#Burning Memories
2909 messages · Page 3 of 3 (latest)
Your Attila is fun, and I feel that you've done a good job balancing it as-is.
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
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
those have been my two biggest points of contention on it I think
I haven't had the chance to yet to pop the core power
Was going to save it for either the second or third sitrep
do you have Briareos on your build by chance?
Fomorian frame for embiggening and being a large, and obnoxious, target
gotcha, definitely a fun call
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.||
It is an interesting situation to pair the Atilla up with a smaller mech riding on it via mule harness
So a use of puppet systems moves both
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
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
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
Attila beyblade tower sounds fun as fuck
Mule works fairly well for it too, didn't really design it around that but it's solid
No Prone ever and during core you go where you want
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.
Yeah I imagine the hammer really shines with some allied Prone support lol
On top of the license-native Prone tools
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?
But i suppose the atilla does have the battered and outnumbered traits
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
-- 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.
And obviously you're not always going to have to use your sword charges to attack from range.
Very sorry! The past few days have been super busy for me; but the build looks solid! Fwiw I have been considering making Unreality Blade unique due to its Limited nature, potentially bumping the Limited if necessary
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
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!
Yeah just take Duelist and you've got a lot of defensive layers already
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
Just for more testing time if anyone feels inclined to try it out while I'm tightening everything up, adding fluff, etc.
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
Funnily enough, it’s named after a catering company where I live.
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.
I like it! The cat pistol really feels like it brings everything together, gives you the heat to Entangle people nicely. Very flexible
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.
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
Take your time to recover and process, buddy.
Sorry to hear that! Hope things turn around
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
take your time!
Wish you well, take your time
Thinking I might be changing up the Cyrus (Saladin alt) after some playtesting (current iteration and provisional changes below)
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.
It seems very fun at least
(The Core Power, I mean)
"Go my children, burn yourselves for a brighter tomorrow"
Yeah I'll have to feel it out just because it seems like a lot
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
That's just Sag again
Common sag W
Maybe a scene-long upgrade to interdict could be an interesting path to explore, if current CP doesn't shake out ?
Like some other frames do it
Or to martyr, works too
Take 2-3 heat for 1 heat?
Or take any amount of heat, and take half of that
Only if the current one ends up busted of course, just spitballing
I feel like even with Resistance to the heat some characters may be hesitant to press the button so hopefully the heat drain eases some of that anxiety. Like "don't be afraid to push yourself; we'll both shoulder the burden"
@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.
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.
Hell yeah!
You're GMing for it here right?
I am not the GM actually. Im her prone support
Gotcha okay
I couldn't remember who was who lol. Was gonna ask the GM if it felt overbearing
I mean, I could reach out and see if he wants to provide feedback if you'd like?
completely up to both of you, i'm just happy for any actual play feedback i can get
everything should be in a good spot, but i'm always on the lookout to see if anything might need adjusting
The gm noted that the inaccuracy on the superheavy hammer was "doing work"
I think basically she missed most if not all hammer hits on non-prone targets
And of course did damage on the ones that were prone (i think she missed at least once or twice that way)
Thats good to hear I think
Superheavy Melee is a slightly difficult thing to get Accuracy to
So I'm glad it feels like it's buying the damage profile, threat, and effect
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
size 3 + burst 5 means a hell of a lot of both lmao
Outnumbered's ease of use has been something I've been thinking about.
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
Potentially eying the Atilla for an upcoming game. Could really use some build pointers!
SH works great in a party with sources of prone, mobility enhanceers. 6 eva and edef means you're mostly just going to get hit, so plan around that too
You're a nominal 'defender' in that sense from the soft threat of being a easy target.
Not sure what everyone else is bringing to the table yet. Any pointers on getting the prone done myself?
Oh sure, ramming, the system at rank 3, not be hit to proc provoke for the Bend The Knee frame trait
or using the core power
Mind, this is really only useful with the SH at rank 3
[ 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)
If I were playing a solo, I'd obviously swap off lancaster stuff
That's really neat tho
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
Current idea is maybe grabbing some vlad or blackbeard licenses after ll3
Sekhmet Atilla would be real funny
[ 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

Nanocarbon sword...
