#Burning Memories

2909 messages · Page 3 of 3 (latest)

chrome anchor
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pffffft

tepid burrow
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Your Attila is fun, and I feel that you've done a good job balancing it as-is.

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It's not the most ridiculously overpowered thing in the sitrep, and it's a lot of interesting tactical layers to it that appeals to me

chrome anchor
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that's good to hear. I've always been a bit worried that it's over-statted and that the core power can feel uninteractive from the GM's perspective

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those have been my two biggest points of contention on it I think

tepid burrow
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I haven't had the chance to yet to pop the core power

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Was going to save it for either the second or third sitrep

chrome anchor
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do you have Briareos on your build by chance?

tepid burrow
chrome anchor
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gotcha, definitely a fun call

tepid burrow
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It's also because low-key, the pilot is ready to ||burn out; sacrificing herself to protect and give her teammates a chance to get the mission done.||

heady lagoon
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It is an interesting situation to pair the Atilla up with a smaller mech riding on it via mule harness

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So a use of puppet systems moves both

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The smaller mech doesnt tend to get much opportunity to do as many attacks but it DOES have cover and duelist 3 rams with synthetic muscle netting has good synergy with the Atilla

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Forced movement does of course make the rider get off but as lone as the rider isnt proned or immobilized, they arent prone and can keep up with the atilla alright it feels like

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As long as they are both mixing it up in melee near each other then it doesnt matter the rider can always spend a quick action to get back on before shuffling them both off to the next fight once the enemies nearby are dead

chrome anchor
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Attila beyblade tower sounds fun as fuck

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Mule works fairly well for it too, didn't really design it around that but it's solid

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No Prone ever and during core you go where you want

heady lagoon
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With a size 3 atilla the only way its ever getting cover really is with ca1 with it or the rider lol.

Since it likes proned targets, its partner and it tends to move later in the turn order so targets that its partner knocks down dont have a chance to activate again before the hammer comes down on it.

The hammer looks really good in action though.

chrome anchor
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Yeah I imagine the hammer really shines with some allied Prone support lol

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On top of the license-native Prone tools

heady lagoon
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Ive never played with a size 3 mech in the team before. How do they tend to survive with all the attacks and tech attacks they are always in Line of Sight to?

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But i suppose the atilla does have the battered and outnumbered traits

chrome anchor
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Attila's got some great bulk to deal with all the attacks coming its way, but it is still vulnerable to heat, yeah. Large frames can generally make up for this by also being able to draw line of sight to more characters due to how tall they are, and ignoring obstacles during their movement that would stop a smaller character

heady lagoon
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-- SSC PHAON CRESCENT @ LL6 -- [ LICENSES ] SSC PHAON CRESCENT 3, SSC Dusk Wing 2, IPS-N Blackbeard 1 [ CORE BONUSES ] Kai Bioplating, Overpower Caliber [ TALENTS ] Duelist 3, Combined Arms 3, Nuclear Cavalier 3 [ STATS ] HULL:4 AGI:0 SYS:0 ENGI:4 STRUCTURE:4 HP:19 ARMOR:0 STRESS:4 HEATCAP:9 REPAIR:5 TECH ATK:0 LIMITED:+2 SPD:5 EVA:10 EDEF:9 SENSE:8 SAVE:13 [ WEAPONS ] Integrated: Fuel Rod Gun AUX/AUX MOUNT: Phase Magnum / Phase Magnum MAIN MOUNT: Unreality Blade // Overpower Caliber FLEX MOUNT: Unreality Blade [ SYSTEMS ] Eclipse of the Midnight Void, Hardlight Doppelganger, Flicker Field Projector, Blitzweave Augmentation x4

With 2 unreality blades, that is 12 charges of using the sword as the equivalent of a range 10 melee or ranged attack, up to player preference, making this a Duelist 3 striker with 10 range.

Without core active, but with Nuke Cav active
OPCal Unreality Blade 2d6+1, nuke cav 1d6, +1 from Hardlight Doppelganger with knockback
Hot Swap, marked as ranged, using a charge, Unreality Blade 2d6+1, +1 from Hardlight Doppelganger with knockback

5d6+4 total damage.

Eclipse of the Midnight Void gets value for stabilizing just to reload the Phase Magnums and ignores Hidden/Invisible.
Hardlight Doppelganger provides knockback and control, as well as heat.
Flicker Field for basically free invisibility against 1 attack, supplementing Duelist die and Fade Parry
Blitzeweave augmentation for movement, additional damage, and heat control.

Am I missing anything glaring? Obviously it'll be riskier to engage when you run out of charges but you can always lean on the phase magnums in standard mode as your "ranged" attack in the event you do run out.

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And obviously you're not always going to have to use your sword charges to attack from range.

chrome anchor
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But it looks good! Cleaves pretty close to another build someone took in playtesting I wanna say, they grabbed DSAS instead of a second Unreality Blade

heady lagoon
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Yea i was looking at the dsas in another build with titanomachy mesh, lunar arc, and siege ram. It should be quite potent too even if it does require closer range!

chrome anchor
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Yeah just take Duelist and you've got a lot of defensive layers already

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Feeling like I might just post a playtest LCP with the additional stuff here before I get it refined and posted for real on itch

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Just for more testing time if anyone feels inclined to try it out while I'm tightening everything up, adding fluff, etc.

jagged zinc
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Heya, hope you’re well. Been in a kinda burn-the-world mood the last few days, so I figured I’d theorycraft something constructive. So here’s Melting Moments.
-- IPS-N Tortuga @ LL6 --
[ LICENSES ]
HORUS SHRIEKER 2, HORUS Manticore 1, IPS-N Tortuga 2, HA Genghis 1
[ CORE BONUSES ]
Mount Retrofitting, The Lesson of the Open Door
[ TALENTS ]
Nuclear Cavalier 3, Hacker 3, Vanguard 3
[ STATS ]
HULL:2 AGI:2 SYS:2 ENGI:2
STRUCTURE:4 HP:17 ARMOR:2
STRESS:4 HEATCAP:8 REPAIR:7
TECH ATK:+3 LIMITED:+1
SPD:4 EVA:8 EDEF:12 SENSE:15 SAVE:15
[ WEAPONS ]
Integrated: Fuel Rod Gun
MAIN MOUNT: Deck-Sweeper Automatic Shotgun / Catalyst Pistol // Mount Retrofitting
HEAVY MOUNT: Krakatoa Thermobaric Flamethrower
[ SYSTEMS ]
Beckoner, QE Dissuasion Injection, Thousand-Steps Upgrade Suite, Personalizations, Explosive Vents, Armament Redundancy

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Funnily enough, it’s named after a catering company where I live.

jagged zinc
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The Plan: Use a combination of Beckoner and Thousand Step to get nice and close. Tortuga is size 2, so that’s a limit, but there are plenty of mechs that you can still use it on, and Summon still seems useful. Use Entangle often, then shoot with your Deck-Sweeper with attached Catalyst Pistol to generate heat for both you and your foe. Or use Collapse to flash-fry them if they try to attack you. Use Overwatch liberally, and your Flamethrower….even more liberally. Hack your foes then move them into firing range. And when it gets too hot, Explosive Vents for even more stuff on fire.

chrome anchor
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I like it! The cat pistol really feels like it brings everything together, gives you the heat to Entangle people nicely. Very flexible

silver kelp
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It took me a second to understand the abbreviation and my brain immideatly went to

chrome anchor
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Hey there everyone. In addition to the job difficulties I'm having, i've also had some personal life issues come up (dealing with the death of a longtime pet and also attempting to renovate our home), so for future BM content, as of right now, everything is more or less on hold. I will still work on this as I have time, but I do not think I can have anything like accurate estimates for full-blown future content release dates. It's just gonna be happening as it happens.

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So, apologies for that. I'll still be around in here and be more than happy to answer questions, talk about the supplement, etc., but even though everything is still happening, I just can't provide a timeline for it. Hope yall are doing well

tepid burrow
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Take your time to recover and process, buddy.

heady lagoon
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Sorry to hear that! Hope things turn around

humble path
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Squiddar, no need to apologize, life happens, and with something as deeply personal and important as the loss of a loved creature and as stressful as renovation, its totally understandable

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take your time!

lost quarry
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Wish you well, take your time

chrome anchor
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Thinking I might be changing up the Cyrus (Saladin alt) after some playtesting (current iteration and provisional changes below)

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The original Cyrus design (Saladin alt) was conceptually designed to be a support mech that buffed its allies while it was in the Danger Zone and when it Qvercharged. Something to "inspire" teammates and shoulder their burdens. It was also built to take advantage of the self heat, reactions, and self- immobilization in the Saladin's license, accomplishing this via conditional mobility to allow for a little easier use of all of the license's proximity-based effects, as well as directly interacting with House Guard 3 outside of core power in opposition to the regular Saladin. However, the tracking of Persevere as well as the different distances of pushing done by Interdict felt like a bit much to track for a mech that could have pretty dense reaction-based gameplay. Persevere also felt like it incentivized "OC all the time" far too much and made Heatfall feel absolutely mandatory to take as a core bonus. Additionally, it really wanted a frame trait to actually help it get into the Danger Zone.

The new version attempts to smooth out the experience a bit. It can absorb heat (though not completely) from its allies to get into the DZ, and its self-pushing is a little less powerful, but easier to track. The core passive is also now a 1/scene Burst 2 Flicker-Field-esque effect upon Overcharging to make Heatfall less mandatory. The core power, however, I am unsure of. The obvious comparison point is Sag core which grants complete resistance to all heat for up to two rounds depending on turn order shenanigans (in addition to omni-resistance and +1 Accuracy to checks and saves) whereas this is just Resistance to Overcharge heat specifically for the entire scene. This feels roughly comparable, but I wanted a sanity check.

silk yacht
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It seems very fun at least

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(The Core Power, I mean)

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"Go my children, burn yourselves for a brighter tomorrow"

chrome anchor
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Yeah I'll have to feel it out just because it seems like a lot

silk yacht
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I was about to say "If it ends up being too much, maybe limit it to like two rounds or something" before realizing wait a minute

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That's just Sag again

eager sentinel
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Common sag W

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Maybe a scene-long upgrade to interdict could be an interesting path to explore, if current CP doesn't shake out ?

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Like some other frames do it

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Or to martyr, works too

silk yacht
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Or take any amount of heat, and take half of that

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Only if the current one ends up busted of course, just spitballing

chrome anchor
tepid burrow
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@chrome anchor The Atilla frame did some Work in the monthly sitrep. Being a constant menace of a size 3 jerk. The outnumbered tag takes some getting used to in a crowded sitrep, but otherwise being able to just be a big lug being helped out by puppet systems, accelerate, and blink grenades is fun stuff.

heady lagoon
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Giving it prone support so it doesn't have to do the prone-ing itself seems to work out very nicely. Any target that can't clear its prone by the time it (or our Vlad) gets to it has died promptly.

chrome anchor
heady lagoon
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I am not the GM actually. Im her prone support

chrome anchor
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Gotcha okay

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I couldn't remember who was who lol. Was gonna ask the GM if it felt overbearing

tepid burrow
chrome anchor
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completely up to both of you, i'm just happy for any actual play feedback i can get

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everything should be in a good spot, but i'm always on the lookout to see if anything might need adjusting

heady lagoon
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The gm noted that the inaccuracy on the superheavy hammer was "doing work"

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I think basically she missed most if not all hammer hits on non-prone targets

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And of course did damage on the ones that were prone (i think she missed at least once or twice that way)

chrome anchor
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Thats good to hear I think

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Superheavy Melee is a slightly difficult thing to get Accuracy to

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So I'm glad it feels like it's buying the damage profile, threat, and effect

tepid burrow
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I was also using executioner to great effect. Oh one I did notice. It's kind of a pain in the ass - at times - to determine allies and hostiles for purposes of outnumbered. GM then pointed out that our foundry module has burst 5 templates, so those will help a lot in the upcoming sitreps

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size 3 + burst 5 means a hell of a lot of both lmao

chrome anchor
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I'm tempted to make it to where it doesn't apply while moving because tracking it during movement especially can be a big pain

wraith raft
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Potentially eying the Atilla for an upcoming game. Could really use some build pointers!

