#Prototype Pattern Groups
1 messages · Page 21 of 1
checking interesting for playtest on <t:1767466800:F> (or sunday if better for people)
sadly i have lancer on the saturday and mork borg on the sunday
Mostly, yes. Hatchet’s rocket bola is now good and tested, its reactions just need some testing.
the void husks were too much for my poor ultra hatchet 
Yeah sure I could be down, put me on the waitlist please
Did the ultra hatchet do any ultra kill Parry's?
Yeah no Hatchet was hosed by Slow fields
it had Reckless Dive, Rocket Bola and Hurricane of Steel as optionals
😭
i think it got reckless dive off never bc it was almost always slowed
hey it used reckless dive
If I'm running a hatchet, assume it has return to sender because I just find it too funny
it just didn't go anywhere
and the sitrep was over before it could get the second part of Hurricane off bc 8 speed caliban
granted it could have went differently had the axe connected but oh well
Yeah, Neurospike discouraged it from using it earlier
If Bola hit with Hurricane then yeah it would’ve been a different story
kind of user error on my part there, for some reason i didnt think you could mix and match the weapons for hurricane
but i do think that's a very good option to have there
Prototype Ultra Hatchet with Hurricane of Steel and Demolisher Earthshaker 
oh god that's a thrown isnt it
Sure is haha
oops, blocks everywhere
throws rock at you
throws rock at you
throws rock at you
throws rock at you
throws rock at you
does it ever say it doesn't? It says it doesn't need to be retrieved, but i don't think it says it doesn't leave something there
I may be able to depending on how long it usually goes for
Then nah, I'm GMing at 5
is the hammer in fuckin. quantum superposition
I'd say "doesn't need to be retrieved" implies it doesn't leave a weapon. As the only purpose of a thrown weapon is to be retrieved as nothing interacts with those mechanics... And then the hatchet appears
where did all the extra axes come from in hurricane of steel?
good question
I’m ruling “doesn’t need to be retrieved” means that it can be retrieved, optionally, at my tables
hammers
hammers
Flash printing, of course
Like, end of day. It's a homebrew Vs homebrew interaction. The GM has combined two things so it's on them to discern how it interacts
I like the quantum argument with the teleportation though
Yup absolutely
In this case it’s a very intentional combination
Also so far so good on Novel Technology
I'm ngl i forget rebake is homebrew sometimes
It encourages some Scans or otherwise finding a way to brute force it, and I’m alright with that
Xnopyt Potato on the other hand...
have you decided what's happening to that one yet
That’s gonna be a full tech limited 1 at best and 1/scene at worst
Is xnopyt potato too much?
Though tbf like, point of Prototype is that you can have several of them of the same type…
So hey you know my whole reason for reworking Zheng core power
for context, when i used it, Valk's immediate reaction was "Why did i make this recharge 5???"
You can hold up Xnopyt Potato to my face and call me a hypocrite
Pause the game as a quick action?
more or less
it could have gone even longer had the potato not been thrown to a grunt
I think it actually is better as an Anomaly feature
i think we got 5 or so bounces
I may steal 1 from Anomaly instead and swap them around
Tracks
How to play xnopyt potato:
Prototype ultra throws it at player who doesn't want to be shredded
Player throws it back
Decimate 3 formations with heat
Oopsie, 12+ heat
They're just cool like that
It’s the same axe just borrowed from different points in the future
it's like that bit of the rogue with 20 daggers hidden in unexpected places but in mech form
You could say they’ve hidden blades in the dark
D&D reference!

Okay I just thought of something and need to think about it: Formation Bastion and Friendly Interdiction
What's wrong with it?
Nothing
It’d be cool af
Make a big continuous wall of Resistance that you can stay adjacent to
Hmmm
The grunt states it cannnot be elite, veteran or ultra
The formation does not
Veteran Formation 
(They still have 1HP. But they all have feign death)
Wait so, it's a protocol. Can ALL of the formation take the same protocol?
Eh I suppos
Ooh that reminds me, IDK if you ever got feedback on the goblin from my playtest
i sent that over on the day. yeah
Ah sick
did we ever get confirmation if the osiris die ticking up on both the goblin's and the attached ally's turn was intended?
And the double TSS1 suplex
Its the clause where a lasting effect affects all of them
One takes them, all of them select an adjacent ally or just ONE ally adjacent to any of them?
It was not originally intended but I’m happy to let it rock for now
The acting one activates FI, selecting an ally adjacent to itself. As long as the ally stays adjacent to any of the formations bodies, it should maintain FI
I think that’s how it should work
awesome
I assume total strength suite 2 going off on both the ally and goblin's turns is also intended?
It’s in the same boat
Thank you! I hope it plays well for other tables
Tbf it’s still a lot of words
I gave the double tickup osiris osiris more thought and am really not a fan. Players on the time mentioned they liked it and end of day "it's a core power it should feel powerful" but I'm not a fan of the potential for off turn tech actions (prepare, say) leading to strange double ticking up Osiris in a round. And for the core double ticking it up, It feels odd but I'm personally not a fan of basically making your core power to make someone elses "optimal turn" to be play your game if that makes sense. And the pro synergy between core power and licence is cool but I feel personally it may be too strong potentially, where the core power is good as is but made INCREDIBLY GOOD if Osiris is involved
Yeah that’s fair
This is however, diluted with time from the day the feedback was given
i dont think the off turn prepare thing is possible, dont you need to be able to take the action when you prepare it?
oh wait
i see how you could maybe
Nah I’ll be real that my Symbiosis rework is undercooked
Goblin rework overall is undercooked
If you wanna use base goblin instead I won’t stop yall
Eh, I'm still on hiatus from my main campaign :P
And my next playtest is probs not gonna use any of your house rules... This isn't being rude or anything but purely because I want to test how mine work in a close to core experience 😛
It’s not rude to not use my stuff lol
Use whatever floats your goat
Take as much piecemeal as you like
I can Saturday
Goblin thought: What if Symbiosis wasn’t an “attach to an ally” effect, but instead let you make tech attacks through the sensors of your last tech-attacked target 🤔
Just distilling some thoughts from conversations in #mech-hangar
Throw a proxy to latch onto an ally?
Unless youre cutting goblins sensors im not sure the goblin is really out of sensors on... anything relevant on most maps
Now, line of sight? Now were talkin
Yeah that’s mostly what I meant
Tech attack the Goliath and use them as a radio antenna until the end of your next turn
Have Core power become a Protocol you toggle on and can apply this on-hit effect to all your tech attacks
This is a thought too
Like a Prism Projector paired with a leech
But also Metahook exists? So I’d want to differentiate it
I had a dumb thought... Don't do this but I want to present it to a world where "wouldn't it be cool if this thing could allow you to be dumb and OP"
I'm playing Cyberpunk 2077 again, and the metahook talk and ally proxy reminded me of how enemy netrunners can use other enemies as a proxy when trying to hack you (Hack uploads over time with warning and HUD indicating who it's going through and who from)
And there's a perk you can get in that where if you hack a netrunner who's hacking you, you can hack EVERYONE in the same network with the same quick hack at once. It made me think of reactive code and go "damn that would be a cool alternative"... However... No 
It’s basically Chomolungma’s WACP yeah
okay sunday is freed up so if you end up doing that then put me on the list
planning for a train heist (Enhanced Combat) mission for this week and I'm trying to think about how I wanna play this, I am considering giving the ultra Vulture another shot
What Earthshatter leaves is, basically, a block of terrain
that is "the thrown weapon"
you aren't throwing the hammer, you are using the hammer to golf club a chunk of terrain into someone
"well can you quote-retrieve-unquote the block of terrain it creates" no not really
Picks up and pockets rock like a baldurs gate 3 character
As noted, this is going to be homebrew vs homebrew interaction time, but as The Earthshatter Guy, I will state that my own intent for Earthshatter as it exists is that there is no "weapon" that needs retrieval, it isn't a case of knife juggling where the weapon returns automatically, it's that there is no object:weapon that is placed on the map, that role is instead given over to the terrain that's left behind, which acts like a chunk of terrain in all respects
Ooh
Has anyone used ghosts with specters?
It'd make the slippy bastard able to noclip and be a pest but do like... Regular damage 
Ghost cataphracts are probs better...
Wait no, because a cataphract may just run through a wall with someone then smack that person into the wall and leave them behind
Arguably the specter is still on its own since the ghost is intangible
Mmm true
I meant the double damage is halved for being intangible
(or +5 damage if not rebake)
Time to ask #rules-questions if intangible characters can still be “adjacent” to tangible ones
That’s been something on my mind but Ghost’s Quantum Bond felt like a weirder specific case so I wasn’t sure which thread to ask
It affects Calendulas with Spotter, so #rules-questions
Hell, it affects Mourning Cloak with a Calendula buddy
It has a threat 3 weapon and it relies on adjacency to the target not the specter
So just sit at range 2 and brutalise someone and you don't need to even ask that question
I’m starting this discussion in #rules-questions this doesn’t sound right to me and also doesn’t pertain purely to the ghost anymore
It’s actually super relevant because Hunter checks for “other adjacent characters”. So does an Intangible Calendula in an adjacent space to the target count as “Adjacent”?
