#Prototype Pattern Groups
1 messages · Page 26 of 1
Yup, that’s what the rule says
And yeah, sometimes folks think stress is a bit too expendable a resource IMO
I liked Maria’s take in that sometimes your damage gets halved if you’re not careful while overheating, I liked that it added an edge to just eating all your stress
When I moved away from the overheating tables and decided to go with Stormtalus’s approach, this just made sense
The nice thing about this rule though is that even though it leaves you vulnerable, it doesn’t cost you repairs beyond those for structure lost
Hmm, so this feels more fair to use in Campaigns as opposed to Oneshot Games.
Tbf I’ve mostly only tested this in oneshots, but yes there’s merits to it in campaigns
That is an interesting take on Stressing, not many players would agree on this take. But those would be because they use Stress as an expendable resource for their builds without regard for the possibility that they might Reactor Meltdown.
Yeah, I’m not really looking to entertain Stress abusers
If your table would riot then don’t use it
The change to make all Reactor Stress into 1 Universal Stress is incredibly novel though.
I can’t take full credit for it, I thank Stormtalus for the idea
But yeah this is a rule that all parties involved must agree to.
I'll use it in the future for my Front Mission Campaign.
That and validation from Salvage Union where there’s only 1 heat bar
Salvage Union is good shit
It’s partly why I changed Overcharge too
Literally has Push, which is “reroll the d20 in exchange for mech heat”
Gets riskier to do so as heat gets higher
Oh right, I forgot the alternate rule to Overcharge.
The Overcharge Die isn't changed, only the effect right?
Correct, and how you can reset it
Is there a difference?
Yeah, it decrements 1 step with a rest, or completely with 1 repair
Ahhhh, ok so you can use your Repairs still with your 'Stress' just not in the normal way.
That is VERY interesting actually.
Yup, and less costly
Can you do that midcombat or is that only for Rests between combat scenes?
During rests only
Ah ok, similar to Regaining Stress during Rests then.
Yeah, but only costs 1 repair instead of 2/stress
I see I see. Gotcha, thanks for the clarification.
My recent blogpost includes some supporting rules too that alleviate some of the pain that may be felt from the transition: https://trainlightning.com/overcharge-overhaul/
Overhauling Lancer's Overcharge mechanic to simplify player turns, improve action reliability, and spare GM patience.
Aid by Acatalepsy has potential for OCLooping, and there’s also an option for a player to force someone to reroll a save via Overcharge (I don’t like it diegetically, but it’s an option regardless)
The thing that folks really enjoy about overcharge rerolls, though, is the fact that you can retry a high-impact roll (like one with Loading, Heat Self, Nuclear Cavalier’s damage on the first attack, etc)
Superheavy users eat well
Superheavies have als- beat me to it haha
That sounds like its own, squad kits adjacent project
Yes, correct, that’s what it’s gonna be
But the scope is up in the air
I’m not adding these factions to PPG, lol, lmao
… even if it would be an excellent chance to put my NPCs in cool team comps 
I will peruse at a later time today, thanka. :3
I did do that yeah, to great (?) success.
Can't take full credit, but I was the one to play and refine the 0 engi displacer swallowtail into a build so good I'd take it into a campaign.
My take to alleviate some problems with oc without changing the "extra action economy" aspect, if players are too resistant to making it just a reroll, is going "fuck it, OC's not a free action anymore. Just one more quick." Enforces some action variety, and your support defenders are happy again.
Problem: Barrage Skirmish
Superheavies have what?
superheavies have felt quite good with OC reroll, is what I was going to say before valk said it before me
crack idea: make barrage and skirmish count as the same action for duplicate action purposes (??)
I'd call it great success too, it would be nuked really hard by shred but it was surprisingly effective when I did see it
Better idea: Restrict mounts to only attack 1/turn
“You can’t fire the HMG again, it’s already firing”
honestly? not a bad idea
Like hard limiting “a system or mount can only be used 1/turn” just makes sense to me
Yes I know technically skirmish and barrage don’t care about mounts, but maybe they should
Like honestly, if folks wanted to save the Extra Action-ness of Overcharge, that’s what I’d go for first
It still has the drawbacks of
- Heat to use
- Analysis paralysis
- “Eh, I’ll just shoot again” except shooting again is worse
But hey, OC Loopers keep their toy, if that’s valuable to folks
Maybe I’ll slap an addendum update to my blogpost
If I adopted this “mount used” language I’d probably also apply it to stuff that “prepares” your mounts like Heavy Gunner, Prepare, Monitor Module, and Scylla
Might be a bit much for most players. Be wary about this kind of change. It seems small, but it might lead into a domino effect.
I swear, anything that adds friction to the status quo may be “too much for most players”
I’m not concerned about “most players”, I’m concerned about “most GMs”
players will complain when you take away any of their toys :p
-or give GMs spicier toys.
There are times when I feel like a lot of player (as opposed to GM) feedback got incorporated into Lancer’s design, and now I either cope with it or tear it out best I can
And yeah you can give the GM spicier toys, sure, but that leans towards using Level Design to solve a Game Design problem
Sometimes that can work, but other times it’s kludgy
Like, I’m not gonna deploy the Seeking Deterrent NPC in every combat (or every other combat)
I’m not gonna deploy the Teleportation Deterrent NPC in every combat either
If I got to it before you, yeah that was what I was thinking. "No you can't lol"
And I as a GM am not gonna warp all my fights in response to the Smartgun Tokugawa, at least not in the way you’re thinking
And like yeah one might say “all you need is a light touch, the occasional deployment to deter abuse” but that doesn’t solve the baseline problem when I don’t use it. And folks can be greedy when it comes to their strats: “I’m gonna gamble on the GM not using this combo this mission”
And if I decide to arbitrarily throw rock mid mission in response to seeing my players throw scissors, they will have every right to call foul lol
Sorry, ranting
Point being
If there’s something I can tweak at the game design level to address GM pains system-wide, thus providing allowance for more varied combat situations, I will tweak it
I can (and should!) use it in tandem with some Level design options, but I cannot (and should not!) purely lean on Level design to solve all issues
There’s some nuance, lol
Blog I’m referencing for game vs level design: https://knightattheopera.blogspot.com/2021/05/game-design-vs-level-design.html
I think, unsure because I haven't played it. Lancer tactics basically only has barrages for Sheavies, and you can just skirmish multiple times a turn with locked to 1/weapon
Yeah Lancer Tactics made some adjustments to account for barrage being fucking complicated
Honestly, if Skirmish worked like Activate I’m sure that so many players would breathe a sigh of relief
Tap one mount for first skirmish, do whatever then tap another for second. Untap all mounts end of turn during cleanup. (Also could play nice with UNCLE’s rules)
For superheavy, you have to skirmish twice to tap both mounts (the heavy and the braced mount)
I’m honestly seriously wondering why the dupe action rule was added now
Like what triggered this
(also this is me being annoying but "braced mount" means nothing and doesn't exist. It's a comp/conism. Raw they just take "a heavy mount and another mount". Pedantics aside, your point still stands. Though I'd do "Sheavies take a full to tap" instead of "two QAs for Sheavies" to avoid damage/action stuff, or reactions shutting one off before you've started firing)
I’m fully aware, I was speaking colloquially
And sure makes sense
all good then
But yeah I’m hitting a point here where I’m realizing that there doesn’t seem to be an especially clear reason the dupe action rule was created other than preventing folks from shooting the HMG twice (disregarding extra actions for the moment)
Right right, systems and weapons are the big ones
Double boost though? Is that really a thing Tom was wringing his hands over?
Boost I think is another big contender... Ram and grapple... Not too bad if you could double up... And the rest are tech actions which aren't duplicate it feels
Ram and Grapple have about 5 different ways to accomplish them for free, I don’t think that’s much of a concern
Yeah
Full tech already lets you double up on lock on and bolster and invade, so it’s apparent those aren’t a concern either
(And scan of course)
But lock on move lock on... Not allowed
Like Boost is the one I’d be hesitant about, but like, it’s boost. What are you doing that requires both your quicks to boost
If the answer is “set up Blinkspace tunneler” aight that’s a known Blinkspace tunneler issue
But objectives don’t boost with you, you can’t boost while grappling unless you’re a Blackbeard
Like half the time when I run into the situation of “man I can’t double boost” it’s not in some whacky combo setup, it’s the situation where literally nothing else is in range and my only other recourse is Prepare
Also also: on the player side of things, Accelerate, Prospector, and Pankrati exist, lol
I think the main answer here is turn 1 moments where no one is in range to do anything
which is like, eh?
Exactly
i dont think it would be an issue
I'd say most double boost situations are a level design problem in fact.
If you feel like you need to double boost and you didn't bring it upon yourself deliberately (or it was inflicted on you), ie playing a Barb, going into a map corner for no reason etc. , the map is simply too big
I feel like I’m stumbling onto like, actual system refinements in these discussions lol
Like, sometimes when I make an optional rule, it just feels like a bandaid or an odd protrusion instead of something elegant
But “you can only use a mount 1/turn”… that’s in line with existing rules for the Activate action, and it opens up opportunity for removing the duplicate action rule (something I’ve always found difficult for folks to track)
If I can be honest idk if techs should even ignore the Dupe Action Restriction when full teching. As like. A tangential thing
@vagrant grotto whats the addon you use for All The Status's like Assasins mark and stuff?
Eh invades are basic enough
you can barrage with guns but not with hacking just pushes the game more towards guns and further from anything else
Uhhhhhhhhh I can send you the mod, I made it myself, but I won’t be able to until later, ping me tomorrow unless it’s urgent?
