#Prototype Pattern Groups
1 messages · Page 6 of 1
In my philosophy, Controllers impair enemy action economy and Supports amplify allied action economy
Shredded does nothing to enemy’s actions (barring the indirect choice to clear it with something) but does wonders for amplifying allied actions
Makes sense. I was thinking of the Calendula when I said that tbh but PC and NPC roles differ pretty heavily
This is why I put Shredded on my support characters yeah
I do respect the decision- tho if artillery was able to benefit from the Zealots work it would reinforce the fact that the zealot should be on the frontline
Yeah, it’s why I’m reconsidering it
Tangentially- I am curious to figure out if Zeal is a protocol is meaningful in any way
Lodestone slows the anchor so it does have a reason to not have it always active, and it’s a quick action.
Meanwhile Zeal is a 2 heat protocol on a unit with 10 heat cap expected to die in a couple rounds- does being active rather than simply being a passive effect really do anything?
It’s an upkeep aura and I like it
It’s something I’m gonna keep an eye on and see what weird tools the players bring to the table to show “yeah being a protocol meaningfully hinders the Zealot”
Zealot has other quicks to use
It’s mostly just saying “this passive ability generates heat and can be dispelled”
The dispelled part could easily take the Stampede Defense and the like route of “this trait is disabled when the Zealot is Jammed, Stunned, or overheated”
This sounds like splitting hairs
It’s just that if it’s not meaningfully different, why try to make it active, ya know?
Because I want it to generate heat
And be unusable at times
Is it hurting anything
Then the two routes you could go (depending on how playtest goes again) is make it cost action or have the heat be more consequential
Will do!
Tbh in the proposed modified Control a Zealot would go hard
The free zeal and ability to grant immunity to involuntary movement = zipping around the battlefield grabbing points while allies stay rooted to where they are
Row row. Fight the powah!
A ghost with Short Cycle Lance sounds scary
I bet it does, until you invade its bond twice
Made a pass over all the existing bug reports for the Anomaly. Also made some provisional tweaks to Anchor, which I may or may not keep
Lastly, it is impossible for me to stop making Brigand features, so I added Surgekiller and Grav Amp from earlier today
Hm. I wonder if you could build a ghost to be very Overwatch/reaction attack heavy to circumvent the half damage limitation and make it a sort of mobile zoner
… either that or give it Realspace Extrusion and lean into it lol
A Commander Ghost with press the attack would certainly lean into things
As in, make up for it with sheer volume of attacks?
Because as long as they’re intangible they deal half damage/heat/burn
Moreso finding a way to make attacks while tangible
Okay, well, if it’s ever tangible it’s likely fucked
True
So, good luck!
Just realized CRB overcharge on a limitless Doubling season Occultist might be a lot
Oh well
Call it a stress test
I am glad I added a hard limit on drones
I could arguably even reduce it by 1
Well, it's tonight so we'll see first
Doubling season?
Veteran Occultist feature
You found the reference!
Well at least they're not living their lives in parallel.
ah yes, noble names in a nutshell
Honestly considered making my veteran features organized under Class features
And put “veteran” next to it
To avoid ^that^
Also quick little thingy I noticed, you forgot to put the (Ghost) next to maxwell's daemon (and you use () while Kai uses [], but who cares)
I actually don't care that much. But I do think this is probably for the best. Just in case; we know reading comprehension ain't the Lancer community's strong suit.
Kai didn’t do that but they also made a completely new Veteran template while you’re just adding to it so I have no idea how you’d do anything else. Pretty sure you can’t do what you did with Brigand and Anomaly where it simply adds on the Veteran traits to an existing template (or the other way around idk) when there’s another LCP dependency/LCP involved so ???
Yeah I’m not doing that for another third party item
If it was official or something I made myself then yes
Writing down the bugs
Wild question about recharge heat and kai rebake...
Hit me
Fair
If it has recharge, it takes the heat
If you want, you can reduce the heat slightly
I won’t stop you
But I’d commit to the bit
Part of the reason I didn’t outright replace the Recharge tag with self heat was because firing recharge abilities rapid fire is its own kind of power
Oh yeah deffo
(I tested it, didn’t like it)
I'm mostly asking because I like the rules of recharge heat but the kai rebake already interacts with heat more than CRB...
These also are baseless concerns tbf
Your call
I've not had a combat I was happy with for a while as a GM TBF
Lord Horrik Cannorum, Son of High King Valorik Cannorum, High Prince of House Cannorum, Master of the Blade of Gaia, Keeper of the Gates of Loralo, Wielder of the Kaloric Flame, Bringer of Hope, Herald of the Holy Order of the Adamantine Lance, the Paladin of Koto, Slayer of the Lion of Essa, The Triumphant, The Light of Stars, the Eradicator
What do you feel has been going wrong?
Mostly, balance was off and haven't ran a game in a while. 4 undertuned combats in a row and then 2 sessions without combat and a 2 week gap
I need the taste of blood!
4 undertuned combats in a row sounds like my games lol
3*
People worried about Anchor’s Lodestone being overtuned haven’t seen the steamrolls that I’ve seen lol
God just when I think I’ve got a nasty comp, I trip over myself on the reinforcements lol
Eh fuck it, I'm signing up
You’re in! Hell yeah
If I don’t get 1 more I’ll open it to #lancer-game-recruiting
Now I need to think of a LL6 build
God damn it the one time it's up to LL6
I wanna play my kutuzov but the GM in me won't let me grrrr
Kutuzov makes me happy, because while its tools are powerful, they need to be in order to be competitive IMO
Anyone who has read PPG knows my design stance on defenders
Just make that shit happen
Question: does running sessions count towards proficiency or just playing in them?
Because I’ve ran probably up to 6 missions by now but only played in like. 4 which is more than I expected actually
Both
If you’ve played the game on either side of the screen for a significant amount of time, that’s helpful to me
Good to know! Signed up, but have fun to whoever makes it in and Valk regardless!
Oh you’re just in then
I have my 4
Oh hell yeah!
Tbh since it was a form I was presuming it wasn’t “first come first serve” but I’ll take it
I prepped the form in case of gaps
Makes sense
Oh now I’m really excited lol
I haven’t ever been able to play at tier 2
Also I realize the expected duration of the session is… right there. So I shouldn’t have asked lmao
You’re good lol
I don’t actually care for it having a negative attack bonus, feels like It loses some of its… flavor punchiness
Sure I can see that
Wait a sec, am I in as well?
No, not this time
I did the form, but I haven't gotten a message or anything yet.
Apologies
Darn. Next time then. Have fun!
Alright, so
Somewhat skewed results (as I expected) on the whole thing, but still got some things to say :
Capacitor : Thunderfall is very cool, but End Of Next Round is still very long to have to wait. Even just for using it to OS allies (which I admittedly didn't do, but that's another problem). Also, It's very VERY vulnerable to alpha strikes, samely as the Ghost's lich syndrome I discussed last time : 8 hp and no starting OS means it practically died on the first turn, before its first turn (down 2 structures, 1 hp on the last. Got cleaned up next PC turn).
Occultist : No notes on the NPC itself; it's got very high defensive stats, which I didn't expect, but it wasn't an issue. Doubling season didn't feel too horrible either, thanks to aoe capabilities on the PC's side. Ordnance Reap the Chaff felt meaningful, but can't really comment more on it. couple clarifications needed though, even though I'm pretty sure about most of them :
1)Reap the chaff can't affect the occultist itself, can it ?
2)If a PC is adjacent to multiple flock drones, does it take 1 heat multiple times per action or only once ?
3)Do the drones die once the occultist is destroyed ?
LL4 btw
and the sitrep was good, no notes
- I believe it’s worded from the occultist’s perspective and not the drones’, so this sounds correct
- As per most NPC abilities, they don’t stack
- what’s the default behavior for the drone tag?
It’s specifically worded for just “a drone”
If I wanted each to inflict heat I’d say “this drone inflicts heat”
As for 3), they last until end of scene, until destroyed, or until otherwise specified
yeah ok good, was only wrong on number 3 then
(not like it ever triggered anyways)
was a good enough deterrant though
By the way @granite saddle how did you handle the sitrep, again? Looking for
-
points to win
-
CZs
- whether CZs were objects or not
- Action cost
- Contesting rules
If it was just “like I, Valk, did” then cool cool
Number of rounds spent would also be good
(And map pics, always love map pics)
This, CZs were S1 HC map features.
Ended it early at end of round 4, but PCs were clearly winning on the basis of "3 NPCs alive and all CZs are currently occupied by at least one PC". Score was 6 for OpFor and 5 for PCs
Best I can do for you rn, CZs were the room at the very top and both objects on the top right and left. PCs deployed middle bottom, NPCs used the other entry points on the bottom and sides for reinforcements, both big NPCs started the fight in the middle of the middle corridor, in cover behind the S1 thingies (for plot reasons).
Quite a few, actually, wich led to my discovery of the Operator's cracked HASE statline both core and rebaked
say, with the Hatchet's Return to Sender, is there a reason the Hatchet repeats the triggering action, rather than the original character, as with the ronin deflect?
does torrents "ignores engagement" thing work both ways? You can stop in or move through its spaces, but Engagement would stop anyone of size 1 or less trying to move into it unless you boosted or such
also if you had a size 3 character on top of the torrent and it used its burst mode on its knockbakc gun what would happen?