Yeah Intangible literally has a clause that they don’t count as adjacent to tangible characters
Well there we go
Which is separate from affecting characters, meaning Phase Shift does not allow intangible characters to continue benefitting from or imparting adjacency benefits
So the Rank Discipline Ghost idea I had is out the window
It works if Phase Shift is turned on
True
Intangible can be adjacent to intangible yeah?
Yep
Gain accuracy and no clip privel
...
WAit I need to read the ghosts wording
And intangibles wording
Ofc then you have the half damage stuff so it’s only really useful for like. Hives or smthn
aww :(
IF Intangible characters were NOT affected by tangible characters (which they are) I was gonna ask
If a ghost CAN target tangible characters, Is it:
- It counted as tangible OR
- The target counted as Intangible
Because if cover didn't work in the shadow realm that would be VERY relevant of if cover was ignored or not
LUCKILY, the answer is the same each way
And even upon rules rereading I think the answer would have been clearly 1 anyway
DROP PRONE (FREE)
There are a few instances in Lancer where it is beneficial to quickly drop PRONE, usually encoded in specific abilities. This codifies the action for general use, and adds utility for a quick descent to the ground.
“A character may DROP PRONE as a free action, immediately gaining the PRONE status. If the character is flying, they may immediately descend up to 10 spaces before becoming PRONE, without taking damage from falling.”
Rewording for zero-g weirdness:
“A character may DROP PRONE as a free action, gaining the PRONE status. If the character is flying and is not underwater, in zero-g, or in a similar environment, they may immediately descend up to 10 spaces before becoming PRONE, without taking damage from falling.”
Descend in 0g feels odd to me
Because most the time in 0g there's no gravity to descend in
Oh mb
I read that is
"If you ARE in 0g or underwater, etc"
Can I, also throw in my bone with another house rule I've ruled frequently on the topic of 0g and prone?
also I'm codifying that thing I mentioned in #1433168090371461241 :
DRONE STANDARD MOVE
This optional rule allows for flexibility in repositioning DRONES by letting their controller sacrifice their standard movement to move the DRONE 4 spaces. Replace the fifth sentence of the DRONE tag rules with the following:
“By default, DRONES can’t take actions or move on their own; if they do have actions or movement, they act on their user’s turn. You may choose to forgo your standard move to move one DRONE you control in SENSORS up to 4 spaces.”
sure
Flying characters in 0g (or underwater, assume I'm also saying underwater here) are flying. And flying characters are immune to prone. I personally find this boring so in 0g environments I rule characters who are "prone" are actively spinning out/losing control
I was honestly considering pulling from D&D4e's Prone rules
which is: If you're flying and get knocked Prone, you first descend to the ground a set distance without taking falling damage, then get knocked prone
Oh fair enough
This means you could get BCL'd out of the sky though, or Rammed (though Grapple also kinda does this?)
but also: fuck dem flyers
Like
I kind of like prone immunity for one fact
If you can fly as standard move you can fly out of prone
Which feels neat
But otherwise it does feel like it should be the other way around where prone should knock you out of the sky
Unless you're a duskwing because lying on the floor whilst airborne is funny
Like I'd allow Hover flyers to not fall when knocked prone midair
Tarax, lying on it's back gazing at the sky waiting for it's turn
Even then I could imagine it regaining it fucking up it's flight core or whatever and not being immune
It's not a DND beholder
It's a mech
The ONLY reason I would say no against that is ships... Which ARE explicitely immune to prone so no ignore me
Also like, looking at CRB NPCs, the vast majority of Prone-inducing features require adjacency (difficult when the user isn't flying), being grounded (Barricade Seismic Repulsor), or collision (what are you colliding with in the sky?)
An Ace
Bombing Bay is the single ranged proner
Like, I was against it at first then I fought and went "wait, what actually can knock an Ace out the sky other than BCL?"
Hmmm... If I tweak the Aerial I should probs remove prone immunity from them all
If you want to suplex a helicopter out the sky like... Be my guest
I honestly think it'll negatively affect NPCs moreso than PCs
Yeah
Like, PCs get Stormbringer and BCL
And Crack Shot 3 (body shot) and Walking Armory 2 (Jager)
Going through PC ranged proning options now
Blackbeard Omniharpoon and Reinforced cabling (this seems 1000% thematic)
Some options are like "OMG YES" and some are like "eeeh, no"
like, what are you using cabling for if not grabbing an Ace out of the sky like fuckin Kratos
Unless it's too many words could probs add a clause "if it doesn't require a save, it requires an agi check"
Cos in my mind the "problems" are the ones that don't need saves
Power Knuckles on-crit with Hunter 2 for Thrown 5, and Roland Chamber
If you're throwing hands at a plane you deserve it
Iskander Grounding Charges do it but they're also intended to do it
I think, if prone can knock flyers out the sky it broadens anti air capabilities, of an already small (and fragile) roster of NPCs who can remain airborne in the first place
Long Rim time:
- Atlas CP leaving Hidden to prone on melee/ranged
- Weird Multi-Gear maneuver system usage (niche)
- Kraul Rifle tug
- Total Strength Suite 3, but only if the thrown character can fly and is thrown at another flying character
If you pull off a TSS3 DOUBLE airborne prone you win Lancer
TSS3 😭
No wait that's impossible
To be in a flying grapple one part MUST be immobilised, if immobilised you can't fly
KTB:
- House Guard 3, deterministically (oof)
- Imperial Eye if they're low-flying
- Orchis Helion
tarax holding an ace throwing into another ace?
The ace would still drop
...
I knnow a situation two targets can be grappled and airborne...
If one of them is an Atlas in rodeo

only ruling I can think of is "they immediately regain flying after the grapple ends, but before the push"
up to GM
It's impossible to maintain a grapple long enough to perform any actions in said grapple
IF standing on a large object however, you could kick someone off the roof into a flying target
That works
Wallflower:
- FABI (oof)
NPC side: Judgement (sic) Shotgun
The judgement shotgun knocks prone?!?!?!
💀
Yep it does
On top of the 15 energy if angered
SR:
- Chomolungma BCL, as mentioned
WS:
- Bounder CompCon on-crit
DG:
- Brutus's Wrecker (Exotic, Thrown 5, on-crit)
- Viceroy Core Power (vs. range 3)
- NPC: Spec Ops Special Munitions
SSMR: None
SOTW: None
So, players definitely benefit from "Prone forces flying NPC to land" more than NPCs do
Yep lmao
I think it as mentions would open a small pandoras box
Cons:
- NPCs don't have much access to flight with only 2 NPC classes, 2 templates and an Ultra optional base which grant permanent or airborne flight
- The game is balanced around the fact not much can knock enemies out the air with the NPC classes being fragile and manoeuvrable and the optionals/templates being rare
Pros:
- 80% of the options would be real fucking cool to yank an Ace out the air with
That one pro which is ENTIRELY vibes based is doing a LOT of heavy lifting
TBF you can already really make an Ace beef it with the Humble Fragsig and Shoot Gun
if anything it helps level the playing field for melee PCs
at least in my opinion
the argument of "don't fuck with it" is absolutely valid, regardless
The thing is Melee inherently accepts that they are sacrificing range for Overwatch Potential, no cover penalties or engagement penalties, and damage (sorta) (damage is more debatable).
Flying may be more guaranteed to stay out of range than just avoiding melees, but functionally it's not too different than a Specter using Prowl or an Operator constantly teleporting out of range.
yeah. I think my biggest question for each of these "ranged prone" options is "what's the action cost compared to a ranged attacker"
like, "I frag sig the Ace and shoot them with an HMG" exists
and we can quibble over the details and tags and shit but ultimately it's about action economy
As cool as some of these methods may be flavor wise I ultimately think making Prone an anti-flight tool is not the best idea. However I personally do think the whole "Flight = Prone Immunity" thing is a bit flawed in the first place- without hover you need to move at least one space during your turn to maintain flight, so having Flying characters not be immune to prone forces them to do stuff like Boost to continue flying after clearing prone (which you can shut down entirely if you slow them).
