core concept of it, so it's neither productive nor useful
The only thing I could say that isn't useless complaining is that my main problem with it is it being a template. If it was a standalone NPC class (and made as such) I wouldn't have a problem with it.
Like, the base idea of it is pretty interesting actually
(It wasn't heliopause btw, just the general way the dynamo works)
(I also should read the whole thing before saying anything else)
Wait you're saying it's from prototype pattern group, not from GMS crisis core?
Wouldn't this be for the channel for prototype, not crisis core
I’ve already gotten feedback on it, don’t worry
My take was basically “maybe don’t cross the streams”
Oh is this combining something from crisis with something from prototype
And the feedback here appears to be focused on the Dynamo template itself anyway
Sorry for the confusion, yeah it was more a feedback on Dynamo template.
Mostly from me yeah
I haven't taken a look at the full thing yet, and I won't say anything until I manage to make it constructive (if at all).
oh i didnt get any notifs fro that. is there any context on like, what happened, exactly?
So it was a Smash and Grab sitrep, a sitrep where PCs need to destroy NPCs to recover payload and bring them in the center of the map.
The Ultra was a heavy-armored Artillery that deals AoE Burn and Heat damage while doing a lot of self heat with its Superheavy Cannon.
The Ultra sets the center zone on fire, so WaterDragon here playing a Blackbeard Melee Striker decided that to save his allies he went to take care of the Ultra.
The Ultra has a lot of defensive traits, so first, it has Superhot reaction (upon melee damage, Resistance and deals Burn on failed save) and the infamous Heliopause Burst.
The Heliopause deals Heat and Impaired on the Blackbeard, which slows the damage on the Dynamo.
The problem (I took advantage of) is that the Ultra+Dynamo makes the NPC's Heat Cap at 20.
Which is
a lot
That helps it to deal a large amount of Heat (Self) without risking it to get Exposed.
(but I think it can't get Exposed if I understood Nuclear Pulse correctly, but tbh I'm so bad at reading NPC traits I might get that wrong)
So I think the complaint from WaterDragon is that the template felt too much on the NPC : deals a lot of burn damage and heat before overheating, deals a detonation due to overheating, a lot of defensive skills, etc.
I also used Atomic Lance on the NPC.
And obviously : transforms the Heat mechanic (which is supposed to be a risking ressource) to a no-inconvenience mechanic for a Ultra that deals itself 4 Heat each turn.
Yeah that's it right there
oh you made it an ultra, interesting!
what artillery was it
like can i get specific details
the builds in question, number of npc's etc
also how big was the map
what tier was it,
also jus tot be clear, the dynamo (and the reaper and the shade and the behemoth) are all supposed to be centralizing, their mechanics are supposed to make them the star of the show,
that's whycan you also show me what specificalyl the npcs's had?
via copy paste or something
I'll send you all the info tonight.
how much stress did the ultra end up droppingg
did anyone ever attempt to heat gun it while it was running hot?
Alive woth 3 stress out of 4 (the Heat Cap of 20 helps a lot)
Nope.
Typo sry
and to ask, was the dynamo being put on the new prototype pattern group thing you mentioned earlier? is there a document or a screenshot where I can see what that is
I'll write a whole document on the sitrep with everything you need to know and I'll send the link.
Hi Maria, it’s one of mine from #1254229800952922193 , the pdf is PWYW so feel free to take a look at it for context
okay i see, it has 2 superheavies
okay looking this over!
i 10000% agree with Valk on the "do not mix homebrews for testing"
so i think that given that the ultra is itself already a boss template, and the dynamo is also a template that says "use this to make a unique and centralizing boss" what you wind up making is something that supposed to be the entire point of the fight, x2, but that putting the template that puts out heat and burn out in a close area with an increased heat cap, and applying that to someone else's HB npc who's reliant on spreading burn for harsh control effects and normally lacks close in defensive options leads to a scenario where you've made something where the artillery part covers the dynamo's weaknesses and the dynamo covers the artillery weaknesses while also iadvertantly creating an unplanned explosively dangerous synergy that neither myself or Valk could have ever planned for
base game doesn't have an npc that uses Burn for condition effects or a template that blasts out burn in an area around itself as a boos-threat, and adding ultra to the mix, i think compounds the issue
Yeah; I remember a past iteration of the Napalm also had a superheavy burst weapon as an optional “get off me” tool, but I removed it on feedback that it would be “too mean” and seal up the “artillery weaknesses” too much. Hell, I’m even debating getting rid of Superhot in its optionals.
So if the Dynamo has a burst superheavy, it sounds like Dynamo Napalm inadvertently stumbled into the situation I was trying to avoid lol
nah the superheavy is thisd```Atomic Lance
Superheavy Cannon, Ordnance, Stressful, 4 Heat (Self), +2/4/6
20 Range 8/10/12 Energy
When you attack with this weapon, choose one of the following effects. You cannot move or take other (attacks/actions) on the same turn that you use this ability.