It’s because the Hatchet is catching and throwing the object, in-fiction. Is that causing issues?
As currently written, it can still cause engagement for other characters
For Size 3: It would pick a direction to knock back, and do so
I take back my ruling on point 3: mech destruction should destroy the drones by default
If system trauma on a drone system disables its drones, then so should mech destruction
Yeah, then I'd say put something about it in the text, otherwise nothing says the drone disappears RAW
I’ll consider it, but space is at a premium and this interpretation is derived from RAW already
Like that’s what I mean
It's your doc, so do it how you want as always. Maybe just a line in the faq if you feel like it then.
Reasonable
I see how it's based in RAW somewhat, but given the Engineer does have a special mention on what happens to its drones on death, it's fair to have some confusion imo
Massif Press wrote a fuck ton of rules so that I don’t have to repeat them
That’s my take
Fair enough honestly
"PPG version 4567, 600 pages long, 450 are exact copies of the CRB and other official rules supplements"
"You have the CRB for a reason" is a perfectly reasonable thing to say to someone reading your doc, yeah
Does it?
I mean, yeah maybe...
But like if a barricade places a titan snare drone I'd imagine it stays alive...
That is the explanation I got from 1 person in #rules-questions
Actually it’s limited right?
If it’s limited it’s not system-linked
Issue sidestepped successfully
Bombard drone then lmao
Wait a minute...
No that's also where because it can't be destroyed
I think NPCs just have weird drones
They do I suppose
Yeah, flock drones behave kinda like limited drones except they're not limited for example, which is what muddies the water on them for me
I have added an issue to the bug tracker to clarify in the FAQ
I think the only non-limited CRB NPC drones are Hound Missile, Wolfhound Missile, and Engineer Drones
Bombard drone isn’t limited
Huh… never noyiced
And restock/latch
To be fair I’ve also used it once and the Bonbard died before the drone iirc
You know I forgot the Support existed and had 2 refundable drones
Tbh having to track Drone wrecks sounds like agony
That’s the neat part: you don’t
the only thing i'm thinking of is that if it is an attack, it might potentially cause some weird issues with talents and things like that?
If you have a specific example please let me know; I’m vaguely concerned with stuff like “whose attack bonus and save target” for this, but if there’s several specific cases to account for I’d appreciate tracking them
yeah it's still only vague concerns from my end, but i'll keep an eye out. i have a faction coming up that's going to include hatchets as a core unit
Is it any different to the ronins rebound repeating the attack?
Hatchet is making the attack/action, while Ronin is forcing the PC to make the attack again
Hrmm
So it’s a question of “Source”
Well, quick and easy one : imagine you catch a grenade and throw it back. The PC that threw the grenade initially has Demolitionist 3. What happens ?
(Whose's ST, what (if any) extra effects apply ?)
Taken literally the action is copied
Anything that’s chosen in post, like by a talent, must be available to the hatchet
Second classic one is redirecting a Viceroy attacking you with a U-RPL within range 3 while having SB 1 and vanguard 2. Especially if the Hatchet consumed Lock-on on the Viceroy in this case.
so just the grenade's base effects and nothing else, using the Hatchet's ST ?
Yes to the first, unsure about the second (it may use the original “attacker’s” Save Target)
I’m leaning toward it using the attacker’s attack bonus and ST
But could be convinced to make it the hatchet’s instead, using its Tier and ST
That'd be a downgrade across the board for attack bonuses, but for ST it seems fair enough, so idk
Yeah that’s my thoughts too
grabs your plasma talons and throws them back at you
I want this feature to work but I’m getting mad at it lol
I have the layout space but the effectblock itself is gross
the triggering character.```
That’s not too bad a replacement sentence I suppose
Following from the playtest channel. With 1 stress for all i assume it's safe to say "anything that triggers off taking stress still occurs when reaching your heatcap" (falling from flight and ghengis stuff) but what about ghengis mk 2 core
First time When the ghengis takes stress damage, they don't
Should that be reworded to "clear all stress the first time"
1/scene, if you would exceed your heat cap, first reduce your heat = heat cap, then take the heat
1 stress for all is kinda funny because it's an indirect nerf to ghengis builds that includes taking 3 stress in 1 round to shit out damage
Good
Suffer /joke
Tbf those builds already suffer
You just took 6 repairs of damage to shit on an enemy like, sure buddy but that hornet can structure you because you're exposed
Maybe emergency vent
No, explosive vent
Okay yeah any time something triggers on “you take stress” treat it as “you overheat”
Don’t ask me about Adaptive Reactor yet
I think I had something but I forgor
I can probs pull it up hold on
What I got from you last time I asked was something along the lines of "an extra stabilize option, like tagetes"
Oh right I forgot to tell something else about this one !
I have now been radicalized against Overpower Caliber.
good lol
While this is true and factual, on a more important note : any notes on what I touched on about the Capacitor ?
I'll get back to you in 30 mins
dw, not in a hurry
just didn't want it to have gotten drowned out by everything else
I’m adding a scaling 2/4/6 starting Overshield to Reciprocity. Puts it in line with the CRB Priest
Considering moving Thunderfall’s trigger to Start of Capacitor’s Next Turn, but maybe reducing the AOE
start of next turn needs something to prevent elite/ultra from abusing it though
Consider though: no it doesn’t
but still, how is it not a bit much ?
How is Tear Down not a bit much?
it is
Aight, I see then
but yeah, "a bit much" would still be in line with what we already have so I guess that's fair
Nah I’m gonna think it over again
Maybe I’ll even make Ultra class traits and that’ll be one
Same with Evergaol
I have a feeling Evergaol is too much for Veteran
I mean, it is if you want it to be (don't pull any punches and just choose one PC to get vaporized)
Next game I should be running next week includes a Vet Knight, so if you want I could test it and see how it fares ?
Go for it
aight
oops, I'm back on my bullshit
DIMENSIONAL RAID (Ultra)
Trait
If a character takes Heat from MEMETIC MAGNETISM, the Mesmerist may teleport to a space adjacent to them and attack them with OVERWATCH.
no 😩 means this one is underbaked lol
🤣
You know me and my addiction to the 😩 emoji too well
I don't know enough about the mesmerist to properly comment that's it
alternative was making a 1/scene full action Transdimensional Invasion port from D&D4e
in short: "Attack everything in Burst 5, and teleport everyone anywhere else in the burst"
Oh lord ok
noted
no, they stab a fucker who disobeys their mark. But their sword can Jam when used with Overwatch
and Ultras have unlimited Overwatch
pulls open notes and writes down "Al had a Bizarre reaction, therefore its probably decent"
SKYBURNER (Ultra)
Trait
When attacking with the SALAMANDER THERMOBARIC CATAPULT, the Napalm may instead draw two Line 5 areas anywhere in its RANGE.
I'm curious on abilities such as these
They look cool, but with ultra abilities do you want them balanced/more potent than existing or flashy af
depends, I think
I also had a horrible idea for the knights...
Thunderfall from Capacitor feels Ultra-worthy, Knight would get Evergaol
let's hear it though
UNDYING FAITH (Ultra, Zealot)
Trait
Allies affected by ZEAL that would be destroyed are instead reduced to 1 STRUCTURE and 1 HP.
Make compelled duel not have a limit, or it just targets everyone
I bestow this one an honour
😩
"Compelled brawl"
Wait does that just make enemies immortal whilst it's up and they're close?
Yes
That's badass
You can still:
- Force the Zealot to move
- Overheat, Destroy, Jam, or Stun the Zealot
which is why I'm okay with it being an Ultra trait
Or force the enemies to move
"Allied characters gain IMMUNITY to hostile involuntary movement, "
Nvm
tbf that may not stick around
if you're running IGF, I can think of at least 1 faction that would love them
yes
not that it matters too much? it's only 1 burn and NPCs don't use auxes on skirmish
I'd say to try using the Zealot as rank-and-file first
just because it's in line for a lite rework
||don't want your boss to get ganked because it's an underperforming NPC class||
||It's like 4-5 sessions before that mission||
||Also the boss is the ultra veteran pyro||
||OH FUCK||
||RAVAGER CANNON + BURNING FERVOR 💀||
||I'll replace some of the priests in the fight beforehand with Zealots. If they sell me on it I'll make the elite commander priest a zealot instead||
||An elite commander zealot and a pyro combo sounds gnarly||
||So I have a choice if "make the pyro super buffed from a priest" or "oops everyone's on fire"||
Ya know speaking of which, do you think a Zealot may underperform in a Gauntlet?
Hurricane of Steel
System, Limited 1, Full Action
The Hatchet may make one THROWN weapon attack against each hostile character in RANGE of its THROWN weapons, without needing to retrieve each weapon. Each attack creates a copy of the weapon that lands adjacent to the target’s space.
Until the end of the Hatchet’s next turn, it may take a second full action to teleport adjacent to one of its THROWN weapons, then retrieve all its THROWN weapons. All hostile characters adjacent to a retrieved weapon must make an AGILITY save or be pushed 2 spaces in any direction and take 6/8/10 Kinetic. On a success, the target takes half damage and isn’t pushed.
