#Prototype Pattern Groups
1 messages · Page 14 of 1
Is grappling something worth keeping in the kit or no? The fantasy of an Atlas grappling and riding a larger foe as it takes it down is very at odds with the reality of Grappling nerfing it
I’d sooner find a way to have it incorporate Jockey into its rules
“If you hit with grapple, you may instead jockey the mech as if you were a pilot. You may choose a jockey action 1/round as a free action”
I think making the... ability to occupy hostile character spaces could be modded to give a little more melee benefits, but that risks going mega overboard in terms of benefits
You keep your reaction and keep occupying enemy space and are constantly ripping it
Could also give Jager Dodge a "this may be used while in a grapple" exception, like with ARmor Lock Plating
Yeah that too sure
Depends on what you wanna lean into- adding Jockeying to mechs sounds complicated and like a "being able to Fight during Black Thumb" scenario, except if you're in a mech the Jockey Options are kinda not worth it
But if you wanna put in the work it has the potential to be very very fun
This is why I am proposing an Action Discount on them
It replaces Giantkiller
Instead while jockeying you can do one of
- deterministically impair band slow
- deal 2 heat
- deal 4 kinetic damage
As a free action instead of the typical full
Yeah those sound like good changes
Like this is if you go the “grappling” route
Would you be removing the contested check element of Jockey in this case?
Shinobi route is gonna be hella different
Do you wanna reference Demon Slayer or Attack on Titan? (bit)
So very insane but useful point of reference - I made a blackbeard alt that allowed Jockeying (ok, the actual mechanics are way more cursed than that), and it turns out Jockeying is actually really good as a free action
Dunno, contested checks have precedence in the kit (Jäger Künst 2)
Really good or busted good
Borderline
I’m good with borderline
Its your choice of:
Free 1d6 damage trait
Dealers choice of half a fragsig
Good point- then the question from there is do you wanna keep the ability to roll with Triggers or declare mech stats only
Those are both within band for mech traits but either is good, and its a healthy dose more power than it seems with the flexibility
peak mentioned
Tbf I think the only reason Grapple is mentioned in Giantkiller is because of this one gif
to be fair: this is sick and awesome
YES SPLIT IT WIDE OPEN
The thing is: this mechanically isn’t a grapple
It’s more like a ram
Forced movement (if you share its space it can be any direction) plus prone (it’s vulnerable to being split wide open)
Also: Fatal Clash covers this
So yeah, in Atlas there are two wolves:
- The stealthy, hide-oriented Hunter style
- the ballsy, “Wir sind der Jäger” style
And the question is how to reconcile them
It’s like fuckin Kayn from league of legends
i think current atlas leans to the former imo
but the vibes definitely are in between
This is definitely how folks advise it be played; but is it the designer vision?
But conversely: if the ballsy MGR style gameplay is intended, do we actually care about developer intent?
And is there a way to have the cake and eat it too?
make a second cake (i dont know what this implies in lancer)
It means make a Salta and an Atlas
Atlas alt frame
So here’s my take
Atlas the frame has some hide related benefits but only really enhances hide on its core power
All of its other licensed gear is overt and direct and focused on avoiding risk/overwatch while rapidly approaching the opponent
It could skirmisher around (yes I mean in the Lockbreaker sense) to engage/attack/disengage sure
We also already have a few stealth focused frames, 1 or 2 of which are size 1/2
It could still fill that niche but it doesn't really need or want to IMO
Yeah exactly my thought
You could build infiltrator on it for sure but it doesn’t necessitate it
Though I definitely am now thinking of a frame trait that lets you hide while jockeying
Hecatonchieres
But also that doesn't sound the most fun to interact with in practice
Feels more like a custom Pilot rule tbh
Or a core power thing maybe
But maybe the opponent can still shake you off even if hidden
tru
Do you think Core Operator is one of the most egregious NPCs in 1st party content in terms of how polarising it can be?
Or does that title go to Core Avenger?
personally i've lived it more with Operator, Scout and Rainmaker (specifically in the context of the 1 turn true combo) more than avenger
No. The Raptor Plasma Rifle is the most egregious NPC IMO
Operator just happens to be carrying it
I presume Carbon fiber sword and the monofilament blade (the other 3x multiattack T3 weapons) dodge the flak by virtue of being melee?
i personally think Ronin and Spectre have more identity to their gameplay than Operator tbh
like they all have specific things they want to do, positions that they want to take, and intuitive ways to counter them
operator shoots people
and explodes when it dies
His statblock is just
idk how to say it
Op, counting conditionals
just feels like a much better and souped up Assault
Also comes with somewhat decent EWAR capabilities to spam SigFrag
Yeah, so I’m happy to utilize Kai’s rebaked operator instead
Without the extra overshield from arc feedback my capacitor would've been one-tapped by my Lancaster player's plasma thrower
And I'm glad that didn't happen cause it lived till the end of the fight and had a really memorable story with the Lancaster (after losing the plasma thrower to a system trauma) running onto a control point held only by the capacitor and grappling it just outside the area
Which was especially notable because the capacitor npc was narratively that player's old emperor pc
Noted on this; I’ll see if Capacitor needs a power bump after the recent nerfs. Probably will just increase existing overshield by a point or two on Power Surge/Quickening Bolt targets at most
Unrelated, Atlas thoughts
• Atlas Frame
○ Base Stats
§ Increase HP from 6 to 7
§ Increase repair cap from 2 to 4
§ Increase SP from 5 to 7
§ Increase HC from 4 to 5
○ Jäger Dodge becomes “move up to”
○ Replace Finishing Blow with Competitive Edge:
§ The Atlas has +1 Accuracy on Contested Checks.
○ Giantkiller becomes:
§ The Atlas counts as Size 1 for Ram. It may use the Jockey action (Lancer, p. 75) as a Quick Action against mechs larger than itself. While jockeying, the Atlas has soft cover and can end the jockey with any of its voluntary movement. On subsequent turns, 1/round it may choose another jockey option as a Free Action instead of a Full Action.
○ Final Hunt:
Keep the same except it can also hide while Engaged if it’s Jockeying. (It can still be shaken off while Hidden.)
Basically I plugged Atlas’s base stats into a spreadsheet that calculates effective HASE (which I still wanna refine) and found that it has a worse stat spread than any CRB frame (Balor is the worst CRB spread but has Regenerator to “compensate”). This doesn’t even consider Exposed Reactor! So I bumped some of its stats to put it just barely below Everest’s total point value.
Then I proceeded to follow through on the “contested check expertise” and Giantkiller Jockey. Anything not mentioned is unchanged
I break the “size ½ always has 6 hp” convention but I find that arbitrary anyway
Besides that, Jäger Künst thoughts:
• Jäger Künst I:
○ 2 SP, Unique, 1 Heat (Self), Reaction, 1/round
○ Trigger: You start any movement adjacent to an object or free-standing piece of terrain larger than you.
○ Effect: You kick flip off of the object or terrain; your resultant momentum allows your movement to ignore engagement and avoid provoking reactions.
• Jäger Künst II:
○ 3 SP, Unique, Limited 3, Reaction, 1/round
○ Trigger: You deal damage to or take damage from a hostile character with a melee attack.
○ Effect: After damage has been resolved, you inflict 2 Kinetic AP damage to the hostile character unless they choose to make a constructed Hull or Agility save against you (each participant’s choice). The loser takes 1d6 Kinetic AP damage and is knocked prone. On a tie, nothing happens.
This is more in line with my stated desire to reduce the number of decision points in Long Rim player content
Jaeger kunst heavy super duper nerf
2 specifically
How dare my anime clashes be less stupid
JK1 modified to enhance normal movement to make the character more slippery (EDIT: without adding extra decision points), and JK2 modified to be instant extra damage unless the enemy wants to push their luck (and Atlas has a Competitive Edge)
To be clear I’d like to preserve general power level here, but consolidate it into a one or two decision points per use instead of many
maybe JK1 can let you do that 2 space move as part of this reaction, but only 1/round still?
So like if you have a suggestion to amp the power but keep the decision points low then sure
I prefer to reduce reactions in general
I’m okay with it enhancing an existing move
But too much micro movement slows the game down
Atlas already has Jäger Dodge anyway
oh yeah i get the intent behind it for sure
i just think this version of JK1 needs a tiny bit of oomph tbh
doesnt do much more than like skirmisher 2 i think
unless i'm not seeing something
It’s basically Disengage as a free action
No commitment to skirmish
hmm i forgot disengage
yeah i think i'd like to see how this plays out in testing really
But yeah like, that can be useful on Jockey Atlas who needs to fuck off of someone
Honestly I might just reword it to “take 1 heat. If you’re next to larger terrain, You Disengage as a free action” (or quick action, I don’t know)
Imo the point of JK1 is to get in and out of places with impunity, as long as you’re next to cover
Or “any time you start movement this turn adjacent to a unique piece of terrain, you ignore engagement and reactions for that movement”
I don’t know, something that lets it disengage but reduces fiddliness
Decided to add the supplemental PCs to my spreadsheet and found that Caliban actually has a remarkably low stat total
IS that something you plan to change or keep? I think you wanted to raise Caliban's base speed to compensate for at will Pursue Prey so that contributes to a degree
I will note the HP increase comes with a minor lore violation of "all 1st party size 1/2 frames have 6 HP because that's the same base HP a pilot has," but that's a lore thing and it doesn't really matter
I highly doubt lore is gonna have a say in the rebalancing of this stuff
idk its SSC probably some weird biomod fuckery going into it at least
Also, when you say "any of it's voluntary movement," do you mean "it's free to move but if it does the Jockey ends," "it expends the entire move action in question to end the Jockey," or "it may spend a space of any voluntary movement to end the jockey"?