That sounds right spicy
Feel like i need to put one on so Atilla can have the 'sword of mars'
Dusk wing 2 just for Flicker field?
There's not much room SP-wise with the build
so i just picked some cheap systems that just work
Fair enough
And in complete fairness, blackbeard licenses just to get the sword and sekhmet probably isn't a super wise use of licenses either
But it would be cool
@tepid burrow what do you think about orator on the Atilla? Kinda turning it into a leadership / defender
Do you plan to scan?
I mean, I don't see a particular synergy to orator with the frame itself
it has a sensor range of 3, so
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.
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.
Interesting interesting.
G&s might also be on the table. Maybe the Henry has something to help too.
@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
This is extremely likely not RAI and I wouldn't make any guarantees that a GM would allow it
It works for the turn you activate Sekhmet because then you can just do Crack Shot first, but otherwise I'd say no yeah
I'll look into it: the pilot i have in mind is basically a game of thrones prince/lording in space (so maybe karakkin, maybe not) who's using Lancer work to build prestige, resources and glory. Anything I can do to strike more of that vibe I will.
House of Stone would be a great house to pick imo!
I'll keep it in mind! My GM may or may not be using the standard Lancer setting. If they're not, I'll make something up.

-- 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
I messed around a lil with a theoretical LL9
not terribly familiar with the specifics of John Henry though I do love the myth and always appreciate hammer representation
or moreover just the G&S gear here
Briareos Attila is always based though
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.
Or nucav 3
Yeah the orator take is definitely a 'if I have an ally that plans to do a lot of scanning' type thing.
The molten driver is a line 5 ranged, can't remember off the top of my head if uts a main or cqb. If there's a target occupying the very last space though, they hull save or prone I think.
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
There was a thought to try to fit juggernaught in the talents somewhere...
Oh please excuse me, I was under the impression orator needed all of its stuff to be within sensors. It's all line of sight. My only issue now is if you're ticking up the orator dice, you're not putting the heavy mount into use which can theoretically just take a enemy offline.
Just a thing of "if heavy mount, why aren't you using it" issue going on.
Oh damn I also misremembered Orator requiring Sensors lmao
i'd have figured that 'open a comms channel' would require sensors but uh
and the other shit are all
I'd say it'd be a case of GM judgement call here for the reaction, considering the definition in the core rulebook
Mhm. My current idea is it gives me something to do if I can't get in range to do the heavy mount thing.
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
It would be very thematic to fit the leader talents on here too, but alas.
The reaction wouldn't require the target to be within your Sensors, but doing the Scan would. Think of Sensors as the range at which you can do more strenuous things like Scanning, Tech attacks, etc, not the range of your basic radio.
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
Even then, your allies' scans count too.
Off the top of my head at least
Yep. So ask nicely!
Here's hoping someone goes chom lmao
Maybe you'll get lucky and a teammate wants to
Yep literally lmao
Was typing the exact same thing
Free scans for every tech action basically
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.
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
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.
Undoubtedly, especially with sekhmet, i can go full Atilla 'descendant of mars' here
But the roleplay oppourtunitues some things like orator, leader, exemplar etc. Give are pretty awesome.
It's a fun frame that can do multiple things, and its license gubbins can be used for other frames!
Executioner and Pankrati will take care of you for offense generally. Maybe Skirmisher depending on your build
True true.
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?
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
Ahh I see, I only have the LCP so that explains why I didn't catch the Provoke part.
The book is also free!
Squiddar only requires 20 hours of play testing a license, practically free
God I'd give that away in a heartbeat for that kind of playtesting
I'm already giving it away but you know what I mean
Who let you out of the mines. Get back in there

I would gladly playtest all the things if I had the games to play them in!
I'm going to have a few things for you guys soon.
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.
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.
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.
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"
basically thinking about making the initial attack deal half damage but then the actual Blitzweave attack is full damage
so sorta reverse of now
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"
'Mech-scale animation cancel'
We'll be the approaching storm with this one
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.
