#Prototype Pattern Groups
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(and maybe no protocol claims too)
Much better than the old one I had
I think I ran it without protocol claims at the very least
NGL, the two sitreps I have inn mind for my playtest aren't evenn in the CRB
Nice
Are they related to the existing ones... Maybe... But if I gave them a different name you would not ggo "wait, isn't this just X?"
Yeah mood
Valk has enlightened me
"Stand next to a thing"
"Do QA or Protocol"
"Contested if someone is being mean"
"Increase clock"
Bonus points if thing moves
Sometimes it's decrease clock
Elaborate
I personally liked Valk Gauntlet when it was pure QA rather than Protocol or QA, so I might do it for that again
I liked valk control when it was QA or protocol, annd so did my players
Control is different because the NPCs and PCs are racing each other so there's more urgent
But like... Eneable or disable it when appropriate
I ran a modified version of my kill the noise control sitrep with the objective knowledge I have now
Part of it was “If you outnumber the enemy team you don’t need a contested check, it just works”
The other part of it was scoring asymmetry
Only PCs were scoring
led to some very cool movement plays imo
NPCs were playing defense
So NPCs had incentive to try to clump on PCs and not straggle back on empty zones
THEREFORE PCs were incentivized to split off to undefended zones
For easier points
Maybe risking an Overwatch or 3
And then the action-reaction cycle continued until victory
A total of 4/5 different zones were touched
who would possibly eat 2-3 overwatches with a single movement...
not me, that's for sure

but yeah the control tweaks that were run last week felt really nice
Also my conclusion is that 8 points is good for 3-4 rounds of play
12 for around 5-6
So 2x player count for 3-4 rounds, 3x player count for 5-6
Or take point count and divide by 2 for average rounds to completion
So y'all just went and talked about like 3 different subjects I am highly invested in without me ? /j
So mad I might just do Far Field feedback about it (lie, I was doing that anyways)
Kensei?
And the whole Battlegroup thing, TTRPG theory stuff, initiative styles, being named after a common thing (I am mostly Water now [haha, wordplay])
y'all were productive tonight
We were productive inn about like, a 1 hour span lmao
Right. “Productive”
i'd generally call that distracted but it sure was entertaining
I didn't even get to compliment Valk on his great sitrep rules !
(Bangin' job my man)
Ain't that what it's all about though ?
hrmm... I was wondering if I should shove a brigand torrent in with boarding leash and vandalise
But it collides with other NPCs I want to test annd I think having a torrent here would just be painful
I don't know how well this would even work-
(WF encounter spoilers)
||The combat juicing for Roadblock has two Avengers (which I'm promoting to ultras but that's beside the point) I think it would be really funny to give one of the Avengers Doppleganger||
||"From across the river you see... An identical frame to [THE WEAPON] stride out from the treeline"||
||What?? Ok scanning that one too, that can't also be an Avenger||
||"it is... Another Ultra Avenger named [THE IDEA]"||
||this is such a double fakeout lol||
This is probably a "too niche too worry about" question, but have Berserker+Occultist combos been tested yet?
Also, would making a Gauntlet w/ Occultists, Vultures, and Engineers be too much?
Not yet
And I don’t know, try it
It’ll be a lot of drones
Are you packing OppSalv on Vulture?
I nerfed it a while back for a similar combo
Occultist can’t explode drones it doesn’t own though
No OppSalv since these are multiple untemplated Vultures
And I was mentioning Vulture since it can destroy Drones I believe, right?... wait did I hallucinate that?
Okay no I did hallucinate that nevermind
No Engineers then actually I don't want to deal with that
I should throw grunts into that sitrep tho, to test Occultist Grunt Destruction
Okay I think I got the NPC Class selections for the 3 sitreps I wanna do for my playtest mission:
Combat 1: Gauntlet
- Occultist
- Vulture
- IGF Act 2 Ruiner
- Berserker
- Cataphract or Assault (Pure Reinforcement)
- Demolisher or Pyro
Combat 2: Control
- Anchor
- Rebake Strider
- Rebake Lurker
- Mirage
- Hornet (pure reinforcement)
Combat 3: Escort
- IGF Act 2 Voider
- Updated IGF Slinger
- Prism
- Barricade
- Assault
- Specter (pure reinforcement)
- Goliath (pure reinforcement)
How does this look? For the playtest NPCs I'm guaranteed to deploy multiple at a time w/ minimum 1 in reinforcements. CRB NPCs are up for debate when it comes to duplicity (and are also all the Rebake Versions, but that's not as experimental anymore so not reiterating it)
Pure reinforcement also indicates they will not be part of the initial deployments
I was super tempted to throw more PPG NPCs into the mix but I think that would make the data way harder to read if I did
Lot of variety
It is gonna be a unique NPC comp per combat, but there's a lot to playtest so yeah
I’d say to cut variety to 4-5 tops
So it’s more comfy to deploy dupes
It’s okay to have a role not represented
You want to test rocket tag tbf
Like if dupes are too much then that means they’re overtuned
I think the Control is safe in that regard since that's 4 NPC classes upon deployment, so if one of those goes extinct I can start deploying hornets
And the best defense against stale reinforcements is shorter combats
Aim for 3-4 rounds
Also: templates like elite and veteran provide texture to keep reinforcements fresh
And grunts *
Oh yeah I omitted templates when listing these
First combat's gonna be marines w/ the defender being a Commander, plus the initial occultist will be an elite, etc etc. Grunts will also defo be present for Occultist to play with
And 2nd combat hinges on the initial anchor being a veteran
to support the strider in Skirmisher Kit
But I'm thinking maybe cutting down on variety such that there are 4 classes on the field at any time
As such I can probably cut the reinforcement Cataphract/Assault in favor of just more Ruiners and Berserkers
And maybe keep the Berserkers as pure reinforcements
The escort can probably put the Barricade in the reinforcements as well- I do wanna keep the variety for the sake of "half the forces are reinforcements so if things get stale I wanna have the option of a wildcard"
Or just ditch the barricade actually
Nah I'll keep the barricade
I wanna run the escort as an "indoor map" with narrow hallways and paths, and as such the Barricade and Goliath feel good for that. Specter is there because I ... wanan run a specter and they're good reinforcements.
Tempted to put a breacher but probably best I pare back a bit
... I could also use an Aegis instead of a Barricade... yeah I'll do that actually
Once I did a mission with occ/vulture that also had engineers on a separate neutral force
At one point a moloch drone carried around a grappled engineer which gave it resistance via adjacency with that one optional, which was pretty funny
That's a lot of things
Yeah there were 2 oppforces with 5~ npc types each with like 2 optionals per
My enkidu player got a chain of like 7-8 bifurcates
I can probably exchange class variety with variation of specific NPCs. It’s easy to homogenize but perhaps if I wanna make a sitrep more interesting making the templates and untemplated versions of the NPC class distinct would be easier
Question: how does Prism Projector interact w/ CRB Escort + Recoj objectives?
From what it looks like:
Prism is considered adjacent to objective at the start of its turn due to projector.
Projector is immobile, but the objective moves with the prism’s standard movement so long as it remains adjacent.
Prism moves, and until the movement makes the objective break adjacency to the projector/prism, the objective mirrors the Prism’s movement. The projector does not move the whole time.
Would that be accurate?
(Ignoring how Mobile Projectors work- I feel like it’s safe to logically infer that a Projector moving in this way can move the objective but because the movement is moving the projector and not the prism, literally speaking it would not move the objective)
Objective doesn’t move imo, because it would break adjacency
I feel like there are ways it could move that maintain adjacency
Lemme draw an example rq
Okay
Days like these (read: any day I have to consider the prism’s interactions), I long for diegetic, fiction first systems
To be honest I’m glad for this objective ruling because this would’ve been like being told to hold a gun for like 10 seconds. I’m not supposed to pull the trigger because it would make my life infinitely worse but god it’s so tempting because it’s right there
Next patch: The 5,863,393rd rewrite of Prismatic Projector
I don’t even know if I’m joking
Maybe it’s just one of those things you just.. sweep under the rug and forget about
Let the tables that run the Prism take care of it
Not like you’re using the same Escort objective rules anyway
The moment you said that I immediately felt the hate mail incoming lol
I mean this earnestly by the way, like it feels like more trouble than it’s worth to take care of
Okay it wasn’t hate mail I like those rules D:<
No no I mean the mere suggestion of “leaving something to the GM” EDIT: in a neo-trad tactical rpg* causing a massive metaphorical turning in graves
This feels more like a “little bit of wiggle room” thing than putting a burden upon a GM, like choosing between directly measuring cover coverage or just guesstimating it
The vile and despicable "gm running the game"
Yeah I just have a really bad habit of finding niche and concerning rules interactions lol
You mean I actually have to make rulings on the fly? Despicable
Also a made a map blueprint for the playtest Escort w/ the Prism. I feel like I just have the most unhinged map ideas because I’ve only seen like 4 indoor maps like this.
Considering the map I am pondering whether a Ghost would be a better playtest target than a Prism, but I don’t think it’d contest the objective at all so I’m not too in favor. That, and being in 2 places at once is very useful here.
Fuck yeah let’s go
Ghost would be so dope here
Intangible letting you phase through walls? 
Alright that convinced me, I folded under no pressure
I do worry Ghost won’t combo very well with the OpFor, but I can always just. Change the OpFor a little to accommodate
Ghost is just a priest for Vanguards
Tru, it’s mainly the fact that the primary striker class for this Sitrep will be Updated Slingers to lock down the halls
Yeah but they dislike taking reactions
Or do they just deal damage
They would hold objectives pretty well tho- they key off the same gimmick brand as Kensei
Except in AOEs + Barrage Potential instead of big single target damage
I haven’t used it before, it’s another playtest NPC
Slinger takes precedent over Kensei for me however since I’ve had major Brainworms over it
Also minor narrative stakes
Run what you like
God I’ve missed Sitrep design <3
What's needing checking now?
Im doing some blank-page sitrep drafting and I'll see if I can slot any pain points in
The in need of data NPCs are
- Anchor
- Capacitor
- Ghost
- Kensei
- Occultist
- Prism
- Vulture
The rest are at least comfortable
Hm, I think i might be able to slot in a vulture
Would Superimpose Firmament be worth testing for an Escort?