-The attack gains +10 Range and creates a Blast 1 explosion centered on the target. All targets in the explosion take 2 Energy damage and 2 Heat and must pass a Hull save or be pushed 2 spaces directly away from the center and be knocked Prone; objects in this area are destroyed. If the Dynamo is in the Danger Zone, the blast area increases by 1, and affected targets instead take 4 Energy damage, 4 Heat, and are pushed twice as far by the blast.
-the Dynamo attacks all characters in a Line 10 area in any direction within Range. The line and all spaces adjacent to it become a hideous erupting scar that explodes at the end of the Dynamo’s next turn. The Scar is difficult terrain, and any character caught in the scar’s explosion must pass a Hull save or be pushed 2 spaces directly away from the center and be knocked Prone; objects in this area are destroyed. If the Dynamo is in the Danger Zone, characters are Slowed while in the zone, and characters that start their turn in the scar or enter it for the first time on their turn take 5 AP Energy damage and 3 Heat.
but it does emit a harmful burst aoe arounditself as a base level effect, with an optional that gives it another
but yeah
Okay gotcha
yeah
Trait
The Dynamo emits a superheated corona around itself in a burst 1 area. Characters that enter or start their turn in the area for the first time in a round must pass an Engineering save or take 2 heat and become Impaired until the end of their next turn. When the Dynamo is in the Danger Zone, this aura becomes burst 3 and characters at least partially in the area take 1 additional heat whenever they take heat from any source other than this effect. While Exposed, the Heliopause becomes Burst 4, and other characters take an equal amount of Burn whenever they take Heat.``````Dynamic
Trait
While in the Danger Zone, the Dynamo is Slowed and has Resistance to all Heat. While Exposed, the Dynamo gains Immunity to Burn, takes half Kinetic, Energy, and Explosive damage, instead of Double, and clears all Heat and Exposed at the end of its turn. When it does, the Dynamo gains Overshield equal to half the amount cleared.
The Dynamo cannot benefit from Hidden or Invisible, and it cannot take any template that increases its Agility or Systems.``````Nuclear Pulse
Trait
At the start of its turn, the Dynamo takes Heat equal to half its current heat. If this would cause it to overheat or the Dynamo is Exposed at the start of its turn, the Dynamo detonates, dealing 8/10/12 AP Energy damage to all other characters in or adjacent to its Heliopause (Half damage on a successful Engineering save.) The Dynamo then clears all heat and Exposed, and for the rest of the Scene, it takes 1 additional heat from this trait each time a detonation triggers.``` these are the mentioned effects, and you can see immediately where the stream crossing kind of comes into effect (nuclear pulse is an optional)
Yeah makes sense
Legit I think combining them sounds cool for a huge centerpiece enemy, but maybe not ideal for the sitrep at hand
yeah
and probably not also alongside ultra,
sounds like final fantasy raidboss territory
@rain flint The link. I'm finishing it asap https://docs.google.com/document/d/1wMFKaDX8S-aAcEbZYmPT_xjh1utj9Y_rJmnZsVRNEV0/edit?usp=sharing
To Maria, creator of GMS Crisis Core Catalogue The sitrep uses : -The Smash & Grab sitrep from Enhanced Combat -The Napalm, Anchor, Capacitor and Zealot NPC classes and Brigand template from Prototype Pattern Groups -The Warden NPC class from Field Guide to Liminal Space -The Dynamo Template f...
can someone tell me what the spec op template does, is that equivalent to veteran in terms of balance
does it give structure or stress
Spec Ops from Dustgrave doesn't add struct/stress, it only adds +1 turn/round to any NPC that has the Spec Ops template in the fight
it also gets an Invis and damage trait at baseline
okay i think that
even wtih a conservative estimate looking at the npc list
this is like
(Spec Ops is free with the Dustgrave demo LCP)
a 12 players worth of budget
ultra + elite + 3 templated brigandes (i dont know what that does or the budget on it) and 2 commanders
and everything here has at least 2 templates on it
Brigand is just Pirate but with a prone on-crit instead of Deadly (it's one of mine)
ahhh okay
but yeah this budget seems extremely high, before even getting into the requirements for the sitrep itself
I'm sincerely sorry for all the mixing stuff, I was not ready to deliver a feedback for Dynamo at first.
Deep apologies.
no its fine yeah its just that i think the combo of both cross mixxing templates and npc's on things that werent designed for them with an npc budget thats like i think either triple or 1.5 times the reccomended busget (i ddon't know smash and grab budget balance) + adding a very complex and movement motivated sitrep i think kind of creates a perfect storm
It is supposed to be a hell of a storm yeah ^^'
But yeah I went a bit too much this.
I wanted to make a mix of all my favourite 3rd-party but I guess it backfired at the end.
i think just the "burn on slow" alone combined with all the extra sources of burn on this might lead to a "yeah this is rough" moment
I think I'm done with most fo the info, if you hane any question don't hesitate to ping me.
Coming back to this, a quick question : Why the hell would we have done that ? Like genuine question. If we do, all it gets are benefits and even if we manage to expose it it gets to take even less damage and also deal more to us becaus it'll explode over half the map.
Seeing all this, my thinking was "okay, so we don't want to get this thing any heat", but that's impossible since it deals it to itself and PCs can't clear NPC's heat.
Like what am I missing to get why heatgunning is supposed to be the way to go ?