Not exactly what I meant tbh
With invade for example, I feel they could all be bespoke tech actions that fall under the “invade category”
it is not urgent but I will do so tomorrow
Okay you mean as if Invade wasn’t an action, Fragment Signal was an action
Stuff like “Double Lock On”, “Double FABI”, etc is the stuff I’m thinking “is this healthy for the system?”
Yes exactly
I’m okay with double tapping invades more than double tapping heavy mounts tbf
Though most of the use cases for Doubling Up on the same tech are for support actions rather than strictly using the same invade twice so it’s fine if that’s stronger, it was just something that crossed my mind
But you should already know I’m leaning towards “how do I remove the duplicate action limitation in an elegant way”
I guess you could do that, but I'm not quite sure what the major upside to it is outside of the currently existing framework beyond "this would let you do one invade, move, and then do another invade rather than having to Full Tech"
Yeah it was just something that I was curious about bringing up and examining- I honestly do not feel strongly on it
Heck after talking about it double teching is probably one of the more warranted action dupes that are allowed
Yeah
But yeah I’m still waiting to hear back from #homebrew-design what spurred the No Duplicate Action rule into being
Right now all I’ve got is the hunch it was over Skirmishing twice with a heavy specifically? I don’t know if moving between the mounts’ attacks was something Tom wanted to curtail too, or if he wanted to curtail effects that key off Skirmish or something
I want to understand why Tom built the fence so I can gauge whether I’m willing to fuck with it
Post-hoc realizations could be useful too, but I’m more interested in the initial cause
I think a lot of it probably was a mix of not wanting heavy weapon skirmish spam, not wanting stacking boost spam, and not wanting to have to evaluate every quick action system in the game to operate under freely double-tappable principles (triple tap counting overcharge)
Right right right, but in that case why not go the Activate route
“You can only activate this system 1/turn” but for mounts
I’ve noted upthread that Boost spam could be a concern, though I’m not sure how impactful it would be unless Blinkspace Tunneler is in play
treating everything as a card you tap once and then have to untap could maybe work but I think it would require a lot of refiguring because not every mech has equal numbers of mounts to play with and nobody starts with any other invade option except the single one and so tbh I think you'd end up carving out just as many exceptions to things, especially in a framework where overcharge isn't letting you get extra actions
also "no duplicate actions" in terms of "why is this here?" is also a question that can be answered on the NPC side of things
Yeah I don’t know, part of these thoughts came from “what if I kept core book overcharge but it adhered to the duplicate action rule” and spiraled from there
that is to say, that it's (imo) pretty valuable to top-down state that NPCs can't double tap stuff just as a general rule
Right right right, but again, if each weapon and system is limited to 1/turn
Then that solves a lot of the trouble
Maybe an exception would need carved for quick techs, but there’s already one carved out for them in vanilla so
I think broadly, and I apologize if this has been addressed upchannel, I'm just not quite sure what this is actually meant to address, because it kind of just feels like "no duplicate actions" but with more steps
I think that "extra action overcharge but still can't dupe actions" on its own is probably a fine enough change to mess with
it's basically a pocket asura
Busy for dinner but will get back
The thing is player and NPC design is already asymmetrical as is- especially on the tech side where the lack of Full Tech means NPCs don’t have access to that kinda dupe action workaround as is- to where I think you could just bespokely state “NPCs can’t repeat actions in one turn” and have that be the end of it. Or simply extend the “no double tapping mounts or systems” rule to traits too.
From what I gleaned, it reads to me as more of a rules streamlining than anything.
And the “no dupe overcharge” thing isn’t really the idea, but rather “1 mount attack per turn”, which means regardless of how many actions you have and whether or not you can dupe them, you can’t attack with a mount more than 1/turn ever being implemented, regardless of if it’s via overcharge or anything else.
I think with that idea you absolutely could Barrage-Skirmish in the same turn and that’d be intentional. They’d just all have to be unique weapons however.
That’s how I’m reading it at least
So it does a few things:
- it changes what gets tracked. Instead of checking off an abstract action, you can track it right on your character sheet. I have players who would benefit from that
- It allows for putting movement between the “skirmishes” and “quick techs”
- It starts opening design space for Vanilla Overcharge and Initiative to yes allow an extra action but no not allow “I Shoot My HMG Again”. Which you do note about a take on Overcharge that obeys duplicate action restrictions
Something that slipped my mind till now.
Is it legal to, with a Kensei who started a turn with their sword sheathed-
Declare a barrage.
Striking first with charged profile, then with uncharged profile
Or is the Kinetic saber supposed to be treated as just 1 weapon, regardless of which mode you fired it, and hence invalid for a barrage with only itself.
Think of it like attacking with, say, Retort Loop
If you fire it at a higher level profile, it’s not suddenly a different weapon, so you can’t attack with it again
Different weapon profiles don’t count as different weapons
playing around with a funky prototype ultra idea:
Ultra [k] Prototype Cataphract [k]
Replace Ram Cannon with Thunder Lance
Replace PD Shield with SSC Total Suite
Full Throttle
Overclocked
Evasive
Argus Armour
Hyperdense Blade
basically a straight killer that is also steadily heating itself to death.
Yeah it's only 1 weapon
It’s 1 weapon, I only make it two in the lcp since NPC weapons don’t support profiles yet
Hell yeah
Minor grammatical error:
Should be
Use with the "No Split Moves" with optional rule.
Thank you
Hi, I'm currenty considering removing the "no repeat action" and "overcharge overhaul" rule for my table + changing skirmish/barrage rule as follow:
Skirmish
When you SKIRMISH, choose 1 mount or 1 non-SUPERHEAVY core-integrated weapon to attack with, if the mount has 2 weapons, the second attack doesn't deal bonus damage.
Barrage
When you BARRAGE, SKIRMISH twice or make 1 attack with a SUPERHEAVY weapon.```
Is there some oversight that i miss or something I should be wary about?
(I saw this was a discussed topic here, hope this isn't too oot)
as long as you do the proper fix to skirmisher 2
also only works if you implement the 1/turn weapons but I figured that was implied
Something I thought about for No Repeat Actions is that granted actions like from Talents may be issues when duplicated
If you wanna go for it anyway then have at it
The duplicate action stuff probably won’t make it into PPG but it was fascinating to think about
aye, much appreciated for the *quick respond to you 2 🙌
- Using Supersonic multiple times seems pointless yet fine I guess?
- Hacker gives you tech actions so it’s no different than an invasion suite
- Covering Fire could be rough but you’re halving your damage and could always just be attacked by the target to end the effect I suppose
- I see no issues with Jackhammer
- Bentham/Focault still requires the Lock On trigger and consumption so that’s still effectively 1/round
- Home In The Void being used twice comes at a cost
- Create Entrance is still 1/round even at rank 3 so no entrance spam
- If you wanna spam Memetic Spark be my guest but there’s a reason it’s on average worse than a normal attack despite auto-hitting. Transmuting Spark only triggers off of one of those anyway.
Covering fire would like establish a “state” if anything
If there was a slight patch to accommodate, it may be that, or marking the heavy weapon as “used”
There’s also the question of frame trait-granted quick actions (if any; Kobold has one)
Oh I mean for red box stuff
I assume that if it’s actually tagged “quick action” it’s keying off the Activate action
Oh I forgor Sculptor of Fate doesn’t require a quick action
And Execrate is explicitly 1/round
I’m 70% sure all the Quicks granted by frames are some form of 1/round because even without Dupe Action overcharge was always breathing down their necks… come to think of it you already can use heavy Gunner 2/turn in core rules. I should ask about that that doesn’t sound right
Oh hey that’s neat, yeah ask #rules-questions that and lemme know the results
But yeah 1 benefit of The Looming Specter of Overcharge for these rules is that all quick actions have envisioned a world without dupe action restriction in their design
This was the quote I got, and yeah I just reread and missed that Heavy Gunner has that text
That’s what I figured, nice
So yeah so long as you changed the text behind skirmish, barrage, and activate (and also attacks in general cause reactions) you literally do not have to make any other changes to removing dupe action restriction
Well, some Skirmisher 2 cases exist
How so? It was brought up earlier but I didn’t really get it
Lockbreaker means you could Skirmish 2 times with different mounts and trigger the Step each time
Basically stuff that keys off Skirmish without a 1/round or turn limit
… how did I only now notice Skirm 2 wasn’t 1/round?
Like Kai is right that there’s gonna be some red ink spilled in unexpected places (I would be a fool to think otherwise)
Scratch that, when on earth did I hallucinate that it was?
Talents exclusively exist to frustrate my hacks lol
When I was running builds with Skirm 2 I was always taking note of “oh I used Skirm 2 on my skirmish so it’s unavailable for my Overwatch” and for some reason that just passed under everyone’s radars lmao
K I L L I TTTTT....
So true bestie
Thinking about the 1/turn Flourish tag in PF2e and how there’s a feat/action called Skirmishing Strike that locks you into a Skirmish + Step but doesn’t augment skirmish itself so you can’t use it with Reactive Strike
PF2E has a lot of “wrapper actions” like that
Anyway
Apropos of nothing: I should add a “get out of dodge” modification to Fortify
Would you make invade options 1/turn too?
Probably not?