I was considering putting more Zealots in the next mission, but the places I could slot the, are a control (good) and a gauntlet (takes a lot of power out of the zealots hands)
I think it would work fine; Gauntlet wants folks to cluster up
Control wants folks to split up in comparison
True but also the Zealot will want to stay in the gauntlet zone and not leave it
I guess there is a push and pull element to it
that's fine
Zealot wants to take objectives
if it's already on the objective, great
You should replace that gauntlet with a breach and clear
also, Zealot works great as Gauntlet reinforcements IMO
I have no idea what you’re talking about ||(joke)||
Good point- think I’ll do it then
Hohohohohohoohihihiihihihihiihihi
WAVESHAPER (Ultra)
Trait
The GRAVITY CANNON may attack in a Cone 7 or Line 10 area. Upon attacking with the GRAVITY CANNON, the Anchor may create up to 3 pieces of SIZE 1 terrain or 1 piece of SIZE 2 terrain in the attack’s area.
Well done, you've just made me make one of my planned boss fights against 2 Ultras instead of 2 Elite Vets
(they can take it, especially with the Kai version)
The barricade : The cooler barricade :
also I don’t have enhanced combat :P
I might do something like this for the replacement Knight Veteran trait
Hey, got an idea for the prism !
If you crit someone with the diffraction beam and they have a seeking weapon they just fucken die.
The player ofc, not the mech
I know I can have issues with seeking, but who hurt you
Take a guess
I know gandivas are good, but this is getting ridiculous !
(Oversaturated laughtrack)
I don't actually care that much myself tbh, as long as I push forward "no OpCal on heavies specifically" that I thought of this morning
GM just shooting their player in the head because an ultra prism said so
VALOR (Veteran)
Trait
When the Knight uses COMPELLED DUEL, it may choose an additional target to duel. It may use COMPELLED DUEL again so long as it has no more than two duel opponents.
Mains are cool, I am personally biased for Sheavies, and if you putting OpCal on an aux is that big of a threat to my continues wellbeing, I couldn't ever stop you anyways
Yeah this looks good, as long as you find a way to survive enough
Good thing the shield applies to both
Indirect buff to it too, if you target someone that'll actually be annoyed by it and their striker friend you knew was gonna attack you anyways, you get extra resistance at no extra cost ! Pretty cool tbh.
So what'll it be, evergaol or this for my upcoming game ?
Knight ultra trait. Compelled duelist becomes snipers mark
Evergaol is going on Ultra
do as you please though
this is an Upcoming Release™️
You have an idea for Ultra prism ? I'm probs gonna have one next time too, so
not yet
Might have something myself, but I'm not sure about it and it's not even just funny like usual.
So I'll let you cook.
Entanglement (Ultra)
Trait
PARADOX STATE instead lasts until the start of the Ghost’s next turn and affects every hostile action is taken against a character bonded with the Ghost.
Ooo
That one is really rough
yeahhhhhhhh unsure on it
yes
Yeah it's fine then
50% chance for each action to fizzle
To test at least
If you're willing to make your Ultra a ghost of all things, anything weaker wouldn't be worth it imo
mmm no. I think I should look at Arc Feedback
(good, that was just me goofin' around)
Good point actually, yeah. Didn't feel as impactful as I'd have hoped out of it now that you mention it.
Not convinced on both FA and bigger recharge, but having access to a bigger single-OS grant is even good for itself
Helps it get more out of reciprocity, y'know ?
In Golden Flame Spoilers: ||if I replaced end of Act 1 Andros’s Pirate template with Brigand, think that would be too mean? It’s almost entirely an upgrade since his veterancy will cancel out the hull penalty, and he already has deadly so that’s 3 crit effects||
||I don’t see a problem with it, really? But I’m biased||
:)
HIGH VOLTAGE (Veteran)
Trait
The Capacitor may use ARC FEEDBACK as a full action. If it does, the OVERSHIELD granted and damage dealt both double.
THE MARATHON HEAVY BOW
my players taunted the capacitor while fighting since one of them had an emperor
if this passes ill bring it back just to shit on them
||it’s a series of compounding factors really. I’ll be running it all with the Kai Rebaked stuff so I’ll be replacing Limitless with a different ultra feature, I’m running all the combats as the 5 player versions, I’m uptiering Andros to be the first tier 2 NPC of the campaign, etc. Idk I’m worried||
|| adding in brigand (at pretty much the cost of veterancy) just makes me concerned||
SPLIT THE SHORE (Ultra)
Trait, 3/scene
This trait replaces SHOCK AND AWE. After the Torrent takes STRUCTURE damage, it may create a copy of itself that may act this round. The copy takes its own turn, but the original and all copies share the same HP, HEAT, and expendable abilities (such as those with RECHARGE, LIMITED, or 1/SCENE tags).
Edited the above, apologies
is this anything
When it says they share all statistics, does that mean when they split the copy has the same stats and is treated as its own NPC, or that they share an HP pool? Eg. they all have 20 HP, and if one takes damage they all lose that health? Idk how to phrase it apologies for the lack of clarity
Basically is it one NPC with one big health pool and a bunch of units, or a bunch of individual NPCs with their own health pools?
If it’s the latter then that means when it splits into 2, there’s two Torrents both with 2 uses of Split the Shore left and 3 structure. Then when one structures that’s 3 torrents, 2 with 2 structure and with 1 use of split the shore left and one big torrent with 3 structure and 2 uses of split the shore, etc
The concern I would have just off of vibes is that they don’t really get weaker over time, just closer to death, meaning they become exponentially deadly over time. That would be fine if the torrents base stats made it squishy, but it really isn’t. Maybe add some way it further gets debuffed the more it splits?
But if it’s meant to share a pool of resources amongst all copies then that’s not a concern- I’d be more worried about it being too weak but not as worried as I would be about it being overwhelming
Former
Former gotcha
That’s less concerning but definitely weaker
Since it starts with less actions and a bad structure roll or quick acting from the PCs can easily slip a round or two of bonus activations
And it becomes weaker to AOEs
Still it is something
Worth trying out methinks, though maybe treat is more like 3 units than 4 for encounter budgeting if you’re gonna test it
Just for testing not as a general rule of thumb
May include something like “ignores excess damage then splits”
Maybe something like “becomes immune to all damage until the end of the action” type of deal?
As a phrasing thing
I’ll figure out the phrasing
I should try running a capacitor at some point
WAAAAIT
All's fun and games until the Ultra only has 1 activation
It’s gonna start with 1 activation is the thing
And then end with (sans bad structure rolls) 3
WOuld they share 1/round actions?
Yes
So Devastator wouldn't proc 3/4 times
Correct
Coool
I think that's unclear because I wouldn't regard Devastator as an "Expendable ability"
It would however be funny because they all just damage eachother
Greater Good (Ultra)
System, Full Action, 1/scene
The Occultist destroys one non-GRUNT ally in SENSORS with only 1 STRUCTURE, and a different ally in SENSORS regains all HP, clears all HEAT and conditions, and gains the ELITE template.
RESOURCEFUL (Ultra)
Trait
The Vulture may use “MAGPIE” SUBROUTINES without choosing an option to destroy. If it chooses an option to destroy, it may also choose a second benefit, targeting a different ally or the same one.
ooo
that one's a hard sell
maybe a smidgeon of heat ? or its own limited charges ?(meh)
love this though
Honestly, (own opinion in general, not of that trait) limited charges on an ulttra system aren't too bad... My main gripe with limited sys on NPCs is that they can be regulars, grunts, elites or ultras... Limited systems on an Ultra like... It's an Ultra it can't get any more or less elite than that
alright I have everything except the Prism's Ultra feature
was thinking of like, "the gun becomes Line 10, and shoots a line between the Prism and a Projector" but idk if that's actually cool
Extra effects on blind?
idk maybe
So, wanna hear it ?
hit me
An effect on Projector destruction. First thought was "sacrifice a projector to nullify an action made towards it", but it could also be like an explosion or something when you normally destroy one by creating another.
Problem is, it's knida similar to Shattered glass But Selfish, so idk.
Main point is to give additional utility to Prismatic Projector after the first time in a fight, kinda like the Vet option allows you to course-correct your projector by moving after the fact.
something like that yeah
Extra effects on blind?
idk maybe
perhaps unintentional interaction with something in the Ogre from suldan and the extrude knife
bootleg caliban
I think it's less "bootleg" and more "supercharged"
Flashbang (Ultra)
System, Recharge 5+, Free Action
When the Prism destroys a projector, it may first attack with the DIFFRACTION BEAM in Burst 2.
oo fun !
"Flashbang" the ultra prism yells, under arm throwing something in your direction. As you brace for impact they instead decide to shoot you with their gun
Anyone run a Zealot recently? Looking if there’s any feedback before I cut a new release
I’ve gotten the Ultra features loaded up into the LCP and am ready to rip
Was thinking of running one recently but I can't run any games until I am free from the hell that is work.
