#Solstice Rain Remixed
1 messages · Page 4 of 1
I've been cooking a revamped opfor for ows
Having run it vanilla, it's pretty good though
My notes are as follows
C2: Berserker, Sentinel, Barricade, Archer, Support
C3: MBT, Sentinel, Hornet, Priest, Breacher/Scourer (Not sure which)
C4: Engineer, Support, Assassin, Sentinel, Hive
C5: Operator, Squad, Bastion, Pyro, Archer
C6: Catapharact, Scourer, Hive, Aegis, Sentinel grunts```
Trying to use the same faction roster mindset from Valk's build, plus some splashes of new stuff
I see. Thank you for answering. For c1 I might do bombard, ageis, archer and goliath as the opening
Then probably a sentinel backed up by 2x Scourer and a support
Hey folks,
DMing Solstice Rain and making plenty of edits as I go. Was mulling over something with regards to Beat One/Combat Two.
One of the things I'm thinking of is having the combat be the result of failing the extended skill challenge. But I'm trying to think of how to up the difficulty of the challenge. I feel it leans in the players favour statistically at the moment and I'd like it to lean the other way. As in less likely but still possible.
Currently as written it's best two of three group tests. Has anyone toyed with ways to add a bit more challenge here?
My initial thinking was best of five but that's just longer. Or adding difficulty to one or more of the tests. But neither of those seem satisfying.
I would say to turn it into a pair of racing clocks instead: One for successes and one for failures. If failures fill before successes, start the combat encounter
Then for the checks themselves: make them Risky by default so even on 10-19 some sort of consequence occurs. This is mostly to drive the action forward by presenting a new complication
If your players are higher than LL0, consider making them Difficult by default too, but reward players with accuracy for leveraging clever plans and uses of resources/backgrounds
I think I like that approach. Would you tick by individuals or for the group?
Individuals
That sounds cool, I might go with something like it. 📝
Yes. #1107842047689379960 message
Tl;dr- 3 clocks running in tandem, with one being a fail state (LSA Nerves) and one allowing for interactions with the VSAF/Furies to foreshadow their existence
That's pretty neat. For my fail state I'm running combat, and if they fail combat the bus gets destroyed. The bit in the book about the bus driving down an alley and the players not being able to follow feels unsatisfying to me and I can see it causing my players to riot.
For the Furies teasing, I'm doing with intel drops if the players opt for the second choice on a scan. I've got a couple of pages of intel snippets I'm handing out on scans and my players have been opting for them over NPC stats more often than not, so that's working pretty well.
I rewrote the opening so the Nemesis shot them down personally while they were on a routine trip to the city, so they've already glimpsed that unit.
I guess it is unsastifying...but also kinda...idk? To spare the players the trauma. The bus, after all, is filled with civilian and children. An onscreen death would be dark.
My failstate is the LSA getting skittish and telling union to hold the perimeter while they get the civilians "anywhere but here" as they deem the bus a lost cause
And also an NPC who they all like, I've decided to put the Marine Sgt on there because I want combat briefings to be given by characters on the scene too, so they better not let the bus die. Me simple telling the players that they may not follow the bus for no good reason just seems like pure railroading. I've seen players riot for less.
Would adding ally infantry to combat 2 and 3 and maybe 4 effect the balance?
I've had an ally squad for combat 3 every time I've run it and it's been fine.
Sorry if this has been stated somewhere, I just can't find it, but what ideology Vestan Sovereignty feed to their soldiers to keep fighting? What are their hopes and dreams and such?
I get that the regime is very aligned with seccomm and that is the reason it rejects the annexation of cressidium into ThirdComm's Union
But I'm curious on what the people that the Lancers will actually encounter believe
I personally had my VSAF believing that Union is the vestige of a failed state, that will only serve to inevitably bring the rest of Cressidium down with them
I was thinking of going on the route of "joining union will make us worse" but I haven't been able to think of some good rationalizations of this fear
"they will divide us like they divided themselves" or even "this whole utopian talk is either a lie or this new union really is based on a fairy tale"
Sound like the type of thing a real patriot would say, I guess, but I don't know if they would be convincing enough to immerse my players in the fact that some are really willing to die for the cause
this is roughly how I'd approach it yeah. Cressidium left and hid from Union as it SecComm was collapsing, and basically don't trust any "remnant" to not be some pathetic leftover with weakness left in their veins. Plus like, if they know that the revolutionaries that caused the seccomm collapse won, they're not likely to be happy about it
Their more proximate causes probably also have to do with the cold war on Cressidium itself. They see the LSA's accession to Union as both a yielding of their own sovereignty and willingness to be wielded as a tool for hegemony over Cressidium. I can see Vestan rhetoric accusing the LSA of selling out themselves and the planet
Yeah I see it as “They’re going to take over and our country will have no power anymore” and coming from a nationalist state that is threatening
Didnt the SecComm people that ran to Cressidium are mostly the reason there cut off. since they removed the record of the colony and blew up the omni-net connection
Yes, they’re the “loyalist” remnant that was fleeing the sinking ship and didn’t want to be brought down by the rebellion
@nocturne basin I'm setting up to run your remix and as part of that I modified the point crawl map's .xcf so the nodes/paths were all on individual layers to make it easy to show/hide stuff based off how the players explore. Was wondering if you'd be interested in me throwing that file your way/posting it here.
Hell yeah go for it
Currently running this remix and wanted to say thanks, really fits the vibe of my group.
Have done half of it without changes, the first big change i did is to post Harbor district.
I added a 4-clock / skill challenge to rescue the Captain with the stakes of either the previous combat failing or this skill challenge resulting in the sub diving, to the sea floor in the Bay of Nov to await Kiros' orders.
This allows the players to choose to persue the sub and have an underwater fight using the extraction sitrep with some veteran assassins since they can actually swim along with some of the more mobile NPCs
I also added tokens to represent the LSA and VSAF forces position in Nov Elysium with the intent of VSAF deploying from harbor district and the river to attempt a cauldron formation around FOB while establishing the AA position at the Train Depot.
The offensive has two objectives to try and get multiple points of bombard placements to begin artillery strikes against the FOB and secondary of securing Farris and Bannerjee as they have vital information with regard to the Rio-Grande and the Warp Gate.
Also curious if anyone created a vehicle stat block to represent the stealth sub carrier the VSAF uses. Described in Beat 3 and involved in Combat 5
Damn this all sounds like fun modifications to my remix! Tough choices at the harbor are great, and seeing the battle of Nov Elysia unfold on the map sounds great (if there’s a way to justify that intel at least, the comms are jammed after all 😅 )
Thank you! it really is a great remix for telling a mecha war story from flashpoint to resolution extending it out when possible rather than doing the as written time jumps. Your remix was also my first exposure to point crawl and i like it a lot as i always bounced off hexcrawls
The issue here is that sub makes up like a third of the map. It's on a scale that's much larger than the PCs
What warp gate are you referring to?
*Blink Gate and https://stargazer.vercel.app/lancer?variant=starwall based on this map i would add to blink gates to this. From Union Core worlds: Atlas - M'Goun to Himalaya - Annapurna to Altai - Nairamdal to Carpathian - Ladovystit to SierraMadre - Argos to Karakoram - Debrovsk to Cascade - Prometheous
Community Designed Maps
I ended up making the sub size 4 and yea you are right the scale is pretty off, i didn't end up using that prep as the players were able to win that battle (barely) and succeeded in the skill challenge to rescue the captain off the sub before it dived
the lore is different because me and the playgroup used microscope to establish Cressidium's lore and part of that included the existance of a blink-gate that was heavily mined in addition to severing the omninet relay
really great, i used my turns in the system to establish Lancer/OSR cannon lore. I had my lens first and established 75% of what was written in OSR and during my later turns reinforced that. During the pallete phase i did include lancer staples like NHPs, Printing Technology, Blink-Gates
The biggest change imo is that Republic of Okasnia doesn't exist and the third main faction on the planet is the Army of the Seven Winds that inhabits a vast section of Cressidium overrun by genetically engineered super-Kudzu and dinosaurs that were designed to eat it ... lol
so i guess be aware that someone could suggest something really out-there
but ill be using the monstrosity and xenomorph templates to let the players fight dinosaurs and mechs designed for said dinosaurs
Oh wow sounds super awesome!
OSR remix train deport combat in a couple days, excited for it.
The players split in deployment between A and B so going to have the the Sentinel (Punisher Ammo & Imapler) + Assassin (Spin Kick) engage one group and the Rainmaker, Support, and Hive (Seeker Cloud) against the other group
The hive can be useful to lock down people who are flanking with the drone barrage, or move your own allies around with involuntary movement
100% planning on using that + the javelins to try and area deny while the defender is engaged with the other group
For anyone who'd like to have animated hostiles when running this and Winter Scar, you can find my animated NPC pack here: #1212311539105931295 message
oh these rule!
I changed some of the combat rewards:
Kirmani Plaza gives access to the City Map as well as the option to communicate with rio - requires a successful narrative check with a 2 difficulty.
Downtown gives access to VSAF battalion information / location as well as 1 battalion of LSA forces and 1 battalion of Union forces that can be moved between nodes to establish safe zones (no military encounters)
Train depot gives access to a second full repair and the ability to get Farris/Bannerjee back to the Rio-Grande
Residential gives access to city-wide communications, allowing you to communicate with rio without a check or to send commands to FOB sabre
Docks gives access to Farris' intel that gives an advantage on all rolls connected to Kiros, combined with Train Depot VSAF cannot use Stabilize
Hall of Consuls causes a retreat among all VSAF forces reduce all other node's reinforcements by 1 NPC
I used clocks two 8 clocks one for "Battle of Nov Elysia, VSAF victory" "Battle of Nov Elysia, LSA/Union Victory" Every 5 hours I did opposing rolls if there was a VSAF and Union/LSA near each other on the map if the players or Sgt. Garcia was near I would either let the players choose a trigger to roll or give +2 Accuracy to the Union/LSA. I would then adjust the amount of battalion tokens accordingly
tokens I used to represent battalions
There were 10 initial VSAF deployment 6 lances (one for each combat) and 4 squads
There were 4 initial LSA deployments, two Lances A(Sniper, Barricade, Support) and B(Bastion, Specter, Scout) and two Squads surviving
There were 3 initial RO deployments, all Squads that have dispersed and retreated from the city on polar boats.
There are 2 Union deployments in addition to the lancer team, Squads.
There is a LSA and Union Squads in Downtown Nov Elysium with the LSA B Lance.
The LSA A Lance is in Kirmani Plaza
There is a Union and LSA Squad at FOB Sabre
I changed Nov Elysia to be an independent city-state that is the closest city to the equatorial space elevator with shared military presence from each faction on Cressidium.
The Agolis Islands mentioned in OWS is between Nov Elysia and the space elevator
I used this for the North Hemisphere, Army of the Seven Winds is Republic of Okasnia
i really wanted to dig into the military campaign aspect, hence the battalion tokens / world map. I also thought it might be interesting if the players decide to try and recruit help from the RoO
Hell yeah this looks so cool
Thanks! Used Argentina as inspiration for Vesten, per the remix they use alot of lasers and thought a mining oriented society would develop that. Indonesia/Malaysia as inspiration for Leandric States, and Ukraine/Romania/Slovakia for Okasina
Were squads here the actual NPC squad class or something else?
What type of rolls if the PCs weren't present? Flat rolls?
What does moving the forces on the map do? Could they join the PCs as allied NPCs in a fight? Do they just fight each other and whomever won the opposed check added X to their clock?
Squads as the NPC class yes, flat rolls without NPC presence but they were so invested that i didnt deal with a roll without them there
It was more so do the forces help shore up the NPCs I gave appropriate reseves, like sniper team
the rolls were in favor of the players, for each successful combat i added one to the Lsa/Union victory and removed from VSAF victory
Made some OSR/OWS maps after ages of futzing in Azgaar's Map Generator and a lot of wikipediaing about the Dardanelles 🤣
Okasnia looks a little small to be a superpower unless it's got massive colonial holdings overseas
The maps themselves look very cool though
Thankyou!
I guess I was thinking that Okasnia's got a big hold on shipping into the inland seas when the topography panned out the way it did: my other idea was having Okasnia be over in one of the chunks of "unaligned regions" in the West
Where would you put Nov Elysia and Grevka?
Purely based off the Nov elysia map provided by Valk in the Solstice Rain remix, it would actually fit super nice right here towards the southern coast of the lsa territory on this map, even has similar river placement as the remix map
That seems like a good spot!