tepid burrow
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You're a nominal 'defender' in that sense from the soft threat of being a easy target.

wraith raft
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Not sure what everyone else is bringing to the table yet. Any pointers on getting the prone done myself?

tepid burrow
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Oh sure, ramming, the system at rank 3, not be hit to proc provoke for the Bend The Knee frame trait

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or using the core power

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Mind, this is really only useful with the SH at rank 3

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[ LICENSES ]
  IPS-N ATTILA 3, IPS-N Lancaster 2
[ CORE BONUSES ]
  Fomorian Frame
[ TALENTS ]
  Executioner 3, Pankrati 2, House Guard 2, Exemplar 1
[ STATS ]
  HULL:2 AGI:2 SYS:0 ENGI:3
  STRUCTURE:4 HP:17 ARMOR:2
  STRESS:4 HEATCAP:8 REPAIR:6
  TECH ATK:-2 LIMITED:+1
  SPD:5 EVA:8 EDEF:6 SENSE:3 SAVE:13
[ WEAPONS ]
  Integrated: Thronebreaker
  MAIN MOUNT: SUPERHEAVY WEAPON BRACING
  HEAVY MOUNT: Mastery's Divine Burden
[ SYSTEMS ]
  Supreme Commandment Art Zero: Dominate, Warrior-King Heavy Plating, Rapid Burst Jump Jet System, Armament Redundancy, MULE Harness```

The build I'm using is designed to be rode on by another melee mech who helps do prones with duelist 3, but I kept SCA0:D for flexible prone use (ie overcharge to prone, barrage to swing the MDB)
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If I were playing a solo, I'd obviously swap off lancaster stuff

wraith raft
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That's really neat tho

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Yeah, I'm trying to workshop something that doesn't rely on anyone else too much for now, just in case the other players have niche builds or can't afford to grab talents/systems to help me out

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Current idea is maybe grabbing some vlad or blackbeard licenses after ll3

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Sekhmet Atilla would be real funny

tepid burrow
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[ LICENSES ]
  IPS-N ATTILA 3, SSC Dusk Wing 2, HA Gilgamesh 1
[ CORE BONUSES ]
  Sloped Plating, Overpower Caliber
[ TALENTS ]
  Executioner 3, Pankrati 2, Skirmisher 2, Exemplar 1, Tactician 1
[ STATS ]
  HULL:2 AGI:2 SYS:0 ENGI:4
  STRUCTURE:4 HP:17 ARMOR:3
  STRESS:4 HEATCAP:9 REPAIR:6
  TECH ATK:-2 LIMITED:+2
  SPD:5 EVA:8 EDEF:6 SENSE:3 SAVE:13
[ WEAPONS ]
  Integrated: Thronebreaker
  MAIN MOUNT: SUPERHEAVY WEAPON BRACING
  HEAVY MOUNT: Mastery's Divine Burden // Overpower Caliber
[ SYSTEMS ]
  Supreme Commandment Art Zero: Dominate, Warrior-King Heavy Plating, Rapid Burst Jump Jet System, Armament Redundancy, Flicker Field Projector, Emergency Repair Module x3```

Here's one I'd probably go with if I didn't have a size 1 buddy
tepid burrow
wraith raft
tepid burrow
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That sounds right spicy

wraith raft
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Feel like i need to put one on so Atilla can have the 'sword of mars'

wraith raft
tepid burrow
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There's not much room SP-wise with the build

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so i just picked some cheap systems that just work

wraith raft
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Fair enough

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And in complete fairness, blackbeard licenses just to get the sword and sekhmet probably isn't a super wise use of licenses either

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But it would be cool

wraith raft
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@tepid burrow what do you think about orator on the Atilla? Kinda turning it into a leadership / defender

tepid burrow
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Do you plan to scan?

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I mean, I don't see a particular synergy to orator with the frame itself

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it has a sensor range of 3, so

wraith raft
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Good point

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I just like the idea of demoralizing

chrome anchor
# wraith raft I just like the idea of demoralizing

Orator is a bit of a tough sell on Attila due to the short sensor range.

As for options to knock people Prone, Multi-Gear Maneuver System from Atlas 1 is a fun pick for what is essentially a Line 8 Prone. Kraul Rifle is also a fun little tool to knock people Prone as well and can give you some extra mobility.

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And having played a Sekhmet Attila, it's very fun, but if you use while in core power, be careful since your teammates can't move you. You can at least turn it off and eat the Stun pretty easily due to still being able to standard move and use Thronebreaker, but that's obviously not ideal.

wraith raft
tepid burrow
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@wraith raft You can also use crack shot 1 as a protocol to make Sekhmet hold still in order to save your teammates. Or grab some WW systems to do such a thing albeit a bit more fragile

chrome anchor
eager sentinel
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It works for the turn you activate Sekhmet because then you can just do Crack Shot first, but otherwise I'd say no yeah

wraith raft
tepid burrow
wraith raft
tepid burrow
wraith raft
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current ideas for additional licenses:

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  • tortuga
  • john henry, grimm n sons
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  • atlas 1
wraith raft
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-- IPS-N ATTILA @ LL9 --
[ LICENSES ]
IPS-N ATTILA 2, G&S John Henry 3, IPS-N Blackbeard 3, SSC Atlas 1
[ CORE BONUSES ]
BIGFOOT Impact Bracing, Briareos Frame, Improved Armament
[ TALENTS ]
Executioner 3, Exemplar 3, Orator 3, Pankrati 2, Tactician 1
[ STATS ]
HULL:4 AGI:2 SYS:0 ENGI:5
STRUCTURE:4 HP:23 ARMOR:2
STRESS:4 HEATCAP:10 REPAIR:7
TECH ATK:-2 LIMITED:+2
SPD:5 EVA:8 EDEF:6 SENSE:3 SAVE:15
[ WEAPONS ]
Integrated: Thronebreaker
FLEX MOUNT: Molten Driver
MAIN MOUNT: Kraul Rifle
HEAVY MOUNT: Nanocarbon Sword
[ SYSTEMS ]
Dynamite Drive System, Warrior-King Heavy Plating, Hyperimpact Brachial Mods, SEKHMET-Class NHP, Reinforced Cabling

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I messed around a lil with a theoretical LL9

chrome anchor
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not terribly familiar with the specifics of John Henry though I do love the myth and always appreciate hammer representation

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or moreover just the G&S gear here

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Briareos Attila is always based though

tepid burrow
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I'd probably drop the orator for skirmisher 2, or if molten driver is a main melee, get duelist 3.

3 sensor isn't really conducive for orator shenanigans, especially on a frame that has a heavy mount.

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Or nucav 3

wraith raft
wraith raft
# chrome anchor or moreover just the G&S gear here

Yeah there's a lot of license synergy here with proning enemies... I might have gone overboard honestly.

The Bigfoot impact bracing core bonus gives me a 1/scene big burst stomp that forces save or prone

The dynamite drive makes it so that I deal 20ap to obstacles I move through iirc and similar to the step people adjacent to my path have to save or prone

...I forget what the brachial mods do. On mobile so I can't reference it easily

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There was a thought to try to fit juggernaught in the talents somewhere...

tepid burrow
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Just a thing of "if heavy mount, why aren't you using it" issue going on.

chrome anchor
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Oh damn I also misremembered Orator requiring Sensors lmao

tepid burrow
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i'd have figured that 'open a comms channel' would require sensors but uh

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and the other shit are all

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I'd say it'd be a case of GM judgement call here for the reaction, considering the definition in the core rulebook

wraith raft
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Also having the options from orator gives me another thing to do if, for whatever reason, going ham with the heavy mounts won't actually help with the sitrep

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It would be very thematic to fit the leader talents on here too, but alas.

chrome anchor
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Nothing in Orator explicitly requires Sensors except for the Scan part of rank 1. Being able to communicate with the target might be a different story but most of the time it's assumed you're able to do so.

There are some things which definitely cut off communication like Trueblack Aegis or Blinkshield. For NPC options which do the same I can't recall any

wraith raft
chrome anchor
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Off the top of my head at least

chrome anchor
wraith raft
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Here's hoping someone goes chom lmao

chrome anchor
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Maybe you'll get lucky and a teammate wants to

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Yep literally lmao

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Was typing the exact same thing

wraith raft
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Free scans for every tech action basically

chrome anchor
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If you do get to play it I am eager to hear feedback especially on how balanced it felt, GM/other player thoughts, context, etc.

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Attila is one that I've been keeping an eye on, I'm fairly comfortable with the power level but I just want to see other perspectives

wraith raft
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I'm currently just torn on whether I want to make it an even more capable murder machine, or lean into the warrior king vibes and slap some more support in there.

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Undoubtedly, especially with sekhmet, i can go full Atilla 'descendant of mars' here

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But the roleplay oppourtunitues some things like orator, leader, exemplar etc. Give are pretty awesome.

tepid burrow
chrome anchor
wraith raft
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True true.

wraith raft
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Also, potentially stupid questions @chrome anchor but Bend the Knee reads 'Provoke: Your next melee attack gains 'On Attack: Your target is knocked prone'

  • Does the use of Provoke here mean that this trait functions after I trigger enemy reaction, or jsut enemy Overwatch?
  • Because it says 'on attack' and not 'on hit' is the next enemy I attack with a melee weapon automatically knocked prone regardless of hit or miss?
chrome anchor
# wraith raft Also, potentially stupid questions <@137752991875727360> but Bend the Knee reads...

Does the use of Provoke here mean that this trait functions after I trigger enemy reaction, or jsut enemy Overwatch?

"Provoke" is a keyword introduced in the supplement, it should be defined in the first few pages of the book. It's basically a soft taunt, a punishment for enemies if they don't attack you.

Because it says 'on attack' and not 'on hit' is the next enemy I attack with a melee weapon automatically knocked prone regardless of hit or miss?

Yes, and this can be applied before the attack roll is made if you wish, so you can benefit from the Prone accuracy

wraith raft
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Ahh I see, I only have the LCP so that explains why I didn't catch the Provoke part.

chrome anchor
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The book is also free!

tepid burrow
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Squiddar only requires 20 hours of play testing a license, practically free

chrome anchor
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God I'd give that away in a heartbeat for that kind of playtesting

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I'm already giving it away but you know what I mean

tepid burrow
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A cruel taskmaster this Squiddar, forcing us to have fun

chrome anchor
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Who let you out of the mines. Get back in there

tepid burrow
wraith raft
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I would gladly playtest all the things if I had the games to play them in!

chrome anchor
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I'm going to have a few things for you guys soon.

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There will be an update soon for version 1.4.1. This will include some minor fixes and adjustments but nothing major.

  • Notably, Shrieker's Brand will have a cap on how much Burn you can take now, equal to your maximum HP. So no more taking arbitrary amounts of Burn.
  • Phaon Crescent's Phase Magnum's are getting a slight nerf as well; in Double Tap mode, the second attack can no longer deal bonus damage. This is primarily for reigning in some edge cases of uncapped bonus damage making them go kinda crazy (cough Tokugawa cough).
  • Finally, Orchestrator 3, Canon, now has text clarifying that the die persists between rests but resets on a Full Repair.
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The bigger news is that I am working on an addon public playtest LCP for version 1.5 which will include the Saladin alt, the Cyrus, and the White Witch alt, the Thalictri. Additionally, it will include 24 pieces of Specialty License gear (if you're familiar with how it works in Suldan, you'll know how it works here), and one new piece of GMS gear.

It will be released and posted only here in this thread at first, in an unfinished and unrefined but feature-complete state, primarily so that other people can test it at their leisure while I finish adding fluff, doing formatting, and doing my own testing.

chrome anchor
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I'm also taking a bit of time to clean up the LCP as far as actions and counters/"gain a die" effects go. So those should have a lot more interactivity and Comp/Con integration.

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Also thinking about reworking Blitzweave Augmentation a bit because it doesn't really feel like it's selling the fantasy of "this is an animation cancel"

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basically thinking about making the initial attack deal half damage but then the actual Blitzweave attack is full damage

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so sorta reverse of now

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The protocol on Aquinas's Wellspring is also getting a slight buff; it can be used to move the Wellspring upwards, and it's more clear that it's Actually Hovering and not just "flavor hovering"

silver kelp
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'Mech-scale animation cancel'
We'll be the approaching storm with this one

chrome anchor
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1.4.1 CHANGELOG

Orchestrator
The Maestro Die for Rank 3 (Canon) now persists between rests but resets to 1 during a Full Repair.

