#Prototype Pattern Groups
1 messages · Page 31 of 1
Some OpFor-sided variant of Holdout where they don't have to actually be in the zone and they only need to keep you out.
I’d leave it to the players to figure out how to engage them from the fiction lol
Gauntlet then?
Could make it an Ultra Prism encounter and have it be a Fortify as the Mesmerist has its projections seize the objectives
Or have multiple Veteran Prisms
Is the Anchor a Rearguard?
I mean I figured just wanted to double check
Yeah no thank you for asking! Happy to confirm
I'm going to be able to run a game next after a few weeks of hiatus, are there any NPCs/optionals you'd like feedback on specifically?
(Otherwise I'm planning to throw a few ires at my players)
#1254229800952922193 message
Ahhh ok cool, I'll take a look and pick some stuff then!
If you throw Ire before v1.23 is released, make the following changes:
- tier 2 hp is 18 (typo in lcp)
- Speed to 5
- Excruciating transposition shreds ire until start of next turn instead of self damage
- Obelisk has 5/8/10 hp and burst 2
naurr not the silly manticore self damage:( (there was probably a good reason for it I just liked the direct reference and also self damage is pretty silly)
I disliked gaining Overshield just to lose it to self damage. It felt fiddly
In the play test you ran with it, it definitely seemed like busy work most of the time with them gaining then immediately losing it
Yeah that's fair
I'll also be starting Iphigenia at midnight and that's a good coincidence because Ire and Howler are definitely some of the most SecComm-coded NPCs in PPG. (Napalm too but that's tested)
I was gonna say "Is the Howler SECCOM coded?" and then thought of the Enkidu and promptly shut up
There's a ||dou enkidu bossfight|| in one of the early combats IIRC
With all things in lancer, all my NPCs are anything you want them to be (derogatory)
But yes Howler got that dog in them
Ire is strictly Manticore refined, in comparison
For Ire it's not so much the manticore bit as "a weapon of intimidation that runs in and rips people apart while threatening mutually assured destruction" feels very apt.
Especially because of major spoiler reasons I won't get into.
Then it’s perfect lol
Not only that, but I definitely planned for that (I did not)
I see you are using a GM technique here
I've had my first player say they prefer vanilla structure over the daze or system trauma structure system
Because, to that player, rolling snake eyes and sitting out the rest of the combat is "funny"
🥴
:)
Wild lol
I understand players bristling at one stress because every time a player enters meltdown, they turn into freaks who do the craziest things ever, which I respect
But a bad stress roll means you get to have that silly sin overflow turn before exploding, which can have an appreciable effect on the battlefield
A bad structure roll is just "and now you're hard cover"
its fascinating because I have a player with that exact same opinion
that apparently enjoys the lancer structure table just fucking you over sometimes
needless to say I do not understand it
Three, THREE of my players insist they love the structure table
WHO ARE YOU PEOPLE
raises my hand slowly
Some people have a really fun time eating shit
Like it’s not happened to me often, because I’ve not been a player often, but if I got stunned by structure I’d be like “hell yeah let’s see what happens,” maybe ask an ally to stabilize or something to clear it for me if they can. If I get destroyed I’d just say “hell yeah Pilot actions!”
I once saw a Lancer Actual Play, No Home In Twilight, where one of the players cheered every time he rolled bad or took structure or whatever, and somehow I internalized that and realized “ya know if you shift your mindset right it is a lot of fun to eat shit and die”
If you celebrate your losses it improves the table vibes imo, especially the GM who might feel bad if a players typically get dour about being hit hard & rolling bad.
Ofc, the people who loudly celebrate their losses like that are in stark minority to literally everyone else so yeah using alt structure rules is recommended lol
I’m a fan of Wounds That Can Kill You in like, Mothership, but that’s a whole ‘nother vibe
Tbh if lancer had better pilot on foot support, I might even be okay with the default tables
But it doesn’t, so I’m not 
Getting popped early from structure has caused players to lose combats. While I understand the rationale of "losing is fun and players should do it more," I'd prefer they lose when scraping tooth and claw to the bitter end of the sitrep than "lol the genghis got popped by an unlucky sniper shot in round 3 and now we're just dead here"
Yeah no that’s partly why I also made a Safe Retreat an actual mechanic
The ability to cut losses and reengage later
I’m working against the set piece combat system in this case though
I'm of the mind that points of failure in a fight should, bare minimum, come down to at least several dice rolls going poorly for the PC
Like, enough that the player starts thinking tactics before "I rolled bad"
If the player says "I overextended and got caught out" or "I wasn't exploiting NPC behavior" then things went wrong, but they're able to digest a root cause of what happened instead of "my plan was perfect I just rolled bad" yaknow
Nah yeah that’s a really good point
ive been running the PPG structure and stress for my current newbie campaign and overall its felt a lot nicer as the GM
Yeah I make structure be auto dazed and stress be auto exposed and my players have been very thankful lol
like they be not tracking their health properly (or more like they do but just don't do anything about it) and then dropping structure and being like oh no my turn😭 so safe to say they wouldn't be extatic about full stun on structure
If folks run howlers sometime before v1.23 drops, please try them with these provisional changes:
- Armor to 0 at all tiers
- Speed to 5 at all tiers
- Threat on ripper claws to 1
- all burst 2 and range 2 effects reduced to 1
And lemme know how they fare
aye aye
pre-nerfed the armor already, haha
though my next howler won't be for another month or so
Having just run the holwer I think this may be an over correction. I think if the armour is getting yeeted it does need to get a bit more health as it can't tar pit as well now
While I do wholly understand your concerns with the power scaling of the Howler
A elite Howler should be that much of a threat
@vagrant grotto hey are you cool with me sharing the pack of all the statuses and marks around?
i know a few of them are missing art if you have an up-to-date version
Sure go for it
I don’t think I do? Dunno why some are missing icons but whatever
Is that a foundry module or just a group of images?
Foundry “module” that’s just a compendium of my statuses (e.g. drag down, assassin’s mark, Compelled Duel) that I use in my world
how are you guys running the anomaly in fvtt since it can't be scanned?
On Foundry? I edit the NPC’s class and template items to be “???”
awesome i love it
I also use Token Tooltip Alt, so I may try something where I check if it’s an Anomaly, and if it is I obscure the template and class until it’s scanned/players have Observer Permissions on it
I have tooltip turned off for anomalies then have my scan macro check if it has the anomaly class and turn the tooltip back on after scan
I’ve also altered Combat Carousel so that it doesn’t give stuff away when activating their turns
But base carousel doesn’t show anything without a fix anyway, so less important

Outside off the threat and feral howl, this looks like the only trait which uses threat 2
Which is funny because by reducing it to range 1 makes it so you can remove 2 sentences from it
Yup, reclaims some space lol
Oh dear that’s a lot haha
The ||Fuel cells should be quite close, assuming the party can multi-task||
||It is above budget but I have trust||
As always, I welcome feedback
😈
These days I’m surprisingly confident in how I’ve budgeted my modular objectives, tbqh, but evidence and data to support/detract from that is welcomed
aren't ships supposed to be atleast size 4 according to CRB...
Tom bloom has no power here
(doesn't really matter but it feels silly for the party to enter such a "small" ship with their mechs)
does the party have any size 2's?
I was gonna say square grid peak cuz of the floor but then saw the bottom edge😔
I would never make a rectangular shaped ship go diagonal in a square grid map
Oh when it comes to this snaz I just add a number to the top of the terian to tell height for cover
You know a Capacitor and Vulture on a Train Heisist is a evil combo
I wouldn't know, actually! Because of Overshield stacking?