Perhaps a solution is just not have Prone = falling and let flying characters be knocked prone anyway
If that's what you wanna go for I mean
anywho, I added Drop Prone as a free action, added Drone Standard Move as an optional rule, and otherwise added my augmented tags to the 1.16 alpha LCP
Guess I'm playing Hydra now #1455258209857048639
I do think that if flying+prone was touched, there may be room to sneak Prone into the "this is when you should roll Agility vs. falling" alongside Structure/Stress damage
This is on v1.16, not v1.15
I'm still percolating this
Oh fair
honestly I might restrict it to drones without a speed stat
Hydra drones have a speed stat
oh, does this have a 1/round limit or anything? because of the spaceborne 2 flying interaction with it
where you essentially drop prone -> fly 1 space to clear prone -> move 2 for free -> repeat
amazing, I hate this lol
evil ass spaceborn movement tech
yes i have invented lancer wavedashing
RAW this is possible but only when sniper's marked
great, time to introduce a 1/turn limit to dropping prone
the good ol koopabackdashwaveslide hoverwalkmoonland
or when Volley Module is on the field
oh true
anyway the Barbarossa Wavedashing while sniper's marked has haunted my nightmares since I realised this was possible
Source engine movement ass
"Hey guys, Desinc here"
1/turn limit added
Frankly this limit should be on Spacer itself but I'm not touching that in PPG
Or just say "change this part of spaceborn to require that you start your turn prone"
free actions are fucky wucky period
Oh wait just changes in PPG oops
1/turn is sensible regardless
precisely
Sniper: "I've got you in my sights you slippery bastard"
Barbarossa: Source engine physics clipping noise.mp3 "Improvised attack"
Technically repeat action restriction still applies tho, no?
free actions ignore duplicate action restriction
idk, does it apply to defined Free Actions
I think so
like, compared to "you take this Quick Action as a free action"
I think all free actions just have a defined limit on them
Nevermind
so like, I could make it a Protocol instead
As a sorta hit the decks kinda thing
but then it's inconsistent with Sniper's Mark, which violates the goal here
Me prop glitching to the sniper
but like, yeah limiting it to a Protocol would otherwise be sensible
Running for cover and diving prone in cover would also make sense to me thematically
Which is not useful cos if in cover, no snipers mark anyway lmao
There needs to be a special variety of Protocol or action that lets you use an action as a Protocol or Quick Action
It's said so much in PPG and your own stuff it could probs just be put into a bullet point
"An interaction action" idk
close enough welcome back pf2e interact
Spend an interaction action to drop prone
Spend an interaction action to control the payload
add the "Readied" tag
Readied
A feature with this tag may be activated as a Protocol instead of its normal action.
"Interact Action" could work yeah
because then it works on things that aren't tagged
Is readied gonna be on an enemies statblock?
I'm not making Readied a thing if I'm being honest
but it's definitely something I've thought of for like, Bastion's FI and Barricade's Cube
if this was Pathfinder I'd just make it a 1-action thing and say "deal with it" but since we're in "2 quicks and a move land" in Lancer, having the positioning benefit of Protocol is useful
of course, the other alternative is "you can take this action as a Quick Action or by forgoing your Standard Move"
This would be very nice. It means you don't have to take Hydra 1 if your planning on playing a controller
Drone Controller*
Kai's Barricade cube is fine as-is tbf
yup yup
Aight so here's a question: Are there any Protocols that would be busted if they could also be used as a Quick Action, on either side of the GM Screen
A decent amount I'd say... some because you can't overcharge/initative/other free action a protocol but you can a quick
TSS2 Could be weird because of that
Grammaton Mantle immediately comes to mind
Otherwise others off the top of my head are "fine" because like... You pop crack shot late... Oh no how proken... For a QA IG
Being able to spend a QC to turn intangible would be so nice
okay, lemme tweak then: What if every Protocol was inherently 1/turn, without exception, in all cases, but could also be used as a Quick Action
ASURA under Brace downside, potentially
(technically this is already accounted for in Protocol's rules text)
Spending the 1/scene ASURA as a quick while Braced to get 2 quicks or a full doesn't strike me as game-breaking
I think, crack shot
Crack shot would let you move before planting your feet yeah, but you still sacrifice a Quick for it
But then the immobilise doesn't really matter
Turning over control to an AI as a quick...
Oh similarly, being able to TLALOC after a standard move would be kind of cool
Things that slow or immobilise I think are the strong contenders
I mean it still matters off-turn
Deppends on the build
but Quick Action to "take aim" exists in Lock On anyway
the talent just has more hooks to it
Could open up TLALOC Iconoclast ideas potentially
Could do some heinous like TLALOC + MemeSpark + 3 Autoguns thing
Things that self immobilise or slow work so undner the assumption that you won't be much more powerful if you could position yourself THEN activate it as a QA
But that's it tbh
Otherwise yeah I think Grammaton mantle is the big one
Like if you wanna take a free as a quick sure I guess
seems like a Fade Cloak thing here
Does it give you a condition/status: Yes - It may be problematic depending on the condition/status with the assumption you're spending a whole turn under that effect rather than part of a turn
Let's see what else, Playerside from CRB
- DC 1 move drone
- Projected Shield
- Many Core Powers (will skip ones that don't make sense to activate as a Quick)
- Sekhmet
- Fortress Protocol
- Ending (Leviathan Heavy) Assault Cannon spinup
- Ramjet
- Cease Focus on Mark For Death
- Core Siphon (if you attack first and then Core Siphon I think it hurts you more than not)
- OASIS Wall
- Active Camouflage
- TLALOC
- Retractable Profile
- Annihilation Nexus follow-up attack
- Lightning Generator (while not in DZ)
- Auto-Cooler
- AGNI (don't see a reason not to use this early unless you took unexpected heat and need a panic button)
- Deactivate Hardlight Defense System
- COREBURN Protocol (e.g. Shoot SOLIDCORE, then QA to immediately refresh it)
- ASURA
- Overclock
- Lucifer
All the CRB NPC stuff involving the Protocol action seems fairly mild to have as a QA. It's really just FI, Mobile Printer, and Bodyguard that get a power bump
And other 1st party?
Long Rim:
- BT Rodeo
- JK1
- Terashima stance shift
- Release Forge Clamps
- Blinkspace Tunneler
- TSS 2
Wallflower:
- Furiosa (controlling when it turns on)
- Guerrilla Warfare
- Lurker Umbral Shroud deploy
KTB:
- WW Rooted
- Ferrofluid Lance fling
- Pinning Spire end
- Calendula Grammaton Mantle
working on it lol
Sorry 😅
DG:
- Raise Brutus's Shield
- Cockpit-Integrated Stim Pump
- SpecOps Active Camo
- SpecOps Full-Spectrum Sensor Suite
- Horror Phase-Shift Generator
- Horror Quadruped (niche, most useful for a slow NPC that managed to clear Slowed/Immobilized since the start of its turn)
SSMR:
- Tempest graywash activations
WS:
- Gilgamesh Exo-Amplification
- Legion Drone movement
- Amber Phantom Convergence Point
SOTW:
- Tagetes SANDSTORM Heat Dispersal's granted "heat clear protocol"
Overall, I think there's a few cases in there where the added flexibility is abusable, yeah
Potentially moreso if RAW Overcharge is in play (for Quick Action -> Quick Action Protocol -> OC Quick Action sequence)
I'd have to throw it to Mech Hangar and see what abuse cases they'd tease out, if I cared enough
I don't think anythingg breaks
I think it just "breaks" a global assumption that these happen once with the concept of not adjusting your startingg parameters (already heated, ggoingg to obliterate with lucifer, not in good spot to CS1, etc)
by far the biggest thing i'm seeing as an issue here is Grammaton Mantle
being able to still take a quick before vanishing is very good
having looked through the rest they seem okay? i cant see anything breaking atm
yeah, but in a way it's like Fade Cloak, or Hide
maybe some convoluted interaction between a talent and two systems
i suppose fade cloak is an apt comparison
fade cloak but turns off for free start of next turn?
basically
I come back bearing some feedback on hatchets and knights
There were also anchors and napalms deployed but they... really didn't do much other than just sit way back and not get shot much, so turns out unobstructed napalms do a lot of damage unsurprisingly
I think knights are pretty much perfect honestly - They MIGHT need a tiny scooch less HP but that might be the T2 jump at ll5 blowing out my numbers there. Other than that they felt good, very mean combo with spacer's grav rifle due to an outsized save target
Hatchets feel broadly pretty good. Strong when they get to play their game, awkward when they do not (to be clear, not a complaint, I think that's good).