I was thinking of putting Nov Elysia somewhere around here, but I think yours makes more sense for it being a unexpected mega-submarine-carrier-based attack cuz it's further away from Vestan territory
Honestly no idea for Grevka: can't really remember what's said about it in OWS, but I'll reread before I place it!
looks like (OWS spoiler) ||the first mission is happening on the "southern coast" of the Vestan Sovereignty, while the Grevka (described as a "Vestan stronghold-city of Grevka") offensive is being used to cover for the players' insertion|| so I spose Grevka would be somewhere not on the south coast of...uh...Vesta?
finished OSR remixed tonight, was really great overall.
Loved how it opened up player choice, in fact they never cleared the residential sector so I'm having that + arriving at the Hall of Consuls right at 18:00 day 2 + the Furies sacrificing himself to buy as much time as possible for the VSAF to extract with Bannerjee.
The players went Kirmani plaza -> Downtown Nov Elysia -> FOB Sabre (Full repair) -> Harbor District -> Train Depot -> FOB Sabre (2nd Full Repair) -> Hall of Consuls
Using the rebaked Operator + Ultra + Veteran on the Furies was a really great boss battle, had an Elite Hive, Veteran Bastion, and Scourer with him. The players rolled really well and obltierated the Hive, Bastion, and Scourer in the first 2 rounds but not without them getting some licks in but it bought enough turns for the Furies to get off 2 SCL attacks and a single Volley with the Raptor Plasma
Think i ended up taking 4 structure and forcing the players into a tough choice between resting and immediately pursuing Bannerjee
Forgot to add that i used the rebaked veteran operator "Spec-Ops" put a stealth hardsuit and a heavy signature weapon (a small scale energy beam) on Kiros. After self-erasure he ejected and tried to use the stealth hardsuit to get away but the Swallowtail's lotus projector put a stop to that. The player mechs surrounded him and used hold action that if he moved they would unload on him with one giving a surrender ultimatum. Kiros looked at them "I'd rather die than surrender to spacer scum" and stepped backwards triggering all their held skirmishes.
I then opened up the world map to the players, i think i posted it above. I had the Rio-Grande mention a resource scarcity with regard to lancer full repairs and they have 4 total full repairs left (1 for each of them) They can ask Farris to send the Rio-Grande to a nearby asteroid to mine and process for more materials to have for full repairs, takes 1 week for 1d3 full repairs, but with the consequence of not having dropship support.
So they have the following options after they were hurt a decent amount by the Furies coming off a full repair:
Press on towards the Vesten Foward Operating base to try and either recover Bannerjee or find out where the VSAF might take them, Spend time scavenging in Nov Elysia (4-clock for an hour of time yielding 1 full repair), or attack a VSAF artillery battery (beacon recon to find the battery, then smash & grab) with 1:1 supplies:full repairs on the smash & grab
Think ill come up with a random encounter table for travelling on cressidium between cities to take the point-crawl to the OWS plot-line, with the Vesten FOB having info about the TARTAROUS research base, the cold-war bunkers, and Bannerjee's location.
Then letting them choose between helping with the LSA+Union counter attack on Grevka, clearing out some bunkers, or rescuing Bannerjee
There is a lot of south coast to pick from
Slightly weird question, but has anyone run an SR team who are roleplaying as anyone other than Union Navy pilots?
I'm kind of trying to get my head around whether it would work giving players the option of being an LSA, or even an Okasnian or (non-coup-supporting) VSAF pilot who's visiting the Rio Grande in a show of good faith by Union: a kind of thing to hook them to the planet a bit more. Obviously you're still sort of working for Union, but just something that sprung to my for my players who are first-timers to make it seem a bit less restrictive
I guess there's still the restriction of "you are a military mech pilot" lol
Winter scar goes deeper into non-union pilots, LSA, Vestan resistance pilots, and so on. I’ve run with LSA pilots, it’s fun!
nice! I'm thinking of maybe a little Union Administrative Department survey form....might share it if it ends up being any good
It's about half direct lifts from SR + WS and half my writing: I think the questions are maybe a bit wordy, but I could edit for 100 more years and still not be happy, hopefully it gives some others some ideas!
also some LSA and Okasnian flags/badges I worked on
Dreadful layout I've posted this in in Discord but this is a sort of presentation I'm gonna try and use to play out the It's Not the Fall That Kills You beat
I'm also thinking of having a character from OWS be the dropship pilot who takes the team down (having them survive the crash obvs)
I actually had Naia Reynaud be their dropship pilot and that's how she loses her arm, in this crash. I made it a skill check to get her out alive, definitely worked out for our group!
Also these fuck and my greatest regret is we just finished osr so I just missed my window to use these 😅
I had the exact same idea but wasn't sure whether a pic from Winter Scar would be considerd a spoiler haha
Simply run it again for another party
Naia exists in a single sentence during downtime. It's probably fine.
Yeah, that's very true
In that case might as well cross-post this here!
Did some edits of Juan Gee Tan's character art for Naia Reyanud: this sort of overlaps with Solstice Rain cuz I'm doing some shuffling around and using Reyanud as the dropship pilot in the first OSR mission.
Instead of having them first show up in Winter Scar, I'm thinking they'll lose their arm in the OSR crash and give the players a bit of an opportunity to do some roleplay, maybe get the players a single-use rocket launcher attack as a reserve for combat 1 if they do some medical treatment on Reynaud and get them their Null-C cigs lol
Not super happy with the arm for the crash scene (spoilered for blood, not actually gory but just incase anyone doesn't wanna see iy) but I was just doing some mucking around in Gimp with just my mouse with these, I'll give it another once over with my tablet probs, any ideas for how to make it look more like they've lost an arm without being too explicit is appreciated 😰 And I'm quite proud of my edit with the first one with the bio arm tbh!
Also, does anyone know if there's an OSR/OWS google drive for player-made GM resources, tokens, narrative maps, etc. like there is for Wallflower? I'm guessing the Wallflower one mostly came up out of necessity for the maps, but could be a kinda cool thing to do if anyone's interested in contributing!
Working on a Garcia too:
also I'm gonna do Bannerjee next but this one's just for fun...Nilan Genesis Ebannjelion...
by the time I'm finished I'll have an actual gif/MP4 to share haha
I'd be happy to help contribute to one as I've got quite a few for ours, though it's mostly just narrative scenes and less involved token edits, with the portraits being under a cctv/codec type filter for when the players are contacting them via omnihook or over comms
i feel like codec filter is just right for lancer ngl
Fr fr but I'm a huge 80s-90s mecha dork and I've got burnt orange filters too to help with the whole Evangelion feel haha
But we ended up using the green ones for generic visibility since the players liked those ones more, just kept the session playlists to gunbuster and eva
cctv green filters you say....
looks like we have ourselves a great minds situation....
also, a happy Garcia: think I might do a fishing hat for him for FOB saber
this will all be very useful when the solstice rain visual novel is created...
Porting Solstice Rain to Lancer Tactics
i just realized it's actually me porting Solstice Rain to Ace Attorney 
Do you mind if I ask where you got all your EVA decals/graphics from? I'd definitely try to include some more in our missions moving forward
The group just finished osr and is moving to the inbetween mission before ows, where they're tasked with storming an off shore decommissioned oil rig that the Leviathan, the stealth sub in osr, stopped at before the invasion
So, 3 of my players are going HORUS, and I'm stumped trying to think why a horus cell would be so invested in this conflict
I'm accepting suggestions, please
My take was: HORUS is working with Republic of Okasnia, who are leveraging it for secret technology
Basically a cell made it to Cressidium before the fall of SecComm and festered in Okasnia, and Okasnia formed a symbiotic relationship with it
I know that’s just passing the buck to Okasnia but yeah
My take was Okasnia wanted the Cold War to stay cold while they gathered power and puppetmastered
Now it’s hot, could you Lancers please stop that, thanks
@chilly silo Like from my Nov Elysia map? The only thing I got somewhere was the "EMERGENCY" hexes, from a deviantart user: https://www.deviantart.com/ex-pendable/art/NGE-Emergency-789807301
Rest of it i made in Figma and GIMP: the map itself is two vectorized Google maps screenshot of part of tokyo bay overlaid, the style of which I tried to ape the EVA-style Wallflower map by Narshero from the Wallflower google drive
@nocturne basin Valk, it's me, I return... I got a quick question that I'd love to hear your opinion: I'm working on a interlude (mission) that bridges between Solstice Rain and Winter Scar. (I'm thinking of maybe snazzing it up for release too)
One question since you're the more experienced fella... How does one go about getting a third-party thing published, and how do I even go about it?
oh boy okay well
which stage you want, just publishing or the whole creation process
just a big sum up of the creation process, pitfalls, or what should i do so i can get over my self-conscious thoughts of "Wait this is probably really bad in comparison to what's out there"
'cause, I am literally making a fanon gap-filler mission between two really fun first-party modules
publishing is fairly straightforward
- Get your itch account setup, including tax info if you're taking money for your work
- (Optional) do the same for DriveThruRPG to widen reach (don't do Exclusive digital sales if so)
- Set up your itch page, this helps: https://hedgiespresso.itch.io/itch-page-image-templates
- Upload your files
- Release when ready
- (Optional but recommended) ask a PNet mod for a news shoutout, plus do other "marketing" where appropriate
I have no clue if I'd ask for money for something that could be my first release lololol
I do put a lot of money into my homebrew stuff, and right now I intend to do the same for this interlude
okay big summation
First big thing: Make what you wanna make, audience be damned. You gotta make something, and it's best to make it for yourself
Now for steps, shit breaks down like this:
- Brainstorm ideas: Get like, 10 ideas written down. Pick the one that speaks to you most, save the rest for later. Don't settle on the first one that comes to mind
- Start fleshing out the idea: What's your conflict, scenario, villains, themes, adventure structures, etc. What do you wanna explore in this thing
- Outline: List out everything in super basic terms for a 40k foot view. Figure out what all you gotta do
- Start writing the draft: This is the hardest step and will likely take the longest. It always takes me longest. But you gotta do it. Break down your outline into digestible chunks, and keep writing. If you're lost, go back to the outline and flesh it out more, then come back
- Keep writing that draft
- You guessed it, finish the draft
- Simultaneously: Start some Edits and also call for a playtest. Pesto's guide to testing is very good: https://pestopublications.itch.io/pestos-guide-to-testing
- Layout: Once editing is done, get some layout work done while playtests are happening
- Shape the whole thing up and finalize
- Publish the thing
Guess what I did
What did you do
Guess
Money.
I think I'm cut out for playtesting because this will be my players going thru it first time
Call me ambitious. But this interlude I'm making will feature some real snazzy recordings of mine
I'm still very surprised my solstice rain playthroigh has... hundreds of views, no, thousands
Thank you for the remix and all the help
Happy to assist!
but yeah: my first release was the Lancer RPG Template, and I charged (and still charge) for it
My first adventure released was Pierce the Heavens, and I charge for that too
I'm venturing into homebrew picking up where I left off. Got a snazzy idea where ||week(s) timeskip, stealth and spec ops initial steps as a way to build-up the eventual offcialized squadron in winter scar||
I understand. I have to make my money back somehow after how much effort I put into my campaigns lolololol (commissioning artists is my way of living)
Oh, somewhere in that step by step process above, I squeezed in the maps. Probably should happen at least after the outline
Ooh thanks. I do make my maps isometric but it should be fine leaving a hex grid for players to know the layout
Now, for the steps above, I'll admit that I honestly did Draft Writing and Layout at the same time by typing draft directly into my layout template. It may not be the best for getting draft done but it helped me visualize what my shit would look like and feel like I was making meaningful progress
it's a personal thing and may not work well for you; I just hate purely writing draft, and having the layout, while distracting, helped me make progress
I just tend to write a big outline in simple.three act paragraphs
And then go from there what's coolest
My first homebrew campaign, fire with Fire, started from the end
"How do I use this awesome song and lead up to this awesome twist?"
Sometimes you just wanna make a really awesome fight but then realize the awesome fights are the ones that.build up the best
Trying to think about how my other adventures went
- Pierce the Heavens: Mostly as the above. Maps came last-ish. Typed draft directly into layout. Took 2 months, about 9K words + 2 maps
- Technophobia: Fuck this one ugh. Followed the steps, got to outline, stalled on draft for over a year. Made most of the maps at least? But kept needing to figure out my special rules and room layouts and how I was gonna write the damn thing. Mothership's Gradient Descent and Another Bug Hunt guided me hard
- Kill the Noise: Smoothest fucking one yet. Pulled an idea from old brainstorming, knew I was going to make a 6-panel trifold pamphlet and thus structured my outline to fit those 6 panels. Proceeded to go to town. Most time consuming parts (at least in my head) were finding art and making the map(s). Learned how to use Affinity Publisher 2, was thankfully quick to pick up. Just a 1-shot but I'm hella proud of it.