I do that too
Prototype pattern groups feedback
Hybrid sitreps
- Cool sitrep, very fun. (Says the artillerist)
- Did quite well, but forge clamps was the MVP
- The hotwire and fuel were good. The clocks gave a good sense of urgency and risky situation, felt adrenaline. Was cool
- Good roleplaying experience
- Simultaneous sitreps were very good, can split the party amongst the party is very interesting
- Artillerist focussing on capturing a point whilst others captured the points
- Leans into character archetypes too
- "Why so many activations"
- Because I'm mean
- The part where you the character the payload can extract where only one needs to be next to the ship to extract is a nice QOL
- I ruled it that you could extract a payload as a free action whilst EITHER you OR the payload was adjacent to the objective
NPCs
Brigand
- Forcing a scan out of people is, "I don't know". Neat concept, is fine I guess
- "Felt over applied" (Artillerists opinion, first exposure to brigands)
- "Anything that makes support more fun, I approve"
- Flimsy tricks feels neat, flavourful but not too scary
- Kinda scary but you can turnn it off as a quick action
- Electrical lasso with difficulty is scary, but it has counterplay and you can just turn it off
- Brigand clearly worked better with NPCs that force saves
- Yep... That's why I gave it to those ones
Howler
- Pebcac does NOT clear lock on from blood hunt because it is NOT a tech action.
- Didn't really exist long enough to perform it's job easily, objectives were spread out and harder to focus down and hold a point so it didn't do much.
- It was scary and ran up to the artillery before getting slappped by knockback 5
- Inconclusive data
- Point was too large to contest all of it
- Smaller points, it joined the fight too late to grab the smaller points.
Elite Capacitor
- Looks scary
- "If it didn't get nuked by a nelson it would have been so annoying I think"
- "Temu Emperor"
- Power surge feels solid
- Easily deal withable
- Cyclic discharge feels counterintuitive to it's own design
- Feels odd as it doesn't feel like it wants to be attacking enemies outside of attacking it's allies.
- "NPCs feeling specialised makes them feel good, getting them out of the situation they're strong makes them fall apart, Cyclic discharge reverts what it wants to do, the impair in an AOE feels potent but the bonus damage feels odd"
- I personally never wanted to use this trait because it got ganked, it feels like a last resort to use OR when it's comfortable but it doesn't feel worth it to sacrifice its survivability for bonus damage. It can't really be used in a "last ditch effort" because if it's in the ditch it probably has no overshield. Also the bonus damage is halved if it catches more than 1 player in the AOE
- Purified lightning never came up
Not too much data
But your sitreps REMAIN being badass
hell yeah
I did have howler with the range 1s, as I mentioned. Sitrep didn't really help it
How many rounds did it take for them to complete, out of curiosity?
5
I removed the blitz part to "unlock" the objects
So it was just collect + gauntlet + extract
So it was basically 2 short ones into a medium
okay got it, just pick em up and walk away
Ye
I had to up the saturation of activations to make sure the players didn't rinse the sitrep to get good data
In retrospect I would have moved the points 2-4 tiles further away and increased the gauntlet points to 6 (4 players)
It was my IGF face to a name map with the small hangar in the ship
Having run Brigands with Jury Rigged and now Flimsy Tricks: Which do you prefer (and why)?
noted on Cyclic discharge feeling antisynergistic
Yeah so a lot of the comments were from the PCs, it was never used but I broadly agreed with the PCs comments
I never really wanted to use it, but also a nelson dove into the backline and fucking rinsed it
Also TIL, pyros burst 3 heat aura does NOT care if the characters in it are hostile, they WILL take 3 heat and WILL have difficulty on burn checks
Ya know I just realized- PPG makes tech actions a core part of a lot of NPC kits, inadvertently making Hacker 2 a lot more useful
Fun!
Downside? Impaired Impaired Impaired +2 Heat into Stress.

Player gets Reactor Stressed
That PEBCAC thing is completely true and now makes me realize how confusing that can be (but also necessary to keep around because there’s a lot of non-techs that apply Lock On, such as Marker Rifle).
ooof threat 1? that's a rough nerf
it's provisional, may not be needed
fair
unrelated: did make an Anchor and Capacitor for the ||Bem Honore Bicam|| in Wallflower
I feel like hack/slash really needs to be saves instead of checks so that they don't get outscaled in later tiers when all the npc's who want to make tech attacks' systems scale
Correct me if I'm wrong, I have only seen it used once in T1 (and the witch beat the save and wasn't really affected since it mostly just wanted to tear down anyway)
Like it's already gonna be tough to hit a tech attacker with it since they tend to have high edef
that doesn't conflict with anything ASquare said no? And because PPG make tech actions more viable to more npc classes, it, in a way, also make hack/slash more usable?
Yeah I just feel like it'd need more to be even useable
Like sure there are more potential targets but it suffers the same difficulties against them so I still wouldn't wanna spend a quick on it like ever
Which ones
PPG has a pile of optional rules I keep up to date
They’re in different places doing different things
All I have is know github one but send them all
Systemic rules changes are in PPG
Oh the hb rebalances
Player frame stuff is here: https://github.com/msprijatelj/valk-lancer-houserules/blob/main/DOCUMENTATION.md
Personal house rules and rebalances for player-facing rules in the Lancer RPG. - msprijatelj/valk-lancer-houserules
Not the system rules change
Note: with each passing day my github HB becomes more and more out of date
Use with caution
LETS FUCKING GOOOOOOOO
It’s due for an update from player feedback
Oh interesting
I never noticed these
Wait no, what's this from?
Ok fair
I have a comment about it but like, it's not yours so no point bringing it up here
I trust Maria made the adjustments for play at Maria’s tables
But yes not really up for discussion
Ye
HB?
Homebrew
Heck yeah PPG-ified wallflower
Seeing people make custom tokens for Homebrew NPCs is always a treat because it opens a lot of creative ways to iterate visually how the NPC would function.
I ended up having to make my own capacitor for Wallflower, which was a bit annoying
Got there eventually
Legs are a little long though
But regarding a PPG-ified wallflower, ||Regret|| is going to be, rather obviously, ||a Howler||
Also they're getting a ||Ghost|| buddy in that fight. It's two ultras.
On some of this type shit
Do either of them get buffed when the other dies first?
Absolutely
||The ghost gets the Ripper Claws and Supreme Melee. The howler gets Maxwell's Demon and Fortress||
Siiiick🔥
I also did some "we are pre operation emperor" nonsense where the NPC pattern group was listed as "???" and there was no indication of the NPCs name in the scan data
It was all "this unit" or phrasing things so it didn't say "the capacitor"
Love that shit, the real Prototype Pattern Groups
Hey valk for future reference is this a good place to post feed back about your github house rules? My players are interested in doing some test combats using the changes
Yeah probably but honestly it’s hella out of date
Where would it be more up to date? I know there's a lot of stuff in the back of ppg but the mech changes seem pretty sick to me
The mech changes have a lot of feedback that I have yet to incorporate
Some are okay (Zheng iirc), others are meh (Goblin, Gorgon)
Ah I see. Well I hope at least you keep the goblin ability to steal a hostile tech action cause at least on paper thats just really cool and flavorful
I might, but in a cleaner way
i know ppg is still a wip but
It’s very… specific and iffy
maybe instead a limit on the amount of characters?
But not sure
have not used warp nades at all
PPG is never including frame balances
I did. The limit is 1
Working on a KTB coded Vulture
Oh heck yeah
The player is a soft nice lil engineer dude who likes to modify his mech
So his evil ass clone needs to be a vulture
Would it be a bad idea to make it so that Baseline (as in “unless the sitrep says so assume it’s this”) make it so that Interacting with objectives can be a Free Action if you have Manipulators or are a Pilot?
Not as a PPG implementation just for my own usage
I don’t mind, if you try it lemme know how it goes
Narratively it doesn’t really work for the next… 2 combats, but perhaps after that. I really just enjoy any excuse to make the AI tag + manipulators more useful
Ran into another interesting prism interaction last night when a player threw a warp grenade at a prismatic projector to teleport the prism into the blast from its far away position.
I made a couple Machine tokens for PPG stuff before
I was considering making my ||Bicam|| Capacitor an Anomaly for that exact reason lol
How I would make “Like Antennas to Heaven” a mission with Valk Sitreps:
Combat 1: a Seize into Transport (Escape) to ascend the Earthmover, with Seize being to activate an elevator or jump pad to get on top of it. If the entire group can fly or something they can fly past and skip the Seize part, but the OpFor will still be dangerous deterrents especially with Pyros loading up walls, burn, and heat to those trying to fly up directly.