I think reckless dive is a bit awkward to trigger once players know how it works, though i'm not completely sure how I'd expand the trigger. The thing I'm rotating in my head is if the player adjacent to, or in a line between the hatchet and their weapon but I'm not totally sure that would do anything other than just make it a bit awkward to check and not really expand it
Oh small thing on anchor - magnetic reversal feels sort of out of place in its kit. Its an optional fair enough, but it feels like its uno-reversing the way you're supposed to counter the anchor which players called out as feeling a little bad
second wind from knight removing a blackbeard's core immobilize won me my first sitrep of the campaign though so now im biased lol
Thank you for all the feedback! Glad to hear Knight and Hatchet are feeling good. Noted on Reckless Dive, I’ll consider the trigger/effect
Noted on Mag Reversal; maybe it was intended to broaden its defensive suite, but maybe I should just make it akin to Rebound instead (hunker down + reflects ranged attack damage as it uno reverses the shot)
yeah i could see that
Make mag reversal a kind of “death counter like” balancing the catch 22 of Lodestone
yeah - basically say "no, you're really supposed to play by my rules" rather than "even if you do, still get fucked"
Mag reversal and Newtonian amp are both due for another revamp
Napalm sounded like it did artillery crimes so that’s standard
Would a Bombard been deadlier or not in the same situation?
bombard would have been less deadly is my impulse on that one
Really? Interesting
Fun into a tokugowa 🙂
I haven’t seen LBC recently so data is good
like all of those sorts of effects its EXTREMELY punitive into some builds but unless you field it alongside a witch it doesn't feel hugely impactful. Tacking on the engi difficulty makes it feel good though - thats always nice
Last time I used it I think the Danger Zone gate was still on it
I think as an optional realistically nobody is running it unless they've got an oclooper
so thats probably fine
like optionals can be niche
Yeah, just not too niche
i mean there's tons of reactor criminals out there
so I don't think its niche
*too niche
Yeah was mostly just thinking of the Hatchet reactions there
yeah hatchet is less "build niche" and more just hard to trigger
which i think are meaningfully different concepts
Valid
Thinking I’m gonna just make it a reaction that lets them move to retrieve a weapon and then throw it (while gaining resistance)
The “I HATE HYDRA!!!” Sitrep:
- Rebake Hive with Command Override
- Scourer with Melt
- Occultist with Lead Astray
- Brigand Bombard with Commandeer
Optional- replace Bombard with Pyro and give Occultist the Pyre optional to take advantage of the burn this composition has
So as a note regarding the Ghost vs the Leech when it comes to occupying spaces:
I recall it was stated sorta offhandedly that Valk, you weren’t sure why the Leech didn’t just occupy one of the Grappled Character’s spaces and instead does that weird remove from battlefield stuff. I think the reason the Leech is designed like that is for the sake of threat, range, and burst effects. With the way the Leech is, it can basically act like it’s size 3 when grappling a size 3 target for the purposes of drawing threat, range, and burst effects because it’s sharing all of the grappled character’s spaces instead of just one.
I bring this up because for effects like Superimpose Firmament, this is very relevant for the Ghost as that impacts the footprint those effects leave. Plus templates can give the Ghost melee weapons that have threat, and the way it is now its threat becomes severely reduced when bonding with larger targets (since part of its threat will be in their host’s spaces, effectively making them cover less spaces).
I’m not saying this is at all a bad thing- Ghosts are so much harder to knock out than Leeches so them being worse in terms of footprint is warranted, but it’s a notable distinction between these two admittedly similar NPCs.
That’s not what I meant about leech tbf. I was more confused why “removed from battlefield” wording was present instead of “shares the host’s space” like MULE. Otherwise yes your observations are correct
My presumption as to why is so that the Leech doesn't neither occupy the host's space twice nor stay adjacent to the target like a normal grappler
I know why Shaka did it, it was for overhead on the battlemap
Like, it’s intended to stay adjacent/be able to be targeted
It’s more of a weird wording thing than anything, I playtested it with him and know how it’s intended to play
Hello PPG, I need one player to fill for a playtest on <t:1767466800:F> #1455258209857048639. Let me know if you're interested and available 
Ive had to cancel lancer so I should be able to jump in if need be
joyous to being able to join the playtest, not joyous to having scheduled games cancelled
question:
Because Ronin and Kensei share a lot of flavor and have a little mechanical overlap, what circumstances would you recommend using a Kensei vs a Ronin? Both in terms of mechanics and flavor
Deploy a Ronin when you want something dead
Deploy a Kensei when you want something to fear for its life
Including the Rebake Ronin in this discussion to cause that’s what I use, for bonus context
As someone who has used like 3 Ronin over his life and 0 Kensei, could you elaborate please?
Ronin wants to use the sword to kill things
Kensei wants to use the sword to threaten things
These are not the same goals
The Kensei can absolutely hit like a truck… if the players let them. But the players can also just walk away
Or try to force Mach Parry
Gotcha, Kensei are better at protecting objectives and Ronins are better at knocking off structure.
Flavor wise is there much of a difference?
Kensei is a dual Vanguard/Rearguard
It can walk up and start projecting threat
And then hold an area with that threat
Flavor wise, yeah
Kensei moves people, Rebake Ronin moves itself (Rebound and Instinct Mode involve boost after all)
Kensei is a Vanguard by way of Demolisher
Yeah as in “yeah there is a difference” or as in “yeah there is no difference”?
The same arguments for the Hammer as a deterrent apply to the sword
Like I don’t know read the lore and decide for yourself
I think they’re distinct enough from each other but I’m not in the mood to argue over it
So: dealer’s choice
Rebake Ronin is an anti ranged attack striker
Fair I suppose. They don’t need to have a big flavor difference- like look at Archer and Assault- but I was more just looking for input cause I wanna use both of them more but have a hard time justifying using either of them in the first place
(I have a hard time because competition between other NPCs is tight, not because of any fault of the NPC)
Like, the difference between a Ronin and a Kensei imo is that a Kensei is bulkier
I guess like... Ronin is lighterweight maneuvrable whereas kensei has bulkier up armouring. A heavier sword,
Yep lmao
is that for honour
I don’t know I just searched the gifs
I kinda get it actually- a Ronin could be a Samurai or a Ninja, but a Kensei is probably only a Samurai
lmao, i just had a Ratatouille food critic moment upon seeing it is all
My takeaway is “okay I can put a Kensei on an SSC faction roster, but I could also get away with giving it to another manufacturer instead of just letting SSC have a monopoly on it, unlike Ronin”
In the context of my games I mean this is absolutely not universal
I also probably don’t wanna flavor the Kensei as an Atlas cause Ronin’s probably better for that
(Flavor helps me find excuses to use NPCs sue me)
(Yes I’m aware I can just reflavor to my hearts content but if I do that then every NPC also gets that privilege and we’re back at square one)
Wait hang on, this was all inspired by MGR:R
Raiden’s a Ronin
Sam is a Kensei
There we go
Comparing the flavor more- the Ronin seems to be flavored more around mastering the blade, while the Kensei seems to be flavored more as mastering the chassis as a whole since the Kensei not only has the blade, but the Sheath and potentially the Hand Cannon and Hacks too.
A Kensei is probably more suited for Tactician or Swordsmith type of characters whereas Ronin can be Fencer or Assassin edit: knight sounds more appropriate (not the class) type characters, especially since the Kensei doesn’t seem to care particularly much about engaging people in duels. Practical vs Sport combat.
This discussion genuinely helped thanks ^^
The mechanical distinction is also a good point I need to think on more
@ashen crown did you message here, I got a ping
I did but I deleted it because I did a control F and answered the question myself, apologies
all good, glad you found an answer
ty for playing the playtest today, new one soon (probably) ✨
Really appreciate you running the game! I 100% have stuff to tweak, maybe I’ll get to them this week
Last couple of playtests I played in with an Anchor feel like they actually didn’t get much mileage outta lodestone
Yesterday, there were no Ranged attacks to be found 
the one ranged attacker was villian but they were busy scylla-ing
im not sure does this mean melee in lancer is strong or does it mean that PPG testers like melee
As the primary/only ranged attacker, yesterday the anchor wasn't a threat to me because there were no enemies that I WANTED to attack near the anchor
Yes that exactly too
If there were more enemies on that point I think it would have been more pleasant
Occultist was the only one that would want that and the Mourning Cloak played that scenario as intended
I realised at one point I couldn't help Cat by shooting the Occultist cos it was in lodestone. Cat however was a valid target in lodestone
Idk if anchor is underpowered or is one of those matchups like a spectre Vs a dedicated anti invis mech or a sniper within move and boost range of a Nelson
Listen, to me this is a good sign that folks that were up in arms about Lodestone being an outright “no” may have been overreacting
Lmao
I don't see it as much worse than an Aegis personally... Aegis makes EVERYONE have a bad time... Whereas anchor makes only ranged have a worse time
Speaking of... Newtonian amplifier is a gravity themed deterrent. Somewhat similar in vibe of deterring to ring of fire maybe?
Anchor demo combo must be gnarly...