So I could, BCL, move BCL
If anything id make individual quick action systems like Tracking Bug follow Activate’s rules
Yeah
You could always just make Barrage not count as a Skirmish
Basically if the action being used comes directly from a system, it’s 1/turn
Since Skirmisher specifically refers to Skirmishing, among a series of other effects
… wait
What I just said was stupid
I mean in this hypothetical situation I’m removing barrage here for most cases
Besides Superheavies
Gone is the situation of of awkwardly needing to hit one tech attack and only 1 but there's a chance to miss so you can just quick tech twice if you miss rather than awkwardly full tech and miss the first
Yeah for some reason I was instinctually factoring in “oh yeah dupe action restriction”
Yeah
I don’t know if I’ll ever incorporate this into my regular games but it’s interesting to think about
Valks actionless hack
Remove actions, just say "yeah I wanna shoot em" and roll dice ig... The FIST method of playing
the "oops! all protocols" action economy
"everything is a controller or a power at a cost"
I would but I think every single one of my PPG playtests has had a knight in it so far
The next night I have penned in is gonna drop in like... A year from now.
I could probably get one in sooner
Next week is my howler test. I could do something with a knight the week after.
I haven’t used a Knight yet but I guarantee the next combat I run will have a Knight in it
Should be an interesting test of the transport sitrep
Burning Guilt: Ultra Brisk Anomaly Pyro
Heat Haze: Commander Mirage
Fuel for the Fire: Elite Prototype Berserker
Wood for the Furnace: Industrial Berserker
Fireman 1/2: Napalm(s)
Refulgent Purifier: Veteran Zealot
Emberflame: Formation Hive
Bookburner: Horror MBT
Not sure if 3 modifications to transport is too many.
PCs escort 1 objective from the start, and have to pick up another halfway through the map
I'm doing something potentially ill-advised
I'm starting to fuck around with Affinity Publisher 2 and making the feature boxes I've been wanting to make for years
I'm not gonna update PPG to use this, to be clear (I have abused the space available in the text boxes far too much) but I'm thinking I'll get something together for personal use
once it's in a good spot I'll maybe release it as a standalone product
but yeah I've figured out how to make the little Protocol corner thing and how to do the dog-ears and how to resize the stuff so it's not dumb to put together
so the stuff doesn't warp or stretch or flatten or what have you
already made a color swatch using the palette data I previously collected
Wanna pop in and say that the PPG enemies are awesome. Added them to my repertoire a while ago but finally got to use them today - My players are veterans and familiar with most NPCs. They had to fight Aunic Ofanim today and the PPG enemies were an excellent curveball
Glad that they’re a hit!
Veteran Players: "I know the NPCs like the back of my hand!"
PPG appears.
Veteran Players: "What the hell is that?"
drops an anomaly boombox on the table
My players:
(I've not done this yet but soon maybe)
Yeah they were horrified
The narrative leading up to that point was pretty spooky too
NO FEAR
Ultra ??? Deploys
ONE FEAR
I reveal the Ultra part at least
is that as intended or GM discretion?
if that's intended then i ran "oops all anomalies" a bit wrong
that's fair, though the multiple activations would give it away as not a grunt on VTT at least
Yeah
or ig foundry, idk how witchdice is
Structure is generally revealed too
tru
But that’s not RAW
On the one hand I get that, on the other hand you can clearly see it has 4 structure nevermind my eyes glazed over that
That’s enough discord for today
Weird, could have sworn it was RAW
welp- guess I'm doing another skirmish oneshot tonight lol- time for more testing lmao
It’s not, it’s just kinda assumed since you can always see templates, and templates are fairly constant
Weird. It always felt like being able to see extra Structures and Stress was RAW.
So for it to actually not be RAW feels wrong ya know?
suddenly realizing i can use an anomaly for IGF's ??? encounter 
Setting a reminder for myself in an hour or two
unzip this and put the folder in your Foundry Data/modules folder
for everyone else, I updated it today with Feral Howl and Viral Bite
i dont think it worked
What it do?
they were where recaste pointed them out to be
reload the page, they should populate automagically?
token action hud can block automatic population if customisation is enabled iirc
right click a token to see the other status menu
I just see the default ones
other workaround, right click the compendium and import all
this slaps a copy of the compendium content in your items tab
I recommend Quick Status Select or Quick Insert
Manifest URL for Quick Status Select: https://github.com/tw-blob/qss/releases/download/2.1.0/module.json
thats the module.json file
that's what manifest url's are
https://github.com/tw-blob/qss/releases/download/2.0.1/module.json
mb, wrong version
1000 years solo jungle leauge of legends
I've already done my time
do you consider adding a smol aided condition?
oh this is enormous thank you, i was manually making them each time
worst case, you can always roll your own
like literally you can overwrite that mod by unlocking it and adding more stuff to it
better to import them and add to them in the items tab if you're adding to them at all
if there's another version installed over it, the custom added items in the compendium would be removed
So what does this do?
it adds custom conditions+statuses+effects
if you need COMPELLED DUEL it has it
I think I've also got Kai's rebakes covered in there
a few of the rebake markers, yeah
i cant believe valk didnt spend time getting every possible unique effect in every homebrew in lancer smh my head my head
are you offering me to pay me to do it lol
if i have the disposable income again maybe lmao
I'm not gonna do it but if I did I would require compensation lol
damn, fair
I honest to god wish there was a module that allows sorting of the quick status select menu.
tbh the hard part is getting silly icons for all the assorted status effects
for me at least
but also I ain't doin' any of that funky macro timing status tracking stuff.
I just need a glossy png that I can slam onto a weird icon which gets shoved in the status compendium and that's that
I mean, you could go with different colored versions of the already existing status icons?
It's what I have been doing.
I'd like to figure out how to have status/condi macros apply to sprite effects someday so I can have prone tip sprites over and play metal pipe dot wav but I'm lazy and use foundry like a cro-magnon
Lancerqol lets you assign macros to have sounds and effects on effect applying and removing
It comes prepacked with a few examples, but I can help out if needed/wanted
If you have a macro called [CONDITION].apply and .remove lancerQOL will run that macro when that condition is applied or removed
I use Al's one and its great, I assume you could copy that with PPG conditions and it would work fine
LancerQOL works with custom conditions
Hello, I just wanted to say this is an absolute banger of a book and has really spiced up my tables without breaking the balance of the tables. The npcs just slot in perfectly and the templates have added a lot of flavour to encounters
Heaven knows no greater demon than a Brigand Berserker
Thank you!! Glad that PPG has been a hit, it brings me joy to hear my stuff has found a home at your table
The bookbox was honestly just the thing I needed for a music based boss and for a faction of theatre kids
Just wanted to say i took a mortal draw ultra Kensei for a spin last night and it was a huge hit with the players, looking forward to trying out the rest of the ppg roster!
Hell yeah! Glad it turned out well. How was the cone + “cut down terrain” effect from a GM perspective?
Mortal draw was a lot of fun, it really got their attention on the first swing and after that the party was completely focused on making sure he never got one off again
From a gm side they frankly ruined my day, but even with that it still felt really fun in play because they ruined my day as a product of investing all their effort in countering this guy and so he remained a very active looming threat even if he didn't really get a lot of damage off in practice
(I also honestly knew this was a risk going in, putting an ultra kensei as the centerpiece in a "your only objective is to kill this guy" sitrep, which i understand does not exactly play to its strengths)
The cone felt fair, it was a lot of damage in a wide area but it was telegraphed fairly and had a lot of opportunities to interrupt the combo
Terrain damage didn't come up in practice just cause of where the guy ended up so I can't say a ton about that, I definitely see the vision and i like it but i can't offer much more than whiteroom "looks neat"
Got it, wanted to check in case it was a hassle to track, or worth the trouble
ah ok, yeah from that front I did ignore it blowing away a bunch of irrelevant terrain on the far side of the map cause it didn't feel worth the time to deal with, if it had been actively chewing through cover the pcs relied on i definitely would have tried to track it
If that's helpful at all
That’s valid, thank you! Ultimately glad you enjoyed it GM side
Yeah the only thing I can with running Kensi is that if my players see one on the board it gets targeted fast. Maybe allow them to come in with the sheath active at a heat cost?
timing was never a problem, for me at least, with all the extra activations, it was just that my pcs immediately identified heat cap and positioning as a weakness, focused down the ultra kensei's mirage buddy, and spent the rest of the sitrep dumping frag sigs on him so he had to constantly burn turns stabilizing or risk stress and never got an attack off without impair
which was exactly playing into the kensei's weaknesses, so its not anything i'd call a fault of the npc, they saw a boss's weak spot and dismantled it
no problem, thanks for putting all the work in to make all these cool new npcs!
Oh, question for you by the way: As a GM, how do the base features of Brigand feel to you? (Jury Rigged and Dirty Fighting)
I'm honestly a bit intimidated by them lol
They seem too cruel to use on players
Jury Rigged is a downside trait tho
I think that AlmightyZote meant Brigands in general, like their optionals
Ah okay
Concept: changing the Vulture's Dandelion Phosphorus Cannon into a shortish-range rocket launcher
keep the same effects
so still LOS Blocking but in a blast instead of a cone?
yup
I've got a lot of weapons in Lines, Cones, and Bursts (sometimes several at once) but not a lot of Blasts
Vulture wants to be a midliner more than a frontliner anyway
it definitely sounds a lot better for screwing with LOS of enemies while avoiding allies than the dandelion
like range 8? 10? idk
I feel like it should be blast 2 but idk if thats too strong
its a very nice area of denial
blast 2 is 19 spaces on Hex, Cone 5 is 15 spaces
I think Blast 2 is fine
differentiates it from Ace a little bit more
It’s still loading ultimately
yup, that's not changing
the actual sizes of Blasts always surprise me
Plus last time I ran a vulture it did get caught in its own smoke. That wasn’t a bad or good thing it was just sorta a thing
I can sorta vibe with mini-daisy-cutter but I think I may be feeling this rocket launcher style more
I like it more for lingering areas
Vibes wise I’m liking it more
Wasn’t personally sure why Vulture had a Mini Daisy Cutter in the first place anyhow
felt right at the time
Jury Rigged has so much flavour but is only a downside, maybe give it a payoff of some sort.