Now with class-specific Ultra optionals, because I cannot be stopped
now some of these anomaly features seem very fitting for a certain nhp in a certain technohorror module
if only my party probably wasn't going to dodge every remaining fight
loooooooool yeah. Brigand stuff and Anomaly stuff would be great for that module, and it's a great irony that I made all of those tools NOW instead of when I was writing Technophobia hahaha
Time for Technophobia v1.5: The PPG Update
Sounds inspired
IDK what I'd give HEKATE but it would probably be Brigand features
So I don’t know if I’m every gonna figure out how to use this or run it, but if someone happens to make an Anomaly with Local Climate (Holy World) please let me know how it goes
Anytime terrain destruction happens, a new grunt inexplicably appears going all like
Using 4th gate to get an anomaly to stab a rock so a mob of peasants appear
I was thinking about larger narrative implications too
“The locals believe this being and the ground it walks on to be sanctified”
The “dangerous flora/fauna” one seemed like it would be difficult at first blush, but honestly having a “this creature is accompanied by several monstrosity grunts and creates biological Webjaw snares around it” isn’t that far fetched
actually yeah this fucks tbh
Yeah, damage or kill this thing and you make a huge enemy. But hacking is not killing, and neither is grappling 
Using TLAoK to make a case for spontaneous combustion
Anomaly with a rules based aura is interesting
Anomaly with a purely narrative/world building aura is exceedingly interesting
Spire world aura
The ground just fragments and disconnects
Bottomless pit with floating platforms warps into being
When the Anomaly approaches, all ground not currently stood upon falls away within its aura
If you want to move, you need to jump or fly or teleport or step where someone else once was
(Last one is debatable for bookkeeping)
The ground in the aura around the anomal ascends to a height it wants it to
Breaking off from the ground
Even better, everyone rolls a d10 and that’s the elevation they’re at now
So it can just walk up to height 10 by causing a stairway of broken debris
The ground beneath them heaves them upward
But yeah surprise surprise I packed 20+ features into a single one
(some assembly required)
And yet, I’ve yet to use the Quirk table, ugh 😩
Dumb anomaly idea
Trait which makes it so that it can distrubute the space it takes up anywhere as long as they're adjacent
Demolisher deciding to take up a line 3 height 2 tube
I couldn’t do that to the VTT users
Hell, I couldn’t do that to myself
Like I guess you setup size 1 sectionals or something
But also: does this apply to height
Line 6 height 1 Demolisher
And how does this fit into movement
Either moves segment by segment or all as one
Knockback an goliath and instead of flying back it just deforms like clay
So. Gonna run a new game soon with the same classes as last time (not necessarily same templates though). Anything in particular to look out for/try out ?
- Mesmerist’s Mirror image got a rework. If you use one, please let me know how it’s received.
- Hatchet’s been reworked for a while, and Return to Sender has been improved in the meantime. Please let me know how the base kit handles now, at least.
- Torrent’s Drown in Nanites also got reworked, I don’t know if you want to try it again? Would be great if you did, but insight on other optionals is also welcome
- Prism is relatively unchanged but let me know how it runs regardless. It’s labeled as Defender now though, so I don’t know if you want to have a Mesmerist, Knight, AND Prism all on the same listing. Your call though, they’re a diverse bunch of defenders.
Oh and
5. I added contested checks to the lift/drag rules. I rec using them in case the party lacks Metafold carver and faces a Heavy Frame
Actually, that last one's a good shout yeah
Need to figure out what kinda Sitrep I wanna run, too, but probably not escort.
Ehh, I can make it a secondary objective if I wanna.
Bring [thing] to [place] for good things to happen
Actually yeah I'm straight-up doing that.
I’ll say Contested Object Handling was a good action sink the other day
I definitely endorse secondary objectives, they're fun
remember when I did an extraction and players were like "wait why are there two extraction objects"
turns out it makes things very interesting when you force players to split up for Game and Prizes
my only regret is not using them more
I mean, they're fighting on top of an enemy ship, so easiest bonus objective of my life :
Blow up their guns with these BOMBs
(Big and Obscenely Massive Bomb)
Unrelated but I’ve been mulling over additional tweaks to Mesmerist depending on how current version shakes out. Stuff like “memetic magnetism targets enemies in threat and they only take the heat while in threat” to hammer home the Overwatch punishment
And possibly “does compcon handle tier scaling weapon ranges”
But that’s all hypothetical
Torrent I'm just gonna try the Exotic living weapons Tsunami I wanted to try.
I'll see what I give to the hatchets, but probably the knife again, and maybe Deck Anchors too.
I want another prism at least, to see if the hp buff it had is actually enough (because given last time I'm not convinced it is)
I'd have to look at the mesmerist again, but I'm on the fence between one of those or keeping the knight.
Ghosts are just gonna be here though. Unbothered as they usually are. I'll just get to try them without wavefunction collapse this time. Maybe.
I’m always afraid that I’ve fucked up with the Ghost but I’ve yet to hear feedback to indicate that, so no news is good news 🤷
Haven’t heard feedback on it since the Heat cost change and the addition of Ghastly Vigor
Exactly why I wanna try it out. More for the "you can chill before your first turn" clause though.
And the QA bond, too.
Ooo just remembered
I'm 100% trying the new return to sender
Hit a home run with a howitzer shot hahaha
Cool, I lack Tier 2/3 test data
I’m spending too much time in the Tier 1s just making sure the gameplay loops work
Looking over everything, a few things I noticed :
-
First on the Mesmerist, does metafold riposte cancel the triggering attack on a hit ? I know I asked this once before, but Discord search is a bitch. Also, hall of mirrors sounds kinda rough tbh, especially with 3/4/5 mirror images max. Maybe up the limit, or give the Mesmerist the choice to suppress the effect [during their turn/on mirror image destruction] ?
-
I like the new Self-mechanization.
-
Since it's on Ultra now, Evergaol probably deserves some kind of buff.
- Read the ending, it becomes the new target of the attack. Noted on Hall of Mirrors, we’ll see
- Excellent 😈
- I can probably buff the seal’s HP.
I had a question around the PPG stress rules. What is the reasoning for inflicting both Overheating and Exposed when a character exceeds their heat cap, rather than have them as either/or options?
I wanted exceeding the heatcap to have some oomph behind it. Lotta times folks don’t care that they’re Exposed (hi Tokugawa mains), or they might not care that they’re Overheated. I wanted overheating to be universally Bad For You. Because this also applies to NPCs, for whom self-heat is still usually rare and usually not a huge deal/blocker. And unlike Structure damage, making an “Exposed Counterpart” felt forced to me. So instead of trying to balance Overheated against Exposed, I put them together
Because the interesting choice for exceeding heat cap is, imo, NOT in the overheating table, but in the decision of “do I stabilize the Exposed or do I take the risk?”
And that’s why I’m satisfied keeping them together. The choice is there but it isn’t on the check, it’s on whether the player chooses to Stabilize
-
sure it becomes the target of the attack, but you can't attack while jammed is my concern. So does the already-initiated attack go through if the Mesmerist hits or is it canceled by being unable to be made ?
-
I forgot this one in my first message : with flashbang projector, the prism attacks in burst 2, and that means it attacks in a burst 2 around both the soon-to-be-destroyed projector and itself as usual. Is that intended ? Not saying it's good or bad, just checking. Also, since it's a free action, it's incompatible with shattered glass which I find kinda sad, but fair.
-
I wrote it as if the attack didn’t get disrupted. If the attack fizzles, then obviously disregard the rest
-
Yeah, this is fine
So if the mesmerist hits (and thus jams the attacker), the attack fizzles (unless it can be made while jammed ofc). The mesmerist becomes the target if an attack is still made, whether by missing or the jam not stopping the attack.
Correct on all counts
You got there!
It’s all good
Rules were a mistake
We just have to live with them
And it doesn't apply to the ultra trait because the heat (and the attack it causes) happens after the action. Still jammed until EoNT though, so that is a very significant punish.
But that one's easy, very clear.
Correct
(that's why I play Thirsty Sword Lesbians on the side. 90% freeform rp is certainly a change of pace, but a refreshing one sometimes.)
(Such a good game, but very off-topic)
Thanks for this writeup, it helps clarify a lot!
Glad it was helpful!!
On that subject actually, if I were to use your player-side houserules (not the optional rules in PPG), would you have an lcp or something ?
When I played with them during your games, you had something set up; if it's not something foundry-exclusive or local to your foundry it's what I'm thinking about
Tell me if this isn't the place for that
Yeah they’re on the GitHub
Download the lcp from this release: https://github.com/msprijatelj/valk-lancer-houserules/releases/tag/0.0.6
Introduce some lifting and dragging rules, make tweaks to some systems to accommodate. Try a Reliable variant of the HMG.
Full Changelog: 0.0.5...0.0.6
Note: I did special bullshit for my own foundry that let me overwrite the existing stuff
So that my players didn’t need to install the homebrew LCP
And also because I’m certain that some players would NEGLECT to install from the homebrew lcp
That said the LCP is fuckin old
I don’t know how much I like a lot of my choices on it anymore, but c’est la vie
Fair enough, I'll see what I need
Thanks !
I think, as is, it’s fine. Gorgon and DH might be iffy. Hacker 1 maybe could be better. Centimane is notoriously untouched. And I still want to break free accuracy and stacking bonus damage over my knee lol. But it should still serve well enough
I'm sure this has been trod ground before so I'm more just curious about "why didn't this work" than anything:
In terms of the Overcharge rules, in order to make Action Quality more reliable + make it easier to prompt when it came to saves and make it a guaranteed bonus somewhat similarly to an extra action, any thoughts on making Overcharge add a flat modifier to a roll rather than reroll? Or in the case of saves, add a flat increase to a save target?