Outline is the strongest thing you can do, IMHO
good outline will recenter you and guide your draft writing
Thx valk
Might come back around here as I develop my interlude to make it interesting
Feel free to PM me for stuff that isn’t quite on-topic too, just so this thread can stay on task haha (sorry folks)
Made some RIO edits:
Some Ambassador Bannerjee edits...
And some Cpt. Farrises:
The injured Cpt. and Ambassador are for when they're encountered after being captured was the idea
Oh, forgot these RIOs
Yeesh is this Rio's "game face" as mentioned in the books or is she cascading in your game lol
These are awesome totally gonna use them for some of my winter scar narrative scenes set in-between mission one and two
Meant to be Game Face, but it does look kind of cascadey lmao
also, if anyone wants the .xcf files, lemme know
Some baseline Lt. Kims...
And a couple of TACSIM ship piloting Kims as well...
All of the originals of these are by Juan Gee Tan btw! Great stuff, also really cool that you can see how their style has evolved between doing the OSR and the OWS stuff!
him smiling look uncanny lol
I do not think of him as the kind of person to smile a lot
but these are SUPER AWESOME
yeah, I tried to make the smile kinda awkward 😭 (thankyou!)
IT LOOOK SO NICEEEEE
↓this is Oshlet's original↓:
#the-gallery message
^Oshlet's original "Xerxes" above^
Thought I'd collect my edits of some of one of Oshlet's mech pics, which I've done some edits of to represent...uh...another one of Oshlet's mech pics in OSR lol
Also Oshlet made this mech token pack about halfway through last year: it's really cool and pay-what-you want if anyone wants to chuck em some money! https://oshlet.itch.io/oshlet-road-pirate-lancer-tokens
sorry to be constantly posting in here, but: did another (actually reasonably heavy this time!) Oshlet edit, retooled their VSAF Kerberos (Assault) to be an Archer npc
Oshlet's original VSAF mech pack:
#gm-corner message
do you all have any ideas on how the rest of cressidium could be? or rather, suggestions on a city name idea and layout for vestan territory?
and another quick question, @nocturne basin what did you use to generate that city for nov elysia? would love to use the same tool so i could make a new map layout design
I think I linked it in the post?
lemme seeee
Description
yep thats the one, thank ya
i also noticed it lets me download as 3d! perfect, i might make use of it for a very lovely splash screen
anyway, there's no actual map for cressidium at all, right? no hints or ideas on how vestan cities could be named?
or details on how their archtiecture could be?
Approximately zero yeah, besides the maps themselves
hmm
I imagined something with older Greek or Roman columns
haha, i had that on my notes actually
considering their roman nomenclature (if i spelled that right) for units
I think you did but they’re Greek nomenclature
dat
I'll probably make my mission be focused entirely around a very "small" are around an industrial sector of Vestan territory to justify the locations for train-grabbing combats
Yeah, like there's no mention of what Cressidian culture is like other than politically and like a broad sentence about history of SecComm officials coming there, but almost every Cressidian name mentioned has either a Greek or Persian origin
The origins of names of the couple of Vestans mentioned in OSR and OWS have a few hints as to what you could do with Vestan cultural influences (without any spoilers for OWS, just discussing the etymology of the names):
SORVAN KIROS
(alternate transliteration of Persian "Sarvan"/Servan" + alt. translit. of the way you say Cyrus in Greek [Kyros, Kyrios], from the Persian "Kurus"...like Cyrus the Great, big historical Persian Empire guy)
BATEA REZMIRA
(alt. translit. of "Bateia", daughter of King Teucer OR a nymph mentioned in one of Plato's dialogues + "Rezmira", which seems to be a combination of two names, Rez could be a Persian name, means "red-haired", Mira is a name in a heap of languages including Arabic)
VASIL GEROU
(Cognate of Vasily, Basil, Basileus, etc. all from the Greek word for king + Gerou is a French name, cognate of Giroux, but it could also be a shortening of the name of the Spartan senate, Gerousia)
And sort of related, the only named LSA...ian? I can remember is:
ADON PETRAS which is super Greek.
sorry, I love etymologies: point of all that is, both Greek and Persian/Iranian stuff could be a fun influence for architecture, culture, food, etc. cuz both come up pretty frequently in the names on Cressidium, and they're cultures that have been linked in many ways for a long time, so a lot of crossover/links.
Also as a note, most of the references in the names are to both Ancient Greece and Persia, which were at war pretty frequently, Battle of Thermopylae etc
also all the named VSAF mechs have Greek names: though I did just think that maybe you could spin those as the identifications that the LSA uses for VSAF mechs, like NATO reporting names of Soviet jets and helicopters being completely different to what the Soviets called em
i think it was said at some point by kai that the names assigned to the mechs are vestan's own?
not entirely sure right now
i've spent my time writing the flow for multiple narrative beats to introduce all the new characters. its some of my returning players but new ones, and the returning players are opting to use new PCs, so it's a mix of Union pilots aboard Rio Grande that weren't part of the crash landing, and now mercenaries that LSA brought along for the upcoming mission
those two groups will later become the going for Winter Scar. I just hope the beats I've been setting a rough base on are sufficient for character roleplay and pilot skill usage
I'm only now making the connection that the planet in Scavenger's Reign (peak) is also named Vesta - wildly different planet from SRWS though lol
Oshlet's original VSAF mech pack:
#gm-corner message
the bullets look a bit bright now i'm looking at it but what can you do 🤷♂️
I like it
ok, finally finished the Cataphract in my couple of Oshlet VSAF mech edits: we've got:
-Archer
-Cataphract
-Sniper
so far
chonktaphract
those bad boys are grappling all the time! they're building up synthmuscle!
Made a VSOU33 patch for my players to find and be able to investigate...
Has anyone used any clocks running OSR btw?
I was thinking of trying to maybe add a few so that players have something to latch onto during downtime, but the only thing I can really think of is "Investigate the goals of the Vestan force."
Our party ended up doing some on foot recon with Garcia and the marines to uncover node 4 in person. Get out there, neutralize some overwatch guards, and by tapping into their comms, overheard a little more details about Tartarus (they were there to round up specifically named individuals in the city after setting up the jammers with Kiros headed in the direction of the Orbital Institute)
So not a clock, but definitely gives the party something to chew on as far as narrative exposition is concerned, and getting to learn a little bit more about the invasion at large.
Not sure how much mileage this'll get with anyone else, but during our solstice rain debriefing it was revealed the captain has glasses, so here's another alt with her hair tied up and the readers on.
She look like a librarian lol
instant neuron activation for 4/6 of my players tbh
So real for that
Made a little Nov Elysia patch...(the Persian text is a google translation of "New Elysia", not sure how accurate it is)
Also an alt. of the VSOU33 badge
I swear I remember seein an official LSA patch too somewhere
I think it's there in the emblem of the Winter Scar squadron
Did I ever mention that for the sake of not confusing my players as much, I renamed the LSAF?
The factions are now the LAP and the VSAF
yeah, that little two mountain thing!
made a little Bad Reception RIO as a gif test!
needed some LSA mechs so did some more edits of Oshlet's VSAF Assault
i think the little SMG guy turned out pretty fun
workin on a Witch (an edit of the Bombard!)
Lil fella!
I tip my comically large hat to you sir 🤠
Love the alts for Ringer. FYI she is actually already in OSR as a minor NPC you can encounter at FOB Saber (pg 30, Look Around Table result 13-14). In this version it is hinted that she loses her arm while fighting Colonel Kiros and the other Furies.
oh shit, I didn't even realise!
I'm using these recommendations for my Solstice campaign and it's pretty fun
Before Combat 1 I sent them to a ruined LSA space station that has a suspiciously Kiros' Big-Ass Laser shaped hole in it 
Apologies for necro-pingbut what font did you use for that image 
ooh, uh lemme have a look: it's on Figma!
Oh I see, I'll give Figma a shout. Been bumbling about with GIMP
the font appears to be Sofia Sans Condensed!
you're a legend!
and honestly, I mostly used Figma cuz I already had access to it with a student account/was doing some animations on it: it's pretty expensive to use generally and more of a UI prototyping deal
I still use GIMP for a lot of stuff tbh! No raster editing stuff on Figma
I really liked the look of the map that Szkin made so I modified it slightly to fit the Nov Elysia point crawl for my game (a couple of connections don't make sense travel time wise, but I think it'll be fine)
#the-gallery message
damn this rules!
I feel like I asked this before, but does anyone have pics of LSA soldiers? Need them for references
And while I'm at it, VSAF soldiers too
I'm assuming these are LSA folks, right?
I did a little color swap on this artwork to be a generic Vestan pilot
https://www.artstation.com/artwork/akbx9
hey, that's actually pretty good and a neat design
I was intending on getting portraits done for generic NPCs, so getting a masked portrait done for soldiers seems rather straightforward
Thanks! My Vestan are all cyberpunk style villains so it sorta fits in
any ideas on more LSA design takes?
or guess i should just go with what the cover art of solstice rain has
I personally would go for something with more face visible and lower tech on the LSA side. My reasoning:
- Help sell more of a connection to them as humans
- Play into this being an surprise attack with soldier being under equipped and in a civilian area
- Follow the fiction of the players accomplishing the major goals of module, because these guys can't on their own
If I end up finding an image I like I'll share!
The front cover also has a few people on foot:
https://img.itch.zone/aW1hZ2UvMTg5NjY1MS8xMTE0NzM4MC5wbmc=/original/gAX9Nd.png
it feels too different from the later pic though
Could be LSA vs VSAF
yeah, that's what i'm thinking
The ones you posted might also be Union marines.
https://cdna.artstation.com/p/assets/images/images/039/717/984/large/peyton-gee-peyton-gee-lancer-marine-final.jpg?1626730739
Unsure where this image comes from, but it seems like people think those are Union soldiers on the cover:
#oc-cantina message
You know I kinda like the idea of using a UNSC marine for LSA troops. They sorta both fill the concept of generic allied grunt
DAMN
Also Fluffypaws if you do one of your boss fight intro for the Furies I beg that your share 🙏
A very light photoshop to include bambino's emblem:
#resource-hub-archive message
i doubt i'll have the furies pop up again in my solstice rain mid-mission
I was thinking of an Okasnia Horus boss actually
and i'll be doing a different style for both my bosses and combat start/ends
been fiddling with ideas too but i'm still focused on writing my homebrew thing
they will come true... soon
but the boring part (writing) is important before i dive into foundry and assets
but my idea of involving okasnia is entirely for some horus mercenary stuff, and possibly a really "spooky" boss intro cinematic
and mostly inspired because a boss track with this intro and theme kinda goes hard and i think i could make something cool if it involves horus stuff https://youtu.be/AsGQq5K3yck
Find the complete Killzone Shadow Fall soundtrack here ↓
https://www.youtube.com/playlist?list=PLFXgGT6loyW9W1tSxoGBgFGNIFLd4KcZu
I was considering the union Marines, to take more of a page out of the Royal Marines.
They’re in between special forces and ordinary soldiers. They’re more trained since they’re always going to be outnumbered compared to local planetary forces. Also, they don’t know if they’re going to be fighting on planet or in ships or stations.
Also useing the terms
“light infantry” for the UNSC/halo style soldiers.
“Heavy infantry” for the troops and the hard suit/power armor
I plan to use this for Union Heavy Infantry
that's really cool
Very cool
This definitely might feel too far-fetched, but do you guys think Cressidium would have, i dunno, simulators and stuff for army training? VR headsets, AR stuff, or just about training cockpits? I ask because the concept of a mech being around is chill, but simulations and stuff is something that I have to get a second opinion if it'd be around considering that mech printers aren't a thing in Cressidium
That sort of stuff seemss like ancient technology in lancer
I think simulation stuff definitely would exist given we already have similar things IRL
Assume most world in lancer has a high tech level.
But also the vib “really advanced tech has flaws and quirks”
The colony is 475 year old, and they left with SecCom tech, they did have early mechs and make there own.
I do find it strange they don’t have printers, but have a NHPs.
I’m going with the lost the ability to build union big tech, near light engines, printers, NHP, Omni-net.
Some of that would be the “SecCom” official that ran to the planet “burning the ship” after they arrived.
That could start some of the starts of the local conflict. The original colonies go “what the heck”
They began with printers, but over the years they stopped being able to repair them
“ GMS makes some very sturdy and reliable equipment. Even their engineering is tax after a few hundred years with poor maintenance.”
I know some folks have mentioned trying to introduce Rezmira into OSR in order to bridge the two modules a little better narratively, so if you are, I made a portrait for her for our own campaign, here's her comm pic and standard portrait in case anyone wants to use it for their own games!
This rules
Strange question, what did you use to make green "comm unit" filter? I'd love to use it in my upcoming game if possible
Sorry meant to respond to this earlier! Just this CRT filter as a layer, and then another overlay-layer below it (but on top of the pilot art) colored green
Nice, thanks a ton!