Dirty Fighting is great. I based a whole pirate faction around prone synergy
I’m okay with minor pure downside traits, to be clear, but I also have been taking a hard look at Jury Rigged lately
Honestly I feel as how I've played them a cone shotgun helps them a lot since they need to get into the thick of combat to benefit the team.
I think maybe having it be systems works because honestly a brigade priest or witch needs that challenge
I had it be a single HASE type at one point (Hull, I think?) but based on feedback I changed it to anti-veterancy
@vagrant grotto what still needs testing? Do you have that big checklist on hand?
And yeah a range 8 blast 2 launcher version would basically be a buff
Lemme run down the list and get back to you
Yeah hit me with it too
PPG optionals to test
Anchor
- [x]
Boombox - [ ] Base kit
- [ ] Multiples
- [ ] Elite
- [ ] Ultra
- [ ] All optionals
Capacitor - [x]
Ghost - [ ] String Theory Marionette
- [ ] Wavefunction Collapse
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Return to Sender (more)
- [ ] Hurricane of steel (ultra)
Howler - [ ] Base kit
- [ ] Multiples
- [ ] Elite
- [ ] Ultra
- [ ] All optionals
Kensei - [x]
Knight - [x]
Mesmerist - [x]
Napalm - [x]
Occultist - [ ] Lead Astray
Prism - [x]
Torrent - [ ] Provisional “Prone without save on collision”
- [ ] Crashing Tsunami (more)
Vulture - [ ] Provisional Range 8 Blast 2 Dandelion
- [ ] Aggressive refabrication (ultra)
Zealot - [x]
Anomaly
- [ ] Anything but lemme know if issues sticks out like a sore thumb
Brigand
- [ ] Surgekiller
- [ ] Shredding Claws
Formation
- [ ] Anything at all
Prototype
- [ ] Anything but lemme know if issues sticks out like a sore thumb
I’ll take feedback on anything, tbf, but these are the current holes
Honestly Anomaly is my all time favourite template because it does have narrative interactions
I use those freaks for story time
I wanted to find some decent designs for attacking every part of the character sheet with Anomalies
Glad you’re enjoying them for that reason haha
Yeah it's really helped elevate my arcane KTB girlies
A whole house of moments Anomaly list
Oh also with I forgot the name off my top my head but the brigade license revoker
I actually had my player call up HA Customer Services
Every failed roll was moving a space forward in the queue
The payoff is dirty fighting
Nothing on Boombox and the other new one?
My guess there is “anything on Boombox and Howler at all please”
My problem with Boombox is that I could justify any faction using it, which makes it hard to narrow down which factions should use it
Fuck missed them
Yes those please
Updated
Imma add some sitreps to that too
It’s time to make a proper pinned post
would appreciate this
Hell yeah
Might have a couple combats of data on the Howler if Tuesday's session happens. Also on your modular sitreps as well
Hell yeah looking forward to hearing the results!
Hey Valk, your Sitreps tend to say “partial victory or defeat (depending on PC score)” somewhat frequently. When you say “depending on,” do you mean “you the GM fill in the blanks” or is there a specific amount you have in mind?
When I say "depending on PC score" I literally mean it depends on the score the PCs achieved/clock progressed. Is there a particular sitrep that's confusing you or?
like it's covered under Partial Victory in every case
I keep missing things when trying to read I swear I’m double checking before I ask these questions T-T
(Btw Valk your sitreps seem really good for Attrition Missions and the Mission I’m about to run is going to be super attrition heavy so they’re gonna see a lotta use!)
(It’ll also be a mission where time is sorta of the essence, so if the PCs only partially succeed and decide to extract early there will be distinct rewards there, at the cost of their precious opposition being not quite done yet)
(Or other stuff- context dependent)
Hm. I doubt it’s ever come up but I was curious to ask- has there ever been feedback on the Mesmerist’s evasion + e-def being “too low for a dodge tank”? I’m personally curious about the process that led to the numbers being what they are now since they’re good and decently high, but they don’t reach the same heights similarly evasive NPCs reach, which I find interesting
Not saying they should be changed I’m just curious
The most I’ve heard is “if they get hit they’re in trouble” which is business as usual for Dodge tanks
I don’t want them to be Hornet-tier evasion tbf
Makes perfect sense, I wouldn’t want them there either. Hornet tier evasion is their own thing. I did find it notable they didn’t have scout tier evasion tho (maybe not even specter tier but I don’t recall that scaling off the top of my head) but that’s just me
Again this is more just my own curiosity, seems like the evasion it does have works like a charm
I could see an argument for 11/13/15
“Is this more or less nimble than an operator”
It definitely goes into the fray heavily and is, well, a dodge tank, so I was just expecting a little more despite it already having Mirror Image
Its edef should always be higher than its evasion imo
Would this be something to keep an eye on or is the current number set in stone?
Imma run a lotta Mesmerists soon >:)
And the my striker + artillery is a Pegasus Alt (functionally not too different from a regular Pegasus) and a Brawler Zheng, so I’ll be seeing a lot of both dumb and smart weapons being thrown at it
knight got an hp bump and mild evasion scaling recently
I will be fielding a lot of PPG defenders tbh
lol Pegasus would fuck up a Mesmerist
Only if he spares actions on Eye of Horus
Like I plan on fielding Ghosts, Knights, and Mesmerists with regularity this arc
It’s a 3rd party alt so no Ushabti
Instead it gets the ability to rotate out mounts, so basically he can choose a gradient of Autoguns to have equipped at the cost of almost all his SP
Stellar Codex Unicorn- is pretty cool
Great I’m looking for feedback on all of these now
It’s a really good coincidence my players picked this mission otherwise this never would’ve happened lmao
Oh, @ashen crown by the way I’m revising my metric
For defenders, if you can track Actions To Kill, that would be best
I.E. Every action that gets used against a defender
Measured in quick actions
Free actions don’t count much here in this case
Gotcha
It’ll probably come up lol
Defenders want to eat opponent’s damage and action economy more than other enemies
I don’t know if you’ll track this for EVERYONE but like, it’ll be helpful for figuring out action distribution
Simply knowing round count + # of players will establish how many actions were in the pool to begin with
Ghosts I probably won’t track it for because, well… I mean the Actions to Kill for them is low but also not the point. Knights and Mesmerists I’ll note however
Tracking actions eaten by the ghost is useful
If paradox state eats a quick, that’s valid and should credit to the ghost
Good point- I just didn’t really consider that equal to “actions to kill”
Actions actively denied or harried are essential to track for non-DPS yeah, they’re just harder to do so than damage
I’m also actively searching for and finding excuses to slot Torrents into this module roster, so that’ll be fun :D
Lemme know if you try the provisional change
What’s the provisional change? I must’ve missed it
Undertow prones on collision without a save
Question about this because I'm not stealing the format is the rows being coloured based on the test an automated thing or manually done?
I use conditional formatting rules
Open up the conditional formatting menu and you’ll see my setup
This is a new term I haven't heard of that I will research
I don't think I have permission to view it on your sheets
Alas, I can figure it out
Also also that was just my testing tracker, not my bug tracker.
My bug tracker is from Pesto’s Guide to Testing
Well I added it to my bug tracker 😛
And I went "huh, the test tracker is very helpful" and made my own
Got it, I’m just saying my bug tracker also has it
In case you wanted a reference for how to build yours out
I already am using Pestos
Nice- I am confusion then
Because Pesto’s has it preconfigured on the bug tracker…
Based on the issue’s status (open, fixed, etc)
Whatever, doesn’t matter
Glad it helped!
I read Pestos guide, basically copied the bug tracker. But the test tracker I made was a different format to yours and I realised yours was a good format so then ended up making my own
If you got your test tracker from Pestos guide then I guess I just built mine wrong initially
I made my test tracker by hand yesterday
Ok sick
I’m gonna add one more sitrep I think: “Vanquish”
"Modular ""kill this thing"" objective. Can be one or several. Can be combined with a second objective"
Then maybe have the spare page demonstrate some combination objectives
Partly inspired by warframe’s Capture or Assassinate missions, and Dogwater gulch’s “capture this kaiju” fight: https://gordianblade.itch.io/the-demon-of-dogwater-gulch
Maybe add a morale score tracker that decreases when NPCs face setbacks?
Point being: I wanna make an objective for killing a target, as a “sometimes food”, and showing how it can be incorporated with other objectives to remain interesting and dynamic
“You killed the guy but he’s in the ass end of nowhere and it’s harder to drag the corpse around than it is to grapple them”
inflatable mech expands to size 3 after being wrecked
This is good btw, make them drag Hector's corpse around the city walls type shit
It was Paris right ? no it isn't found it it was Hector
Handling slows you, grapple does not
Grapple restricts boost anyways, so unless you're a blackbeard it's not so big of a difference
Villainous idea: pair Demolisher with Metafold Riposte Mesmerist
Or Goliath- a Goliath would probably be better
There is too much non-boost movement in this game for me to discount it
Use Grapple + Skirmisher 2 to walk someone over
Right. Forgot you're not taking yours or Al's talent rework in all this
Still, I very much do enjoy the thought of having an option for Vanquish be "when you kill the guy it becomes a Transport Objective"
Yup yup
Dogwater Gulch has a neutral monstrosity kaiju that both the PCs and opfor want to catch, so once it’s downed it becomes a holdout zone
I can test alt pattern vulture today - I feel like the cone is awkward anyway tbh
(Very late on this but)
Would y’all say Barricades and Torrents fill similar niches as Controllers?