Phaon Crescent
Phase Magnum's Double Tap mode can now only deal bonus damage on the first attack. A small change but reigns in some ridiculous Toku shenanigans a tad.

Shrieker
You can only take up to your maximum HP in Burn using Brand now. No more arbitrary amounts of self-Burn.

Aquinas
Wellspring is more clearly Hovering as a game mechanic now (which has always been the intent), and the protocol to move the Wellspring now includes that it can move the Wellspring upwards.

Miscellaneous Changes
Various Comp/Con updates to the actions and counters provided by the frames and their gear. There is a much more comprehensive amount of Action Buttons for you to press now.

chrome anchor
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I will hopefully be posting a separate v1.5 playtest LCP here tomorrow for anyone who wants to give it a try while I continue working on it

silk yacht
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HELLLL YEAHHHHHH

chrome anchor
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Once I figure out how to make the specialty licenses work right we're in the clear

chrome anchor
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damn specialty license coding got hands

chrome anchor
chrome anchor
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This is a look at some of the playtest material coming in 1.5. It's got 25 new pieces of gear and two alt frames, one for Saladin and one for White Witch. This is very unfinished, but mostly just for stuff like fluff and art. The mechanics are still quite subject to change but they should be in a decent enough spot for testing if you'd like to do that

pure mist
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I finally got a game where I am allowed the Cthonian! So I'll give a report when I finally get to use it.

chrome anchor
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Hell yeah! Awesome, looking forward to hearing about it

silk yacht
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Blunderbuss OCLoop with Centipede Gyro and Bulwark Mods seems really funny

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Yes you're permanently Slowed but a small tradeoff for Daisy Cutter level damage

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I love the shenanigans potential of the new Specialty License weapons

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ALSO PASSIVE HEAT CLEARING LET'S GO

chrome anchor
silk yacht
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....ah right

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Superior by Design then!

chrome anchor
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Minimum LL6 at least 😛

silk yacht
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Eh fair enough haha

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Hmm, are there any other reaction attacks other than Overwatch which are triggered by movement (for Forecast Fauchard)?

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Or is that just future proofing

chrome anchor
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Unsure! But mostly just Overwatch iirc

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Gorgon can't use it so that'll keep it in line I think

silk yacht
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Gotcha gotcha

chrome anchor
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And other people have to force the movement so you can't like, Ram > Overwatch with it

silk yacht
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Ahhh right, almost missed that part

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The movement still has to start within Threat as per Overwatch's trigger right?

chrome anchor
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Yeah

silk yacht
#

Gotcha thanks

chrome anchor
#

I think Forecast Fauchard actually started out as a weapon with built-in Vanguard 3, but I eventually changed it to this

silk yacht
#

I see I see

#

Seems like a very fun and unique gimmick

#

I like that about most of the weapons here, especially stuff like the shield

chrome anchor
#

I'm definitely hoping they pan out well haha. Certainly keeping my eye on a few of the licenses

#

Especially the GMS gear

silk yacht
#

Oh right the GMS gear!

chrome anchor
#

Yeah I've been really considering if a lot of my stuff needs to be taken in a bit around the edges

silk yacht
#

Mhm, balancing is hard work yeah

#

Godspeed chief

chrome anchor
silk yacht
#

Also band name "Death" I wonder what the genre is Clueless

chrome anchor
topaz pewter
#

This is just me bumping the thread to see updates cause this content always cooks

chrome anchor
livid siren
#

I gotta say, i LOVE the cthonian!! You translated the theme of eldritch horror into its mechanics extremely well. Big slow inevitable guy that looms closer the more afraid you get, but the real danger can come from anyone via the thralls... it rules

chrome anchor
#

He's probably the second most played frame in the supplement as well, after Phaon Crescent

#

(at least in the games I took part in where my stuff was used)

tepid burrow
#

guess who has next turn with mark of humility, a delightful Mastery's Divine Burden, executioner 3, and pankrati 1 with two enemies in range

tepid burrow
#

The dream turn for future Java:

  1. Declare attack on bastion
  2. Miss bastion, damage for 3d6+4 anyways because it's prone
  3. No Escape declare attack on assassin
  4. Apply mark of humility to prone assassin
    5a) Hit (or Crit) assassin for 3d6+4
    5b) Wide Arc Cleave for 3 damage to bastion and assassin
  5. Backswing cut miss on the bastion for 3d6+4 (hit does half of 3d6+4)

worst case scenario I'm hitting the assassin for 3d3+2, best case is a whirlwind of 9d6+18, with 3d6 being rolled at advantage

chrome anchor
#

hell yeah

#

that's the dream

chrome anchor
#

someone with Gyges Frame could go nuts with MDB

cosmic zinc
#

Hey, ive been looking through some of the frames and ive come across somthing i cant find the answer to.

-the Shrieker makes mention of Scathe, but i cant find any info on that in the LCP
_the same is true with the Siegal, whos core power mentions Batterd and Outnumbered.

any and all clarification would be greatly appreciated, ive looked all over compcon and just not found the info, so i figured id check the place i got it lol.

chrome anchor
#

And the core passive for the Shrieker should say what Scathe does, like so

cosmic zinc
#

ah, i see my mistake, apologies, i had the pdf but in my haste i looked past the beginning, and i seemed to have overlooked that in the core passive due to my own haste. thank you!

chrome anchor
#

You're fine lol, happens to the best of us

#

Hope you enjoy the supplement! I'm always eager to hear feedback and game stories if you ever have any

cosmic zinc
#

heres hoping! im slowly putting together a game for some friend who haven't played lancer but seem to have a good handle on the systems mechanics. one of them saw the shrieker and decided they were gonna use it.

heady lagoon
#

Having a duelist 3 knockdown prone support mech for the Atilla requires some initiative consideration.

The enemy should have already gone that turn to ensure that it cannot get up before the Atilla can go.

Melee blender pair is cool but enemies have forced movement and prone abilities that separate the pair

#

Ferrous lash mech would pair nicely with the Atilla since it has way more range than duelist 3 and has other cc potential alongside

#

That being said having a melee battle buddy for the atilla is just nice for combined arms 1, Tactician 1, using Exemplar's mark, having someone to also share the aggro, and when the duelist 3 into superheavy combo works? It really REALLY works

chrome anchor
#

That sounds like a hell of a combo! Glad to hear it's good but still feels like it has reasonable counterplay

heady lagoon
#

If possible i recommend grabbing flash anchor on someone

#

Im getting put in the pear wriggler

chrome anchor
#

Oh yeah Flash Anchor is goated

#

I take it on so many builds

heady lagoon
#

Yeah it seems underrated. I dont see it often mentioned but mobility is king and enemy countermobility can suck

#

I think next mech I want to play is my phaon crescent with duelist 3, titanomachy mesh, lunar arc, synthetic muscle netting, and siege ram

#

Dsas and unreality blade of course.
Thats quite a lot of attack rolls.

chrome anchor
#

I had someone take a similar build in a playtest! It performed quite well

graceful junco
#

@chrome anchor regarding the phaon cresent. how does it feel in play?

#

referring more specifically the style mechanik

#

because im working on my own "V1 Ultrakill" mech and i was wondering the feeling of such a style metre

chrome anchor
# graceful junco <@137752991875727360> regarding the phaon cresent. how does it feel in play?

Broadly, Phaon Crescent plays like a fairly standard, mid to close range SSC striker. It's sort of like a heavy-less Metalmark that trades some durability for some additional utility via the core passive.

The style meter being an opt-in Difficulty modifier generally lends itself to a couple different styles of combined-arms gameplay, since the bonus damage trait asks that you alternate ranged and melee attacks. I've seen some builds do what they can to negate the style meter difficulty by stacking accuracy, and I've also seen other builds lean into the difficulty with things like Inaccurate weapons or UNCLE since additional difficulty past the first one or two doesn't really matter a ton. It's a fun little dynamic.

The frame also likes AoE weapons since it gives better odds of stacking the style meter higher with multiple attack rolls; since as long as at least one of them is successful, you get to tick the Impulse die.

#

Answering here also even though it's the same as the response in lancer general

heady lagoon
#

-- SSC PHAON CRESCENT @ LL6 -- [ LICENSES ] IPS-N Tortuga 1, SSC PHAON CRESCENT 3, IPS-N Nelson 2 [ CORE BONUSES ] Auto-Stabilizing Hardpoints, Overpower Caliber [ TALENTS ] Duelist 3, Combined Arms 3, Hunter 2, Vanguard 1 [ STATS ] HULL:4 AGI:0 SYS:0 ENGI:4 STRUCTURE:4 HP:19 ARMOR:0 STRESS:4 HEATCAP:9 REPAIR:5 TECH ATK:0 LIMITED:+2 SPD:5 EVA:10 EDEF:9 SENSE:8 SAVE:13 [ WEAPONS ] AUX/AUX MOUNT: Phase Magnum / Tactical Knife MAIN MOUNT: Deck-Sweeper Automatic Shotgun // Auto-Stabilizing Hardpoints FLEX MOUNT: War Pike (Thermal Charge) // Overpower Caliber [ SYSTEMS ] Blitzweave Augmentation x4, Hardlight Doppelganger, Rapid Burst Jump Jet System

Submitting this surprisingly fast skirmisher phaon crescent. Hunter 1 mobility as well as lunar arc. plenty of damage potential (even if the thermal charges are Limited)

#

suggestions?

chrome anchor
#

Seems very solid!

#

High mobility and great damage, I think it'll do what you need it to do. Don't think I have any suggestions

#

A little frail but hopefully between Duelist and Fade Parry you'll have good longevity

heady lagoon
#

Thats entirely what I am hoping on. I wont be ramming much due to being out of adjacency but hopefully the duelist dice i save up means i can use them defensively, and the bit of extra range lets me stay out of the thick of things, is the idea.

#

Without having to hard commit to diving every time.

heady lagoon
#

I imagine this mech might have some problems with getting impulse dice though i dont know how fast the average phaon crescent can do that.

2 from spear, 2 from shotgun, 2 from blitzweave shotgun? Thats pretty good.

chrome anchor
#

Any Accuracy helps

heady lagoon
#

I imagine trying to get someone prone would be really good for trying to get that up early on

chrome anchor
#

Yeah Prone helps a lot, hence Lunar Arc, and also just good target selection

#

You can feast on Goliaths

#

Bastions, Demolishers, etc

heady lagoon
#

For a high damage frame yeah a big sack of slow hitpoints would be perfect

chrome anchor
#

And once you've got your dice spooled up, you're ready to stunt on the dodgy enemies also

heady lagoon
#

I dont like missing so i am absolutely in the "stack accuracy" camp

#

Rather than the MORE BULLETS

chrome anchor
#

For sure. Lets you fire into cover more often also

#

One of these days I'll do a game with Nanocomp Unreality Blade

heady lagoon
#

As @tepid burrow demonstrated in our session tonight, the Atilla ends up playing as an extremely high threat striker if there is another mech taking aggro for it to let it keep its mark.

Assuming of course it can get in range of the superheavy.

tepid burrow
#

What a fun sitrep that was.

#

The Attila punished the GM for forgetting to attack it

heady lagoon
#

The gm went for the easier and closer target (me)

#

Which meant the atilla could run past me and then turn someone into paste even on a miss

#

I got blooded pretty badly but its worked pretty well.

#

We did not really get much use out of the mule harness and puppet systems combo this time around unfortunately since i dismounted earlier in the fight to attack some enemies which held them back while the Atilla doubled back to assist our hecaton with a bastion

tepid burrow
#

Invasion of the enemy Vestan Sovereignty heavy cruiser 'Typhon' underway. Strike team boarded via a dropship hanger, and rode the spinal tram to the generator unit for the vessel. Damage sustained, and most repair supplies have been used up to make quick repairs and getting a downed mech back to operational status. Team managed to sabotage the tram behind them to prevent some reinforcements from converging on their location.

If we die, we die standing.

If we die, we die free.