Flat bonuses are anathema to Lancer, and stupid hard to incorporate in it
Fair enough
That’s why I would either use Accuracy or Outright Rerolls
Accuracy is too mid for Overcharge, so I went for a reroll
Plus I like Hero Points from PF2E, warts and all
Also also, Salvage Union uses a Push mechanic that lets you reroll The Die (the universal d20 for that system) for some heat. I liked that approach and used Pf2e’s Hero points to justify its inclusion in a tactical RPG
Ye makes sense. It seemed cleaner in my head in terms of a game speed thing, especially with save targets, but there’s a reason the only flat modifier to grit attack rolls you can ever get is the +1 from Death’s Head
Yeah, flat modifiers in a low-scaling game is no bueno
Also, something occurred to me- if you implement the change of overcharging to force saves to be rerolled, what happens if you do that on a Limitless NPC and they overcharge to reroll? What’s the order of priorities?
They cancel
So they’d both have to be declared before any rerolls are made, gotcha
So it wouldn't be so much "force them to re-roll their save" than "roll the save at [DnD5e disadvantage]"
Kinda but not quite
5e does adv/disadv ahead of the initial roll
This is a retroactive adv/disadv
But you have the gist
Oh so you meant "when you try to force them to reroll they interrupt by saying no and taking their heat" there ?
This is me being pedantic about 5e more than anything
As you should be.
Yeah both folks take heat
“I overcharge to force you to reroll” “I’ll overcharge to lock in my result”
Got my order in order then, all good.
Hmm
Might try to negociate that on my players then. I'll see.
oh btw, are these just "contested Agi/Hull check or your action is wasted" ?
oh wait they're in the doc nvm
Do you have anything for holdouts that's not on your GitHub ?
Ah, besides last week’s holdout, no
I set up a “racing clock” of needing to crank a generator for a gravity catapult
Before the enemy delivered 40 hits to a payload on point
(Some guns dealt more hits, e.g. bombard cannon)
I think the headcount one in GitHub is fine, I just don’t like how game-y it is as much as I used to
problem is if I pull out the double mini-escort secondary objective, that's gonna be way too many actions to take.
The idea Al and I discussed was instead having a clock that’s automatically ticking up a decent amount, and the NPCs make actions/checks to shut down the “clock chargers”
oh ?
Then the PCs have to spend actions to turn them back on
might work actually
So by default if players control the point well, they’ll get out in a flash
I’d probably target 3 rounds unimpeded
Maybe 2
Probably 3
So would that look like 4 zones, each zone gives one at end of round and you need 12 points to win, QA to activate/deactivate one unless someone's there to contest it in which case a contested check happens ?
Yes
4 “objects” size 1, all near/around the main holdout point
It ain’t control but they don’t have to be on top of each other either
And the players gotta be on the Control Zone at the end or
- they get left behind OR
- they delay the end of the sitrep
- I don’t know, GM’s choice on this one and if it’s necessary
The mere act of encouraging the players to congregate around a defensive position may be enough of a “holdout” in spirit anyway
Like a Titanfall 2 Frontier Defense mission, I don’t know
My problem is "how do I fit this to the map then" now. Might just make it an auto-scoring control at this point.
yeah
Make it controls for the Anti Ship guns
And add some anti ship guns
Stuff that’s not useful for fighting mechs but for fighting battlegroups
that's what the boxes are supposed to be for (they're bombs)
Oh is it a hostile ship?
Because “bring the bombs and let em tick down” is valid too
An escort/holdout fusion, I like it
yup, they're on escort duty, tasked with distracting the ship they're on while theirs makes its way towards where it needs to be
Oh hell yeah 😎
Then start with the bombs planted if you want a pure holdout
If the enemy disarms all bombs, consider calling that a loss if they don’t get back online by end of round
Or next round
Escort more bombs that didn’t make it onto the point to make it tick faster
Like a 2 on 2 off deal
“Bravo team didn’t make it, you’ll need to grab their payload and bring it the rest of the way if you don’t want to stay long”
so 2 bombs planted generating points every end of round, and you can escort two more to add them as points that generate points
Or maybe bravo team has a Hardlight field generator that helps protect the point
Your call
I’m spitballing
Fuck it, make it five, three planted.
||* 1 Tempered [K]Ultra Prism (double vision, superior reactor, supermassive blade, flashbang projector)
- 1-2 Elite Veteran[K] marine Knight (Self repair, second wind, Deck anchors, Valor)
- 4 Exotic Torrents (Crashing Tsunami, Living weaponry)
- 4 Hatchets (Plasma Knife, Return to sender)
- 2-3 Bigand Ghosts (Commandeer)||
Giving myself a bit of leeway in terms of what I actually deploy, but those are their optionals 100% guaranteed
Hell yeah this looks dope, and terrifying in the best way
||self repair and second wind on the Knight strike me as redundant but hey, go for it||
That's the point : it doesn't wanna die
Wanna know the best part ? ||We have two OpCal Autopods (mmmmm return to sender) and a Hydra (mmmmm Commandeer). Maybe even a HCP.||
on that note, what happens if multiple return to sender hatchets are targeted by a relevant ability ?
If the attack is negated, it can’t be reacted to
If it isn’t negated, the next hatchet can react
I am eagerly awaiting to hear how the “multiples” work out, as well as any multi-turn NPCs you decide to add.
A very similar comp to last time's, so multiples and multi-turn should be fine. just hoping the prism survives a bit more this time, the Ultra's +5hp should help.
So it's one at a time, they don't all spend their reactions first and then roll one at a time.
don't know why I thought that, but I did.
This might be a good question for #rules-questions honestly
I.E. What happens if you have two people with Stasis Bolt
Do they have to react at the same time even at the risk of fizzling one reaction
Or can they do a “oh that failed? My turn”
I think the former is healthier/time efficient but don’t know if that’s RAI
@granite saddle
According to Clem
I was too curious to wait lol
Paradox state doesn't force the action to be wasted, right ? You can redirect the action ?
It absolutely wastes the action
That’s why it doesn’t stack with invisible
oh damn
Ghost gotta be good for SOMETHING besides making you see-through on your turn
I can already tell you : Flashbang projector is almost entirely useless in its current state.
In game rn so can't elaborate, but I will as soon as I can
Okay so. Still in the middle of combat (currently stopped between rounds 3 and 4, 7 points for the players), but I can already say some things :
- Glad I loaded up the combat as much as I did, 'cause it forced everyone (even me) to play the objective, which is amazing.
- This sitrep is great, works really well. You should try it sometime.
- Hatchet feels better, but 5 sensors is still very frustrating as it's the same range as everything else the Hatchet does (laying Thrown stuff on the ground is still good and very viable to store up some extra movement on the next turn, but still thought I'd mention it.)
- Torrent 👍
(Haven't had them a lot of them in this combat yet, but they're still a pleasure to play with when objective are in play) - Got to try to redirect an OpCal Autopod with Return to sender. Fumbled it. Amazing, 10/10 (/gen).
- Prism tankiness feels good with the +5hp of the Ultra, and more hidey placement behind LoS blockers.
- Ghost 👍
(made a hail mary play with one of them to not bond and instead use their insane 6 speed+intagible to take care of an objective. It worked flawlessly and even managed to make it back to someone to bond with. QA bond was definitely the right move.) - Knight once again was awsome. Valor honestly did quite a lot, even though I never got to use the shield (Vet[K] means OC goes brr). Annoyed players, as it should. Also, as predicted, having both Second wind and Self repair was very useful, necessary and funny (second wind at 8hp on its first turn, self repair on its second at 1hp)
- Hyperdense blade on a Prism is Nasty. I felt like that was a combo and boy, I was right. Scrumptious.
- Also, LoS restriction on the Diffraction beam was a very strong... control? effect, somehow. I like it though, forced them to Attack the Prism instead of, like, repositioning their drones in the hydra's case. (to do damage to the Prism's buddies)
And now for this.
Currently, the ways for a projector to break are :
- Place one above your limit (costs 2 heat while the ability itself is turned off by overheating)
- Overheat (No self heat abilities except placing the projector that turns off if you do overheat with it, so nothing, so only happens off-turn)
- Become jammed or stunned (can't make attacks, and also, off-turn)
So basically, nothing. Especially since I foolishly picked double vision hoping to do some cool stuff, that's anti-synergy if I've ever seen any.
Easiest fix, for me at least would be allowing the Prism to destroy a projector "for free"(I'd say free action personally, but no matter what can't cost heat) or/and Making Flashbang Projector not a Free Action anymore. I it can live with it imo (as soon as it's known about, standing 3 away before doing your tech stuff is easy enough).
It might also be a case of the HC to Projector heat cost ratio feeling very rough. Like, really bad. It's the only class I feel it's necessary to take Tempered on, and both times that has proven itself to be more than necessary (granted, Elite commander and Ultra might be influencing the results a bit, but still.)
I don't know if it's better to lower heat(self) on the projector or raise its HC, but it hasn't felt great for two times now, so there's probably something there.
Also really amazing job on that map, wow. You got compliments on it from all 4 PCs and me(GM). Looks amazing, plays amazing. Lots of cover, forces the Tagetes to actually engage with the concept of difficulty; Lots of chokepoints makes for fun brawls (and the Torrents get to knock people into stuff to try for prone, nice); Lots of LoS blockers allows the Prism to be the annoying little shit it was always meant to be.
Simply splendid design, no notes.
You deserve that purple for sure.