Asking because I’m making substitutions to a module and wanna check that this isn’t a stretch
Imo no. Barricade is “don’t come over here” torrent is “come along children”
Absolutely opposite
Barricade is rearguard coded
Ultimately they’re both movement controllers but they do it really differently
Torrent is Vanguard coded
Torrent is like, primary Vanguard secondary Controller tbh
Hm, so maybe that substitution wouldn’t be as clean as I thought. Then again the sitreps with Barricades are like. Controls and the like. So I almost feel Torrent would be more at home than Barricade. But maybe Barricade is there to make things easier?
Feedback welcomed on this! Looking forward to hearing from you
What’s the module
IGF act 2
some of the combats are unfinished so I’m filling in a lot of blanks myself
Still in roguelite hell so data will be funky but player builds are really shaping up and combats have felt fairly balanced so far
one of the optional ones is just gonna be completely built from scratch by me since it only exists in Discord Conversation thus far
It’s the || KTB|| chapter specifically
In any case, I’d sub an occultist for barricade on control
I kinda just accepted that’s not something my group in particular will be able to give firsthand feedback on unfortunately, partially because there’s so far not enough to work with RAW for me to have a good idea what’s intended, mostly because my group was dealing with the end of IGF going somewhat off the books mechanically and it’d feel weird to stop now
Tbh, if I can’t find an excuse to sub in any “Faction Coded NPCs” (which are also the ones I wanna focus on playtesting) I’m not gonna bother trying to slot them in
So for this arc I’m leaving pretty much the rest of PPG at the door for now, templates excepted
I like Rebake Barricades and I miss them
Aight well if you wanna run torrents then go for it, it’ll just be a very different experience and purpose than Barricade
It’s a distance away so I’ll have plenty of time to choose
Plus I’m gonna be using PPG sitrep rules for that combat most likely
And for the rest of them too most likely
Unfortunate, maybe sometime in the future then
Bastions can easily sub out for Knight for example (at least from my perspective), even if Knights prefer not being near allies while Bastions want nothing but that
@vagrant grotto is there a recommended amount of enemy structure/activations for a Transport?
Check the shared components on the first page of “modular sitreps”
It depends on how long you want it to go
Every objective has the same number of allotted enemies based on duration
So it’s not about “what is the enemy count for this objective” it’s “what is the enemy count for this target duration”
ive just had a really dumb idea
@vagrant grotto can Prototype take features from 'any' part of an NPC?
When choosing optional features, the Prototype
may choose from this template’s Optional
Features or features from any other NPC class
That's what that means I think, yup
It doesn't specify Optional features so I imagine anything
It does what it says it does, yes
this is Valk's way of telling you to void your warranty /j
go, put Siege Armour on things that should never have it
What’s the idea?
Ghastly Vigor onto a Boombox
i mean it dosent need to be wacky wohoo crazy, but also i think i undersold it
Payday be almost here.
I'mma bout to yoink the PPG like I'm the yoinkman from Florida.
Initial Deployment
- Prototype Elite Commander Boombox (Bust A Move, Powerchord, Soundbarrier, Ghost [PPG] Ghastly Vigor, Press On!) - Two Structure, Two Activations
- Prototype Veteran Witch [K] (ICE Cracker, Infoscramble Cloak, Pain Transference, Xnopyt Potato) - Two Structure, One Activation
- Berserker [K] (Harpoon Cannon, Overdrive Servos) - One Structure, One Activation
- Sniper [K] (Moving Target, Sharpshooter) - One Structure, One Activation
- Rainmaker [K] (Seeker Volley, Suppression Salvo) - One Structure, One Activation
Reserves:
- Berserker [K] (Harpoon Cannon, Overdrive Servos) - One Structure, One Activation
- Rainmaker [K] (Seeker Volley, Suppression Salvo) - One Structure, One Activation
- Sniper [K] (Moving Target, Sharpshooter) - One Structure, One Activation
the Gang
@vagrant grotto how do you have where Scanning an enemy in Foundry also just lets you look at its sheet/token?
If you open the macro, at the top there should be a section that says "actorPermissionLevel"
You want to change that bit to CONST.DOCUMENT_OWNERSHIP_LEVELS.OBSERVER
👍
This is basically saying that if you scan the target, everyone becomes an observer
YOU CAN JUST DO THAT!?
yeah
needs a GM to do the scans though
players don't have permissions to change permissions (obviously)
I’ve been manually changing permissions this whole time lmao
tbf the scan macro isn't exactly explained, more like dropped into the laps of anyone who boots up the foundry system
a boombox test has been penned in alongside the howler now
literally all of its stuff needs to be tested okay cool aaaaaaaaaah
reverb feedback or power chord
I can't decide
# House Rules In Play:
- Structure and Stress Changes
- Overkill Toggle
- Drone Standard Move
- Aid Quick Action
- Object Handling Rules (Ignored, see below)
- “As a protocol or quick action, a character may start to handle an adjacent object or willing character by lifting or dragging them. A character may choose to stop handling an object as a free action.”
“If a character starts to handle an object handled by a hostile character, the object does not move until it is only handled by characters allied with each other. If a character handling an object is involuntarily moved such that they are no longer adjacent to the object, they cease to handle the object. As a protocol or quick action, a handler may roll a single HULL check. All hostile handlers must succeed on a contested HULL check or cease to handle the object.”
- 1/Scene Brace (Used, is fine)
# Budget:
Budget: 2-3 Normal NPCs per PC, with 6 Activations/Round
4 PCs.
11 TOTAL NPCS.
-3 For Elite Boombox
-2 For Prototype Veteran Witch
-2 For 2x Berserkers
-2 for 2x Rainmakers
-2 for 2x Sniper
-1 for Mirage
# OPFOR:
## Initial Deployment
- Prototype Elite Commander Boombox (Bust A Move, Powerchord, Soundbarrier, Ghost [PPG] Ghastly Vigor, Press On!) - Two Structure, Two Activations
- Prototype Veteran Witch [K] (ICE Cracker, Infoscramble Cloak, Pain Transference, Xnopyt Potato) - Two Structure, One Activation
- Berserker [K] (Harpoon Cannon, Overdrive Servos)
- Sniper [K] (Moving Target, Sharpshooter)
- Rainmaker [K] (Seeker Volley, Suppression Salvo)
## Reserves:
- Berserker [K] (Harpoon Cannon, Overdrive Servos)
- Rainmaker [K] (Seeker Volley, Suppression Salvo)
- Sniper [K] (Moving Target, Sharpshooter)
- Mirage [K] (Metafold Shove, Illusiory Subroutines)
## Notes:
- Player enjoyed Prototypes, the Witch's stuff didn't come up because they just ignored it and gunned down everything else, so.
- Expanded Compartment allowed one of the characters to just load the Objective into their mech, not requiring them to handle it.
- Soundboard possibly too strong against melee mechs since its 'come near me and get Jammed lol lmao'
- Power Chord is fine.
- Bust a Move is...weird? Its strong and being able to just eat someones Standard Move at range is really good and it only having a 4+ Recharge makes it decently likely it'll be able to do it multple times.
- Player thought was:
- The Boombox fucked over every attempt to end the encounter as fast as possible and is so anti-melee that it feels completely unfun to play against. It did define the fight though so it's decently setpiece-e
- Player played several melee mechs and thought that it was really really painful.
## Ariana Thoughts:
- I don't like the Boombox in its current state. It so heavily punishes melee by just *existing* and throwing out Bust a Move so consistently (though that may have just been luck based) caused the player to almost lose the Sitrep because of how consistently their mechs were on their ass. Boombox also feels like its trying to be a Support/Controller/Striker with how close range its weapons is, and how it wants to walk up. It does want a melee kill squad, but it *only* wants a melee kill squad. It does not work with ranged units besides having super-mega-long ranged ones such as Archer or Bombard, but it can't have *both*. It needs to have one or the other and I could feel the confliction with how it wanted to be in peoples faces and also how it *didn't*. Personally I feel like it should be Drone based, with it having its own aura and then having drones that mimic the aura like Speakers (literally call them Speaker Drones and we're good). Overall its all over the place and needs to have a good look at it to try to figure out what it wants to do.
- Boombox flavor seems too silly (player comment)
@vagrant grotto
reverb feedback it is since power chord has a datapoint now
Powercord was cool, both player and I agreed that the 'Stunned until start of turn' is a cool design space and should be explored more. Soundbarrier and Ghastly Vigor didn't end up coming up but thats fine.
I do agree that the boombox's flavor is a bit silly, but it's a reference to kill the noise and I think that's cute
party's gonna have a fun one this weekend
Thank you for the feedback! So this was a transport sitrep with an Expanded Compartment obviating the Handling rules?
What was the player teamcomp, if you don't mind me asking?
it was a Hecaton, an Orchis, a Blackbeard, and a homebrew mech of mine, the Pseudohynm (controller that makes people Puppets then can inflict infolvetnary movment on all of them at once)
BB was Melee, Heca was Melee/Ranged
it was 'oh I'm transporting a person? hold on lemmie just edit my build rq to have Expanded Compartment'
which was chill tbh
Did you require that all players still extract?
yeah i did
they did just
end up killing all the allocated NPCs I had for this sitrep
and as soon as the Boombox died I had the enenmies on the field dip and give her the win (shes been having a rough few days so I just handed her the win)
but for an extraction there should be constant waves of enemies im realziing
Okay so it was supposed to be an Extraction variant then?
right I mean "extraction modification of Transport"
How did the "1 heat per save inflicted" on Soundboard feel?
it only triggered once because the player did not want to close with it/.