If we die, we die with vengeance on our lips.

heady lagoon
#

Hellll yeahh

chrome anchor
#

oh are you guys doing like, upleveled Solstice Rain?

tepid burrow
#

Upleveled Operation Winter Scar, yeah

#

LL5

chrome anchor
#

gotcha

#

Attila still feeling manageable from a GM perspective?

tepid burrow
#

Yeah, he had a complaint but retracted it because, well, he wasn't attacking it and was getting punished for it.

#

He's not a fan of conditions being applied with no saving throw a la Orator 3. He stopped himself and retracted because it was all in his court to prevent it from occurring.

#

Also I learned to use the burst measurement tool for outnumbered tag which helped out with that.

chrome anchor
#

is this mostly in regards to the Provoke effect?

tepid burrow
#

The complaint was retracted because it's something that he could have done something about it, but opted to aim at @heady lagoon 's mech instead.

heady lagoon
#

and yeah!

#

i was a great target! shooting me was a tactically good choice!

#

it hurt a lot! he simply got punished for not shooting at the atilla as a result, which works out as a mechanic for provoke

chrome anchor
#

Right, yeah, I just want to make sure that this particular implementation of provoke, the on attack prone, isn't too overbearing

#

i was worried about it being too good in playtesting but it seems within reason. some ideas i had for possible nerfs, if necessary, were something like "can only Boost in straight lines" or modifying the stats a bit. would've been like taking the speed down to 3 and the heat cap up to 6

heady lagoon
#

i do not think its too overbearing

#

she got away with hammering people because I lost 3 structure in the process

#

because i got shot a bunch instead of her

heady lagoon
#

For phaon's hot swap trait. When it grants throwing, so i need hunter 2 to get my weapon back?

chrome anchor
#

A thrown weapon comes to rest in an adjacent space to its target and must be retrieved as a free action while adjacent to that weapon before it can be used again.

heady lagoon
#

Ah free action okay

clear fern
#

anyone have any thinks on the balance here? wanna make sure its reasonable and not gonna be a game ruiner or anything.

chrome anchor
#

i'm obviously a little biased, but is there something in particular you're looking at?

clear fern
#

also concept: the double tap aux gun ? from the phaon crescent liscence, phase magnum? could i dual wield that on aux/aux and only fire in double tap mode to get 8 ranged attacks a turn? and have an autoload drone or similar to just. truly barrage that shit?

clear fern
chrome anchor
clear fern
#

true but thats 8 attacks with another 8 damage from hardlight doppleganger ?

#

and yes, gunslinger

#

idk seems like a fun build :3

chrome anchor
#

you'd have to overcharge every turn for autoloader to barrage every turn, and even then, Autoloader only reloads one Phase Magnum

clear fern
#

oh wait it also works really well with PC impulse i think

clear fern
#

got really excited and rushed to raleigh statblock and it says 1/round..... i was looking forward to blasting 16 kinetic every stabilize...

#

trying to figure out what phaon crescent's stat weaknesses are for hase

#

seems well rounded

#

got integrated mount with another one of em. ten bullet per turn. im gonna flavor the impulse thing as coinshot

chrome anchor
#

and hardlight doppelganger only gets one attack per double tap, and only on a success. it works the same as usual aoe stuff

#

if at least one of the attack rolls made as part of the attack is a hit, you may make a ranged attack from the doppelganger’s position against one of the targets of your attack after it resolves, if able.

#

it's not per attack, it's "if you hit at least once"

#

phaon crescent's primary strengths are that it hits hard and is pretty mobile, with fairly easy access to ranged bonus damage, which is quite strong

#

its weaknesses are its middling reactor and low durability outside of fade parry

clear fern
#

oh true yes

chrome anchor
#

8 hp, no armor, 3 repcap, and good but not excellent evasion are not exactly durable

clear fern
#

right now ll3 shes 1-2-2-0? is that not great then

chrome anchor
#

all that while also wanting to stay in like, midrange, makes it somewhat vulnerable

#

maybe not a typical spread for absolute maximum effectiveness, but it's a TTRPG, you should make your character how you want

clear fern
chrome anchor
#

hitting every single one of like 8 attacks is a tall ask

clear fern
#

10 with integrated mount

#

and yeah i know

#

my point is even a 50% hit rate gives me a full gunslinger die every turn

#

or every fight turn

#

i think the move here is to get behind solid terrain cover and continuously pop out, fire a flurry, duck back and reload

#

ive also grabbed turret drones which could be good? but then again it doesnt repeat per hit so not any better than normal

chrome anchor
#

yeah, which is good, but it's also not too out of the ordinary for something like, say, missile racks, which have more damage into lower armor targets, much longer range, and Arcing

#

the turret is nice but it won't tick the Impulse die

clear fern
#

yeah

chrome anchor
#

it's nice for automatic damage

clear fern
#

i think i have it covered with the hardlight

#

so imma trade it for smth

chrome anchor
#

yeah hardlight will be good for some reliable damage as well

#

just kinda heat intensive, especially with the phaon's lowish heat cap

clear fern
#

maybe jericho hardcover?

chrome anchor
#

could be nice, yeah. helps make your fade parry rolls easier i'm pretty sure

clear fern
#

not only that but helps protect during stabilize pretty cheap

chrome anchor
#

mhm

clear fern
#

and youre right with heat maybe i bump that up hmm

#

swap agi for it or swap sys for it and lose 2 hp?

#

(that bonus syspoint is in personalizations rn)

chrome anchor
#

but in any case, Phaon Crescent is without question the most tested frame in the supplement. everyone wants to be Vergil lol. it's got some pretty clear strengths and weaknesses and while a great damage dealer it's well within expectations for the game. Nothing in the supplement should even come close to breaking your game, and if something does, I would very much like to know what happened

#

2 sys for personalizations, unless you really like the narrative-only bonus it provides, is always mathematically inferior to just putting 2 points into Hull instead

clear fern
#

i wasnt even thinking of vergil ngl my eyes were set on ultrakilling my foes and just powpowpowpowpowpowpowpowpowpowpowpowpowpowpowpowpow

chrome anchor
#

for that trade, you gain +2 HP and +1 Repcap over personalizations

#

things that Phaon definitely enjoys

#

i only just bought ultrakill this week lol. the frame is primarily a love letter to character action games in general, style meters and the like, but it's definitely most heavily inspired by devil may cry and a little bit of bayonetta

clear fern
#

true true

clear fern
#

plus i fully plan to flavor the fade parry as the punch parry thing... might flavor whatever main melee i do as the knuckleblaster too....

#

also the vergil inspo comes off very well in the art, i knew i recognized that pose

chrome anchor
#

hell yeah

#

Sir Veyza's a great artist, he did everything except the Senespada

#

he's gonna be doing the last two alt frames as well

clear fern
#

oooo fun

#

ehe

#

so far i really like how these look and they dont feel imbalanced

#

went from terk mech to this so you can imagine why i was so worried about balance

#

i dont think a single thing in there was balanced...

#

there was a thing of an aux melee weapon where "if an enemy attempts to remove prone, you can make a free attack with this weapon" like ??? ok

#

and each time they have to make a hull save or go back down

#

i didnt even get thru the first horus one before i went "ok nah im good :)

#

and also teh plagiraism obv

#

wait this might be a build where full brutal actually is a vibe? is it worth losing the no-engage penalty from combine arms?

#

the +1 accuracy per miss until a hit lowkey goes hard with 10 attacks?

chrome anchor
#

i'm not intimately familiar with the stuff in mech and tech so I can't really offer much in the way of a response to that

#

the plagiarism is more what i would have issue with anyway

#

and yeah Brutal 3 is very good for making lots of attacks, Brutal 3 is pretty good in general.

#

pretty decent talent tree, definitely kinda back-loaded a bit, but not really any issue with that. I personally think Combined Arms is extremely good on Phaon though, it'd be tough to do without it

clear fern
chrome anchor
#

you could, but I think you'd be wanting some team setup for additional accuracy

#

if you're not going Unreality Blade, then that would probably limit you to being within 5 spaces of the enemy for the Thrown bonus on hot swap to stay at range if you wanted to make the best use of it

clear fern
#

also if i can get the impulse die up to 6 fast, i can keep some consistent damage there, no? 10 ap kinetic per turn isnt awful if i miss every shot

chrome anchor
#

5 range is pretty low, so just be aware you'll be pretty vulnerable

clear fern
#

true, and maybe i swap back to combi arms

#

idk

chrome anchor
#

and the 10 AP is largely gonna be every other turn if you're talking about 5 phase magnums, since that will require a reload each time you do it

clear fern
#

true

#

could do gunner 3 combi 2 duel 1

chrome anchor
#

you could go for Sherman to get RSU and overcharge to stabilize, but that's limited

#

wouldn't be a bad setup at all

#

doppelganger will help with the damage for sure though

clear fern
#

if i play the character and she hits 5 id probably change playstyle with that one to basically go 5 revolver and melee, then 6 revolver and melee, then stabilize and melee? then repeat?

#

but i agree thats probably a good bet

#

and i was thinking maybe chain axe instead of unreal blade? but idk

#

actually no that takes a level into bb

#

nvm

chrome anchor
#

a reliable main melee ain't bad, and neither is the on crit shred

#

plus it gets you an IPS-N level, and Phaon could make great use of their core bonuses, especially Reinforced Frame

clear fern
#

yes but i wanna have this solid as early as possible, planning for a level into bb is eh when ive already got a really solid planned action economy going into sherman no?

chrome anchor
#

not sure how you'd get 6 phase magnums?

clear fern
#

wdym

#

i have 5 phase magnums

#

you mean in the action economy?

#

i have 2 in a aux/aux slot and 1 in integrated weapon

#

i double tap the pair, and normal fire the 1 for 5 shots

#

and put a melee in there for the bonuses

#

then next turn i double tap the other aux aux slot and double tap the integrated

#

six shots

#

now all five pistols need reload

#

the intent is to trade back and forth between bonuses as much as possible

#

at 6 i could drop a lev into barbie for siege stabilizers? idk how quickly an npc can close into sub-5 range

#

anyway time to go make more fun builds

chrome anchor
#

Gotcha, I see what you're saying

#

I think Siege Stabilizers would be quite bad for phaon crescent

#

there's a decent number of pretty mobile enemies that could easily close the distance to get inside range 5, and plenty of artillery mechs that could just outrange you fully

clear fern
#

true fair

chrome anchor
#

if you really wanted additional range, i'd consider the Neurolink Targeting core bonus more than anything

clear fern
#

understood

chrome anchor
#

that's just +3 Range with no downsides other than the opportunity cost, and having 3 levels in Phaon means you qualify for it anyway

clear fern
#

true

worn pendant
#

+3 range is a 60% range increase on 5 range weapons

clear fern
#

plus IWM means i have the free slot already

#

yeah fair

#

ok

#

cool

chrome anchor
#

ah yeah couldn't do Integrated Weapon and Neurolink until LL6

#

but you could do that!

clear fern
#

yep

#

ok now time for tagetes sniper

#

gonna see if i can grab a shot from 30+

chrome anchor
#

@clear fern are you in an actual game with Phaon Crescent or is this just theorycrafting?

clear fern
#

theory :3

#

why do ya ask

#

i’m tryna get better at the mechanics/strategy by figuring out how various abilities weapons effects etc can be most effective

#

so lots of theorycrafting going on over on my comp con

chrome anchor
#

If you were in a game I was just gonna reiterate that I'd love to hear any feedback from actual play experiences

#

It's invaluable for getting a grasp of how the stuff you make works

clear fern
#

oh gotcha! yes absolutely

chrome anchor
#

Especially if it feels like it's overperforming or underperforming, that kinda thing. I have tested everything in the supplement a good bit, but more experience and feedback never hurts.

heady lagoon
#

After the game with the atilla completes after this last sitrep i think we are moving to a different module/campaign

#

I'll report back about the phaon crescent. I think we are starting at ll2.

chrome anchor
#

Nice! It'll be good to hear about Phaon when it's at its weakest

#

I say that because it hasn't usually gotten a good amount of Grit to help offset the difficulty from Impulse

heady lagoon
#

I figure duelist 3 or

Given the chatter in the discord, potentially 2 ferrous lashes in the team, will go a long way towards both range limitations and the difficulty from Impulse. I will report back when it eventually happens

chrome anchor
#

Team support is always awesome

heady lagoon
#

God, yes

#

The players in my group reliably like being 1 of 2 things

#

Melee

#

Or support

chrome anchor
#

me tbh

heady lagoon
#

Was a little concerned that it would be hard for my low level phaon crescent to proc the core power at maximum power without overcharging, and also wanted to get a little more mobility going for things

-- SSC PHAON CRESCENT @ LL4 -- [ LICENSES ] SSC PHAON CRESCENT 3, IPS-N Tortuga 1 [ CORE BONUSES ] Kai Bioplating [ TALENTS ] Duelist 3, Hunter 2, Vanguard 2 [ STATS ] HULL:4 AGI:0 SYS:0 ENGI:2 STRUCTURE:4 HP:20 ARMOR:0 STRESS:4 HEATCAP:7 REPAIR:5 TECH ATK:0 LIMITED:+1 SPD:5 EVA:10 EDEF:9 SENSE:8 SAVE:12 [ WEAPONS ] AUX/AUX MOUNT: Tactical Knife / Pistol MAIN MOUNT: Unreality Blade FLEX MOUNT: Deck-Sweeper Automatic Shotgun [ SYSTEMS ] Blitzweave Augmentation x3, Hardlight Doppelganger, Lunar Arc, Personalizations

Having a phaon crescent without combined arms 3 seems a little strange but CA1 and 2 are somewhat limited value for it, but hunter 2 combined with the frame passive has good value, as does vanguard 2 of course in combination with DSAS. I dunno. worth a shot.