Maybe? It moves with the ghost
I feel like it’s not gonna be very relevant for the purposes of Sitrep objectives
If the objective is intangible then so are a significant portion of characters adjacent to it
Eh it’s worth testing- I could simplify by not having any optionals but it’s niche enough that it’s worth considering
So say we all
I love the face players make when they realise they can't just WACP the npc deathball 3 turns in the making off the KOTH point
because Omninet grounding exists
Veteran Marine Anchor's existence is a good thing
Very tempted to make my Ghosts SpecOps, BUT I don’t wanna muddy the playtest data (and also this is getting way too complex) so I’m not
Spec ops ghost is just elite ghost but easier to kill
Even with Gyro Jet Cannon or Serrated Machete?
Or any of the other nonsense SpecOps optionals?
What use does Ghost have for serrated Machete again?
Shredding
Very well
needing a crit not exactly reliable tho
Active Camo fixes that
There’s also Automated Battlefield Awareness Node or Full Spectrum Sensor Suite
Ya know it occurs to me- Grapple probably fails due to non-mutual adjacency, but a Ghost could easily just ram anyone who gets close to their bonded target
Yes, but it’s all saves and it’s unlimited/round
It’s only constraint is using a reaction and being range 8
Something like a ghost with one of the support powers would be quite potent
The person it's bonded to is luckily in range 8
And on an Intangible Ghost that’s wandering around with a frontliner that is a big shutdown for anything save based
Can the ghost use the reaction while intangible though?
Yes
Yes
Quantum Bond
Sorry Phase Shift
Wrong ability cited at first
But yeah Ghost gets big bonuses via templates because many templates come with the assumption of “oh the character using this is a target for attacks and stuff, and if they’re not then they have limited interaction with the field.” Ghost just. Defies that assumption. Which isn’t necessarily a bad thing, in fact it’s potentially a good strength- there’s a reason ghost has so many ways to break Quantum Bond
Spec Ops Commander Ghost
would be degenerate yeah
Hey, er
stupid question
While the target is grappled this way, anyone besides the grappled character who makes a ranged or melee attack against the Marine must first roll 1d6: on 4+ the attack automatically hits the grappled character instead (this effect does not stack with Invisible), dealing half damage and heat. This effect lasts until the grapple is ended or until the Marine takes this action again.```
So Captive Spike (Marine)
If the ghost, while intangible and bonded
captive spikes someone
is it RAW impossible to break free
They can just pass a hull save as a full action as listed
wouldnt breaking the grapple (even as a save) be considered as "interacting with a character"
No
You’re just breaking free
And if the concern is “intangible RAW is loosey goosey here” well we can do the same logic that the ghost is interactable enough to escape
But also the extent of “break free” interacting with anything is just the contested check
Otherwise it’s all worded as “self affecting”
i'm not following the last part
the rest kinda make some sense
"self affecting" in regards to breaking free?
I don’t know if Ghosts can even Maintain a Grapple is the thing. The Ghost can target and affect characters that are tangible, but other characters can’t do that back.
That indicates that an intangible ghost is adjacent to other characters, but other characters are not adjacent to it. Meaning it’s not mutual and the Grapple likely breaks. At least via my interpretation- mainly because I do not think Ghosts should be allowed to Grapple
Grappling is mutual...
Right so if it’s mutual then a ghost can initiate but not maintain a grapple with a tangible character
If a ghost grapples someone whilst intangible it makes sense. But if someone grapples a ghost and then it goes intangible it makes sense for it to drop grapple
At least as how i think of it
Ghost can affect tangible characters.
Tangible characters cannot affect intangible characters unless otherwise stated.
Ghost can start grapple on Tangible character
Ghost (while in control) can maintain grapple)
If Tangible character succeeds the check to assume control grapple breaks immediately (since illegal gamestate of tangible character affecting intangible character)
which is why i was wondering about captive spike since it comes with the wording to make it so marine is autolarger
See I don’t think it matters whose in charge is the thing
If a grapple is in progress, regardless of whose in control, both characters must be adjacent to each otber
yeah no the grapple initiator is the grapple initiator no matter what
even if they lose control
And regardless of whose initiates the grapple, both characters still need to follow the rule
If either character is involuntarily moved, movement stops being mimicked and the grapple is broken upon disengagement
Similar logic
Btw with the new vulture updates, is the word of Valk of “Magpie may consume limited equipment w/ 0 remaining charges” still in effect?
The FAQ has been added for it
Oh I meant moreso of do you still stand by it? Because the weapon is now reloading and magpie recharges a limited charges for everyone on a character it almost feels less necessary
Tho I guess if it’s in the FAQ then like. Yeah
Yes absolutely I stand by it
I didn’t use the language of System Trauma so it doesn’t act like system trauma
Do the objects for Anchor's Techtonic Wave get made after the movement effects from the attack happen or before?
Just checking to make sure
Out of curiosity, what’s more important for playtesting Vulture right now? Self-sustainability or magpie bonuses?
While I am giving it the Portable Barricade from Marine (i could move it to the Occultist tbh), I am debating whether to give it OppSalv to pair with the Occultist, BUT that also significantly changes how a Vulture’s long term sustainability operates, and I’m not sure if I wanna muddy that sorta result so to speak
Upon attacking, so before
Plain Jane vulture needs testing
I need to know if Vulture’s base kit is functional
Gotcha, removed all templates + everything from the vulture. So long as they babysit someone they should be operational.
There’s no preplaced wrecks but I am throwing some Artillery grunts into the mix to have some ranged DPR on the field before reinforcements trickle in
That’s fine yeah
Is there a specific Occultist Optional in need of testing btw? I’m trialing Elite Occultist to see if the Flock Drone change can accommodate for Multi-Action Occultists
Harvest Pyres
And maybe Jealous Flock
Scapegoat I’m not worried about, Call from Below seems tame now that it’s adjacent only, and Lead Astray is temporary/niche
But spamming heat and burn, and spreading passive Shred could be problematic
That said, the counterplay is usually “walk 1 space away”
Gotcha, I think I’ll go with Harvest Pyres
Is there actually a list of optionals in need of testing anywhere? I feel like that got posted a while back or smthn
Ultra Anchor test looks like it's gonna be me shoving my players back into combat 5 of OSR because I'm
for making maps right now
The party is a 50/50 melee/range split so that part will be interesting
And I don't feel bad giving the anchor Argus Armor because they've got a swallowtail
I will say the party does have a Hydra so I’m tempted to use Lead Astray, but may not because complexity
Since if I added the playtest optional in that’s 3 optionals on an elite. And I really wanna use Portable Barricade on one of the NPCs
Somewhere but I don’t have one on hand
Go for it then
It’s one thing when it’s an offhand drone and another when it’s a Dedicated Drone
Lemme scroll back and see if I can find anything, you recapped all the stuff that needed playtesting in the after battle report so that might’ve included optionals
Turret drone can eat shit but tempest drone may raise eyebrows
Yeah reading back there it’s mainly just Vulture and the 2 mentioned Occultist optionals that are on public notice
PPG optionals to test
Anchor
- [ ] Newtonian Amplifier
- [ ] Magnetic Reversal
- [ ] Null-Grav Motivator (one big zone)
- [ ] Slingshot (vet)
- [ ] Tectonic wave (ultra)
Capacitor - [ ] Purifying Lightning
- [ ] High voltage (vet)
- [ ] Thunderfall (ultra)
Ghost - [ ] Superimpose Firmament
- [ ] String Theory Marionette
- [ ] Maxwell’s Demon (vet)
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Rocket Bola
- [ ] Reckless Dive (updated)
- [ ] Return to Sender (updated)
- [ ] Pull the Snare (veteran)
- [ ] Hurricane of steel (ultra)
Kensei - [ ] Gaussian Blur
- [ ] Pommel launcher (vet)
- [ ] Mortal draw (ultra)
Knight - [ ] Hero’s Banner
- [ ] Punishing Blow
- [ ] Mighty Throw
Mesmerist - [ ] Mountebank’s Jaunt
- [ ] Hall of Mirrors (veteran)
Napalm - [ ] Incendiary grenade
Occultist - [ ] Jealous Flock
- [ ] Harvest pyres
- [ ] Doubling season (vet)
Prism - [ ] Omniglass barriers
- [ ] Scintillating gleam
Torrent - [ ] Wash away
- [ ] Crashing tsunami
- [ ] Primordial (vet)
- [ ] Split the sea (ultra)
Vulture - [ ] Jumpstart
- [ ] Carcass bunker
- [ ] Rapid refabrication (ultra)
Zealot - [ ] Flagellant’s Cleansing
- [ ] Rally the Righteous (reworked)
See above
I may have forgotten feedback so if y’all sent me some on the above then please forward it to me so I can review
Sometimes I miss stuff
Exciting news about null-grav, magnetic reversal, and tectonic wave!
Have you made any changes to slingshot since it was first posted? I've used that one before too.
Nope, no changes
I know folks mentioned planning to use some of these but couldn’t offhand recall the results
Which is more on me for not taking more detailed notes
Given the circumstances I used it in, slingshot seemed fine. It's metered by lodestone being active but didn't cause any outrage at the table. At most it got the sunzi player to go "Wait! That's what I do!"
It was somewhat limited by most NPCs having ranges equal to or longer than 10 in the fight. I mostly decided to just shoot the PC directly instead of trying to curve the bullet around the anchor
I got a couple uses in on it for an NPC shooting the anchor to get a couple extra spaces of range on a PC attacking the anchor because they were otherwise out of range.
Is a no optional+no template Vulture preferable to test first? If not I would enjoy using Carcass Bunker but there are pros and cons to taking / dropping it (mainly being that leaving it out would make the combat much simpler to run)
I’m pairing my slingshot anchor w/ a Strider and some hornets so I guarantee I’ll get some good use out of it >:)
Ya know I imagine a Breacher paired with a Slingshot Anchor would be quite the pain
Also, I realized i probably shouldn’t give my Rebake Hornets Slingshot since in the same encounter the Slingshot Anchors were there, so that would get confusing easily
This talk about lead astray made me check the FAQ and now I have two bits of feedback :
1- Napalm faq entry is outdated, adhesive gel doesn't exist anymore.
2- it seems fairly logical that lead astray lasts until the end of the Occultist's next turn (as opposee to the drone), but there is some ambiguity there, especially when factoring in that most effects with that wording in Lancer do mean the [target]'s next turn
So maybe just an faq entry works, or new wording if you feel inspired
I’ll take either
- Noted on the gel
- I’m pretty consistent with referring to the user as “it” and the target as “they” but given that the target is a drone, I see your point
Yeah that
I'll let you see how you want to handle it
the thing to note too is that drones don't usually have their own turn
but yeah moreso that this reads in a stilted way:
On a hit, the Occultist controls the target DRONE until the end of the Occultist’s next turn.