I would’ve thought the big ass area of slow would’ve been more impactful- that certainly felt like the most impactful part of Lodestone when I was running Controls (in this context the Anchor had to engage with the PCs in a more vanguard capacity hence why the ranged attack stuff was less relevant)
Huh. Lodestone would really fuck over a Gorgon, wouldn’t it?
Technically it’s not even a bad time they can just attack the Anchor unobstructed
Yeah, the counter play of the anchor if you have a ranged is just to kill the guy. Which is valuable and it will die
Unfortunately killing it would usually mean you're not killing a more valuable target, in which case it's winning
A bastion + anchor could be quite fun but is very all in on anti ranged defence
Hmmmm... I just thought of a combo... Capacitor grunt/formation
They still spawn with overshield despite their 1hp
Still explode on invade
That reminds me I need to reword Formation to count as Grunts explicitly for the purposes of effects
I cannot stop with simply Templates, I must make sure the Avenger can’t abuse them (and the Occultist can)
@vagrant grotto for the Knight's Hero's Banner ability - i assume 'Allied Characters' means 'allied to the banner' (ie- the knight itself gains the resistance), right?
I thought they had that already?
Deployables are not their own characters and “allied” is relative to the deployable’s deployer
In short: knight gets no resist
Not currently, it template only
I was too specific for my own good
Anyway I’m gonna try to push out a new version today assuming I don’t get distracted by GDQ
@vagrant grotto allow me to potentially distract you further. snap decision is there anything you want tested with 4 ll6 players right now
Like right the fuck now? Lemme check
occultist is on the list
- Scintillating Gleam Prism
- String Theory Ghost
- Anything I update in v1.16
But those first two are the only ones awaiting feedback at the moment, besides Prototype stuff and Formations
I guess Brigand Shredding Claws too
I can do the prisim 
From doodling with anchor a bit I just find it to be a little... funky at a core concept level
Its utility is almost entirely in stationary artillery battles
Chain Surge
System, Recharge 5+, Quick Tech
Choose another character in SENSORS and line of sight. If the character is hostile, they take 2/3/4 Energy damage; if allied, they gain OVERSHIELD 2/3/4. The Prototype may repeat this effect against a different character not yet affected by this system within Range 5 of the target. This system may only affect 3/4/5 characters in a single use.
revising Chain Surge
changed the range
I think the ping-damage is okay when it's quick and dedicated to an entire quick action?
That looks quite potent
yeah 2/3/4 feels fine honestly
at tier 2 thats 3 non AP to max 4 targets which is like. good but fine? its a recharge so
and basically gets neutered by armour
Okay I’ve revised the Prototype’s tech actions, moving on to the NPCs now
One of my players is asking if the prisim is inspired by command and conquer
Nope! I came up with the idea largely on my own and then went through similar implementations for guidance on making it work
apparently there's a unit in C&C that's very similar to it
oh, may i ask what ended up happening with Xnopyt Potato? is it an anomaly thing now?
Just looking at prototypes and wondering what I'd make if I made more...
Demolisher with Lock/Hold
Which of the Anomaly techs feels Prototype enough
I think Blinkspace Expulsion and Bottom of the Well both work for Prototype
Bottom of the well feels the most prototype
Yeah I think so too
lemme look at them though
I know it feels weird but IMO it's a "Horus Prototype" option
which is why I made Xnopyt Potato + Doomscroll in the first place
I was considering saying that xnopyt felt more anomaly than prototype but figured you had your meanings
I think Horus prototypes and are lowkey "tame" anomaly traits
sending someone to the backrooms feels very horus too
vis a vis blinkspace
but it's not a meme 
exactly yeah
Clearly prototypes should have the ability to stop time as a reaction
I'm limiting it to Tech actions atm
Twas joking, TBH Mooost of the anomaly tech actions can feel like prototypes
At most, with a changed name
I'm leaving Xnopyt as a Prototype option for now
layout reasons
Aaaaaaand my laptop decided to restart itself
Piss
Rip
I wanted to test archers with Bodyguard/Reflexive blow this weekend but plans fell through
I think sentinels can make a fun foundation with eye of midnight...
Sentinel with Dual shotguns 
I would ask to be pinged the next time y'all do a players
I want to play Valks reworked Minotaur
Hrmm...
Maybe I should just do a prototype overload. Fuck as much shit up with prototypes as possible
Prototype is carte blanche for cross classing, go for it
valid yeah, was just curious since i remember feedback on it feeling anomaly coded
ahhhh shit im sorry
NGL I think the Venn diagram for flavour of the prototype and anomaly has a decent amount of overlap
Not a bad thing tbh
It’s fine, it’s back up now and I didn’t lose anything
Oh joy the update didn’t take, and now I gotta do it again. Oh well, at least I properly saved all my shit this time and it didn’t try to auto restart on me
Wait I can have a prototype put this onto a character smaller than size 3 lmao
Sure can
poor guy
Damn. Knight getting dunked on?
He's trying his best 
knight accidentally became the signature unit for my HA faction
It Just Works ™
Big Kutuzov with sword
Do I want to run a playteeeeest... For shits and gigs..........m??!?!?
Yeah Knight with Valor is serving as a very solid frontline for the Gamma-Black. Players hate him, he is unbothered
its very funny making people mad at a defender like that because "I want to kill him" means he is succeeding at his gameplan
As long as players want to kill him, but it's taxing for them to do so, I'm succeeding at my design
My mimc gun pegasus keeps screaming that he cant crit anyone else so
+1. Clean, simple, good fun. Love the toss optional and planning to use it to throw players into pits next combat
I'll red pen it and test it for you
literally just cross out "Away from the knight"
its one untemplated Knight so probably wont be a ton of data but yknow
(this is my weird budget-crunched combat I was discussing a bit ago)
lemme revise: replace "away from the Knight and" with "in any direction while"
yeah i gotcha
I do enough homebrewing tinkering with this stuff is well in my wheelhouse 🙂
If you're already dazed and you get structured again, can you just choose to be dazed again?
yup
Easy stuff is close to done atm
RECIPROCITY - Trait
When the Capacitor deploys or takes structure damage, it immediately gains OVERSHIELD 2/3/4. Whenever it grants OVERSHIELD to another character, it gains the same amount of OVERSHIELD.
I added FAQ entries for Reciprocity to handle "leftover damage after structure" and "does overshield stack"
Okay I'm entering the harder stuff now:
- Anchor optionals
- Hatchet Reckless Dive
- Occultist Doubling Season
- Vulture Rapid Refabrication
- Scaling stats
- Ghost HP bump
hard because a Jet Set Radio speedrun is currently on my TV lol
Sitrep:
Gauntlet, called at 4/8 Rounds on SWD Crater Gauntlet because people had to go
PCs (LL6):
- Executioner White Witch (you know the build)
- CQB Roland Toku
- Tech Support/Spotter Swallowtail
- SMN TCB Atlas
OpFor (all had legendary):
- 1x Veteran Commander Knight (Mighty Throw, Templar's Shield, Lightning Reflexes (bad idea), Bolster Network (also bad idea))
- 1x Elite Veteran Hatchet (Plasma Knife, Rocket Bola, Whirlwind Kick, Pull the Snare)
- 1x Veteran Occultist (Scapegoat, Jealous Flock, Doubling Season)
- 1x Veteran Prism (Scintillating Gleam, Shardsplitter Shotgun, Double Vision)
- 1x Veteran Mesmerist (Metafold Reposte, Montebank's Jaunt, Hall of Mirrors)
[more info forthcoming. character limits
]
Knight: got ruthlessly bullied by SMN atlas and toku. reasonably durable. locked the tokugawa into attacking it and survived reasonably long on the merits of having 3 structure and the rebake table. Swallowtail shred made templar's shield irrelevant. Making heavy weapons miss when the only heavy weapon user has executioner 3 didn't help.
Hatchet: Player said cleaving retrieval + pull the snare were at odds with each other. I suggested that maybe they were meant to give CR a use both with adjacent melee weapons and far-away melee weapons so the ability always had a use. Player suggested it should have another weapon baseline because "if you're always taking an optional weapon, is it really optional?" I disagree with this but figured it may be useful to hear. Player said "Why does it have more HP than the knight?"
Mesmerist: Feels better to use than the last time I used it. Got piled on as it went to help the knight and harass the atlas. Put some work in, but got mechanically invalidated by athena and lotus projector. As an aside, can it pseudo-puppetwatch with Hypnotic Attraction and immediately recharge it with codespike? I'm guessing this was intentional.
Prism: I don't think I played it correctly. I was only attacking from the projectors instead of using systems/traits from them. Players were confused by it too (may have been caused by info overload from hitting the entire opfor with athena R1T1 though). Shardsplitter is kinda cracked and maybe it's because I like choosing violence, but I don't know when I'd not take it. Gleam felt... midly inconveniencing? It stopped the atlas player from dragging the knight into the deathball for An Turn and didn't recharge again. Could be a useful tool, but wasn't very helpful in this fight.
