#Prototype Pattern Groups
1 messages · Page 20 of 1
huh
Yeah. Allies WANT to be in it for the OS
Well, it’s a line 15 3 wide area so
It's a lot of real estate!
That's 5 burst 1 areas
Yeah
the fact I never considered that might be what I missed about it yeah
Reasonable
Really opening my eyes there
Gonna make it limited 1 and an innate full action to head off Volley Module
Damage should be reasonable in that case, I think
Dumb idea: If the Capacitor takes structure damage it regains a use.
Probably shouldn't do but idk I've always been attached to gimmicks like that and it makes more sense here than Evergaol
“Safely Grapple into area” is valid feedback tho
It's like rebake SCL,,, but different...... (affectionate)
I'd say it's closer to ontolotactical array, which only regains charges if the ultra takes structure
not really, they also regain those each time they end their turn without having made any attacks or forced any saves
Rebake SCL
yes
I read can do yesah
Anyway it's a strong enough effect + the Capacitor is low enough HP that I don't think that'll be a good idea lol
Anyways yeah interested to see how limited 1 full action looks like
We'll adjust from there if and when it's necessary
I didn't think it worked with volley module since that interaction seemed like incredibly unintended design
but giving it an action econ cost would make sure that there wouldn't be any confusion with how it worked
QA would probably be enough since it needs to have the skirmish to go along with it
Yeah no the issue I see is Atlas is a full action with no upfront effect in a much smaller area
Thunderfall is a free action with the upfront skirmish in comparison, in a huge area
So giving it a dedicated action cost sounds correct
Ok so there was a little bit of role musical chairs where I took back over as GM halfway through but I do have feedback
Player Side (LL6)
Standard Caliban, leaning more into Melee
Standard Pesilat
Drone Gilgamesh
Ghost
Player Side Feedback
- Similar story as when I ran Mesmerist, just a preface for No-Sell mechanics like Invis being a sticking point
- Mentioned the effect of Paradox State didn't feel as telegraphed as Invis or Deathcounter
- Otherwise, did it's job well where it was annoying until the gimmick got figured out
- Because of the presence of a Caliban, the Demolisher felt much more like a standard bonding target with regular weaknesses- but that's not the fault of the Ghost, that's Caliban being Caliban
- Other GM was able to pick up Ghost much easier than I thought she would, if anything said that the Ultra Ghost felt underwhelming with the lack of things to do on its turn, with a lot of its power in off turn effects
- Was pushed off the Demolisher in a punishable way near the end of the encounter, was able to weasel away though and bond with the engineer for the final turn
- Although the players said it felt like the Ultra Ghost was "just kinda there", I really appreciated how much the Intangible let me move the OpFor around (other GM used the intangiblity to avoid a mine, I used it twice to avoid engagement)
- never really felt in danger of overheating but that was probably due to
a. Coherent Entanglement saving action costs
b. It being Tier 2
c. The next point... - Even with the Demolisher consistently threatening the control zone, most of the party didn't really bother attacking the Demolisher, just got softened up by the Caliban player over and over again, similar pattern with the Mesmerist once again where. the party just decided to play around rather than deal with the dodge tank enemy
Got some after thoughts on the Zheng (My overall reception is still quite positive)
One thing I noticed about the Zheng is with the fact I could after attack break a rock nearby that does knockback and 1d6 Kinetic. CRB Xioali's tenacity is extra damage but can still trigger reactions and such, whereas the destruction on attack doesn't feel like much of a conditional outside of "the enemy ends their movement nearby a size 1 or weaker cover" which in my experience isn't that rare. So it feels like somewhat the new Zheng has a 1d6 bonus damage trait which it doesn't need with a heavy mount. I think it's somewhat comparable to the Caliban which has hull save or 1d6 damage + Impaired. Just without the impaired or hull save
Long story short, the cost for 1d6 bonus damage feels cheaper than before, so IMO it feels that the trigger for the damage should be harder or not as good. I won't be surprised if even 2 bonus damage wouldn't be too bad
Then the core power can boost the damage up potentially
Thanks for all the feedback!
Thanks for the feedback! Maybe, dunno. Would need to see it more. Explosion dealing 2 flat damage would line up with Siege Specialist at least
I do fail to see how that’s any different from core Zheng
The movement part isn’t necessary so if the rock is adjacent no reactions triggered
And destructive swings + TSS 1 makes adjacent rocks
And the enemy could always just be hiding next to a rock
- it’s a separate source of damage, which is important when it comes to armor calcs
Core Zheng equally has the “destroy nearby rock to deal 1d6 damage + Knockback 1 in aoe”
If anything the new version requiring an attack makes it harder to use
Oh hey look Tiger Hunter being usable while Jammed is helping with Destructive Swings damage uptime here
#calculated
Yeah on that topic stuff that would prevent new Destructive Swings from triggering does nothing to mitigate Xiaoli’s Tenacity, so yeah this is strictly worse when it comes to raw damage output
Which is, ya know, the point
Like the only thing that comes to mind that would stop Tenacity but not stop Destructive Swings is Bracing
I see it that the movement is necessary, and even 0 movement is still movement so would trigger reactions... That's how I read it
The use of “may” makes the movement optional
You can use tenacity while slowed or immobilized
That’s a #rules-questions thing
Yeaaaaaaaaaaaaaaaah I guess you're right
But yeah I’m reading it like asquared here
I’ve asked them before about this, they answered the same
Perf
I don't like that ruling but that isn't a here thing to talk about
If anything that makes the Valk change slightly nicer in that regard
I used to think it was the same too- idk if I like or dislike the actual version tbh but it is what it is
In which case... My point still somewhat stands about it feeling like a bonus damage trait on something with a heavy mount... But IG that's also a complaint about the base Zheng so I don't really think that's under Valks remit too much
Might be a weird thing where Zheng is just about as good as the map is dense. And dense maps seem to be frequent or popular especially since well... JK 1 was made under the assumption that you couldn't bolt to the other side of the map in a turn
To be fair dense maps are also more fun when you don’t factor those in- at least in Zheng’s case it’s license + traits play a role in mitigating that requirement fairly well
Alas... You are right that the base Zheng can do what I said, the stuff I said earlier can be taken with a grain of salt more than before
has anyone tried the anamoly template? what do you think? i'm considering replacing an eidolon fight with anamoly NPCs, or at least a few of them, because i don't think eidolons are fun 😅
I have done that exact thing before- it was a few versions ago but anomaly has been largely unchanged since then save for a minor balancing thing with the funni ushabti knife I'm forgetting the name of rn
Hold on lemmie find my feedback from that encounter in here
^
I think other people have also run a full anomaly encounter since this so I know it does work
unsure if that would be too much or not, they have some pretty game changing abilities
I have the worst luck with PPG templates for the most part so for the one anomaly I’ve run I can say nothing
You know I’m kinda surprised by the “lack of things the ghost can do on its turn” thing. It has Bolster + Paradox State, it can also Invade + Lock onto enemies, considering how much it was getting knocked off the demo it probably needed to Bond and Boost pretty regularly
Oh yeah- when I had control of the thing it felt fine
Tossed out a couple frag sigs and the players were like. Pretty much permanently locked on
Tbh I mostly didn't use paradox state on turn- I'm sure that would change with different features tho
Out of curiosity I didn’t see anything about the Ultra trait- any thoughts on that?
Ah- I guess I phrased it a bit badly in my original message but uuh it basically made Paradox State feel like invis
and since the main attacker was the caliban if a good hit got landed, it turned off the Intangible invis
WF ||Beggar 1?||
Makes sense- not a lot of non-attacks coming in to make to make it seem like anything else?
Also it just occurred to me- for each hostile action, each of those rolls would be 1 Heat to the host no?
Realizing that I remembered to apply heat to the ghost but not the host oops
But even still- the fact that it even did have the no sell roll just dettered attacks in the first place
Did paradox state ever trigger on non attacks?
Since it does trigger on all hostile actions it felt worth asking
I think one turret drone attack but it was a low roll so it went through
But for future reference would that also apply to to things like lock on?
it can bounce a scan yes
i've done that to turn off paradox state in a valk playtest
i don't wanna do all that lmfao
||You could probs have an Ultra anomaly and some goons||
Harbinger on an Ultra deathmatch could be fun
i was thinking of running multiple fights
That could also work
||IK the early drafts had B1 as a Witch but like, you changed B1 so like... Your game on whatever the fuck B1 is 😛||
lol just realized Knight's sword was still +2/4/6 base attack bonus on the LCP
That explains the 27 to hit in my game
considering using ppg at that time instead of act 2. spite, ghost, and mesmerist were the ideas, trying to figure where ultra would fit
ultra ghost doesn't sound interesting
...oh that wasnt supposed to happen? yeah i remember the 27 to hit lmao
27 to hit not +27 to hit 
guh you know what i mean
Yet again asking, is this ||thoughts for B1?||
yes
I used a set of anomaly NPCs for a final fight before the party faced daddy issues 9000
and they uuuuuuuuuuuuuuuuuuuuuuh clapped the party's cheeks
extrude knife hatchet is goofy
Thunderfall (Ultra)
System, Arcing, Limited 1, Full Action
Mark a Line 15 path along the ground and all spaces adjacent to it for thunderfall, which is visible to all characters. At the end of the next round, the marked area detonates with the following effects:
• Hostile characters in the detonation gain LOCK ON and must pass an AGILITY save or take 8/12/16 Energy damage, half on success.
• Non-DRONE allies in the detonation gain OVERSHIELD 4/6/8.
what's the vibe on this Thunderfall revision
Making it its own action makes it less of a "hey does this work with volley module" sorta thing, though I think it could be a QA at Limited 1
The full action fits what I wanted more
MMO Raid boss attack
moved the Knockback on Knight's sword to Sweeping blows, LCP fixed the attack bonus, otherwise it's unchanged (still locks on, still shreds the Duel opponent)
I think it's time to cut a release
I really need to learn foundry so that (I only assume) there's some tracking status macros because I keep forgetting aspects of things like this
New release is on DTRPG but I'm delayed on itch because my deployment tool is out of date: https://www.drivethrurpg.com/en/product/485471/prototype-pattern-groups
Prototype Pattern Groups is a third-party supplement for Lancer that introduces over a dozen experimental NPC classes, several variant NPC templates, and a collection of optional rules to tweak the default Lancer combat experience. True to the name, many of these rules and NPCs are in development, and will change based on user feedback!