(I don't mean to sound rude, so sorry if I do)
the question was made before i knew what a napalm was or any other contesxt around the fight
and because it was an ultra, it can actually die from heat gunning, making it possible to throw off its gameplan,
I didn't know what a napalm did or that there was 12 players worth of budget or the other rest of the task there
Oh ok
But just generally then, what is the intended gameplan when faced with a Dynamo ?
Like what's the intended way to go about beating one ?
You can't give it heat to much, otherwise you risk making it resistant to everything and also explode, but you also can't let it do anything otherwise it'll self-heat itself and risk it becoming resistant + exploding anyways
heating it usualyl comes with knock on affects generally and it also slows it while its in the danger zone,
alos you arent meant to be fighting one as part of a 12 player budget
it's a boss template by itself
its not supposed to just roll over and die
Ya ya, that's the "generally then" part
It's mainly just "stay away, remember how much heat it's on and shoot it dead" then ?
like ultimately when i ran it, it went to be about as expected, the player's cooked it a bit to slow it down and then poured fire into it to wipe it out
but i think the context of it would be much more different if it wasnt on the napalm or as part of this combat op in general
Yeah, got that part
(In the end, we still absolutely crushed it this combat, and I only got my mech destroyed 'cause I asked for it, so I can't really complain too much)
Hey has it ever been brought up that the Magna Ferrum, Seventh Lesson, and Final Lesson show up in Comp/CON even if you disable exotic gear from showing up? Is that an unfixable glitch or…?
Yeah I'm aware of that. They have a a strange deal with them and it's been a long time since I've looked at them
Its this re: the exotics
@rain flint What level exactly is the module that comes with this for?
Specifically last train to Paradise
any level you would like, but i tested it at 0
I've run LTTP at Tiers 1 and 2 and it's good clean fun
Tier scaling, you just use higher tier NPCs when your players are past level 5
so
here's the weapon i used in wallflower
it wa sa potent distraction
// [The_Weapon] //
SORCERER ULTRA CHAMPION SCRAPPER, Custom Mech
[ STATS ]
H: 1 | A: 1 | S: 1 | E: 1
STRUCT: 5/5 | ARMOR: 6 | HP: 21/21
STRESS: 5/5 | HEATCAP: 0/6 | SPD: 4
SAVE: 12 | EVADE: 8 | EDEF: 12
SENS: 15 | SIZE: 2 | ACT: 2
[ FEATURES ]
//>“Distance Is No Measure Of Protection” (II), //>“A Greater Weapon” (II),
//>“DESTRUCTION, YES. BUT ALSO CHANGE.” (II), MARKSMAN MORPHOGUN (II),
RANGER MORPHOGUN (II), SPEARHEAD MORPHOGUN (II),
//>Divine_Metals (II), SHOCK AND AWE (II),
DEADLY (II), JUGGERNAUT (II),
REINFORCED (II), LEGENDARY (II),
RESILIENT (II), REFLEX (II),
SUPERIORITY (II), CHALLENGER (II),
CHAMPION'S RAIMENT (II), PERSONAL TOUCH (II),
//>"Pure Rage" (II), //>“EVEN CRUEL TEACHERS IMPART LESSONS.” (II),
SMART LOCK (II), CHAOS ACCELERANT (II),
SUPERIOR MIMICRY (II), //>Fragment_Of_Beggar_One (II),
GLORY SEEKER (II), //>Parabellum (II),
ENTROPIC ARMOR (I), ARGUS ARMOR (I)
im not sure where champion or scrapper are from
suldan
Ahh
> Buy Autocannon
> Look inside
> Rifle
It wouldn't be Lancer without an incorrectly named weapon.
Systems Override has the Full Tech tag twice.
Yeah, I noticed that. I'll go in and take a look when I finish up a few other things. Thank you for pointing that out!
Heya, just poppin our heads in to say we love this expansion so much and have probably recommended it to five friends in the past month
oh thank you so much!!!
wanna check something
let's say an RPV Dynamo, which means it has impaired
i assume you can't clear the impaired for some heat, even if it comes back?
Question
Is there gonna be an update to the lcp where the exotic gear is hidden?
uhh probably yeah down the line but rn i have other priorities im working on atm
(Bruiser Template was from Crisis Core, right?)
yes
Gotta say, it's really satisfying having that fucker spool up while still on the far side on the battlefield and then fire it on a second turn when the players came a little closer. Spec Ops Bruiser Ronin with this weapon is one hell of a good time
🫡
Are there Hull-coded and Systems-coded equivalents to the Reaper and Dynamo templates?
tep, rampage and the ghost one
^
Also I'll probably make a bigger announcement later when I sit down for it but I will likely be making a few changes to npc and player side stuff in the next month or so. Have plans to sit down and address a few of the things we wanted to hit with the templates and some of the older npc designs.
thanks
@rain flint wanna ask regarding the Viper Blade/Crimson Moth
since it specifically asks for HP, does that mean if I hit an emperor who has 8 overshield and 2 HP, even if the damage itself is absorbed by the overshield, they must still go to 0 HP?