#

might swap KBP for autostab on the DSAS as well

chrome anchor
#

Certainly a good build!

#

Man now I'm thinking of double GMS Pistol with 2x Reliable 2

#

Once you've maxed out Impulse

#

And I think both KBP and Autostab will have their uses. Vanguard and Duelist 3 means you can fairly easily get a Prone off for pretty cheap

heady lagoon
#

that's more than half, if not almost killing, most invisible fuckers in the game at T1

chrome anchor
#

I wonder what the most reliable you can possibly get on a Phaon is

#

I think 15 with all weapons combined?

#

17 actually

Aux/Aux: 2x Pistols (4)
Flex: Same (4)
Main: AR (3)
Integrated Weapon CB - Pistol (2)
NC3 Fuel Rod Gun (2)
Engineer weapon (2)

#

Now just combine that with all the Hardlight Doppelganger attacks that auto hit for 1 AP :^)

#

(Provided you hit of course)

#

Man. You can have this setup by LL2 lol

#

At LL3, assuming you hit everything, that's

Barrage: 8 (4x Pistols)
Blitzweave: 2 (2x Pistols, halved from 4)
Overcharge: 4 (2x Pistols)
Integrated Weapon: 2 (1x Pistol)

heady lagoon
#

For when the dice hates you

chrome anchor
#

So 16 possible, with another 9 possible from Doppelganger if you hit everything

#

Probably a good idea to swap out AR for Chain Axe

#

So you can Hot Swap better

#

And still have Reliable 3 possible

clear fern
#

-- HORUS CHTHONIAN @ LL6 --
[ LICENSES ]
HORUS CHTHONIAN 3, HORUS Goblin 3
[ CORE BONUSES ]
The Lesson of the Open Door, The Lesson of Shaping
[ TALENTS ]
Technophile 3, Hacker 3, Iconoclast 2, Centimane 1
[ STATS ]
HULL:0 AGI:2 SYS:6 ENGI:0
STRUCTURE:4 HP:15 ARMOR:0
STRESS:4 HEATCAP:6 REPAIR:4
TECH ATK:+7 LIMITED:+0
SPD:4 EVA:8 EDEF:18 SENSE:5 SAVE:17
[ WEAPONS ]
MAIN/AUX MOUNT: Segmented Flexor Extrusion / Mind Spike Nexus
[ SYSTEMS ]
Enlightenment-Class NHP, Unstable NHP, NYARLATHOTEP-Class NHP x1, OSIRIS-Class NHP, Spire of the Obsidian Dream, H0R_OS System Upgrade I, Paranoia Engine, H0R_OS System Upgrade III

#

how doth this look ?

#

segmented flexor is melee threat 3 that lets you force enemies to move in any direction, mind spike treats most debuffed enemies as also being shredded, range 5 1d3

#

it doesnt show as much of the traits as id hoped

#

it focuses on picking out a target to proxy as me for tech attacks, usually an enemy, and then unleashing a ton of various hacks n shit on their allies while maneuvering them out of cover and into danger i create

chrome anchor
# clear fern how doth this look ?

Looks like fun! You're fairly vulnerable to incoming attacks; being Size 3 with 8 Evasion and no armor means you can get whittled down pretty easily. Eject Power Cores and your blinding trait can help with this, but it'll usually only go so far. You'll definitely be a menace though if you can neutralize some key targets.

clear fern
chrome anchor
#

It does, but you're still limited to Sensors 5 and whatever the range of your weapons are from your Thrall

#

You do ignore LoS and cover against the Thrall themselves, but you still require Range and Sensors and such for anything you want to do to them that is not designating them as a Thrall

#

So choose your Thrall wisely!

clear fern
#

mm yes but i can use them as my source of hacks right? and if they decide to run away to be isolated i can simply choose another enemy and use their LoS and sensors for hacks, right?

#

i didnt mean fucking with the thrall from behind a wall i meant fuck with enemy force from behind a wall using thrall as proxy

#

sort of like inverse of taraxicum letting allies use itself as a proxy

chrome anchor
#

Yeah, that is the basic purpose of Thralls. Changing your Thrall too much will really eat into your action economy though

clear fern
#

or alternatively, one could view the thrall as an almost guaranteed kill since i can do a LOT of overheat before it gets to me, if im even in a spot where it could get to me. right? and i feel like a quick action would be worth that?

chrome anchor
#

the thrall can be seen as a form of CC, yeah, but it is very far from a guaranteed kill

#

it's a very useful tool to have but it has its counterplay

clear fern
#

understood

#

whats the counterplay, out of curiosity? theoretically if im outside sensors and have cover i should be able to straight up hide from 50 spaces away and just be untouchable i would think ?

chrome anchor
#

if someone is within 5 Sensors, or weapon range, and line of sight of your Thrall, then you can bully that person yeah, and you do have some control over that. But it's never foolproof, and if you're hanging all the way back, your team will be missing the big bag of HP that can soak some damage, clog up lanes of Engagement, and utilize some pretty massive Threat with Segmented Flexor Extrusion on a big Size 3 body

#

Terror Thrall is sort of like a more offensively-oriented version of Lich's DIDYMOS NHP, from a very high-level, conceptual standpoint; it lets you threaten two areas at once.

#

The Chthonian itself, and also the area around the Thrall

#

and you could sit in the back and take potshots with the Thrall, but that will take a quick action every time just to designate someone, and enemies can die kinda quickly. If you get up close and personal, you don't have to rely on the Thrall to get things done. It's a very nice bonus.

#

That's why Primordial Fear allows you to teleport toward people

#

and also broadly, the overwhelming majority of maps are less than 40 spaces in any direction. Most are from 25-30 spaces on a side, which is still pretty well within reach of some of the speedier/long-ranged NPCs.

#

the Range 50 thing is similar to Monarch's core in that it's effectively saying "this will cover the entire battlefield" while also nipping some extreme cases in the bud

#

So, in practice, just sitting away from all the action and trying to make opportunistic Thrall plays will definitely amp up your survivability, but it will severely hamper your playmaking potential and general output, so much so that it would usually be a detriment to your team

#

it would sorta be like looping FADE Cloak, in a way

#

and like, to be clear, I have GMed for/played with all of my material many, many times throughout the course of testing. I do not want to publish anything that has not seen at least several combats worth of actual play, so I am saying this from experience

#

Chthonian is definitely a nasty controller, and Terror Thrall opens up some really unique plays, but it is definitely not without weaknesses, and with its large size, no armor, and low evasion, it is fairly vulnerable to just getting shot to hell

clear fern
#

also i wanted to ask, i know all nhps are supposed to have like personality of some kind and suggested actions during cascade, what would nyarlathotep's be? Im just curious hehe

clear fern
#

bc id need to check statblocks but surely more than 4 heat per turn should stress out a backline npc fairly fast? or am i underestimating them

heady lagoon
chrome anchor
# clear fern wait do npcs only have 5 sensors? i thought i can use the enemy's sensors, so wo...

You trace your Sensors, your line of sight, your Range, etc. from their position. It does not let you have their Sensors stat. They're effectively another place from where you could do your normal abilities, in addition to the Chthonian itself. Mind Spike Nexus wouldn't get 15 Range because the Thrall had a weapon with 15 Range, and you could still trace LoS beyond adjacent spaces from the Thrall even if you had blinded them with Primordial Fear.

I'd say Nyarlathotep NHPs are probably aloof, scatterbrained/unfocused. Prone to daydreaming, frequently lost in thought.

First thing that would come to mind for a cascading Nyarlathotep NHP is that a map edge is picked at random from North, West, East, South and then the NHP uses all available actions and movement to get to that map edge and try to escape the battlefield, moving in a straight line (*not necessarily the quickest path. Just a straight line). If any actions are leftover, it does not use them.

NPCs tend to have slightly higher heat caps; it'd take about two turns to overheat the NPCs with the least heat cap in the game, three for most enemies, and four for the beefiest reactors. At 4 heat per turn at least. 4 heat per turn is pretty low though. Some combos can pretty easily deal 6-8 or so, and very easily threaten more with a slew of choice punishment control effects.

clear fern
#

and understood on nyarlathotep

#

i figured it might be a little more like sisyphus in terms of the resignation, since the blurb under nyarlathotep is about how all roads lead to the same result and nothing you do will change the outcome because its already been decided etc etc

chrome anchor
#

Grapples wouldn't work though

clear fern
#

,,,,,,self destruct?

#

force the terror thrall to self destruct?

#

other mech-focused shenanigans like jamming cockpit, etc?

chrome anchor
#

Those would not work, no. You are not controlling the actions they take.

clear fern
#

hmmm

#

ok

#

so self targeted effects dont work

#

interesting

#

uhhhh what about

#

core bonus for integrated superheavy, get a siege cannon or similar, enjoy?

#

oh would a self heat weapon heat me or the thrall

#

waittt proxy gunner cthon could be a fun build?

chrome anchor
#

Your Thrall is effectively a map marker for another place your effects can originate from. Apart from the Burst 2 Impair effect, that is all it does.

#

Your self heat weapons would only deal the usual heat to you

clear fern
#

ok

#

but otherwise i could get a nice big gun and do some friendly fire shenanigans with my thrall?

chrome anchor
#

You could, yes, though Siege Cannon is probably a pretty poor choice specifically. Your heat cap is decent but not great, and Siege Cannon has already essentially got a map wide range already, and also ignores LoS due to arcing

clear fern
#

core power maybe also could be used to force thrall to take objectives on my behalf because i can move for them and then perform my actions from their spot? or is it more of a supernatural thing like lich teleports?

chrome anchor
#

They don't count as an ally for like, objective scoring or whatever. They're still an enemy.

clear fern
#

hmm oki

#

appreciate the help

#

i promise im not trying to be annoying about it, trying to practice thinkin outside box with this stuff

chrome anchor
#

Osiris could make them an ally for one turn on fourth gate which could make them score a point for you potentially

#

But the only part that Chthonian has in that is making your target selection a bit easier via the Thrall

clear fern
#

true yes

#

and also maybe controlling their movement with core power? or would the ally thing cover that already

chrome anchor
#

The core power would allow you to move someone off a point so that they have a much more difficult time contesting it, yeah

#

They'd have to Boost back on or use some other movement ability

clear fern
#

oh also struggling to find data in rules, if i full tech double invade can i pick same option twice?

chrome anchor
#

Yes

#

99% sure you can anyway

clear fern
#

thinking in terms of run puppet system twice to basically exile my thrall so rather than do the proxy stuff i just pick the most annoying enemy and force them out the fight

#

cuz that plus core power would basically mean nothing they do can get them back i think?

#

actually the primordial fear would mean core not needed

#

hmmm

#

ok

#

thank u so much for da help

chrome anchor
#

Remember that someone being your Thrall does not mean you always have Range to them.