It's been a while since I ran this module, but all this art and worldbuilding is so inspiring to see. It almost makes me wish for a cooperative multiple video game adaptation.
Edited a map I had saved from Battlemap's Hub thread (og map is by the talented @potent cove) to be a good fit for if the party stumbles upon Wake The Furies earlier on the clock (but after their full repair, so sometime at night), or if you wanted them to fight Kiros and the gang actually at the Hall instead of some shipping yard somewhere!
super cool edit, my group was really close to that outcome when we played through
My party did two combats, took their full rest, and beelined straight for the Consulate and have proceeded to grapple Kiros straight into the proverbial dumpster, this shit is hard to watch
Had a player immediately burn 3 turret drones just to set up an Invigorate chain and they nuked the hornet in one barrage with a heavy machinegun/assault cannon burst, the Furies are toast fr
Heeeey, so I wanna take a crack at running the remix.
Anyone got a link to where I should start?
my remix or just your own remix?
If mine, best place to start would be my blog: https://trainlightning.com/solstice-rain-remix/
Introduction post for the Train Lightning Remix of Operation Solstice Rain, an official Lancer RPG adventure by Kai Tave.
danke
hey all
look this may sound odd but me and the other game runner for our group are planning a solstice rain into winter scar game and noticed Union Marines show up sometimes but never any mention of vestian army at all nor images
same with any LSA ground forces/mechs
any idea what to do there
Are you asking for ways to incorporate them into that leg of the adventure?
Or like, tokens to represent infantry in the actual turn-to-turn battle of Vestan/LSA troops?
both really
one of my players found a 1/2 gms frame
so we are allowing him to play it
sorry i was unclear it has been a long day
Per the book, a Squad is never really used as an enemy unit, but here's a token for VSAF troops
Lsa troops
They're never used in OSR (one does show up in OWS)
Is what Levi meant, I assume
rather than "never use these"
Oh, I guess I mean by the encounters listed in osr I don't believe a squad shows up in the opfor
cause squads slap
ahh
the LSA Sniper reserve
fact checking myself, actually 2 squads show up in ows - one allied in M1C3 (if players won M1C2) and one enemy squad in M2C2
i see
i was thinking of peppering in a few squads since there will be a 1/2 since i always figured they were like fallout PA size
As far as narratively, (regarding OWS) most of the LSA forces are locked up in the ground war at Grevka, the book mentions your squad is deep behind enemy lines, so it makes sense you don't see LSA infantry in action.
Vestan infantry makes a lot more sense narratively to see in opfors, especially for fights where the enemy doesn't see Indigo/Union coming, like the first combat on the beach, or the second combat with the bunker
In Solstice Rain, it almost makes sense to see neither, as the entire attack is basically special forces/commando mech units coming in by sea for the vestans, and nothing but local security/police/maaaaaybe national guard/military security for ambassadors in Nov Elysia, so it checks out there aren't any mobilized infantry units for either side.
That said, I had a vestan squad in Combat 2, "Look Both Ways" since the opfor has set up a blockade in the street and it felt right to have one there for my bigger group.
i was thinking a milsec vs vestian infantry encounter for solstice
if it's just infantry v infantry might be worth just relegating it to a random encounter the party would stumble upon between nodes
indigo helps the milsec turn the tide against the vestan infantry at the firefight
could work
the players are a mixed bag of styles and the 1/2 guy is playing the hero type
it also could help set up the players learning of Kiros early
i don't like how he feels kinda there
to address kiros, both parties i've run through this learned of him at the end of combat 1- when the party succeeds, narratively those vestans have to go somewhere, and realistically your party isn't killing them faster than they can spawn, so the vestans definitely have the pressure to win in a battle of attrition. I had them call out to one another that "Kiros needs them at the Hall", and so they break away from Indigo at the crash site to go assist.
For the first party, I had Kiros show up in person 1 turn after they killed the Rainmaker in Combat 3, shooting down an LSA helo that came to assist, and taunt/talk to the party about his motivations. Cue fight, where Kiros leaves after losing 1 structure to assist the furies in rounding up further vips, or he just structures everybody in the party, which he almost did (demeched 4 out of 6 players, the last two simply ran away)
Outside of that, per Valk's suggestions in the remix layout, it definitely helps to have a civilian or two mention Kiros directly in the bus indigo is meant to escort, a man who's notorious for these explosive military operations that are almost needlessly excessive
i forget wasn't there a few police or union marines guiding the bus?
Joint force of LSA soldiers and a group of union marines whose dropship got shot down iirc
or am i thinking of something else
ahh
ok
and is his the only one of his mech? my read on it is that they are not in full use yet
to my knowledge you don't see another operator throughout ows either
there's one in ||mission 2 combat 2||
classic, one of the two i don't have already laid out in our foundry game lol
ran it last tuesday, which is why I had that off the top of my head
I put one in combat 1 of ows but narratively it was more to showcase that Kiros had a very expensive custom prototype, these other operators are more mass-market ready
i probably will make a pilot for the second one then
oh yeah the one in M2C2 is way less fancy than Kiros'
Telefrag and no templates
that's it
as compared to Kiros' pile of bullshit
||sick, my party's about to storm angopolis in two weeks and i'm excited for the twist||
i am currently setting up for these to be the first missions for all the players
as a team of six strikers, they're either going to slice it with ease or rage out of their minds that it might be the one enemy that can out-oonga-boonga all of them

how do you guys think a basically full melee team will do?
kiros will eat their lunch
Depends on how willing they are to get shot
Unless they grapple him
Also yeah kiros is gonna be a nightmare if they can't pin him down
one made a pseudo caliban
are they starting at ll2 then
that does change things in their favor
oh nvm you mentioned a gms frame
oops all CQBs?
yeah what thatone said some of these combats are going to be very bulletstorm for the party. Combat 3 is a veteran rainmaker with some serious knockback and a sentinel that will just about clear any lane of approach, that'll suck
so now they want to start with gms kitted for what they want later
I look forward to seeing how their plans change come FOB Saber and their LL1 rebuilds.
Dude I ran with Kai's Rebake NPCs and that sentinel+hive held the middle lane of the map against a TCB Sag and an everest for a clean 3 rounds
shit was diabolical
and even if they save Kiros for the last combat, they'd still have to deal with the mirage-demolisher combo in combat 4, the sniper in 5, and then Kiros and that pissant hornet in 6
one of them is in a sargamatha
that's actually when we started using the rebakes ourselves and yeah fuck that sentinel just occupied two of my six for the entire combat
You'd think this matters but everyone bows to the sentinel's eye of midnight
he asked if it was wise to go in all melee
is more what i mean
i told him outright "look man it's your funeral"
I was already a sentinel enjoyer but the size 2 buff is just so perfect
||last week they did the bunker-truck-escort in ows and my amber phantom about shit his pants when he just hard-dived the objective turn 2 and the sentinel and archer both had eye of midnight and rapid response and he learned the hard way why reliable exists||
fwiw, if your whole party is melee, as long as one of them is content to just kind of pass out lock ons I think they'll at least be efficient with what they try
The gms saber is AP and does 1d6+2 i think, it's no slouch
sadly while he may not be content with it i know one will do so
he wants to go H0RUS
lmao
in that fight I spawned the sentinel late, near the extract, and he spent a good few rounds doing grapple/ram clownery to lock the objective down (they only barely extracted in time)
They just gotta come to grips that most npcs in the opfors do have very good melee/cqb harassers and won't mind coming to blows with the pcs, if anything they prefer it
So the pcs better come ready to cut them down quick and miss as few attacks as possible
you ever get BCL'd out of a grapple and then, rather than stand up, difficult-terrain-move-while-prone army crawl so you have the actions to reestablish that grapple and ram the guy prone with you
sentinel was doing fucking BJJ in the woods with the Storte
i mean, it's clever, and if it works, it don't need fixin
they want that truck lmao
the mirage just sent the hornet to the truck that was being led by the hilariously crippled amber phantom and then we had the worst two rounds of slapfighting as neither of them could hit each other
and the rest of the party was too busy holding everyone else at their spawns
my players have had mirages as kill on sight ever since that one time I metafold shoved them into an atlas missile, so I'm lucky if my mirages live to see round 2
infinite big brain pain, you love to see it
I was swapping them with engineer turrets too, so it wasn't like I cared if it didn't work
oh no, I blew up one of my 4 turrets
a tragedy
i often tell my party that opfors are never really "fair" and more "pick whether you like the rock or the hard place more"
engi turrets are straight dogwater and they deserve it
that's a good way of putting it, I think
unfortunately for me, my players have elected to choose "dynamite" and blow up both the rock and the hard place
monarch's scary yo
as are storte, ll3 chomolungma, and TCB drake
at least yours learn, we have a monarch who's pretty adept too but damn six strikers with zero tech between any of them they just smash into every opfor hoping and praying to ra that all their attacks hit it's horrifying, it can happen to you
They haven't scanned an enemy in seven sessions
the amber phantom player thought he was being singled OUT last session and I had to tell him "bro its an archer and a sentinel they ALWAYS have reliable"
they simply do not RETAIN information
meanwhile my players saw chomolungma 2 years ago and I have not known peace since
and neither will they when we finish OWS and the current chomolungma player runs wallflower, to which I will attempt to make melee heatgunner chom work
chomo and drake probably fuck tho that sounds like turtling fun
OH TCB
that man has a TCB, Pankrati, and a Kraul Rifle
LMAO
and he is making it my fucking problem
my players by the end of this set will be all the factions minus one
one wants an ISPN(caliban),one a H0RUS(lycan), one HA(FRUNDSBERG)and one sticking to GMS with the sargamatha
The way I like to introduce Kiros is simple; he teleports onto the drop ship the party is on, calls them slurs ('mongrels', 'colonizers', 'commies', no racial stuff) as part of a small speech, then short cycle lances the ship, causing it to crash.
From there it's a matter of having him in his mech watching them from afar now and then, and actively taking pot shots during other sitreps.
in my three times running the module, him being an omni-present boogeyman worked the best.
That, and having the PCs have a chance to argue with him is fun.
My go to is calling them "offworlders"
I don't immediately reveal the operator. Instead, Kiros shows up in session 2 during the escort alongside the hive. They do something messed up, talk shit with the players (mostly the hive's pilot) and leave.
"spacers" for me, and I mentioned the energy signature of the SCL when they did the post-battle 1 beat as well as detected later on accompanied by massive damage in the environment
one player wanted to gather information during the FOB downtime so he was able to make the connection between Kiros and the energy signature
I've been running the OSR Remix as my first foray into GMing Lancer and I wanted to say that both the original module and the remix have helped me massively. We're about to get started on my personal take on OWS using a lot of the lessons I've learned from this remix and so far my players are loving it. Just wanted to let people who've contributed to this thread and authors know y'all are awesome!
Would love to read about some of the changes / lessons!
Me too! I’ve run OSR a couple times now and would love to hear about it 
All my players were brand new to the system (but not ttrpgs) so the big Lancer focused lesson was in Faction Rosters. We've found that having only 10 or so enemy types instead of 30+ was a lot easier to learn for both myself and the players. It also helped identify the enemies as "the guys who follow tactics A" as opposed to the allied forces who operate very differently mechanically and be distinct.
From an overall ttrpg perspective the point crawl node map was an idea I hadn't come across before and we all loved it. It gave the players a lot more agency and it felt like they were strategizing about their resource expenditure a lot better than they have in previous (DnD) games I've run. I'm considering doing a similar point crawl map for OWS cause of how great it worked for OSR but haven't had time to figure out how to do it yet (work leaves me with very little free time).
From a narrative perspective on OSR specifically the big thing that stood out to me from the remix advice was introducing knowledge of Kiros early and setting him up as the BBEG. I also ended up adding a few extra named characters to the various combats and scenes for some more narrative stuff for the players to sink their teeth into. They ended up despising Kiros before they ever met him and hate him even more now after he escaped the first combat with them on 5HP
I literally just finished my own point crawl through winter scar with our party so if you want tips or suggestions for how to make one, they just got to the midway twist and it was a blast.
I'd love to hear what you did!
DMs are welcome but I'm sure plenty of other people would find it interesting in the #1271639713559871558 channel
I'm in the same boat, we are actually about to head into the final couple of battles on the typhon. I used Typhon Unchained from this discord for it, and so far has been great!
after some digging: original map was made by duvalasur
Thanks, consider the post updated!
I just ran combat 3 of OSR today, it was really great to see how much my players have learned since combat 1! (We are playing a node crawl, so this is actually their 2nd combat. Big thanks to Valk for your writeups on this, they've helped a lot!)