Combat 2: A mixed Purge/Wreck Sitrep, to destroy the Earthmover Defense system. Instead of 3 objectives there are 7, each needing 1 point to be scored on them to be destroyed. They also have NPC activations but cannot be harmed like regular NPCs, instead acting as objectives and 2 reinforce after 1 is destroyed (the Mortars are Bombards, the Missile Launchers are Immobilized Aces, the Laser Platform is a Capacitor, and the Blue Projectile Posts are Rainmakers)
Combat 3: A Ruin Sitrep to destroy a series of Idols to open up a path up the Earthmover, leading into an Escape. Have a harmful fluid rise and cut off various parts of the arena as this goes on too- technically no enemies should be here but this is Lancer add like 3.
Combat 4: A Vanquish against the Earthmover Brain into a Quell to escape the Earthmover during detonation, with a time limit being added for the Quell. Cleanest way to run this would probably be split it into 2 back to back combat scenes budgeted as one combat but if you can figure out how to connect the maps be my guest.
Ideally, the pacing is set up such that a rest is capable of taking place between each fight.
Made a medium blitz map for 4 players (the 1's are the Blitz Objectives), any critiques? The lava is... well lava, and it's difficult terrain that deals damage + mitigates the Heat resistance granted by the weather
I thought it was funny initially to put one of the objectives just in the middle of a lava pool but now that I'm thinking about it that's pretty mean
I'm also realizing that I may have made the map too crowded cause there's some Barricades and a Knight on this map
The snow doesn't do anything btw that's just there for aesthetics
Neither does the ice
Nah, Jump exists
Also nah, it’s good
I guess being on top of it... would count as being adjacent. But unless you do that one last as soon as you claim it (I'm flavoring these as objects being stowed into the mechs), you'll just immediately fall into the lava. Hell even in the fiction you'll just immediately fall in
I'll leave exactly one tile exposed lol
hm... the combat will have a scout and an Assassin... would it be stupid to make the snow size 1/2 soft cover?
you know what that's too funny for me not to do it lmao
Alright, should be running quite a few of the PPG classes in the coming weeks.
IIRC the first mission has Knight, Prism, Capacitor, Zealot, Boombox, Howler, and Ghost.
It's 4 total combats, so not that large a percentage in the grand scheme of things.
Only one or two mixed in per combat.
I'm running modified Iphigenia at Midnight, so I will have to figure out what a Boombox is doing in a highly utilitarian military detachment though 🤔 . Probably a standard-bearer with concussive sound weapons or something.
I’m doing 5 combats and only using 4 PPG NPCs lmao… granted I’m using them multiple times for thoroughness but still
Unfortunately Mesmerist is fully tested and Knight is mostly tested so like. Not a lot to playtest. But I’m mainly just using them for me lol
I just think they're neat. Plus I've been doing a lot of encounter design with exclusively core NPCs due to writing a whole campaign module, so I've been itching to finally have more options again.
It's like I've dropped the training weights
I’d be running Torrents, but i have to choose between running them or running Cataphracts and I both miss Cataphracts and think they’re more thematically appropriate to the KTB and don’t wanna send too many new NPCs at my players at once.
They won’t be free forever tho.
It also helps(?) that IAM doesn't abide by the general advice of 5 NPC types per combat at all. The average fight seems to have like 8 of them.
In my personal experience of doing that a lot, it’s not worth it except in rare circumstances where a combat is supposed to be a slaughter. Still when it’s fun it’s fun
I'm going to try doing it with the more chaotic NPC rosters for the first mission and if it's too much to juggle I'm switching off
See pins
How did I not think of that
tokens arent finished but I'm doing modified IaM right now as well. This is my 1-3, which is instead of a Holdout now a Sieze(Gauntlet)+Fortify(Survive)
I have had to change the maps a lot since my main problem with IaM is that the maps are ... strange
but especially with this being a Seize/Fortify the map needed to be smaller
then 2-1 also got a makeover, now a Control with a Veteran Capacitor Ship and a Marine Knight as the set pieces
if anyone's got any suggestions as to a secondary objective here, i'm open to it
-# thinking maybe they can score a point towards winning by taking out the ship? vanquish?
layering objectives on top of each other is fun and profitable, if Al's experience is anything to go by
just keep em short-to-medium and don't overload them
taking out the ship to drive up the points is good, offering many avenues to "scoring" or pushing things towards a conclusion is good
it's a medium control rn, and when the ship shows up as reinforcements, the camera will pan to it and a new subgoal will pop up on the left lol
I would love to see the macro for that, a very useful way to automate boss encounter announcements.
@vagrant grotto how do you turn off the tool tip for a token?
go to the Resources tab on the token and toggle it off
👍
LF2 for impromptu PPG playtest tonight at <t:1778868000:t>, react with🕴️for interest :>
Unless my actual lancer game is on (which I don't think it is) I can be available
Can’t make it but have fun!
When are the hb rebalance tests again?
faaaah that’s too late for me
When I have time lol
Quarter 2 is a mess
Understandable
may I ask what house rule would you apply for this playtest?
all of valk's
typical ppg playtest ruleset
so pretty much everything from the ppg appendixes plus captain morgan
This feels pedantic to bring up but I feel like it’s worth asking about:
Retreat states that doing it automatically counts as a Defeat, but many of the Sitrep Partial Victory conditions rely on Retreating to trigger. Is that something that should be left worded as is or should there be an “or Partial Victory” added to “treating it as PC Defeat”? There’s plenty of room and it’s at least a bit of preventative against mix ups
Specific beats general
Fair enough
Retreat is generally defeat
Objectives are specifically permissive of retreat
The only Sitrep that lacks a partial defeat condition is Triangulate, but if you’re combining sitreps I suppose you’re likely removing a few of the written in Partial Victory conditions in order to be left with just the one
I thinnk I had an idea for what to do for my playtest tomorrow
||"Here's an enemy, it's type is unknown. Anyway it's armour is facing downwards"||
||They scan it, and it’s a Tempest with MBT plating. The armor is facing downwards towards the ground. It’s flying at elevation 5.||
Ya know it just hit me:
Quell baseline rules is actually a fantastic way to run a fight where the best outcome is “fight til surrender” instead of “fight til death.” Which sounds… like I’m just saying what a Quell is, but I mean if you want to emulate the fiction of fighting someone you don’t want to fight and are trying to put down non-lethally.
I would just need to change it such that total victory comes from meeting the point threshold and partial victory comes from winning with total enemy destruction (each case giving a different outcome ofc) (and defeat would involve retreat or defeat for the combat I have in mind for reasons)
Cause if you play the best you possibly can, you can leave the target you want to spare damaged but undestroyed and still win
Hell you can leave them all alive if they’re a bunch of Veterans and you just take 1 structure from each of them
Exactly- granted that almost makes it harder than a standard Quell because it means total victory can become inaccessible if you take enough structure damage, but I think that’s cool and also really makes sense within the fiction
||Horrendous, I like it||
What sitrep would be best to emulate the players being ambushed? I had an idea for a fight where they have to shut doors to keep the enemies from pouring in, turning off the ingress zones and locking the enemies out of the repair shaft theyre in
I like all this for modifying an objective
What’s the players’ goal in this fight?
Because I like these as map gimmicks but less so as objectives, though I’d be down for a “close all the doors” objective
You could do a Blitz but move the ability for enemies to take back objectives from Fortify into it
What's the context of the ambush
Or have it be a Quell mixed with a Blitz
Where if you close all the doors OR kill enough enemies (maybe have both be the win condition to be safe) you win
Are the players just manoeuvring, supply column, etc
Straight up I just wanna know what the players’ goal is because that’s what informs the objective at the end of the day
I can guess that “it’s an ambush and they just need to survive” which makes it sound like a. Survive Sitrep. But then the door closing becomes disconnected from the actual objective and that sounds like that’s not the goal
the setup is that the players are infiltrating a warship through its torpedo tubes and the shipboard security unit has cut off their approach and intercepted them
their goal is to keep moving along the path and not get killed by the security squad
Okay then id use Transport (Escape) with the unique mechanic of being able to shut off doors
Love that shit
nod nod
I used the same sort of thing in Technophobia
if you wouldn't mind sharing that encounter i'd love to take a look at that
Or the opposite, something like a blitz, search or gauntlet to get to a door that's been locked on them to open it to escape afterwards
Run over and turn off the minion fabricator
Potentially have the kill everyone fight but an elite/veteran/commander ambush captain has the key to go forward. So kill the commander, grab their keys open a door and fuck off works too
It’s paid but basically it’s a Default Escort or Extraction (depending on where PCs enter) and there’s Interactibles that let players either zap an ingress zone or shut one or two zones down (there are 4, 2 per side)
Honestly the more I think about this the more it sounds like a super fun puzzle encounter. Also makes me appreciate Quell a lot more it’s way deeper than I initially gave it credit for
investigate the factory
no
no
no
hello mr valkyrion. if I am fielding a Prototype MBT, can I choose weapons from other mechs?
as in, do these two interact?