I'd also say something like "end of the original owner's next turn" if I wanted it to be tied to them
since again, Drones don't have their own turn
Hey Valk, what map size do you recommend for Gauntlets? I plan on maybe using a version of your Gauntlet rules, and I also wanted to make a smaller map since Gauntlets tend to be "get to 20% of the map and ignore the rest" and wanted to buck that just a tad
Not valk, but I'd say his maps tend to be about 20-25 range... Square-ish usually
Hm. I might keep the map more narrow, on the prospect of I'm not really sure what to occupy the edges of the map perpendicular to the travel path with
24x17
Same aspect ratio as 35x21
So here's my idea for a gauntlet w/ Valk's rules:
There are 3 objectives, and each one can only be claimed 1/round as a protocol or quick action, 1/turn regardless. If it's contested, the player needs to make a contested Hull or Systems check to succeed. The players need to get 2xplayer count points to win.
Once the players get 2 points, the gate opens up so they can proceed and get more points from the third objective zone... or they break the wall but that's harder. The map is 0g, w/ the debris being Kinetic Dangerous Terrain. The logic is that the PCs are currently invading a space elevator in the fog of an asteroid strike.
How does this look?
This is the playtest combat w/ the Vultures and Occultists, btw
I was thinking "put a higher fraction of objectives behind the gate than in front," but that would make combat start really slowly and force a portion of the map to be inaccessible for nearly half the combat. And having an equal amount behind both would either make the combat too short (w/ 4 zones the combat's done in like a round) or too long (it'll take minimum 4 rounds to beat combat)
IMO: all the objectives should be inside, it's gauntlet
if they're supposed to be consistently grabbed at least
if they're 1-off push a button objectives, then sure players can have some freebies
but the majority should require an offensive push
Hm, I can agree to that actually
The point of the gate is to make sure the front half of the map is used for a longer duration, but a Gauntlet demands that the push be aggressive
I'll split up that objective into a few more in that case. Total 3 active good?
if you want a sub objective: Make gate-dropper spaces
then players can drop the gates for buddies and get in, while being a temporary one-off on the way
and if the players have ways to circumvent it anyway, good for them
3 total active sounds fine
Wait hang on I reread this- what does that mean mechanically?
Also, after dwelling on it, might drop Marine from Occultist. And not give it any EVA trait at all, on the account of “I’m running it so that characters adjacent to terrain ignore 0g as long as they continue to do that so may as well make it significant”
And it simplifies things for me
Also also, dumb idea for how to exploit the “only 1 claim action per turn” rule: Bentham Focault + some form of free action claim.
Eg, Protocol claim a point, move next to an ally next to a different point, Lock On and trigger Bentham Focault, they use the reaction to claim the objective they’re next to.
I do not think this strategy should be a concern, because it is very niche + expensive. But it is funny.
One last point of order for the night- for the playtest mission I’m running, I’m realizing it’s almost guaranteed all my players will have some form of EVA. I should probably replace Null-Grav on the second combat anchors with something else, right?
... Hey I just noticed something that is probably not intentional wording
was looking at carcass bunker again because I noticed it was on the testing chopping block and it says "all attacks", and correct me if I'm wrong but that specific phrasing also usually applies to tech attacks as well yeah?
Unrelated but looking at my machine vulture token and the legs were bothering me so I decided to give the token a redo
It means make an interactable space that lowers a high gate or two
Sure I guess, still limited to 1/round on the objective
This is how Drake Bunker is phrased, but I can see an argument for removing the “all”
Woudl the gate raise as soon as the space is exited or is it a sort of “if you’re there once it lowers” kinda thing?
I mean you push a button and it opens the gates
Think One Flag on Zanzibar
Oh wait yeah that was already the plan lol
Which would be the two points that use to be Objectives, now they just both need to be interacted with as a quick action to open the gate
I could also make it protocol exclusive to make it more of a challenge, especially because I’m not adding a contesting mechanic to it, but idk
Protocol, or free action with manipulators
Manipulators stay winning
Yeah no reward manipulators whenever you possibly can lol. That and Extended Compartment and Comp/Con unit
I can almost guarantee my players won’t have manipulators, but I’m using that ruling anyway because Manipulators need it. That, and anything manipulators can do, an unmounted pilot can do, so that helps
I feel like Expanded Compartment you reward specifically by having reserves tied to having a copilot. I did that once and it was fun!
Absolutely yeah, and I think that a copilot subsystem for lancer would be fantastic
Another game I was (temporarily) in (for scheduling reasons) had one of the players want to have a copilot, and what we did was give her an expanded compartment and also require she spend her Personalizations on actually having a copilot. Mechanically, the copilot was basically like a Comp/CON unit, able to take control of the mech like an AI, which I think is pretty clever.
You can also steal from Vexwerewolf's design idea of "while x is in control of your mech, the mech benefits from these talents instead of your normal pilot talents." It gives an extra level of fun depth to making reserves and is a really useful tool to have for campaigns that go wild with them.
“Specialist copilot” reserve that has a special set of skills/talents and is treated as licensed for your mech for the mission, but you gotta pay their upkeep (keep earning the reserve in downtime)
Okay nice convergent design
Vex was the first person I ever saw do that and it opened my eyes so much upon seeing it- it's so deceptively simple but I think it's one of the most clever ideas I've seen when it comes to making reserves and exotic gear
all I'm saying is that if someone wrote a dedicated lancer copilot supplement, I'd drop some money on them
Huh. Yeah I guess there is enough there to write a supplement on it lol
yeah absolutely
you've got
- The copilot subsystem, which ties NHPs into it
- How to build a copilot, along with examples
- A loyalty subsystem for copilots that simultaneously replaces Cascade
"Replacing Cascade" is a little debatable but yeah!
at least that's what I'd do
I might work on that in addition to my Bespoke Cascade rules (when time finds me again) (and if no one beats me to it lol)
loyalty checks are made when you take structure/stress damage
on a failed check, the copilot panicks and tries to take over for a turn, following their best interests
oh, another thing
4. how to RP copilots (read: give them to the person on your left)
Yeah I'm sorta wishing in hindsight I made my players RP the NHPs lmao
SOmething for next campaign
Hm. I wonder if stealing from the way Bonds work would be too complex. Something like "Copilots have a respect clock that loses a tick each time they make a loyalty check. WHen it is depleted, they will not participate in missions until the PC spends a downtime action performing an intervention. After the intervention, the Copilot gains new abilities and the clock resets"
Probably a bit too rigid tbh, I just like the "fail forward" mechanic of Burdens w/ Bond XP.
You could probs make a "loyalty check" thing which is "when your copilot has to make a test of trust/faith in you. Make a trust roll" and cascade checks are the absolute absurd extreme of that... Where if you're a BEST BEST mates with an NHP and they cascade there's a chance they go sicko mode but remain an ally (even if cascading)
you follow their likes/best interests (or just fuckin pay them well) and loyalty go up
you do what they dislike or treat em like shit, loyalty go down
and yes exactly
loyalty go from -6 to +6
I'd wanna take a leaf out of Eureka!'s book with what it does with Composure and make any "loyalty score" have a direct mechanical impact. That way there's less guesswork required about "but what does having a loyalty of 0 even mean?"
tbf I'm basically stealing from Mothership here
I need to finish reading mothership
anytime a hireling is asked to act against their best interest, they roll Loyalty
on a failure, they defect
on a success, they'll (begrudgingly) oblige
loyalty doesn't need to be involved
at the end of the day it's a matter of "will they work with you or not"
I'm personally not a big fan of that since generally in Lancer, scenarios where that happens likely won't pop up as much. In Mothership everyone is in danger of dying constantly so there are way more things that can go against a character's best interests, meanwhile in Lancer you can have a metavault lie between you and nuclear destruction
Tonally the mehcanic doesn't match as well and it's harder to guess when it's applicable
scenarios where that doesn't show up means that the loyalty is tested less often meaning that the genre self-selects to the mechanic
shit hits the fan frequently in Mothership so yeah it's more important and stress-inducing there
which is good because it's a Horror system
in Lancer, the people you're hiring have to accept a baseline of "riding inside a machine of war" otherwise you simply can't hire them haha
this means you're naturally more aligned with your copilot and thus make fewer loyalty checks (but not zero)
leading to a more teamwork/heroic frame of reference
If I were going about the design, I'd flavor the rating as "Confidence" as opposed to "Loyalty," as that feels better for a more heroic + teamwork frame of reference
in FIST they call it the CHOKE Score
And it can include Loyalty under its umbrella while not being exclusive to it
Choke in Fist is interesting
which is "what do they do when they panic under pressure"
It's "If shit's goingg wack, roll a d6. On a chokescore+ they do the thing"
Which works... IG
which lines up with "What happens when the machine of war you're riding in takes an AMR round to the shoulder"
Here's how I think i'd go about it- Confidence is a clock that each time you take structure or stress, loses a tick, no roll or anything. If it goes empty/would have ticks subtracted from it but can't, the Copilot goes rogue and forcefully takes control of the mech. It resets to full at the end of the mission, and there are some listed example ways to restore confidence during rests/when the copilot goes rogue.
That way it's more predictable than cascade, and while the extremeties are more complex the base loop is simple.
okay I can dig that
It becomes odd, because IG it depends on professionalism. A copilot vet (not lancer) will take an AMR to the shoulder and go "first time" whereas a rookie may panic to shit... Whereas a if you tell either "go that way, arm that mini nuke and get back here... We're providingg covering fire" will also play into it... Not as much as confidence but loyalty IMO
EEeeeh both could work for that...