I say this because you can only end jockey on your turn by moving off
Which means you can’t Jäger Dodge off and out of danger
It’s so Atlas can detach and use escape tools when it’s not its turn
I understand, but also: Where is this written in the official lore? Is it next to the “2*Armor + HP is never more than 14”? 😛
Hp is only an abstraction
And like, number diegesis is not one of Lancer’s selling points
it's a fairly minor thing imo, like yeah it breaks estabilished tradition but i think that's fine to break if the result is more fun gameplay
Like I said, it's a lore violation but like who cares about those
I brought it up in case it mattered but I don't really care if it does or not when it comes to other people's work. It's something I'd care about for stuff I design but would never dare force on anyone else because it's arbitrary at the end of the day
The interesting thing about starting to standardize PC frames is that it may be possible to expand that to NPCs eventually. Like once you figure out decent stat weightings
JKII : An NPC that chooses to contest can and will (eventually, and it'll suck on a limited 3 ability) actually still take less damage on a fail if it rolls a 1 on the d6. Consider doing 1d6+1 or 1d6+2 instead ? I'll let you see.
JKI : 2SP and 1 heat (technically and your reaction on your turn, which isn't a lot but still JKII anti-synergy) is harsh for such a low/medium power effect. You already talked about the FA disengage angle and that one's at least a bit better imo, if only for the elimination of anti-synergy.
Yeah I noticed that about JK2 too, on my mind
JK1 I’m definitely moving away from making it a reaction
alright, those a the main things I noticed.
Yeah no I’m with you
still think that effect for that cost might be a bit underwhelming for JK1, but that can be arranged.
While (somewhat) on the subject : does your calculator thingy for HASE take difficulty traits into account ?
Nope not yet and not sure if it will
If it did, Caliban and Atlas would be underground
I’ll share the sheet soonish
'cause those are harsh I realized after playing with frames that had those (needing 6 points to guarantee at worse +0 sucks).
Yeah I’m certain the malus traits were purely vibes based
Well… nah I’m being uncharitable
In CRB they make a bit of sense, offsetting Dusk Wing hover and Goblin’s reign of technical terror
Though frankly wouldn’t bat an eye at dropping goblin’s Tech accuracy if it meant also dropping Fragile
Don’t let your wizards get better spell efficacy just because they took the Brittle Bone Disease flaw
in that same vein, I think the Barb having both 5 base SP and slow is very sad, especially with how much fucking room there is supposed to be in one ("made to carry the heaviest of weapons and equipment" my ass, you can barely fit EAF in there without running out of versatility)
sure it's not as bad with 3 base speed but still
Yeah, Barb is low on the points too iirc
My initial spreadsheet was based off of one someone else shared a while ago, and I do plan to tweak the equations
But it’s helpful for a ballpark view
Fun fact : the only size 1/2 frame to have the same amount of SP as the Barb is the Caliban (aka, a frame with actually strong traits). Every single other one has more.
it's not even like your CP ate all the power budget, 'cause it's very situational and requires a lot of setup
Yeah no in my design eyes, base stats should be balanced against base stats, and traits against traits
Because otherwise things get vibey and some stuff becomes heavily deficient in certain parts of the game
I'd leave room for some exceptions myself, but exceptions should be, y'know, exceptions
not "every frame*"
Yeah exactly
Like, Salvage Union in comparison has a whole stat-range calculation for its mechs and roughly balances the frame “core powers” against each other
Like they have an equation they used and published to their blog so other folks can make similar mechs
like sure, get the statsticks with basically nothing traits one or two extra "stats points". Get your kidd that trades an orbital satellite (and 10SP) for all its stats. But that's it. Difficulty traits should be reserved to the most egregious of power abusers (that probably should be toned down rather than Brittle Bones Affliction'ed)
That fucks actually.
Right? The SU scene is smaller than Lancer for sure but I dare say the barrier to creative entry is lower (though it’s also a MUCH less crunchy game tbf)
Also, for your cursed consideration: How many Mech Skill points is a weapon mount worth? Think it over
is that even a quantifiable thing? i think it's kind of apples to oranges
Given that Lancaster, Taraxacum, and Kidd are stacked in base stats but weapon mount poor, yes
It has to be in some way, in order to get an equation out of this
My current conversion rate is involving Core Bonuses for HASE stats vs the GMS mount CBs
The Malus traits outside of Long Rim make sense, including Blackbeard which kinda deserved to take a hit for how good it’s traits are (if it’s gonna charge in, being Vulnerable to dangerous terrain and burn makes sense as a downside particularly considering how good of bulk it has). Same with the few other frames with Malus Traits. Even Zheng and Caliban kinda earned it (their weaknesses are computers, and since they’re kinda speedy and very tanky being tech vulnerable tracks).
It’s Atlas and Kobold that caught strays because of it
Where in the barb's everything does it need a diff to agi on top of 2 speed on top of 5 SP
Yeah I’m generally with you
(I similarly agree except for the barbarossa)
I think on the specific frames I did and didn’t name it’s subjective which ones did and did not earn Malus Traits, but it’s still something that belongs in the game as a balancing tool imo
Altogether this is just me saying “it’s been 5 years, we’ve grown, I think we can reflect on the designs”
Though I do think NPCs are less fraught for discussion, as fewer players get Very Attached to NPCs
Like sure explosive resist is good, and heavy frame + size 3 is great when it's not a downside, but that's pretty much it. CP is rough in such a movement focused game, heavy frame is sometimes a downside, and the rest of the statline I mentioned you get the gist.
Fair and true.
Do you think Drake is in a similar boat to Barb in not deserving Slow or is it different due to general frame distinctions (smaller, faster, different resistance trait, other stat differences)?
It is noteworthy that both the frames with Heavy Frame also have Slow so while it is probably safe to say the pairing was a choice of flavor it’s harder for me to say if it still holds a meaningful design impact
You just made me remember the Drake is a frame that exists. Yikes.
Love the license, frame looks rough
I mean Drake is still a pretty good frame but it holds a lot of mechanical similarities to Barbarossa that earn Barby criticism
Hence why I’m thinking about it but unable to really come to a conclusion
does it? what are your gripes with it?
Maybe the 3 armor helps for the saves bit ? I guess size 2 isn't as bad when it comes to cover/LoS too. And it doesn't have 2 base speed so it's got that going for it.
Like Drake has the same mounts, practically the same traits sans the resistance trait, same evasions, same SP, same repairs, same sensors, same save target,
The main stat line differences are size (-1), speed (+1), heat cap (-3), and the HP + Armor are slightly different (-2 HP for +1 armor). Also it has +2 Tech Attack on the Barby for some reason (for a total of +0 tech attack). And ofc the core power is different.
So if Barby doesn’t deserve slow you could argue Drake doesn’t either
Unfortunately, Burn and AP happens. My experience is probably quite skewed on that, I'll acknowledge it, but I'm not sure I'd risk a Drake at my usual tables, unless I knew I'd get some great use out of fortress protocol (holding a position sitrep).
To be fair, compared to Barbarossa at least, -2 HP isn’t too too much in long term progression, especially if you’re also getting +1 speed out of the deal
I should stop comparing them at this point the longer this conversation goes on the more it’s gonna be like comparing apples to potatoes
I probably would, but that's also me not liking difficulty traits on stuff that aren't as cracked as like, the goblin at tech attacking or the Dusk Wing at flying. Barb and Drake are much less specialized (or more accurately, not specialized in something as universally useful as "Tech attacks" or "flight" or "melee combat" or "knockback controller")
I mean they’re the most specialized in… not moving, but in Lancer the strategy comes with enough penalties as is
What I meant, yeah
I wouldn't have been surprised if like, Emperor had brittle or exposed reactor, for example. Not saying we should add one of them to it, but I wouldn't have been shocked if it had always been there.
Plus if a core bonus can confer similar benefits (Fomorian Frame) then it probably it’s not a specialty worth penalizing so heavily
Drake is great
(especially when it's half a downside in disguise for most sitreps)
I think Barbarossa and Drake are solid frames as is tho, they’re still pretty good stat sticks. It’s just a matter of “they’re not so strong that they earned a Malus trait,” unlike Blackbeard and Zheng and the like
Being a stat stick tends to net you traits like Superior Reactor in fact
Sums up my feelings pretty nicely. That and poor SP makes me cry but that's something else so.
A thing to note about Malus Traits is that in play they won’t come up nearly as often as every other component of the frame, as they tend to naturally lean away from things the frame wants to avoid
Can't avoid burn when it's half the OpFor, can't avoid base game structure hull checks if you still use that terrifying thing
That is also fair
True for the other two though, yeah
Fragile and Exposed Reactor will definitely come up a lot more often than Weak Computer and Slow
Haven't tried it yet; you're probably right, I just wouldn't risk it at my usual tables (this being the common denominator)
Going off of basic actions actually, I think the only thing that would really trigger Slow would be checks to escape Grapples, and if you’re in a Drake or Barbarossa you don’t really have to worry about that
Actual NPC traits or environmental effects are a different beast entirely, but at the very least if you ignore things that are Sitrep dependent it should come up the least often
isnt grapple a hull check to escape
As long as you pack 2 AGI it’s satisfying
flight structure/stress agi check vs. fall thing, but I'm basically the only one to remember that rule, and Ace 1 exists for that
To contest/escape
To escape, Hull or Agility escapees choice
To contest, Hull only
Oh yeah I keep forgetting about that
sorry about the ping my finger slipped
To prevent escape, also Hull only if you’re the grappler
am i missing something? i see nothing on agility here
(I don't mind so much in general, but especially not in an ongoing discussion I am currently a part of, you're good)
Huh… I guess I made it up when I first read the rules- coulda swore Agility was involved somehow
maybe? could maybe be a carry over from other games where there is a choice in it
probs mixing it up with JK2 where that is the case
No I was probably mixing it with D&D 5E rules at the time and the mistake was never corrected
But anyway unless you’re doing some weird PaaC to jump further or smthn, taking Stress or Structure while flying is the only scenario that would trigger Slow regardless of Sitrep
NPCs still have plenty of ways to trigger agility checks and saves, but those tend to key directly into stuff Heavy Frame negates
… actually looking through NPC stats, that kinda stuff actually keys more off of hull than agility
Agility tends to be moreso about avoiding damage from AoEs
most AgGIs are mostly damage first control second yeah, but that's what armor is for
And they have resistance traits that tend to trigger off those things, Barby and Drake respectively
ye
I think this discussion has made me realize that Malus trait impacts are ultimately defined by the prompts to trigger them put in place by the System
Do Barbarossa and Drake necessarily deserve Slow? Not particularly, but their playstyle and traits make them predisposed to resists things that Slow would key off of.