I'm not valk but your answer is going to be "Prototype is inherently voiding your warranty in a bunch of ways, and the armaments is more "here's what you should do with these slates of options" than a true limitation"
Oh damn, I didn't even clock that prototype has official cross-classing.
None of the "this NPC can take from this pool of optionals" traits are set in stone. They're just best-practices guidelines.
nod nod .. hm . i am thinking about putting this weapon on my MBT in place of its heavy weapon but I'm not sure. I want something that has self-heat since the MBT also has Pyro's Explosive Vent and Overclocked from the Prototype template
this is what it's looking like besides its weapons rn.
The idea being that this is a TBK-ready seccomm tank that would be deployed alongside Worldkillers and other similar mechs
My last combat was this:3
(They never turned off the minion fabricator the intended way they may have realised they could just break the conveyors bringing the not fully assembled minions with xiaoli's tenacity+charged blade + maybe an jshabti shot if that wasn't enough)
Technically if it doesn’t get optional features, it doesn’t benefit from Prototype features
But practically: sure whatever pick something and slap it on, I’m not your dad
How does Extrude Knife works with Hatchet's traits like Cleaving Retrieval or Flip Kick considering that there is just more knifes
Those two traits do not interact- MBT’s Armament’s trait is a hard requirement that does not count against it’s optional budget, and Prototypes feature is a suggestion that does count against the MBT’s optional budget
Now ofc because the Prototype voids warranties you can always ignore the MBT Armament’s feature, but RAW, you need to pick 1 MBT Heavy and 1 MBT Main in addition to your optionals
It can retrieve dropped knives as normal
There’s just [always more knives]
Oh so you litterally have an infinite amount of knife to throw xD
Yeah it’s literally always extruding knives
Following its ABCs:
- Always
- Be
- C[extruding knives]
eCkstruding knives
PPG
Prototype
Novel technology
- FOrgotten once
- First playtest been in for Water with a Prototype without a a chomo
- MBT was scanned IMMEDIATELY
- One time seen prototype killed through difficulty
- Gets more interesting to scan them the more activations they have
- MBT scanned immediately, assault was never scanned
Firewall Molt
- Was on a prototype commander elite MBT
- Considerably more tame than pprevious time used
- Was quite accessible to be shot
- Blocked an OSIRIS gate 1 and lock on
- Felt fair because it was known, only suprises you once
- If this was on a hornet or ace this could have been BAD
- It was missed twice in a main/aux skirmish
- It can also trigger off the scan, making the Novel technology stick
- That's funny
- How does it make saves if grenades are thrown at it that isn't the raleigh grenade?
Rebaked bio plating
- They all died before they could run up walls 😭
Sitrep
Holdout
- Good, wish if NPCs with multi-activations couldn't double tap and spam it.
- Players with it was 1/round
- MBT was heavy frame, and kept popping the objective
- Was only moved via 1st gate, multi-structure multi-activation NPC could have only been moved by a big character
- Also hard to contest the objective because you need to be next to the guy next to the objective NOT the objective.
- When you CAN contest them, you have a chance to nullify their thing.
- PCs also had fetch simultaneously so players had to spread out, making contesting it harder.
Fetch
- Was a mix between short and medium length, objective distance I think is more important than number of objectives as this one ran 8 rounds in length
- Fetch was nice, the fact they're not objects to carry felt good.
- Carrying an object is fine if it's only 1, multiple is not as good if
- Was very silly but nice to hand them around
Small amount of PPG content from tonights playtest
thanks for the feedback!
Valk, how do you recommend naming making combat maps meant to have their Sitrep decided in the moment rather than at the maps inception?
Actually I’m realizing this request is not PPG Sitrep specific and I can just ask #gm-corner
"naming combat maps" what do you mean
Ah
make them like any other map
just don't care about "objective layout"
do it fiction first
ask "what is the space this map represents"
think about the world, not the objective
I suppose I have a few anxieties to get over when it comes to that, namely knowing what places need maps without thinking “but why would they fight there -> well if they’d fight there for x reason than it needs this Sitrep”, and also fearing a layout that’s not tailor made for the Sitrep will be less than preferable. But that’s just a me thing I suppose,
high key make maps that are lived-in
I'll be real, I don't often make my own maps, and use premades, so like, take this all with a pound of salt
but the way I view it, you'll likely be preparing what the location is gonna be anyway
like, narratively, in fiction
use that to inform the design
the PCs aren't strolling through Blocktown
(unless they are)
I’m also way too picky about things and every time I look through my map repertoire I think “but that’s not exact enough- I’ll just make my own!” so I really need to adjust my standards and realize “not exact” is often better
the world isn't exact
To be fair the last mission and the current one is technically Block Town in that the layout is artificial and designed for mech combat intentionally
alright so that actually informs the design
you know it's a town, and it's made of blocks
how would the creators have put the layout together?
Huh, good point
did they want to emulate city blocks? were they going for some sort of modern art? Or were they trying to remake Hang 'Em High from the hit Original Xbox game Halo: Combat Evolved?
Personally I feel like the best maps i’ve made (out of a sample size of. 4.) tend to go for “dilapidated infrastructure,” where I first go about trying to logically create a layout and then have entropy break it down enough to act as a game board
If I just dialed it back with the 2nd step I think I already have enough of the muscle memory to make decent Sitrep agnostic maps 🤔
also, sometimes a map can very obviously lend itself to a certain kind of objective while still supporting others
Also a good point- I saw Al do that last time i was in a combat they ran, and they re-used an IGF map with a different Sitrep
every gauntlet can be inverted to holdout, Escort could even invert to Holdout
Seize and blitz can be very similar depending on objective location
yeah overthinking it is the mindkiller
my goal for modular objectives was to be fiction first, top-down design
so naturally, make the map the same way
I could probably stick with an approach of “realistic floor plan first, add in logical terrain, then add illogical terrain for game design + remove elements if necessary”
Iphigenia at Midnight light spoilers: I'm using NPCs from this book in my IaM game, and in case anyone else is, here are some tokens kitbashed by me and colored by @shadow surge (who is also making tokens for the rest of the NPCs in that module!) Here is a Knight, a Torrent, and a Vulture.
I'm really excited to use the Knight, by the way. Might be my favorite NPC in the whole book
Ooh, these are very cool. I was just using the cataphract token for the knight before
I plan to also make tokens for the Zealot (second favorite NPC), Ire, and Prism from PPG
hey--while I'm talking about tokens--valk, what do you imagine a zealot to look like?
Obviously I'm not Valk but to me those types of characters always seem to have flails
and flails are also just very cool and underutilized
The emberlight nexus could be a censer or something too
Maybe it's both. Censer flails are cool. Anyway, that's just the two cents of a third party
I actually asked this one before, it was specifically about retrograde tokens but hopefully this could be useful
I dont know how to forward messages on mobile
I don't really know why but I see the Anchor as the Rival Caretaker from DRG.
Not that it really fit into Lancer, floating like that.
Damn, thems old screenshots
I know 💀 , I was still smallest
it's not colored yet, but this is what i ended up bashing for the zealot. (rockets because of an optional from its template) but i think the most important part of a zealot's visuals is probably that it has some kind of aura
Similarish to the MOI Solomon: robes, slight frame, exultant pose
Ah good you already got an answer
One of the first times I ran a zealot, I flavoured it as a Hecatonchares with a nano swarm that buffed allies
Question: would you say that Short, Medium, and Long duration sitreps have significant differences in their contributions to Mission-Long attrition, or is the difference somewhat negligible/has too much variance to reliably say?