1.4.1 is out now, just a couple minor changes but also a lot more compcon functionality. I decided to stop being lazy with the usable actions and such. https://squiddar.itch.io/burning-memories
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
HELLLL YEAHHHHHH
Once I figure out how to make the specialty licenses work right we're in the clear
damn specialty license coding got hands
Nevermind im a god
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
I finally got a game where I am allowed the Cthonian! So I'll give a report when I finally get to use it.
Hell yeah! Awesome, looking forward to hearing about it
Blunderbuss OCLoop with Centipede Gyro and Bulwark Mods seems really funny
Yes you're permanently Slowed but a small tradeoff for Daisy Cutter level damage
I love the shenanigans potential of the new Specialty License weapons
ALSO PASSIVE HEAT CLEARING LET'S GO
Don't forget the Impaired too lol
Minimum LL6 at least 😛
Eh fair enough haha
Hmm, are there any other reaction attacks other than Overwatch which are triggered by movement (for Forecast Fauchard)?
Or is that just future proofing
Unsure! But mostly just Overwatch iirc
Gorgon can't use it so that'll keep it in line I think
Gotcha gotcha
And other people have to force the movement so you can't like, Ram > Overwatch with it
Ahhh right, almost missed that part
The movement still has to start within Threat as per Overwatch's trigger right?
Yeah
Gotcha thanks
I think Forecast Fauchard actually started out as a weapon with built-in Vanguard 3, but I eventually changed it to this
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
I'm definitely hoping they pan out well haha. Certainly keeping my eye on a few of the licenses
Especially the GMS gear
Oh right the GMS gear!
Yeah I've been really considering if a lot of my stuff needs to be taken in a bit around the edges
Not Lancer related but this is the vibe for the day https://youtu.be/hN8XncMtwAA
Provided to YouTube by The Orchard Enterprises
Scavenger of Human Sorrow · Death
The Sound of Perseverance - Reissue
℗ 2011 Relapse Records Inc.
Released on: 1999-02-16
Auto-generated by YouTube.
Mmmmm, I can definitely respect the vibe
Also band name "Death" I wonder what the genre is 
Yeah no bonus points for guessing lol. They're one of the first of their kind though, great sound
This is just me bumping the thread to see updates cause this content always cooks
Make sure to sneak a peek at the stuff in store for 1.5! #1119112216738795560 message
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
Thank you for the kind words! I'm a big fan of Lovecraft's works and I wanted to really sell the themes of fear of The Other, isolationism, and kinda cosmic horror in general. It was actually the first mech I got art for, and the second one with completed mechanics
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)
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
The dream turn for future Java:
- Declare attack on bastion
- Miss bastion, damage for 3d6+4 anyways because it's prone
- No Escape declare attack on assassin
- 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 - 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
someone with Gyges Frame could go nuts with MDB
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.
Do you have the pdf? It is free and has the information for both of these
And the core passive for the Shrieker should say what Scathe does, like so
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!
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
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.
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
That sounds like a hell of a combo! Glad to hear it's good but still feels like it has reasonable counterplay
If possible i recommend grabbing flash anchor on someone
Im getting put in the pear wriggler
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.
I had someone take a similar build in a playtest! It performed quite well
@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
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
-- 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?
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
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.
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.
Yeah its not too bad, taking a lot of difficulty can be annoying but it's usually reasonable to tick up in the first couple rounds
Any Accuracy helps
I imagine trying to get someone prone would be really good for trying to get that up early on
Yeah Prone helps a lot, hence Lunar Arc, and also just good target selection
You can feast on Goliaths
Bastions, Demolishers, etc
For a high damage frame yeah a big sack of slow hitpoints would be perfect
And once you've got your dice spooled up, you're ready to stunt on the dodgy enemies also
I dont like missing so i am absolutely in the "stack accuracy" camp
Rather than the MORE BULLETS
For sure. Lets you fire into cover more often also
One of these days I'll do a game with Nanocomp Unreality Blade
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.
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
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.
Hellll yeahh
oh are you guys doing like, upleveled Solstice Rain?
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.
is this mostly in regards to the Provoke effect?
Yes.
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.
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
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
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
For phaon's hot swap trait. When it grants throwing, so i need hunter 2 to get my weapon back?
You can also stand next to a Thrown weapon to pick it back up per the normal Thrown rules
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.