#

Just that you ignore cover and LoS to them

clear fern
#

already checked, and tech stuff does not specify range

#

it solely requires sensors and los and thrall negates both

chrome anchor
#

Thrall does not negate the need for Sensors to target the Thrall. You may use them as an origin point to target other characters

clear fern
#

ohhh

#

well darn

#

ok

#

not as strong as i thought

#

explains the confusion about being able to hide out and just microwave a target from 50 spaces away

#

so then it truly is best as a brawling hacker?

#

or as a proxy gunner i guess

#

wait

chrome anchor
#

It does like to be up close and personal with its statline and license gear, but you're also able to take longer ranged things, or things that have Arcing/Seeking, to have even more coverage of the map

clear fern
#

if range is drawn from the character then does that mean i can pick a new thrall from my thrall?

chrome anchor
#

Technically yes, but this will pretty much never come up due to Create Thrall having 50 Range

#

And also ignoring line of sight

#

If you were on a pointlessly huge gimmick map then yeah that could come into play

clear fern
#

actually what i was thinking is

#

thrall doesnt specify a duration

#

i could come within 50 of an enemy compound and thrall a guard, then sneak away while i keep thralling further and further inside

#

or i suppose maybe mechs arent used that way by npcs idk

#

and i suppose its mechs alone that can be thralled, not other vehicles or computers

#

sorry im tryna push the concept as far as i can to see what its capable of,,,

#

maybe thrall in towards a reactor or engine to blow it?

#

idk

chrome anchor
#

It is mechs only, yeah, but if you're not talking about in combat, what you do in narrative is pretty much completely up to the GM

clear fern
#

hmmmm ok

#

ok

#

and i can see from the thrall i assume since its their line of sight? could be useful for recon perhaps

#

idk

#

ill think on it

#

i like this tho ok time to start thinking about a diff frame probably, but im enjoying buildcrafting this is enjoyable

chrome anchor
#

Assume that the mech stats and abilities and such that you see in their statblocks are basically solely for use in tactical combat. Lancer's narrative rules are light enough that anything you want to do outside of combat is gonna have significantly fewer rules, and none of the mechs in any of the books are balanced around what you might do with them narratively.

clear fern
#

oh true lol

chrome anchor
#

Like for example you can't Stabilize repeatedly out of combat to start a fight with your Sherman's Solidcore completely maxed out.

#

Think of Lancer combat like an old JRPG where you're out in the overworld, you run into some guys, and the screen transitions to the battlefield

clear fern
#

hmmm true

chrome anchor
#

You're not gonna cast Firaga on the rude bartender

heady lagoon
#

LMFAO

clear fern
#

i. sigh. yes fair.

chrome anchor
#

Or rather, the GM has to okay it because by default you are not able to do so

chrome anchor
#

All of this does make me think about D/D 288 Chthonian though. Which I hadn't thought of before

#

You don't really care about being Slowed since you can source it from a faster Thrall that you control the movement of during core power

#

Hell I might make that build later

#

Very funny idea

clear fern
#

oh shit wait that would be crazy lmao

#

i LOVE dd too that would be hilarious

clear fern
#

ok out of curiosity when you haven’t done any actions with terror thrall do they know who the thrall is and what it does?

chrome anchor
#

Lancer assumes that, at baseline, players and NPCs know what is being done to them. The GM is not going to go "the Witch hits you with a tech attack, no I will not tell you what it did." and the GM does not have to play dumb with the NPCs either

#

They can play dumb to sell the narrative, but they are never required to

clear fern
#

cool

lost quarry
#

Thinking of genghis shrieker
Would have to build the hull
Too bad you can only leave flaming zones with the plasma thrower

clear fern
#

out of curiosity, any talents recommended for senespada?

#

also what is "provoke" in the senespada passive?

chrome anchor
clear fern
#

confirmed. so once per turn, upon taking damage or failling a save from a hostile, senespada can get the thermodynamics die

chrome anchor
clear fern
#

?

#

confused

#

end of turn grants provoke mark, which can be used for the thermodynamics die upon being used up by getting hit by a hostile attack or failing a hostile save? is that not correct?

chrome anchor
#

No. You lose the Provoke mark if you are hit by a hostile attack or fail a save forced by one

clear fern
#

ah confirmed

chrome anchor
#

It's essentially a soft-taunt system. "If you don't throw something my way, I get a nasty little treat"

clear fern
#

so thermodynamics die can only be gained if senespada did not take an attack or fail a save from a hostile since last turn

chrome anchor
#

Yes

clear fern
chrome anchor
#

If you manage to get a 1, yeah

clear fern
#

confirmed

#

does the provoke free action have to be taken during one's turn?

chrome anchor
chrome anchor
clear fern
#

confirmed

#

wanted to check, we know there are some exceptions

chrome anchor
#

It's just reactions really

#

And I guess a select few actionless Things that happen

clear fern
#

for senespada's entropy. the resistance means you take half damage, and the other half is delayed damage in the form of entropy?

lost quarry
clear fern
#

worldkiller with shrieker stuff doesnt look like it would be bad either

chrome anchor
chrome anchor
lost quarry
#

Oh also the overcharge core bonus

chrome anchor
#

Yeah that'll help you get close to max heat to threaten Controlled Burn procs

heady lagoon
#

this is a silly question but for Quickening core power on the phaon crescent, the 5+ kicks in when the dice is at 5? or at 6?

Also, is fade parry's contested attack roll affected by cover in any way, or is it just a raw roll with whatever accuracy/impairment the two contestants have?

chrome anchor
heady lagoon
#

Oh fascinating

chrome anchor
#

So like you could get Accuracy to it with Combined Arms 3

#

If the triggering attack is a ranged attack, FP is a ranged contested attack roll (so affected by Engaged, respects cover and etc). If the triggering attack is melee, FP is a melee contested attack roll (ignores cover and engagement penalties)

heady lagoon
#

Oh neato actually

#

Damn if only i bothered to fit ca3 on this build but yknow whatever its fine. Thats great to know

chrome anchor
#

It does love combined arms lol

#

I need to do a series of first party mechs with BM stuff included on them

#

I did a lot of LL6 builds with BM frames but haven't done a ton of first party stuff with BM gear

heady lagoon
#

So i dropped ca3 for it

chrome anchor
#

Perfectly understandable lmao

#

Thrown is optional however

heady lagoon
#

Yeap. I would like to have that option useable since im hesitant to use thrown weapons without hunter 2.

chrome anchor
#

Little vacation pic for yall TransHeart

eager sentinel
#

ooo
Prebby.

chrome anchor
#

@heady lagoon @tepid burrow how much do you think it would hurt the Attila if Provoke were changed to where it also included hostile tech attacks and was turned off regardless of hit, miss, or failing a save? Right now tech attacks don't do anything to Provoke and Provoke only gets shut off on being hit by an attack, taking damage, or failing a save

heady lagoon
#

Is provoke not turned off already by merely being targeted? That was my impression.

tepid burrow
heady lagoon
#

Yea we have been playing as if being targeted alone is sufficient

chrome anchor
#

This is what I have written for 1.4.1 I thought

#

Okay then if that's how yall have been playing I'll probably update it. Right now it probably restricts counterplay as written too much

heady lagoon
#

Multiple provokes would be handy as an aggro mechanic yeah i also think the atilla could use supporting defensive mechs or systems because i got wrecked pretty hard last sitrep but if Java was on the receiving end of that

#

Including what she took in sitrep 1

#

Sitrep 3 would be pretty dicey for the atilla

tepid burrow
#

Rewards the GM for doing the right thing too, if you think of it that way.

chrome anchor
#

So while "being hit by an attack" is a step in the right direction, what I'm thinking of is having Provoke turn off if you are even targeted by an attack, hit or miss. Same for having a save forced against you

tepid burrow
#

Sounds fine to me. Still incentivizes the enemy to use a QA/FA on you

heady lagoon
#

Because fade parry's attack role can count as melee or ranged depending on the attack it is defending against, does it also set up hot swap's once a turn dmg bonus when you hit back with the opposite attack type?

heady lagoon
chrome anchor
heady lagoon
#

Right yea thats what i assumed

#

I was looking at ways to use the 5+ effects of the core active without relying on the aux/aux

#

Cool ty

#

V rad mech

lost quarry
#

Shriker pilot: I can use autocooler, I am artillery
Someone: Self damage counts too

chrome anchor
#

Don't let that heat go to waste!

lost quarry
#

I forgor

#

Anyway, close range shrieker with explosive vents and agni can be a fun menace

heady lagoon
#

Thats willlld to activate your combo making via an enemy attack

chrome anchor
#

For all intents and purposes it is a ranged attack, just a weird one

chrome anchor
#

Bit of a teaser for the art for the upcoming WW alt; inspirations are Chainsaw Man, Venom, Hexxus, and Elesh Norn

#

(Courtesy of Sir Veyza)

heady lagoon
#

Ooooo

clear fern
#

hey squid my dear the shotgun on level 2 of sieg license. does the - to saves stack?

#

i’m wondering if a support frame with 4 of those plus a save forcer would be workable lol

chrome anchor
# clear fern hey squid my dear the shotgun on level 2 of sieg license. does the - to saves st...

Yes, as it doesn't Impair the target (Impair being a binary state and not stackable), it is just +1 Difficulty, which can stack without limit.

However, note that Difficulty stacking will not grant -1d6 for each die, you just roll all difficulty and take the highest single result. So it will never be more than -6. But otherwise yeah, if you had a close ranged frame that likes to force checks/saves, Bruiser Barrels could be a solid pickup!

clear fern
chrome anchor
#

If you get the crits, yeah

clear fern
#

i’ve found that i’m a sucker for one-weapon setups like quad aux or superheavy

clear fern
chrome anchor
#

Mhm. Could take it alongside Scylla to maximize your chances of critting

chrome anchor
#

Given all the recent whack shit surrounding the creators of Bleeding Hussars and Waffenfabrik Zalewski, I just wanted to shout you guys out for being chill and making working on Burning Memories feel cool and rewarding. Thanks for supporting the project thus far everyone.

tepid burrow
#

You just reminded me that I'm shoving in an Attila system for a build I'll be flinging at the GM later

#
[ LICENSES ]
  IPS-N Lancaster 2, SSC Swallowtail 3, IPS-N ATTILA 1
[ CORE BONUSES ]
  Fomorian Frame, Universal Compatibility
[ TALENTS ]
  Technophile 3, Grease Monkey 3, Black Thumb 2, Orator 1
[ STATS ]
  HULL:4 AGI:4 SYS:0 ENGI:0
  STRUCTURE:4 HP:17 ARMOR:1
  STRESS:4 HEATCAP:8 REPAIR:6
  TECH ATK:+1 LIMITED:+0
  SPD:8 EVA:14 EDEF:8 SENSE:15 SAVE:13
[ WEAPONS ]
  MAIN/AUX MOUNT: Assault Rifle / Nexus (Light)
[ SYSTEMS ]
  MULE Harness, ATHENA-Class NHP, LB/OC Cloaking Field, Supreme Commandment Art II: Subjugate, Enlightenment-Class NHP```
chrome anchor
#

just taking pressure off your mule buddies?

#

conferring soft cover and also drawing tech actions is pretty nice on a flying unit

tepid burrow
# chrome anchor oooh! What's the gameplan with Subjugate?

Well, since this tarax can motor 24 spaces on turn 1, it's enough to dive on witches or other low engineering save targets while still being invisible. @heady lagoon is going to be riding shotgun with a HMG everest with Noah and flash anchor

heady lagoon
#

It'll knock off a lot of potentially annoying reactions

Mirages
Ronins
Archers, etc.

chrome anchor
#

oh yeah that's pretty slick then, forgot how damn fast taraxacum is

#

and flash anchor is very funny as a mule teammate/user

tepid burrow
#

@chrome anchor Atilla took its final run, protecting teammates from a self-destructing ultra with its entire body, and getting reduced to slag in the process as its own reactor detonates.

tepid burrow
#

Warrior-King Heavy Plating may need to have an exception to you cannot fail checks and saves initiated by hostile characters. To restrict against perhaps Ultras.