Occultist: Oddly, didn't have the 'unauthorized fucking thing' debuff. Was largely irrelevant. Drones died to incidental splash damage before they could be reaped. Doubling Season + other abilities were never relevant because of that.
Newtonian Amplifier
System, Arcing, Recharge 6+, Quick Action
Hostile characters in or directly above a Line 8 area of gravitic energy must pass a HULL save or be IMMOBILIZED until the end of their next turn (falling as normal) and be knocked PRONE.
Changing Newtonian Amplifier to Line 8 again, and rewording the immobilized + prone. Thoughts?
Thank you for this feedback! Gonna work through this a bit
Is the immobilized just for forcing them to land?
Forcing them to fall
Oh. So it could weaponize fall damage.
I was gonna say that if the main idea was to get them out of the sky, lifting "forced to land" verbiage from iskander would have a similar effect, but immob+prone is sufficiently nasty
So before it was a deterrent to try and prevent enemies getting close into it's lodestone radius. What is it's purpose now? A tool to prevent people from trying to move if they're trying to get close?
Disagree with that... Looking through rebakes atleast NPC immob tools are few and far between...
- Knight: Glad it was "reasonably durable", sounds like it's the most solid of the bunch right now
- Hatchet: Yeah I get that, the purpose of Pull the Snare was to give the Vet a different option. Honestly given how the Hatchet can get piled on with CC, it's a decent consolation prize when it can't safely engage+disengage. I also disagree that it always needs an optional weapon, but folks may just default to that. As for HP: IDK, why does Ronin have more HP than Bastion (the answer is the Bastion has Armor and better Resistance, on paper)
- Mesmserist: Glad it felt better. Pseudo puppetwatch is fine for now, intended. Ouch on Swallowtail.
- Prism: Noted on Shardsplitter. And yeah it's complicated, Athena infobomb probably hurt players. Gleam stopping an action for a turn for a Quick isn't bad in my book
- Occultist: Big fucking oof
Keepaway tool that also fucks with flyers, though I could see it being a Range + Blast instead maybe
Honestly this would look quite powerful as a FA ngl
It was a Full Action before and it fucked with Lodestone
Ooh yeah I see
I decided "fuck it, Recharge 6 Quick Action in a line"
I think I'm trying too hard to make it a Line, honestly
Ranged blast in Sensors is probably fine
I'm comparing it to other traits, like Cataphract rebakes Lance shot which is FA line 5, knockback 3. If collision Immob (Using rebakes as example because CRB condition application can be wack... Scourer or Cataphract Jam case and point)
Range 8 QA, IMMOB and Prone is quite tasty... If you fail that as a player you are in shit for atleast 2 rounds if no one assists with condition clear or you don't stabilise
Limited 1 Maybe?!?!?!?
Because it’s got relatively long range, especially compared to something like Drone Commander 3 which can only chain lines to Allies, and it’s a quick action, I’d probably say Recharge 6 is more befitting purely because it’s very easy to use and has no roll
Ya know I say this and immediately disagree with myself
Lmao
Blast 2 in range 8 would be my thought on Newtonian Amplifier
I swear I was thinking about it hard this time before posting, I was thinking before I spoke -_-
flavourwise its like, overclocking the gravity cannon
Also I got bored and made an enemy roster using PPG stuff and a a sitrep to support it
:>
Must be a Tuesday
is this for a playtest or are you just fuckign around
Probably
too late, increased recharge to 6
lol
because yeah I'm willing to reduce the frequency
yes, it just means only Vulture can recharge it
well this is just lim 1 with extra steps
or if something causes Recharge to reduce
Oh but foundry actually allows it lmao
Anyway that's me being silly in a tangent and not PPG related
Imma be real, Cross Classing always has the potential to explode in your face regardless how much you codify it, so I don’t think you can really playtest the Prototype’s Cross Classing Capabilities in a way that gives any new information apart from “yeah that was kinda swingy”
Legitimately the only feedback I'm taking on Prototype is its Novel Technology and optionals
Any reason for bumping the ghost HP? My exp so far has been “ghosts kinda deserve to eat shit” but that’s just me
crossclassing is a known voider of warranties
8/10/12 is still enough to make it easy to kill, but not trivial after a Ram/PuppetSystems
and if you overheat it then guess what, you'll probably still kill it
Oh that almost doubles it’s HP gosh damn
How come it’s HP scales? Even in the Kai rebake units like Hornets and Mirages have non-scaling HP and Ghost feels in line with them in terms of evasion
Lancer PPG playtest
<t:1768071600:F> or <t:1768158000:F>
PROFESSIONALLY HALF-BUILT
React ⚙️ if interested on Saturday
React 🐌 if interested on Sunday
4 Players, LL6. More info can be required if asked
@tame wharf
Ty
the Intangibility does a lot though, making it untargetable in a way that’s far more potent than the likes of invis or just keeping away
Fuckk I work then
(Again, at least in my experience)
well we're gonna see how it goes
Ghost is getting some meaningful changes and we're gonna find out if it's too rude afterwards
Literally that'd be two hours before my shift ends
Where we're going we don't need warranties
guess this ghost change also makes it not uh, instantly implode upon seeing a calendula?
Newtonian Amplifier
System, Arcing, Grenade, Limited 1, Quick Action
Hostile characters directly above a Blast 2 area in Range 8 of must pass a HULL save or be IMMOBILIZED until the end of their next turn and be knocked PRONE.
This is also why I buffed its HP yeah
Removed the clarity and gonna move it to a FAQ entry
Can I suggest an easy wording fix?
go for it
"... then be knocked PRONE"
that's what I had before and someone said that they thought the Prone happened after Immobilized cleared
Eh, Intangibility is so rare I’m of the opinion that it should just explode when it sees a Calendula, like how a Hecatonchieres can just melt a Specter. But that’s just me
or like how a Swallowtail melts literally everything 💀
Oh that’s an interesting and significant change. More Grenades and Limited Systems are fun though!
… although now I’m wondering what it would look like as a Mine since NPCs get rare access to Mines (spacer being the only source outside of seeders) but that’s just a completely different thing
@tame wharf updated dates (Realised there's no reason for me to pick one day over the other)
I'm not salty about hearing my defenders get completely dismantled earlier, no....
Heck yeah
I can do Saturday
Where's the LCP for the Valk reworked rules
Also what LL is this combat at
6
Overkill
Change Overkill to the following:
When rolling damage with this weapon, you may choose to roll with OVERKILL. If you do, you must reroll any damage dice that land on 1. Additional 1s continue to be rerolled. After damage is applied, the attacker takes equal to the number of dice rerolled.
I assume this is supposed to say Heat?
Yes I copy pasted too hard
Lmao
Chomolungma Frame
Change Wide Area Code Pulse so that only a single Invade option is chosen and then applied to all targets.
This is a very fair balance as someone whose played quite a lot of Cho
I believe it's more to speed up Cho turns
there's a lot of speeding up decision points in !V!
Don't worry I'll slow it down with my Overcharge spam Hydra build 😎
Have you read the !V! overcharge rules?
overcharge doesn't give you extra actions in !V!
Reckless Dive
Trait, Recharge 5+, Reaction
Trigger: A hostile character damages the Hatchet while one of its THROWN weapons is on the ground.
Effect: The Hatchet moves up to its SPEED directly towards one of its THROWN weapons. If the Hatchet ends its movement adjacent to its weapon, it retrieves the weapon, gains RESISTANCE to all damage from the triggering damage, and may SKIRMISH against the triggering character.
Reckless dive rework
I was gonna say "What's the counterplay" compared to before where the counterplay was not being next to a weapon... The counterplay slow them... Like barrel roll is worse lmao
The movement is also not safe
Ya
Should the trigger be:
A hostile character damages the Hatchet while one of its THROWN weapons is on the ground.
OR
A hostile character damages the Hatchet while one of its THROWN weapons is unretrieved.