Does Blackbeard necessarily deserve exposed reactor? Yes, because its traits make it very good at getting into and out of situations that would prompt it to trigger, and also it has very good stats and traits. It wants to be encouraged to actually get out of those situations rather than roughing it out- something it would be capable of doing had it not had Exposed Reactor.
Hence why Atlas and Kobold kinda suffer from exposed reactor. They’re predisposed to scenarios that put them near Burn and Dangerous Terrain, but unlike frames like Blackbeard, their playstyle does not encourage them to leave those scenarios nor enable them to very well. Atlas has a harder time dragging priority targets away from hot zones, and Kobold needs to utilize and create terrain in those hot zones to best make use of its traits
It’s elements of the game they don’t naturally resist nor elements they should be discouraged from engaging with
Alright so from my calculations of CBs and assuming that each stat in a HASE point takes up half the value (so 2 HP = 1/2 a rep cap in value) my rough calculations indicate that a CB is worth from 1-2 mech skill points
most stat boosters are worth 1/2 of 2 HASE points, but with a little rider on sometimes (Full Subjectivity Sync is 2 EVA, which is half of 2 agility, but Superior By Design is 2 Heat Cap and immune to Impaired aka half of 2 ENG plus an extra benefit)
so, I'm settling on "a CB is worth about 1.5 mech skill points, so a Flex Mount is 1.5 mech skill points"
leading to this
Heavy 3
Main/Aux 2.5
Flex 1.5
Aux/Aux 1
Main 1
Empty 0
maybe Main/Aux is closer to 2 and Heavy is closer to 2.5? it's up to debate. The main/aux replacement CB costs a Flex mount but gains you a Main/Aux so that makes sense in terms of value lost/gained (lose 1.5 points but gain 2.5 points for a net of 1, which is acceptable)
I mean, technically the main/aux replacement could also cost an aux/aux. Would bring net point gain to 1.5 like improved armaments.
Controversial opinion: FSS deserves a neat little rider -~-
Oh hey guess what I added in my house rules lol
Fss?
Full subjectivity sync, the one I house ruled to give perfect parry
Ah yeah lol
After fucking around with equation for a few hours last night I have decided to let it rest for now
OG sheet and author: #mech-hangar message
Sheet 1 of mine is the original equation. Relative HASE is compared to Everest. Revised Relative HASE is using my revised equation factoring in Save Target, Sensors, and Mounts
And these all are comparing the base frame stats + mounts, NOT the traits
Using anomaly anchor to yeet a knight banner to the front lines is funny
but that means the knight is severely out of position
and that's 4 structure worth of NPCs not doing anything to contribute to the main furball
i just relegated the knight to guarding the anchor
Operator however had a field day
Knight assassin combo.. what else would go good
The issue is I want like, good elites or vets.. or vet commanders
I’m somewhat concerned about knight vets due to like, lack of dueling targets without like valor
Assassins would probably be fine as elites..
Not sure what else to run with these two
I fail to see how Valor is required
Anyhow, I think adding another support with movement assistance would be good, like a Mirage. You could also throw an artillery in there, like a Rainmaker
A controller would go pretty big, maybe an Archer or Hive
Hive would give the Assassin Hide spots
While Archer could be cruel when it comes to compelled duel targets
I think one more damage dealer would be a good idea regardless, and a controller would be good too
Ace (I think, at least the rebake one) + Rainmaker love Lock On so they’ll pair well with the Knight, and the compelled duel will divert healthy attention
Operator will also be allowed to take more risks with a Knight on the field
Barricade would also be fantastic for locking folks down and helping hide the Assassin
Lurker makes soft cover too, as does Vulture
Generally any cover generator or invis distributor will help the Assassin a ton
And something that benefits from shred or has something to gain from being out in the open will love the Knight
Hatchet could be fun… not for any specific reason I just think it’d be fun. As would Napalm
I think any artillery, particularly non-Bombards and non-Snipers, will enjoy the Knight+Assassin combo because it’ll cover all 3 grounds while playing with one another.
Assassin will be a front guard and infiltrator that knocks guys prone and takes out high priority targets. It’ll enjoy the benefits and redirection of the Knight as well.
The Knight will play a mid-guard, and against assassin’s marked targets it can ensure attacks will not harm the Assassin well, while also capitalizing on the debuffs the Assassin dishes out. It’ll also be a roadblock for anyone trying to harm the Artillery.
The Artillery will handle the back line, profiting off of Assassin debuffs (so long as they’re not a sniper) and being permitted to take more risks thanks to the Knight.
And controllers+supports will exacerbate the pains exerted by the trio very well
The big concern for the Knight is because it’ll be such a keystone, it’ll also be a high priority target and that’s liable to cause it to melt
Capacitors and Prisms can slow that process handily but could be considered too mean a combo
And they could also be considered redundant due to shred, AP, lock on application, etc
So in terms of additions I’d recommend: throw in a Rainmaker or Operator, then an Archer or Barricade, and then either an Ace, a Support, a Lurker, an Engineer, or a Hatchet
And give templates to whoever you think appropriate
Oh wait an Occultist would actually be fantastic too, consider that for the controller or bonus
Witch and Mirage would also be useful but they’re pretty loaded units, in general
Elite will go good on Assassin, especially because it really needs the extra actions in order to make use of GTFO actions- it does NOT like being surrounded without a plan
You could also consider going all in on the mark mechanic and using a Sniper as your artillery anyway- Knight objectively helps it out and while Assassin Prones do debilitate Sniper’s Mark, it still puts the PCs marked by the sniper but at risk of Assassin in a situation with few good options
Hm maybe
oh should i ask my players what they specifically thought about the prototype pattern group npcs?
Isnt this kinda just bombard-specter
Kinda yeah but imo it’s less brutal
You can take cover from a sniper- you can’t take cover from a Bombard
And Assassins are much easier to pin down than Specters
It’s a more fair combo than Bombard-Specter. Also Bombard-Specter is a good combo so I’d say this is also a good combo
Please and thank you
Just “how did you feel about X?”
Don’t ask it in a leading way, I just wanna know how they felt about it
what do you mean by leading way
Like don’t lead them to a certain opinion
Don’t do: “did X feel good?” Or “did X feel bad?”, or “did X feel balanced/unbalanced?”
Do: “How do you feel about X?”
alright
Minor question Valk, when you use the PPG NPCs are there specific tokens you tend to use for them? I like using them as a kind of visual indicator like "oh this guy has a big hammer we should stay away" even before knowing what they do.
I have basic placeholders but otherwise I use existing approximations in the retrograde factions
Project Mordekaiser as Knight
i use pishly tokens, somewhat
Players instinctively know
Not emperor?
MOI Nimue for Mesmerist, MOI Solomon for Zealot
Emperor has a bow, capacitor has an arquebus
Thank you! Also could I get you guys' thoughts on using a Kensei instead of a Demo in the classic Mirage + Demo set up? (This is for Denial Of Service for the IGF heads in here)
Hatchet is a double axe Blackbeard with SMN
Kensei does more soft threat than hard; this will affect its pressure. It’s also more innately aggressive
Uhh Kensei is the MOI Amakusa iirc
Occultist is MOI Medea
Hm, so a bit more aggressive than I'd really like, and the comp already has enough damage
I'm just trying to sprinkle in the PPG NPC's to see how they perform in environments largely with normal NPCs
Oh fuck yeah that's very Kensei coded
I know I edited up an OR🅱️ ™ version of the Torrent a while back
Oh: Amber Phantom with Gun is one of my Prism variants
Napalm was MOI Ptolemy but the MO&S Phoenix or EC Salamander also work well
Anchor was MO&S Rasputin but I think the DFG… mine guy? Or the HA Tcuevsky (sic) would work
hehe
Avarice?
Occultist Moloch Drone is Solomon Belial Shard drone
Ghost is currently “calendula with a hooded head and no weapons” and it’s frankly mid at the moment lol
Yeah! And Pigsriot did a custom one for me too that looked like a part-elemental or dnd4e elemental Archon
OMG the MO&S Rasputin is goofy I love it
I cannot in good conscience use the Rasputin for the Anchor lmao
Behold
A mann
I forget the Vulture, wasn’t many good fits. I think I used a recent one
Portal Sentry Turret but lorge
ASV PEREGRINE?
AA ANI could also be vulture?!?!?
again these are placeholders for “pattern groups” aka generics
Many correct answers
Thank you for the detailed explanation nonetheless
Any thoughts on trading a Rebaked Rainmaker (atlas missiles) for a Napalm? I was thinking it could serve a similar artillery with a splash of controller purpose
Vulture :>
Behold! My... [searches up group name for vultures]
... Committee!
The Lads
Lads even
I kinda wanna redo the generic vulture I cooked up a while back... (the one I used for the HUC vulture with minor changes)
I love that huge right arm piece on the third one, where did you find that one?