Ah free action okay
anyone have any thinks on the balance here? wanna make sure its reasonable and not gonna be a game ruiner or anything.
i'm obviously a little biased, but is there something in particular you're looking at?
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?
mostly just generally looking to make sure that implementing the player content here wont make my group HAVE to play these frames and weapons lest they fall behind brethren whochoose to do so
if you had access to four Phase Magnums on the same build, then yes, you could potentially get 8 ranged attacks off per turn. so you're basically trading the range, damage, and AoE ability of something like Missile Racks, or the Reliable, Threat, and easy accuracy from Hand Cannons, for some AP and ability to tick up gunslinger pretty quickly on a single target
true but thats 8 attacks with another 8 damage from hardlight doppleganger ?
and yes, gunslinger
idk seems like a fun build :3
you'd have to overcharge every turn for autoloader to barrage every turn, and even then, Autoloader only reloads one Phase Magnum
oh wait it also works really well with PC impulse i think
oh right understood ehe so it would be an every other turn thing i think ?
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
you could stabilize every other turn to get back all the phase magnums, yeah. and if you only target one character with phase magnum, you can tick up the impulse die really quickly, but everything is dependent on getting past the difficulty
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
oh true yes
ah ah understood !
8 hp, no armor, 3 repcap, and good but not excellent evasion are not exactly durable
right now ll3 shes 1-2-2-0? is that not great then
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
true but with full hits i can get a gunslinger die down twice in one turn
hitting every single one of like 8 attacks is a tall ask
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
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
yeah
it's nice for automatic damage
yeah hardlight will be good for some reliable damage as well
just kinda heat intensive, especially with the phaon's lowish heat cap
maybe jericho hardcover?
could be nice, yeah. helps make your fade parry rolls easier i'm pretty sure
not only that but helps protect during stabilize pretty cheap
mhm
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)
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
i wasnt even thinking of vergil ngl my eyes were set on ultrakilling my foes and just powpowpowpowpowpowpowpowpowpowpowpowpowpowpowpowpow
okayyy thanks boss
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
true true
its a very very good game, and phaon def doesnt map perfectly since ultrakill is more about the walking arsenal playstyle, but one of the best weapons is pistols so its still there for me ehe
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
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
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?
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
im hoping the bonus accuracy can help since im planning to play her VERY ranged-weighted
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
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
revolvers are alrady 5 range
5 range is pretty low, so just be aware you'll be pretty vulnerable
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
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
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
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
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?
not sure how you'd get 6 phase magnums?
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
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
true fair
if you really wanted additional range, i'd consider the Neurolink Targeting core bonus more than anything
understood
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
true
+3 range is a 60% range increase on 5 range weapons
ah yeah couldn't do Integrated Weapon and Neurolink until LL6
but you could do that!
@clear fern are you in an actual game with Phaon Crescent or is this just theorycrafting?
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
why do you ask?
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
oh gotcha! yes absolutely
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.
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.
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
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
Team support is always awesome
God, yes
The players in my group reliably like being 1 of 2 things
Melee
Or support
me tbh
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
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
yeah i was looking at like
2 pistols and 1 AR is 7 total reliable damage
that's more than half, if not almost killing, most invisible fuckers in the game at T1
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)
For when the dice hates you
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
-- 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
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.
my thinking is that ideally i go to ground asap and pick a thrall of terror or whatever and start fucking with em from behind a wall or something lmao because thrall has range 50 no sightline no sensors
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!
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
Yeah, that is the basic purpose of Thralls. Changing your Thrall too much will really eat into your action economy though
true but the thrall itself could be seen as a form of cc if it forces enemies to isolate so wholly, no? a lot easier to gang up on a bruiser who won't stay near its team for fear of giving me free access to hacks against them
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?
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
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 ?
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
wait do npcs only have 5 sensors? i thought i can use the enemy's sensors, so wouldn't i just pick an enemy hacker or sniper and use them as my proxy?