- okay definitely hit me with the full sitrep writeup when you get the chance, otherwise hell yeah
- "Hatchet feels better" makes me happy. 5 sensors, I get it. Maybe i'll buff it to Ronin tier Sensor 10 if it's really dissatisfying?
- Torrent 🥳
- Glad you got the chance to Return to Sender, even if it whiffed lol. Hope it gave them the fear of god
- Glad Ultra Prism feels tanky; it's a good sign for a Defender boss. I'll see if the baseline could still use some defense buffs, regardless, but I'll take the W for now. Diffraction Beam being strong "control" is good. I'm okay with that, unless it feels like it should be a Crush Targeting Difficulty thing? Idk
- Ghost 🥳
- Nice on Knight, and I saw the same thing myself tbh. I may knock Templar's Shield and Lodestone's heat self values down to 2 heat tbh
very valid on Flashbang projector, oofies. like I said, back to the drawing board
Good notes on action costs and heat costs. Did Double Vision suffer for the heat cost? I might just outright drop the heat cost, or reduce it to 1 self heat at minimum. Maybe make it recharge if I'm worried about spam...
I'm assuming this is all is without using my Structure/Stress rules
Using the structure rules, but not the stress ones
stress was Kai rebake's ones (not on the Ultra ofc)
Double vision was always rough on the action+heat cost, but maybe it deserves it ?
Honestly, maybe you should swap it with the current vet optional and do like the Knight (1 action, heat cost only one time but place down (up to) two projectors) ?
Don't do that if you lower Proj to 1 heat though.
also I'm eager to hear how Exotic Living Weaponry Tsunami works out long run
currently : not.
(got Tsunami to reload itself on fire (they made 2 out of 3 saves, last one was the one to do it despite a drone being there too), but it was its first turn so it was at full hp, and then it got one-two punched by the cracked-out-Tagetes + OpCal Autopod combo.)
more are on the way though, so we'll see.
On the Hatchet sensors issue, my answer is :
Depends. Do you want the Hatchet to be incentivized to Lock On when nothing's in range 5, or to throw their weapons on the ground mine-style to hopefully catch someone or at least to allow easy Flip Kick extra mobility ?
Maybe even sensors 8 is fine actually. It's just really annoying when someone's 6 away from you after move+boost so you just can't do anything.
how much testing has the Vulture gotten?
Not that much iirc.
I got one with carcass bunker and mag bomb in a sitrep with wrecks from the previous encounter in a combat I'll be running tonight
not much, just the one I did IIRC. Would love to hear more though
Sensors 10 is Ronin-legal, and this thing is adjacent to Ronin so I'd be down-ish for that. I guess it's a split between Berserker and Ronin so Sensors 8 would be the middle ground but I think 10 is honestly best. Bola is Thrown 10 so it's a bit of consistency that way
I could probably slip one in on reinforce too- anything specific you'd like to see?
In the end, do what you feel like. Worse case scenario, you just need to cut them back down, so if you're on board I'd say go for it.
You mean Vulture-wise? Anything on it tbh, haven't seen enough yet
Would love to hear how Carcass Bunker and Magnet Bomb play; seeing how the Instant Recharge mechanic works on Magpie would be good too
If I bring Mobile Projector into the base class, I'm gonna need to cut some words outta the optionals. Right now, that's looking like Shattered Glass getting cuts
Sad, that one was fun.
It would likely lose the "after the attack" impair+damage
Both ?
I need 3 lines of text to fit Mobile Projectors in place of Double Vision
I mean, that's only if you really wanna do that. I brought up many issues at once and in something closer to an edge-case than to standard operation, so...
Mobile Projector feels like a better General Option, Double Vision... idk it's falling into my "do it twice" paradigm a little too much lol
like Double Vision is better on a Veteran for sure for overhead
because you're not as likely to have 3 Veteran Prisms
Well I mean. Ain't two always better than one ?
(I don't know who I'm kidding here, I had like 3 Veteran Breachers the other day)
You should be able to cut the QA tag from OMNIGLASS barrier, since it already has the deployable tag.
Or something along those lines idk, you see what I'm getting at.
I can do something cursed and make the whitespace between optional features 6pt font instead of 10
I got two piledriver cataphracts, an ace, and an archer with flush out so hopefully it'll get some use
Honestly with my maps i make them purely of vibes. I like big things and cover so draw it out then fill it out with assets. I tend to use quite cover dense and this one was an experiment with soft cover too. I'm glad it plays well as I can't feasibly actually playtest a lot of them until too late
I can make it work if I remove the Save and the damage and just have it auto-impair
Probably gonna change Flashbang Projector to be like, a reaction or something
System, Recharge 5+, Reaction, 1/round
Trigger: Prism gets hit through projector
Effect: Projector explodes, targeting every enemy in Burst 2 with Diffraction Beam
I don’t know
Heads up: breaking changes on the horizon as I decide that including “veteran” and “ultra” in all the LCP ids was a fucking dumb idea
I should’ve used UUIDs for this I swear to Christ the Buddha
You could make it so the Prism can willingly destroy Projectors?
It already can
Nevermind
As a quick action it can destroy one and deploy one elsewhere
Valk- hey from 'carcass' does the wreck the bunker is made of still remain as hard cover or is it destroyed?
Oh wait I was gonna suggest make it a separate action to destroy, and it can't deploy more while at its limit. Requires it to invest more in the existing projectors and makes the Veteran trait more of a compensation trait?
It’s just not easy to do with Double Vision
It mentions destroying the wreck right?
yeah also I realized something that I was gonna bring up in feedback but might as well say now- the bunker just makes 'counts as hard cover zone'
so how does it interact with the bounder class compcon from winter scar? (I gave one of my players one)
So I pulled a lot from Drake’s deployable bunker so whatever the interaction is with that, it’ll likely apply here
The bunker itself is the zone and it’s a Size 4 object with stats
I don’t know if this helps
uuh if it is an object because deployable
ok yeah I was ruling that wrong for bounder then oops
I was thinking of it as just a zone
anyway feedback- encounter isn't done and I have a second vulture in the wings I could bring in but here's what I got
2 rounds of combat, holdout in zero g
- I appreciate the 2 armor, let it have some good staying power on the frontlines so it could get pushed around a little bit but could still feel like it could take a hit
- Carcass was a good deterrent and 'safe zone' to control a segment of the map- it was a size 2 burst 2 since I used a kai defender grunt but idk if that's what you meant by the phrasing
- recharged impale on a cataphract- unsure about how effective it was since the cataphract wasn't able to pop impale again but it did feel good to just have that back at minor cost of a corpse
- Was unable to test mag bomb yet as it got bursted down before it could toss any
unfortunately dice did not like me today
Already seems a bit more usable yeah.
Woohoo! Yes you interpreted the phrasing correctly, that’s exactly how the bunker should work. Glad the recharge has a good vibe to it.
And yeah I know it’s a lil weird to have the bunker be size 4 but also have a unique footprint. I might tweak it to just have a size 4 footprint if things get out of hand/it becomes too big to the point of unusable
I think that carcass would lose something without that quirk because I really liked that aspect of trying to think which wreck could be used to its fullest for for a carcass, or just for a regular magpie/mag bomb
Flashbang Projector
System, Recharge 5+, Reaction, 1/round
Trigger: An attack hits the Prism through a projector.
Effect: The Prism attacks with the DIFFRACTION BEAM through the same projector; the triggering character must be included in the attack. Afterwards, the projector is destroyed.
workable?
It's sacrificing positioning to get off a cheeky attack... dunno if I should let it deploy a new Projector as part of the same action or not
I'm viewing it as a kind of "I'm out of position, I'm not letting you continue to wail on me" tool
Still thinking about reducing the heat cost or bumping its heatcap though
Also thinking about reducing the heat cost for Lodestone and Compelled Duel
I think I'm gonna bump Prism's Heatcap to 7/7/7
Sounds good, yup. If you elect to burst, is it only through the projector in question then ?
Yeah ok then, intuitive enough
Regarding this: alternative is bumping Anchor and Knight Heat Cap to 9 each
Tbh, I think making it consume hte projector is a smart idea
cool, then I'll stick with it
The projector is strong, but it’s also slightly a point of vulnerability for the Prism- destroying it comes with benefits even without the reaction
It should require some amount of investment to remove in addition to being placed, from what I can see. I haven’t ran it tho so don’t take that too strongly
Example- someone standing adjacent to either the prism or projector would give it difficultly on all ranged attacks due to engagement, or could use melee effects like Infiltrator 3 to blind it even if it’s a long ranged artillery unit
Ya know speaking of which, for effects like AOEs or Sharanga Missiles that target multiple characters, can the prism be attacked twice if the prism and its projector are included in a single effect?
as for Anchor and Knight, this is my math:
- For 8 HC and 3 heat each use of [major ability], I get 2 rounds of uses and 2 heat buffer before needing to Stabilize. Fine for normals that don't last long, rough for Veterans with Overcharge. Full Tech Double Invade overheats me if it hits me twice (likely since E-Def is average-to-low on these two)
- For 8 HC and 2 heat each use, I get 4 rounds of uses. After 2 rounds, I'm still safe from a Full Tech Double Invade (not including extra heat like from Sear, Banish, NucCav, or Hacker 1). Much more space for Veteran Overcharge. But maybe it's a little too roomy?