Either work, second uses the same terminology as the thrown tag but IMO doesn't roll off the tongue as much
is the skirmish intended to be able to be with any weapon?
bc as written it can retrieve and then skirmish with another thing
Ravager Turret 
Valk going to rename an ability for the 7th time
Mirage rebake HP does scale, to be clear
You might be thinking of specters
Specters and Hornets are both units that, in terms of mechanical framework, are defined by enormously outsized "can't hit me" stats compared to basically everyone else, which is the reason I opted to preserve their non-scaling HP, a thing I generally don't try and do elsewhere
The Specter's evasion jumps by 4 points a tier, and the Hornet ends with Evasion 20, something I don't think any other NPC in the game has
To be clear, I think an argument could be made for raising specter HP across tiers and it it probably wouldn't really upset things that greatly, I simply elected not to do so because I felt it formed a distinctive facet for their identity in that regard
Yes any
Wait why
Meant it as a joke because rewording things keeps having to happen to make things do what they need to do
Ex. Reckless Dive allowing a Hatchet to reaction skirmish with Ravager Turret
Ah fuck
Well
This wouldn't be the only thing in PPG that allows a Reaction Skirmish
The Hatchet moves up to its SPEED directly towards one of its THROWN weapons. If the Hatchet ends its movement adjacent to its weapon, it gains RESISTANCE to the triggering damage, retrieves the weapon, and may SKIRMISH against the triggering character with that weapon.
there, fixed
Doubling Season and Rapid Refabrication are the last issues on the bug tracker
Doubling Season (Veteran)
Trait
REAP THE CHAFF may destroy two targets at a time. When the Occultist uses REAP THE CHAFF, it may deploy 1 FLOCK DRONE adjacent to itself as a free action for 1 Heat.
im wondering if this needs the heat cost tbh
i guess to parallel the heat cost for deploying the drones in the first place?
yes exactly
id want to see how this plays but i like it more conceptually already
it can do like. a Reap -> Darts loop every turn with this trait since it keeps making them
oh wait shit, i litearlly played against this guy. my gm brought out a Prisim and a Occultist for a sitrep she ran
yeah and it can do it consistently now instead of requiring it to kill 2 things
AGGRESSIVE REFABRICATION (ULTRA)
Trait
The Vulture may use “MAGPIE” SUBROUTINES as a full action. If it does, it gains the following option to destroy:
- A weapon or system equipped by an unwilling adjacent character; the character may attempt a HULL save to avoid this. On a successful save, the Vulture instead chooses a different option to destroy.
This is what I'm floating for the reworked Vulture Ultra trait
Oh that is terrifying
@muted blaze I'd love your eyes on this
OH GOD
i love this conceptually though
oh, on a success, after the vulture chooses something else, can you try resist it with a hull save again? or does that just happen
I'm referring to the Destroy options in Magpie subroutines
ooohhhhhh
im not sure is that an unclear wording or a "Cat cannot read again" moment
it's missing the bolding for the pseudo-keywords so that's not helping
Ok, so... Uuuh
What the fuck
That's kinda cool
AGGRESSIVE REFABRICATION (ULTRA)
Trait
The Vulture may use “MAGPIE” SUBROUTINES as a full action. If it does, it may choose the following option to destroy:
- A weapon or system equipped by an unwilling adjacent character, chosen by that character. The affected character may avoid this with a successful HULL save; if it does, the Vulture must instead choose one of the other options to destroy or lose this action.
A little nicer
"Who gets to choose what gets destroyed" is up in the air atm
The upgraded grapple
thats the one
It kind of puts the vibe of it into a much more aggressive controller esque style. Which is fine for an Ultra trait especially since ultra traits blur the lines of NPC classes anyway
imo it should be the vulture, as if you let the player decide its always going to feel less impactful imo
okay, I destroy your Terashima blade unless you pass this Hull Save:
like, a multi mounter is always getting rid of their worst weapon and never their useful ones
or "I destroy your Superheavy"
yeah superheavies are the one kind of concerning thing with weapon/system destruction
i cant remember the Armament Redundancy wording
should it work on this?
oh its specificslly structure damage for that one
so no.
The thing is
What if an ultra vulture goes into a combat against an already injured party
In a one shot shattering a weapon is more or less fine
But if you break an armament redundancy sure... That's not too impactful, but 1 Repcap is still 1 Repcap. They're still vulnerable to taking further structure and getting a system trauma
Okay I'm leaving it, as victim's choice then
I could add an extra 2 self heat on it too
like I did before
but the vulture chooses whether its weapons or systems right?
it does not
oh i see
strictly victim's choice
im not sure how to feel on that tbh
like, in my time i have seen a lot of "oh i have 1sp left over so im slapping EVA module onto there to absorb system trauma"
and id be afraid that sort of thing just completely nullifies this trait
worst case it's still 1 repcap getting eaten
i have had a horrible idea to just let it eat your repair cap directly but thats probably not a thing you want to play with haha
I'm not opposed to it but I like it attacking an item instead
i think i need to find an excuse to field this thing at some point bc i love the thematics of it
I am once again asking if I should remove the "Save vs." from "Save vs. Prone on collision" on Torrent
that's a decision I'll put off until next version
Newtonian amplifier
Change from Recharge 6+ to Limited 1 with Grenade tag. Add Arcing tag for ignoring line of sight. Change from Burst 2 to Line 8 area.
This says line 8 area, didn't you say range + blast earlier?
Good catch, changelog wrong
Wait Mach parry didn't apply before damage before?
oh wait
It always did, but it wasn’t clear to everyone
what does the grenade tag actually do on NPCs
It’s mostly descriptive here
ah i see
maybe theres some funny stuff to be done with an allied return to sender hatchet
Oh so you did go through with doomscroll as a check instead of save too
Yup
Anyway yeah lemme update my list
PPG optionals to test
Anchor
- [ ] Newtonian Amplifier
- [ ] Magnetic Reversal
Capacitor - [x]
Ghost - [ ] Superimpose Firmament
- [ ] String Theory Marionette
- [ ] Wavefunction Collapse
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Reckless Dive
- [ ] Return to Sender
- [ ] Hurricane of steel (ultra)
Kensei - [ ] Mortal draw (ultra)
Knight - [x]
Mesmerist - [x]
Napalm - [x]
Occultist - [ ] Doubling season (vet)
Prism - [x]
Torrent - [ ] Provisional “Prone without save on collision”
Vulture - [ ] Aggressive refabrication (ultra)
Zealot - [x]
Also: keep me posted on whether Hero’s Banner is more of a liability than an asset (like if it’s more likely to shred the NPCs than protect them)
uhhh, has it been renamed aggressive refabrication for the vulture or was that just a provisional name you sent earlier
Yes changed sec
also, was Martyrdom tested at some point? i cant remember if it was
It was yeah
ah sick
It’s easy to forget when it happens but it doesn’t break the bank
as for the prototype template im assuming its just about everything optional in it atp?
Ok, updated the NPCs in the list with the updates
As funny as it is, I think I should axe the barrel roll berserker
Fairwell barrel roll berserker, gone but not forgotten
If they fight a Hatchet with Return to Sender, it’ll be very funny
you'll never guess what my immediate next message was LMAO
I’ll reiterate that I think Newtonian Amplifier being a Mine could be interesting, however it’d also be a completely different thing
like grounding mine type thing? could be interesting
Like the same effect but it’s placed as a mine and is triggered as a mine kinda situation- with all of Anchor’s movement manipulation it’d give it both controller elements and area denial as a defender while also comboing with its base kit
However a Grenade gives a KISS (keeps it simple stupid)
Anyhow, any reason for the Paradox State buff? That took me a bit by surprise- it was a pretty potent effect even with the heat and 50:50, but the change does at least streamline running the effect a lot more
I've never taken it for this exact reason.
That being said, I've not taken it, so 
Feels like a build-around-me for an opfor where they won't get punished by being shredded or something along those lines
Hm. Which would be a more interesting NPC duo: Assassin and Kensei, or Hatchet and Ronin?
Because it’s easy to pop with a Lock On and has the possibility of doing the full nothing with a 50/50
Oh yeah, that is what happened in my playtest lol
Ultra vulture... Somewhat a middle ground between "you choose" and "it chooses"... What about if it was just a system trauma roll?
Devilish idea, force a structure check
Nvm because that could be used with default structure rolls
me when the ultra forces me to roll snake eyes and i fucking die
😈 just saw the new list of things to test and I went back too see what the new ultra vulture trait was
Hey aren’t Newtonian Amplifier and Null-Grav just inverses of each other now?
Yeah true
I’m okay with it
Split Tesseract into 2 pieces for NPCs
Is this a good evil emoji or a bad one
In any case unrelated: Feeling good about the FAQ entries I added
They’re all having to do with weird CRB rules interactions more so than my NPCs (except prism) and slightly condensed wording
Good evil emoji- very exciting to jumpscare my players with the new ultra vulture
HA Anchor: Newtonian Amplifier, Null-Grav Motivator
SSC Anchor: Omninet Grounding, Magnetic Reversal
(Reality Anchor isn’t specific to either)
Smth smth flavoring an IPS-N Anchor utilizing powerful docking clamp magnets
That’s pretty cool acttually
Mmm, need one more person for PPG Playtest
Ye
won't be able to make this one, unfortunately
barring an act of god i have my own lancer saturday
I have an irl thing, barring disaster
Found it with control F, anyway I'm signing up why not lol
Amazing 🫡
How long is it expected to be out of curiosity?