The new ...
Is there a changelog available anywhere? Alg if not
Okay got a workaround, version 1.14 is up on itch! https://valkyrion.itch.io/prototype-pattern-groups/devlog/1136888/update-to-114
Lots of optionals to test now
I've got a 4p test in line for next weekend. Guessing there's some prototype stuff to throw into it.
Do we have an updated testing checklist after this weekend's antics?
Anchor
- [ ] Newtonian Amplifier
- [ ] Magnetic Reversal
Capacitor - [x]
Ghost - [ ] Superimpose Firmament
- [ ] String Theory Marionette
- [ ] Maxwell’s Demon (vet)
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Rocket Bola
- [ ] Reckless Dive (updated)
- [ ] Return to Sender (updated)
- [ ] Hurricane of steel (ultra)
Kensei - [ ] Gaussian Blur
- [ ] Mortal draw (ultra)
Knight - [x]
Mesmerist - [ ] Mountebank’s Jaunt
Napalm - [x]
Occultist - [ ] Doubling season (vet)
Prism - [ ] Scintillating gleam
Torrent - [x]
Vulture - [ ] Rapid refabrication (ultra)
Zealot - [x]
Torrent may get revisions on Wash Away and Crashing Tsunami at some point (they don’t fully satisfy me right now) but for now they’re okay
Gimme Anchors, Ghosts, and Hatchets
oh, I guess Prism with new Diffraction Beam, but that'll get picked up if someone runs Scintillating Gleam at some point on the new patch
oooh 1.14
Oh locomation shift looks fun
My 4 speed demolisher (or 5 with brisk)
Wait it can still melee in that form
Oh my fucking God that's hilarious
BEEP BEEP MOTHERFUCKEEEEER

Yup that’s intended
Let the Demolisher hit someone with the battering ram
Not Ghost feedback but ghost related; I previewed next combat to my players and showed off the Phase Shift trait did for clarification. We then spiraled into 5 minutes of circular arguing about when exactly the ghost was and was not intangible and some of us got comedically tilted about it. It was hilarious, especially considering it was not that complicated lmao.
I also just realized- you could also do
this might be more oriented towards #rules-questions but
does jockeying with the V!Atlas count as grappling or are they two separate things for the purposes of systems that mention grappling? (SMN, TSS 2, etc.)
Different thing
makes sense
was thinking about something really fucking stupid with Falling Star module from Pesilat but alas
also does anyone have the unified valk rework lcp? I wanted to try something
See the downloads under Assets
Ghost when not bonded: Intangible until they take their first turn, and during it
Ghost when bonded: Always, regardless of turn
The goal of the “before the first turn” wording is so folks don’t fuckin nuke it on spawn
No yeah the joke is that it’s really that simple and yet we kept arguing about it lmao
I wonder if there was a wording that that caused that
Since that's usually want causes those sorts of things at my table
But reading the ability, I don't see where the ambiguity is
Current plan for the weekend is that I'm gonna test Superimpose Firmament, String Theory Marionette, and Maxwell's Demon this weekend.
Plus some prototype optionals, but that's still TBD since I'm reviewing them
Overthinking and people consistently forgetting i shared the literal text for them to read
And also just confusion on “wait so when can we attack it?”
It was really dumb literally no fault of the text we were all just collectively a dumbass lmao
The biggest and most important Prototype feature I need tested… is honestly Novel Technology
Everything else I’m not really too worried about, tbh
Anomaly and Brigand were the ones really pushing the envelope; Prototype is tame in comparison as a lot of its tools are inspired from existing player mech stuff
I’m sure someone will find I missed something though lol
[ LICENSES ]
SSC Atlas 2, SSC Black Witch 1, C&H KALLARANI 3
[ CORE BONUSES ]
Crash Bars, !V! Full Subjectivity Sync
[ TALENTS ]
Giant Killer 3, Drone Commander 2, Combined Arms 2, Centimane 2
[ STATS ]
HULL:0 AGI:4 SYS:0 ENGI:4
STRUCTURE:4 HP:11 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:4
TECH ATK:-2 LIMITED:+2
SPD:8 EVA:18 EDEF:8 SENSE:5 SAVE:15
[ WEAPONS ]
FLEX MOUNT: !V! Nexus (Hunter-Killer)
MAIN MOUNT: Kraul Rifle
[ SYSTEMS ]
Ferrous Lash, Saboteur Drone, Turret Drones x5, Spider Charges x4, Personalizations```
weird fucking Drone Commander/Jockeying hybrid V!Atlas
The Hydra is on your back and Hates You
Tbh I don't even know if the spider charges are worth the 2sp but I don't really. Know what else to use that 2sp for
I was speaking in GM chat about having a faction intrude on a fight between the NPCs and the initial opfor and I think I've found the perfect intruder.
Who but a vulture to try and claim some scraps 
Plus, it will be really funny to have this thing show up, barf on the battlefield, then dive into it and hide.
It'll be a great way to have my players be IMMEDIATELY concerned about what this thing is
I'm realizing that CA has a lot more synergy with this idea than I thought since it would be giving the Sabo drone soft cover as well...
I'm debating between Drone Commander 3 or Giant Killer 3 for which will get more mileage...
Working through anomaly features and infinitely glad that negative armour values do in fact increase damage taken in foundry 🙏
does break with ap/shredded though, c'est la vie
Might sneak some PPG playtesting into my game this friday with [IGF]||Bad Star fight coming up|| 👀
Hella
I had a thought on the Lesson of TTT discussion a while back that could be relevant to the Valk Take on it, mind if I bring it up?
Go on, what’s up
So the earlier version that was discussed played with the concept of making a dedicated integrated weapon for TTT to make it work. The reasoning for this was partially so that HORUS licenses wouldn’t need to just be locked into GMS weapons when it comes to using TTT, at least without other manufacturers.
That kinda made me realize: TTT would be significantly better if there was more than 1 non-superheavy melee weapon in the HORUS licenses. Therefore, one of the fundamental issues with TTT is that the manufacturer it’s in simply does not support the Core Bonus adequately. The combo may not be flawed, but rather the limited scope of equipment available. Or at least the combo would be less flawed if there was more equipment available.
Maybe this is known, but from what I remember of the discussion that wasn’t explicitly brought up.
It’s also not necessarily the most actionable issue unless you had in mind specific pieces of HORUS equipment that could be fixed by being turned into melee weapons. Which you might, idk if you do.
Dropping a playtest interest thing here for <t:1766257200:F> while I remember to. Date/time is also flexible, let me know if people would prefer somewhen else. React if interested, please :)
reCaste is cool and based and her Foundry setup is similarly cool and based
I don't, but now you have me thinking
Like if I had a gun to my head to replace CRB HORUS gear with melee weapons, what would I touch
Monitor Module sticks out immediately, maaaaaybe a Manticore CQB weapon could become melee, Minotaur's completely missing a melee, and you could maybe add Melee to Mimic Gun for the funni
But honestly the only thing I'd find compelling is Monitor Module getting replaced since it's basically SCYLLA-lite
altogether I'm not compelled to replace anything like I would with Kai's take on Barb's Flak gun
so honestly, I'd seriously consider giving TTT a hexblade of some sort
Surely I won't do 5th Lancer playtest weekend in a row 
clearly we need to just setup a weekly thing already
haha jk... unless 👀
sadly i am busy that saturday
gender successfully affirmed
me checking the pronouns fields: "okay got it boss"
One of the manticore weapons would be my first immediate answer personally- Manticore lacking a single melee weapon is by far the biggest eyebrow raise I’ve ever given the core book
Aaand you said that later- oops
I mean the bigger issue imo is that here’s a CB that relies on a weapon type, period
There are instances of that to be fair, but Neurolink Targeting + Gyges Frame are much broader than TTT
Neurolink is also for Ranged weapons, of which there are like 5 types
So yeah broader
Much broader
Both are always active as well, wheras TTT relies on good Systems as well as a melee weapon
And IPSN is a manufacturer that packs like, a melee weapon every other license
Even the damn Lancaster has a melee weapon
See that makes my point about TTT being bad mainly because it’s Manufacturer is not supporting it more plausible
Yeah, so that’s why I’m more open to it providing an integrated melee
It’s probably the best approach you could take given the circumstances but it does feel a bit like putting a Band Aid on a bullet hole
I almost feel like giving TTT to SSC would do more to help it than anything
Idk if it's been pointed out, but it seems the PPG 1.14 PDF still says champion's greatsword has knockback 2
Since SSC has both melee weapons in abundance and decent systems passed around its frames (Mourning Cloak primarily)
Ah fuck
At least the LCP is correct
May push a pdf fix
yeah tbh this is where I'm leaning (and suggested as much)
I think that if a core bonus wants to push a specific gameplay thing regarding specific attack types, it needs to support that a bit more robustly out of the box
like one of my big issues with the "two NHPs" core bonus is it doesn't do anything on its own
I feel like having equipment dependent core bonuses isn’t necessarily a bad thing
yeah no to be absolutely clear to folks joining late: I got this idea from you and I think it has legs
core bonuses that are just "containers" are, imo, not good design, and while TTT isn't quite in that ballpark, it doesn't do anything unless you build to very specific tolerances, and those tolerances aren't even supported BY the extant horus licenses
I do given the majority of core bonuses aren't
a core bonus, imo, should not oblige you to also take additional gear just to make it work
you can take gear to SYNERGIZE with it sure, but a core bonus on its own should be broad and as standalone as possible
this is why I don't think much of "gain +X SP" as a core bonus
"take two NHPs" is a particular standout weird one because in order to accomplish literally anything to make the core bonus worthwhile, you HAVE to spend 2-3 additional SP AND invest what's likely going to be three whole other license levels outside of the ones it took to get the core bonus
(this is sort of a similar issue I have with iconoclast, the talent)
yeah no I think I'd sooner nix the extra NHP on shaping and just leave the Bonus NHP stuff to the talents
now I don't think melee attacks are quite in that same ballpark because everyone has access to the GMS catalogue, but then it sort of comes back to "is the purpose of TTT to gain paracausal damage on a GMS tactical melee?"
for a core bonus that basically obliges you to follow a very particular playstyle (a specific tech-attack-then-melee-attack loop), the reward is weirdly both kind of good but also kind of a big nothing within the spate of horus licenses themselves
I don’t think I’d count Integrated Weapon or Mount Retrofitting as “container” core bonuses, but would you consider Improved Armament- another container core bonus- to be on a comparable tier to ones like Lesson of Shaping in terms of “container” core bonuses?