#

But that's just a thought, not an outright demand

heady lagoon
#

it kicking off when you're outnumbered AND at 2 or below structure makes me feel its risky enough to leverage as is, personally

chrome anchor
#

I don't think I'd want to change the effect of the system, but if it feels like it's too good, I might consider increasing the cost somehow. Maybe make it cost 1 heat per check/save or bump it from 2 SP to 3 SP

tepid burrow
#

1 heat per hostile inflicted check or save sounds reasonable to go along with being outnumbered and bettered

tepid burrow
heady lagoon
#

Admittedly the low structure of the atilla at the end here did result in the mutual destruction of both it and the ultra, so it isnt as if it got away scot free

chrome anchor
#

sir veyza heard the voice of the people

chrome anchor
#

also this

tepid burrow
silver kelp
gusty raven
#

surely a FAQ, but regarding the Phaon's Hot Swap, the "doesn't stack" clause means you can't used the empowered follow-up to start the next Hot Swap?

Legal :

  • Round 1, melee -> empowered ranged
  • Round 2, melee -> empowered ranged

Illegal:

  • Round 1, melee -> empowered ranged
  • Round 2, empowered melee -> ranged (or even no attack to leave it stacked)
#

or is it simpler and just means
4x melee -> 1x empowered ranged

chrome anchor
#

Unless im misunderstanding, it's the opposite of that. Swapping is encouraged, and if you're always swapping you're always getting the bonus damage 1/round

chrome anchor
#

If you spend 5 rounds doing melee attacks you won't have a ranged attack do +5d6

gusty raven
#

ah, I forgot some things in lancer do stack and just assumed it wouldn't that way

#

thanks for the clarification

#

I want you to know that im using Personalizations to give my mech a giant white lawn chair

chrome anchor
#

Yep! If you've got other questions just put em here and I'm more than happy to answer them

chrome anchor
#

Running with a Phaon or a different mech?

gusty raven
#

the phaon yea

#

im making actual Vergil in SSMR

chrome anchor
#

Fuck yeah. Let me know how it goes! Love to hear stories of people using my stuff lmao

gusty raven
#

im already having a ton of fun reading the equipments on this license.

chrome anchor
#

Nice. Phaon probably saw the most testing since everyone wanted to play it so hopefully it should hold up well

gusty raven
#

The Senespada's passive core doesn't mention when you can roll the thermodynamics die

chrome anchor
#

It's a Provoke action, and so it follows the Provoke rules on page 3 of the PDF

gusty raven
#

ah, ty

chrome anchor
#

It's basically a soft taunt mechanic/keyword. "Throw some focus on me or I get to do my Provoke action next turn"

gusty raven
#

The maculineon is such a sick mech. It's College of Swords Bard and that happens to be my favorite subclass!

chrome anchor
#

It was inspired mechanically by Monster Hunter's hunting horn, and music in general. It makes a great bard with the stats to do some fun tricks across the board

#

Sir Veyza knocked the art out of the park

#

Was there a question about Attila? Can't remember if I saw one or if I'm hallucinating lol

gusty raven
#

I did, but i need to double check the numbers. It boils down to "having the attila do so much damage on miss healthy/balanced?"

chrome anchor
#

With Mastery's Divine Burden?

chrome anchor
#

If that's what you're meaning, compared to something like Tempest Charged Blade, it has +1 Threat. TCB by comparison has AP, Knockback 2, and is at neutral Accuracy rather than Inaccurate.

Inaccurate on a Superheavy Melee is a bit more costly than it otherwise seems; in playtesting, even at LL6 with +3 Grit, the Inaccurate was definitely felt (on anything that wasn't Prone, obviously).

Now the big thing is obviously MDB's effect of dealing damage on a miss as though it was a hit. However, this only happens if the target is Prone. Hitting Prone enemies is generally easier and cancels out the inaccuracy of the weapon, so the amount of times that it would actually come up is smaller than one might imagine. And though the Attila does get easy access to actionless or otherwise powerful Prone options via Bend the Knee, the core power, and Dominate, those are all fairly conditional (BTK requiring enemies to not target a frame with 6 Evasion and 6 e-defense, and the other being the core power) and/or are costed such that using them in the same turn as MDB would require Overcharging (Dominate is a quick action only available against adjacent targets)

#

So good, if slightly purposely unwieldy, and in the end probably not as good of a daily driver as TCB, which crucially also does not cost 3 license levels

#

I liken it to a less extreme D/D 288 in that regard

#

The Executioner blender is real with it though

#

TCB is definitely, in my experience, the benchmark for how strong a superheavy melee can be. Is it worse than TCB? It's still probably in a great place. Is it better than TCB? It better be LL3 or an exotic, and not be better by very much

strange flower
#

Does anyone have experience running a Fujita build? Looking at the Raijin CG-DMR mostly. Its numbers seem incredible, but I'm not sure how much of a limiter the 3 heat is.
(As a GM evaluating a third party module I was just handed by my players)

vagrant condor
#

I played next to one and the 3 heat adds up quick for the player

chrome anchor
#

Tell Ronins and Aces to eat lightning for the low* cost of 3 heat (self)

#

If you've got any questions about stuff in the supplement, rules interactions questions, etc I'm more than glad to answer

strange flower
#

Thanks for the feedback! (I've said to them I reserve the right to do numbers changes if things seem off, but I think the work seems solid enough and I'm excited to see your design in action.)

chrome anchor
#

If the numbers do seem off, let me know. I do appreciate the feedback

#

I think it is broadly comparable to Smartgun's niche, just trading native Accurate for more damage, and 2 SP for 3 heat (self)

#

I think the Smartgun also has more range iirc

strange flower
#

No, they both have 15 Range

#

One of my players and I were worried because of the damage (I assume the 1 burn = 2 normal damage heuristic is standard?), meaning the Raijin has 7 expected damage compared to Smartgun's 4 or the kinda similar Vulture DMR's 4.5 average. Also NucCav enabler, and enabled by.

chrome anchor
# strange flower One of my players and I were worried because of the damage (I assume the 1 burn ...

Burn is usually equated to 1.5 damage. So that'd put it at 5.5 average, roughly. Both of those guns are notably Accurate, though Vulture doesn't get seeking or anything like that. The damage code is nice, but lacking Accurate really is a decent slap to Raijin's overall output, especially when factoring in how much heat it gets you. Native Accuracy is also quite nice for Crack Shot since you're still shooting at Accuracy even with Crack Shot 2.

The nuke cav enabling is true, but once you do get into the Danger Zone, further Raijin usage can make you very vulnerable to external heat.

strange flower
#

Fair points.
I think the 1:2 ratio comes from expected damage over infinite time, but lancer combats aren't infinite

chrome anchor
#

Most people do 1.5 because Engineering checks being a flat 10+ to pass make them fairly easy to pass, and then all you got is some AP damage

chrome anchor
#

I think Raijin may outpace Smartgun in a single combat, but Smartgun will do more overall damage over the course of a mission. In practice, Raijin's drawbacks have been much more prominent constraints on a build than Smartgun's usually are

clear fern
#

hey with cthonian can i hack my thrall? technical;y if i draw line of sight and sensors from the thrall then it is a valid target right? or nah

chrome anchor
clear fern
#

ty!! friend was curious i was showing her your stuff ^_^

chrome anchor
#

Sure thing!

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basically when you pick a thrall, you're just picking "who do I want to use as a relay beacon to hit other people with my effects"

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you just also ignore LoS and cover against your beacon

chrome anchor
#

Sorry for being so absent recently everyone. Work's been rough

#

Here's a Thalictri teaser to make up for it

unreal delta
#

ooo cool :]

chrome anchor
#

Sorry it's been so long everyone. Have some finished Thalictri art, courtesy of @opaque forum

opaque forum
#

I know that guy!

chrome anchor
#

(I was the one who took a long time, Sir Veyza was just following my instructions lol)

opaque forum
#

Instructions unclear, turned into goo.

unreal delta
ruby oriole
#

I have a question:

The protocol indicates that the doppelgangar can do bonus damage 1/round, but the system description says that it can not gain bonus damage ever.

Which is the intent?

Edit: I was unaware that this hasn't had a post in it since last year... whoops >.>

opaque plinth
#

sorry i had to drop in here to praise this
i love the phaon crescent perhaps too much

ruby oriole
#

Gonna be playing it for the first time this friday, can't wait

opaque plinth
#

lunar arc
beyond hype moments and aura obviously because it's extremely cool

ruby oriole
#

It does at least 3 fall damage, and also you could theoretically use it to pick someone up and knock them over some really high terrain or even knock them back to land on top of a spire and they have no safe way to get down

#

Also, knockback is subject to difficult terrain, so it can make your knockbacks more effective by pushing them through the air instead

woeful fable
#

Phaon Crescent is gonna get one of my friends for sure

chrome anchor
chrome anchor
opaque plinth
#

aahhhhh i see. good stuf!

chrome anchor
#

The damage is probably the main thing necessitating the drawback that other allies have +1 difficulty shooting an Arc'd target

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With simultaneous effect ordering, you can order the Ram knockback after the launch into the air and the teleport, so it also basically gives you full control over what direction you ram them in

opaque plinth
#

oh damn

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yeah no i just Forgot About Fall Damage ill be rea

#

l

chrome anchor
#

I know you have a game with Phaon coming up @ruby oriole , if you have any questions about it you can just ping me here

ruby oriole
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@chrome anchor

I think I generally understand it's gameplay, but one thing I wanted to ask, that I'm not sure I understand: The doubletap for the Phase Magnum.

What is the intended use case for the double tap? Given that it has half damage, it feels like it would only serve to reduce the damage output.

so what I think could be done (but unsure) is:
It stacks up Gunslinger dice faster (in a burst, you have to reload after which evens out the total amount)
Farming additional reliable damage if you're at 6

Or am I missing something more directly keyed to the frame's mechanics?

chrome anchor
#

This is the text for it

ruby oriole
#

I

Oh

I don't know. Maybe I just imagined it.

Okay, never mind!

chrome anchor
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Youre good lol. Basically double tap gives it Loading, AP, and you do two attacks

ruby oriole
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Hell yeah

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So, everything I said above would apply too?

chrome anchor
#

Yeah those are usecases for Double Tap

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Its very much a Gunslinger weapon and works well for giving you a bunch of chances to tick up Impulse

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Plus, Reliable AP once you jump through the Impulse hoops

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On Phaon specifically anyway

ruby oriole
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You know what

i think it was Blitzweave Augmentation that had me thinking that the double tap did half damage.

chrome anchor
#

it may have!

whole sonnet
#

Hi, I´ve a question regarding the CHTHONIAN´s Create Thrall. Is it possible to hit the Thrall itself from any range using blast weapons? As in, tracing the origin of the attack from the Thrall´s space, then centering the blast 1 space away from them so they are still in the radius?

"Your attacks and effects against Terror Thralls do not require line of sight and ignore cover, and you may use them as a point of origin for your attacks, abilities, and effects against other targets, with line of sight, Range, and Sensors traced from their location (this does not confer adjacency for effects that require it)."

As per the quoted wording, the way I understand it is it would be possible, as long as the Thrall is not the "primary" target and is just caught in the Blast radius of an attack made against another valid target.

Also same question regarding Burst weapons, although I would assume they do not apply in this case.

chrome anchor
# whole sonnet Hi, I´ve a question regarding the CHTHONIAN´s Create Thrall. Is it possible to h...

Is it possible to hit the Thrall itself from any range using blast weapons? As in, tracing the origin of the attack from the Thrall´s space, then centering the blast 1 space away from them so they are still in the radius?

Yes, this is a legal interaction.

Also same question regarding Burst weapons, although I would assume they do not apply in this case.

Correct; you would not be able to displace a Burst effect from a Thrall's position such that it would still affect a Thrall. They're completely centered on the Thrall and do not affect the Thrall.

ruby oriole
#

@chrome anchor I have an interaction question:

The Unreality blade can choose if the attack is a ranged or melee attack, but is it still considered a Melee weapon for the sake of Duelist?

ruby oriole
#

Strictly speaking: do I need to have a (loaded) ranged weapon to make a contested ranged attack for Face Parry?

If I don't, but I do have the unreality blade, do I need to expend a charge?

chrome anchor
#

Think of Fade Parry like a Stasis Bolt that you can do funky shit with via Hot Swap

ruby oriole
#

That's what I figured, but I also had just unloaded all of my phase magnums and wanted to be sure.