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
my thinking was functionally that either i run havoc on their group using an enemy hacker/sniper or force said hacker/sniper to isolate at which point i spam directly harmful bs like duat
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
Npcs can have different sensor ranges depending on their class
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.
ohhhhh shit ok so its not as absurd as i thought it would be lol also didnt realize nexi could be traced also from their position i thought it was just for tech stuff
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
Nah it applies to basically everything. You can even Overwatch people from the Thrall if you've got a weapon with good Threat, like the Segmented Flexor Extrusion
Grapples wouldn't work though
,,,,,,self destruct?
force the terror thrall to self destruct?
other mech-focused shenanigans like jamming cockpit, etc?
Those would not work, no. You are not controlling the actions they take.
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?
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
ok
but otherwise i could get a nice big gun and do some friendly fire shenanigans with my thrall?
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
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?
They don't count as an ally for like, objective scoring or whatever. They're still an enemy.
hmm oki
appreciate the help
i promise im not trying to be annoying about it, trying to practice thinkin outside box with this stuff
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
true yes
and also maybe controlling their movement with core power? or would the ally thing cover that already
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
oh also struggling to find data in rules, if i full tech double invade can i pick same option twice?
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
Remember that someone being your Thrall does not mean you always have Range to them.
Just that you ignore cover and LoS to them
already checked, and tech stuff does not specify range
it solely requires sensors and los and thrall negates both
Thrall does not negate the need for Sensors to target the Thrall. You may use them as an origin point to target other characters
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
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
if range is drawn from the character then does that mean i can pick a new thrall from my thrall?
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
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
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
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
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.
oh true lol
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
hmmm true
You're not gonna cast Firaga on the rude bartender
LMFAO
i. sigh. yes fair.
Or rather, the GM has to okay it because by default you are not able to do so
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
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?
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
cool
Thinking of genghis shrieker
Would have to build the hull
Too bad you can only leave flaming zones with the plasma thrower
out of curiosity, any talents recommended for senespada?
also what is "provoke" in the senespada passive?
It's on one of the first couple pages in the pdf
confirmed. so once per turn, upon taking damage or failling a save from a hostile, senespada can get the thermodynamics die
Things like House Guard are good also for Senespada. Probably TechnoThumb to gain Overshield so that you take less damage from Entropy
No
?
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?
No. You lose the Provoke mark if you are hit by a hostile attack or fail a save forced by one
ah confirmed
It's essentially a soft-taunt system. "If you don't throw something my way, I get a nasty little treat"
so thermodynamics die can only be gained if senespada did not take an attack or fail a save from a hostile since last turn
Yes
if you leave me alone, that vlad with a combat drill is gonna get a free trigger for the boosted overkill during its next turn
If you manage to get a 1, yeah
Genghis with Shrieker or Shrieker with Genghis?
Free actions can only be taken on your own turn, yes
for senespada's entropy. the resistance means you take half damage, and the other half is delayed damage in the form of entropy?
Shrieker with genghis stiff
worldkiller with shrieker stuff doesnt look like it would be bad either
Yes. And the delayed damage can't be reduced or ignored in anyway
Supermassive PT and Havoks have some fun potential
Oh also the overcharge core bonus
Yeah that'll help you get close to max heat to threaten Controlled Burn procs
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?
5+ = 5 or higher. So 5 or 6 works. And the fade parry attack can be affected by cover if it's ranged, yeah
Oh fascinating
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)
Oh neato actually
Damn if only i bothered to fit ca3 on this build but yknow whatever its fine. Thats great to know
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
I bet. I saw the
Ranged attacks give you thrown for your next melee and went
Ok maybe i want hunter 2 so i dont have to always run after my sword that i threw away LOL
So i dropped ca3 for it
Yeap. I would like to have that option useable since im hesitant to use thrown weapons without hunter 2.
ooo
Prebby.
@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
Is provoke not turned off already by merely being targeted? That was my impression.
being hit by an attack
Going by RAW in the core book, this also includes tech attacks. I find that having 6 edef baseline already makes it a magnet for tech attacks.
Yea we have been playing as if being targeted alone is sufficient
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
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
I'd reword it to "Being hit by an attack" instead of damage in order for it to apply to skirmish, barrage, ram, grapple, improvised attack, any other misc attack, and tech attack functions. Yeah, that sounds good. It still keeps the soft threat taunt of it being an Attila, and the 6 edef weakpoint tantalizing.