I do think my point on TTT potentially being better on a different manufacturer does potentially suggest that it’s HORUS lacking support that’s the problem (the way I see it if it were on SSC it would be significantly better) rather than TTT being poor mechanically, but I would like a proofread on that personally
(Not bringing up Superheavy Mounting because that’s a different beast entirely)
I think I know how I want to go about TTT changes if I make them
for now, I'm more interested in a different issue: If I missed any other typos in my 1.14 PDF or LCP 😭
Lesson of Shaping does have its own niche uses, but idk if removing those niches is that big a cost in exchange for a less demanding core bonus
i uh, cant really think of one beyond Iconoclast Maxxing
Mainly mixing NHP abilities, and I suppose using exotic gear
Ex. Uncle + Scylla, or Uncle + Sisyphus
Or Uncle and anything
"I pick an action-economy-breaking AI and a different AI"
I’m thinking of specifically uses with HORUS NHPs
Scylla + Noah if you want max reactions in exchange for slag in place of your reactor
Genuinely there is utility in mixing NHPs, even beyond just ASURA + anything, but again, are those really worth the loss of a less demanding core bonus?
If copilots were more available at GMS-tier I'd consider leaving it alone
I think both Mount Retrofitting and Improved Armament existing together is a choice I've always felt iffy about, I think from the most pedantic viewpoint Improved Armament is a "container" but it's one you can fill for free and it nominally does some stuff with that just by existing (helps offset system trauma, etc)
it's definitely a core bonus I feel is significantly less impactful than something like +5 HP or +1d6 damage or flight or immunity to Impaired or etc
Fair point, tho I think Mount Retrofitting existing for the 3 mount frames feels fair-ish
lesson of shaping gives you nothing for free, it actively costs you more SP and license levels to even get any use out of it
TTT doesn't TECHNICALLY cost you anything, but the dynamics of it are so weirdly specific that it basically mandates some sort of investment either in actual licenses or opportunity costs
With the introduction of the Prototype template, the alphabetizing of my layout is out of whack. So I'm renaming Tempered lol
ironically a synonym for "cool" or "chilled" is "brisk" 
Lmao
Also: I'm throwing my hat in the ring
👀
👀
👀
Do members of a formation share the same space?
I'm not sure how they would
"four independent identical characters" is pretty self-explanatory
The Formation is composed of four independent, identical characters, each with their own space and statistics. Each member gains the following characteristics:```
It feels like it's just quadruple the grunts with less actions
Yeah, which I think is intended
it's taking one unit and distributing its footprint
plate is that it's simultaneously meant to encapsulate
30+ distinct NPC classes, none of which were designed
with "being grunts" in mind. This makes creating and
assigning grunts to an OPFOR a much more difficult task
than many GMs assume, which inevitably leads to the
extremely common occurrence where a new GM goes
"oh, Assault Grunts, I can use these as filler" and adds
a half dozen of them, unaware that what they've actually
created is a distributed Assault that gets to shoot six
times per round.```
the problem with grunts in the CRB is they're a form of unbounded multiplicative action scaling (among other things)
So one "formation" is just 4 NPCs, but only one can attack or hack or whatever at a time?
"I use six assault grunts" would you give a non-grunt Assault NPC the ability to make six attacks per round?
It's Split the Sea, The Template (with a few differences)
formations are basically "I can position this one gruntified Assault across the map in various places, but I can't shoot four times per round with them"
they're all individuals who can be targeted and affected separately but have to "share the rock" as it were
Interesting...
you can have formation grunts stand on multiple objective points, you can threaten attacks from various angles and ranges, one can interfere with the payload while another one shoots a guy while a third one hacks someone else, etc
So like, only one may overwatch per round?
correctamundo
warranty voiding idea that is definitely not intentional (might have to have some trait that's like 'this template is equivalent to grunt in respects to interactions with other templates or classes')
hang on I actually wrote something about this too
MBT Formation
Splitting an enemy up into multiple bodies means that damage that might otherwise obliterate a single pool of HP can be negated (that is, if you attack a unit with 5 HP and do 12 damage to it, 7 damage is lost to the aether rather than having any effect), it reduces the impact of control effects such as status conditions because only one body can be affected at a time, and multiple bodies can cover multiple parts of the map at once.
what this sort of thing basically does is turn grunts from a more offensively-oriented thing (multiple actions at the same potency) and turn it more defensive (more bodies, each of which has to be killed, bigger footprint, etc)
it's grunts-as-a-tar-pit
I think that'd fuck actually, but yeah might be too much.
Do all members of a formation also share a standard movement?
First bullet point
Each member has its own standard movement
If it still had the trample on standard move (good times...) it'd be a lot, but now it's not multipling any damage so I think it'd be fine
I keep missing things despite going back to check 🤦♂️
Revised:
I assume Trample, having a 1/turn per character tag, means you can't use all four members of a formation to trample one guy over and over
yeah the benefit there would be spreading the trample around
"abilities with expendable uses" explicitly mentions 1/scene stuff and I have no reason to believe 1/round or 1/turn would be any different
^ this is more kinda what I meant
the best way to look at formations is "what if you took one NPC's worth of NPC and spread it across four bodies"
if "everyone has their own standard movement" is too much, I'll consider changing it to "if two or more members are adjacent to each other, they may all move together with the same movement"
I mean condensing the overhead of 4 grunt movements into one turn is already nice
IMO I think it’s fine. Particularly due to the fact that they die pretty easily and “not being able to move” is the number 1 way to make an NPC unable to do anything
Last thing is that it's somewhat strange with is barrage-enabled NPCs : can't have multiple guys shoot different weapons, if you barrage they're all coming from the same guy.
Not necessarily a bad thing, though.
seems fine
To clarify before I continue to ask question and pick into this: I like this idea for people that use grunts more (I tend to avoid them regardless when considering custom opfors)
Dataveil?
Does a formation get 4 of them to give away?
or does giving away one take it away from all
seems like, at a glance, it would fall under "lasting effects"
same as assassin's mark
if you share dataveil, all four grunts lose it
and you can only share it once
etc
My mind thinks formation NPCs will fall short on guys who want to pop an a distinctive action like an aegis. With the first popping an aegis bubble and the rest twiddling their thumbs waiting for their chance on the bubble
This isn't a problem at all, just an observation
yeah, for that I suppose there's Grunts
Yeah ofc
Like, this is grunts+ it means I can spam people without having 4 grunt assaults. If 3 of the formation die you're left with a regular grunt
Which is better than 4 grunts... Which is good
fundamentally, any grunt hack that isn't bespoke is going to have to wrestle with the fact that you can't universalize a solution that covers 30 different guys
so you kinda just have to pick your poison
Update to 1.15, sorry not sorry: https://valkyrion.itch.io/prototype-pattern-groups/devlog/1138749/update-to-115
only changes are a PDF fix for the Knight's Champion's Greatsword (removed erroneous Knockback 2 tag), renaming Tempered to Chilled, and adding the Formation template
oop
There are now 15 competing standards
CRB Grunts, Rebake Grunts, Conscripts, Legionnaires, Crisis Catalog Squadrons, Frontline Platoons, and Mfecane Pt. 2 Buthakas, and PPG Formations all walk into a bar
they die instantly
i guess i know what to expect next weekend then
A monarch pops ult
(they all succeed the save)
an iskander pops ult and they are stuck in the bar
A gorgon pops ult and they're stunned. A sunzi pops ult and they're sent so far away from the objective that they're irrelevant for the rest of the combat. Etc.
A Zheng pops ult and they’re just dead.
yes we've established these are a bunch of mooks lol
anyway if anyone tests these suckers lemme know
oh also, about this :
Noooooo !!1!1!!1!! my perfect streak.... ;.. . . .. .. . ..
(greatly exaggerated, I had the pdf on my phone so it's fine)
Also, sorry for the early mornin' ping
but what map making tool do you use?
When I’m publishing modules I use Dungeondraft
For everything else, I use premade maps
I used to use Lancer Map Creation Tool a little but it didn’t create maps in the style I wanted. I want a lot more cover islands, high elevations/obstructions, and less clutter
Out of curiosity, which was the one you used for the ppg capacitor playtest?
The one where you had us refusing bombs
Planting bombs*
How good is dungeon draft for making sci-fi maps?
You need to get third party asset packs for it
I could link you but it’s faster if you look at the demo file credits in Technophobia: https://valkyrion.itch.io/technophobia
It depends on the asset packs you use (and also their licensing)
Some people have great sci-fi packs but they're for private use only
Always check the cc license type/other conditions of use 
@vagrant grotto any NPCs you wanna see tested alongside ghost?
Hatchet
Any interactions you're looking at in particular?
well, I guess mostly I want Hatchet data too lol
uhh lemme think about weird combos
Core NPCs preferred but I'm flexible.
Archers and Sentinels
Witches
Controllers and Defenders that don't care as much about half damage/heat/burn on their turn
Archers and Sentinels because they have off-turn reactions, Witches and Hornets because their big effects aren't necessarily heat/damage
We have a data needed checklist up to date? Plotting my next combat
See also: The Prototype and Formation templates
I think i can work in an anchor and some hatchets
yeah the Anchor stuff was lightly reworked in v1.14, in a way that they're different enough to warrant testing
Any particular optional/template configuration?
(That should just be pinned lmao /j)
it keeps changing tbf
I think technically Discord finally divorced Pinning privileges from Message Deletion privileges, so maybe someone can bring up with a mod if the Content Creator role could gain Pinning privileges in third-party-forum?