Wow I can't believe I never looked at that one, thank you
@vagrant grotto Sorry for the ping, but may I ask if the Hatchet's Reckless Dive can be used with Ram and Grapple? It reads to me as yes but I thought to ask just in case
- Never apologize for pinging me
- Uhhhhhhh I guess so?? Unintended though, it should be a melee weapon attack
Good catch, I’ll add that next patch
I see I see, I was thinking that it would be somewhat harder to use if it only has the axe and threw it this turn, then I saw I could just ram with it but I was worried that may be a bit too much tbh
Ahhhhhhh good point
the way I'm reading this NPC, it's that you want to Retrieval -> Throw past the second turn, but that leaves the axe out of hand
Yeah good catch again
I should have it immediately retrieve one thrown weapon too then hm
nothing wrong with any of this btw, just thinking if the Dive would be too hard to use really, or was the less efficient rotation an intended consequence of the resistance reaction
Wait I could adjust the trigger
“Enemy adjacent to one of the Hatchet’s thrown weapons hits the hatchet with an attack”
“Hatchet interrupts, moves up, retrieves the weapon (triggering flip kick), and attacks”
Maybe
So a sort of "don't attack me I'll have resistance" à la cataphract?
Yeah
I think it works, it does solidify it as more of a "bullying one character in particular" with that optional along with the usual Slowing and Flip away, but I think that's kind of what the hatchet is going for already anyway? At least that's my read on it
All I know is that I’ve gotta rework Hatchet’s reactions a little bit
Reckless Dive was written with an old version of hatchet in mind
I think what I have to do now is have the reaction be vs taking damage, then they dive forward and use Cleaving retrieval. If the attacker fails the save, hatchet gets resistance
Helluva lot cleaner
I remember Return to Sender also drew some concern and I forgot to write it down in the tracker
Think I'll golf pencil in this proposed version version for my upcoming game and I'll let you know how it went afterwards
Thank you!
@vagrant grotto can I get a double check on this wording?
Yeah seems good
The gist is there even if the speed/movement language needs updated and CR targeting needs solidified
It begins...
Oh shit, nice
In case you missed it, Kai: https://docs.google.com/document/d/12nb--GO1G52xXfVqLle9KCdbCxIJb2HRz91PJeaesxQ/edit
The Talentless Hack A work in progress “mod-ification” Powered by Lancer, by Valk This set of completely optional and absolutely questionable houserules sprung from my personal distaste for Lancer’s pilot talent subsystem, of which I have several grievances: Pilot Talents “lock in” your pilot t...
I am going off the deep end lol
but I feel powerful for making Reserves that fuck around with the typical System Point and Talent Point progression on compcon
no talents allowed!
but yeah this is 90% a conversion of Talents -> Mech gear
I'll probably make another thread for this once I get further in
I get to reuse my Knight mechanics for an Exemplar 3 replacement 😌
I had seen you talking about it earlier yeah, I didn't know you were far enough along to have an lcp yet
I may be putting a cart before the horse lol
but yeah I got energized when Pigsriot mentioned his table thought the idea was neat
I am now realizing I have NPC LCP data down pat but PC data is a new, daunting ballgame lol
This is my current writeup:
Reckless Dive
Trait, Recharge 5+, Reaction
Trigger: A hostile character adjacent to one of the Hatchet’s THROWN weapons damages the Hatchet.
Effect: The Hatchet moves up to its SPEED directly towards the attacker and then activates CLEAVING RETRIEVAL. If this forces the triggering character to make a save, the Hatchet gains RESISTANCE to all damage from the triggering attack.
it's much broader (any kind of damage) and only needs to force the save, not be a failing save
I see, it looks much more consistent in application than the other version
it looks like you could potentially use this as a get off me tool if it moved up after throwing in melee
I'm also changing flip kick to 1/turn instead of 1/round, to account for this
yeah that makes sense
also helps out elite ones that dont refresh 1/round effects every turn
(i think that's how it works anyway)
yeah exactly
overall I think i like this version a lot more, thanks for the swift write up on it
I have yet to see someone take Whirlwind Kick on Hatchet...
I should do that next time I run one
The demand for the character to be adjacent to the weapon is pretty circumstantial and easy to mitigate so the buff makes sense. That, and the Hatchet can always not move as much as required
Something I'm disappointed someone else hasn't come up with yet:
Calling the Hatchet a "Thrownin"
I gotta run a Hatchet at some point, in terms of flavor they’re my fav PPG NPC
I just gotta decide if Hatchet is more IPS-N coded or SSC coded lol
(It’s probably both)
all of the above! a hatchet with Plasma Knife is HA, Bola for IPS-N, and Dive for SSC
I think IPSN coded tbh
also, for those interested, I made a new thread for the Talentless Hack: https://discord.com/channels/426286410496999425/1423696185771954341
SSC seems too posh for a simple thing like an axe
it's all about being nimble
something something, masterwork tomahawk
legit I purposefully tore out references to tomahawks though I definitely had them on my mind
fair dos
Guess whose Birthday money finally came in 😎 (3 days late, but still)
Yeah but with Metalmark and Mourning Cloak Mobile throwing weapon user fits them well
Much appreciated! 😄
I could see an SSC hatchet using throwing knives
Or flavor it as Sparri because they probably use axes
do you wanna put it in the (hypothetical) submission box? 😛
Something something, when grappling an enemy. Do something like force a save and on a failure, break one of their weapons or systems
PC choice or brigand choice is the question
Does Kensei have something similar? I vaguely recall it having something similar
legit I'd replace Vandalize's effect with that
it has a Disarm feature, but not a Break Your Shit feature
Reading it it is pretty different
brigand choice would be wayyy more dangerous i think
whether that's a thing Valk wants is not for me to say
break your heavy vs break the third mount you arent firing anyways
If you really wanna steal from MGS maybe it’s a reaction that can specifically only be taken while grappling, though that’s really weird
But I imagine you could budget it similarly to Prying Claws- make it Limited 1 and all
So it can never be taken
Also brigands in a playtest when? 👀
No one likes Armor Lock Plating v_v
Ehhhhhh- I wouldn't, that feels like a bit too many layers deep into mechanics
Hence, "wack idea"
Vandalize
Trait, Recharge 6+, Quick Action
The Brigand makes a contested Hull check against one character it is Grappling. If the Brigand succeeds, the Brigand chooses one of the character's weapon mounts; all weapons on that mount are destroyed. If the Brigand fails, the target chooses the mount instead.
scratch that, Full Action
Yeah
it's very mean but that's Brigand for you
COnsidering it's guaranteed to destroy something, you sure about not making this Limited 1?
big repair sink imo
Also, should there be a clause on if there's no valid mount to destroy?
the Brigand must grapple them first. and maybe?
You explode
Wait a minute I need to check the wording on integrated mounts
Unless integrated mounts are a compconism
Vandalize
Trait, Recharge 6+, Full Action
The Brigand makes a contested HULL check against one character it has grappled. The winner chooses one of the target’s intact weapon mounts; all weapons on that mount are destroyed.
Integrated mounts cannot be destroyed
see Lancer, p. 32
Cool yeah
As just a "worst case scenario" kinda situation, an Elite w/ this could grapple a character, then spend 3 turns destroying all of a character's mounts if they're lucky w/ the REcharge rolls, and so long as the actions can be taken (only stunning the character or breaking the grapple can do that) the player is guaranteed to lose all their mounted weapons. It'll take fewer turns if the character has a superheavy or fewer mounts.
That is a worst case scenario, but various features in PPG and from other templates can make it more likely, such as Vulture auto recharging the trait and Ultra both potentially getting 3 turns/round as well as having Supereme Melee to grapple without using any actions.
IT's still an edge case, yes, but it's one that's still probable if Luck goes the wrong way rather than something the GM has to explicitly build for.
If you're okay with that then I've got 0 complaints, it's still a manageable situation for the players, has plenty of ways to be mitigated, and teamwork can solve it much more easily.
Mech wrestler, the snapper. Ultra brigand vulture
lemme check the Leech
+2/+4/+6 Hull
... sigh
W o t
Lecch's hull scales like that???
its agility is +3 at all tiers, in comparison
leech got hands
What about a grapple the target CONTROLS
That feels a tad unfun personally and a bit too targeted at the leech specifically
nah controls is important
It's some counterplay
Fair nuff
how are you gonna break someone over your knee if you're not in control of the grapple
If you wrestle control you can stop it snapping your gun
Well I was imagining a leech crawling all over a mech and ripping apart their weapons as if they were jockeying it
Yeah that's also kinda cool...
Fun image, but probably not worth the mechanical headache
And while I did bring up the worst case scenario, I will say desigining around the worst case scenario isn't always necessary. Sometimes the Worst Case makes for some memorable moments, and it's not too common in the first place
.... ah hell. Does Grapple not explicitly say that the attacker is the "larger character" upon hitting
Nope
The attacker and the character in control of the grapple are explicitly 2 different things
Bare in mind, worst case scenario for prying claws is the pilot is fucking domed by a sniper and dies
And that's CRB
Hence why Prying Claws is Limited 1 and does nothing on a successful save
If Vandalize were limited 1 a vulture could still cause the Worst Case scenario to occur, but it's now harder
With Vandalize as is, all you need to do is be lucky and control a grapple for at most 3 turns, which for a Veteran Elite or an Elite Leech or a Supreme Melee/Limitless Ultra is significantly easier. But it's still not easy
I 1/Scene per targets clause could work but that's wordy
Oh wait I have an idea!