Yes absolutely they affect mission long attrition
I’d guesstimate 3 mediums per full repair
Maybe 4
So I’m thinking I can maybe make a mission of almost entirely short combats for a one-or-two shot I plan on throwing at some friends of mine, and making Core Batteries be a reward for combat performance rather than something they start with. Think that could work?
I’m guesstimating 1 short combat scene would take about a half hour, 45 minutes. Specifically with PPG sitreps
Legitimately full length missions are my biggest Blindspot in play testing everything in PPG. if you can run a full mission play test and let me know how that goes, I will be deeply appreciative.
Will do!
My plan is probably to make one large map, make a faction roster, and then make the players directors/stunt actors for an action film and for them to choose scenarios for them to do “on set,” and then I quickly throw together a combat to fit that
And then repeat that for about 3-4 combats
how's this for an Ire? I wasn't happy with the Zealot but i wanted to salvage the token for something else
Hey Valk, is there a compilation pdf or github place for your design note or your thoughts process when you remade the !v! components? I'm kinda curious and want to learn more about that
Yeah I discuss my thoughts in the documentation itself
Personal house rules and rebalances for player-facing rules in the Lancer RPG. - msprijatelj/valk-lancer-houserules
ty, I didnt scroll down far enough last time i see XP
unusual question
coming from someone with limited knowledge
with opcal and autostab gone, how are players going to be able to address the scaling damage of npcs?
is it solley with their option options?
note that idk if Lancer needs scaling damage and I havent really seen how “damage scaling” plays out in lacner with npcs getting more hp and damage but players not
Players have scaling HP, they’ll be fine vs NPC scaling damage
As for players dealing damage: they will get more damage options and more stacking accuracy over time
Player options are hella flat, is the thing
Most of their damage power comes from combining tools together, but you can usually get those tools very quickly and very soon. But it’s fairly consistent damage across all tiers
Replacing Opcal and Autostab means that the fastest Time To Kill is slower, that’s all
So like, no I don’t want to compensate for those
The problem is that they’re overused and overcompensating on their own
So, players instead gotta invest in licensed gear to get their damage, or accept the new mods instead
op cal when its truly op
Actually what are the player options to boost damage?
Opcal the mod
Autostab the mod (accuracy = higher expected damage)
NucCav
Crack shot (and other weapon talents that give acc and/or bonus damage)
Nelson Thermal Charge
Death’s Head assorted accuracy systems
Roland Chamber
Nanocomposite Adaptation
Paracausal Mod
Hunter lock
Like, there’s a lot of options
mhm
Opcal and Autostab as core bonuses means they stack with everything else
I prefer encouraging folks to go wide over deep
Also mod slots aren’t an extremely crowded space in lancer so the real hit is the SP
Is it though? Core bonuses are usually much more valuable than an SP cost from my experience.
I don't know where the autostab/OPCal mods are located or how much SP they cost though so that might change things.
They’re GMS, my point is more that “the cost of them as mods is more heavily on the SP than mod slot side” not “mods with a couple SP cost are a core bonus.
Though, note that a 4SP system is roughly equivalent commitment wise to a core bonus at some points in the game for many mechs (in terms of % of those resources you have to commit
GMS, both 2sp, available at LL0
but you dont need a CB for them
(they are noticeably a lot weaker than the CB)
Core and More Lancer revisions, a set of personal House rules by Maria Lopez If you like these, try the Alternative Structure and Stress Rules table! PLAYER REVISIONS General: -The Prepare action can only be used to Skirmish. GMS Thermal Rifle Main Rifle, AP [8 Range] [1d3+2 Energy] Heavy...
So I'm brainstorming for a short mission I'm gonna run my friends through where they're playing as Stunt Actors for the Antagonists for a Film, and one of the players says he wants to be a Manticore Pilot really looking forward to blowing up for SFX purposes.
Naturally one of the OpFor officers is gonna be a rival Actor piloting an Ire and getting really pissed off he stole his role.
Ooh, I love the changes to HMG and AMR as well
reliable 4 HMG feels really nice to play with yeah
AMR is actually the same damage on average as the NPC version now
Just double skirmish a hornet to death deterministically
Not possible in 1 turn cuz overcharge rework but with funky turn order shenanigans u can probably make it work. And at worst you have to live through one more hornet turn
There's always initiative, and there's always the fact that GMs might be taking from it piecemeal when it comes to reworks
Among the PPG NPCs that need testing, do y’all think these fit the theme of “Actors Playing Cops/Security Guards”?
- Boombox
- Knight
- Torrent?
- Vulture
Ire, Hatchet, and Prism I can probably have as special commanders if I can fit ‘em in (flavored as Vigilantes), I’m only really unsure about if I can make Torrents work somehow
Also, if I had it in mind to like. Use an Ultra each combat during a mission testing PPG sitreps, specifically combats are are just 1 short Sitrep, do y’all think that would muddy the results too much?
I’m trying to figure out how to balance a mission of entirely short combats and wondering if using frequent Ultras would be a good way to make them more active - not necessarily harder though since I do plan on keeping the action budget the same. And it gives me an excuse to test some PPG Ultra Optionals
security Boombox would make sense honestly- reflavoring dancing stuff as like. police spotlights and "get on the ground" type beat (pun not intended)
I think I can also flavor the Torrents as like. Jails. With Drown in Nanites
Which would be fun af
Now I’m thinking about the Ultra thing tho- uncertain if I should make the Commanders Ultras or not. It’d be heavy Ultra Spam but since the combats use short sitreps they don’t need to be directly dealt with for very long
Hoi
Cyclic Discharge
System, Recharge 5+, Quick Action
The Capacitor loses all OVERSHIELD and cannot gain more until the start of its next turn. Its next attack with the MARATHON ARQUEBUS this turn deals an additional 2/3/4 Energy bonus damage and provides twice the amount of OVERSHIELD to allies.
Thoughts/feelings on this Capacitor Cyclic Discharge rework?
and this take, using the lost Overshield instead:
The Capacitor loses all OVERSHIELD and cannot gain more until the start of its next turn. This turn, the damage dealt and Overshield granted by its next attack with the MARATHON ARQUEBUS are each increased by the amount of OVERSHIELD lost.
The Capacitor loses all OVERSHIELD and cannot gain more until the start of its next turn. On its next attack with the MARATHON ARQUEBUS this turn, the weapon’s damage dealt and OVERSHIELD granted each increase by the amount of OVERSHIELD lost.
I like this wording better
Working on Ruinous Reactor:
The Ire is IMMUNE to OVERHEATED (CONDITIONS & STATUSES, APPENDIX A). While EXPOSED, the Ire has RESISTANCE to Kinetic, Energy, and Explosive damage and enters an unstable state visible to all characters when destroyed, exploding as per a reactor meltdown (Lancer, p. 81) at the end of the next round.
Increasing the damage dealt instead of adding Bonus Damage will make the “bonus damage against multiple targets is halved” clause not trigger, if that’s something you want to trigger. Otherwise I think it’s neat.
YEAAAHHH IMMUNITY TO OVERHEAT ON THE IRE
Nice, I think increasing the Capacitor’s damage output in general is a good thing personally
IMO it’s just necessary to balance around that as a practical matter so the house rules don’t make it run totally differently
It has its reasons but yeah it is pretty fiddly. It’s just that if you wanna get rid of it there’s so many playerside bonus damage sources you have to change
One of those “annoying but necessary” things
oh yeah, casual reminder that "Overheated" and "Overheating" are two different things
unrelated, dreading reworking Torrent
but it's the next thing on the list, so
Yeah no understood my point was more “if you want to run this in any way that matches 1 stress vs stock rules you have to do this”
Or bake 1 stress into ire but that seems harder
I was gonna callout the "on its turn" wording because waiting a turn to OS next round and get double would be nutty
But yeah it looks good
Oh also yeah I like the all in overshield
I'm worried if it leads to VERY CHUNKY enemies thouhh
It’s recharge at least, and using it on consecutive turns will require vanilla Overcharge
What action type is it?