She also popped BB CP specifcally to just go 'no, you stay here now'
I do like it, but for non-once-per-scene jammed on a QA zone? its not enough of a costr
so wait, did you only use the Jammed version of Soundboard? And it only triggered once?
correct
the player had enough range to just stand outside and beat its ass with 3 threat nanocarbon
I'm noting that I might have worded Jam Session incorrectly
I also realzied I built the supporting opfor wrong. It dosen't want to be guarding ranged folks it wants to be guarding melee folks so they can walk up as a death ball and murder someone
I believe I intended it to be possible to step out of the area and shed jammed immediately
then they could step back in, unjammed
The Boombox plays music in a Burst 2 area until the start of its next turn. Upon activating this system, the Boombox chooses one of the following effects, which affects hostile characters that start their turn in the area or enter it for the first time in a round:
Bass Drop: Make a Hull save or be knocked Prone.
Jam Session: Make a Systems save or become Jammed while in the area.
Each save caused by this effect inflicts 1 Heat to the Boombox.
this is how its currently worded?
I agree with this
It sounds like the players were very threatened by the Jam field even though it only ever triggered once, and the players had the range to play around it
ye, because she didn't want to close for fear of gettign jammed
i will say though, Bust a Move was abolsutely the main thing that got the Boombox the death warrent
being able to Range 8 prone a mf on just a 4+ Recharge is strong
No joy for Balance Control Lockout: NPC version I see
it is 'QA to eat someones standard movement and impair them'
feedback noted
I'd argue that BCL and Bust a Move are in similar power tiers but sideways from eachother
It makes sense that it would get high uptime as an Elite
Yeah, also that
I'm honestly glad to hear Power Chord is fine
it being an Elite let it drop it on someone at least 1/round
I really like Power Chord
even if it's just "fine"
i only managed to catch one person in it and we agreed that the stunend until start of turn is much much nicer then every other stun effect
but the main comment of the player was "i dont like fighting this because of how hard it punishes melee'
Soundproof didn't come up
so wait was this only 1 player commanding 4 mechs?
Correct
We didn't have any of the other players around due to Life Stuff so it was just msyelf and one player
I'm torn on Boombox in its current state
On one hand, its got a really clear idenity for what it looks like what its doing.
On the other hand, I don't know what it wants to be set up to do
Can you clarify what you mean by "It does not work with ranged units"
I don't actually think I mean that, I'm just tired and my thoughts are blurring together
My specific issue is that 'the Boombox currently only really "wants" to have melee units next to it to get the most benefit out of all of its stuff"
See: Powerchord, Waveform Nexus, and Soundboard all being really short ranged, as well as its optionals that buff its Soundboard
Does that make sense?
I can see where you're coming from
btw you mentioned you only caught 1 character in Power Chord. How did the Cone 7 feel? (Also how big was the map, for reference?)
uh I think it was Medium or Long length?
I don't have the foundry open to check
I say I also only caught one character because only one character really got into range for it
Also: whats the intent behind making it a Heavy melee?
the intent was that it was like playing a guitar with a soundwave, and the soundwave then ignores Engagement and Cover penalties
Power Chord dosen't say it ignores engagement but im dumb and thats just how melee works
yeah that's just how melee works
did Boombox ever get a chance to use Waveform Nexus?
if so, how did it feel?
It did yeah
It felt fine
I have no strong opinions on it
I do feel like the Boombox would beenfit from an optional or somethjing in its kit where it can choose an ally and have its zone also originate from another target, but it becomes Immobilized while it does
Veteran has Subwoofer for that, and the object can be dragged around if desired
true, yeah
i do feel like it should be a drone the Boombox can move rather than a stationary object but thats just me
I haven't seen it used yet, happy to take playtest feedback on it though
I will say that the intent for the Boombox was for it to be a force multiplier granting extra accuracy for its allies, through a combination of Lock On and Prone
At one point I wanted to have Soundboard be both beneficial to allies and detrimental to enemies, but right now it seems a bit Controller-oriented
ye
yeah, no problem! i eep now
Question about the prism's weapon, is it fired as Burst 1 or range 10, or fired as range 10 + burst 1?
(Not used to seeing both burst and range on a weapon profile)
(Also please ping me or I'll miss the reply, thanks!)
While still in the realm of hypothetical for me, I did wonder if soundproof was ever going to be relevant
But it's kinda like insulated or the energy resist that scourer has. It's a bit niche, but being niche is okay.
It probablywill but I'd argue Explosive is the least common damage type run by PCs, with the most common being Kinetic, Burn, and Energy.
The pdf makes it clearer: it can be either, but not both at the same time
This is why I let it extend to nearby allies, as well
Thank you!
Very quick thoughts on the vulture weapon retemplating - it is notably stronger. There are a lot more opportunities to place in perfectly so you can basically force players to eat over watches without much counter play by parking a ronin next to them and then only smoking the player. This was possible before but much easier now. I tested at Blast 1 range 10 with an elite vulture
I would hesitate to say it’s oppressive but it is very, very good on fairly park-and-bark sitreps like control or holdout
noted, thank you for testing this!
I wonder if R5@ Blast 1 would be more reasonable
You could always do the Return To Sender reserve funny of blast 2 range 3; still close to Big Cone, but even wider.
I’d just stick with a cone at that point
Wasn't there going to be something in the PPG structure/stress plugin that could have it set to PCs only for those of us who wanna use Kai's structure/stress for NPCs?
Figured I'd ask here since it's a PPG thing so it's less likely to get buried than in #lancer-vtt
Interesting, why? Imo it still sounds potent as a blast 1 weapon
You could also be a freak and make it a ranged cone attack lol
I'm not doing Blast 2 range 3
I'd rather do a cone in that case
didn't say I wouldn't do Range 5 Blast 1
It'll be a minute before I can test it, but there is a possibility that I can test this in... a while
I know I'm using a vulture soon. The problem is I don't know when my players will open the door that has the vulture behind it.
all good
This is a question for @opaque crescent I think
uhhh so with the way I'm currently doing it, no
I was looking into it at one point, but have since put it on low priority of things to do with the module. Currently how it works is by mangling the existing structure flow and removing all the steps we don't care about - this isn't exactly a clean way of doing it.
It's on a to-do list to properly look at allowing other structure/stress code to run for different actor types
is it possible to use these macro for the npc instead of the mod if i wanna use both? #1334655875679260692 message
I’d assume so yeah? Depends on whether the structure/stress auto decrements or not
You know it just occurred to me that Formation is essentially “a grunt but with better reach and taking 4 hits to kill instead of 1”
Depends on how you interpret the formation
I tend to interpret the formation as 1 NPC in 4 bodies instead of 4 Grunts
Yeah I interpret it as 1 NPC too
Weirdly, I feel a Formation can in some contexts make an NPC more tanky rather than less, which isn’t a bad thing just an observation. Example: a Hornet could be 1 shot by a charged DD-288, but a Formation Hornet can’t be
In terms of direct bulk it replaces HP with “it takes exactly 4 hits to kill this thing”
Which I can see a lot of utility in
But a sharanga, cone or blast can kill them much easier
Hence “some contexts”
Also the AoEs without reliable could always just miss, hence why I used DD-288 as an example because hit or miss that Hornet is ded
It’s niche but noteworthy to me
Correct it’s a shuffle
The more I look at Formation the more interesting it feels, because it doesn’t feel like a direct downgrade so much as it feels like a side grade to an Untemplated NPC
Also weird scenario- Formation Specter using Hunt and then hiding to hide 2/4 of its members
Formation Specters feel like they’d both suffer yet find contexts where they excel
But yeah it’s 100% a side grade and was intended to be so
They be funky ones
Before I was pretty lukewarm on Formation but after dwelling on it for a while I feel I gotta use one at some point
My first outing with them was satisfactory, looking forward to using them more
Formation of Boomboxes, call that a boyband
Hm… 3 questions:
for effects like Aegis Defense Net or Anchor’s Lodestone, does only the formation member that used the action produce the area? Or is it like Prism where they all produce the area? And if the latter do they all count as the same area (for the purposes of shooting from one Formation Lodestone area to another) or no?
And for Formation Prisms, do they only make 1 projector that corresponds to the Formation Member that used the action? If so, does that 1 projector only benefit that 1 formation member, or can all of them draw LoS (and be hurt by) it?
And for persistent effects like Deathcouter or Mirror Image, do all members of the formation share the same uses of that effect? (This one I feel more secure about saying “yes they share them” but idk)
- Only on the actor who used it
- Linked to the deployer
- Sharing them makes sense?
Interesting interesting- Formation Prisms sound terrifying to run from a tracking PoV but a Formation Mesmerist sounds fun AF
“BEHOLD! 5 REFRACTING ARMOR AREAS!!!”
Formation Goliaths
Actually follow up to 2- if another member of the formation tried to deploy a projector, would that remove the other Formation’s Projector or are they considered 2 separate Projectors from 2 separate Prisms?