If so that's rad
no because overshield is HP
now if their combined Overshield + HP total was at or below threshold, then it would reduce them to 0
yeh
that has sparked me considering the idea of having such an effect ignore overshield, but i'd have to look at some math first befre i decide if i want to commit to that and run a few test thoughts
@rain flint
Question, about System Override, it says it deals 4 heat, is that on top of the regular 2 heat from invade, or just does that 4?
no, as it is not an invade,
invade is a apsecific kind of tech attack action, and not all tech attacks are invades
'squares and rectangles'-situation
Ooh I see, thanks
What does "Stressful" mean/refer to?
npc tag that means it can't be used on consecutive turns,
ie if the npc useed that stressful ability last turn, it can't use it again the turn after
let it be known i am a supporter of nepotism and favoriatism i am buffing the jaguar again (did some important math and came to a decision)
wait shit I'm sorry but does that only apply if the NPC activates multiple times per round or...?
I feel like that activation and turns are mostly synonymous and the use of the word "turn" is almost always for the purposes of effect tracking - ie: at the end of your next turn
I am aware of this
My question was as follows:
- The "Stressful" tag says an NPC cannot use an ability on consecutive turns. Does that mean it cannot use the ability on its next turn the following round, or on its next turn if it has multiple (which would mean the tag's effect is inapplicable if the NPC lacks multiple turns)?
yes
if the npc uses a stressful ability, it cannot use that ability until at least one of its own turns has passed
Apologies if I'm overstepping but I feel like that should be a proper tag in compcon, like Smart or Seeking is
can anyone talk about their experience running Rampages before? I'm specifically thinking of a Rampage Ultra Jaguar and that seems like it would be extremely oppressive, especially since i only have one size 2 player.
i have in fact been running a few rampages, specifically as ultras (as well as non-ultra set ups) and once ran an upsided size three jaguar,
as far as general notes and the likes have gone:
I am currently doing a pass on the gms CC npc's rn that are in the making, and addressing a few of the things about (among other templates) the rampage that i felt like addressing,
-adding a bit of clarification to Immovable such that it is known the trait doesnt work if the rampage is prone
- making the Stagger based on player count rather than flat scaling numbers, which are, overall, a little lower,
A little clarification and streamlining of its optionals, and toning down behemoth, which was the one i found most displeasing when i used it,
As for its nature as being opressive on the ultra rampage jaguar:
Yes! it should be oppressive if you make it an Ultra Rampage Jaguar. the Rampage, (and shade and reaper and dynamo) are all Boss templates, placed in the boss template section. they aren't quite necessariyl equal to ultra, but they are very much meant to be the Big kid on campus, as it were.
if you are placing Ultra on a Rampage, that is you deciding as the Gm you want your players to remember that shit
Thank you! Adjusting stagger based on player count seems like a good idea. I'm not using Behemoth on this build so that's not an issue this time around.
My concern specifically mixing Rampage with Ultra is that it seems like unless you play a bit cheesy with baited reaction attacks or something, the natural order of operations is going to be:
PC hits with an attack, knocking the Rampage prone, and then maybe has one more attack, and then the Rampage just takes its next turn and gets up.
I had a similar experience with a Berserker Ultra, it felt like I as the GM was incentivised to optimise turn order to clear conditions, rather than to coordinate NPC actions, which doesn't feel entirely right to me.
I might tip the scales slightly in their favour by adding a few limited environmental objects into the arena that inflict 2-3 stagger on it or something
I would say that the Scenario you described above is very much meant to be that "yeah you onyl get 1 strong attack on me before i get up"
notable, the current version has them having Stagger equal to player count in the current version fo rthe roginal change
but the intendended flow is that you can, with everyone focusing, knock it prone, assuming all size 1 charactes, and then you only get maybe 1 attack off on it before it stands back up, unless it spams stabilize (Which isnt useful for it) or you coordinate it such that you get multiple opportunities
sorry, stagger = player count? So if it was facing 4 characters it would fall prone on 4 stagger rather than 8?
its very much meant to not be something you canknock down once and then immediately nuke it do death
that's a pretty significant nerf, i would be very comfortable running that without tipping the scales then
because then it becomes something you can semi-reliably knock down once per round rather than once per 2 rounds
ill have to test it out a bit first but my general opinion is that it should feel hard to kill the damn thing
well, this combat i'm thinking of isn't going to be for a month or two at least, so if the feedback with the reduced stagger is still useful at that point i'll be sure to share it!
probably yeah! takes a long while to do all this, look at things, make the lcp, etc
all the rampages i have done are ultras
3 so far:
- Brutus
- Regret
- a custom VSAF boss
only 2 of those was ever destroyed, and that's mainly because the player's main goal was to destroy said ultra and it was their first battles in the mission so they have resource to spare
duly noted! I am actualyl curious if anyone had ever tried running the template without extra structure, as well, if that is a thing that's ewver come up.
wrong thread, ignore lol
ah- I was about to ask this but I searched up before I did to check if this was answered already
Hello i was playing on Owlbear today and noticed the damage dice roll in Witch Dice for the Anti Tank Guided Missile would always be a 2 even though it technically shouldn't be able to roll less than a 3 as it is a d3+2 so minimum would be 3
not sure if it is a witch dice issue or an issue with the lcp for crisis core?