Honestly if it fails forwards on a fail that does seem like grounds for it being limited 1 too
Using it ends the grapple
That's what I was thinking- keeping the fail forward aspect is smart regardless of the design direction due to the level of investment and commitment, it's just reducing the ability to spam that's the concern
I have an extra line or two of space thankfully
Even for the NPC kits that can grapple as a free action that still puts more rolls and checks in between the NPC and the effect, especially when it comes to using Limitless to Grapple
Vandalize
Trait, Recharge 6+, Full Action
The Brigand makes a contested HULL check against a character it has grappled and is larger than for the sake of grappling. The winner chooses one of the target’s intact weapon mounts; all weapons on that mount are destroyed. The grapple then immediately ends.
There we go- puts several more steps between the uses, and ensures that a Brigand with a free action grapple has to chose between maintaining the grapple or performing Vandalize the same turn as the grapple.
Which puts it on similar toes to NPCs w/ Vandalize and w/o a way to free action grapple
Question
How exactly does this work?
Do people in the Zeal Radii
just become immortal, incapable of dying until the UltraZel's first activation of the turn?
oh shit i want to run this now
iirc there's an ultra priest in the module i'm running so i could try replace it with an ultra zealot
I like how you’ve been pacing your new evil arc btw
for some reason i read that as the first time they would be destroyed, like feign death kind of
indeed
Solutions include:
- forced movement
- jam the zealot
- overheat the zealot
- kill the zealot
Both good
There’s many potential solutions
grapple the alies and drag them away from it before killing
Another includes putting an obstruction between the zealot and their ally
Obstruction?
something to break LOS would work
If you have LL2 Minotaur there are 1-2 fantastic fixes
but that has to be a sizeable obstruction
oh yeah just disappear them huh
Zealot’s Size ½
More stuff obstructs it than usual
oh i know, but they can see over size 1 things (like TSS1 rock) no?
A Kobold can block it’s LoS
Nope, only around
Or if their buddy is suitably tall
Though the rules for looking around the are muddy enough for size 1/2s that it depends on the GM
Or if they’re flying/standing on top of something
To me, “size = ability to evade and gain line of sight” in most situations so I’d rule it as “can’t look around for the most part” but it depends
oh wait I'm dumb, i read your message as zealot was size 1
yeah that's actually cool, it being size 1/2 has a good justification other than flavour
(which to me kind of seems to be the case with other size 1/2 NPCs)
For Assassin it actually impacts them big time because it determines who they can and cannot ram prone
yeah assassin i get
I think for the long range size 1/2s hitting their ability to draw LoS is pretty significant, particularly the Mirage w/ Blip- it’s hard for a Mirage to benefit from cover while also having clear LoS onto Hostiles in order to trigger Blip
The only ones it doesn’t really impact is Hornet and kinda Priest imo. Hornet flies so who cares about LoS and priest is close range enough and requires LoS for Investiture so it doesn’t really benefit much from cover anyhow
‘part from that I think Size 1/2 is generally fairly impactful on NPCs so long as LoS is ran somewhat strictly
perhaps more than i gave it credit for, now that you say it
also ram is so fucking good, so lower sizes don't ge to use it as much
Only really impacts the Assassin because like. If any of the other size 1/2s find themselves in a situation where they can ram they’re basically 60 seconds from death
At least in CRB, Zealot’s different
I edited, because i fucked up and said 1 at first, you’re good
@vagrant grotto
If you don't mind me asking, what was the combination you used to make the Capacitor token/character in those playtests?
I can't seem to find it in Retrograde minis
I used the Aegis from STIX Syndicate faction by retrograde
ah, ty
Like. Still mid encounter so the thoughts aren't fully formed- (plus like. A lot of other things happening) but I got a little bit of feedback
Party (LL4) -
Hacktuga
Pegasus
Lanny
Calendula
Torrent
Very simple Torrent, only had Crashing Tsunami
- Players caught off guard by the cone 5 melee, and it threw first turn plans out of whack by knocking everyone off the Lanny- (which I'm realizing should have incurred prone but I forgot) and forced a change of plans immediately
- Players rolled well and killed it quickly after though
- players thought fighting around the knock back was fun
- still need to bring another one in with the party more entrenched to see how it fares with messing up defensive posture
Anomaly
Only anomaly so far is a juiced up Goliath (Elite Commander)
- Enemy was scanned immediately
- Spatial Rend was taken well by the party though
Not fully formed thoughts like I said but. Some observations made and thoughts asked of the party
Nice, appreciate the report!
Is it not cone 3?
Tsunami, the optional, is cone 5
Ah mb
Oh! I ran an ultra occultist the other day
(Also a zealot but it was late reinforcements and didn't do much)
I think occultist has a real 'multiples' problem in that its okay as one, but quickly becomes a hassle if you have multiple activations worth of occultists on the field at a time due to how freely they can just stick people with Jam
However, the elite upgrade was super fun. I paired it with the similar anomaly feature and flavored the guy as a drone master sticking bits and bobs on the autonomous cataphracts or whatever that composed the rest of the opfor
Admittedly this was into five players, which makes ultra activations a bit disproportionate
Huh yeah it can just force a save against jammed pretty trivially every turn :|
Actually now that I’m looking at it drone destruction does a lot while requiring not a lot of investment. Did it come up a lot where a single Reap the Chaff would impact multiple characters? And were the players on top of destroying Flock Drones?
Looking at the math, an Occultist deploys with 2 Flock Drones and can deploy 2 more as a quick action, and Reap the Chaff can destroy only one drone at a time. Meaning unless the players are actively destroying the drones, it can pretty trivially only need to deploy flock drones every other turn (attacking with Diviner Darts or Quick Action move drones, or hell just deploy 2 more drones) while being able to Reap the Chaff every turn
Which in direct comparison to comparable NPC traits (Restock Drone being recharge, Dispersal Shield being recharge, Impale Systems being recharge) does look like a bit much on paper
Though Flock Drones deploying adjacent to the Occultist probably helps counterbalance, but I am curious about how much it counterbalanced in practice
Sorry about the tangent I just hadn’t taken a good gander at the Occultist before now
Reap the Chaff is Ordnance, so I can see how it might play with Elite/Ultra at least
Yeah i do think this may be an elite/ultra specific problem
I’ve run 2x Occultist before without too much issue though
Or rather a "multiple activations" one given reap the chaff isnt sensitive to who deploys it i think? I dunno
Maybe my players were just fumbling agi saves lol
This is a sample size of 1 combat and i did not collect hard data
But yeah counterplay is
- Hack/shoot drone
- Walk away from drone
- Kill occultist
Multi activation is valid feedback
Also my players have a really bad habit of looking at ultra controller/support/defenders and saying "so we just dont wanna shoot it lol"
Shoot the drone is decent counterplay but if nobody's packing large aoe it winds up as very action negative for players
Hard data is fine but often not as useful as the simple “how did this feel”
(And multi-activation means "walk away" isnt always something you'll have the chance to do)
Yup yup
When talking about design I think a lot about one story from borderlands 2 development
They were designing one of the earlier areas in the game - skag gulley? If memory serves? Not important - and they were consistently getting feedback that the area was too large. They kept shrinking it to the point where it felt too small, and they just couldn't get it to a point where it felt "right sized"
Eventually they restored it to the normal size and just tripled the enemy count. No more complaints.
(Unrelated: Lol occultist is on page 13)
Ominous
Anyway I gotta go shop for a dinner party now but yeah I think multi-activation occultist might need some more consideration. Im not sure how id fix it because making deploying/moving the drones cumbersome would feel bad. Maybe start by making jam on RTC single target? Occultist already soft-counters melee balls with the heat (which most melee strikers tend to be soft to) so just windmill slamming a multi-person jam feels rough.
I think it is for drones
It's controlled drone or allied grunt
You don't control your ally's drones
Oh it’s Ordnance? Nevermind I guess I really haven’t taken a good look at it
Does Ordnance mean the Occultist can’t use Reap the Chaff on adjacent drones or grunts?
they still can RAW, because Ordnance cares about Engagement not adjacency
What if 2 zealots?
It’s so joever
striker dpr brained players would perish
If you have 2 ultra zealots then you have a puzzle encounter
“What about 5 ultra”
Imma stop you right there
Hhahahaa
5 player Escort with 5 ultra zealots
On budget, I’ll say that
The lore implications of 5 ultra zealots
Yeah but valk have you considered your homebrew breaks if i field 8 ultra strikers?! Huh?! Idiot.
damn you got me, guess I'll exclude allies with Zeal from Undying Faith 
(I did this before you posted lol)
I do have some feedback from the session now,
From players:
- Reckless Dive definitely caught them by surprise, they didnt expect that whatsoever
- Felt it was actually really fair once they saw that it could do that thing, since they can just walk away from the axe that is on the ground
- They proposed some kind of telegraph or signaling that the axe is dangerous while on the ground (due to Cleaving Retrieval) and has more interactions than just the usual picking up for thrown weapons
- The chain of Reckless Dive -> Cleaving Retrieval -> Kick Flip was a little hard to follow what's going on
Overall, they liked the NPC and think it was fair, and said to tell you that you did a good job
From myself:
- The hatchet did miss every attack it made lmao (GMS smoke charge goated), but Cleaving Retrieval still felt like it gave it a threatening presence even if it can't roll for shit
- The knockback that CR has would've been super helpful (control sitrep) if not for the fact the guy getting targeted by the hatchet positioned himself well to not be pushed away (good on him), so imo it's powerful but has counterplay as all knockback does
- Felt nice and mobile so I used it to push one of the more PC sided control zones, overall I think it feels good on movement between 5 speed and Kick Flip
- I did kind of wonder can you move the axe in some way once it's down on the floor as some sort of counterplay? Random thought that popped in my head as I was running it
- Bit more paperwork tracking where the axe falls than most NPCs but it's honestly fine
Overall I liked it, even if it died a bit fast, though it being targeted over the Demolisher (rebake so it's scarier than normal due to Earthshatter) meant that it clearly was perceived as a significant threat. Definitely an odd feeling throwing a new NPC at the players they dont actually know yet but it was fun. I'll probably try run a multi structure one at a later point to see how it plays with some different optionals and living a bit longer, overall I give it a Thumbs Up
@vagrant grotto oh also the ping, no idea if this feedback is any useful but I thought to send it over anyways
Yes thank you for the feedback! Glad it largely worked out
"some kind of telegraph"
How bout QA scan
Damn it why didnt I come up with that in the moment
I have the lowest sensor mech known to man (they were all in Everests lmao)
IT CAME WITH YOUR DEFAULT GMS_STANDARD_SCANNING_AND_EWARFARE_SUITE
I mean, I'm not saying I agree with their thoughts, but I did want to communicate them to Valk, because there is a point where poorly telegraphed things are annoying to deal with (looking at deathcounter) even if I personally don't think the hatchet is there
NPCs having surprise tools is like. The whole reason to use scan. When the thing is substantial like Deathcounter then it makes sense to telegraph, but Hunker Down, Rebound, Barrel Roll, etc aren’t telegraphed.