Also I guess I could just request it once and then edit the pin multiple times
Gimme Magnetic Reversal and/or Newtonian Amplifer on Anchor
Hatchet, pack Rocket Bola and at least one of the reactions simultaneously (they don't overlap much and also it seems remarkably hard for the reactions to trigger, somehow)
Also note: Anchor's baseline Gravity Cannon is now strictly knockback, and it applies Impaired instead of save vs. prone on collision
Basically its updates are more about Keep Out than before
Unrelated: I think I realized a snag about object-like objectives
knockback isn’t restricted to characters
Neither is Spacer’s Gravity Rifle for that matter…
Can you not just... write them as immune to non-dragging involuntary movement?
objects in general? probably
a lot of this is me trying to refine the general object+lift/drag rules so that they play nice with the concept of being moved around
Seems like it groks ok to me anyway
Like blasting a car with a shotgun won't move it in a way id expect it to move a bipedal thing
this is the greatest plaaaaaannn
me setting up the fucked up knockback 13 dd288 just to destroy the objective instantly
"Watch this!"
Applies 13 knockback to the point
Deals 50 AP Explosive to the point
but yeah it's more of like, "oh the Torrent could knock away the objective from your grip on hit" or "the Gravity Gun Spacer who spawned behind you just yanked the objective 10 spaces towards itself"
it's more an issue on NPC side of things
It could probably can be fixed with "Enemies will not perform hostile actions on the point" or smthn???
Rebake sentinels are size 2 
This could be fun with a ghost
yes, except for the part where it may be incidental. and where Gravity Gun doesn't actually deal damage (so it's safely abducting the objective the NPCs want)
Yeah
I mean I'm fully under the impression that NPCs shouldn't be able to move escort objectives at all because the sitrep will differ wildly based on the NPC comp, like an elite cataphract can be absulutely harsh with little retaliation compared to if there were only single activation max 4 or 5 speed opfor. This will deffo not help that variance
If I can be really real for a sec: I kinda think that objectives should be something one character carries, and simply moves with their movement (but slows them and removes their reactions in the process)
then a lot of this contestation stuff and targeting objects stuff would be moot
just grab the fool
and if you need to hand it off, do that as a protocol or quick action (giving or taking)
keep the same "no teleporting with objects" rule though
You mean as in the rules in the house rule doc?
I'm not disagreeing with that at all lol
yeah no not saying you are
I'm just saying that "objective as its own lil object with its own lil space" is... cute but is kinda the source of all this consternation
in games like Halo, the objective is a flag or bomb that you carry but slows you down
in games like TF2 and Overwatch, the objective is a heavy payload that moves at a fixed speed
At least maybe I add a rule that makes objects immovable if they’re grabbed
The point I was making is, in tf2 or halo only 1 team can carry the bomb/flag/objective. If the flag is dropped it stays there forever, it expires or if the objective is grabbed again. Knockback can apply and I think it's neat if you want to ram the objective over the finish line. But in halo say, I can't gravity hammer the bomb off the map to a point as an attacker it's impossible to grab
So with the immovable thing, I think we can agree
Yeah, I think we’re on the same page
I think where I’m at right now is if an object is handled, it can’t be forcibly moved
And if an object is forcibly moved, it takes 1 AP damage per space moved
I mean, I really like your object objectives rules and general handling rules for the versatility they give to do new and interesting sitreps (see : the playtest I did with bombs ticking a timer down that you could also escort to create more. You know the one.); but maybe yeah having a more standard "flag" system for general escorts and extractions could benefit those more than adding another moving part to the combat
I just also think that carrying shit in your space is a solved problem in RPGs
Wait a minute
Xnopyt potato, does the Prototype or the target dictate who to pass the tech action onto?
The target
And it can be hostile 
So it basically ping pongs between enemies and allies 
I thought it only ping ponged between PCs lmao
@vagrant grotto any kensei optionals yet to be tested? I'm going to run one in my next fight and wondering if I should do a specific optional there
Gaussian Blur and Mortal Draw (Ultra)
oh look at that, i was already thinking of gaussian blur, thank you!
Yeah but if you ping it you’ll be next in the chain to take the heat haha
now i just need to figure out a way to shoehorn Prototype Template into igf... because that stuff looks really fun
||The Orizaba||
||or anything SSC/HA related||
hmm, i could do that yeah
I was planning to
I have the 1.14 PDF if you want it for completeness sake
I'll also be testing gaussian blur on a kensei as well as the vet ghost
kensei and ghost won't be meeting since string theory doesn't play nice with kenny
the prototype teleport-when-slowed skill looks like it'd be funny for kensei though
doing an all marine and spacer PPG holdout soon
knights, hatchets, napalms and anchors - running in 2x2 battle buddy pairs
- Veteran Spacer Knight (Second Wind, Valor, Gravity Rifle)
- Marine Hatchets (Deck Anchos, Rocket Bola, Reckless Dive)
- Marine Commander Napalm (Long-Burn Catalyst, Pointman Plating, Rockbreaker drill (from industrial, just so it has something to absorb system trauma)
- Spacer Anchor (magnetic reversal, sealant trap)
(I had the 1.14 on my phone so it's fine. All I'm missing is the lcp now.)
It’s on github still so
God you're really gonna make me have to figure out that site huh ? (Jk it's all my inner completionist's fault)
It’s literally here: https://github.com/msprijatelj/prototype-pattern-groups-data/releases/tag/1.14.0
Giving the ghost Doppelgänger may have been a mistake
Does Mach Parry trigger after the first instance of damage from the attack that hit it is dealt?
It's not come up before
The Kensei first unsheathes its weapon and gains OVERSHIELD 3/5/7.
it gains the OS first
Ah. The way the trigger phrase reads made me think the damage had to be applied first since it's "hits and deals damage"
It’s like Superhot from Pyro
Or Ronin’s Rebound
The “first” is the operative word here in the effect
Having fun with this escort though
General thoughts (sitrep info forthcoming):
Liked the objective handling rules for carrying/dragging/contesting the objective in the extraction
DOPPELGANGER: funny but obviously made it clear that something was up with the NPC that showed up
GENERAL VETERAN GHOST: liked the idea and concept of how it played. countered/handled it pretty well. Felt "too fair fot a ghost." Liked how superimpose firmament felt. Found the ability to interact with with the ghost through superimpose if you're in the bubble but the ghost is interesting. Maxwell's Demon and String Theory Marionette went unused because they died too fast to get it off or got jammed. 
GENERAL KENSEI: No comments on Gaussian Blur. Thought it was fair. Liked giving utility to mass driver. Really liked Mach Parry. Generally thought it was more fair to fight against than the last one they fought, which was an elite that had different optionals.
PROTOTYPE GENERAL: Novel technology was "funny." Certainly got them to scan instead of relying on non-scan stat gathering (IE from the party swallowtail scraping stats and systems). Unbothered by the difficulty, but this was LL6. Didn't bother them much. Infoscramble was never disabled and just opted to disable the invis though athena/lotus. Slip Drive on the kensei was "a rude surprise the first time it happened, but would be fine to play around after that or if you just scanned it." Loved Locomotion Mode Shift (as did I. Very funny on breachers. Had no reason to turn it off until one got proned). Lightning Rod "felt fine. things should have resistance to damage sometimes" Secondary effect never triggered.
Thanks for all the feedback! Love the FESTIVE SOLSTICE CONIFER, glad the objective handling rules felt alright
Glad Kensei with Gaussian Blur felt fair, and that Mach Parry felt useful
Kensei feels great to use on the GM side too, imo. Probably my favorite PPG NPC
How did the speed 5 feel?
Given the map, fine? I was able to make a pretty crazy line with gaussian blur to contest the objective with mass driver ready by the time it got there
Now, did it immediately eat shit by getting slammed with like 12 burn? yes.
But it made them think for An Turn, and that's what mattered.
I guess the only other thing is that they felt the transportation mode shift being able to move at all after being proned was weird? I don't mind though. It's a transformer. They've got weird sublegs.
They didn't seem to hate it, but this is a very high-damage and optimized party (info forthcoming)
Other Info:
Sitrep:
Extraction, finished in 6/10 Rounds on OWS Combat 2 Map (ammo boxes removed)
PCs:
- Executioner White Witch (you know the build)
- CQB Roland Toku
- Tech Support/Spotter Swallowtail
- SMN TCB Atlas [JK1 houseruled to 3 max]
OpFor:
- 2x Veteran Anomaly Ghost ( Doppleganger (don't do this) Superimpose Firmament (1 use), Maxwell's Demon (unused), String Theory Marionette (unused, wanted to get it on the breacher SO BAD))
- 2x Elite Prototype Rebake Breacher (Locomotion Mode Shift, Fragmentation Shells (VERY funny with a WW on the table), Painmaker)
- 1x Commander Rebake Sentinel (Lightning Rod, Marker Shells, Military Discipline)
- 3x Prototype Kensei (Gaussian Blur, Slip Drive (incredibly funny interaction IMO))
- 3x Prorotype Rebake Archer (Infoscramble, Impending Threat)
Only rules question is that, can you still extract the objective through the extraction zone if you AND the objective have been made intangible through Superimpose Firmament?
My ruling was "No, because the extraction zone isn't intangible. Kill the ghost or wait until firmament goes away" but wanted to double-check
Odd interaction since objectives tend to not go intangible
Question about Firewall Molt: if Firewall Molt recharges before the old afterimage is destroyed, could you use Firewall Molt in response to the effects granted by destroying the first afterimage?
The zone should be considered intangible too yeah
The point is for a Ghost to use it to protect like, a Control zone
This never happened, but if they got to a state where it was just a PC and the uncontested conifer in the zone, even thought they're intangible, they should have been able to extract?
I guess "sitrep objectives" implies zones since in many sitreps, the zones ARE the sitrep objectives
It’s a question of whether the aftereffect is considered a tech action or not. Probably not since it’s coming from the reaction. But I think this illustrates that the reaction should be Limited 1 or 1/scene tbh, thanks
Yeah they should be able to, technically
In terms of Prototype Optionals to give ||The Orizaba, I feel like Multi-Harpoon Shotgun, Ice Cracker, Rebaked Bioplating, and Firewall Molt would be befitting||
The effect does feel strong enough to be limited 1 yeah, even disregarding that specific combo
Noted for the future. Not sure if adding "and zones" would be useful for anything other than putting another line on the page so it's probably fine as-is
Ghost’s features are so fucking wordy yeah
Also, does the Afterimage occupy the users space at all times (like a burst effect), or just when the reaction is used?
Just when used
Have you played Warframe? If so, know Sarin? It’s her Molt ability
does this cover the anchor/hatchet stuff you wanted looked at? Its a zero g combat at LL5 so hence all the spacers etc, and just moving into t2 (yes i know I can just slap manuver jets on other guys but it APPEALS to me damnit)
Yeah it covers most of it, thank you!