Cyclic discharge? Quick
So the rotation is
- Start turn with OS
- QA Cyclic Discharge
- QA Skirmish with MarArq
If you want to do it again next turn, you need
- To recharge Cyclic Discharge
- To gain Overshield on your turn before using Cyclic Discharge
This is possible with a Vanilla Overcharge for a MarArq skirmish before following steps 2 and 3
I've got to wonder if there's any way for an ally to give it overshield after it's turn starts using a reaction or persistent effect
Maybe, but at that point they’ve earned it
Yeah lol could be fun synergy
OpFor: “White Tiger Revenge” aka “All My Homies Hate Xiong Xiaoli”
- Knight
- Priest (Sanctuary)
- Scourer (Melt)
- Napalm (Corrosive Gel)
- Ace
(You could replace the Ace with anything that targets E-Def or has heavy emphasis on Systems Saves in the kit)
Side note, any NPC with the “stun until start of next turn” gimmick pairs beautifully with a Napalm
Hard to miss when the target has 5 Evasion, and can’t avoid the slow if you auto-fail agility saves
Thinking of a playtest on either <t:1779559200:F> or <t:1779645600:F>
I know the notice is a little short, but my time’s been short lately
Busy 😔
That’s a mood
In good news I'll be off having fun
In bad news I'll be having fun but unable to have more fun
Very happy it’s the fun kind of busy, then!
Truly a 1st world problem
I’m so tired lol 😭
Text equivalent of the mirthless laugh
I have ideas for torrent but gotta hammer them out
Hoping to maybe do that tonight, but depends on other irl stuff
Saturday 
Unavailable Sunday though
I can do saturady
valk, how do i downlaod ur houserole as an lcp?
Under the GitHub releases
ok
I'm free if you've still got a spot free?
you're in
that makes 3 players, still have 1 seat open
worst case, I run for 3 + an NPC buddy
1 round into a Blitz with a Knight, just did a stun into a Sniper shot
Life is okay actually.
This is the first combat of the mission too and that player already lost a structure
Also it didn’t happen because I already spent the Overwatch, but there was a brief terrifying second where I realized that if I was 1 space away from a Duel target and they were pure melee, I could just Overwatch them the instant they try and advance and stun them again
Which is… worrying to say the least
Since it didn’t happen I can’t really give any feedback on it but it does raise some alarm bells
if they're attacked once by the sword, they know what's at stake
True, all builds need something beyond Threat 1 one way or another
is there an intended ll for this fight Valk?
LL2
torrent rework incoming
AMORPHOUS Trait
The Torrent always has soft cover, and it ignores difficult terrain and engagement. Other characters can move through and end their turns in the Torrent’s spaces, and as long as it occupies at least 1 free space, it can move through and end its turn overlapping obstructions, cover, or other characters. However, the Torrent cannot GRAPPLE.
UNDERTOW Trait
Involuntary movement caused by the Torrent ignores difficult terrain.
Storm Surge
Main Melee, Smart, +1/+2/+3
[Threat 0][4/6/8 Explosive]
To attack with this weapon, the Torrent pushes itself 3 spaces in any direction, making an attack roll against each character whose space it starts in or enters. On a hit, the target is pushed 3 spaces in the same direction as the Torrent’s movement.
Wavebreaker
System, 1 Heat (Self), Quick Action
The Torrent wallops Burst 1 or Cone 3 area. Hostile characters in the area must make a HULL save or be knocked PRONE.
Amorphous's changes are subtle, but basically I make it clear that the Torrent can overlap obstructions and stuff while moving as well as ending its turn. Also, Grapple is banned for the water elemental
Undertow ditches the Prone effect
Storm Surge becomes a weapon; it attacks by passing through an opponent
Wavebreaker becomes a Burst 1 or Cone 3 save vs. Prone; no recharge, just 1 Heat (Self)
The Torrent wallops a Burst 1 or Cone 3 area. Hostile characters in the area must pass a HULL save or take 4/6/8 Explosive Damage and be knocked PRONE.
Adding a bit of damage to Wavebreaker's save
SCALDING GREYWASH System
Instead of WAVEBREAKER’s usual effect, the Torrent may instead force hostile characters in the area to pass an AGILITY save or take 2/3/4 Burn and become IMPAIRED until the end of their next turn.
CRASHING TSUNAMI Trait
The Torrent may choose to double the distance STORM SURGE pushes itself and its targets. If it does so, STORM SURGE must be reloaded before it can be used again (as if it was LOADING). STORM SURGE automatically reloads if the Torrent inflicts PRONE.
Giving Storm Surge the High-Impact Rounds treatment
Huh, removing the Grapple ability of the torrent, curious. I remarked on being confused on that when I first read the Torrent purely from a flavor perspective so it’s interesting to see it take mechanical shape.
Storm Surge and Wavebreaker are also now very weird- don’t dislike them they’re just funky now.
I personally love High Impact Rounds. Miss it every day in the rebakes lol.
Modifying the existing abilities instead of adding new ones certainly makes the whole kit more cohesive. Also makes it’s abilities more spammable but that’s neither here nor there
spammable abilites are good in my books, makes the turn much easier
WASH AWAY Trait
PRONE characters hit by STORM SURGE are SHREDDED until the end of their next turn.
Is this anything
I like it
Helps that Storm Surge + the Prone are now tied to two separate effects now
yeah this is a lot cleaner now
Yeah I just now noticed how Wavebreaker is now all just 1 save now which is honestly delightful
I will say, old Torrent operated a little differently because it could knock people back while also not moving right up to them. Which is neat in my books, not a lot of NPCs with big Knockback as something they can spam in order to not be next to guys. But it also definitely wasn’t the intended flavor/mechanics. So this is a lot closer to what’s intended
This also feels like an NPC that now has dominion over the most AoE patterns, as I’d personally consider Storm Surge to be a line effect so that’s 3/4
If I can be frank I can’t help but feel like this whenever I stun someone with a Knight https://youtu.be/0_c5UbBdJYo
He told him he was going to do it
#SmilingFriends #ZachHadel #MichaelCusack
yeah, it's a pseudo-line indeed
An Ultra Ghost with Nova Missiles seems compelling 
Half damage tho
Add in Ontolotactical Array if you have a Field Analyst Raleigh/Autogun User
(unless the ghost gets dislodged. then it's back up to 4)
Specifically just to give them a taste of their own medicine, no other reason
4 players or 4 times per round?
4 damage
wait, it's always intangible during its turn
I thought phase shift was first turn and when bonded for some reason
Threat 0 might have some weird interactions? I think just making it Threat 1 and specifying how you attack with it makes more sense IMO
This is intended to prevent Overwatches
might not outright stop them if they're overlapping though
Yeah all weapons have threat 1 by default, this explicitly makes the default, well, not default
Also I’ve always thought SCL Ghost would go crazy, but with the new mechanics introduced SCL Knight or Ire would be monsters
AMORPHOUS Trait
The Torrent always has soft cover, ignores difficult terrain and engagement, and cannot GRAPPLE, OVERWATCH, or cause engagement. Other characters can move through and end their turns in the Torrent’s spaces, and as long as it occupies at least 1 free space, it can move through and end its turn overlapping obstructions, cover, or other characters.
Slight additions to Amorphous: Preventing Torrent from using Grapple and Overwatch, as well as preventing it from causing engagement
might be overkill, but it fits the vision I had of this thing where it's not a "keep out" NPC, but a "get off" NPC
Is being unable to Overwatch with template weapons worth that?
Not being able to overwatch with Storm Surge feels clear cut to me at least
it only has one weapon now, and it's Storm Surge
I'm unenthused about how it was really good at just fucking up everything with old Wavebreaker and Overwatch
Yeah that’s why I said Template Weapons
Not being able to cause engagement makes sense to me tho, otherwise walking through it becomes difficult. Technically squads proc engagement but they’re size 1/2 for those purposes that’s not gonna happen often
anyway i'll let the euros weigh in tomorrow morning before setting anything in stone
i'd love to join if the playtest is still open for sign up
Sure, it’s for Saturday and you’re in
Locking in that opfor for next week with some very PPG-forward experiments
(rebake vet, ultra, and archer)
2x Archer Formation?? Extra spicy
They're reinforcements
Ultra Ghost with no ultra trait?
It’s understandable, I can’t even remember what it does 
Nope. I'm worried the howler will be a little too durable with that up on it.