Trust and confidence feel like two different factors
yeah no at the end of the day here it's a matter of modeling the kind of "commitment to the bit" in an interesting way that ALSO motivates interaction and treating the NPC like their own realized person
like, that's my ultimate goal here
make NHPs feel like people instead of gear by presenting them alongside people you can hire/recruit
Confidence could be either "confidence in oneself," "confidence in the missoin," or "confidence that their copilot is doing a good job" is how I see it, hence why I feel it's better. Keeping it vague allows it to be flavored in a more versatile way
An experienced merc is more likely to feel that their copilot is doing a bad job if they keep taking hits, meanwhile a squire is gonna feel they're the one doing something wrong if the mech is almost destroyed and hasten to fix things. Confidence falters, but in what specifically differs between the characters.
while also:
- encouraging making and strengthening NPC relationships and
- making Expanded Compartment cool and useful
I have a session 0 for another game coming up... I want a technophile NHP and I'm probs just ggonna ask for their own triggers
But shared on 1 character sheet
I think you could track it using a reserve potentially
Since those can give triggers
But like "Take someone out + 2, Threaten + 2, Hack or fix (But it's my NHP doing it) + 2, Charm (But it's my NHP doing it) +2", etc
yeah I'd give a hireling like 1 or 2 triggers
but that's me
the geologist has +6 to "Rocks and Rock-related paraphernalia"
"I don't got scooby doo, mate, but Rocky does"
I'd personally make it so that Copilots can only have niche triggers, write in stuff that you'd get through a downtiem action or smthn. For stuff outside of that, either they can do it no roll, or the pilot will get better results by rolling regardless of what bonus they have
Ideally, you have the copilots roll infrequently to reduce complexity
yeah copilots are the people you call for niche expertise or just for Basic Help Action accuracy
that's what I do with Glamdring (your dropship pilot) in my SR Remix
It also allows you to consolidate rules and basically state "if you use the Get Focused downtime action you can instead confer the benefits to a copilot. If you do so, the Trigger begins or improves by 2 ranks rather than 1." Or something like that
@vagrant grotto I know you're probably asleep, but I got Napalm feedback
Incendiary Grenade (this first because you specifically listed it as something you wanted data on)
Player Side
Players thought that the Incend Charge's AoE creation struck the nice middle ground of expansive enough to be threatening, but not too big to be annoying. They thought that the 2 heat and 2 burn could have been a problem with more time to linger in the encounter.
DM Side
The first Napalm that I deployed I held off on using the Incendiary that it didn't use it until it got destroyed, so there could be something to be said about fear of using the resource with it being a limited system instead of a recharge system (but that could just be a personal thing). I also probably didn't do the optional favors by using it in a holdout mission where the napalm was on the offensive and not denying pushes as much (will try again in an escort mission to compare)
General/Smolder Charges
In a more general sense, the players thought that the control aspect of the Napalm felt fair, the Smolder Charges specifically really worked for juicing the "Flushing Players out of Position" aspect that the Napalm wants to leverage and my players reported it felt fair on their side as well.
Something I want to note is since the last time I played with the Napalms, the Black Thumb Tortuga had switched off leaving just the Lannie for burn control. But it also got me thinking after the session ended that the burn might be a bit more oppressive in a team without easy burn clear like BT or a Lannie- A consistent 'fear point' with my players was hearing me say '5 Burn'
Thanks for the feedback! Surprised to hear Incen grenades didn’t perform on holdout; I would’ve chucked them down in the safest spots to stand on the holdout zone to hem the pcs in
Glad Smolder Charges worked well, I was tentative on them for a while but now I think they’re in a good spot
I think my question re: amount of burn is: If it were 4/6/8 burn, would they react differently? Because I think going lower than 4 at T1 will leave it a bit toothless
I also didn’t see any mention of the Heat pressure from STC; how did players feel about the Napalm’s Heat generation?
Hilarious idea:
I could give some of my NPCs from a simulation combat JAIL/BREAK, but because it’s a combat sim, the NHPs are just gonna go like “oh noooo, I’m cascading oh nooo this is so baaaad”
One of the NHPs just uses it as an excuse to get their grievances out with their pilot and never mentions it again
"You didn't really mean that right ? 😭 "
"I have no idea what you're talking about."
Hey it gives me a chance to test the Brigand Template because I have an addiction to mass templates OpFors lol
The big “optionals to test” list unfortunately excludes Templates but whatevs lol
“My templates” are implicitly on that list
I meant moreso “optionals to focus on” but in hindsight not many of them have been tested so that’s fair
Yes, and I was pressed for time when I made the list
I think all Anomaly weapons have been tested except for the overshield lash
Oh damn that’s more than I expected
Hunger is fine, knife’s gone under the knife, and memento culpa has been doing well in reports
Feedback Lash has me concerned due to creating a secondary effect on hit
Secondary effects are historically a PITA
I think all the Anomaly techs need testing, I’m concerned about the high-impact abilities
Like Blinkspace Expulsion
Stuff that fucks with players/pilots is also a region of concern
I don’t wanna give Anchors an optional that mucks with their action economy for playtest purposes, but also if I didn’t give them GravAmp I’d be betraying my code of “stay on theme”
Could also give them Finishing Blow since w/ Brigand they could knock enemies prone a lot
If you need permission to break theme, there you go
Unfortunately can’t really find an NPC in my Sitrep where Vandalize would fit well so that’s not getting tested. Could give it Commandeer or one of the equipment tamper techs.
Finishing Blow combos best + doesn’t impact action economy so I’ll probably go with that
And I’m also gonna try something with Brigand’s Jury Rigged- I’m just gonna make every Brigand in the Sitrep have the same Jury Rigged HASE skill and see how that goes
Gonna also test Surgekiller again since the last time I used it crits didn’t really proc, as well as JAIL//BREAK and Enforce Limiters. Including any of the other equipment tampers in addition to JAIL//BREAK seems like not the best idea to me since the overlap in impact feels pretty similar
Since I’m using pretty much 0 PPG optional rules, I do think Enforce Limiters will be interesting to test and see if it remains consistently useful across rulesets
Like... Some of the absurd Annomaly abilities I thinnk are fine being absurd?
Like NPCs themselves seem like they should be balanced... But having a template which can vary from fine to wild I think can just be fun...
Like "Oh no, my demolisher turned into a neutron start and it was ridiculously overpowered"
Yeah Anomaly feels like it’s power level should be inconsistent- it’s power budget entirely lies in “being unpredictable,” with its main trait being about not knowing what it does from the get go and it’s optional trait determining what it actually does
Uuh I'm not sure on hard numbers- the next time I run a pure combat one shot I'll need to run an encounter to see how it fares
As for the heat pressure I mean. It's there- it can definitely be nasty and I used it to good effect in the past but at least at ll4 only one instance of 2 heat is more just. A nice secondary effect to the main burn
I mean you bringing it up makes me think it could be funny to run a napalm with a fuck ton of tech attackers instead of a fuck ton of burn inflicters
Current thoughts on ultra anchor seem to be that it is very annoying to them
Opfor is:
1x Ultra Anchor
1x Veteran Mirage
1x Veteran Rainmaker
2x Cataphracts (1 currently in reserve)
2x Hornets (1 dead, 1 reserve deployed)
Rebake Mirages and Hornets with a reality anchor mirage is kinda funny
Annoying (endearing) or Annoying (derogatory)?
Me: (endearing)
The Party: (derogatory)
Oh hey the Mirage + Hornet + Anchor combo- I’m personally passing on Reality Anchor but am vibrating w/ anticipation on using them
It seems like a lot of their current frustrations is because of sensor lag on the mirage
I’m using a Commander Mirage instead of a Veteran Mirage personally
posted too early
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"mirage has a lot of synergy witht the anchor (too much)"
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"now you know how it feels like when I have to fight a sunzi" and in hindsight, that feels like a bad thing for me to say about the lodestone and/or mirage
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generally, rebake mirage and lodestone together seems to be the major pain point
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Tom "I don't think anyone's going to be able to activate JK1 more than three times" Parkinson Morgan (the anchor was moved to the entire side of the map by 13 consecutive JK1 activations while grappled)
Did Ponderous not kick in?
there's a reason I reworked it lol
Even the player thinks it should have a limit, but I'll only be able to do that when I'm free from playtesting hell
Tom's "intended limit" is 3 iirc
Having the 1 heat Penalty trigger per kick off seems like a decent alternative way to go about it if you don’t care about the “exacerbate micro decision number” issue Valk is tackling
I don't like 1 heat on kickoff because it makes it stronger on HA frames than SSC ones
Also fair
that means you've got a JK1 genghis or whatever
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"nullgrav motivator was fine." no thoughts. good zoning too for parties that don't have an EVA in their setup. fringe benefit for those that do. useless in zero-gravity combat, but there's other optionals

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"why would you not bring reality anchor as an optional? it feels like motile swarm"
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"Magnetic reversal was actually useless in the opfor" (agreed-ish. map and its allies weren't doing it any favors, but )
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newtonian amplifier has a lot of friction to its design with having to choose it versus activating/maintaining lodestone. maybe a build for it somewhere, but wasn't applicable here
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As an ultra-specific ability, tectonic wave seems cool
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"the anchor alone seems pretty cool" most pain was due to the existence of the veteran rebake mirage
Anything specific you want me to ask them?
this is all really helpful for Anchor feedback
How did they feel about Lodestone itself?
like, as a defender/tank tool paired with the Anchor's natural stats
Vanilla lodestone seems fine to them. One thought it was a bit too similar to aegis, but we talked about it and it fell into kensei-ronin territory (aesthetic similarity instead of mechanical)
Liked shooting through the field to damage/hack it and overheat it to get rid of the shield
Restating that reality anchor feels like motile swarm. Mandatory optional unless you're gonna ignore lodestone and go for newtonian amp and mag reversal
interesting
(odd that they feel like you've gotta ignore lodestone to get value off of those, though somewhat inclined to agree with newtonian amp)
Generally saying that it felt very puzzle-like
Most of the frustration was caused by it playing with the mirage
"oh god. if we weren't putting athena on it all the time, you could have put dataveil on the anchor"
(seems like most of their issues were with mirage ngl)
noted on Newtonian is hard to fit in
Is this specifically an issue with the mirage in conjunction with the anchor?
REALITY ANCHOR
Trait
All characters affected by LODESTONE gain IMMUNITY to INTANGIBLE. In addition, they may target and affect INTANGIBLE characters and objects, and they may be targeted and affected by INTANGIBLE characters. Lastly, allies in line of sight treat spaces in LODESTONE’s area as valid destinations for teleportation, which cannot be redirected.
this optional in tandem with Mirage
Yeah, I'm just (selfishly) approaching this feedback from the angle in conjunction with the rebake mirage being what's causing the issue
yeah it's just some force multiplication
it's unfortunate because I'm not sure how to square that particular circle on either of our respective ends: you shouldn't have to balance your stuff around someone else's, and I'm not really sure that I'm ever going to be making further rebake changes
yeah no it's fine
From my perspective, the mirage rebake didn't do anything that a vanilla mirage wouldn't have been doing either, apart from sensor lag
And not because sensor lag is bad. I mean like, vanilla mirage doesn't have sensor lag, so the two can't be compared
Even so, after a bunch of griping and realizing they could make the mirage stop being so annoying by turning off the lodestone, they handled it like you usually handle mirages
Just a really strong synergy between the two that was stuffing their party in particular, imo. Not a general problem.