Like the only 2 other hatchet things are Return to Sender and Hurricane of Steel but what you have is plenty
Anchor looks set
yeah there's a few confounding factors in this combat (some modified orbital bombardment stuff and zero g, plus just a pile of templates) that I dont want my players to drown in optionals lol
but five player parties always escape my expectations even after running one for like 8 months lol
🗒️ thank you
Hey valk, finished playtest in 2 hours. I had a return to sender come up and I parried BOTH rounds of a Sharanga... Does that work?
Ultrakill parry Return to sender makes sense and was well received (Especially as I added SFX and VFX), but it has strange edge cases with things like cones, bursts or where a seeking plasma thrower may originate from the hatchet which is odd. Additionally it's weird with Sharangas which target explicitely two people or pinakas which have multiple AOEs
It should only affect 1, IMO
I don’t know how to word it for that but the idea is it’s hitting it back, so it doesn’t make too much sense to have it hit both things back
Yeah
Repositioning the cone/line to the hatchet as source makes sense I think?
Like that sounds fine
Ok, so wording of the action I think implies ALL the action is redirected, which makes sense for say a mortar or howitzer but makes less sense with a Sharanga or Pinaka
I think
It’s mostly just changing the target from itself to the triggering character
I’ll consider the wording some more
Like a ronin
It redirects the AOE (important for grenades)
If that matters for anything, I initially read it Not Like That, especially with it('s name) being very close to the Mirror Images that do follow the Mesmerist around.
It deploys it like a deployable
I did miss the deployable tag
I’ll consider how I can reword it
Which reads more cleanly?
Trigger: A hostile action is taken against a character bonded with the Ghost.
Effect: The Ghost interrupts with PARADOX STATE.
OR
Trigger: A hostile action is taken against a character bonded with the Ghost.
Effect: The Ghost may first use PARADOX STATE.
Also, which reads better, this:
Gaussian Blur
Trait, Recharge 5+, Free Action
Immediately before it sheathes its weapon, the Kensei may move its SPEED, ignoring obstructing characters, engagement, and reactions. It deals 3/4/5 Kinetic AP damage to characters it passes through.
OR this
GAUSSIAN BLUR - Trait, Recharge 5+
When activating MASS DRIVER SHEATHE, the Kensei may first move its SPEED in a straight line, ignoring obstructing characters, engagement, and reactions. It deals 3/4/5 Kinetic AP to characters it passes through.
i personally like the interrupt wording more here
here i'd choose the second one though, immediately before seems a bit cumbersome in wording i think?
What about
Gaussian Blur
Trait, Recharge 5+, Free Action
Before the Kensei sheathes its weapon, it may immediately move its SPEED, ignoring obstructing characters, engagement, and reactions. It deals 3/4/5 Kinetic AP damage to characters it passes through.
yeah i like this one
For Ghost reaction I prefer 2nd... For Mass driver I think I prefer the 2nd option too
Big question here is "do people parse 'first' in the same way as 'interrupt'"
It has precedence in CRB with Sentinel's Bodyguard and Ronin's Instinct Mode, but later stuff doesn't tend to use "first" in the "interrupt" way. Kai's Rebake largely uses Interrupt (except also for Instinct Mode!) but Kai also isn't constraining his space like I am
currently I'm removing "first" where it's feasible but leaving it where "interrupt" or the like would eat too much space
I think "Interrupts with" is weird parsing in my mind which is odd because it's phrased just like other interrupts
Natural language parsing skill issue on my behalf IG
@muted blaze question on how Hatchet felt: How does it feel for Cleaving Retrieval to be centered on the Hatchet instead of the thrown weapon?
What part centered on the hatchet rather than the weapon?
The save vs push+damage effect, specifically
Oh I see
and how you think it would feel if it were centered on the weapon instead
trying to measure vibes
I think if it was centered on the weapon that would make it like sticking on the edge of range more... Actually... I'm uncertain
So, inconclusive data yesterday. Yesterday wan not conclusive for NPC tests which I was aware of beforehand because the sitrep was WILDLY different to regular sitreps
This was the battlemap 
It was basically "What if I could turn one scene into a combat point crawl". It worked quite well but required more pressure and incentives to not go the shortest path
So when an NPC feasibly exists for about a round at most I can't really test it too much
it was insane, but really fun honestly
Deffo a higher brainspan sitrep, to be used as a setpiece rather than frequent
also we stole the final boss with OSIRIS and used Auntie to vaporise his son 
I did annihilate a scout with a prototype Aunti minigun
Prototype was neat, I simply forgot the attack had difficulty 💀
Sitrep was done in about 2 hours
Prototype was neat
I declare victory
So whilst the Hatchet is adjacent to the thrown weapon, they force save. There's not many situations I can imagine a hatchet would be adjacent to a weapon and not the target
Apart from this or anywhere nearby
I think I might prefer that honestly? Because the Hatchet doesn't want enemies to be engaged and it plays more into the "A thrown weappon in a dangerous area more" meaning you suffer if you're near the weapon rather than range 2 of the weapon if the hatchet dive bombs between you and the weapon
right, the effect is that if it's centered on the hatchet, the "threat radius" of the thrown weapon is Burst 2
I think yeah, but required more overhead?
Because you need to interpose yourself
I think if it's a skirmisher, centering it on the weapon plays well because it as you mentioned means that the weapons themselves have an aura of threat and means that it's easier for a hatchet to pplay at it's optimal range of about 2-5 tiles away
Not gettingn stuck in and engaged to allow it to run off more
Flip Kick is for breaking the Engagement tbc
So as of current, In order, Hatchet runs up. Becomes engaged losing remaining movment, activates cleaving retrieval. Kicks the Zheng in the face who fails/succeeds the save then flies away, meaning they're 3-5 tiles away from the target with no remaining movement
Whereas if they move like this to the weapon then the poor zheng away they still have their remaining movement and are potentially +1 tile away from the zheng
I think either work, I'm kind of a fan of originating from the weapon
I think I'm sold on "hatchet-centered" now
burst 2 isn't out of line, and Engagement eating its movement is a feature instead of a bug IMO
splitting movement is extra overhead for a GM
thanks for this talk, it helped clear up one of my "Pondering" items
The last "pondering" I've been carrying around is whether I should rework Brigand's Jury-Rigged or not
current potential contender is "Novel Technology except no effect until Scanned, at which point all attacks get +1 acc/saves against the Brigand's effects get +1 acc"
I prefer the second one
It cites the ability that sets it off in the description and makes the straight line restriction explicit
oh fuck forgot the straight line part
Gaussian Blur
System, Recharge 5+, Free Action
When activating MASS DRIVER SHEATHE, the Kensei may immediately move its SPEED in a straight line, ignoring obstructing characters, engagement, and reactions. It deals 3/4/5 Kinetic AP damage to characters it passes through.
How about this?
IDK if I should be trying for Free Action modifiers here or not...
like, just concerned that it's not obvious when a "Recharge Passive" triggers/becomes de-charged
I like how that reads.
If I read that ability knowing next to nothing about the kensei, I'd be like "yeah makes sense"
Return to Sender
Trait, Reaction, 1/Scene
Trigger: A character targets the Hatchet with an action with the Thrown, Arcing, Seeking, or Grenade tag.
Effect: The Hatchet interrupts the triggering action, changing the target from itself to the triggering character as if the action originated from the Hatchet. If the action affects one or more areas, the Hatchet moves any areas that include itself to instead include the triggering character and exclude itself (if possible). The triggering character still counts as taking the action.
@muted blaze thoughts/feelings on this revision of Return to Sender?
given the Sharanga/Pinaka questions
Yeah I think that's good
Enough to catch the edge cases
Any more tbh and I think it could go in the FAQ section instead
Mayb
@sudden cosmos
Superimpose Firmament
System, Recharge 6+, Full Action
The Ghost projects Firmament energy in a Burst 2 area. Characters, objects, terrain, and sitrep zones and objectives are INTANGIBLE while within the area (so INTANGIBLE characters can interact with sitrep objectives within and tangible ones cannot). The area lasts until the end of the Ghost’s next turn.
How's this look for sitrep zones?
Did you have other thoughts you wanted to mention?
yeah no any further is gonna need a FAQ
"...terrain, zones, and sitrep objectives..." saves you a word and covers weird cases about IZs/OZs imo
IZs and OZs are defined by sitreps though
Or a hecatoncheires zone
hm
Since it's a zone that's a drone but not actually a drone
valid
The Ghost juxtaposes the Firmament in a Burst 2 area. Characters, objects, terrain, zones, and sitrep objectives are INTANGIBLE while within the area (so INTANGIBLE characters can interact with sitrep objectives within and tangible ones cannot). The area lasts until the end of the Ghost’s next turn.
Actually, gonna reword the parenthetical:
The Ghost imposes the Firmament upon a Burst 2 area. Characters, objects, terrain, zones, and sitrep objectives are INTANGIBLE while within the area (so only INTANGIBLE characters can interact with zones and sitrep objectives within). The area lasts until the end of the Ghost’s next turn.
@sudden cosmos besides the above, how did you feel about Superimpose Firmament being a Full Action?
Given that it can actively disadvantage the ghost, it could probably be a QA
Recharge 6 is fine
Personally: it being a full is why I didn't get a chance to test String Theory Marionette on a breacher
But that's me being petty
I'm aligning with your feeling on it yeah
The most confusing idea my players said was that they wanted fighting it to be more unfair
Like, you want an NPC to be more rude?
Honestly I think Ghost needs to be playtested against a given table repeatedly
it's a knowledge check NPC like Berserker can be, which means once the trick is known it may be easy to stuff
surprised they wanted it to be more rude though
usually "I eat your action" is considered pretty rude
Probably because I whiffed every roll for that
But otherwise they handily dismantled it without knowing anything about it
yeah........... that's been my record with it too
you can Scan/Lock On to pop the PS, or you can gamba
They gamba'd without knowing it was a gamba on eject power core on its host and that was GG for the ghost
I do kinda agree that I was looking at the ghost like "what can I even do with you" and drawing a lot of blanks
A part of that is that I glued the ghost to a rebake sentinel who got kited real bad for sure though.