However, as I spent the last week staring at the map, the scale really bothered me... those train cars were way too massive for my liking. Last night I let my brain worms carry me away, and I whipped up my own version of the map. Thought I'd share in case anyone else would find it useful. 😉
Foundry 12 scene settings:
- Hex rows even
- Grid size 150 px
- Scene dimensions 4500 x 4500
- padding 0.25
- offset background: 1 horizontal 1 vertical
I can easily export it with a hex grid as well, if anyone wants it.
Hell yeah glad they helped! Hoping the rest of their operation goes well!
is there a blank version of the nov elysia city map?
If you've got gimp (or have some other way to use .xcf files), I put this together a while back: #1107842047689379960 message
It's valks map, but edited so everything (paths, nodes, the legend, locations in the legend, etc) is on individual layers, so I could easily update the map as my party explored. Should work for whatever you need.
have people tested valks revisited fights with 5 players?
btw, thanks ThatOne, that's exactly what I was looking for
I've tested at six at LL1-ll2 and they still had a tough time of it, five at ll0 should be fine
oof good to know
my players pretty much have a singular dnd oneshot under their belt for ttrpg experience, so I'm glad Lancer's fail states aren't just instant losses
Bombard will ruin players on combat 1, it's a hard lesson to learn but an important one all the same
Bombard is hilarious because unlike basically every other NPC its threat scales with player count
Yeah, my big rec for Lancer combat is to lay the stakes of success and failure out ahead of time
Most stuff gets less scary as you have more people, bombard just sees more targets to stack cluster munitions off
“If you fail, you lose time and your dropship pilot” is good for combat 1
On Holdout no less, where beginner players will assume staying huddled together in the objective is the best play
Whoooops
same energy
My players got some real good rolls and destroyed the Bombard within one round. It was a real, "Well there goes that," moment for me.
Genuinely insane luck given that thing has resistance outside range 3, most everests won't even have Los or range to touch it when it spawns
To be honest, probably a fair/moderate amount of GM error on playing it.
how long do you guys make the day night cycle of cressidium?
I make it Earth Standard 24 hours
yeah
Ok that’s reasonable
Might shift it by like 2 hours or so to make it not an earth clone
Side note, how many sessions would you guys expect it to take to finish the base version of the point crawl?
Depending on the size of your group, though pedal to the metal with 6 hour sessions my roleplay heavy group burned through a node every session, wrapping it in six
I have another group rn that's on session 6 and they're on node 5 right now, they play roughly three hours a sesh.
for that second group did you have a session that ended in the middle of a combat then?
My group has been getting through about 1 node every 2 sessions, with 2.5-3hr sessions. Roughly 1 session combat, 1 session narrative/RP.
For combat 1 do you guys reinforce with the suggested two mechs every round? Or do you space it out to every other round or dynamically depending on how many enemies remain on the field?
Usually dynamic especially for newbies
Yeah, just try and maintain activation budget
Which for 4 players caps out at around 7 right?
It took my group about 12 three hour sessions, but I added a few non combat scenes and they were all newbies to Lancer so the combats were pretty slow.
If you don’t mind me asking, what kind of non combat scenes did you use?
Can’t speak for Enigma but I used some random narrative encounters here (and reframed narrative around combats in subsequent posts): https://trainlightning.com/nov-elysia-point-crawl/
thanks, I'm just surprised that people are able to extend OSR to beyond 6-8 sessions with non combat scenes. I would've thought that people would've basically gone through one node a session
side note, last night my players successfully saved their pilot in combat 1, and one of them has the expanded compartment
thoughts on having this translate to a small combat bonus like a once per scene +1 accuracy since Glamdring is presumably skilled military personnel
Sounds fine, she could grant a Lock On maybe once a scene even
Ooh! This'd have been useful to know before I whipped up my own for the mission briefing and all that. A lot of great ideas however. Definitely gonna be chewing on all this great thought.
how did you go about making that?
The map?
yeah that looks great
Oh, I just used Clip Studio Paint and some light brushwork over probabletrain's City-Generator, then I exported the same city to Blender via STL and did some shader work to get the wireframe of the same area on the map as where I said the Hall was and marked that up.
The rest is just image templates with TokenMagic applied and an overlay from Kinemancer for the monitor-like look
If I had the time I'd probably go full Ace Combat because I love that style of briefing.
i tend for ace combat style briefs myself
odd to use kerberos for LSA SF i will say however
Oh? I wouldn't know if there's an implication/etc setting-wise, this'll be my first time running
Kerberos is the Name of the Vestian Mainline Mech
Hah!
yeah "round heads" is what alot of people say instead
nod I'll probably remix the name some knowing that. Want to make sure that at least the set-dressing's worth the price of admission on this game even if me and my group are all learning it at the same time.
I am loving the process though. Wouldn't mind making a bunch more assets for lancer products as I work my way through what's out there pre-prepared
that is some killer fire
Thanks! Wish I could say it's mine but that's from JB2a. I'm coming from Pathfinder 2E so I'm taking my bag of tricks, what I can at least, from hosting those tables
e: Lancer's teaching me some new ones, too, with me learning how Sequencer works
fair by the way since it caught me at first unions base colour is a bluish teal
GMS is red and white
if you ever need to make anything in the colour scheme
[nod] much appreciated
yeah i was making union dropships and marines for late ron when i was told the difference
so i just said ah...punk meets WWII issue for the rio squads i guess
are tehre any population estimates for the Rio Grande?
First groups Rio Grande has a crew of ~150-175, second groups is far more comparable to a frigate in size and space and has closer to 50 for a cozier ship and tighter crew
Tbf if you run the remix the fob kind of becomes less Union focused and more lsa focused
At least, that's how I interpreted it, not a lot of Union military presence around by the time the players squad touches down
In regards to Lancer lore, the Rio Grande is a cruiser, and could probably hold well into 400+ people comfortably
Just find for our group the comparatively smaller crew makes the ship feel more like a home with familiar faces and less like a small town
that puts OSR and OWR into greater perspective. No wonder Union is unable to exert greater military force on Cressidium
not including support staff they must have like at most 100 deployable troops
#lore-and-worldbuilding message
by that read there are probably 2500 - 3000 personnel on the Rio Grande with around 8-900 of them being combat personnel with roughly 5-600 of them safely able to be deployed to the surface without compromising onboard security
we cut off two pilots for the start of solrain too
since we begin with a pair of kias
If you guys don’t mind, I’d like some feedback and advice on a narrative scene. In combat 1, a pair of mechs fled the combat immediately after arriving to the scene as reinforcements, so I’m planning for the players to come across one of their corpses/wrecks where Kiros or one of his lieutenants summarily executed them for cowardice, and the other pilot may return in a future combat to try to redeem his honor. I like the concept, but I’m concerned it’s not interactive enough roleplay wise for the players
^ some advice on how to think about this event in order to punch it up
Thought: the pilot is somehow still alive and wants revenge on kiros
might throw in some civilian spectators as well
That works too. Or a radio on the pilot
Having someone or something to interact with is useful. Some sort of agent/actor on the scene that has a desire
I think I'll make it a bit of combo of our ideas, the pilot's still alive and an angry crowd is beginning to form, interested in mob justice
Maybe Kiros blew a hole in the pilot's mech assuming it killed them, but instead they are stuck inside badly injured
that works!
IMO, strong random narrative encounters are usually best when they actively engage the PCs so having the surviving pilot barely holding onto life while approaching the PCs would be my vote
as in the mech is still operable and he's just kind of stumbling around?
as in the pilot themself is in dire straights and is throwing themself at the mercy of the PCs rather than face Kiros again
it's comparatively easy to walk away from a lynch mob executing someone else a ways off, but harder when the victim is begging at the PCs' feet while the mob is descending upon them all
Its a Light Carrier.
You're right, my bad, I got it confused with the ||Typhon|| which is categorized as an overtuned/overgunned cruiser
all good, mistake happen
another detail it also is a space carrier, and most of its fighters are capable only. I would assume the few onbord to escort the shuttles but not enought to effect the battle on the planet.
So question for look both ways, I'm about to run it, how do you handle it if the PCs want to handle the bus as a skill challenge? Cause there's very little to guide any of that in the books, just "Repair, Scout escort"
Also, if they opt for a combat, how is it justified that the bus somehow is able to move again if you choose to fight?
So the basics of a Lancer Skill Challenge is on p. 47 of the Lancer Core Book
What SR is proposing is to run 3 separate skill challenges with the topics of
- Repair the Bus
- Scout ahead for the bus
- Escort the bus
So the skills the PCs choose to use should correspond to one of those 3 stages.
I'd recommend thinking about the local area and what could be nearby in terms of stuff to interact with or stuff to avoid, at the very least
If they opt for a combat, then that's honestly easy: the PCs are literally dragging the bus along
If the defeat condition is what you're worried about, then instead of the bus veering off down a bad exit, have everyone evacuate the bus in a panic
My players have finished combat 1 and 3, and some of the feedback I've gotten is that having the node options makes it feel less urgent, do you guys have any advice on adding some urgency back in?
My advice is to keep the clock ticking
There’s only so much time in the operation and full repair eats over a quarter of it
I do have time tracked but the thing is that since they don't know how long they have, they don't actually feel the weight of the clock all that much
I guess I can add in some radio chatter about the Vestans wanting to evac by next morningg?
I mean, definitely put the remaining time up somewhere visible
My intent was that was visible and included in the briefing
“If we can’t secure the VIPs in 36 hours, they’re likely captured and we’ll need to regroup”
If you need justification you can say previous “Kiros Incidents” tended to last no more than 36 hours
oh that makes a lot more sense
aida would disagree
*yuri hunter ran away
I'm just about to start my second run through of Solstice Rain using the amazing advice and guidance here, and I've finished my little introductory briefing/credits segment. What do you all think?
THAT DROPSHOT AT THE END ughhhh love this.
Yeah really proud of that little title drop. Wish I could do more with the in-between segment but session's tomorrow morning so I had a deadline.
Good luck on the run.
I think it fucks supreeeemely and tag me in coach I'm ready to drop
project wingman music 🙂
I didn't find any sprites for the Mirage in Solstice Rain's "False Idols" constructs, so I made one. Feel free to use in your game. Based it off of the palette from Retrograde so it hopefully blends in decently nice.
Recommended token values if you do and are using isometrics:
I've been using this one personally, pretty sure I got it directly off Retrograde in one of those published packs
this is so sick!!! what did you use for VA? this isnt all you, is it?
also, has anyone run the train lightning remix for OSR? it seems lots of fun and im gonna try it out with my new group
Nah I wish XD. Im using Elevenlabs for the voices.
oh ok
You totally should 😏 /authorbias
But yeah I tried to keep it approachable even for new groups, since I designed it with my less tactical dnd tables in mind
I did, it's great, absolutely recommend it
anyone got a good token for the fuckin bus
yeah hang on
Could not fucking tell you where I got it from, I think somebody shared it in #lancer-vtt at some point?
@tiny horizon
bless you!!!!
also does anyone have a good party token to track the party's movement around nov elysia
I've literally just been using their patch as the token on the map
If you want something that looks a little longer this is the bus token we used
oh good idea lol
Map with tactical imaging overlay too!
Er, it's Valk's remix map, so if you're using that this is just a little more dressed up and modern looking
shittttt this is sick
does the stuff on there mean anything or does it just look cool
it's actually a grid overlay for mothership maps on itch.io haha so it's just flavor and looks cool, helps give the map a more diagetic feel, like the pilots are checking their opsats for sattelite navigation from the Rio Grande
Made this from the artwork in the OSR book
Should be a transparent .webp but let me know if my phone buggered it up
I've been thinking about compiling all the assets and stuff I've found and made into one thing for future OSR GMs cause I'm sure it'd save a lot of time for people. And like, it's all stuff I've either made myself or found free on the internet but I don't remember where most of it came from so can't credit things properly
Which is kinda my main hangup
oh thats nifty thank you
Oh, that's mine. I ended up changing to this to match the retrogrademinis.
Oh word
getting ready for my third lap of solstice rain and wanted an even more diagetic map for characters, meant to look like one of the panels they'd have in their cockpit
Hot.
hot
@chilly silo anyway you have just the base image without the location/PC markers?
This one @white pecan?
Yeah, this- I posted it a few posts up a couple days ago!
It's just a slightly colored version of the map Valk posted with on their blog, I know Szkin has a cool map here somewhere but I'm not at my pc
It's blue like mine but they hand drew it
I've been seeing lots of people use these location marker icons and they look cool, but I haven't been able to find them myself. Would you be able to point me towards them?
Pretty sure these are it.
https://gm-lazarus.itch.io/vtt-sci-fi-tactical-map
Awesome, thank you!