Also, I do not see any kind of "until the end of" in the Hot-Swap decision, and since it is supposed to work with something like Fade Parry, am I correct in assuming I can hold onto that for as long as I want?

chrome anchor
ruby oriole
#

I mean, given that it's 1/round, I'd just call that Aura Farming to deliberately not use your bonus damage by deliberately not making ranged attacks for 10 rounds

But yea, I getcha ❤️

heady lagoon
#

-- HORUS CHTHONIAN @ LL6 -- [ LICENSES ] HORUS CHTHONIAN 2, IPS-N Vlad 2, HORUS Goblin 2 [ CORE BONUSES ] The Lesson of the Open Door, Auto-Stabilizing Hardpoints [ TALENTS ] Vanguard 3, Centimane 3, Skirmisher 2, Drone Commander 1 [ STATS ] HULL:2 AGI:0 SYS:2 ENGI:4 STRUCTURE:4 HP:21 ARMOR:0 STRESS:4 HEATCAP:10 REPAIR:5 TECH ATK:+3 LIMITED:+2 SPD:3 EVA:6 EDEF:14 SENSE:5 SAVE:17 [ WEAPONS ] Main/Aux Mount: Impaler Nailgun / Mind Spike Nexus // Auto-Stabilizing Hardpoints [ SYSTEMS ] H0R_OS System Upgrade I, H0R_OS System Upgrade II, Paranoia Engine, Armament Redundancy, Personalizations, Parasite Drones x5, Pattern-B HEX Charges x5

Uses terror thrall and parasite drones to keep enemies impaired. Nailgun and overwatch and puppet systems to keep them close.

Systems and effects to punish them staying close.

What do you think?

chrome anchor
heady lagoon
#

Yeah! I thought it might be fun and disruptive. Very hard to shake with save 17 too.

chrome anchor
#

Absolutely. Being able to prank people with HOROS 2 from the Thrall could be funny as well

#

Nailgun Puppetwatch is a pretty gnarly loop too. It being only a quick action means you could get a lot of target flexibility out of it via Create Thrall too

chrome anchor
heady lagoon
#

Theorycrafting alas

#

Ive unfortunately run out of time for another campaign and the campaign that i planned on playing the phaon crescent in didnt take of.

#

Yet.

candid hound
#

does create thralls movement effect trigger when gm decides to more or just whenever. during the turn?
also if i am partially on a platform do I fall?

chrome anchor
# candid hound does create thralls movement effect trigger when gm decides to more or just when...

for the "create thrall movement effect", do you mean while Growing Madness is active? If so, you control every facet of that NPC's standard movement during each of that NPC's turns. Where they move, how they move, whether they move at all, if they break up the movement to allow for actions, the whole shebang.

If you are partially on a platform, this will usually be up to GM discretion because to my knowledge the core rulebook doesn't provide specific guidance on how much of your character needs to be physically standing on something in order for it to not fall. at my tables, I personally have historically made the snap ruling that as long as at least half of your spaces (rounded up) are on a platform, you won't fall off if the rest is overhanging.

chrome anchor
#

as a funky side effect to this, that means you can completely prank anything with an Ordnance weapon, like Bombards and Snipers, since you can make them move before they'd be able to fire their weapons and thus making those invalid for use. Works the same way as the OSIRIS-NHP's First Gate

candid hound
chrome anchor
#

hahaha

#

yeah it is particularly mean to those NPCs

chrome anchor
#

(would you still like me to give some insight @candid hound ?)

candid hound
chrome anchor
#

i've got the basic gist. the main thing is that it's your core power and you only get it for one fight per mission. and while the chthonian has some niche defensive tricks and good HP, it's still a very large Size 3 character with no armor and terrible evasion that will have a difficult time breaking LoS and finding cover

#

I don't think it's near as disruptive as something like, say, gorgon core or maybe iskander core, which are powerful for sure, but chthonian's is useful for one character, can be gotten around with other movement abilities, and from a very basic standpoint, it is pretty vulnerable to just getting shot to hell by virtue of being very big, having bottom of the barrel evasion, and a repair cap that leaves a bit to be desired

candid hound
chrome anchor
#

it's a bit of what I'll call "gorgon syndrome", because gorgon gets an outsized reputation for being strong in one shots due to its strong core power and a single combat/fewer combats really minimizing the gorgon's weakness of "large size, not much mitigation beyond maybe Gaze/core power, and poor repair cap" meaning it never really has to reconcile with the damage it sustains

heady lagoon
#

Question regarding fade parry and hot swap. Iirc fade parry works for hot swap, so if you parry a melee attack you can set hot swap to do extra damage on a ranged attack.

But when do you decide which bonus to select for hot swap? Start of your turn?

heady lagoon
#

Start of turn, declare hot swap bonus to be on a ranged attack after a melee attack

Do your turn and end up not being able to proc it.

Fade parry a melee attack, next turn you have your damage bonus on your next ranged attack?

chrome anchor
#

It could maaaaybe be a little clearer but that is the intent at least. You don't have to choose at the start of your turn, and as long as you are roughly alternating between melee and ranged attacks, you should be able to max it out at one total instance of bonus damage between the starts of each of your turns

heady lagoon
#

Okay gotcha!

chrome anchor
# heady lagoon Okay gotcha!

If this causes any issues in play please do let me know; I've had less time to devote to Burning Memories the past year or so, and so that means that actual play feedback is very important to me

heady lagoon
#

No worries. If/when i get to, and i plan on it next chance i get, I'll let you know for sure

opaque plinth
#

playing around with a Phaon Crescent build and i'd like a bit of input because im
not quite sure where to move from here

#

-- SSC PHAON CRESCENT @ LL6 --
[ LICENSES ]
SSC PHAON CRESCENT 3, SSC Mourning Cloak 1
[ CORE BONUSES ]
Integrated Weapon
[ TALENTS ]
Duelist 3, Hunter 2
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:2
STRUCTURE:4 HP:21 ARMOR:0
STRESS:4 HEATCAP:7 REPAIR:5
TECH ATK:0 LIMITED:+1
SPD:5 EVA:10 EDEF:9 SENSE:8 SAVE:13
[ WEAPONS ]
INTEGRATED WEAPON: Fold Knife
AUX/AUX MOUNT: Phase Magnum / Phase Magnum
MAIN MOUNT: Unreality Blade
FLEX MOUNT: Unreality Blade
[ SYSTEMS ]
Blitzweave Augmentation x3, Lunar Arc, Hardlight Doppelganger

#

i need to add uh

  • a core bonus
  • 4 talent levels
  • 2 sp to spend
  • 2 liscense levels to get
  • 2 HASE to spend
#

but i dont quite know what to
do with this past this point

chrome anchor
# opaque plinth but i dont quite know what to do with this past this point

OpCal could be fun to pump up your damage, and Kai Bioplating would be a great option for mobility and accuracy to ever-present Agility checks/saves. Autostab for your Phase Magnums could also be really good. For talents, Phaon loves Combined Arms 3, so that's an easy recommendation. 2 SP and 2 levels could net you something like Flicker Field Projector from Dusk Wing for added durability as well

opaque plinth
#

oh shit thanks

#

i'll take Kai Bioplating because i like to avoid opcal/autostab where i can cause they're just... SO ubiquitous

#
[ LICENSES ]
  SSC PHAON CRESCENT 3, SSC Mourning Cloak 1, SSC Dusk Wing 2
[ CORE BONUSES ]
  Integrated Weapon, Kai Bioplating
[ TALENTS ]
  Duelist 3, Hunter 3, Combined Arms 3
[ STATS ]
  HULL:4 AGI:0 SYS:0 ENGI:4
  STRUCTURE:4 HP:21 ARMOR:0
  STRESS:4 HEATCAP:9 REPAIR:5
  TECH ATK:0 LIMITED:+2
  SPD:5 EVA:10 EDEF:9 SENSE:8 SAVE:13
[ WEAPONS ]
  INTEGRATED WEAPON: Fold Knife
  AUX/AUX MOUNT: Phase Magnum / Phase Magnum
  MAIN MOUNT: Unreality Blade x6
  FLEX MOUNT: Unreality Blade x6
[ SYSTEMS ]
  Blitzweave Augmentation x4, Lunar Arc, Hardlight Doppelganger, Flicker Field Projector, Personalizations```
chrome anchor
#

Yep, solid Phaon!

opaque plinth
#

hell yeah

#

the most fun part to me was when i got to uh, design the way all 3 weapon types connect
the unreality blades have phase magnums in the hilts. The actual blade part has to be turned off temporarily to fire them or it'd interfere, but that's why it's on a separate mount
and the fold knfe in an integrated mount is actually a set of two that he just, only uses one at a time. They're in the heels of the phaon, and by kicking he can throw them

chrome anchor
#

That's sick as fuck

opaque plinth
#

RIGHT???

opaque plinth
#

my lover ( @sudden fjord) is making an orchestrator chthonian build.

sudden fjord
#

Sir Man from Tampa Florida

#

whoops wrong image sorry

opaque plinth
#

the horus chthonian

sudden fjord
#

hes done... hugh mann of tampa florida

chrome anchor
sudden fjord
#

Nobody else but him sees the ford f-150 btw

#

this was made for a MONTY PYTHON ONESHOT

opaque plinth
#

The last of the troupe might be running a Fujita! They're uh
Lord Backstoricus the Long-Winded. They unprompted burst into explanations about their backstory (which is far too long, and totally different each telling.)
their Fujin-class NHP keeps telling them to get to the damn point.

chrome anchor
#

You'll have to tell me how it goes! Always love to hear what people's experiences are using my stuff lmao

sudden fjord
#

I'll let you know how my ford f-150 drives, your higness 🫡

sudden fjord
#
[ LICENSES ]
  HORUS SHRIEKER 3
[ CORE BONUSES ]
  The Lesson of the Open Door
[ TALENTS ]
  Orchestrator 3, Nuclear Cavalier 2, Hacker 1
[ STATS ]
  HULL:1 AGI:0 SYS:2 ENGI:2
  STRUCTURE:4 HP:12 ARMOR:2
  STRESS:4 HEATCAP:8 REPAIR:5
  TECH ATK:+3 LIMITED:+1
  SPD:4 EVA:10 EDEF:10 SENSE:15 SAVE:15
[ WEAPONS ]
  Flex Mount: Twice-Offered Hand
  Flex Mount: Baleful Gaze of Apep
[ SYSTEMS ]
  HOT//HND_SHK, Armament Redundancy, Custom Paint Job, QE Dissuasion Injection, Thousand-Steps Upgrade Suite, Personalizations```

I actually realized I never shared my Freeze-reflavor Shrieker Build here!
#

this is for a sirens song thing :)

opaque plinth
#

burning memories fucks so hard me and him have made several characters using it now\

chrome anchor
#

Glad you like it so much TransHeart

chrome anchor
#

So, some potential good news everyone. I've finally gotten a new job (been a long time coming), which may mean that depending on my duties I will have time to work a bit more on Burning Memories and finish the last couple of things I had planned for it before I had to more or less go on hiatus. Namely the White Witch and Saladin alts, as well as the specialty/exotic gear I had planned.

opaque plinth
#

oooo, exciting!

topaz pewter
#

Very exciting to see your take on Sal

chrome anchor
#

it's going to be sort of a uhhhhh

chrome anchor
#

likes to overcharge and rewards teammates for overcharging

chrome anchor
#

It's been a long time since I looked at this lmao

topaz pewter
#

This rules!
I really like this as a moving up board pressure version of sal over lock and hold, additional points for it not being called Fearkiller lol.
Only note I have is probably worth clarifying that you choose who gains perseverance?

#

Also give it weak computer just to melt HA brains /j

chrome anchor
# topaz pewter This rules! I really like this as a moving up board pressure version of sal over...

Yeah that is the intent, could definitely tighten up the wording a bit. And the main thing I think was my big concern before I basically had to drop homebrewing as much due to my job was that it leaned too much into Overcharging. One of the things I've sorta noticed on my mechs coming back to them with a new perspective is that a lot of their frames and licenses are a bit more self-contained than I'd like. That is, you get the stuff in the license and that works really well for the mech, but then once you get what you need from the native license it's a bit "okay...now what?"

#

That and the frames trend kinda complicated and have little minigames