I like the base concept but I wonder if maybe it could be tweaked to have more reliable and notable impact to get that specter/berserker-like feel of warping play around it
Maybe I ditch the 1d6 on Paradox State
the counterplay is already "burn a low-effort quick action"
That's how I approached a thing with my faction template and players don't seem to mind it
would need to modify the Ultra trait as a result though
"it needs a condition so I can attack it normally? Okay cool. I'm gonna lock on, skirmish, and not consume the lock on"
I'm okay with forcing players to trade a Quick for a Quick
that or like, keep the 1d6 but make Intangible last for the rest of the turn
the coin toss may be too irritating at that point, though
I think making it be guaranteed as a QA to trade for a QA is fair. Plus it accumulates heat, so the ghost can't do it forever even on a multi-activation template
Thinking of removing the heat on the bonded character, but definitely keeping the heat on the Ghost
And if the ultra needs a tweak, maybe it could have it so a phase shifted host can deal full damage
Paradox State
System, 1 Heat (Self), Quick Tech
The next time a hostile action is taken against a character bonded with the Ghost, that character immediately becomes INTANGIBLE, causing the action to be lost if it only affects tangible targets.
COHERENT ENTANGLEMENT (ULTRA) - Trait
PARADOX STATE instead lasts until the start of the Ghost’s next turn and affects the first hostile action taken against a character bonded with the Ghost each turn.
Ghost Ultra gets a lot of turns though, which may make this a shadow nerf...
what's the latest version of the "needs to be tested" list?
im here prepping the next couple fights so i'd like to see what's there to add
Anchor
- [ ] Newtonian Amplifier
- [ ] Magnetic Reversal
Capacitor - [x]
Ghost - [x] Superimpose Firmament
- [ ] String Theory Marionette
- [ ] Maxwell’s Demon (vet)
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Rocket Bola
- [ ] Reckless Dive (updated)
- [x] Return to Sender (updated)
- [ ] Hurricane of steel (ultra)
Kensei - [x] Gaussian Blur
- [ ] Mortal draw (ultra)
Knight - [x]
Mesmerist - [ ] Mountebank’s Jaunt
Napalm - [x]
Occultist - [ ] Doubling season (vet)
Prism - [ ] Scintillating gleam
Torrent - [x]
Vulture - [ ] Rapid refabrication (ultra)
Zealot - [x]
Jabberw0ck is planning to test normal Anchor and Hatchet optionals (not Ultra)
I'm still lightly cooking but not hugely
most changes I've made are clarity
i think mesmerist and prism should fit quite nicely flavourwise into this next fight
This Ghost one is the biggest change so far
hm, if i'm to replace a mirage with a ghost would that be interesting?
they're both supports technically but very differently
mirage is good for moving folks around, Ghost is better for making 1 guy Very Slippery
hm yeah true
i think next fight will have those two anyway, i'll think about the current one what to do
i've already put a kensei in that one
Trying a different wording to clarify that yes the action is taken and yes it'll affect other targets as normal:
The next time a hostile action is taken against a character bonded with the Ghost, they immediately become INTANGIBLE during that action. The action is still taken and affects other targets as normal.
And the modification to the Ultra trait:
PARADOX STATE instead affects the first hostile action taken against a character bonded with the Ghost each turn until the start of the Ghost’s first turn each round.
I assume Scintillating Gleam is intended to be able to be centred on the projector correct?
i think this works very clearly
see the FAQ
in short: it affects both spaces
oh sick nice
i think these two will make a very interesting centrepiece for the fight
Okay, changed my mind on Coherent Entanglement:
COHERENT ENTANGLEMENT (ULTRA) - Trait
When a character becomes INTANGIBLE due to PARADOX STATE, they remain INTANGIBLE until the end of the turn. While INTANGIBLE in this way, they can target and affect tangible characters and objects, dealing half damage, Heat, or Burn.
Edited to accommodate the Reaction Users
Coming in late to this but I figured I'd add some clarification: the rebake Ronin's Instinct Mode wasn't written with the intent to meant to be an "interrupt" type effect, the use of "first" there is to clarify that the Boost the Ronin makes towards the target must be done first, THEN (whether they do it or not) they can make the attack. This is to forestall questions about order of operations (i.e. can I melee attack and then boost away etc)
Or let me put it this way: the CRB uses "may first attack with the sword"
is this meant to be an interrupt? I'd say it's questionable from a "but it doesn't SAY interrupt" standpoint but I'd give the nod to it in terms of like "what is the GM likely to read it as," I don't know if tom ever weighed in on that one but broadly consensus does seem to be "yeah it does"
that said, "is this interrupt language" wasn't really my priority with that one, if that makes sense
Strictly speaking, what I should have done is reformatted Instinct Mode along the lines of the Archer's Suppress or Covering Fire where it's system/trait, and then a subheaded Reaction statblock
This is in the ballpark of the whole bastion fearless defender thing "is it meant to be useable on its own or does it NEED a partner?" I just took the CRB wording
I agree that in broad formatting terms, reactions should more clearly specify using specific phrasing "is this an interrupt y/n"
Ah damn, noted then, my mistake
nah it's a good catch in terms of, like, "presumptive wording" so to speak
I suppose if the CRB version is meant to interrupt then I guess the rebake version does to via related property, it just wasn't something that was particularly on my mind
Maybe I'll have Mina do a pass on it when I have her look at the Operator's timing
Not that you HAVE to do this, but if there was ever some attempt at building a style guide off of common lancer terminology/phraseology, what it would probably look like is:
Effect: The Ghost may use PARADOX STATE. This interrupts and resolves before the triggering action.```
yeah exactly
It's an extra sentence and it's not as neat or concise
and I can understand not wanting to use it every time
my problem right now though is
right exactly I figured
so it's a box I've put myself into lol
so here's a fun one
"immediately"
it's not really formalized, but it shows up a lot throughout lancer and tends to get taken as meaning "interrupt-ish"
or having a sense of priority
If I worded it as "Immediately use Paradox State" yeah that would fit the line
currently had it as "The Ghost interrupts with Paradox State" as well
I think all of the choices you've proposed work fine in terms of having some sort of precedent you can point at and being sensibly worded
now I'm the one looking at Instinct Mode and going "okay but this COULD be clearer"
"Immediately use Paradox State" does buy me room for an "if able" in case I do something I've been mulling (which is: restricting Paradox State to 1/round)
You COULD buy yourself some extra room if you deleted the parenthetical from Superimpose Firmament, BUT I can also see why you might not want to
yeah agreed, it could be something that could be moved to the FAQ. But I think I'm going to let it be for now (though I did do something similar with the Prism in the past)
aight I've ripped out "First" as "interrupt" in all cases except for Zealot's Martyrdom and Prototype's Lightning Rod, mostly because those should be fine/self-explanatory
everything else has been reworded appropriately
I also rearranged the order of operations in Mesmerist's Metafold Riposte so the Overwatch happens after the triggering attack resolves
the interrupting Overwatch was more potent back when Codespike jammed on Overwatch, but now I don't think it matters much. It could maybe score a stray Structure damage or Overheat prior to the attack, but I'm not enthusiastic about that as an effect
decided to change Wavefunction Collapse to Recharge 5+ and leave Paradox State without a round limit
Running The Same Fucking Opfor Again you say ? 
Good thing the holidays are coming up then.
Also, do you have a more polished version of this ? Not sure I 100% understand the full effect with this one.
prospective v1.16 Paradox State simply works on the first hostile action taken against the bonded target
no coinflip, no heat on the bond
I meant the ultra trait, that one is actually very clear
so Coherent entanglement means that it lasts the rest of the turn
it's intangible until end of turn
the half damage/heat/burn is so you don't treat it like a free disengage
Ohhhh ok yeah
That was the part confusing me
Ok yeah this works. I'd say slip a "current turn" in there but this is the ghost we're talking about, you most certainly don't have the space for it
I have space in the Veteran/Ultra section but IDK if it's necessary
Mostly for consistency with the chain axe (only comparable timing I can think of right now)
But yeah it works as is
added
I'll see if I can finally put that foundry licence to use next-ish week then
You know me, I love an OpFor that Works Everytime™
I just wanted to pop in to say that the Anomaly template is wicked and I can't wait to terrorize my players with it
I hope it serves you well!!
Oh it will
In case this interests the clientele here, itch Winter Sale is up: https://itch.io/s/172277/valks-winter-sale-2025
In Golden Flame Act 1, Sleeping Above a Stolen Crown, Ironbound Shadows are also all on sale
oh duh I should just share this: https://itch.io/physical-games/on-sale/tag-lancer
When I finish the playtests for SWD I'm gonna pull a Bunlith and go "Because of the sale, I've made my module FREE!"
(it's already free, but, you know)
PWYW, but because it's on sale you can pay less than what you wanted
PSLTYWO
(Pay slightly less than you would have otherwise)
debating if I should start testing a new alternative rule for two-weapon mounts
in short: Damage from a mount against a character is combined into a single instance
I can make this work on Foundry
Basically compressing aux/aux and main/aux to one damage instance?
indeed
Hmm
it's a little tricky with AOE but I think it can work
single target, it's pretty straightforward
It'd make sequencing things with hunter on a main/aux or w/e easier
I personally think that collapses some interesting texture but id be interested to see how it works out
I firmly believe that NPC armor was balanced the same as PC armor, which assumes a single incoming hit each turn in most circumstances
Imma test it
I will throw in that there are no player-side AP Auxiliary weapons in lancer and thats (in my and the collective homebrew experience) for a good reason
I think your biggest power blowout is going to be on non-1d6 trait main/aux mechs. Certain main/aux skirmishes can compete with or even exceed heavies in damage when all is said and done, and double value armor is one of the big things keeping a clamp on that
But i think you can also say that comes out in the wash at some level. Like I said, id be interested to see
For Main/Aux usually that's gonna be something to the tune of 1d6+1d3 yeah. Compare this to something like the Thermal Lance or Legionnaire Battle Rifle that does 1d6+3
5.5 avg damage vs. 6.5 in that case
Talents make this math more complicated though
Heavy gunner is more control and exe is... well you cant RELY on it hitting the same person
But hunter is just free additional attacks
Mmm alright I see
those will remain separate pings of damage
Yeah I assumed integrated was separate (not the same mount)
it's all gotta be on the same mount
Hunter can technically be the same mount so it was a bit ambiguous
it'll be specifically modifying Skirmish and Barrage
free action attacks that aren't Skirm or Barrage won't be affected
Then I do think your bigger issue is "does an aux/aux just become better than a main" because a Platonic pistol (1d3, 1 reliable, doubled) does the same damage as a Platonic assault rifle (1d6, 2 reliable), and lets just assume the talent/range/threat things come out in the wash here.