My players are heading into the final encounter of OSR's remix tonight. They went and dealt with Kiros already, but due to maniacal reasons (and also to add some pressure on them for the finalé) I've put both the ambassador and the captain aboard the sub. Does anyone have ideas on good NPCs to help beef up security around the sub? 6 players, so dont hold back. Currently using Valk's 5-player setup from TrainLightning
So actually same thing, had a 6-man group run the sub encounter last after Kiros and used Valks encounter, but added a Scourer & Bombard to the reinforcements list. The Scourer gives the opfor a little more ranged pressure (instead of just berserkers and the Goliath) and the bombard caps that off in spades, giving the party a real reason to haul ass or split their focus, as an unattended bombard left to shellack the objective the players are supposed to be holding is going to structure people quick. three of my six players structured and demeched out of that fight, made for a great finale (they did win, tho)
Just personally found that without the Sniper there wasn't enough ranged pressure for my liking, you could probably replace the Scourer with a generic assault for the trademarked roundhead idiot making one last appearance, I just used a socurer to put my Monarch nuccav player in a bit of a hard spot
The remix, at least the Revisited fights, doesnt use most of those units unfortunately haha. The faction roster has been much more interesting than the full gallery though
Doesn't the remix have a bombard AND Scourer in combat 1 tho?
OH the faction roster. Well shoot, yeah youre probably right, I used the combat lineup outlined in the first like, blog post about it, NOT the later-introduced faction roster which greatly limits the scope of the npc classes the party interacts with. Personally I like osr more when the variety is there so newer players kind of learn what each npc is capable of in a moment (for better or for worse)
See, I go by the Monster Hunter logic of "beating it once is only the first step to learning"
So I prefer the faction roster for that pattern recognition. Lord knows the party learned to respect the Hive
Absolutely understand the practice of it, osr definitely can cut both ways and be effective in either avenue. Welp the blog says Scourer is still listed in Combat 5, so I'd say personally field a Scourer and an Archer for reliable, consistent pressure that's gonna quickly address any leftover structure or stress
I’d say “bring an officer they didn’t fight from another combat as they’re attempting to retreat” and if players cleared all the other officers then good on them, they get a victory lap
Oh thats a good idea. I dont think there's any left unfortunately, though I might be able to field one of the stragglers for Look Both Ways, which they did a skill challenge for
Good call
hi all, I'm planning to run OSR remix for my group, who are all new to lancer. Having GMed them in D&D, I know they have a tendency to break and run the moment things look difficult. I'm worried with the remix being a point crawl, they'll see the direct route to FOB Saber then run straight there, avoiding all encounters and abandoning the civilians to the VSAF. After they hit FOB Saber I'm pretty confident they will go to the next fight then immediately attempt retreat to Saber for a "Long Rest" . This is clearly against the spirit of the game but they are genuinely the types to break and run like this (in fact many of their TPKs are caused by half the party running and abandoning their friends, or other simple lack of coordination like focusing on the enemy before them while leaving their backline support characters to be mauled by flankers).
So my question: given their nature, I expect them to try to keep spamming the "Long Rest" button, any advice on natural consequences to doing this?
Yes: run out the timer and have them fail
Long rest takes 10 hours; they may be able to squeeze 2 in, if lucky, but make it clear they’re sacrificing valuable time that they could be spending finding their VIPs
Hi Valk. the way you wrote up the remix it feels like none of the sitreps is 'necessary'?
Yes that’s the goal
Like they could start > FOB > do both VIPS > finish
You can go to different places, fail fights, etc, and still manage to eke out a win
Sure, if they can find the VIPs
Iirc I set it up so that reports of the VIPs don’t come through until overnight
Then they can skip Mission 1 more or less?
I didn’t say that
They can, if they try to, but they’ll be burning up a huge amount of the clock if they aren’t searching for the VIPs
ah okay, then hide the nodes until they have intel so if they beeline for FOB Saber they have to scramble to get the rst done
If you’re worried about the beeline though: cut out the path directly to fob
knowing my group they'll go back to shuttle and attempt to repair ro get back to orbit or leave the city and go around
And make it clear what the benefits will be for helping civilians/fighting fights
It sounds like you have a table almost utterly disinterested in engaging with the module
Which imo is the bigger issue here
Well I've tried asking "what does your PC want" got a "money, I guess" response uniformly. "oh and magic items"
It's just hard to keep them on track (without offering them a bounty)
Okay yeah no Solstice Rain’s whole shtick is that you’re in the military and disciplined enough to follow orders from above
So, if they ditch the mission they can get court martialed
That's really why I want to do OSR / Lancer instead of more D&D
Yeah so I’d press hard on them to explain why their ideals for them to join the military instead
Because it’s post scarcity in Union, money is not really an issue
That said
yes I will, I'll offer them a choice: OSR (remix) or just random merc missions if that is their preference
If they reeeeeeaaaaally can’t imagine post scarcity and are trying to be mercenary, withhold their payment if they go AWOL
they don't get paid anyway, it's post scarcity
Aight, then court martialed and/or blacklisted it is I suppose
I brought it up just in case you or your table wanted the money component anyway
All that said, #1359607476001050634 may be helpful in merc land
thank you for that and the suggestion to just drop lines from the point crawl so players have to engage with the mission. I'll also run a visible clock with VSAF progress on any success/failed sitreps so its clear they are affecting the war.
I had a party ignore the AA setup at the rail yard, prioritizing the VIP rescue and opting to skip that encounter AND the radar jammer entirely.
In response, the Vestans locked down the city completely. Extraction by air was now off the table as Vestan air support could move in uncontested and close off all corridors, and no one in the city could effectively communicate to mount a counteroffensive.
If your players decide to just beeline right to the VIP rescue based on where they last were, let em go whole hog I say, and make the city crumble around them that much more obvious as they ignore the fact that the enemy is encroaching on all sides while they focus on saving their own.
Yeah, can’t get off the ground with AA around, and if you flee the city then you’re likely not gonna find a shuttle anywhere else on the planet
didn;t relaise this exists
got a few maps i did for solstice rain that i mix up
This is the leviathan battle run as a breach and clear. the roof is for the building section
this is the clear the air battle, using both glitchy version and not so glitchy version
this one is the fall map
and this is the downpour map. has a lot of assets since the trains are removable, and the fight is supposed to have trains coming in as obstacles, dealing 10 AP and prone to anyone in the way
To add to the military chain of command points you and Valk talked about - if they keep running back to FOB saber for repair, you have a few more options that come to mind:
- Their CO (Lt. Kim, unless you introduce someone else) reams them out for wasting time.
- You could also easily tell them they can't get repairs there a 2nd time. Especially if they haven't done any of the nodes that make things easier for friendly forces. "Sorry, we just don't have the capacity to run you through the repair bays. We've got a dozen other mechs that are half-scrapped, no relief from orbit because those AA missiles are still firing. All my techs are already running double and triple shifts and can't keep up."
And also, to build on this - IMHO a point crawl works best for players that want to have the freedom to explore and do their own prioritization. If that does not describe your players, I don't think there's anything wrong with running OSR in the linear fashion that it's presented in the book. You can still absolutely draw a bunch of inspiration from Valk's remix for tweaking different encounters - the skill challenges at various nodes are great, for example, and really don't rely on it being framed as a point crawl.
go with a "this is the job go do it"
pull from the old "A Sergeant in motion outranks a Lieutenant who doesn't know what's going on, An ordnance technician at a dead run outranks everybody"
the crew chief on the repare bay, look at the lighty damage med approaching, and say "they will still fight most of the bay are fill with worse case. most we can do is slap on quick selent on the armor crack and send you back out there.
proably explane to your players theres are Mechs.
in WW2 they use to say, you dont stop fireing at a tank until it burns or changes shape. becuase of they dont, they can be repaired. some minor things can make a tank stop moveing. but can easly be replaces later. like replaceing wheels, treads, patching hold ext. or evem something stupid as , radio broke, go back and get another one.
I would explan alot of the CP repaires as minor repairs and overrides to get the mech working.
like a weapon gets knock out, the weapon is not blown off, it still there but hit. the pilot runs dignostics, find the few part they need to replace, (print them from a hand printer, or get repairs), tell the Comp/com to override they parts they cant. and now it works. but there is still holes on the armor were the weapon got hit
gonna be running solstice rain for a 4th time, because I wanna run a group all the way from it to the end of winter scar.
osr+ows is a solid time
My biggest targets for alteration would be:
- inserting the captain and ambassador into the proceedings more and making them a more active set of participants in solstice rain
- connect SR to WS as best I can (likely through having VS reoccuring NPCs, likely with razmira being the head of an enemy unit in SRs 4th combat mission)
- insert some additional NPCs into things to give the module a bit more life to it (just some additionals, besides the pilot WS introduces, I've got plans for this)
- pin down how to make the VS a memorable enemy force (My plan is to make it a military junta took over and the people in charge are deluded fascists who are afraid of being relegated to a footnote in history and of being colonized)
- spice up the base combat encounters a lil bit.
Any suggestions on top of these?
Right now I intend to run these fairly straight laced, but I definitely wanna add a lil pizzazz onto this
I'm also hard debating on what to do for the opening session; the past few times, I run it pretty much as is. The group gets a brief bit of chill time, then gets fired down to the planet, and the pace has really led to some good moments, but this time I'm thinking about a lil downtime before the game gets under way, so they can meet with some NPCs like kiros and such
I like to have characters from combat 3, the first 'boss fight' reappear in winter scar
Sometimes I start the game with them in Nov Elysia without mechs and they need to navigate their way over to them (and combat 1) while avoiding enemy squads and mechs, or trying to take down a mech as a team
any advice for a first time lancer DM planing to run Solistice Rain+Winter Scar
~ Familiarize yourself with the VTT you are using, and set up all combat encounters and maps on it in advance. Lancer lives and dies by how well you run combat, and knowing the VTT helps a lot to smooth this out. I personally use foundry, but roll 20 and others work to.
~ Embrace the pacing of it; both modules can be ran really quickly with how they are paced out, and rather than try to slow them down, it's better to go with the flow and use small moments provided by the pauses between missions to really dig deep into characters and so on
~ Be fucking bloodthirsty in combat. The modules combat encounters don't work unless you are being as mean as possible and punishing every mistake while using all optionals, which the modules themselves do a good job of teaching you how to use them.
~ Omari Garcia and Rio are NPCs you really wanna think about the most when it comes to friendly NPCs; they're gonna spend the most time talking to them and interacting with them out of the roster, so it's good to figure out how to make the most of them.
~ Try to introduce NPCs from winter scar, during the events of solstice rain, for a smoother transition. This'll help flesh out the experience more.
Lastly, the big one: Flesh out the VS
The VS can be spun any number of ways, but you want to figure out what their ideology is, and why they are so against joining Union, despite putting themselves at such a huge risk by conducting military operations against them and the LSA.
Then, once you got that nailed down, think about the NPCs within the LSA and flesh them out to.
I went for a fairly simple angle that ended up working really well in all my SR and WS campaigns; They're nostalgic nationalists who believe that they'll manifest destiny all over the galaxy and take up the torch SecCom dropped 500 years ago...who are also deathly afraid of being relegated to a footnote in history if they quietly intergrate into Union, and the cultural/racial alterations that will happen as a result of its open borders policies with other member states...well, except for the majority of the citizens.
Most VS civilians want that, but, the government got overthrown by a small military junta who took over and makes life miserable for everyone.
Which occurs during SR.
To sum up how they think, a quote from kiros during one of my SR campaigns.
"....in other words, get off of our planet, colonizer" he said to a bunch of Union mech pilots who just got done freeing tortured POWs inside a spec ops submarine they raided.
I’ll take the VTT advice to heart, also teaching my self foundry as I get this set up.
Good choice; if you wanna host it online, rather than your own machine (which can be a good choice, depending on how good your wi-fi is, among other things), you can subscribe to a service like Molten, or one of the others. It's very cheap, and helps cut down on connectivity issues.
Also, foundry has modules you can install that improve its usability. There are some good ones out there, but, I don't wanna overwhelm.
I used to think foundry was very buggy, but it was just the DM was constantly adding new modules which never got used
Still figuring out details on the VS.
I was thinking to make it a little more advert that the LSA spun out from the SecCom colonists and the VS spun out from the original colonist. But I’m thinking about keeping it vag
500 years is a long time that the 1500s for us.
I was also going to go with the effects of SR was apart of a hardliner take over.
Have a few month time skip between SR and WS.
And maybe a few days in between the launch and the typhoon and the player boarding action because the VS have been bombarding everyone until they surrender.
shouldn't that be the other way around? LSA from original, VS from the deserters of seccom?
I feel that’s the books general implications. I was just humoring the idea to show a lot can happen in 1500 years.
I was thinking maybe the VS hardliner are being shortsighted idiots.
They start concocting a plan to conquer the rest of the planet. They lose out to the moderates, hide the plans and keep it going in the background.