3-5 hours. Try keep it as fast as possible but you know how this stuff goes
I getcha lol
For the playtest ||I had a plan for a commander elite prototype support but realised it's budget isn't that far from an Ultra so I axed it for an Ultra vulture||
||Is supreme logistics too against the point on a Vulture???||
||It feels like it somewhat is||
||it's a legitimate choice, if you do it lemme know how it goes||
||self heat is still a limiter||
Yeah
||Also read the ultra feature and I'm so glad trash to treasure is ONLY on wrecks lmao||
Oh goodie! Spoiler tags I'm not allowed to click on for once!
Huh, how long has the Overcharge reset change been in place? Last I remember reading, it used to cost repairs to reset it during rests
still does?
1 repair to reset it
Oh I was reading the documentation and it says the counter just resets during a rest and full repair
PPG takes precedence
Ah okay, makes sense
Huh, I never noticed the Valk change to lesson of disbelief. Any reason why it was changed? I always thought it was decently potent on its own.
Really? How often do you see it?
You got me there
I didn't even notice it was buffed until I saw it in the LL9 playtest and went "sure why not"
Gorgon stays winning
But I haven't used it outside of the rebalance stuff since usually I'm reaching for OpCal or Autostab
Because I am compelled to choose violence
Kinda want eyes up on my lineup for the playtest I'm running
||Extraction:
- Using Valk movement rules
- Spawn about 15 tiles away from objective
- About 23 tiles from extraction
- Start with no hostiles on board
- All hostiles are prototypes
Initial wave:
1x "RECYCLING POINT" Ultra vulture
Vulture: Jumpstart
Prototype: Chain surge, bleeding edge
Ultra: Supreme logistics, Aggressive refabrication, HOR_OS v?? Puppet crasher
(Testing Aggressive refab, supreme logistics and jumpstart with powerful recharge abilities)
1x Knight
Prototype: Roko class NHP
Hornet: Lock/Hold Javelins
(Testing Roko)
1x Assailant hornet
Prototype: AUNTIE-Augmented Minigun
Cataphract: Point defence shield
(Budgetted as DPS, testing minigun on a fast frame. Should potentially remove impale systems)
1x Vet Assassin
Vet: Self repair, Veterancy +AGI
Prototype: Rebaked bioplating, Antigrav uppercut
(I want to uppercut someone, leap and stab them in the air)
Remaining reinforcements:
1x Napalm
Napalm: Firefly drone
Bombard: Flare drone
2x Ghost
Ghost: String theory marionette
Prototype: Doomscroll
(want to test it on the Ultra or hornet. Also test doomscroll whilst intangible)
2x Occultist
Occultist: Scapegoat
Rainmaker: Hound missile
(Speaking of a drone Heca in the party. Feels shitty but might change it to have one of the commandeer ones to see it actually in play)
1x Knight
1x Vet assassin + Hornet (Might Axe assassin or hornet if the first is too much of a pain in the arse)||
S H U T
OH that's a big blob lmao!
||I should axe a defender and replace it and only have one... Question is which||
||Ultra Vulture rolls off the tongue so well||
oh god ||Supreme Logistics Vulture||
that is high key scary
It is, but the testing must commence
The upside is that ||magpie still costs a quick and 2 heat ||
||So overuse it at your own risk||
Looking forward to hearing how the test goes!
||Vulture has what, 8 heatcap? not at the computer atm||
Also: repeating my take from GM corner: Dusk Wing would’ve been dope with swallowtail’s CP instead
Correct
so effectively it has 2-3 uses of ||Magpie before it has to stabilise, and thats not accounting for other heat gen like recharges or stray tech attacks, so honestly not as evil as i thought||
Cloudscout Tacsim Swarms
Active (1CP), Protocol
Gain a 6 Scout charges. For the rest of the scene, when an allied character consumes Lock On against a hostile character within your Sensors and line of sight, you may expend a Scout charge. If you do, the hostile character gains Lock On at the end of the current turn. This effect is not a reaction.
Idea for a substitute core power if I moved Swallowtail’s core to Dusk Wing
I can reduce it if it’s too much, my brain defaulted to d6
Like, my main concern is running out of things tobapply it to if you're throwing locks out so frequently
But it's function fits much better
But yeah I’ve seen “free lock on” in action and it’s strong
Core tacsim is fascinating but also antisynergistic with its own kit
Shame because I really like the narrative flavour of the core
Because reactions and invis and all that
But liked that's fluff text
Mmm,
I think I just hate standing still enough that I never was invis from swallowtail 
I mean, sure, same
But point stands
I just think Dusk Wing would just be more interesting with the mechanics of Tacsim as a CP, with a Mirage feel to it
Rather than the explosion map spam?
Yes, rather than the explosion map spam
And going mirage NPC style flavour rather than "actually is simulation"
I think if I had to keep hall of mirrors I’d make it like Manifest False Idols or something
It’s a neat effect on paper but in practice how often are you returning to where you already were in a sitrep
Maybe I’ve played too many escorts/gauntlets with Dusk Wing
Looks solid. Doesn't look busted, doesn't look bad
Control??? Holdout???
Solid is good
I think it'd either chew through all charges in a round or most in a combat
6 free lock ons is pretty sweet then
I think one of it's main potency can come from the ability to shred after not locking on for a turn
Athena
From any source rather than blast 2 (3?)
Fair
It’s funny because all the time I used Athena I never got someone to take Lock On from it
No lock onfor a round
Ally consumes lock on
Reapply
Apply shred
It either scares enemies like the plague or there's no one you can shred because everyone has lock on
Though maybe that was a combination of “fresh player” and “Interpoint”
Maybe I’m a bad tactician, but when it comes to sitreps with singular control zones the zone is often placed such that I need to choose between contesting the objective or not suffering the effects. The fact that the area is so big is a big deal tbh
Yeah it basically needs to be big in order to be threatening
I’ve been facing against an Athena for 3 missions, and the only sitreps I’ve been able to navigate around it are ones like Escort, with Control being a middle ground where only some enemies were affected rather than the entire OpFor
It's still so fucking useful if it doesn't apply lock on, because you're still winning because enemies aren't where they want to be
And scan
I think Athena's my favourite system in the game
An enemy doesn’t have to start or end their turn in the Athena, if it spawns on top of them it just scans them
Anyway, my brain is now going to Mesmerist-styled Dusk Wing alt frame
Oh that’d be cool
Honestly Dusk Wing’s kit is very Support/Defender-ish
Just go "fuck it alt frame" rather than rebalance base?
Or Conteoller defender, one of the two
Tbf rebalancing base is a kind of alt frame 
Also it’s not like Dusk Wing sucks as a base kit
And there’s plenty of room for an alt frame now that I hear you say it
IMO it’s 90% defender and controller and very little support. Like yeah it’s support but it’s “make buddy harder to hit” which has big overlap with Defender and Controller
Exactly, one of the two
Whilst it moonwalks in the air
It doesn’t, I just don’t like Hall of Mirrors from a tracking standpoint
If your dusk wing isn't doing regular running animations whilst it's airborne what are you doing
In my lexicon of roles, it’s indirect support in that it keeps your allies alive longer, and thus maintains their action uptime. But that’s very different from the force multiplication of Swallowtail or Kidd’s FABI
So because SSC has very little in the way of Defender frames not named White Witch I’m happy to put my thumb on the scales
!V! Adaptive Reactor requires you to pick two separate options, and you're not allowed to pick one option twice, correct?
Also, is the intent of Autonomous Coordination that it may trigger off of Full Tech -> Double Quick Tech so long as those tech actions only target allies?
actually rereading this i am curious, why the ||Napalm with two drones? that feels very tight on action econ||
||Throw them both out first round||
||2 QAs, 2 drones. If it deploys one it might as well deploy the other||
||MFing flare drone is range 25||
||LMAO what||
I don’t see why you can’t pick the same one twice tbh
Oh that's neat, good to know!
I think? Not Maria so not sure
Oh that's Maria's Core Bonus? Didn't know
There's literally no Full Tech that targets allies in 1st party so I'm assuming that's how it's supposed to work
I'm going to take the bold stance here, trying to not be as Hot Takey as I can while still delivering sincere opinions, and say: actually I think it might
I have spent a lot of time thinking about the Dusk Wing as a frame and as a license, and my ultimate conclusion is that I think the whole package is very incoherent
Yeah the Frame and License kinda have no direct synergy apart from good stats, that is true
Framewise, it's weighted almost entirely on the back of "has innate hover flight," and then the license is a collection of things which, in isolation might be good, but in the package sense offer no real synergy either together or even with the frame itself