Im not sure it does necessarily, im just mulling it through
yeah double pistol is Range 5 and only benefits from Lock On once on the same target
Yeah but you get 3 threat as opposed to 1
that's the wash of it
Hence the "for my sanity im just assuming the threat/range washes"
The lock on thing i dont find enormously compelling honestly but its objectively true
if anyone brings up "GMS Shotgun pales" then yeah I'll be the first to agree that it should get a lil buff lol
Theres a reason I didnt say shotgun or light nexus here lol
Also note: Many talents that bump accuracy only do so on the first matching attack
sure you could like, do Duelist Tac Weapon + Gunslinger Pistol I suppose
Yeah my biggest problem here ultimately shakes out to "AP auxes are scary and this pushes the whole game a step closer to that, which will have weird knock ons"
cutting the impact of armor in half is not removing it entirely lol
this does raise a good question though about how AP works here
I mean, no, but its collapsing the difference between auxes and mains. There are ap mains that are clearly fine
But also yeah, what does this do if you have an ap and non ap on the same mount
Charged Blade + Tac Knife is used, does Armor still apply? that sort of thing
I think it should work out to "Armor only applies once to all of this mount's attacks"
This is especially important for Gunsliger 3 reasons
Yeah no I’d word it “a target’s armor only applies once to all of a single mount’s attacks against it”, if anything
Just ran (most of) an encounter with 2 Ghosts (1 Commander deployed at the start, 1 Reinforcement deployed later, both with Superimpose Firmament but only 1 used it, both were SpecOps with Serrrated Machetes), here are some thoughts.
First, there were 4 LL5 PCs in the combat, this was the third combat of the mission, it was an Escort, and there was a Zheng, Hydra, Swallowtail, and Pegasus. Only the Swallowtail had its core power active. We're currently on round 5, with the Commander Ghost having died last round and the reinforcement Ghost still alive.
The players were annoyed by the Ghost, but our combat analyst player said that it was funny, funky, and mostly fair. It crumpled like ash the instant it un-bonded.
The main issue was the un-bonding however. For most of the fight the commander just stuck to one Operator/Mirage adjacent NPC (IGF Act 2 Voider, it was a playtest thing), and it was very hard to pin down. Any tech actions used to break the bond ended up missing due to Ghostly Vigor or the fact that- because the tech action effects both the Ghost and the Host- it just ended up moving them the same way. The intangibility mainly helped it survive by just not being a target period, jumping through walls, grapples, and engagements to dip out of LoS. This was difficult, but workable, and when a Tempest Drone knocked the Ghost out, it used Superimpose Firmament to be able to interact with the objective (something it would not be able to do otherwise) and used its 6 speed to kidnap it way away from the OZ.
The second ghost imposed a problem, because it chose to bond with a Goliath. We found a weird gimmick where Fold Space would cause both the Ghost and Host to disappear at the same time but respawn at different times, breaking the bond, but for the Ghost it took no effort to re-establish the bond. It has since not been targeted or harmed whatsoever, barely taking any heat. (cont soon, character limit)
Hm… puppet systems and BCL would work well to break bonds too, on heavy framers
The issue really came in when both ghosts were on the field at the same time. They were both hosting fairly hard to harm targets, one due to tankiness and the other due to slipperiness, and forming new bonds took very little effort and was extremely fast. As such the players felt a little disincentivized and discouraged from actually addressing the Ghosts. This could easily be a tactical failure however, and my players when we pick the combat back up do plan to focus on actually de-bonding the ghosts for good, especially since there's only one of them now. But too many high priority targets being Ghosted = difficulty de-Ghosting them.
From my interpretation of their feedback, I can see where they're coming from. The ghosts have 2 solid counters- Grapples and Techs, but also have built in ways of directly shutting them down in Ghostly Vigor and Phase Shift. I do think the error falls more on their tactics in addressing the ghosts (hint: little to none), but I can see where they had difficulty in actually executing a plan to take out the ghosts.
Unfortunately, no Goblin Levels or Chomos, and I don't think 2 specific invades should be the exclusive counter to a single NPC
They’re not intended to be, so
Just thinking about it that’s all
The alternative is just, eat the action penalty and shoot the host to death
I do think they were valid in stating that more than one ghost being on the field can become overwhelming fast, and that as is Ghost bonds are hard to break. As feedback however, I'm personally uncertain if they just needed to fight a little smarter or not
Like, ignoring all the other ways in taking care of the ghost
Tbh that seems to be what they're doing with the Goliath
Ghost is deffo a learning curve NPC
Another thing I will say is that Phase Shift gives crazy slipperiness and mobility- no overwatch, no engagement, no walls, nothing can stop a Phase Shifted NPC
And speed 6 matters a lot if a ghost has Extrude Firmament- it allows them to do a lot of legwork in an extraction or escort in that case
The fold space trick is a good one though
Oh yeah I was real impressed by that
The last point I can add is that, in addition to what I mentioned, speed 6 maaay be too fast
Phase Shift lets it glide through any and all obstacles, and while its actions may be valuable it can always afford to boost if it means being able to use Quantum Bond, so I think it can afford to lose 1 speed.
Partially to make it less capable at stealing objectives with Superimpose Firmament- the Ghost to me feels super potent at everything except objectives and I think that's a good thing
Your feedback is noted
Superimpose Firmament is an optional for a reason
Is this using the Full Action version?
Trying to nail down which version this is (or if it’s from my v1.16 prerelease)
🤦 It was but I forgot it was a Full action the one time I used it.
All I did with it's other action then was use the Serrated Machete to Shred a Tempest Drone- the damage was small but it did allow its host to later destroy the tempest drone, if that's something.
It’s fine, I was gonna make it a Quick next release
The thing is when I used Superimpose Firmament to objective kidnap, it was not on the activation turn
Rather, it was on the turn after
Since it lasts until the end of the ghosts next turn
And I managed to sneak a bonus activation in with Coordinated Carnage- functionally that's the same as simply saving an elite activation for the activation tail or something
See idk about that, it's pretty strong tbh
Glad you’re using Bolster though, I feel like folks are sleeping on that and just throwing Lock Ons a lot
Dude that Bolster saved my life with the -1 to tech attacks and +2 accuracy to a save or check
It’s strong but other tests mentioned it made the Ghost uniquely vulnerable as a result
Since all you gotta do is walk in and whack when it’s up
It really scared the players when combined with Paradox State since they wanted to use Orator 3 on my Goliath, but because of Paradox State + Bolster they had to dump a tech attack into the Goliath to burn Paradox State, and they were scared of that because the tech attack would be at difficulty
The whole situation really stumped them
In general, I think my players were frustrated by the Ghost, and I was a little scared by just how effective it was, but I think once they jump back into combat they'll know exactly how to deal with it and we'll get some more data on how it interacts with Heavy frame
Looking forward to hearing the results
I have a feeling the players will find a way to crack the nut
I thought NPCs didn't have access to Bolster?
Correct. Ghost gets it from its Ghastly Vigor feature
No, base feature
Every Ghost can Bolster
Sorry isn’t heavy frame errataed to block puppet system or am I misrecalling
Correct! So the Goliath won’t move but the Ghost will
… huh
Question about Ghost when it comes to tech actions:
For tech actions with an AoE, such as Beckoner or Logic Bomb, would that affect the ghost even if the host has some sort of immunity to the effect in question? (Not tech immunity but rather Heavy Frame or the like)
More fundamentally, would it even affect the ghost at all?
I was thinking “yes” but now I’m unsure of wording
Also, this has probably been asked before, but does the movement mimicking in quantum bond count as Voluntary Movement on the Ghost’s part or no? Asking for the sake of Slow being a way to end Quantum Bond
My guess is “no” but I just wanna be sure
Does it count for MULE harness? I was understanding it to be “no”
It doesn’t for mule harness yeah, so yeah it wouldn’t work. Just being sure
Hmmm, some weird interaction with the ghost (sorry Valk)
So, does the ghost suffer the exact effects of the tech action that effects their bonded target or do you hit them with the same tech action but choose if the effects can differ for the exact effects to differ
Sorry I'm being REAL pedantic here
I'll run through the possible scenarios, a ghost is bonded with an NPC who's larger than itself and has a different speed. So let's say an assault and it gets hit with a puppet systems. The assault takes two heat, then:
- The ghost moves the same direction as the assault for the ASSAULTS speed
- The ghost moves the same direction as the assault for the GHOSTS speed
- The ghost may move a different direction than the assault for the GHOSTS speed
- The ghost may suffer a separate invade option as the assault, as it's suffering an invade tech action
Isn’t the ghost size 1?
In my mind it was half
Ok sentinel
Actually it doesn't care about size, assault still works
Point 4 is actually a big one hang on
I never considered that
Long story short, I doubt the answer is 2
Neat
I think it’s 3
I frankly imagined this to be like “you copy the tech effect to the ghost as if it were also hit with the same effect”
That makes sense
Technically speaking, Invade is the tech effect rather than the chosen Invade option- only technically, I don’t think most anyone would rule it like that.
If that’s how it actually works, then technically speaking the rules can bite my ass
Fair and valid
So I assumed it would be like that... Then I was thinking "what tech actions can give a choice that can be different to both the ghost and target
So I thought hacker 1 was the only thing... Which isn't right because the hacker 1 itself is not the tech action
But then I realised there's a second tech action that can cause a split...
Xnopyt potato
The intent is that when the bond receives an effect, the paired partner receives the same effect
lol, lmao
So xnopyt potato would duplicate the potato chain if I'm correct?
Yeah I think that tracks, good luck

"good luck" is terrifying
Failing that, I’d accept “the host picks the effect and the ghost gets a copy but doesn’t make it viral”
I think I’d go with that interpretation tbh
As if they were the same character
while we're here talking about ghost suffering duplicate tech effects, is Dimensional Emblems allowed to completely encase a size 1 character with a bonded Ghost? Or does the second trigger remove the first set of three?