Plus it’s negatable/ignorable, which is the reason people have issue with Deathcounter vs everything else- Deathcounter negated the entire effect- reactions don’t tend to do that
Gonna be fielding an elite kensei tomorrow to act as a buddy for a witch. Let's see how it goes 
I think there's definitely some subjective feelings around which surprises deserve to be telegraphed and which don't
Like I did give one to deathcounter, but should you also give one to barrel roll, because it's a similar no-sell, etc
part of it is, if I'm understanding the context correctly, that not a lot in lancer really primes players to be particularly wary of a thrown melee weapon lying on the ground
I suppose, though Barrel Roll has more counters, like Reliable damage, slow, or reaction shutdowns. Deathcounter cannot be prevented in any way other than burning it, and it completely shuts down whatever it blocks unless it's outright Paracausal
Legit it’s (edit: Reckless Dive) basically a Special Rebound
Does Rebound deserve a telegraph? I don’t know maybe. But not like Deathcounter
The flipside to this is unless it's been updated to be way gnarlier, I'm also not sure I see Cleaving Retrieval being a huge problem personally
It’s an agility save vs 4 damage and knockback
it's like 4 damage and some displacement
yeah
armor affects it independently, etc
it's not NOTHING to be sure
it's functionally akin to a +1d6 of bonus damage
That too, plus the Hatchet- regardless of if it has Cleaving Retrieval Reckless Dive or not- demands players not be near their thrown weapon, meaning on a second encounter it's simply further punishing what it's already demanding players not to do
but in terms of things that make people go "oh fuck this," it's no deathcounter
Yeah this is what the players were getting at, to be clear
I generally agree with you Kai that CR isn't a big problem, I just wanted to be as honest as I can with the player's thoughts
Ultimately it is a subjective thing I think, and I believe a part of it at least was seeing a new NPC they didn't already have figured out (they're used to the rebake ones already)
One of my players is rolling in with a half blackbeard white witch. My hubris.
The joke is on them because the actual mission has a TON of burning, but this test combat is gonna be rude as I face down a build that's 90% of my go-to LL6 build
Kensei shred gonna go crazy if it lands though
Any thoughts on a Zealot with an Elite Vet Pyro? I'm thinking using Emberlight to apply burn to capitalise on and using Zeal to help other enemies in the encounter
and then the condition steal thing in case it gets CC'ed too hard or stunned by structure damage
Sounds fun then
hey valk stop me if you've heard this one before
“Blinded white witch locked down by a Kensei”? Welp lol
just off-screen
holy shit tom bloom reference?????
I'd like to file a harassment complaint (I am the White Witch player)
(I explained that I've been the WW in this scenario, Valk)
My condolences to your reactor
He stabilized. It's fine.
At least you can see the Kensei in this case haha
Now the atlas in the DZ with dark cloud tear down standing right next to him on the other hand...
God that version of Narcissus was a mistake
We have disarming parry'd a shotgun into dangerous terrain
o7 to that reactor
Regarding Hatchet and Reckless dive from yesterday: As Smallest said, if players know not to stand next to the thrown weapon, it’s more telegraphed. If it’s not the first time they’ve fought a Hatchet, the Hatchet would teach that naturally by simply using Cleaving Retrieval on its turn
I had an evil idea for my future introductions of new NPCs actually: make them all anomalies that need to be scanned to know if they have templates
(none will have templates I just want them to scan)
Tell me if this is a bad idea
Anomaly spam will lessen the impact of the template, but if you weren't planning on using it in a more plot-important wat anyways, yeah sure I guess
Only so many times you can see an anomaly until it becomes the norm
Hm yeah true
Maybe i should come up with another incentive to scan
NPC wants intel on experimental new developments of the enemy mechs; willing to give some kind of reserve for every X mechs scanned
I think I’d sooner just obscure things without Anomaly
But having unfamiliar names does the same thing anyway
True true
In any case I'll probably point out to them that "hey you should scan unfamiliar things" at least and then go from there and see
You know with a normal template I’d agree, but because an anomaly’s main proper gimmick is based on whatever weird optional they have (which there are like 40 of) I don’t think that’s easy to do
Nah I get it, “oh no another weirdo” fatigue is real
I’m not saying it’s not possible but I doubt it’s easy compared to other templates
In my eyes, the more disadvantaged the players are when it comes to action economy, the less likely they are to scan. If they’re dealing with like 9 untemplated enemies they expect them to die before they become too big a concern so scanning won’t have long term benefits.
Meanwhile if the players are facing like 4 or 5 enemies, even if they’re templates, they’re more likely to scan because the action economy loss won’t be as penalizing and they’ll be dealing with the enemies longer
Thinking about how using 3-4 of the same enemy in the same fight makes scans more valuable immediately
The value of dnd and pathfinder’s approach with many of the same guy is less recall knowledge is necessary
I should probably reward scan more often by clarifying that if 3 guys are the same after scan, I haven’t been doing that
Fair
“These three fuckers look identical; you’ll get 3 enemies’ stats for the price of one scan”
party thoughts on the kensei:
- they liked it
- Is disarming retaliation being able to hit a weapon not used to attack it intentional? (I didn't do this, but it's worded where that's possible)
Yeah that’s fine
Glad they liked it!
If it’s abusable (like disarming a weapon not used yet in a skirmish/barrage) then I’ll reconsider
The concern they made was like "what if I lead with a dagger and they disarm my heavy"
or "what if they disarm the superheavy I didn't attack with"
though I'd also say recall knowledge is more valuable overall because knowing Resistances, Weaknesses and save values actually makes a lot more difference than in lancer, at least in my experience
In Lancer it's a viable tactic to just shoot your HMG at the problem until it stops moving and I'm in a group that does this without fail
(I assume this is less prominent when you cut Autostab and Opcal as core bonuses but I dont think I'm ready to make that jump yet)
starting to add the Long Rim frame changes I mentioned last week to my house rule docs
✍️ I really should do that more... my go to for encounter making is usually "no overlap, I wanna have 4-5 distinct goobers that all interact with each other with maybe a pair of the same frames"
I'll probably do it more often in cases where I'm running a long-term game instead of just one shot tests
unrelated: Atlas, Caliban, and Zheng house rule revisions are in: https://github.com/msprijatelj/valk-lancer-houserules/releases/tag/0.2.0
Regarding Atlas's base stats: I recognized that the Atlas License is actually Save and SP heavy, so it seemed natural to buff those stats instead of doing a simple "Hull Buff"
So, Caliban is actually the size 1/2 mech that gets more than 6 HP, in line with the IPS-N Hull Standards
and everybody with less than 5 sensors gets 'em bumped to 5
is there a readable version that isnt an LCP anywhere?
unfortunately all I have is my documentation
BURN THE WITCH!!! HERESY!!! (joke)
oh i didnt realise they were uploaded to the documentation, silly me
5 speed caliban let's goooo
the docs aren't perfect, but they get the point across
yeah pursue prey is 1/round now but i like this
yeah Atlas and Caliban had huge deficits (relative to Everest) in the HASE department so I felt good with giving Caliban some Blackbeard speed
my experience with caliban is that the hard part is actually getting to the target, and this helps a lot with that i think
moving with them is fun but notably less important imo
I felt justified in giving Atlas average E-Def since several other SSC mechs have that kind of E-Def
if anyone disagrees, my argument is "it's the E-Def of a human, which is basically what Atlas is"
12 save target atlas is very intriguing i think
i would be very curious to see how that plays
given that 4/6 of its licensed gear inflicts saves, I think it'll get some mileage
but yeah like, Atlas is a frame that just strikes me as "I will use tools, gear, and unconventional methods to achieve my striker goals"
it wants to use convert its SP into damage with Ricochet Blades and Final Clash
i do think this version fulfils on the Attack on Titan fantasy a bit more than standard atlas
having made and playtested a save-based atlas alt i can confirm that yeah, this jives
Making an anchor footslog to where it needs to go
Succcccks
Speed 3, boost for 6
Then again it's probably a good thing
I mean if it’s too slow then that’s valid feedback
Big NPCs tend to be way too slow for their size in general
Idk
Aegis has the same speed
But somehow I have more issues on a vibe level with anchor being slow
Than aegis
And idk why I have that vibe
Commentary by player on anchor from game yesterday
I gave it reality anchor Omninet grounding
I mean no wonder it feels like it’s better than aegis in that case
Aegis is better at keeping itself alive too though
I will say when I tried using the Anchor I learned it’s a bit of a high skill ceiling NPC- super strong but also kinda easy to play terrible
And also a fair note about Anchor vs Aegis- when attacking from the outside in, Anchor exhibits a stronger bonus than Aegis (negating crits and applying an accuracy penalty vs just outright denying attacks).