I don’t entirely get the Reality Anchor thing since it feels far more niche than Motile Swarm but I’m still waiting to use an Anchor to be fair
Funny how we’re both doing Anchor playtests with a Mirage + Athena in the mix
The intangible part is VERY niche, and technically the teleportation part is too since teleportation is fairly rare in general
If the Anchor itself had more teleportation then I'd be more inclined to agree, but I actually think that if anything, Reality Anchor stands out a bit for not really having much to do with what else the Anchor NPC itself is doing
It fits as a sort of "optional disruption" element similar to Null-Grav Motivator in that it's a tool in the toolkit you can select or not as you choose, but I'm not sure I'd peg it as an optional that ought to be baseline
The mirage pairing probably exemplified things. If I was testing Reality Anchor it would be threefold for me due to also testing the Lurkers and the team having a Metafold Carver Swallowtail and Realspace Breach Zheng
However I am not doing that so
It’ll be a good test to see how the Anchor functions when you see the type of team + OpFor where it’s optionals would absolutely murder, and then declare “okay let’s see if it’s functional if it lacks them”
As a contrast to what Isa’s team had which was seeing how effective those optionals would be in their ideal circumstances (results: extremely)
I guess they figured I'd always be running an anchor into a sunzi to try and stuff it, or I'd be building it as a centerpiece for an opfor and try to leverage it
Which, to be fair, that's 2/2 of the instances I've tried to use an anchor, but I don't see that being every time I use an anchor
Zappy - Elite capacitor
Capacitor + drones are annoying but cool
Was a force multiplier on the dronesGood change for team synergy
Smallest liked the mesmerist, Narcissus on the objective is really cool. Good design
Mirror images - A bit weird that on hit, it doesn't clear anything. But it makes sense from a mechanical perspective but it's a little strange
Doesn't break on hit like pathfinder, but might be wrong with thatHall of mirrors - Not noticed once, drone was invisible.
Vulture - Did a sick ass play that missed ;-;
Reloading sniper was neat
Magpie routines, doesn't have a round or turn limit - found odd by reCasteCompetitive edge - love it, really cool. Works well with these objective types (Snistle)
Atlas: Weird heatgunner atlas felt strange and could have been played better but was fun.
Personal opinion: Never was relevant, but having a 1/round brace ON TOP OF an existing brace feels quite potent on top of their high evasion and boosted stats. A resistance trait is good but it feels like it should be shut down by immobilise or slowed.
Reactor stabiliser is neat
Caliban: Thoughts echo first time playtest
Speed changes good. 5 Speed felt right
Made mistake in not doinng ram changePersonal feedback: Didn't feel like a caliban (mostly vibes based). One caliban trait came up during the whole combat (Smacking the zealot against the wall), could have been more effective as a zheng or even everest
Minotaur:
Smallest: Not seen a CRB minotaur played... Aggressive systems sync with accuracy is nice, if that missed it would have felt bad.Valk: Felt more comfortable taking hits due to structure changes,
Personal opinion: Felt fine... Zealot got solo'd but like... Yeah that doesn't feel like a frame is overpowerd but the fact the ultra didn't have much counterplay against it
Snistle - Occultist was a bastard, hate the occultist. They can be dealt with but the fact they can come back so easily was a problem. Ate up Atlas reactions
Ultra Zealot:
Size half zealot is strongg because it's easy to break LOS
Undying faith - Very effective but survivorship bias. Because it exists, IT needs killing so not much died afterwards. That's why there was such an activation tail.Grunts alongside zeal: Didn't feel like much, outside of a minor gotcha which was nullified by knockback one. Liked concept of it. Would hurt a lot more in a party of full of superheavies. Undying grunts is interesting. Universally grunts are risky anyway.
Veteran Kensei:
Felt good, Pommel strike is a LOT of knockback, really threw Snistle. Didn't do anything out of the ordinary outside of the ordinary. It isn't bad but it's quite strong because it does a lot of damage, knockbackIt was extremely funny being launched 5 spaces to OTHER point - Caliban got calibaned
Vulture:
Breaking shit to get other peoples stuff is cool. Breaking something that was VERY relevant this combat to my own detriment. Block LOS dust cloud is cool.I personally felt the armour was good. Countered aux builds, but like... Personally think having the armour is good for survivability because it needs to outlive it's allies. Feels weird because breaking it's own stuff is situational for situational buffs which vary from godly to mid. Not necessarily a bad thing, potentially high skill floor high skill ceiling.
Occultists: - BASTARDS x2, Diviner darts feel "kinda wack" and apply resistance and shredding. Resistance and shreding felt like "I NEED TO TARGET THESE", fatal clash couldn't be used because there was always a drone nearby to be dealt with. Not as much as a problem, but moving 2 as an action is fine but jealous flock feels like a lot. Shred was felt a lot, resistance too.
BRIGANDS: Pretty good spammable, more spammable by pirate. Didn't feel like pirate. Prone on crit was good but less oppressive than bonus damage on crit.
Overcharge change makes a lot of the nasty saves a little safer.
Overcharge: Feels good with the DD288, feel more confident in firing it to sack heat to reroll if you don't get the hit.
First time using it in action, seeing it in play. Snistle really likes it. Feels way nicer to use it. It's a nice change. Same as using repairs to recharge it.
Structure change: Didn't interact with it. Not many comments. Lets Smallest FEEL like they can play more dangerously, because normally she has to play more concervatively. We love snake eyes. Being applied to enemy sides feels nice for an ultra to not go down immediately. 2 Days ago, ??? lasted 2 structure. Wolf spider drone felt like it melted previously.
1 Stress for all: Snistle really liked it, Felt it was very cool. It makes direct risk of stuff like self heat MUCH MORE EVIDENT, rather than "eh, I'll probably be impaired". It gets rid of the "infinite heat cap state" of when someone is melting so they get 6 billion actions before they die. Heatgunning ultras to death is also glad to be gone, because they got heatgunned twice. Heatgunning to expose is cool. Makes them feel toothless.
Mesmerists: Can ABSOLUTELY lock people down, and if it targets the right person, they struggle... Otherwise
Put asterisk on it, can break LOS to stop it being a problem. With vet trait, it feels SLOW to generate mirrors, especiallyy as they lose them faster. But IDK how it would have been to just gain mirror images if it didn't have it.
Brace: Smallest - Saving brace, didn't use it. Had to get rid of mentality of "brace is bad, don't use it"
Sorry for the spam, but here's the write ups I got after the session valk
Damn I didn't realise just how much I said
This is good and welcomed
Some folks have more to say, others don’t wanna say as much in talks but follow up privately
Thinking about Jealous Flock reducing the drone count per action to 1
Words are at a premium for that optional though
Part of my brain says replace it from scratch
Or buff a drone with it as a quick tech in sensors or something... Maybe throw overshield on it too? Random thought
QT, buff a drone, give it overshield and make it's effect more potent... Then it dies next turn, idk
Yeah I'm just a terminal yapper lmao
I mean you heard me too lol
Get me to go off on game design and I won’t stop lol
Might be just that I noted when you spoke more than others tbf
CONVERTED TO D/D288 FAN
I’m just happy Jockey Atlas was a hit
It just works
I had to lmao, I'd be a dd288 enjoyer but then my pronouns don't fit
So snistle had other build ideas:
- kobold, self immobilise as QA, become immune to knockback and prone because kobold forge clamps don't care about adjacency when clamped
So you can't ram them offf
Thanks for reminding me to touch Forge Clamps
Lmao thanks
And FA to contested check to kick a rodeo atlas off is somewhat absurd
Like a ram should be fine
Ram it off vs its huge evasion or contested check it
CRB ANSWER: You throw it and remain clamped
Logical answer: you throw it and break clamps
Funny answer: you throw it and yourself
FA contested check
Not even guaranteed
Someone can crunch the numbers on Contested Check and Tier vs Evasion
Like, sure... Vs pilots it's a check IG because rodeo is silly... But another contested check VS an accuracy probably gonna beat it atlas as big... High chance of failure and it's a FA
But idk that's just base CRB being silly
And also that's purely ✨ vibes ✨
It’ll be fine
Yeah
Just kill the atlas
It mostly shatters if atlas is gonna be imm involuntary movement
Which is rare...
Like, a hive counters a rebake atlas
Run into a swarm, difficulty on burn checks, gain soft cover and burn off the flees
It's literally electric smoke from titanfall
Also apology not accepted, on account of being unnecessary. Thank you for testing and providing your notes and thoughts!
Honestly happy with how a lot of stuff ran today
Most of the issues came down to Drone interactions, everything else was tolerable at worst and manageable at best
Wait what’s wrong with Forge Clamps?
Wording, mostly
Lancer as a combat system doesn’t recognize the underlying fiction of “I am clamped onto a rock” and thus Forge Clamps “breaks” when you break adjacency to the thing you clamped to
You can’t clamp onto a rock thrown by Total Strength Suite 1, you can maybe forge clamp onto something and get carried away by a grapple or Cable Winch or something and retain immunity
Like, in the fiction it clearly makes no sense
You have to post-hoc justify the RAW
If you're touching the clamps, would you consider making them cover more involuntary movement ? 'cause right now they kinda feel sad imo; I never even considered them because of how limited they are.
Most of the really bad involuntary movement optionw that you'd care to stop aren't knockback, and it feels weird that pinnig spire is better than the clamps in that regard
Yes
Good.