Union appearing in the prospect of re-contact starts to change the three country dynamics. They see there plans crumbling more and decide to go forward with them.
Maybe naïvely thinking they can build up enough space assets to hold off union, or have a unified the control they’ll be accepted as the default government.
Still figure out the VS.
Honestly the VS hardliners being idiots is a good angle tbh.
Could also lean into the 'soverignty' aspect and have some literal nobility in there.
Granted, that touches on the KtB a bit much, but, that could be wielded well as a way to analyse monarchic power on a micro-scale within the setting, especially if someone else is playing as a KtB noble.
only descendants of the original colonist can run for higher office?
Something like that, yeah.
Build up a clear dividing line that's arbitrary and then think of justifications as to why they'd argue it should stay.
There’s a saying from the Soviet Union. “ everyone is equal just some people are more equal than others”
I think there should be at leastttt one person in the VS who entirely knows what they're doing - playing the fascists for their own gain. Maybe they're into weapons manufacturing -> sets up for winter scar too, they probably had a hand in supplies for ||the typhon||
In my WS campaign plan, I've got it so that there's just a mengeler type who's only in this to test his stuff and push it to the limit, and supporting the bigots is what's getting him the cash to do so. Works out quite nicely since he is the main villain of the additional mission I inserted into WS.
You do mission one, watch the typhon launch, you do mission 2 and both kill its creator and get access to blueprints of it, and mission 3? boom.
From George Orwell's Animal Farm about the Soviet Union. Not actually from the Soviet Union 🙂 (being a bit pedantic)
Agree on all the "flesh out the VS" stuff. I've personally taken it to be a bunch of hardline nationalist taking seccomm ideals to the extreme and enacting a military coup with Kiros as the figurehead
Man, I love when the players hand you extra drama. 😄
They just finished node 4, clearing the jammers. "Can we trace the jammer network to see where else they had jammers set up? I'm wondering if they had a guy on the inside..."
Yes! Sure, that's cool! 😆
Had a similar node arrive in our campaign where it did end up leading to another combat where some Vestans were trying to purge the records of a nearby surveillance/communications facility, it's a logical conclusion for players to come to!
I'm wondering if they had a guy on the inside
Well they sure do now!
Maybe I can spin this into a short mission between OSR and WS. 🤔 I was planning on one, but wasn't sure what it would be about yet.
to fill the 6 month gap? Could make it about VS defectors. The mission is basically the squad going out to help people of import flee the country, likely with information, military tactical knowledge, etc.
Sets up VS defectors being in indigo squad
explains how the tartarus project was learned about
adds extra NPCs the players can bounce off of
and gives you a chance to delve into what the VS are like personality wise.
Could make it 3 sitreps long, each one being focused on the above; save some defectors while all hell breaks loose (control mission to protect the soldiers in 4 bunkers on the map), then a gauntlet map to push further into the research base and rescue some nerds, all the while building on the freakshit experiments and weapons the VS have been making, cultminating in them spitting out another experimental mech like what kiros had, except this time you fight it with NPC allies.
So, that sentinel in sitrep M1 S3?
the Elite commander sentinel?
I've decided to just...mess with the encounter budget of all the fights prior so I can fit him into every fight as a part of the reinforcements.
I've also made them Vasil Garou :3
Plan is to have it so that his 3 structure ass is gonna come into fights late enough that trying to kill him isn't worth the effort until that final one, so a rivalry can be built up along the way, and after this, I'm gonna have him vanish from the module until I boot up winter scar.
Big "Oh that fucker" moment.
(And it'll be a better twist than last time I ran WS were one of the PCs thought he was really hard on for her, but, no, turns out he just thought she looked exactly like his dead child and it hurt to look at her, or see her act out.)
Just ran session 1 of SR and now looking forward to digging through this thread a bit. I was thinking about the same things around establishing connections with Faris and Bannerjee to the players so they at least care about their rescue a bit. Lots of other good ideas in here to give the setting a bit more umph
Definitely found it helps to have the first part of the mission be focused on Farris and Bannerjee giving the crew the briefing and interacting with them some, so the players feel some kind of connection and attachment to them instead of just being barely-there faces to rescue
Trying to think of interaction with the captan (Farris)
For Bannerjee I was thinking he plays some poker with the pilots as “practice” since the best swordsmen fear the worst swordsmen
The way I did it in my game is I had the ship crew do a bake off with the major NPCs as judges. It was a lot of fun for everyone but obviously wouldn't work for every group. Did serve as a neat introduction for Skill Triggers though.
This is actually super funny, will be using this in future SR runs lol
Heya guys! Does anybody have Vestan soldier art? I don't found anything really interesting in the net and ODST I used for LSA guys
Like, the soldiers themselves or their mechs?
Soldiers!
Cuz I have retrograde minis already
I just love to use this module on foundry and was hoping somebody already made artwork for VSAF soldiers.
I used a regular UNSC Marine recolored deep red for VS infantry. I like the idea of the Vestans relying on conscripts/economically exploitative recruiting and by extension kitting them out with less sophisticated gear in comparison to Union or the LSA.
Is winter scar the solstice rain follow up? Can someone give me a TLDR of what happens there? I have some ideas for a continuation for play players from SR and I want to make sure it jives with it.
It is the sequel. It reveals what Tartarus is and the pilots destroy it.
beginning the prep for a runthrough of Solstice Rain Remixed for a bunch of Lancer newbies
the players and number of them are still a little up in the air, but I'm assuming 3-5, which should work fine
I'm gonna do the Re-Remix fights, but I worry about a pointcrawl being overwhelming for people who've only played a linear D&D introductory campaign before being introduced to a new system
I’ll say that the point crawl is pretty accessible since it’s just a few choices at any given time
“Where do you go next?”
(They pick)
“Okay here’s the situation, what do you do?”
Roll for the random encounters here and there to add some texture
I think I have to remind myself that it's not exactly a sandbox and more like a maze in structure
just making turns at intersections
we have three people with only 3 levels of D&D under their belt that are for sure returning, a 4th who has never touched ttrpgs before, and maybe a 5th player we'll see
I figured I'd do the Remix because I wanted to introduce them to a Union campaign, but Solstice Rain is somewhat infamous for difficulty from what I've heard, especially for people this new
They're all very enthusiastic to try LANCER though
I like to think of it less as a maze and more as simply an impactful decision
In my experience, players find it very empowering when they are given the steering wheel, even (or perhaps especially) when they are not used to having that steering wheel
I love running adventures where I don't know what is going to happen
@neat blazeI've done remixed for 4 first timers, and 1 returning, and the first timers for ttrpg loved how the pointcrawl was setup and engaged tons with IC discussions on where to go next
Your guys should do fine
That's reassuring.
I think it must get this reputation only because it introduces quite a wide swath of npc types across the campaign, meaning the party doesn't get a whole lot of time to adjust and adapt until it's do or die. As far as I'm aware the encounters are built by the core books recommendation, so if anything it would seem other books or modules might tend to pull their punches
@nocturne basin is there any plans to do a Winter Scar Remixed at some point in the future?
Nope
fair enough
If you need any ideas or resources, I've remixed it on my own time for my groups as a point crawl!
I've done the same, happy to share as well
I might not even do Winter Scar, but I'm not sure how I'd point crawl two pretty linear missions
and then I've have to scale down the combats to Remix levels
Really it means a location crawl (if any) would happen in each mission instead of across both
It's kind of tough to do a point crawl in winter scar unless you create a brand new mission, imo, the beats and missions executed in winter scar are very linear
If you were inclined to do so you could probably strip some context around the pieces of the missions (usually getting rid of whatever contrivances require putting one scene after another) but like, I haven’t read WS extensively so I don’t really have specific and actionable thoughts on it
What I'm doing is just a custom mission that's kind of an interlude between the campaigns, and it's a point crawl very inspried
I will post my basic concept later once I'm finished and actually playing it, aiming for february sessions
I think someone changed the ||typhon|| segments in mission 2 into a dungeon crawl sort of thing?
The module is intended to be completed in a single night, potentially with multiple groups!
woo mama
Knowing the barest of details I know about WS I’d probably like, move where and when the ||typhon launch|| occurs. Maybe give the players more ways to prevent it or something I don’t know
But I’m not a red herring fan, so that’s just me
anyone got a good bus token for if my players fail the skill checks in look both ways
There was no need for this, but I've decided to give the enemies encrypted radio chatter in Solstice Rain so if the group manages to decrypt their protocol during the operation and don't reveal they've done so they'll be able to listen in. Made me wonder about making a macro that does it, since its just a XOR cipher with an encryption key
(Also 'MASHED-EGGS' because the random name generate I used to generate the VSOU-33's hierarchy of pilots gave them the name Maddie Eddes and I couldn't not use that)
Wanted to do some interactive briefing stuffs for Solstice Rain; feel free to use these cards if you'd like to in yours!
Rest of that set
These are fantastic!
Oh and one for the furies in case you want to represent them in your briefing as well
Hey yall. I’m thinking of running 1st party content in this order. So that Rio is the NHP that goes missing.
Overall, any suggestions?
And, how do you scale up dustgrave and sirens song for LL4 players? Although this might be the wrong thread for that 🤠
**CAMPAIGN 1:**
Solstice Rain LL0-2
Winter Scar LL2-4
Dustgrave LL2-4
Sirens song LL2
**CAMPAIGN 2:**
Shadow of the wolf LL0-2
Wallflower LL0-5
Okay thanks!
is there physical evidence that Cressidium at one point had Omninet access?
found it! republic of Okasnia has an unlisted node.
next question lol.
Has anyone found a good map to use for the inside of the Rio Grande?
Thinking about running a combat sim onboard the Rio Grande and having players level up to LL1 before the drop. Are there any pitfalls to changing the module in this way? Yes they'll be stronger but I've heard the drop is pretty punishing for new lancers at LL0
I ran it this way and didnt find it too much different
If you think it will be really challenging, the idea is that the second combat is meant to be skipped. You can run it at LL1 if you want, not much changes except for mission 2 where the gauntlet might be harder without everests to charge into the fray
I've run this adventure several times now and for my groups if they're brand new I also run them through a little on-board training sim before they drop, but it doesn't give them an LL and it's just so they can get their bearings with the system. The Everests are strong capable frames, if the players are on the up-and-up about what they can do, they're not gonna have any terrible issues with combat 1.
Aaah. It's nice to have finally gotten all the customizations in, even if it took a second runthrough of the narrative to get the time to do it.
I really dig your style
Ooh, those look cool. I wish I had the money for a retrograde subscription because id love to make vestan versions of all the Opfor
Those are the Reconus tokens, they're around here somewhere I think
yeah here's the link
https://lancer-valkyrion.notion.site/Solstice-Rain-NPC-Tokens-097c4de2412b47759d876c8dd7576461
Wooo!
{ive heard theres an unofficial map for cressidium in here, is that true?}
#1107842047689379960 message
Can also search for “Media” in this channel for more stuff
Not fully sure this is the right thread for this, apologies if not, but through a slighty convoluted series of events I'm having a sixth player join my standard OSR game, just after we finished the 1st combat in the first session. Does anyone have any advice as to how I could tweak the combats just a little to balance them for that sixth player?
One specific desire I have is not to extend the time it takes to get through a round. Everyone except me is completely new to the system, meaning that turns are taking a while because people are still getting to grips with the system, and the sixth player isn't a big TTRPG guy. They've played D&D with us previously and decided they weren't super into it, specifically citing how long they were sat idly between their turns as an issue. Honestly, I think they're mostly joining just to hang out with us, cause we're all close friends but work means we can struggle to find time to hang out. So, yeah, wanting to maximise the chances they enjoy playing while also keeping the game at least somewhat balanced, lol.
Any ideas are much appreciated, and if there's a better place for this, do let me know:)
Wait, I'm stupid
I can just create a new post
I know how to use computers 😌
You can add templates to your NPCs. Like Veteran for example, it gives them new traits that they can use and more Structures and Stress, making them more chunky.
You can add some Elites too, it will add enemies more activations without adding more characters.
And remember that LANCER balanced in about 3-5 players, with 4 being the most balanced setup. If you will add extra people it will definitely add more time to the rounds, no matter what you will do. But you can optimize your time of the game, making cheat sheets for yourself about what NPC can do in their turn in really basic language.
And don't overoptimize your turns as GM. Yes it can make your fights more challenging but it'll definitely slow down your game.