However, in terms of attackers coming from the inside or melee attacks, Anchor doesn’t do shit regardless of its optionals unless it’s Intangible related, and only slows enemies within. Meanwhile Aegis grants immunity to Slowed and Impaired, and with Optionals resistances, or deals Heat and Shred,
And Anchor requires an optional to do anything against tech, meaning against the wrong PC comp it’s going to struggle bad. Meanwhile an Aegis is rarely going to struggle based on team comp alone, with the condition immunities even shoring up against save based enemies
There’s also the fact the Anchor cannot benefit from Lodestone, which is noteworthy
Defense Net protecting the Aegis means that damage output going into the Defense Net from the outside is reduced across the board, whereas the Anchor simply redirects the damage output towards itself. Thanks to Siege Armor however which one is stronger is debatable, though it’s likely the Anchor
Yeah Aegis is more likely to outright prevent attacks while Anchor simply makes sure the attacks target itself, first
I think the only scenarios in which the Lodestone area would literally have no valid targets is either if the Anchor is somehow hidden or fully obscured (difficulty due to Size 3), or if the attacker couldn’t move the 3 spaces required to enter range (if that happens that’s on the player)
I will say Lodestone is way better against blast radii however, or just AOEs in general
So. I have a question about the Recharge Heat rule. Is the Heat (Self) X tag supposed to replace the Recharge X+ tag, or is it gained in addition to the Recharge X+ tag?
It was implemented into a game I was in by replacing the tag entirely (although it was an old version with the 1, 2, and 3 heat) and that genuinely worked well enough that none of us questioned it replacing the recharge tag, but when I introduced the idea of using that rule in a game I'm about to run, we all took a closer look at it and are now reading it like it's just adding a new tag and removing none
Just have a scout or a mirage with dataveil drop it on the anchor
In addition
Recharge Heat has undergone some revisions; it used to outright replace the Recharge tag but now it only adds the Heat (Self) tag. Use whichever version you see fit, I’ve just settled on my current one
None of my house rules are sacred
The sanctioned action is to hack (the house rules)
That’s what we in the business call a [NOT VERY NICE] move!
Not a fan of the language around that joke, tbh
Edited apologies
Thinking about fielding a Kensei tonight for party The Third
This time it'll be a vet
Or maybe an ultra 
Keep me posted!
3p- King of the Hill. Ultra Kensei with Mortal Draw is locked in. Unsure about the rest of the opfor
faintly
Give the kensei spacer grav rifle its funny
Jokes aside ive found that supports, mirages, and cataphracts play nice with kensei. Anything that can move them or enemies around
I'm thinking it's gonna roll out with a hive and bastion buddy
And then more NPCs come out to maintain +1 activations on the party
Support might be funny though
Vaaaaaaaalk
What’s up
Probs wanna run a one shot with my mates and try my hand at using wacky NPCs, anything you want tried?
Vulture, several normal vultures
Brigand stuff on non vultures is great too
But I need to know if Vultures still have a “what do I do with my actions” problem
Also if their 2 armor is still too much paired with their OS
Sounds good
Dang, are those still being tested? I know they got updated but I thought a few tables tested them prior to that to see if the base concept works (with the report being “yeah it works”)
Theyve gotten some feedback but I want more on general gameplay feel
Hmmmm
Specifically multiple untemplated vultures not the class in general
I added reloading to vulture too so that’s major
Ah right I forgot!
Basically any/all of them. Just not Knight or Vulture at this point? I think Mesmerist Veteran was in a questionable spot
Oh yeah Dandelion is extremely different now
Capacitor also got a facelift with lower/less overshield
Need to know if I need to add some back for them to have teeth
Occultist would be great for testing too, in all forms
I do kinda miss when it was limited because it baked the gimmick into the base kit but it’s also understandable
Maybe I’ll make the wings limited I don’t know
Finally make something worth being a protocol
The soft cover is also quite a bit stronger too which is interesting. What was the logic behind the LoS debuff?
It’s been there
… shoot did I not run it like that when I ran the vultures?
Well the vulture can magpie to reload it now
Los debuff was mostly included to give some protective support/control power ish
I figured it was soft enough control to benefit a support without making it a support/controller
Yeah but that feels different. Probs not that different in play tho, to an untemplated NPC an unloaded weapon and 0 limited charges are practically the same
Unless you’re a sniper
- 1× Commander brigand sniper
- Vulture
- Brigand Occultist
- Brigand engineer
- Brigand Vet mesmerist
- Brigand elite capacitor
Sounds like a good roster?
The main difference i would think is you can do it once before needing to magpie but you can stabilize if you can't magpie
i do also have a question here, does 1/2/3 OS not seem a teensy bit weak to anyone else if the trigger condition is death or structure damage? maybe i'm overlooking something here though
Test it and let me know!
It may be!
good point actually! i will do so
But I was consolidating number profiles for FanCharge and this took the hit too
Yeah seems good
yeah i do get fanatic charge having the lower OS value when it's also a ferrous lash
Lotta variety but it’s got character
holy shit
rebake turrets are great! my players came up with a cool idea to get them all with a howitzer, which proceeded to miss 4 attacks in the AoE on the turrets lmao
As always hmu with your feedback so I know where I need to apply the wrench
Would diviners darts proc overwatch?
Yes that was intentional now I think
Sick
If I bait an Overwatch with a drone that’s a win IMO
Yeah
Esp if it’s made while they’re in range to take 1 heat
If the threats greater than 1 then it's somewhat a win
I will happily tease “ha, baited your Overwatch” though
and if it's only 1 threat it's going to be hard for them to trigger the overwatch unless the drone is already adjacent and moves again for some reason
Vanguard 3 IG
And then capitalize on it
Like, if you have vanguard 3 and a threat 1 cqb like the flamethrower IG
(I do this in fighting games when my friend uses their Burst way too early/on low impact moments)
I really wanna see a kensei with posture break played at some point
Well I have good news about what I'm playing tonight
It's a Kensei with posture break!
Ah sick
I still don't understand what you mean in these cases. Like, are entirely different abilities not allowed to have different numbers ?
They are, but should they
Do they need to be different
It’s about cognitive overhead reduction
Kai mentioned focusing on that in Rebakes and mentioned it for some of mine and I tend to agree with the goal
Example of this is how I made Napalm’s optional stuff more unified in their numbers
Capacitor too, in terms of OS profiles
Is it the "this guy applies X burn to you... So lemme check if they deal 3 4 or 2 depending on the ability"
Yeah but I'm already reading the number each and every time
So I don't really see what that changes
Like, overhead on this is already reduced because it's written down on the ability that I'm using
It starts being a problem when it's something that "lives outside the sheet" if that makes sense.
I think even trying to memorise all the values your NPCs have is the real overhead problem, but that's probably an opinion actually so sure do what you want.
When using an ability a lot I'm more likely to remember what it does
Like if someone runs into a razor swarm I go "2 burn" without checking
And if an elite pyro has multiple burn oriented abilities, if they all do the same amount when they just inflict damage, I'm more likely to remember it, but if someone has a lingering effect for 2 burn and one for 3 burn, I'll be more likely to double check the ability every time it becomes relevant
If it's flattened out to all the same value I'll be more likely to memorise it
Actually that's fair for lingering effects yeah. 'specially on the Napalm since that's kind of it's whole deal.
I will note Martyrdom has a limit on the number of times it can trigger, with the limit being the amount of structure the Zealot has. So it has more reason to have unique Overshield and Burn values than other abilities, so long as testing proves the given values are too low
I do agree in homogenizing numbers across a sheet however, very useful
yeah this is me playing it safe with dispensing Overshield and Burn in Burst 5 with no action cost on a class that otherwise isn't really about Overshield
Good call, just sort of noting that if the numbers prove too low the nature of the ability permits the numbers to differ from the rest of the sheet and be buffed
yup I'm keeping an eye on it
Flash of brilliance- a Zealot is really good to reflavor as a Bard of some kind
Another flash of brilliance (that could cause an imminent Zeal nerf)- Zeal affects drones (in v1.11 it just says allies nothing about being mech allies). Latch Drone is an allied drone. Undying faith is a thing.
Ultra Zealot w/ Undying Faith and a Latch Drone Support ally.
sigh it’ll get an update
Thought it would be an undesired interaction lmao
Probably for the best- I think Undying Faith prevents destruction via Reap the Chaff too
Could be wrong tho
I’d ask whether it prevents the benefits from occurring too but that’ll be a moot point since it’s getting patched out… I guess grunts would be unaffected but that’s a different ballpark
Grunts are affected by Undying at the moment
I'm not sure how you could patch out grunts being affected really
Do you just call out Grunt specifically
Yup, like you would with Avenger
I love zealots and how much it keeps snagging itself on edge cases
"Fine, I'll patch out the 1 burn dealt on tech attacks"
I empathize with Tom more and more every day
Honestly, that sounds like an interesting interaction mroe thann somethingg that needs fixing
Ultra zealot puppeteer
I’m not patching that yet
And there's only a small number of us finding loopholes here, imagine the horrors of having hundreds trying to break your game
“Finally, a QA team”
That’s mixing 3rd party stuff and therefore outside the warranty of this project. Normally, Grunts are not unlimited the same way Drones are, and NPCs can be disabled via heat (including the Zealot) which is different from destruction, unlike drones where those are the same thing
Yes, but if I had an encounter specifically with lots of grunts and an ultra zealot my point still stands
I think what is bizarre...