- For 9 HC and 3 heat each use, I get 3 rounds of uses. After 2 rounds, I'm at risk at overheating if double-invaded, but if I'm not touched, I can get a cheeky 3rd round of use before needing to stabilize.
that's in the faq
the answer is "no"
oopsies, good point
unless you want the monarch to be able to shoot a Goliath twice by targeting 2 different spaces of it with Sharangas
that's the logic I'm using
I also generally assume that, in Lancer, if an effect covers multiple areas, those areas are simultaneous and only exist for targeting purposes, not for literally attacking twice
but, thank you for reminding me to put the reminder text for Skyburner
I might just keep the 8 HC and do 2 heat per use. This is partly for Recharge Heat reasons and partly for Overcharge reasons
both 9HC 3Heat and 8HC 2Heat have the 6 heat buffer after a single use, for a safe Overcharge
8HC 2Heat gives me more breathing room for Recharge Heat abilities though. just enough
Yeah for stronger enemies, if it only takes 2 turns of being left alone before being forced to stabilize then player insput is rather meaningless. However, for weaker enemies, if you decide to heat them up it's not as dangerous for them and they can continue to spam. Their actions don't get punished, which feels a little rough.
Mathematically I like the 9 HC and 3 heat each use idea better
See, I think I've convinced myself of 8 HC and 2 heat actually, because 9 HC 3 Heat is the same level of tech-vulnerable as 8 HC and 3 Heat. Heat is almost always incidental unless you're pushing for it, in which case you can likely bring to bear an extra +2 heat on top of the 4 from two Invades hitting.
Fair enough. In my eyes, 9 HC 3 Heat makes stronger and weaker enemies equally vulnerable to heatgunning as opposed to 8 HC 3 Heat making stronger enemies more vulnerable or 8 HC 2 Heat enemies making chaff enemies stronger.
Thinking of reworking Zeal like this but uncertain if it's got enough oomph/encourages the gameplay I wanna see
Zeal
Trait, 2 Heat (Self), Protocol
The Zealot emanates a Burst 3 area of fervent energy. While in the area, hostile characters with Burn lose INVISIBLE and HIDDEN, cannot regain either status until they leave the area, and become SHREDDED. Allies in the area gain IMMUNITY to hostile involuntary movement.
This area lasts until the start of the Zealot’s first turn each round or until the Zealot is STUNNED, JAMMED, overheated, or destroyed.
Trying to determine if there's a worthwhile "buff" to give allies here. Wanna give them something DPR or Vanguard (read: objective-taker) aligned and generally offensive instead of defensive
maybe something like "allies in the area ignore engagement and reactions" or something
that might be the mustard I need
Would help with the idea that it's supposed to charge in
yeah, I want some incentive to stand in the aura
Well I think the issue with this is it allows allies unaffected by Zeal to benefit from the effects heavily, something you mentioned wanting to avoid. You sure that’s something you wanna roll back?
Or I guess better way of phrasing it: any reason you’re choosing to roll that back?
is the intended duration of Bottom of the Well EoNT?
Intended is until end of the scene iirc
Yep that
holy shit dude
It’s a full tech recharge 6, but also very very dangerous
Between stabilze and Shut Down, you have options to turn it off, too
Simple thing to avoid what ASquared pointed out could be having the aura give allies in it on hit : shredded until end of current turn or something like that, instead of just auto-shredding ennemies inside.
My two cents at least
I believe I purposefully worded it too so that the Lich can absorb all the effects with Antilinear time
Mostly having crisis of faith (lol) about whether it’s a good idea to restrict the Zealot’s benefits to only those in range of Zeal
oh yeah, it seems like on a failure it might as well be a stun, but there are edge cases like the lich interaction valk pointed out
Yeah, grease monkey folks can flex here too
There’s some very specific tools, but they exist
I might adjust it so it can only Jam on a failed save though
Otherwise, it’s a nasty debuff that restricts a lot of actions, but doesn’t eliminate them outright. It’s possible to piecemeal clear it too
All that said, happy to hear playtest data on it
There is definitely a high chance I went off the deep end on some of these
(Side note: I called it Bottom of the Well to indicate there was no where left to “drink deep and descend”; you’ve reached the bottom and are now stuck there)
Oh yeah, Black Thumb should help too, and Orator 2
off the top of my head that'd be reasonable yeah. a permanent jam is, again, essentially just a stun
the rest i can see some or the other build powering through
Alright I'm cooking. Considering buffing Zeal's Range to 5 (i.e. its sensors). This is because it's actually hard for interceding defenders to gain the benefit of attacking with Zeal, and because it means that Zealot must be uncomfortably close to enemy combatants in order to affect them with Zeal. While Burst 5 is dummy big (it will span half a 20x20 map), the Zealot will usually only care about the cone in front of them anyway.
To that end, I would also change Emberlight Nexus from Burst 3 to match with Zeal's old radius, to Cone 5 to align with the new radius.
Effects would be roughly the same as current:
- Allies in Zeal get AP attacking enemies in Zeal, plus they ignore engagement and reactions when moving
- Enemies in Zeal with Burn lose Invis and Hidden and can't regain it
- Effect ends on stun/jam/overheat/destruction, with 2 heat upkeep per round
You can probably make Emberlight not need to ignore allies now too
No, that's necessary
Fair enough
Valid
I am curious about how I’m gonna run this one, making it a cone now is gonna make it less “bold and brash” so to speak
I just know that trying to get it to work in Burst 3 was a bit too tight for an otherwise frail support
Otherwise I could buff its defenses more I guess
Fanatical Charge buffs could be an avenue for that
Steal armour from interposing allies
I mean I'm already having it grant reasonable self-OS
share, maybe? Zealot's Armor = highest among allies in aura
though now.... now you've got me thinking
- OS on activating Zeal each round
1 OS per ally in zone
Zeal could also provide offensive debuffs to enemies rather than weakening enemies or smthn?
Tho that technically already is a thing with the “not triggering enemy reactions”
oh, Zeal would also need to be Line of Sight + Sensors. relevant for Size 1/2
I like that
See the only front liner 1st party support NPC I’m aware of is the Leech, which is able to survive by being slippery and having at will overshield. The zealot has the overshield, but slippery may not be what it wants as it feels like it wants to be more center stage and sticky
any effect Zeal adds will involve making allies' actions more effective/safe. That means debuffing enemy defenses is fair game, but directly debuffing enemy attacks less so
this is not a Controller, and it's not an Aegis
Fair
just so you know the angle I'm hitting here
Dumb idea, probs not in design space but I'm sleep deprived and like it... spend or use the zealots overwatch on allies or something instead to make it harder... or some reverse engagement where allies count as bigger
Make it harder to access the zealot
Ye I was unsure if it made sense anyway
So you chose to dump the involuntary movement immunity in favor of schmoovement ?
Bold. We'll see how that goes (good/better or bad/worse, never run one so I really don't know)
I'm spitballing right now lol
but invol movement immunity feels more Rearguard than Vanguard IMO
and Zealot is 1000% Support Vanguard
hm
Get The Fuck Away From Me™️ is one of the more frequent uses of Peppet systems outside of puppetwatchers
"allied weapon attacks gain Knockback 1"
while generally the backline doesn't care as much (if at all) about being pushed away; Their whole thing is being Far Away, you're helping them.
Unless I'm majorly misunderstanding what rearguard is anyways, that's my take
When I say "Rearguard" I mean "Objective Holder"
immunity to invol movement helps you hold an objective
with that I see yeah, fair point
Artillery and Hackers aren't rearguards, Demolishers and Drakes are rearguards
But knockback.... that could be juice
Is zealot front line bin kicker or rear guard?
front liner 1000%
Kinda yes and kinda no. A lot of Knockback weapons tend to be melee or CQB
Including Ram
So is camping a bunch of gun people for that sweet sweet ap/burn bonus a good or bad thing?
Knockback is a flex tool on its own
Overwatchers and grapplers definitely love not being rammed out of engagement or threat
It’s hard to quantify
Good at all ranges
it gets folks off points (vanguard tool, see Torrent), it keeps folks off points (rearguard tool, see Rebake Demolisher).
Hmmm true
but being immune to knockback is all about holding ground
The Zealot doesn’t necessarily wanna hunker down on the point, it wants to rush to where the point isn’t held
yeah it wants to rush with its buddies and push opponents off
then the Defender becomes the anchor point
Buff zeal aura but make it only apply to enemies in range?
I will be leaving that aspect unchanged, yes
Wait is that raw?
Isn’t that how it already works?
Or do you mean only effects enemies not allies?
the goal of Zeal is to benefit the Strikers and Defenders and other Frontliners. the cowards in the backline get nothing
I’m not pitching any ideas as the Zealots kit is pretty full, but an optional that allowed the Zealot to end Zeal early for a big buff would be fun
As a thing to make myself idk
maybe, but conceptually, Zeal is about relentless fervor. If you end it early, you've given up your spark
only heretics and cowards would do that willingly /in-character
Made me think of a "when the zealot dies"
Time it well and you only need to wait so long before you pop it again tho
you won't believe this
I really need to read and/or sleep
Something like activating Fanatical Charge as a reaction before ending Zeal in reaction to, idk, smthn
Off turn movement is pretty big but ending Zeal early is too
When the Zeal’s kit gets more solid I may make a trait like that for personal use
Or something like “Explosive Fanaticism” as a Limited ability that allows all Zealed allies to take a reaction immediately (of some kind tbd) and all Zealed enemies to become immobilized or smthnbefore ending Zeal
Wait does blazing fervour work against characters outside of range?
yes
Probs why I got confused by ut
So double check. What part of the zealots kit is uncertain?