Destroy it, if only for sanity’s sake
Formation Knight- get compelled duel and have your movement not at all be restricted because there is a member of the formation in each cardinal direction so you’re always moving closer
but watch out
Formation Sentienl
I’ll be real there’s likely gonna be some GM judgment calls here
In general: stuff directly linked to a member of the formation should only affect that member
Stuff that is linked to a target will, in contrast, be linked to all members
So if something uses Lodestone, it centers it on itself and nobody else (self-targeting, if you will)
But if something uses snipers/assassins mark, it is doing “other targeting” and all members can use it
Makes sense
rebake sentinel specifically. 4 eyes of midnight
formation lurker
Imma be real that’s not too different from a regular lurker. Or 2 lurkers
Each needs to activate Eye tbf
Ah right I forgot
But that means half with eye and half without
Well no dupe action restriction
I’m not saying use it on the same turn
Im saying over time
Ah okay
Still, I doubt the eye users would live long enough to make real use out of it
2 bodies for standing still and 2 for preparing rapid response
Sure, just like grunts
Yup that’ll work
One of them uses eye of midnight, and the rest will trickle in with boosts
With maybe 1 of the non midnights getting an overwatch out of it
(That feels like a fair ruling- the non midnighters share 1 overwatch while the midnighter has its own limitless pool?)
Yeah
It certainly sounds easier to track than “first overwatch used steals it from everyone, midnight or not”
Anyway a Formation Sniper sounds genuinely terrifying tbh
Halo 2 sniper alley hours
Bodyguard Formation Prototype Deathcounter Sehntinel
Anyway thanks for giving me an idea for a future playtest
Formation artillery in general seems pretty dangerous due to the fact you could, idk, put a member of the formation in each corner of the map on deployment and make them really hard to kill
Oh I just realized something fun to do with Doppelgänger.
Deploy a “Berserker.” Trick the players to leave it alone til later because it’ll take time to close the gap and there are more high priority targets. Activate last. Fire the Bombard Cannon.
If you feel extra mean about it, if they take damage in a scenario where both Stampede Defense and Siege Armor would be in effect, don’t reveal the resistance trait in use :)
Alternatively do the same with a Demolisher as the disguise, which… probably makes more sense tbh one is much slower
If it's not already I think this could pre-emptively go into the faq because it's just such a good, clean and efficient way to explain it. Also maybe the examples right after (can even only use examples from the book ! Lodestone like you said, then compelled duel)
Soliciting opinions on a combat for a PPG playtest that I'm proud of but is kind of boundary-pushing in a way that modular sitreps enable. It starts at<t:1772553600:f>, more detailed announcememnt forthcoming, so if you're planning on showing up don't look.
||Combat 1: Kentucky Meat Shower ||
||Sitrep: Blitz, currenty have it penciled in as a 4-player Long but the numbers could go up and down depending on people and time (There are twice as many objectives as needed to win, which is important because the objectives are Wrecks and the combat is called Kentucky Meat Shower. Note that contrary to the rules as written for Blitz, the objectives are Size 2. It's a suprise tool that will help us later)||
||Extra note: NPCs will not be using Overcharge Rerolls||
||1x Elite Veteran Napalm (Firefly Drone, Incendiary Grenade, Reactor Accelerant)||
||1x Elite Veteran Torrent (Scalding Greywash, Crashing Tsunami, Self-Repair)||
||5x Vulture ||
||1x Anomaly Formation Vulture (Process Drinker, Heliocide, Dust and Echoes)||
||Objectives: Anomaly Veteran Barricade (Titan-Snare Drone, Hunger/Pursuit Limpets, Remote Assemblers Time Stop, Local Climate (High Gravity). They will turn back into scorable objectives if they turn back into wrecks.||
||Heliocide on a Formation is hilarious, and makes me glad I made it 1/round||
||do the objectives need to die in order to be scored, or something else||
||Dying is what I meant by turning them back into Wrecks.||
||It's not a Vanquish into a Blitz, the Barricades only spawn if the Souls get into an objective, which should trigger an 'oh crap' moment once the players realize that it's a possibility||
||Player: "Wait, if the objectives are wrecks of something in particular, what is it?" Me: :)||
Ah fuck I miswrote Reap the Chaff
I need to revise it to say “the target’s adjacent allies”
Because otherwise it’s allies relative to the Occultist, which excludes itself
I should honestly do a general sweep of drone language to clarify language around it, like i did for Hero’s Banner
Wait it’s supposed to work on the Occultist?
I thought it wasn’t
Yes
I cast upon thee Valk. Suggestions for Advanced Variants of the Boombox just from my eyeballs picking stuff.
"Callout"
- Bust a Move
- Spotlight
Description: Single out high priority targets with Spotlight to slap Lock-On and reveal if Invisible or Hidden, before using Bust a Move to get them to fall Prone.
"Groovy"
- Reverb Feedback
- Sound Barrier
Description: Function like a pseudo Aegis with Sound Barrier providing Soft Cover and Reverb Feedback clear any debuffs allied characters are suffering from.
Yeah these seem reasonable, the reason I haven’t done all the “advice” stuff yet is because I have no idea what’s going to stay and what’s going to go
I unfortunately couldn't think of a fitting name for the Groovy one.
I initially thought Disco but that was a bit on the nose.
Maybe Rhythym would work but still
Don’t worry about doing these for me please
I’ll figure them out on my own
Right now I’m more concerned about whether the base kit works, and if the individual optionals are functional
I also don’t want folks trying to write this stuff up when I could scrap any amount of its kit
Same goes for Howler
Neat little pressure NPC
That’s what I’m hoping too haha
I can see the idea of the Howler. It's a pressure punisher similar to the Berserker.
It is not meant to be ignored.
Or rather, ignore at your own peril.
Exactly
Oh looking at the Kensei. Damn, if I put a Kensei and one of my Ronin+ onto the field. Then players might cry.

Lol, Jetstream Sam and Raiden
Honestly not a bad comparison.
My Ronin+ are more so like Dynasty/Samurai Warriors characters in terms of gameplay tho.
Kensei is Iaido master
Also it feels kinda sad that Kensei and Ronin+ are what Atlas wants to be.
I don’t know, I don’t think Atlas wants to be either of those
I think Atlas wants to be Raiden, or an Attack On Titan survey corps member
That’s why I let the Atlas Jockey
Atlas is an Attack on Titan character that the community sold as an MGRR character imo
My counter is that Vanilla Atlas is a Shinobi character community-sold as an MGRR character
My counter is that vanilla Atlas is an Assassin's Creed character that the community sold as an MGRR character when honestly is a Sword Art Online mall ninja.
I’ll believe that
But yeah that’s why I changed it to be more survey-corps focused
Giving the Atlas the ability to Jockey honestly feels like that is what its missing.
I got rid of the Grapple thing it could do and replaced it with Jockey, which imo is a lot more interesting
Essentially giving it survivability to make the Atlas harder to hit because it is climbing all over a mech.
Yeah, it gets soft cover from jockeying and still can use Jäger Dodge to bail
My Assassin+ has a similarly functioning Jockey optional trait.
So far though, folks have been using Atlas like an off-brand goblin symbiosis lol
So I may add a “you fall off when immobilized” clause but we’ll see
This is my Assassin+'s Jockey :3
Looks pretty strong yeah
I think it’s a little sad that there’s no contested check so it can flex its Kai bio plating, lol
Ooh, that might be a funny tweak I can slap into it.
Maybe regular Grapple Contest rules but can choose between Hull and Agility against the Assassin+'s Agility.
Hell yeah
I just love contested checks
Let’s fuckin roll-off
Especially when players get Overcharge Rerolls
They feel like heroes
Ah. I see you are a fan of the-
PC vs NPC Contested Hull Checks
PC attempts to succeed
NPC rolls higher
PC: "Ngh... it's too strong... But I'm not done yet!"
PC Overcharges to try again
NPC: "To think, you would struggle in such an unsightly way."
PC succeeds this time
NPC: "I miscalculated!"
this is where the NPC with Limitless comes in and turns it into a veritable button mashing contest
AND THEN THE PC PULLS OUT TECHNOPHILE 2!!!!
And then the Commander on the OpFor uses their Reroll ability
They’re normally not this involved lol
This is why PF2E restricts Fortune effects though
Only 1 fortune or misfortune effect, and 1 of each cancels each other out
Natural 3 +2 Vs natural 4 +0
Contested checks are funny
"Beat a 6"
"Done"
"Beat a 21"
"Easy, done"
"Beat a 12"
"Piss, failed"
Posting Combat 2 of my playtest for review.
||Combat 2: Better Off TED||
||Sitrep: Triangulate (Decoys) Into Seize||
||Like Combat 1, Core Content is from the NPC rebake, NPCs do not use Overcharge Rerolls because I feel the harm is minimal compared to PCs, and the numbers are penciled in for a 4-player Medium/Long but may change.||
||2x Veteran Boombox (Reverb Feedback, Sound Barrier, Subwoofer)||
||2x Veteran Vulture (Magnet Bomb, Carcass Reclamation Bunker, Grapplescrapper)||
||2x Formation Assassin (Devil's Cough Shotgun, Shroud Projector)||
||2x Prototype Zealot (Auntie-Augmented Minigun, Blazing Fervor)||
||Like a TED conference, this combat revolves around speakers. Unlike a TED conference, the speakers are manufactured by Vultures and toted around by Asssasins so that Zealots can use them to hide. The Zealots will by and large Zeal-Auntie-Hide, and their other weapons and systems are Subwoofers in waiting. Remember that Handle can be used as a protocol, so all members of an Assassin formation can pick up Subwoofers individually and the Zealots can fit it in to their action rotations. Note that the Vultures might want to recharge Shroud Generator and reload Devil's Cough shotgun in exigient circumstances.||
Is basic Triangulate designed around needing to find multiple objectives or should I use one of the variants?