The removal of quantum clamps feels like a worthy trade to recieve An Actually Useful Effect
When I get to Kobold, it’ll probably be a license + frame workover yeah, though not as intense as Atlas’s
In the License it’s mostly QoL stuff like Seismic Ripper ignoring Line of Sight, swapping Seismic Ripper for Purifying Code (it’s lore accurate and puts tech earlier in the license) and augmenting Forge Clamps
so, out of curiosity, what do you think Kobold's issues are as a frame? I have some of my own takes but i do kind of want to hear yours first
Its repcap is super small, its defensive invis trait is hard to activate in any map that wants you to move, and its CP is micromanagement to the extreme
So like most of this is a quick fix from me
Bump the repcap, change Mimic Carapace to End of Turn instead of Start, and require Terraform blocks to be adjacent/continuous (maybe with a Size 2 wall as consolation prize)
I admit I have a soft spot for build-a-wall effects from my time in dnd, but I’d deffo require the wall be contiguous
i think my biggest things with the Kobold are
a. 2 repair cap, nothing deserves 2 repair cap
b. the direct antisynergy with the licence that Mimic Carapace has, seeing as there are multiple tech suites and weapons and it seems to imply you don't want to attack
c. the somewhat irritating amount of micromanagement that is building terrain, though i admit my bias here is because i do not like editing the map on vtts
i wonder if you made Terraform Efficient but just had it be idk, like a height 1 line 4 of cubes?
but yeah i do think i mostly agree with your points there
Yeah maybe I’d add a clause that mimic carapace ends early too if kobold stops being adjacent to terrain larger than itself (via forced movement or terrain destruction)
I’ve become more bear-ish on efficient cores as of late tbf, and am now starting to think the real juice is starting with no Core Power unless you packed a Core Batrery (and making those exceptionally valuable/hard to get)
(Or a neat terrain feature like a power weapon in halo)
Efficient core... Make a singular size 2 cube
Is it good... Probably not... Probably only good for proccing unicomp
Nerf unicomp
i am so extremely conflicted on unicomp
because on one hand, it kind of doesn't exist on non efficient frames
from my experience
on the other hand, my Unicomp Orchis spent 1 single repair for the entire 4 scene mission
It abuses the attrition game, turns an efficient core from "I do a cool 1/scene thing" to "I heal and also do something else"
Basically depending on the Core power cost, a free or quick action for both primary parts of a stabilise with no cost
Unicomp should probably be 1/mission tbf
It turned my efficient core users into using their core powers for nuke cav heat management
Like that was the OG intent before Efficient existed
1/mission, unless you get a NAT 20 on the unicomp check
That's my home rule for it
Yeah that works
Both my efficient players went "totally valid" and unequipped them
lol
Honestly yeah unicomp is niche af otherwise
Because so many Cores are protocols you want at the start of the scene
Unless you're like... "I won't heal here because I'll pop core next combat"
That’s an anti pattern imo
Just let someone repair for free once
There we go
Bump repair cap
That’s what Unicomp should be
The repcap CB
Would seismic ripper receive a terrain damage buff? I feel like 10 AP is still a bit low despite the other effects
I used seismic ripper once and it was funny, I blew up the window of a space elevator lmao
Probably not? I’ve found it useful as is
Depending on the map Mimic Carapace is one of the few invis traits that does allow you to move with plenty of freedom but that is very map dependent
I'd argue it's about as good as rangertail invis from a vibes perspective
In terms of freedom atleast
Rangertail is easier to proc I think... It ends it's turn in a soft cover area and it thrives
As valk would say, moisturised, in it's lane, flourishing
Yeah I’d just slap something similar on Kobold and call it a day
I just think the inability to, on average, trigger the explosion on Size 2 objects is a bit tragic
That, and before fixes it can’t destroy its own terraform terrain with any immediacy
Aight well, I could say “10 ap for each space caught in the line”
But size 2 would have a much bigger payoff as it has a larger footprint
I mean. It is a full action
This actually sounds like a good argument
Lemme read the darn ability
I just feel like it should be more than “Siege Spec 1 but it’s a line” if it’s a full action is all
Especially if it becomes rank 3 equipment, which tends to be slightly stronger than equipment at the other two ranks
…. Okay I’m reading the ability again and I forgot it did 2d6 explosive (coulda swore it did less) so that’s egg on my face
Siege spec is a QA for 10ap on one object, does 2 damage and knockback 1.
Seismic ripper is a line 10, does the same damage on all things in the line, can knock targets prone, and 2d6 damage or half on a save
It’s dealing AOE heavy mount damage yeah
Yeah with that considered that’s fair. In which case I guess nerfing the Terraform HP makes more sense than buffing the Seismic Ripper damage
Like that’s Pinaka Missile level damage
Still can’t believe this was staring me in the face the whole time with Replaceable Parts
IPSN is the Hull manufacturer but GMS is the repcap manufacturer
“Our mechs can’t be knocked down. What makes yours special?”
“Well they never stop getting back up.”
So if the minecraft core power is made to required adjacency, it unfortunately prevents this funny situation happening
Not in your house rule doc 😤
grumbles while writing notes in the bug tracker
I suppose it may be time to put my sitrep template to use
Put Squeezing and Interact into PPG
What would squeezing work like? I imagine either slowed or slowed + difficult terrain
Technically it’s both
Iirc squeezing characters are treated as prone… or maybe I’m getting the rules confused with someone else’s
Also inb4 we get the Manipulate trait in lancer for Interact that triggers overwatches (don't actually do this)
It’s Prone without being actually Prone
Don’t tempt me
It's only used in exemplar
But nah reactive strike is widespread in lancer
Scylla is the only case of hitting in reaction to object touch
i mean in concept it's cool but i think it would play extremely different due to the prominence of higher threat weapons when compared to pf2e reach
like reach 10 feet is already not common in pf2e let alone past that
yeah
any units that desperately need feedback?
#1254229800952922193 message
In terms of units:
- Anchor
- Capacitor
- Ghost
- Kensei
- Occultist
- Prism
- Vulture
ty ty
Thinking about playerside full techs again
I think adding the Accurate tag was simple but still has the issue of “all or nothing”
I’m considering Miss effects now, akin to what I did for the old version of NARCISSUS Override where the hit determines the duration
This is how I've considered tweaking minotaur full techs and others
i.e. Markerlight still applies Lock On on a miss
things of that nature
I think, imo, I prefer this to "accurate full techs" though I can see the argument that tech stuff in general doesn't do much with tags to begin with so idk if that's just me being set in my ways, but on the whole I tend to value consolations or "something happens anyway" over more "it's all or nothing still, but you get a nudge"
SLAVE SYSTEMS : Make a tech attack against a hostile character within Sensors. On a hit, they immediately take two Quick Actions or one Full Action of your choice from the following list: Boost, Stabilize, Improvised Attack, Grapple, Ram, or activating a System of your choice. The target counts as taking these actions, though you choose the actions and targets if relevant, and any activated systems count you and your allies as allied characters, and characters hostile to you as hostile characters. On a miss, choose only one Quick Action.
I like this take on Slave Systems; my brain for Predator/Prey was also going towards making it eat 1 Quick Action on their actual turn to skirmish/tech attack (but then the miss effect was still up in the air)
Also re: Markerlight, I believe I’ve done a similar “guaranteed lock on”, and I think I made it a save instead of an attack? I may revisit that
But yeah I’d shift away from the Accurate tag on full techs in general I think. Starting to have ideas for Last Argument of Kings too, but nothing solid
My idea for that was that on a miss, you mark the target, and the next time you use LAoK against them you can consume that mark for +1 Accuracy and +X additional burn
so basically if you hit, great, they go up, if you miss then it's akin to kinetic compensator on the Demolisher
it's hard to give LAoK consolation heat because while you'd think that would make sense, if you overheat someone close to cap, they can end up blowing a stress and wrapping back around to low heat
which defeats the purpose
Noted, I was thinking “half burn” and then a rider for “while burning, become easier to hack”
you want them to have high heat BUT not go over, and so it's either bodge some weird wording to prevent them from going over cap or just coming up with a way to cash additional burn in some extra way
Half burn seems sensible, but I'm thinking in terms of like...how high do you really push NPC heat caps before using it? That's getting more into "does LAoK need more tweaking than simply a miss rider"
Turning it into something that makes the target easier to hack is interesting, I might even consider broadening that out to "all attacks against the target get +1 Accuracy while they have the burn on them" like a sort of super lock on
I'd personally swap it round- Predator/Prey has the attack happen off turn and Slave Systems makes it happen on the turn. The Slave Systems actions are a lot nicher than straight up attacking, so having it be a way to eat into action econ makes more sense to me at least- I mean Boosting is just "Lesser Puppet Systems" otherwise.
Terrible Idea: All Invades deal +1 Heat while the target has the Burn
horrifying chomolungma turn
As if Chomolungma didn't do enough heat already 😭
Could also be as simple as "Impair on Miss, Impair until Burn Cleared on Hit"
Where the on miss effect just gets its duration tied to the burn on a hit
Impair is impactful, but also general enough to not be stacked with a wide swath of control effects + be debilitating in a more reasonable way, and it augments the burn itself
Tbh, I kinda like the save marketlight. Always love me some save options that aren't More Grenades Again.
Haven't got to play with it yet, sure, but still.
Change to Slave Systems/Daemon Possession idea I'm floating:
Daemon Possession: Make a tech attack against a hostile character within Sensors. On a hit, on their next turn, you choose one of their quick actions at any point in their turn, chosen from the following list: Boost, Grapple, Ram, or Activate (Quick). On a miss, they decide when you may choose their quick action. Although you choose the action and its target (if relevant), they count as taking the action.
And Predator/Prey Concepts:
Make a tech attack against a hostile character within Sensors. On a hit, they immediately Skirmish or use a Quick Tech action against a different character or object of your choice as a reaction. Although you choose their target and weapon or Quick Tech action, they count as attacking and taking a reaction. On a hit or miss, the target cannot take reactions for the rest of the turn.
Boosting before protocols is nasty I love it.
I figure why does OSIRIS get to have all the fun
I'm always the guy reminding people of it when talking about involuntary voluntary movement too
Though I will say, P/PC feels really meh on a miss. Especially compared to the alternative
Oh wait rest of current turn ? Yeah that's really bad. It's basically single-target disengage, which isn't really a compliment
P/PC miss effect needs some work yeah
I mean, it'd not useless I'll give it that. Just. Rough.
yeah. Considered denying Reactions until they start their turn but then realized that's hella strong vs. Archers and Sentinels and other Overwatchers
Ig "consume their overwatch" or something maybe ?
Which NPC has P/PC
Gets stuffed vs. Ultras and stuff but those get better weapons anyways usually so it kinda balances itself out.
I'm breaking my rules to houserule-post my playerside stuff
Oh, minotaur
Err, now that I think about ot
Although you choose their target and weapon, they count as attacking and taking a reaction.
Does it just fail if they can't take a reaction
"hit or miss, the target takes 2 heat each time it takes a reaction until the end of its next turn"?
Like if your target is grappled
Is this long wording just for allowing slave systems (and by extension ppc) to bypass involuntary movement not trigging reactions?
Seems weird that the goblin Horos1 wording wasn't used
Yes
it's that you control their action
and HOROS 1 is its own kind of wordy as hell lol
HOROS1 is very clear though
Admittedly the one part it falls flat in is the interaction with heavy frame
I kinda like that, just need to figure out if it doing "NPC weapon attack and they take 2 heat on top" is too much.
Yeah no I don't think it is
Because HoRos1 is involuntary movement and not a boost (breaks grapples, stopped by heavy frame/unstoppable). Conviniently, all things bypassed by this.