What happens if an ally self destructs in sennsors of an ultra Zealot
(I undo this somewhat because occultists can just do this on a tech attack as well... Wait but only for EONT, on recharge 5+ and on a tech attack)
I think with grunts it's complicated enoug that it would need some stress testing
Hm. I think the destruction of the mech happens first and is required for the big boom, so if that's prevented no boom? I'd need to reread
Valk you're not gonna believe it but
Okay so this is me going off the Comp/CON text, but because it's just words I'm trusting it for now and will reference the rulebook if I get the chance
The explosion annihilates your mech, killing anyone inside and causing a BURST 2 explosion that deals 4d6 explosive damage. Characters caught in the explosion that succeed on an AGILITY save take half of this damage.
Keyword- "annihilates." Not destroys. Meaning, if you're being really technical about it, it gets around Undying Faith.
Operator's self erasure uses similar wording but because it requires the mech to be destroyed first it still benefits from Undying Faith just doesn't trigger Self-Erasure
Tom + Miugel really made sure that the only way to get around Self Destruct is by being a lich
So the posture break attack also structure-stunned the white witch, which isn't providing valuable data
Have them roll the save anyway just for data purposes haha
And then however bad the Stun was, posture break would be less painful 
he passed 
I continue to be unpunished for my design decisions 
The next time I use a Kensei will have it fighting against something that is guaranteed to not be a white witch because it'll be LL0
lol yeah no this sampling bias is relevant
“I know how Kensei does against (tweaked) WW but not against the rest of the cast”
They did seem to like it after calling it bullshit at first, but once they realized most of the bullshit was causes by it being an ultra that hard countered the comp (on accident) and that it wasn't really causing problems for them, they called it "cooler ronin"
I pointed out that they do different things but that me using the default ronin sprite probably didn't help
I've switched to using the elite ronin for the base ronin and the default ronin for the kensei, but people probably don't have the context for that
O by the way how did WW handle the Shred on hit
Both of them experienced mild panic, followed by going "oh okay" when I mentioned they could just clear it through stabilize
They aren't the WW that I double-tapped with a breacher 3 times on a single mission so they've not experienced that yet
Title: Valk's Lancer Playground - Anti-Astroturfing
Game System: LANCER RPG
Platform: FoundryVTT
Chat: Voice through Pilot NET Discord, text through Foundry
Availability: 4 seats
Time: <t:1760205611:F> or <t:1760292040:F>, ~4-5 hours in length.
Tone: Fast and furious playtest skirmishes.
Hook: “Actors” (read: mercs) hired by Impact Dynamics have commandeered several broadcast antennae to play propaganda and ads on all radio channels. Kick em out!
Requirements: @ me in this channel with preferred day if you’re interested. If accepted, create an LL6 character using Massif-published content.
Details: This is a playtest for some of my homebrew NPCs and special house rules. Most of my houserules can be found here, but key highlights:
- Overcharge lets you reroll an attack/check/save instead of take an extra action, and refreshes on a rest.
- Aid lets you split Stabilize’s action cost between players!
- Overkill is now opt-in: Choose to activate it or don’t!
- Brace is 1/scene but now has no downside.
- NPCs with Recharge abilities also take Self Heat from those abilities.
- Overheating can inflict Overheated, which prevents use of self-heat abilities.
- Structure Damage is replaced with picking between being Dazed or suffering System Trauma.
- All mechs only have 1 Stress, become Exposed & Overheated upon reaching max heat cap, and take excess heat as irreducible Energy damage.
- Lifting/Dragging rules are revamped to support Escort Objectives in a sensible way!
Other: I’m Valk! I’ve previously published a third-party module for Lancer. I run brisk and fluid combats. If you have any questions about the rules I plan to include, please ask!
Personally I think shredded until end of next turn might be the safer bet? It promotes the "back away" vibe because if you back away, the shred will fall off
(Sorry to interrupt, carry on)
Whereas permashred makes them back off AND stabilize, which is a bit of a stiff econ tax
But if they stay there and decide to 1v1 the kensei, they're gonna get slammed with charged attacks a couple times to re-up that shred and maybe have the kensei's buddies capitalize on it
Noted; I’m okay with stiff taxes for disregarding the Kensei tbf
But I’ll consider it
This party was a tech attack black witch (who didn't get close to the kensei), a Saladin (immune to shred), and the WW, so it's hard to measure that
I can do Sunday but not Saturday so it'll depend on when others are available if I'll be there
I can also do Sunday (possibly)
2 votes for Sunday nice
I've got a game Sunday morning but that team is pretty snappy, so it may wrap up before testing time
Saturday is probably not gonna work because that team loves their cross-talk
Okay I am also free Saturday if need be, but still prefer Sunday
Also, I may switch builds? I kinda want to play emperor, but we'll see.
I think I'll bring the Minotaur with the tech changes or the revised Caliban (assuming that's being included)
Available saturday but not sunday; I don't mind sitting this one out if I have to.
If I bring Long Arms it'll be highly reworked because of JK1 changes, but I might also just do something else I'll see.
Not able to attend but IMPACT DYNAMICS???
It’s not canon but cannons may be involved
Lancer’s a big universe, anything is possible
Also I can believe this scenario very easily
[ LICENSES ]
IPS-N Caliban 3, HA Sherman 3
[ CORE BONUSES ]
Superior by Design, Sloped Plating
[ TALENTS ]
Vanguard 3, !V! Exemplar 3, Skirmisher 2, Walking Armory 1
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:3
STRESS:4 HEATCAP:11 REPAIR:7
TECH ATK:-2 LIMITED:+2
SPD:5 EVA:8 EDEF:8 SENSE:5 SAVE:14
[ WEAPONS ]
Integrated: HHS-075 “Flayer” Shotgun
HEAVY MOUNT: HHS-155 CANNIBAL (Supermassive Mod)
[ SYSTEMS ]
ASURA-Class NHP x3, Redundant Systems Upgrade x3, Armament Redundancy```
chat is this too mean a build to bring to this game
I mean I’ve shifted Caliban so I’d love to see
ASURA is just really really strong and I'd be okay if you told me no ASURA tbh
i will say the +2 base HP doesnt feel like much but because of it and the 5 speed I was able to take Sloped Plating instead of Reinforced Frame which is kind of the default Cali
I have considered tweaking it myself before haha, it is insane
If I did change it, it would be Maria’s
It almost feels like all your playtests are plagued by Calibans Valk
Nah not really
I’ve just seen Calibans in play (not just yours) and I’d rather shift its power
Oh I thought another playtest had a Caliban, my mistake
Pursue prey feels like a hack to overcome its low speed (and jk1 by extension)
Just like, if you want it to move fast, make it go fast 4head
And I didn’t mean it as a bad thing moreso just as a “they keep showing up” thing
I admittedly did look towards JK1 for this but I think I prefer the Quick Stabilises instead
Anywho other folks feel free to post availability for the weekend, I’m running out of work screen time
These are never when I can join 
So I want to present a counterargument (not to convince you to change what you're doing) and say that I do sort of disagree with this in the sense that the dynamic of Pursue Prey and what it encourages gameplay-wise to achieve are different in a number of ways to just, idk, giving the Caliban 6 speed and calling it a day
like on a very boiled down, stripped down level, Pursue Prey is just "this is a speed thing on a slow frame," but that it's tied to specific actions and outcomes creates a very different sort of dynamic and encouragement of action than just being natively fast, along with certain other restrictive elements that further play into this framework (i.e. you can't just decide to move + boost 12 spaces thataway, your movement is tied to knocking someone back both mechanically and directionally)
As a piece of frame-agnostic equipment, Jaeger Kunst 1 maybe has a harder time justifying itself because it's not frame locked and its qualifiers are a lot easier to simply use as a go-anywhere movement extension, but I think Pursue Prey is (for me) in exactly the right place for a thing that substitutes flat movement speed for a different kind of mobility
And if I'm being honest, I think JK1 is a thing that, if I were given to reinventing it, is something I would consider as an Atlas frame ability of some sort rather than licensed gear
Making JK 1 a frame trait is actually really interesting
I have doubts it would be within this project’s design intent but it is interesting overall
Writing this down for my Knight + Rainmakers with wizard hats + Assassin rogues in a big coliseum encounter
I keep losing the link to her stuff. What's her ASURA change already ?
If the idea is the Atlas is meant to be a ninja assassin maneuvering into places it can take cover/hide, then striking from different angles, then some form of additional mobility strikes me as a good way to help with that
Jaeger Dodge already has a bit of that baked in
it would also take it out of the license where it can't be poached and open up that spot for something else
Throwing in a size 3 biological ultra Pyro that's just an actual giant dragon
I'm busy all weekend 😔
Where are your anomaly berzerker barbarians
I agree with Kai here
Like, I think it's a similar thing with Valks opinion on on talents
And how say accuracy can reward doing well tactically rather than in a build (but phrased better)
I think speed can somewhat be another thing, but most things about speed tend to be your speed comes from how you build it
Pursue prey (And JK1) is one of the only methods of increasing speeds that comes from playing tactically rather than from your build and is probably the strongest example of it
Sure, a caliban can move 12 tiles in a turn, but only 6 of those it actually controlled where the cali SPECIFICALLY wanted to go apart from "in a straight line towards the target"
Also different topic
my playtest/one shot thingg I had planned fell through to scheduling conflicts
I'm probs gonna run it for pilot net instead :P so hey uuuuh no confirmations but I'll probs run another playtest in a week which is basically "I kinda wanna see what valks house rules are like on the GM side"
true !
Core and More Lancer revisions, a set of personal House rules by Maria Lopez If you like these, try the Alternative Structure and Stress Rules table! PLAYER REVISIONS General: -The Prepare action can only be used to Skirmish. GMS Thermal Rifle Main Rifle, AP [8 Range] [1d3+2 Energy] Heavy...
Yeah I’d buy that, except I still don’t like the number of decision points it adds RAW so I’d be reworking it anyways