that's weird but I don't know how witch dice works or what's going on there with that one
I sent the same message to Olive who made Witch dice it looks like she's thrown a patch together for witch dice that will make it work so that's awesome
so, if I read this right, any dynamo with more then 1 stress would eventually just kill itsef?
if it only has 1 stress it doesnt meltdown when it overheats
Something I noticed when I downloaded this is that one of the Exotic weapons appears in the regular weapon selection menu
It appears to be listed as Exotic, but doesn't have the actual Exotic tag in Comp/Con, which causes it to show up in the compendium no matter what; if you're picking weapons when building a mech, though, it doesn't show up.
that is correct
they specified more than 1 stress
so is this burst 5?
like, burst 5 on its "shadow"
or is it its shadow and threat 5 to itself?
if you are within range five of-
-the gunship
or
-the space directly beneath it
then you are in the blind spot
Ic
what is the "Stressful" tag again?
Aah ok makes sense
hey here's a fun little notice! working on a new bit of Player side content for the catalog, for once, and I'm doing a major overhaul of a few older npc's. favorites like the Sorcerer and warlock, the Jumper, the templates, and both the Lifter and Gunship.
as for player side, while I can't give a final confirmation on everything, I think the defenders might find something to enjoy
Ooo
I'm a bit confused about blood pumpin's phrasing
whats confusing?
My interpretation is that if you get structured or stress, you clear a condition. But you can also 1/round clear a contion if the enemy lands a critical hit on you.
^
Blood pumping might need a 1/round limiter too btw
Get hit 3 times and now you have +3 Accuracy on your next check or save before the end of your next turn
if you structure or stress 3 times in one round you deserve it
oh sorry that part
yeah no im fine with that stacking
it already has a 1/round limiter in that talent rank on condition clear and the same ability doesn't need 2 1/round triggers,
One thing I will note - by the rules, NPCs can't perform critical hits by default, unless they have an ability that gives them something when they crit. So, if the intention is to give on any roll of 20+, not just those specific NPCs, I'd suggest wording it that way to avoid confusion. (It's the eternal awkwardness with trying to proc things that rely on NPCs critting).
yeah, part of it was that in an older version of the rank 1, attacks that hit you were also considered to be auto crits while you had that overshield, but we never changed the wording after that.
Hi everyone, providing a generalized update!
I'm pretty close to finishing the big PDF Updates for player and GM Side (lot of npc changes, haha)
a lot of things we wanted to touch up on for both the newer and older npcs (i buffed the jaguar again)
one of the things i will note however, is that i will be publishing this pdf update without an lcp update as it stands right now, I don't have the mental bandwitch to handle both the general updates and the lcp updates,.
Without any pressure whatsoever, is a revision of the LCP for C/C v3 down the road out of the question? I know the data model for NPC deployables and stuff has changed in V3 as well as reactions and template features, curious to know if we might get a revision
I don't even know if im on v3 rn itself i havent begun to look at any of that
its still in its development stages - its the dev site. so if you arent actively going there, you may not have even seen it
gotcha
im doing good things, i swear
Thanks, my players already hated it.
Fragment Signal keeps winning
the Lifter revamp is going along much better than expected
Ooh, gnarly
i went back and forth on the innate difficulty before deciding "nah i can just fudge the number a little"
A bit of an odd question: I'm working on a GMS semi-overhaul and was considering using some of the content from this pack in it
Would that be okay with credit?
Or would you prefer that not be the case
(@rain flint )
what is the nature and intent for the content pack
Exapdning options for low-LL GMS builds
Especially for non-strikers
But also more as something to do when I'm bored
But I do admit this si coming form a place of someone wit limited Lancer experience
It feels difficult to make builds that aren't just some sort of offensive thing without using alt frames
And sometimes there's a limited amoutn of options for weapons of a certain "archetype"
Chomo and Sarg do absolutely help remedy the issue but it still is nice to have those options so you can run hybrids and such
Like an Everest with good hacking, etc.
Let new players learn the ins and outs of different playstyles at a low LL by giving them some more options to toy with, like alternate drones and deployables. Help new players get accustomed to different playstyles and core mechanics by providing them more means to interact with those elements of the game.
Tbh it's mostly just a thought exercise too
Plus some talents for hackers too
I will say no, then. I wish you the best of luck!
Understood, tysm!
a lot co changes coming, its turning out quite fun.
OH GOD
OH MAN
Do you hate oc loop hmg everests?