Default triangulate is designed around finding a single objective
Otherwise it’ll get very confusing very quickly
Action
That is really strong
Lock On the Ultra
They are now Hostile to Everyone
Profit
Lesson of Held Image really pushed it over the edge too
Tbh I have my own issues with Held Image lol
But yeah I don’t know on intrusion package
I guess my question here is: is this a 4th gate or a “fuck mirages” ? If the latter it’s good but so is 5 hp haha
in the playtests it's been in, it was a "fuck mirages" and the like
its also a free impair on top
and THAT felt very strong
i'd be terrified if it was fourth gate
It’s not 4th gate, it’s just fucking with allied buffs
Yeah ok I assumed. I actually made this half an invade system without the impaired once and whoofer can confirm
Well it’s a GMS core bonus so
Also the impair is crazy too
Ngl sounds kinda cool tho
Having more options to say "fuck mirages" is always based in my (objectively correct) opinion
it's a fascinating bit of emergent gameplay that I will not hesitate to remove if it becomes the "new dominant meta" over playing Atlas like a mobile striker
Fair
if it becomes the Artillery Tokugawa build for Atlas, something has gone wrong
we'll see tomorrow how Default Atlas fares compared to weird ally jockey creatures, i guess
I find the ally jockeying really fun but completely understand if you wanted to cut it
oh I think it's neat, tbf
and the most I'd do to cut it is "if you're immobilized or knocked prone you fall off" a la MULE
so you could still ride, but there's vulnerability and you can't just do a mobile Hardlight barrier
I will say I appreciate artillery Tokugawa existing simply because it fulfills the "glass cannon" fantasy but I definitely dislike how it's just objectively a way safer and stronger way of playing the mech
Ally jockey I think would be really cool on a size half mech that couldn't already travel like 50 billion MPH
Saladin alt that is actually intended to do allyy jockey
@cinder vessel has you covered.
I've talked about hacking the tokugawa to mitigate this before
The problem with the tokugawa, at the outset, is that it rewards both ranged and melee attacks equally, so all else being even it's easier to lean into ranged attacking, but the other half of the problem is that Exposed is simply so punitive a tradeoff for what it does that it makes wanting to do so in melee unnecessarily and discouragingly offputting
you can simply go "well don't give the toku bonus damage for ranged" and call it a day, BUT I don't think that fully addresses the issue, I think if you did that you'd still see people do artillery toku most of the time, they'd just complain that it sucks more
Yeah no, reducing the risk from Exposed is honestly reasonable and I support it
for the purpose of self-heat and one stress for all, does a formation keep the default heatcap of it's class?
Yes
Behaves like a grunt
If one member uses a self-heat ability, I'm assuming that gets mirrored to the entire formation too
Gee I wonder what's being playtested tonight :joyous:
unsure if I will, just looking through possible stuff and a thought came up
It’ll work like a grunt scourer or pyro
earth-rumbling, i know
Grunts and Heat Caps always felt like a weird thing to me tbh
Sure do lol
Fun NPC (not an opfor, just an NPC), since PPG is intended to be used with the rebake: Formation Hive (Driving Swarm, Solipsis Swarm)
Sitrep - Fetch / Ruin
Minor adjustment to fetch requiring an interaction with an objective zone
Opfor
Phase 1 Initial Deployment:
Elite Prototype Scourer - Locomotion Mode Shift + Pulse Laser
Ghost - Split Timestream
Phase 1 Reinforcements:
Cataphract - Electromagnetic Bola
Phase 2 Initial Deployment:
Veteran Boombox - Subwoofer + Sound Barrier
Brigand Howler - No Escape + Finishing Blow
Phase 2 Reinforcements:
Prototype Pyro - Directional Hardlight
Napalm - Long-Burn Catalyst
Feedback
Sitrep:
Keep ruin as damage or interact, tried it as only damage and wasn't received too well. Maybe this was due to low damage throughout party, but regardless.
Fetch feels alright as is, maybe tone back scaling?
NPCS:
Elite Prototype Scourer -
Novel tech continues to be neat, pushes players to do something they should be doing anyway
Locomotion Mode Shift is cool, +1 Armour +2 speed seems scary to me
Something about maybe specifying an armour cap?
Proning it allows for permanent accuracy and slowed, but the ignore difficult terrain lets it keep its base speed. Very cool.
Only straight lines keeps high speed classes in check
Ghost -
Split Timestream is powerful when it goes off, but also it means the ghost is off field if it pops it
Teams that can handle ghosts anyway have a quite easy time keeping it unbonded and destroyed before it gets this off
Maybe see how this plays out with a ghost will multiple structure
Prototype Pyro -
Hardlight Shield, maybe block LoS while inside?
Good anti-artillery with small downside to close rangers
Veteran Boombox -
Good anti-melee tool
Feels like a lot of different classes at different point
Jammed from Soundboard while in area feels good as a lockdown, without being repeatable jam until end of turn for example
Soundboard heat cost feels alright
Brigand Howler -
Howler seems to miss a lot, which feels kinda meh compared to sentinel and archer
Dirty Fighting + Finishing Blow almost feels too much, but it's crit AND save so maybe doesn't go off enough to need adjusting
Napalm -
Fairly one-note. That's ok
NPCS:
Everest -
HMG Everest feels not horrific anymore, new damage is good
2d6+4 damage is superfluous imo, new damage feels still good but much more reigned in
The reliable also keeps it from sucking without external accuracy
Actions felt like they needed to be taken to actually commit to getting the HMG to land (good thing)
Asura being restricted to no skirmishes is probably healthier for the game
Probably ok as is, no more limited feels good to not have to invest in a stat you don't typically want for builds that run it
Everest core being replaced with Initiative+ is fine, efficient makes it nice with unicomp
Unicomp always brings up issues with attrition in campaign settings - houseruling it to pop only once a mission is probably good (even with this, unicomp is a may so you can always bank it for later)
Black Witch -
Neurospike mirage feels meaningful to use now, rather than a GM just turning around and shooting a different ally. A good taunt option.
Intrusion Package, econ cost feels alright
Maybe a bit of overhead?
Atlas -
Jockey as intended is neat, good access to debuffs while maintaining melee pressure
Both the intended playstyle as well as the emergent gameplay that ally atlas became, work well
Kobold -
Interact for Slag Spray means it'll actually get used
Mimic Carapace lasting longer lets Kobold have a chance to live when it gets back to its turn and is surrounded by overwatches
If it loses this invis, it becomes very fragile (healthy)
Looks fun yeah, though I’ll be clear that I designed my NPCs to work with CRB expectations. Nobody needs to run Kai’s rebake alongside PPG if they don’t want to
(I do, but it’s not mandatory, far from it)
@vagrant grotto should have Howler feedback from this weekend as well as potential synergy
Great thank you! Knowing NPC synergies will be helpful, though I'm not going to set any in stone yet until the Howler and Boombox kits stabilize
What were people's thoughts on the Boombox after yesterday?
reCaste covered most of it here
other notes included:
- Soundproof and Soundboard are really closely named, and could cause confusion
- Jam Session wording needs cleaned up so durations are more obvious
After some recent additions by Vex, I’m now adding Zealots to my list of “PPG NPCs to throw into my next chapter”.
I could also throw Napalms I guess but.., I miss Bombards
I could also throw Napalms I guess but.., I miss Bombards
So real for that
Separate note: now I really wanna throw Torrents into this chapter. As a question for module substitutions, do you know what kinda NPCs might be comparable to Torrents? The closest one is Hive tbh, but there are honestly not a lot of Knockback Focused NPCs in 1st party so comparisons are not easy
Torrent is a league of its own
That’s kinda what I thought
It was made specifically to fill a gap in the existing roster
Same with most my NPCs tbf
But yeah if anything I’d replace a Cataphract or Breacher with a Torrent
Torrent wants to be a vanguard
Knight is kinda like if Ronin, Goliath, and Bastion collabed on a group project to be fair, and Kensei is ultimately just “mobile Demolisher” in terms of the design philosophy I’ve read in its development
Oooh okay those specific shoutouts help a lot, I know exactly what to do with that!
Maybe more like “offensive Demolisher” but sure
I mean Demolishers are supposed to be on the Offense
No
They’re just slow so they’re not very good at it
They’re very much rearguard coded
I never read it like that since they don’t have much to do in the rearguard except leave it
Time and again they are clocked as “keep away” NPCs
They ward off an area, and if they have to move, they form a defensive, advancing core
Brisk Pyros highlight this
Walk up, Firebreak
I don’t know what you want from me, man
Demolishers are rearguards, rearguards like to sit still and play keep out
Demolishers definitively hate having to move anywhere
And the hammer is keepout
Fair enough I’m just trying to conceptualize this concept
Kensei is “offensive Demolisher” because it can
- Actually get to distant objectives
- Exerts similar “keepaway” (or in this case, “back off”) threat thanks to its sword
Okay I think it just clicked for me:
- Kensei steals objectives (and has enough Defender to hold them down for a bit)
- Demolisher keeps them, but while it’s fairly immovable it’s slowness and inaccuracy makes it somewhat inept at taking them
Exactly
Kensei is a bit flexible in that regard
Torrent, in comparison, sucks at holding objectives, but is great at taking them
I wouldn’t say it sucks at it- it’s fairly durable, and perma soft cover makes it hard to oppress, but the forced self movement and aggressive stats makes it best served not doing that