Paint3D mockup draft of what is gonna be my briefing scene on Foundry for my Solstice Rain Remixed campaign, I'm thinking of commissioning an artistically-inclined friend of mine to make it actually look good
LSA emblem is a scribbled impression of a design I saw on one of Reconus's tokens and decided worked as a symbol for the LSA as a whole
that scribble is actually based off the one in Winter Scar funny enough
foundry modules my beloved, I'm doing aspect ratio changing title cards for every combat and splash screen. Right now I have "IT'S NOT THE FALL THAT KILLS YOU - 10km above Nov Elysia and descending rapidly - 5:58" and "ANOTHER HAPPY LANDING - Kirmani Plaza, Paladine Avenue, Nov Elysia - 6:00" for getting shot out of the sky and Combat 1, respectively
gonna have one for the other 5 combats, FOB Saber, and my "Extraction from Nov Elysia" splash screen
Yeah, I think that’s gonna be the route I go down. Especially since we’re coming up to the Downpour combat. Thanks:)
Underrated advice honestly
I have realised that we would all prefer a physical map to using Owlbear Rodeo too. Staring at a screen for too long makes us all tired. I’m gonna be making loads of resources for the new players too, like character sheet where you can slot in cards with weapons on them into the mounts, to try and make it more tactile and intuitive (plus I just like the idea, lol). I’ll share those resources in the server once I’ve made them:)
Ooooh, that’s cool. I like that, might need to make my own report slide based on that
Wish I had the money and time to get and figure out foundry, cause honestly one of my main problems with Owlbear is trying to set up maps in it
The commission came in, I'll ask the artist if I can post it in here and credit them
it looks great
Got the okay from the fabulous @plush trail , this is my blank slide for the briefing that I got as a commission, exactly as I wanted it to look. I'm gonna put the art of the Rio Grande crew along the top row, and the art the PCs find for their characters and retrograde sprites along the bottom row once we do character creation. I also have to put in some text in the middle bits, but that's not to say I'm anything less than totally thrilled with this. It's gonna be great for my party of LANCER newbies.
I'll post the finished product after my group does character creation, but I'm very pleased with how this looks
What's the deal with some Winter Scar maps not having Enemy Deployment Zones?
What does the pdf say about deployment zones?
I know combat 3 of SR says “put the NPCs wherever”
The PCs begin in the Player Deployment Zones (PDZs)
along the bottom of the map, and the NPCs begin in the
Enemy Deployment Zones (EDZs) along the top.
This is for Gatecrashers (combat 5) there is no EDZs, just ingress zones.
You know, this might’ve been a victim of 90 degree rotation
And then the editing didn’t catch it
So the Ingress zones are also the EDZs and its just not labeled right?
Yeah that’s my guess
Okay, I'll keep an eye out for more cases like that.
Where did you get those tokens?
those are Reconus's tokens
Thank you!!
Hey hey. When heading to Cressidium, would the Rio grande depart from Rào Cỏ Station? Or another station?
It's mentioned that Cressidium is in the Cascade Line while Rao Co is in the Annamite, so probably not
Means you can just pick any of the Cascade stations
Gotcha!
I personally put Cressidium somewhere out near Canopus
on Janeunderscore's non-canonical map which I really like, that's in the Cascade Line but equidistant from both Aunic space and the DLS, 8ish LY from the Rainier blinkgate
galactic middle of nowhere
the core book mentions three stations in the Cascade: Rainier, Adams, and Hood
I need to do more research on Union tours of duty, but my plan was that the Rio Grande departed Rainier 5.5 (or something around that figure, that puts them halfway to Canopus at .995c by the aforementioned unofficial map) objective years ago. The crew - aside from NHP Rio - has spent like 95-99% of that time in stasis, arriving 2-3 months before the action kicks off.
Not sure about the efficacy keeping most of the crew of a mititary vessel in stasis for long periods of time. Would probably be a big security risk.
Also it is probably not necessary due to time diliation. While an 8 LY journey would take about 8 realtime years to complete at .995c, to the crew the journey would have only felt like 9-10 months.
i read somewhere that Cressidium is about 3 LY away from the nearest blink station. so about 30-36 months including time dilation.
i like Janeunderscore's maps too. im trying to place it on one of those maps
Rainier is where I'd put it
the other two options are Dawnline Shore adjacent or Boundary Garden adjacent on the Janeunderscore v3 map, which are major flashpoints that Union probably wouldn't send just one light carrier to
actually no wait
Adams is close to Boundary Garden, but Hood isn't
I chose Rainier because it's in a nebula which might contribute to Cressidium's isolation
Assuming 3LY from Rainier, you could place it basically along the 250 degree radian line directly from Cradle in the Melotte Reaches
thats a cool idea. i like it. and it would makes sense to put it there from a fleeing 2comm standpoint. since its a straight shot from HA.
assuming my math is right, that's a 109ish day trip at .995c from Rainier Blinkgate. If a military ship crew is awake for 1/3rd of the time for their shift and spends the rest in stasis, it would feel like a month and six days transit from Rainier to Cressidium orbit for any given crew member
so call it a month and change with acceleration and deceleration, and then 2, maybe 2 and a half months of uptime in orbit out of stasis while negotiations happen below
and then Solstice Rain kicks off
could put a nice bow on it and say that Solstice Rain happens almost exactly 4 (subjective) months into deployment
love it. anyone running narrative play on the Rio Grande at all? how do you do it? theater of the mind? map of the ship interior?
I would assume Union Navy deploy from a blinkgate, so any travel time between where they spend their time in between deployments and Rainier is probably negligible
I was going to maybe do a VR training sim combat to introduce my players to LANCER combat (they're total newbies) that takes place during the 2 and a half months in Cressidium orbit preceding OSR, but I haven't thought up any narrative play
Spending 2 months off-ice in orbit on a carrier basically doing nothing would probably be pretty boring
and it's not like you can sneak off-base and go carouse or something
thats cool!
i was thinking for like session 0 or session 1 where they get to explore the ship a bit (since they are total newbies) and meet the NPCs to create some connections before the action begins.
I made a map and had my players able to wander and meet things like the rios marine units, bunk mates(had the idea Auxilaries tend to be set up with dorms) or some of the more mainline techs and crew(including rio LT.Kim, the Envoy and the Captain
Yaaaaaaass. That’s what I’m talking about! Thank you for sharing ^^
It actually helps one event that can happen at The FOB to do so considering ||you can have them meet a pilot who lost her arm when her squad was chewed up getting there|| i tend to have her playing card games or pool when met on ship, letting the others talk and gamble a bit before mission
Second this, || Ringer || is an ideal NPC to introduce early on as a peer of the PCs. || She loses her arm fighting Col. Kiros, which helps to elevate his threat and make the fight at the end of OSR more personal. Also, she gets upgraded to a more detailed NPC in OWS, so you can pull more information on her from there, as well as her art. ||
Someone made quite a few arts for her actually both with and without her arm in one of the channels here, that can be very handy...no i will not apologize
I kinda want to put Kiros in combat 1 somehow... starting at LL1, maybe I just have them as an elite and then they piss off after a structure or something
Probably replacing the bombard
also because i'm starting with 6 PCs... I want to ramp it up just a bit
Imagining Kiros positioned in the foreground of the scene like (Hades 2 spoiler) ||Prometheus when jumps out of the arena and he sends fire at you||
lol
yea I guess I could just make him a map/battle effect rather than putting him as a character
Any of those works tbh I just thought the foreground effect was a neat one
mhm
So far I've put...
2x bastions
2x assault
Elite hive
support
2x grunt berserkers
One team starting top right, one bottom right. My hope is that the berserkers get deleted before they can do too much damage and the striker amount balances itself out
maybe I should make the grunts ronins instead, or just rebaked melee striker grunts
Then on like round 2 I might bring in the pyro (vet?) and priest, and round 3-4 kiros and the ronin come in + grunts if I need more activations
Got a question that I was hoping to get some recommendations or input on
I'm planning on running OSR for a group of friends (both brand new to Lancers and TTRPGs as a whole. One of them has played a oneshot and another has played D&D. But for the rest this will be their first ever TTRPG game). And for myself I've been playing TTRPGs for like 6 years now, but this will be my first time GMing a campaign.
I'm planning on running an extended intro section on the Rio Grande. Introduce and let the players interact with important NPCs, have a tutorial combat (so they can learn how to play in a 0 stakes environment). And also help set the mood of "falling into a routine" before the ship alarm goes off and shit hits the fan/mission 1 properly starts
For that intro section I got most of the scenes I want to run figured out already. But there's one that I'm a bit stuck on. (and thats where hoping to get some input on)
I was planning on having the PCs run into the captain and Bannerjee having a conversation about the ambassador requesting the Captain to join them to the next diplmatic session to give a speech or two.
Goal here is to give the players some exposition on how the diplomatic mission has been progressing so far, as well as set the stage for the first mission briefing where it mentions these two NPCs have been down on the planet for several days now.
A secondary goal though is I was also wanting to give the players an opportunity to flesh out what their characters thoughts/opinions are on this whole diplomatic mission they've been assigned to. And I'm just wondering how best to frame that.
I was thinking I could have Bannerjee interrupt the convo they're having with the captain as they pass by the PCs to ask them some questions. Maybe like asking what their thoughts or opinions of the LSA and Sovereignty are. But Im not 100% sure if that would be "too hard" of a question to be blasting the players with in a session 0.5 sorta situation (and cause players who are brand new to RP and still trying to find their feet)
An exaggeration here but (for the bit) feels to me like I'd sorta be going
"Hey 6 year old Timmy, whats your opinions on the communist manifesto?"
If I took that route lol
So yea, thoughts or recommendations on how I could best frame this scene to meet those two goals I mentioned?
Maybe the Captain and the Ambassador are discussing this while they're watching a news story on the TV or something, give the players something really specific but devisive to talk about rather than just "What do u think about this conflict that's been going on for decades?"
Ah yea thats a good idea. For the specific but divisive topic, do you have some ideas on what that could be?
There are a lot of real world conflicts happening right now, maybe one of them could inspire u 
haha fair enough
I like this. Another option is to have Bannerjee ask if the players themselves have any questions…
That would put more pressure on you to field their questions, but i think it could accomplish both goals in a very simple way.
You could have a pre-mission briefing about the planet they're orbiting.
Ambassador Bannerjee presents a powerpoint about the two major factions, outlines very briefly the history of the conflict and opens up for questions. Follow the players' interest, expanding on the topics they broach while asking about their opinion on it ("What do you think is Union's responsibility in all this? What would you do if you were captain?")
How do you handle exotic gear rewards when the players reach fob saber? If they won combat three within 5 rounds it says Alex Kim gives them an extra exotic gear piece. So do you randomly decide which player gets the freebie, and then each player can attempt to get one of the exotic gear rewards with a downttime action roll? Sorry brand new GM here
there was some text that accidentally got cut in the final release. but kai has clarified it here
Thanks!
Ran rounds 1 and 2 of downpour tonight. The group of 5 players are getting absolutely wrecked. Is it supposed to be this hard? 3 everests, 1 chomo, 1 Sagarmatha. One of them who is a sniper build deployed in the single spot on the side from winning combat 2. He got a shot off at the rainmaker, but the specter quickly closed and has been hitting him for 10 damage each time with the, monowire plus rainmaker damage. He's down to 1 structure and 2 hp. The others are around 2-3 structure. 3/5 have used their core powers. I have been rolling well but dang the sentinel elite commander having 3 structure is brutal, same with the elite veteran rainmaker. They are all brand new to lancer.
So I've yet to run the combat myself. But for your sniper player they are playing right into the strengths of the Specter
They excel at picking off lone targets. Which since your sniper player is off on their lonesome without any backup/support
Thats the main thing artillery players gotta watch out for from their DM. (Im playing a mid to long range arty tokugawa build in one of my current games. So I'm always mindful of when fast melee units start charging me down and make sure to pull back to my allies so they can help peel those threats off of me)
As for some tips for your players. Make sure they dont forget about the computer in the center that rotates that central platform. Depending on how they time it (with how many activations the Rainmaker has left) theyll be able to catch it off guard and get some dmg in before its able to react and reposition back into cover.
Thank you for sharing this!
I am working on setting up a OSR game I'll probably have more questions later or seek to bounce ideas around.
I started running OSR before and this time I have a better idea of how to run the first two combats. Along with a plan on how to meet with characters to show up in winter scar and later in Solstice rain.
I was considering adding in a few narrative challenges and skill checks in mission 1 where there is room. Like a forked decision in beat two whether to help evacuate a local college's theoretical physics or Aerodynamics lab.
Tying in the hints of the colonel and unit 33 into the two missions. Along with ties to TARTARUS.
1 or two of the soldiers from unit 33 are leading the groups the PCs interact with, they will be the more aggressive and dedicated. Like the Pyro and hive in beat 1. Rainmaker and sentinel in beat 3.
Made these up just now for myself. Figured id share them here in case anyone else would like to use them.
VSAF Seeder Mines
Explosive - Orange
Sealant - Green
Stun - Blue
Shock - Yellow