Undertandable
if someone relies on overcharging to make their nuclear cavalier build work or whatever thats on them, but no, i dont really think about the hmg or overcharge looping all that often.
and now we arrive to the home stretch
👀
👀
does anyone know about GMS Crisis Catalog and its frame the denali? One of my players wants to use it as their starter fram and I'm not familiar enough with lancer to tell the balance
I've driven one and they'll be all right, it doesn't even have a heavy mount
Ok, it seems like a lot to me but I'll believe it
I had one in my game and it was fine. They hung out with the artillery Everest
touching up on old favorites
Dear lord
zyoom
but yeah I'm expecting the pdf to be done by this week and the lcp to be ???
lcp might come sooner than i thought actually
final stretch just gotta finish up the templates
final stretch got hands
Uh so yeah final stretch got hands, but anyway uhhh this is probably okay/decent, big changes made since whenever the hell the last npc thing was haven't checked in a while but your fave probably got a face lift or two
Templates
New Tags Stressful: This action cannot be used on the user’s consecutive turns. Northie Northie is the catch-all term for any combat unit or vehicle that skirts the line between police or security unit and front-line combat specialization. Built robust for a wide array of close and midrange appli...
havent put templates in a pdf yet but its there
itch page has not been updated
random shit i remember off the top of the head
- jaguar changes/buffs
- sorcerer facelift
- gunship lifter and cavalier face lift
- uhh enforcerer also new. pointman, all the templates
- Jumper is striker artillery now.
y'all ever look at the stats for an lcp and see the phrase (218 npc features)
no im sorry 238 mb
will the issue of the exotic gear for the plugnplay missions showing up even if you dont have show exotics enabled be fixed?
eventually
realistically speaking its really low on the brain radar in comparison to other things, so probably whenever the play-side lcp gets an update if that happens/i dont just decide to remove those
ok
oh let me know if there's any weird typos or errors in the lcp
i already know that the mountaineer has Ruggedized engineering mis-named as Acclimated
but otherwise if there's anything not working lmk
will do
squadron and cavalier are not fully capitalised
also the sentry has no gun
where
captialisation? in the npc list
¿%:?EXTR!UDE GUM GUM:GUM
also an error poped up when i went to the squadron
yeah that probably happens
also is the cavalier meant to have only 4 archetipes i defenitiley remember that it had 10, 2 for all the roles striker,defender etc
yes it only has four now
darn
also love the fact that lifter now has multiple weapons
i <3 the specialty npc in this pack in general(cavalier,squadron,gunship and lifter)
yeah, I disliked the old layout for it and decided to fold in support and control elements for versatilitys sake and I found the old base weapon rather inelegant
more designers notes thoughts:
-I i didnt see any particularly compelling reason to keep the full cavalier block, and hadnt gotten any feedback about all the versatility being desirable or liked, and did get feedback on the overabudnance so, just made sense to cut them down, imo
i like that the specialty npcs are an middle ground of just using the base npcs and homebrewing your own
almost done error hunting
also did you remove the smoke grenades from the squadron?
no, that's an error being fixed
oh ok,thanks!
oh new npcs uploaded to the itch page btw
I have been culling so many lcps and I am still barely above it :( shit's sad, man
i didnt even know you could have that many lcp's loaded
I mean most of the storage space is also stuff I have downloaded for my players (suldan and iridia)
(I have a crippling homebrew addiction)
ahh
Btw do look at the pdf as well, I can't catch 100% of things that go on and some things go by and get missed , and i can't know to fix them unless i stumble onto them in the midd of something else (Curtain Call Coil Cannon, for example, is missing its on critical effect in the lcp)
what do you mean?
I am making my own Lancer mission containing GMS Crisis Core content (which I will properly attribute to you)
Am I allowed to put this on itch io as a PWYW game?
Hi. Don’t do that. It’s marias work and even properly attributed it would be you profiting of their work. Write your own stuff if you’re gonna publish.
I mean, is GMS Crisis Catalog still licensed under Creative Commons? I remember asking about that being intentional a while back and was unsure if Maria changed that on later versions
Can you describe what the nature of this is? like are you telling them gear from the GMS CC is available for use, are you using npc's in the book, how is it being presented?
The primary intention is to utilize NPCs from the GMS Crisis Core in combats. I would attribute the specific NPCs used to the Crisis Core.
Attribution would be in the intro of the book and the itch io page
okay. Include my name in the attribution 
Will so
Am enjoying playing with the templates Crisis Core has
specifically making a Rampage Cataphract
also, minor error with the Lifter class
Anti-Signal Missiles reference the GUnship instead of Lifter
oh, thank you for that
Question
How would Enforcer (Bully) with Overshield interact against a Blackbeard/Empaakai with Synthetic Muscle Netting
Also,
RE: our favourite laser pointer-
Does Lifter's Eclipse Laser Projector need to search/system check for mines/mines are revealed before it can target them
Or can it just point at the mine and detonate it?
"or an attack that targets E-Defense" also implies that it is the target, when they fire a smart weapon or make a tech attack"
rather than the target being hit by smart/tech
(Ignore the funny name i renamed it)
I would read "it can target deployed mines" as an absolute statement. Like it just bypasses the "otherwise they are HIDDEN and can’t be targeted." passage in the CRB.
Rereading, I wonder if that was meant to be "automatically detecting them" rather than "automatically destroying them". Otherwise the last sentence is restating.
"and it can target deployed mines, automatically destroying them, no roll required"
there is no dice involved it just happens
lifter points at something and explodes it
Sorry, the second half was meant to be it's own question, apologies if wording made it sound tgt
"target takes 2 burn/2 heat when they make a Systems check or save, or an attack that targets e-def"
So if let's say you poop this at a using PC
If they try to tech attack, they get burn and heat
If they try to make smart weapon attack rolls, they get burn/heat
Is this correct?
yes
is it because you only have the crisis core npcs lcp downloaded?