You are making a Full Action tech attack in order to make another attack that deals middling NPC damage
Ig with multiattackers out of the picture, yeah tru
Inherently it's ceiling is very variable depending on who you're forcing to make the attack
If you target someone like nonrebaked Specter ronin operator it gets silly
Honestly, at this point I'd say "you can get them to attack no matter what but they have accuracy or difficulty depending on the hit"
and then slap a 1/scene per character on each for safety
Eh. Idk. It probably works better, and it's not Yet Another Non-condition effect, but that still feels... Idk.
Oof
Not sure about that one on both. Probably, but uh...
We're reaching my limits on "3am balance wisdom" so I guess choose the version you like best and run (or get someone to run) a playtest for it
valid
honestly having 2 heat and impair or slow on miss wouldn't be outta line IMO
they resist the effect but it's grinding their gears to do so
On an unrelated note, I'm on break for the next two weeks
noted, i may be down to run a game this weekend
I'm taking a long weekend this upcoming one so I may have some free time
If I get my shit together, I might run something myself too, but I'm in a self-care(do nothing and chill) kinda mood so don't bet on it too hard.
mood
Last thing for tonight : mind approving/veto-ing this nickname for me on here ? I've had the idea for a while already but want your approval first.

on the topic of running games, I'm looking at maybe setting up a playtest sometime soon, probably this weekend or next depending on availability
and i'm also working on getting valk's structure and one stress for all working as a foundry module but shhh no one has to know yet
Oh yeah
The players loved the doppelganger Operator
They thought I just cross classed the raptor rifle at first onto a scout platoform
But then someone said
Wait, why is it no longer invisible
They had an absolute freakout because of OSR memories
Dropped everything to dump damage into it
Idk
I love operators and wish they had the "Only one operator may be present in a scene" limitation
So that they can be run at full power/deadliness
Forge Clamps
You sink the jaws of your clamp into an adjacent object or piece of terrain of Size 1 or larger. You become Immobilized but gain Immunity to non-teleport involuntary movement and Prone. This effect ends if you’re no longer adjacent to the original object or terrain or if you release the clamp as a protocol.
hopefully that's de-jankified enough
Wait hang on... if they can't take any reactions on a hit or miss then they can't use their reaction to make the commanded Skirmish or Quick Tech
I've changed this, I've moved on lol
Ah lol
it's 2 heat + impair on miss for P/PC and 2 heat + slowed on miss for Slave Systems/Daemon Possession
does this mean that !V! Minotaur can deterministically Immobilize someone while using Daemon Possession? yes, next question
With your overcharge rules, no actually. Without them, yes but they'd need to overcharge or have specific exotic gear so like who cares
I also limit Daemon Possession to 1/scene per character though
Let Minotaur live a little
!V! Minotaur can activate Metafold Maze as a free action on a Full Tech
got that one from Kai
Oh I forgot oops- the !V! didn't register for me mentally
Oh?
yeah it's a house rule
oh wait nvm, it doesn't, you gotta hit to activate Metafold Maze
bullet: dodged
You know that is something that occasionally irks me about Lancer effects but can't really be dealt with- sometimes the "on miss" or "weaker" effect is preferable
there's a reason I purposefully made it a "worse Fragsig" effect
Ofc ofc
Forge Clamps
You sink the jaws of your clamp into an adjacent object or piece of terrain of Size 1 or larger. While clamped, you can only move with the chosen object or terrain; otherwise, you are immune to non-teleport involuntary movement and Prone. This effect ends if you break adjacency with the original object or terrain or if you release the clamp as a protocol.
Trying a wording that lets you ride the TSS1 rock
Hey how come neither version of forge clamps factors in the possibility of the terrain being destroyed?
Now technically that is breaking adjacency however if you wanna make it so you can TSS1 ride the rock
if the terrain is destroyed, you're no longer adjacent
Just make the object destruction end the effect while adjacency is forced while the effects is active
Ah right I forgot about teleporting
Are there any effects that can teleport an object/terrain segment? If so, would you teleport with the thing you're Forge Clamped onto when it teleports?
I thought that'd be the case
I honestly don't think the TSS1 taxi even worked in the first place due to the fact that Forge Clamps only ensures yourself against involuntary movement, not the object, so moving the object breaks adjacency and ends Forge Clamps
yeah exactly (except RAW Forge Clamps only looks for "is it destroyed")
Could also be interesting to key Forge Clamps into the Reworked Object Manipulation rules but that then mandates tables who wanna use these Forge Clamp reworks need to use those rules.
However to that I say "There's probably like... 3 other Forge Clamp reworks out there you don't have to shop here"
In that case couldn't you just reword TSS1 to destroy the bit of terrain you throw and generate a new terrain piece from the rubble of it?
See for that stuff like Forge-2 Emplacements stop being TSS1-able
So it's like a molotov cocktail- you throw it and boom, different problem!
the emplacement explodes into lego bricks and reassembles itself at the target location
*Zheng starts its turn*
*Lego Star Wars video game building sound starts playing until end of turn*
Aight I pushed my Kobold changes though I don't have a version update yet
also haven't touched Terraform yet but my laptop is low on battery so it'll have to wait
but looking at my Player Mech HASE spreadsheet, according to my sheet's standards the Kobold is pretty damn close to Everest's "total HASE" if you just bump its repair cap from 2 to 4
I say this very arbitrarily, but if a mech's sensors are less than 15 then a repair cap of 2 is criminal imo
In my books, a Repair cap of 2 is always criminal
Yes, even Death’s Head
Assuming the artillery is gonna not engage with the rest of the fight is an unhealthy outlook IMO
If I had my way, no mech would have fewer than 4 repcap
I'm taking the converse angle to approach a similar point, which is I think the costs of repairs are kind of awkward
I think the issues that exist with repair cap and divergent values are, in part (not total) a product of it costing 2 repairs to regain one structure and then everything being pegged to that
going from 2 to 4 baseline repair cap is saying "you can, sans any hull, patch 2 Structure/Stress" so at this point my question is more "why not just cut structure/stress repair costs in half and then fix your values to that instead" and now a Repair Cap of 2 makes more sense
you have basically two "fractional" costs in the game, one of which is in-combat stabilize repair and the other of which is fixing busted gear, and my stance on having to do the latter in general is "this sucks and I would happily ditch it" and for the former, I feel like you could find a better way to do a Second Wind equivalent
IF there was a more robust framework for spending repairs the way D&D 4E used healing surges I would be more copacetic with pumping repair cap numbers up and being like "yeah this tracks," as it stands I feel like the big problem is more than patching up between battles is very costly, and I say this as an attrition lover
(three costs sorry, one repair to fix your HP back up to full, which feels like a nuissance tax more than anything else)
I've had a lot of discussions/arguments with jas before on the merits/demerits of attritional structure versus "each fight is self-contained," and I like that lancer HAS an attritional structure to it because it raises feelings of tension across missions and tangibly rewards good play...if you're playing well and everyone's firing on all cylinders then you earn yourself more breathing room and opportunities to play harder later on, BUT I do think certain elements of lancer's attritional structure feel like they're holdovers from 4E but in ways that don't line up to other aspects
You also had to spend healing surges during short rests in 4E to regain your HP, for example, but also a "low" number of healing surges for squishy backliner controllers was like 6, and you never had to repair structure as you simply had one HP bar
Yeah no I’m an attrition sicko too in this regard
so I would strongly consider ditching "you gotta patch your HP post fight" and just make THAT automatically happen
I did make a bit of a half baked house rule that made repair costs cheaper, in my PPG appendix
like yeah it makes the Balor and Gilgamesh marginally less special, who cares
Yeah no Balor having that trait was mostly to prevent folks from drawing out a fight to get regen by my understanding
then I'd probably really strongly consider if 2 repairs per structure/stress is actually well costed or not
like yes, if everyone has Replaceable Parts then the GMS mechs lose some swag, but after years of people doing the GMS to other manufacturer transition and hitting a brick wall when their first repair cap bill comes due, I'm increasingly of the mind that it might be better if everything just worked that way by default
give the GMS mechs something else if you have to
This is what I currently have in PPG:
And like, yeah it’s all number tweaking, chances are the numbers need shaken some more until they land in a pleasing shape
Here's my wacky idea, since people were griping about it elsewhere: instead of Replaceable Parts, give every GMS mech Universal Compatibility as a trait instead
Now we’re cooking haha
this is PROBABLY not actually a good idea, BUT it does take it out of the general core bonus pool since people mostly seem unhappy that you can combo it with efficient core powers
Wouldn’t be a perfect fit for my house rules since I make Everest’s core power efficient, but I can appreciate the direction this is going
People were mad about efficient unicomp?
In terms of attrition, efficient core powers paired with universal compatibility do add an additional layer of reliably and relatively costless sustain to mechs that can do it
Honestly now that I think about it I might allow GMS mechs to repair equipment when they stabilize to restore HP, in my PPG house rules
Since System Trauma is more frequent in my case
If I was mostly using CRB I’d probably lean towards your proposed Unicomp approach
A core bonus as a cost is pretty big though
Then again it's the same vein as brilliance/initiative/that saga brace trait
Where you only need it once a scene, but that one time is all you need
Adding an action-free turbostabilize to your 1/scene Ultimate Ability is pretty solid, actually
I still feel weirded out by Lycan's core being efficient though
But that's just the logistical part of me talking
"hi yes we bolted back on your explosively jettisoned armor" before the start of the next scene
Gonna declare that as off-topic to the thread
Does this consume rep
As an extra cost, or is it
It would not
"I spend 1 rep to heal, I get a mount repair as a bonus"
Yup
I guess Toku is going to appreciate the 'normal' 1 rep sys/struc/wep/stress changes
Specifically with Exbatt
Now it only costs 2 rep instead of the kings ransom of 4
Attrition is weird in lancer
Because in an ideal world I'd like to have my players always end a mission on no repair cap
With alternate structure rules you can go into a final fight down a structure (or stress)... But I find frequently it's either everyone's a ok and fine, someone ends a mission down a repcap or two... Or everyone ends it with all their resources being utterly minced
And I'd like to alleviate it... But, but I have hard combats but because a lot of the time they're so objective oriented the players struggle but they do a very good job on not being harmed in the first place
Am I bad? Maybe... But this could also easily be a consequence of other house rules and rebalancing (Maria's structure... Rebakes meaning the combats aren't "obliterate the PCs with a rainmaker that kills them all"
Or it's just a GM skill issue
It just sucks to roll a 1 on structure, be it for NPCs or allies
This is why I wanna explore more variable-length mission structures tbh, and even more flexible campaign structures
Stuff where players set the pace and choose when to rest/full repair
I stopped using the regular structure table a long while ago
Like
If I have to go into a fight with the choice of a missing mount or a missing structure, and because of each costing 2 repair I can only pick one
I would take structure 90% of the time because not doing so would lead to a failure cascade
Since each missing structure makes it easier to roll a 1 or a systrauma
At least with the proposed 1 rep cost struc/system I get to think to myself
"Okay, I genuinely fucked up to have to had reach this point with literally nothing left to bail me out"
Instead of 2/2's "Well I got structured once despite my best efforts, there goes 2/3 of my repcap"
Remind me which you use again? I'm like 90% sure you said it Sunday but I'm blanking on it now
Pretty sure Al usually uses Maria’s from #1062222891342647366
One unfortunate thing when it comes to my perception of Attrition and balance, it's twisted by house rules because I've gone "yeah fuck that noise" so long ago that the old structure tables seem to me like a distant memory
I mean at this point I favor the current consistency
CRB tables are swingy, which means attrition rates are swingy
Taking 1 structure could mean costing anywhere from 2, 3, or 6 repairs to come back, depending on Luck™
Where I'm used to Taking structure is 3 on a bad day
Takingg structure is 0 repcap, BECAUSE OUR PAINTJOB IS BEING SCRATCHED WITH THIS ONE!!!