Rewards the GM for doing the right thing too, if you think of it that way.
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
Sounds fine to me. Still incentivizes the enemy to use a QA/FA on you
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?
Plus its size 2 and not especially evasive or hard to hack. It gets hit by everything
Yes, but it itself can't benefit from bonus damage. Like if you do a melee attack and then react to a ranged attack with Fade Parry, you wouldn't be doing 1d6 damage with it
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
Shriker pilot: I can use autocooler, I am artillery
Someone: Self damage counts too
Why Autocooler when you can just give the heat to someone else with Hot Handshake :^)
Don't let that heat go to waste!
I forgor
Anyway, close range shrieker with explosive vents and agni can be a fun menace
This knowledge dramatically changes my consideration of whether or not i want hunter over combined arms tbh lmfao
Thats willlld to activate your combo making via an enemy attack
Yeah its partially why Tortuga gets +1 Accuracy to Stasis Bolt rolls, and also why I'm 99% sure that Stasis Bolt suffers from Engaged difficulty
For all intents and purposes it is a ranged attack, just a weird one
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)
Ooooo
peak peak peak that scene always makes me go a little feral
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
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!
sensational that sounds like a blast, my thinking is like yeah obv the difficulties themselves don’t stack but iirc difficulty and accuracy cancel each other out? so on top of almost promising a -6 to the roll, i can probably negate any accuracy from anything
If you get the crits, yeah
i’ve found that i’m a sucker for one-weapon setups like quad aux or superheavy
which there’s a ton of cqb stuff about ignoring soft cover, get accuracy, etc etc
Mhm. Could take it alongside Scylla to maximize your chances of critting
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.
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```
oooh! What's the gameplan with Subjugate?
just taking pressure off your mule buddies?
conferring soft cover and also drawing tech actions is pretty nice on a flying unit
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
It'll knock off a lot of potentially annoying reactions
Mirages
Ronins
Archers, etc.
oh yeah that's pretty slick then, forgot how damn fast taraxacum is
and flash anchor is very funny as a mule teammate/user
@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.
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
it kicking off when you're outnumbered AND at 2 or below structure makes me feel its risky enough to leverage as is, personally
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
1 heat per hostile inflicted check or save sounds reasonable to go along with being outnumbered and bettered
Mind, this is a sample size of one, and I bullied an ultra with it at the ultimate showdown after getting the stuffing beaten out of the Atilla.
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
sir veyza heard the voice of the people
also this
god I love that fucking lawn chair
TIME TO REPOST THIS
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
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
This one, yeah
If you spend 5 rounds doing melee attacks you won't have a ranged attack do +5d6
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
Yep! If you've got other questions just put em here and I'm more than happy to answer them
Hell yeah
Running with a Phaon or a different mech?
Fuck yeah. Let me know how it goes! Love to hear stories of people using my stuff lmao
im already having a ton of fun reading the equipments on this license.
Nice. Phaon probably saw the most testing since everyone wanted to play it so hopefully it should hold up well
The Senespada's passive core doesn't mention when you can roll the thermodynamics die
It's a Provoke action, and so it follows the Provoke rules on page 3 of the PDF
ah, ty
It's basically a soft taunt mechanic/keyword. "Throw some focus on me or I get to do my Provoke action next turn"
The maculineon is such a sick mech. It's College of Swords Bard and that happens to be my favorite subclass!
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
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?"
With Mastery's Divine Burden?
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
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)
I played next to one and the 3 heat adds up quick for the player
Have GMed for one, ran one, and played alongside one. It is a very good gun, but the heat cost is fairly steep. In playtesting, players frequently sought safer, more spammable options, but Raijin does do work from pretty much anywhere and pranks some important NPCs
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
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.)
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
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.
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.
Fair points.
I think the 1:2 ratio comes from expected damage over infinite time, but lancer combats aren't infinite
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
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
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
You cannot, no.
you may use them as a point of origin for your attacks, abilities, and effects against other targets, with line of sight, Range, Threat, and Sensors traced from their location
ty!! friend was curious i was showing her your stuff ^_^
Sure thing!