Right now it's hard for Zeal to affect enemies without putting the Zealot adjacent to a melee/cqb meatgrinder
Isn’t that the goal tho?
the allied effect is also a little weak (currently AP and invol movement immunity)
The goal is to get close and stay alive long enough for allies to do their jobs
I like the AP... flat accuracy bonus on attacks would be too good...
I like the overshield for every ally in range
same
Is this a “Wall Spaghetti” time?
Maybe, allies count as larger for engagement so it's harder for the enemies to get through?
I'll hear it briefly, sure
Zealed Allies treat Zealed Enemies as within threat for the purposes of Overwatch?
I see the appeal but still feels outta place
I see where you're going with this but I don't think it'll have the desired effect
Fair
default overwatch is a "stickiness" ability. Don't move, or be punished
Zealot wants the opponent to GTFO
Ah yeah that tracks
The zealot is a weakling with a loud voice who can tell stronger people what to do and that's how they're still standing. Either by name or vibe the zealots defensive capabilities should come from that or shear faith
The Knockback idea is probably the smart idea then
Make fanatical charge a linebreaker too increasing the knock back on their allies turns 😛
Right now the vibe is:
- Give allies AP and Knockback 1 vs enemies within Zeal and immunity to engagment/reactions
- Give enemies with burn NO HIDING
- Give Zealot OS for each ally
*no hiding or invis iirc, think that’s how it is currently
Think adding no cover to the list would be clever?
nah, cover can matter
like, it's close range, but eh
Fair, punishes Combined Arms users too much
Give everyone in the zeal aura vanguard 1 2 and 3 but for all weapons
also, removing cover empowers the Artillery
Vanguard 3 is Rearguard energy, Vanguard 2 sure maybe
See vanguard 2 was what I was imagining (zeal v zeal removes cover from the equation) but that’s too many words
devilish little idea if you choose to go back to involuntary movement defense, specifically tailored to your tastes : allies can choose to treat the zeal area as difficult terrain 
Ahh, weaponizing a rule you stand against. Lovely.
Mostly just to not have "straight-up immunity" since that tends to be "a lot".
that's way too oblique lol
alright, writing now, brb
removed self-OS from Fanatical Charge since it's redundant now with Zeal
Huh. Just noticed : stops Rally the Righteous from bringing people into Zeal now.
Rally the Righteous
System, Overshield, Shield, Recharge 5+, Quick Tech
Allies affected by ZEAL clear SLOWED and stand up from PRONE, then move up to 2 spaces in a direction of their choice. They then gain OVERSHIELD 2/3/4.
Okay there we go
cleaned it up, hopeful on this one
"burst 5 aura" is still worrisome but like I said, I'm still hopeful
It might not fit but it would be really funny to give the zealot some kind of big fuck off melee weapon (in the same vein as the Assassin having the Devils cough, not cus it fits with the rest of its kit but because it is funny)
Unfortunately you may have to save that for templates
Realizing that I missed an opportunity to add Smart to a non-nexus melee weapon
Codespike Rapier should get the Smart tag next update
Probably missed several opportunities; I forgot Smart was a tag lol. Ones that come to mind:
- Rocket Bola
- Diviner’s Darts??
- Shardsplitter Shotgun?
- Wavebreaker?
- Crashing Tsunami?
- Memento Culpa?
Smart rocket bola 👀
Please it would be so funny- please let me fuck with my Nelson player even more
Smart rocket bolas and my life is yours valk
Tbh, not on board for any of those except memento culpa and maybe shardsplitter.
Diviner's darts, also maybe.
just my own gut takes:
Rocket Bola could work seeing its a Hull save for Immobilize effect, which means going for high Evasion (and thus, speedier) targets makes sense
Diviner Darts I think actually benefits from not being Smart, but only because A: It keys with Flock Drones which allows it to inflict non-Invade heat and B: keys with them to basically have pseudo reliable (provided target like, doesn't move away, but that denies Ordnance and stuff). That and overall Occultists seem like they're designed to punish less mobile players (seeing the heat happens if they remain adjacent to FLOCKs, with optionals inflicting Shredded and such), so Smart feels counteractive to that
Shardsplitter being Smart would probably give it something unique beyond "heres the Sentinel shotgun but with Vanguard baked in" and otherwise contrast Diffraction Beam's use case.
Wavebreaker is a give and take. I don't think Torrents are keyed into any one intended target so much as an intended space, and thats going to bring it in contest with all kinds of mechs. I could see it as either or.
Crashing Tsunami is the same, though making it a Loading Smart weapon could be interesting. Whatever the case, it should probably be opposite of Wavebreak seeing they're two weapons that do more or less the exact same thing, just one has more specific pacing.
Memento Culpa I'd say "yeah sure" - single out the more agile, speedy targets and make them pay for that speed by preventing its proper use.
Ditto on the rocket bola thing
One more thing. Dandelion flak cannon I see as smart but that's from name alone. Other Flak cannons are usually anti air guns and anti air are normally smart
But the vulture Flak cannon isn't anything anti air really so...
I probably misnamed it lol. It’s “flak” in that it’s literally spewing debris everywhere
That's what I assumed tbh
I think these all line up with my thoughts as well. Thank you for your input on this!
I wasn’t sold on DD due to space constraints anyway. Wavebreaker/Tsunami are supposed to be huge waves of nanites, and it’s a primary controller-role, so hitting EDEF for either or both of those seemed to make sense to me.
Plus what are the odds the Drake invested in Systems
don't tempt me
i have made very peculiar builds before and will do so again
though i did make a assault cannon goblin at one point
so, close enough, right?
i was the son in the "don't talk to me or my son" equation
Then never let it be said that I don’t reward peculiar builds lol
I don't think in 1st party supplements there are any non-smart nexus weapons
Be the change we see in the world
The first stupid nexus
"Shrapnel cannon"
Meaningless change 😛
This is the word that came to my mind as well lol
Also, is it called "dandelion" because that's what the barrel looks like after it shoots twice?
Other comment on the tactics of the vulture. It states "uses the magnet bonb" in the tactics despite it being an optional
It’s “dandelion” because all the flak looks like one after you blow it
Fuuuuuuuuuuuuck
Ha, I see
Yeah I’ll fix that
At least the tactics exist, I say, side-eying myself for forgetting them on the Torrent LCP
alright added Smart to all the aforementioned save for Diviner's Darts and Tsunami
it did cross my mind that maybe Codespike shouldn't have smart from a mechanical perspective— Mesmerist already attacks E-Def through its tech actions so it would be beneficial to hybridize its attack options— but thematically Smart makes too much sense for the rapier. I gotta respect the theming
I'm going against theme on Tsunami for now, but we'll see if I change my tune in the future. At the very least, Torrent's Ram still targets Evasion lol
to be fair, it isn't the worse fit even tonally - nanites may be smart but the way the torrent uses them is less so, more using raw mass as a battering ram rather than harrying clouds and seeking feelers, y'know?
like, if i had a choice, i'd probably try to run away from an ocean first before i try ECM
just a personal thing
that's fair. I think I was envisioning that because it's a bunch of nanites in a massive wave, dodging is less effective, but the fact that it's nanites means that you could do some sort of ECM to lessen the blow
Oh I thought it was a play on "Daisy Cutter" cus it was like. A smaller version of it
that too
I picked Dandelion because it was in the same naming convention as Daisy Cutter, and because it made thematic sense
My response to that would be- how do you dodge a Tsunami? E-Def allowing you to jam the wave or let it ignore you as it passes past you makes more sense than dodging into the giant wave of nanites. I’ve always read Smart weapons as “too precise/overwhelming to just dodge, you need to block the payload with systems” tho, so that may just be me
IMO I think mechanically it makes the Mesmer more specialized, but as a dodge tank that’s sort of the idea. Dodge tanking is often the most high risk high reward ways of tanking in any game where it’s possible, so leaning into that by hurting weak systems targets (aka most front liners) while also being walled by high systems targets fits
I think Reconus's take is valid regardless; it can 100% go either way
but yeah I'm altogether okay with Mesmerist having Smart, thematically and mechanically
it 100% distinguishes it from practically every other defender in the game
The one exception being the Spite but even then you look at the Spite and Mesmer and tell me they’re similar apart from “strong against low systems” and I won’t believe you
wb smart rocket bola? that still on the table?
I personally am 100% in favor of keeping tsunami and wavebreaker as opposites. Gives more options on an optional with loading. Easy to reload, yes, but loading nonetheless.
no one asked about this but I like adding Smart to the Shardsplitter Shotgun because in my head it's literally shooting "smartglass" like electronic glass
yeah I'm currently splitting the difference
Smart on rocket bola still sounds way too harsh to me. Like, it's already the worse thing a Hatchet could ever bring (range 10 is double everything else it does and immobilize is the kinda thing that loses sitreps) but that might just be The Horrors Of The Past coming back to haunt me.
I'd defo say "no immobilize/[other downside] on adjacent targets" if you're gonna buff it like that though, echoing back to my point about it being very strong as a straight melee weapon.
maybe drop it to throw 8?
I'll consider it