I think so yeah
that'd do it
Which other lcp should I install?
the GMS Crisis Catalog also works
Because I actually had this same issue earlier today while I was checking something on a different computer and only had the Crisis Catalog NPCs lcp installed on it
the GMS CC catalog has the spool and HW tags yeah
I HAVE
It was a berserker vet spec-op rampage
it blew the fuck up. did good damage before it went and blew up. rolled extremely badly on the explosion (all 1s on 4d6) and the out-of-mech pilot succeeded the save, so their suit's armor took the damage
i have no idea what spec-ops does but i hope it turns out well for you!
it was t3 battle, but players were prepared and eliminated it quickly before it could pull off more of its distance grapple and throw optional
byt overheating it
// "Buff" Bryant //
GOLIATH ULTRA RAMPAGE, Tier 2 Mech
[ STATS ]
H: 8 | A: -2 | S: 1 | E: 0
STRUCT: 4/4 | ARMOR: 1 | HP: 40/40
STRESS: 4/4 | HEATCAP: 0/10 | SPD: 3
SAVE: 13 | EVADE: 6 | EDEF: 6
SENS: 10 | SIZE: 3 | ACT: 2
[ FEATURES ]
DRUM SHOTGUN (II), CRUSH TARGETING (II),
HEAVY FRAME (II), GUARDIAN (II),
SIEGE ARMOR (II), POWER KNUCKLE (II),
PIN (II), CRUSHING EMBRACE (II),
RETRIBUTION (II), BEST OF THE BEST (II),
SHOCK AND AWE (II), DEADLY (II),
JUGGERNAUT (II), REINFORCED (II),
LEGENDARY (II), ADVANCED KIT (II),
RESILIENT (II), REFLEX (II),
ULTRA SYSTEMS AND TRAITS (II), RAVAGER TURRET (II), WOLFHOUND MISSILE (II), SUPREME MELEE (II)
COLOSSAL (II), IMMOVABLE (II),
TITAN (II), RAMPAGE TRAITS AND SYSTEMS (II),
SMASH (II), HEAVE (II)
I love GMS Crisis Core
oh it took me a while to see the tech there,
I just really like the fact that ultra Goliath rampage with a minigun turns the entire sitrep turns it into a payday 2 Zealdozer
also since im well and here, im considering/thinking up potential big final changes for apair of npc's,
oh, gunship and lifter, mostly, if the ideas coalesce
I like the Gunship as an obnoxious 'looming' threat and for 'oh shit' factir, from the time I ran an Elite one as a persistent enemy across the mission (damage carries over, heat is removed at end of a scene)
just staying at the side, opening fire with the BRRRRRT Monsoon
and then if need be firing the ATGM
GUNSHIP ELITE SPEARHEAD, Tier 2 Vehicle
[ STATS ]
H: 0 | A: 3 | S: 3 | E: 2
STRUCT: 2/2 | ARMOR: 1 | HP: 21/21
STRESS: 2/2 | HEATCAP: 0/8 | SPD: 8
SAVE: 14 | EVADE: 15 | EDEF: 15
SENS: 15 | SIZE: 2 | ACT: 2
[ FEATURES ]
CLOSE AIR SUPPORT (II), AIRBORNE (II),
BLINDSPOT (II), COMBAT CREW (II),
SKYFALL (II), REINFORCED (II),
READY AND WAITING (II), CAREER SOLDIER (II),
SPECIALIST KIT (II), MONSOON ROTARY CANNON (II),
PANOPTICON RADAR (II), GUN RUN (II),
SIREN FLARES (II), COMBINED ARMS (II),
COMMAND (II), SPEARHEAD TRAITS AND SYSTEMS (II),
COMBAT DRONES (II), DEVIL DOGS (II),
ARMORED HULL (II), VENATOR AGM (II)
Here was the setup
Other guns put more damage on the board and at longer ranges so in practice it's reliable but risky to counter fire
I do have several questions about the Shade, ngl. (the big token is just the GM putting 17 Imagos at the same time on the board, X+1 does go overboard pretty fast)
if you dont mind me asking, what happened during the fight? in my times running the shade with extra turns, i'd never seen it get to all that high a number of imago
The Shade was starting at the far end of the field and was just sitting there for a while until we could get to it. Since we had never encountered the template before, we didn't know how to disable the Imagos. It took a while before we got around to scan it
The Shade didn't even have any extra turns, it was just a regular Shade Operator
I need to mention, the encounter itself was fine, we simply ignored the Shade after a certain point, but it was moreso about if the Imagos are obstructions or not, if they count as objects or not, stuff like that
your gm should have told you how to get rid of them the moment its placed down, how they are removed is part of the their text for spawning them
did the gm not show you the ability in full?