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"
you just also ignore LoS and cover against your beacon
Sorry for being so absent recently everyone. Work's been rough
Here's a Thalictri teaser to make up for it
ooo cool :]
Sorry it's been so long everyone. Have some finished Thalictri art, courtesy of @opaque forum
I know that guy!
(I was the one who took a long time, Sir Veyza was just following my instructions lol)
Instructions unclear, turned into goo.
This fellow looks like a horus frame
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 >.>
sorry i had to drop in here to praise this
i love the phaon crescent perhaps too much
Gonna be playing it for the first time this friday, can't wait
i do have a small question about it
what's like... the point of its ability to kick people into the air with that LL1 system?
lunar arc
beyond hype moments and aura obviously because it's extremely cool
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
Phaon Crescent is gonna get one of my friends for sure
You are totally fine, I thought I had notifications on for this thread...should be able to deal bonus damage 1/round.
Basically what Kajow said. 3 AP kinetic makes it a fair bit more damaging than something like Siege Ram, with a potential for more damage depending on elevation. Also having a vertical vector to clear obstacles/cover with further knockback is nice
aahhhhh i see. good stuf!
The damage is probably the main thing necessitating the drawback that other allies have +1 difficulty shooting an Arc'd target
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
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
@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?
Where are you seeing that it does half damage?
This is the text for it
I
Oh
I don't know. Maybe I just imagined it.
Okay, never mind!
Youre good lol. Basically double tap gives it Loading, AP, and you do two attacks
Yeah those are usecases for Double Tap
Its very much a Gunslinger weapon and works well for giving you a bunch of chances to tick up Impulse
Plus, Reliable AP once you jump through the Impulse hoops
On Phaon specifically anyway
You know what
i think it was Blitzweave Augmentation that had me thinking that the double tap did half damage.
it may have!
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.
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.
@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?
Yes, without exception
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?
do I need to have a (loaded) ranged weapon to make a contested ranged attack for Face Parry?
No. Fade Parry does not use a weapon, so whether or not you have a loaded weapon of any kind has no bearing on it. This also means it has no inherent interaction with Unreality Blade
Think of Fade Parry like a Stasis Bolt that you can do funky shit with via Hot Swap
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?
Yes. It just doesn't stack is the main thing. No making ten melee attacks for +10d6 bonus damage to your next ranged attack
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 ❤️
-- 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?
Oooh let me take a look!
I like it a lot! Nailgun + Mind Spike is nasty
Yeah! I thought it might be fun and disruptive. Very hard to shake with save 17 too.
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
Kinda like if Minotaur traded the hard shutdown factor of Nailgun Puppetwatch for being able to threaten it against almost anyone on the map.
Is this purely a theorycrafting build or are you getting to play it at some point?
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.
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?
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.
gotcha thank you
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
that is exactly what is happening to me as the gm right now as we speak smh
(would you still like me to give some insight @candid hound ?)
yes I think I might have found the answer but I would love clarification in case I am wrong. would you like me to repost the question?
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
thank you very much I think understand
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
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?
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?
As all 1/round effects are inherently optional, you choose at the time you make either a ranged attack or melee attack, and then the next one of the opposite type deals bonus damage.
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
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
No worries. If/when i get to, and i plan on it next chance i get, I'll let you know for sure
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
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
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```
Yep, solid Phaon!
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
That's sick as fuck
RIGHT???
my lover ( @sudden fjord) is making an orchestrator chthonian build.
the horus chthonian
This rules lmao
Nobody else but him sees the ford f-150 btw
this was made for a MONTY PYTHON ONESHOT
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.
You'll have to tell me how it goes! Always love to hear what people's experiences are using my stuff lmao
I'll let you know how my ford f-150 drives, your higness 🫡
[ 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 :)
burning memories fucks so hard me and him have made several characters using it now\
Glad you like it so much 
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.
oooo, exciting!
Very exciting to see your take on Sal
it's going to be sort of a uhhhhh
more Tokugawa-esque take on it
likes to overcharge and rewards teammates for overcharging
Pardon the formatting, I lost my Google drive when I got Beastcoined so I had to do a weird import of an old PDF I had
It's been a long time since I looked at this lmao
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
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