What happens when you use DimEm vs an intangible target
Oops, valk. Sorry we found the edge cases :3
xnopyt is evil tho
Like if you’re calendula doing shit
uhhh fucking good question
Lemme know what #rules-questions says and I’ll get back to you
So that makes sense... Unfortunately for me that gives the vibes of "scenario 1" of the scenarios I presented...
I assume the best way for it to be written without being the whole page long of edge cases is to trust the GM
And cross your fingers
Real
so... I've realised that I dont have lancer next weekend, would anyone be available for a PPG Playtest I could run then like Al and recaste have? I know it's the holidays so I dont expect many but I thought I'd ask
Which day specifically
I can potentially do Sunday
What's the exact date
Discord timestamp function
27th or 28th december
Unavailable for both
I will be around regardless :)
fuck the time stamp is set for today instead of next weekend but yeah that's the idea
I should go type it up properly seeing as we already have two potentially
You think I do any writeups for mine until I do it 
@vagrant grotto how do we feel about perhaps doing a playtest at ll3? i kind of want to see how the house rules feel at a lower level
I’m down
I’ll say this: the one tier that I haven’t tested all these changes at is T3
I wouldn’t begrudge you if you didn’t
its tempting
Title: Cat's PPG Playtest :3
Game System: LANCER RPG
Platform: FoundryVTT
Chat: Voice through Pilot NET Discord, text through Foundry
Availability: 4 seats
Time: Saturday the 27th or Sunday the 28th at <t:1766858400:t> depending on availability, ~4-5 hours in length.
Tone: Somewhat silly playtest skirmish
Hook: Impact Dynamics HATES the spirit of Christmas, being jolly and giving gifts, get them out of the way and bring the presents home
Requirements: @ me in this channel if you’re interested. If accepted, create an LL9 character using Massif-published content.
Details: This is a playtest for some of the NPCs and Optionals from Prototype Pattern Groups, as well as Valk's Houserules, which can be found here (https://github.com/msprijatelj/valk-lancer-houserules/blob/main/DOCUMENTATION.md), but key highlights:
- Overcharge lets you reroll an attack/check/save instead of take an extra action, and refreshes on a rest.
- Aid lets you split Stabilize’s action cost between players!
- Overkill is now opt-in: Choose to activate it or don’t!
- Brace is 1/scene but now has no downside.
- NPCs with Recharge abilities also take Self Heat from those abilities.
- Overheating can inflict Overheated, which prevents use of self-heat abilities.
- Structure Damage is replaced with picking between being Dazed or suffering System Trauma.
- All mechs only have 1 Stress, become Exposed & Overheated upon reaching max heat cap, and take excess heat as irreducible Energy damage.
- Lifting/Dragging rules are revamped to support Escort Objectives in a sensible way!
Other: Hi I'm the one and only Cat, also known as Smallest or Catherine, you've probably seen me around on pilotnet. I've been playing lancer for 2-ish years at this point. I'm running this playtest to see how the Valk Houserules and newer NPCs feel specifically from the GM seat and at Tier 3.
fuck it we ball, ll9 it is
How Steele stole Christmas
anyway yeah if anyone knows someone that would be available to join feel free to invite them
Hi, it me, I’m interested EDIT: specifically for Sunday*
T3 gameplay... a new frontier for me...
I’m tempted but I have no idea if I’d have time v_v
what could possibly go wrong 

I’ve played T3 once or twice on Interpoint, long ago
It’ll be interesting to see T3 in a different context
I could on Saturday
Someone remind me to add “Drop Prone (Free)” to my PPG actions later
Makes an All Brigand NPC comp where the only optionals used are Slaver Systems and JAIL//BREAK- sends a lot of mixed messages
Add drop prone (free) to PPG actions later
Thank you
Take HA for the core bonuses? Usually Sherman?
I too often have this question
its really just put levels in IPSN for Refframe/Sloped or HA for SBD/Heatfall
Or going after that one niche (or super general) system that makes your build better (usually something in Sherman, which hey does double duty for HA CBs)
My one(?) T3 outing was with an Iconoclast Manticore with Lesson of Shaping so yeah NHPs are also an investment
That was back when Dustgrave was still getting playtested
Barb 3/Raleigh 2/sunzi 2/Spare 2
Autoloader drone, bonus damage on loading system, warp rifle
Warp rifle spam and just stack damage on it, teleport someone 10 tiles away every turn for shits and gigs
That's what I'd do at LL7+
I suppose I could wheel out my WF character's build since he's starting to dip into Sherman
Yeah, like an all in Limited Melee Gilgamesh with Nelson 2 (for the weapon mod), Atlas 3 (for JK 2 and maybe throwing knives), Gilg 2 (cause obvi, but the Superthermal Blade Mainly) and then 2 free levels for whatever
1 ipsn and 1 HA for those CBs I suppose
Technically an LL7 build but you could go Zheng 1 for ricochet blade stuff and then like. Gilg 3 for Spear Charges cause those slap
No good heavy weapon but like you could take a Tempest Charged Blade with the Superthermal
Another niche is “Max all 3 Melee Talents” builds, since those are expensive but if done right have a lot of interplay due to the third ranks of those talents applying to any weapon
Or just take the HMG I suppose, with Combined Arms
But anyway
This is #mech-hangar stuff
I’m sure they’ve made more T3 mechs than I have
Ah yeah fair I just got reminded about thag Gilg build in a flash and thought “shoot that would’ve been fun”
"She weighs one twenty five thousand kilograms and fires five hundred manna, custom-tooled explosive melee tips reloading with limited nine ammo packs. [looks intently at viewer] It costs four hundred thousand manna to fire this weapon...for one skirmish."
Alright I got a build (assuming it goes on Saturday since I can't do Sunday)
I was moreso thinking:
- Hits a guy once
- 3 limited charges are spent, 5 effects trigger, 9 savjng throws and skill checks need to be rolled, 8d6 damage and overheat, free rerolls out the ass
Anyway now this is Mech Hangar stuff
Oh right- I forgot to put a message in here, but I tested out an Ultra Vulture and some Prototype Sentinels a couple days ago
LL2 with two players from my regular group and two new players in a Recon that just turned into a slugfest
The Prototype was well received, I did tell the party about scanning (and I assume scan equivalent systems) would turn off the perma soft cover, but they rolled hot enough/had enough counterbalance accuracy to negate soft cover. It definitely helped with their survivability though, and I really like the cross classing features part of it (I put on mag bomb from vulture)
For the Ultra Vulture feature, tbh it felt kinda underwhelming? Like having two different buffs from magpie is good but I felt like I had to go out of my way to use it because I couldn't rely on reliably cannibilizing a wreck, so I had to work in more ablative systems for the vulture, and even then I only used the full action magpie once. On the players side they also said it didn't feel too impactful. Honestly I felt like I would taken the vet feature instead had it been an option
Vulture was very funny with hound missile rainmaker tho
Thanks for the feedback!
@umbral sluice still need one for Saturday? Can ask around my weekly players
uh let me think
we have on saturday, recaste and isa?
and sunday, recaste and valk?
or am i forgetting someone
ah mb missed that Valk was sunday specific
unfortunately
i'll ask some of my weekly players if they'd want to join and then i'll tell you if i need more
okay sadly i cant get anyone so go ahead ask your players if they're available
I've got one so far, begging and pleading with some others
okayyy so it looks like saturday is recaste, one of her players, isa and valk?
i'll make a thread (when i figure out how 😭)
is this list of stuff to playtest still correct or have there been updates since?
This looks accurate yes
@dapper goblet did you run that Anchor game yet by chance?
Uhh about half of it then holiday break
Just checking in case I missed an update 😅
The anchors, being anchors, have not done much yet as backline protectors in the first couple rounds
I can say that their guns are EXTREMELY FUNNY in zero g
"Go to space, asshole"
I feel like the napalm are overperforming in damage again but tbh you can say that about all unanswered artillery so... well see how the combat shakes out
You’re using the 4/6/8 burn damage guns yeah? I’ve tweaked them a few times just asking
Id have to check my forge but I think so
Also we just hit LL5 which is a notorious difficulty pain point anyway so, definitely confounding factors
Noted noted
There's a Saturday playtest going on?
This
Oh ll9
Would Orator 2’s cast doubt end Quantum Bond?
Also, does Cast Doubt prevent a Ghost from Bolstering a character, or does the fact that Bolster is a basic action (and therefore neither a trait or system) circumvent that (but disable the tech difficulty because that’s directly the result of a trait)?
Asking rules questions about this bit in a more general sense, it seems beneficial augments would shut down (so Leech’s stuff, and therefore the Phantasmal Vigor difficulty on tech attacks would shut down too), but the general action could still go through
And here, the general reading seems to be “ongoing effects are suppressed like with Iceout Drone or Stay of Execution”, which seems to suggest “no, the ghost stays bonded, but can’t really help their bonded character in any way”
So um. Answered my own questions I suppose
I wanna say no, only that the ally can't use it for Phase Shift
I would've guessed that the intent was any action and not just "specifically systems or traits" but as written Bolster wouldn't be affected, no
the Ghastly Vigor difficulty part wouldn't work though
I hope you guys had fun with it too! Sorry about the foundry jank at the start there haha
All good, worked out in the end!
Can you summarize them in a sentence?
ty for running, was very fun :D
I think I want to have it scale for all characters at least 1 point per tier, even if that does very little in some cases for high systems tech attackers
And maybe some cases should have higher edefs too
Iirc the Kai Rebake does something similar
a lot of my NPCs stats kinda defaulted to "the evens" and feel one-note as a result, I think
like, start with 6, 8, or 10 and then scale by 1 or 2
I think a couple of my NPCs could stand to scale by 3, and I could use some odd values of Evasion and E-Defense too for some texture
example: Reducing Vulture evasion from 8/10/12 to 7/9/11
Any reason why you think that?
Mostly looking at Kai’s Rebakes and realizing I have some favorite numbers
I'm gonna bring up something here which is kinda sorta off topic, maybe quasi on, but it was prompted by discussion earlier in the gm corner channel about how to look at the Spacer template, that you don't have to cleave to the narrative flavor of it so much as you can simply consider the mechanics of it when incorporating it into an opfor, and it struck me that it's kind of funny that all three of what I would consider the game's main "add a role" templates are all space flavored
Spacer (controller), Pirate (striker), and Marine (defender)