Paradox State gives intangible until the end of their next turn
I think right now my only howler change is reducing its armor to 0? Maybe one or two minor things. I’m leaving the Threat at 2 for now
I was mostly commenting on how boring and uninspired it was compared to, like, Evergaol lol
I took out the armor but left it as speed 4 w/ threat 2 since I wasn't sure about the threat 1/2 split
And I didn't want to give it too much reach
Yeah leave it at 4/5/6 speed
4 speed 2 threat is still a reach of 6 like 5+1 (obviously boost makes the reach different at 10 vs 11 but sometimes players deserve to not eat shit)
Plus, Puppet Crasher with R&T on threat 2 is VERY funny
Totally vibes based, but I think Maxwell's Demon and Coherent Entanglement could swap places?
Unless you wanted to make Maxwell something accessible
I like Maxwell as Veteran Level
And it stops me from taking it as an ultra (without making it a vet), which is a compelling choice imo
Bolster Network ghost is funny enough as-is.
Limitless and Veteran go together like peanut butter and jelly, so Maxwell’s demon makes perfect sense there
Had a minor thought about Ultra Ghost though
What if, instead of extending paradox state longer, it could instead use Quantum Bond on any target in its sensor range, teleporting to them and bonding
Go wide instead of tall
- I like it
- I can already hear my players saying "THAT'S BULLSHIT" after double BCL prone-immobilizing it
Idk what I'd drop for it though. I kinda want legion for insurance
Well I still need to brew it, so we’ll see
Pre-emptive: why legion if it's intangible?
When it inevitably gets yeeted during not-its-turn because of BCLs on the howler, I want it to put up a little resistance regarding e-defense
Mixing up fortress and legion 
Helps amend the issue of “what is a support ultra supposed to do if there’s no ally to support” by making the entire team more durable with the Ultra ghost around
I have had 1 round running a Knight and the power has already gone to my head
lol
I thought Mesmerist would be my best friend but Knight is quickly just worming its way in there
good, fucker needs to be a Threat
every day these days I look back at Mesmerist and think "maybe Waterdragon was right, and I should make this Jammed until Start of next turn, why shouldn't I, my precious"
and then I have to shake myself out of it because Recharging tech spells is so cool
If you’re still looking for playtest data on that I should be able to report on how it goes 2 combats from now
1 if I can figure out how to slot a Mesmerist into this next fight
playtest data is always welcomed
I am planning on swapping out Praya Cannamos's Goliath in Shadow of the Wolf with a Knight- thinking of something evil with Banner, Punishing Blow, and Valor
Lemme know how Punishing Blow goes with the new microstun, please!
I saw the sneak attack reccomended pairing and I was like "Oh that would be super flavorful with the Assassin in this combat"
I’m testing that too but the Knight got grappled so any Punishing Blow chances got shut down. Still, there’s hope in future combats
NONLOCAL ENTANGLEMENT (ULTRA) Trait
QUANTUM BOND may be used to bond with one tangible allied character in the Ghost’s SENSORS. When it does so, the Ghost teleports to share one of the target’s spaces.
new take on Ghost's ultra trait
questions/comments/concerns?
I like!
So to clarify, the only current nerf from 1.22 howler is the armor?
correct, that's all I'm doing at the moment
Gaming
(my IaM players do not click!!) I think I'm pretty happy after messing around a bunch with this weird-ass, definitely voided-warranty ||prototype MBT|| I'm going to sic on my players. do we think this seems fun?
this is more or less an ||MBT with Nuke Cav||
Ohohoho lemme know how it goes
||(for a dude named Firewalker 1-1 "Old Smoke" i think this is a pretty fitting build)||
i plan to. and if anyone wants to test run the sitrep against it, let me know
i'm usually available to run things in the window between <t:1779516000:t> and <t:1779447600:t>
bonus: ||RipCurl and I are working on the sprite for it but here's the sketch|| mwehehe
||wait can’t MBT’s not make non-Ram Melee attacks due to being a Vehicle/having an equivalent trait?||
||shhhhhhhh let the thing use the Thunder Lance||
Let the warranties be voided
||still, better reword the trait so scanners don’t try and call you out||
||ahhh you're right||
||i mainly took it because it lets me boost, using the MBT's Tank Shock, and heats me up. if there's a better weapon in the Prototype's kit...||
Void the warranty
I mean this thing's already customized to hell and back
"I'm Khamsin, a.k.a. the desert storm."
Original Video:
https://x.com/tuxedopato/status/1560259972230811649?s=21&t=qabmzRg4tjKG3YdtblrACw
Song: https://www.youtube.com/watch?v=3AarFtHRqNg
it's the final big miniboss before the real final boss and it's supposed to (at least in MY game) represent an extremely unique TBK weapon--there's only one of them in this whole fleet and given that it's been 500 years its likely the only one still running
Here is a quick look at Quad(Tetrapod) movement in Armored Core 6. The floating is a cool addition and has a lot of gameplay implications.
Captured a the July Preview Event
Join this channel to get access to perks:
https://www.youtube.com/channel/UCXqAsQ1X-ct3xb3b9h41ptA/join
You can watch and hear the explanation of the Perks HERE:
https://...
||minus the hovering/flying, i imagine it moving like this||
skating, more or less
I mean just toss in this trait from NPC+ Haul and call it a day ||(well, assuming you can give it the power to overcharge and therefore get the extra necessary action to boost and full action skirmish)||
[Reply to:](#1254229800952922193 message) ||i mainly took it because it lets me boost, using the MBT's Tank Shock, and heats me up. if there's||…
||Tbh I feel vehicles should only be barred from making improvised melee attacks, it's really silly that you basically can't use CRB vehicle templates on melee NPCs, but such is life.||
that's the beauty of TTRPGs. i can just say "my vehicle can!" and call it a day
Damn, I'm unfortunately going to have to replace ||Firewalker with something else since i don't have Solstice rain||
Still need to figure out what that is, but I've probably get at least 2 months before I have to make that decision
||Elite Vehicle Prototype Pyro.||
thats what I was going to do until i decided i'd rather go the route i did
||and if you want to be less fire-gun and more gun-gun, the Deluge from IGF or an Assault from the CRB would do well too||
A human is immune to being damaged from an archer vehicle
Improvised attacks make sense on vehicles NGL lmao
Swapped Nova Missiles for it so let's see how it goes next week. That's all I have to add
ooop
Ironically enough I was about to do encounter building for my SoTW party since I gotta delay my Wallflower party another week
@vagrant grotto does the test tracker need to be updated with the torrent rework?
Uh yes very much so
Only things unchanged were Roil, Drown in Nanites, and the Veteran+Ultra traits. Everything else needs testing (and those other traits likely need it too, for the new context)
hmm... Might use the Quell-Pankration sitrep for the first combat of SoTW instead of the Koth Control base book has
Okay today was a good showing for the Ire, Torment Nexus went over well
Also good for the reworked Torrent, felt MUCH less fiddly
Lack of overwatch kinda hurt but it was for the greater good
Realizing I need to run howlers and ires on “stand still” sitreps to see how their “auras” perform in those cases, instead of stuff like Transport
hopefully next week my wallflower party should meet and the ires can have some data in a Holdout (granted it'll turn into a transport after but eeeh)
Torrents never were an enemy that wanted anyone to sit still, getting rid of Overwatch aids that
through armor? dang
got shredded from the swallowtail
anyway uuuh
not getting that testing data today-
Meanwhile, my singular untemplated Knight: “You know what? Fuck you.” un prophets your scanners by taking its turn immediately
praya-cannamos got fucking speed blitzed
My knight has now peeled a structure + stress of my Zheng player, something I have not been able to do across several missions
(Not solo a Sniper helped)
I wanna know how the dang LL2 Nelson got 31 damage out in a single round
like was this a nuclear cavalier or something
hunter?