Anywho, looking to add finishing touches to the homebrew Kobold this week, as well as taking sights at Goblin
Are the new Minotaur effects on the doc yet or are you waiting to finish the rest to add everything at once ?
They’re in the doc yes
And the LCP JSONs but you’ll need to manually zip the lcp yourself
No clue what that means but that's a problem for future me.
Also, quick aside : with the new GMS CBs, while intrusion package just seems... bad to me (for the price of a whole CB at least) I genuinely would have taken Autonomous coordination last time if not for the "the drone is deployed adjacent" part. Would you consider testing it without that restriction tonsee if it's fine ?
It means you can load the changes on compcon/foundry if you know how to assemble an LCP
Right, not the target audience then
<- doesn't even know how to open a foundry game despite having bought it like, months ago
Say that when there’s an Aegis
And you can deterministically turn off its ability to help allies for a round
Anything that specifies “ally” will be affected
It’s potent vs PPG stuff especially
Fair, it's just. Eh. I'd have to test it.
Would the Impaired being able to affect the tech be too much ?
/gen
Try it first. I haven’t seen it in action. I just ported it from Maria’s rules
Throw it on a commander to be unable to use it's abilities (It has abilities?)
Throw it on any support to stop them doing anything
It would stop priests, supports, aegis', mirages, etc from doing anything
And defenders can also have a harder time depending onn the ability and NPC
It deterministically shuts off Lodestone and Zeal for a turn without needing to overheat the target
If Anchor already went this round it’s SOL
I guess my main gripe is that usually, controllers are to busy doing damage control on the agressive part of the OpFor to have the time to bother with the supports, but that's probably skill issue so.
Depending on reading it could potentially turn off Ghost immediately too
Peeling buffs from the opponent is controller energy
Oh it is, do they actually have the time to is the question.
The perpetual question in tactics-based elfgames
“Do I have the action economy for this”
And for Autonomous coordination ? Also "test before" or "test without then add back if necessary" ?
I think this is telling though, like what is the “damage control” being applied here? I’m guessing it’s the infamous Eject Power Cores
Test it as is
I want to see how Maria’s stuff works without my direct meddling
More "get that bastard away ! [ferrous lash/puppet sys/fold space/etc]"
Okay that’s 1 quick action
Oh well. Reactor stabilizer combat drill it is then. /j but we do need to test it too so.
3 if you're unlucky enough (miss the attack/more than 1 problem at once)
But yeah no I see how it's good as long as the rest of the team can take some of the load off the controller's shoulder.
Turned me around on it, well done.
Still think Coordination shouldn't be adjacent for drones but I'll just test that myself then 😈
For Valk-style Sitreps, I forget, is the recommended “# of points til victory” equal to twice the number of scorable objectives or twice the PC count?
Pc count
Surely it should be whichever is lower of the two
hrmm, that made me think
I'm curious how the sitrep I made for combat 1 would have gone if it was "remain adjacent until objective until EOR or end of current turn"
I don’t know, maybe? I think forcing us to get all 6 would’ve been fine too
It heavily incentivised alpha striking and not caring about long term plans if you were fast enough
Requiring people to stick would have forced more long term concerns and strategy
Yeah that’s true; incentivizing different strats is fine tho
Sometimes you wanna blitz sometimes you wanna take it slow
That does make sense, but like I’m dwelling on it. If there are 3 objectives regardless of PC count then more than 3 players will cause the minimum number of rounds til the end of combat to increase.
Which could be good depending on design intents, but could also be perceived as a negative
- a higher enemy count may increase the odds of getting all objectives claimed in a round so that may already be a natural counterbalance
Both of these points of contention need to be addressed in playtest tho
For a control where both sides need to score it makes more sense because that buffer for the enemies is more valuable than the reduced round minimum, but for other sitreps it’s hard to say
Legit what I do is check how many rounds minimum it takes to complete the objective with all factors considered
3 is good target
3 objectives does seem like the standard, so if you go off that it takes 2 rounds minimum to complete with 3 players, 3 rounds minimum for 4, and 5 rounds minimum for 5 players (since the maximum number of points scorable per round is 3). I don’t know if that’s a positive or negative, it really depends on testing.
As I found out the hard way, if theirs too many points for objectives, players can and will decide it becomes a death match instead
Yeah so scaling off of objective quantity screws over lower PC groups, meanwhile scaling off of PC count screws over higher PC groups
Scaling objective quantity over PC count would be the best solution (always have one less objective than the player count) but then that increases GM burden when it comes to varying map design, which for folks with unstable group counts or who run public games w/ differing groups may be unfavorable
Wing it, vibes innit
Okay polling for interest in a Sunday game at 2pm US eastern
Hodliday 😔
next Sunday I'll be busy unfortunately, theme park
is that the same time as usual ?
Yes indeed
then I should be good yeah
I think that'll work for me if there's a slot
You’re only the 2nd person so
Would have to read all your player-side houserules though lol
Lol they’re not that intense (I think
)
Im borderline illiterate 😎
I could make that
That makes 3 interested
If this does end up happening, I'm bringing reactor stabilizer Vlad as agreed last time, right ?
Also, what's your stance on the Kraul Rifle ? With you removing all of the easy ways to counteract inaccurate and the fact the weapon's use case is attacking people who aren't prone (to prone them with the reaction), it looks to me like you just never hit with it. Not like the damage is particularly good either.
I mean was long rim stuff balanced around Vanguard? Because I don’t think Deck Sweeper was
Also: the goal can be to keep someone prone
Oh also: My homebrew doc isn’t The Talentless Hack. Vanguard still does Vanguard things at the moment
Autostab is a mod, sure, but I haven’t really touched Vanguard yet
Mostly because tweaking talents drives me up the wall
But if you’re concerned, try it out
I mean. Range 8 no threat CQB. Not really the target audience for Vaguard but I see your point.
Unfortunately, only one mount free with Sheavies, so I'll settle for something more reliably useful.
If it's any consolation to you, I do intend to try your Saves Atlas at some point, so maybe.
Only question now is do I go WW for The Good Shit™, or 2 more HA LLs for Stasis shielding...
I guess I can see what the potential team looks like first.
Stuff that’s pending but won’t make the LCP until Thursday at best:
- Eject Power Cores replaced with something akin to Witch Chain
- OSIRIS changed to a counter + cash out system
- Goblin getting a tech nerf but durability buff
- Exemplar 2 changing trigger conditions from Ally in 3 to marked target in 3
I'm looking at something support or defender -ish, not sure what yet
i'm drawn to Lancaster or Sunzi because they have Valk reworks
If the Reactor Stab Drill ends up being an issue, I think slapping a quick and easy "In this case, the heat generated by overkill cannot be prevented or reduced in any way" on the drill's special effect could do the trick.
That exemplar change is how it always worked what do you mean ? /in denial
Sunzi rework does need testing, to see if it’s still outrageous or not
and thus it was decided
“This ain’t a scene, it’s a goddamn arms race”
DD288 Mech surfer atlas
If there's still slots I can do Sunday playtest stuff 
You’re in
Problem with making Power Cores into a PC version of Witch's Chain is that Witch's Chain is already an NPC version of HorOs III
It’s not but I understand the confusion
Witch chain doesn’t compel you to return
But I’ll tweak horos 3 if it’s an issue
Can you pull a what you did to the balor licence and just swap the LLs you get stuff at
Point is that Jamming on-demand needs more drawback, I have decided
Yes, but do you really want Horos 3 available at LL1
I mean, they're obviously (to me at least ?) parallels, but if the effects are distinct enough for you all's well and good.
Just didn't want you to accidentally forget about HorOs III is all
Plus also @muted blaze the bigger issue for me is not “how gated is it”, it’s “what do we do when we have this”
Don’t worry it’s on my mind
Perfect then
Slapping someone with a chain And a celestial shackles on the same target 😩
I mentioned this elsewhere but the issue I see is that EPC + OSIRIS is a flat, default turn that is Correct™ 95% of the time
Jamming is very rarely not good, and you always wanna smash that Duat button so you can get Stun and Dominate
If I keep the effects the same but scatter the pieces to the four winds, the issue will remain once all the dragon balls are reassembled
Also I don't get this one
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Point being if I add that clause to Drill specifically for Reactor Stabilizer I’m just slapping patches on patches
What does !V! Reactor Stabilizer do again?
You don’t take damage from initial heat overflow
So you can overcharge at heatcap, become exposed and overheated, but not take 1d6+4 energy damage while exposed in the process
On that note, just checking a thing for implementing One Stress for All, it's only stabilize that clears exposed and overheat, right? No any other source of cooling works?
Anything that clears exposed clears overheat
Ah yeah that’ll do it
Tokugawa notwithstanding
Yeah so we are, in fact, cruising on easy street for this
I mean… in all honesty it doesn’t seem that bad? For something like Combat Drill
Like yes it is mitigating the big consequence of damage but you’re still exposed and all
It’s niche-ish
Just need to handle your structure flow now
It’s insurance against blowing up your face. Water tried it with Displacer 0 Eng Swallowtail a few weeks back
And like, it was fine, they were still doing damage control to not die afterwards
here's how that swallowtail went
They used Stasis Shielding to get Resistance to counteract the exposed
It does introduce a weird new strat of “overheat looping” tbh