That's like not telling people about searching for mines against a CRB Seeder. Bad etiquette, and really unsatisfying for a tactical game
yeah you should have known like the moment the shade appeared how to get rid of them via damage or passing the checks
also how far away was the shade placed from the start
roundabout 30 spaces, but the top half of the map was inaccessable turn 1 and 2
the second picture was basically the full map
As mentioned, the problem was moreso us getting back from the snowballing, because even with the free check at the start of the turn, + quick action, that's between 1 and 3 imagos taken down per activation, but the free one might not even trigger since the 3/4 people had a sensor range of 10/8/5
But in the end, it only rotates back to the initial confusion of how the Imagos interact with the environment, are they objects, or can you just walk through them, and how do they interact with saves
tbh I think also starting it thirty spaces away also contributes to this, from what it sounds like, esp if the whole section it was on was completely inaccessible, that's basically two free turns of set up it gets
For The Seventh Lesson system, it doesn't have an exotic tag on compcon, but is listed as an exotic. Was this an intentional choice or just an equipment tag you missed?
I ask because Final Lesson also doesn't have it and I wondered if this was an explicit mechanical intention to not have these take up the 2 exotic limit for mech construction.
i think you probably have an out of date version of the lcp, that item was moved to the MPAL lcp and is exotic in the tag
alright, hey, wasnt expecting to be in this sort of place, but as a general peak behind the curtain, as it were, I'm actually in the middle of both writing out and testing some notable major changes to the templates and npc's in GMS 'CC right now, with the aim of these probably very well being the final changes for this end, things like incorporating more interesting mechanics for some of the special NPC's, adjusting some old stinkers and bugbears in the roster, and doing a bit of inventiive simplification. Following these changes (and some playtesting) i will probably be considering these done, forreal, and will probably move onto revisting the original mission adventure paired with GMS CC. Any further npc's i produce will now go towards newer projects I'm working on.
Here's a couple little peeks inside what we are thinking
- some changes to warlock optionals and the hex field to make it a little more interesting to interact with it. Did you know? you could temporarily turn it off,
- Giving the Lifter a Face lift and a more focused identity, and im making the coil cannon a little more respectable.
- Decided to slightly relax my Anti-recharge policy.
- Big old Sorcerer Adjustment
- Got rid of brusier bite from the jaguar because i realized it was not gas. I have been replacing it with the think the jaguar has obviously been missing this entire time, and its genuinely amazing that it took this long
- Seriously there's a lot to look out for, I might talk about it here for those with questions.
Hi @rain flint pardon the second ping, first one was in the wrong thread. Was reading Pointman’s ability to get 3 or more Overshield every round as a Protocol, and was curious how you feel about that rate and how you settled on it? I’m designing my own defender NPC that grants itself OS and I’m looking for insights on how at-will OS numbers feel in play
oh did you mean enforcer?
Sorry, yes that one
oh yeah just a sec, jump starting the brain
OKAY! so:
the overshield is meant to serve as a non-defeatable ultimate form of defense for the enforcer, which is something i decided was okay because it lacks any kind of defense besides decent hp for a close range npc and 2 armor. It serves as both a way to ensure a specific desired play mechanic of players, and to make the enforcer resistant/immune to nickel and diming it to death while also making it surprisingly resillient to a lot of "deals a lot of damage" thresholds, even to Paracausal damage effects
overshield and armor ofc famously go together, and i felt that overshield in general wasa an underexplored mechanic for npc's, and saw the potential for it here. As for why i made it activate on turn's start, the answer was fairly simple, because i just wanted this thing to brawl and be rewarded for being jumped by (or diving into) multiple players, and it always refreshing at start of turn also means that if it gets too much overshield, then players can simply back away from it (and thus, cede territory to it) in order to lower its overshield amount.
prior to my decision to treat it this way, when it could not grant itself overshield at all unless players were nearby when it started, i found it had a tendency to die rather easily for a defender, and knew that it needed some sustain to it. so it existing as it does now has felt very good in its ability to survive most situations but still feeling fair in the sense that it still goes down easiest to the thing it was designed to fall to and is generally effective in its role. It's an npc that demands heavy focus, in terms of actions, resources, firepower, etc, or you'll never get rid of it, and thus does a fairly effective job of soaking up damage for someone else and blocking areas off.
As for the number value, i went for the conservative step to it to see how its bulk feels/plays out, and settled out on that being a good number, given that it has actually competitive evasion and e defense stats, but i might consider some slight hp adjustments in the future
@violet sigil for you
Okay nice thanks so much! This is really helpful
The “cede territory” motivation is incredibly clever and I dig it a lot as someone who’s tried exploring ways to encourage players to back off from an NPC
yeah! turns out the way to get players to back off from them is to make the npc get jacked/scary if someone is too close
So have you found that keeping the OS per turn at a Flat 3 + 3 per hostile at all tiers works relatively evenly, then?
When dealing with Overshield I always fear I should make it scale with tier
I considered it, and might revise it, but i decided against it for now since it has 8/10/12 eva and actually good e defense, and the 2 armor serves to enhance how strong the OS feels. If i get feedback on it ultimately feeling rather anemic from other sources i might be tempted to change it, but for now, i've found that 3 +3x overshield feels right in this instance, (pending high dmg superheavy melee build)
i have considered both a generic HP buff and a light OS scaling as possible updates to the enforcer, though