Thermal Charge + Nuc Cav gives an extra 2d6
Then it has 4 weapons to barrage with, so you could count that as 3d6 + 3d3 + 3, so that’s a maximum of… 31 exactly
CRB overcharge can push past that
Okay
Tac Melee 1d6+2 (dang)
NucCav 1d6
Thermal Charge 1d6
TacKnife x3 3d3+3
must've been a combo of crits + high rollers club
Technically an War Pike could let 31 be reached but it’d be absolute maximum damage
yep it was war pike with thermal charge
yeah crb overcharge along with the barrage
Oh I do like Mesmerist+Operator’s new Pairing Name
Oh and is the Sneak Attack Pairing’s description new? I don’t recall it having Punishing Blow or Stun detailed in it
Not a formal data report but after the knight almost got nuked in a turn it was able to annoy the party into just calling it early by then proceeding to take nothing but chip damage for the next two turns lol
(I also actually landed a great sword hit against a duel target (Nelson) where the stun was able to get capitalized on by the assassin for a hit before the swallowtail teleported the Nelson away)
Might actually go ask for feedback from the Nelson and swallowtail players now that I'm more awake so I can do a proper feedback report-
I gave my players a tease for next week and they're concerned sufficiently
Except they called Contrition a rat
I can see it
Is this Wallflower or is ||Regret just a coincidence/reference||?
Because I didn't remember Contrition.
Contrition is a thing I made the fuck up because I wish to inflict pain on my players
I tried making like five different opfors to go with regret and eventually decided the best way to resolve the situation is to just double ultra that shit and gave him a lil ghost buddy
Who's also an ultra and a commander because commander ghosts are funny, dammit
@vagrant grotto when you get a chance can you show me your player perms and the versions of your annoyings lancer sheet?
im trying to see something
Not gonna be for a while, like tomorrow at best
thats totally fine, theres no rush
I’m using latest Annoying’s sheet
I don’t know what player perms will interact with that
ive been having issues with players being able to print their protocols and stuff into chat
Now I know it doesn’t work this way because effects from other characters take priority..,
… but it would be really funny if, when in a Grapple with a Knight dueling you, the stun wore off after the contested check for control of the grapple.
It’d be bullshit, and I’d feel awful after the first time it happens
But it’d be hilarious
I figured
I think it's probably a sheet update
Like the data is still there it's just being displayed differently
This feels only very tangentially PPG related, but it’s something I thought could be good to ask, especially when it comes to providing consequences to PPG Sitreps:
Valk, do you have any good examples of Out of Combat consequences that “attack every part of the character sheet”? Stuff a GM can use either as Defeat/Partial Success consequences or simply just stuff that happens due to blunders in narrative play/using Power at a Cost
- loss or replacement of a reserve
- loss or replacement of pilot gear
- problems that someone of a specific background would DEFINITELY have difficulty on
- mech weapon/System destruction
- mech structure/stress damage
- Mech Core Power charge
- Mech overcharge
- Burdens
Lotta shit is context sensitive (burdens definitionally so)
Like, “attacking every part of the character sheet” is less so for on the fly stuff and more so for planned threats
Would you recommend getting weird with it? Ex. Temporarily shutting down or weakening Skill Triggers, Bond Powers, Talents, Mech Stats, etc w/ “Anti-Reserves” or something. Or would you recommend playing it safe and sticking with stuff that’s actually designed to be taken away?
Depends on the context, I would likely not take ingrained PC features away, but I would definitely target Inventory
Weird shit would require a weird context (like a metavault)
Or explicitly offered up by the player (ex. Power at a Cost)
Sure, but again, context
But for the stuff you listed that isn’t context dependent it’s probably safe to not ask for permission wait everything is context dependent you said that 🤦♂️
Prooooobably? In all cases, signpost
Remember ICI Doctrine
Doctrine might be a bit strong. Still, I'm trying to keep these three words in my head whenever I'm planning or running a game. They're th...
Has anyone here run Dustgrave? I'm thinking of possibly editing one of the last combats to include a PPG class and I wanna bounce ideas
I have not, but I’m happy to offer opinions regardless
Do u mind spoilers then? I'll put em in spoiler text still obviously lol
I have run dustgrave too
I’ve read it, I just haven’t run it
oooh ok I see yea
I’m a GM, adventure spoilers mean nothing to me
FAIR LOL
Lemme write up what I'm considering then
Dustgrave Spoilers:
||So my PCs just finished Mission 1 and they absolutely adored the Combat 3 Spec Ops fight, it was the hardest they've ever fought lmao. I have a feeling they may not trust the Talon and will end up getting the optional Combat 7 Backstabbing Birds by the end. The commander is supposed to pilot an SSC Viceroy as a Breacher. However, one of my PCs pilots an Atlas and has been MVP so far, so I'm considering making the commander an Ultra Kensei instead as a modified SSC Atlas and modifying the combat to make room for that. Mortal Draw would be insanely cinematic and I plan to reprise music tracks I used in Combat 3.||
||My question basically is: How would I balance this in y'all's humble opinions with removing or replacing certain enemies and such? I have 6 Players but 5 Player Count enemies have been what I've been using as it seems the most balanced for them while remaining challenging||
Of note: ||all the other enemies are Veteran Spec Ops that's where the iffy balancing comes in||
||But being a single combat scene all PCs have access to their core powers to go all out this combat||
Nice nice nice, okay my rec is
||absolutely use Kensei. If you replace all of Leonora’s templates with Ultra, I think you can afford to drop 1 of the veteran spec ops in terms of both Structure and Activations||
Actually this is a good point, ||Ralf explicitly designed Combat 7 as a victory lap. Maybe keep the final Veteran in reinforcements?||
||So as in replace Veteran Spec Ops and Commander with Ultra?||
||Oooh true perhaps||
||May put the 1 other SSC Atlas Vet Spec Ops in the Reinforcements, makes sense for the flanking Assassin||
||Do you think I should put the Automated Battlefield Awareness Node on another Spec Ops?||
So, as written it’s about ||15 structure and 8 NPC turns vs 5 players. So if you use ultra instead of the other templates, it’ll instead be 16 structure and 10(!!) turns||
||so consider moving 2 of the NPCs to reinforcements IMO||
||There is 6 players actually so that's a bit better, but will defo move to reinforcements yea||
||I've just been using 5 player enemy count instead of modifying for 6 cause it ended up balancing out good||
Yeah I was making suggestions assuming it would continue to hold that way, worst case ||reinforcements can come in start of round 2||
||Exactly my thought yea, I'm gonna use em as like insurance to hold back if they're doing bad or to bring in if it starts to be a stomp||
I appreciate the advice btw thank u v much
||I also think the Kensei works flavor-wise cause Leonora piloted a Stortebeker in Combat 3 and I feel like that fighting style translates better to something like Kensei rather than a Breacher Viceroy||
Happy to help!
Really stupid idea;
Medium blitz where most of the objectives are all in one centralized location, but like. 2 are on the outskirts. And the combat has a Specter or Knight.
I've done a similar concept by putting side objectives way on the other side of the map for a gauntlet. It played very well
Specters included
@vagrant grotto out of curiosity, if a Howler gets another weapon, say from the Ultra template, and Feral Howl causes it to Overwatch, can it use that other weapon or is it intended to only be with the Claws
Any weapon as-written
awesome, thank you
helping a friend build an Ultra Howler with Hellfire Projector so I was wondering was that as scary as it sounds
will do!
@vagrant grotto Per your ruminations on a PPG-esque vehicle analogue and casting about for names, "AFV" is one possibility that immediately springs to mind
An armoured fighting vehicle (British English) or armored fighting vehicle (American English) (AFV) is an armed combat vehicle protected by armour, generally combining operational mobility with offensive and defensive capabilities. AFVs can be wheeled or tracked. Examples of AFVs are tank destroyers, armoured cars, assault guns, self-propelled a...
Calendula moment?
Nice, thank you!
I welcome it whenever you’re ready!
Ok awake again-
Sitrep: Seize-Transport, 1 Objective
4 turns into Seize
(Relevant) Homerules used: Maria Lopez Core and More, Valk Lanny changes, Accelerate changes
Party: LL5
Half-Emperor Pegi, Half-Sunzi Tortuga, Calendula, Lanny
Ire
I literally just realized as I was typing this up that I needed to force update the individual ire npc so I don't have wholy accurate data for anything except transposition- fuck- at least that was the main sticking point for my party so silver linings
in any case, the party felt like multiple Ires was a bit too oppressive with multiple stun risks around on the board, I was able to use the stun to good effect on the lanny to knock everyone off and the tortuga to force a plan change, but everything else in its kit felt fine to me and the party
Players didn't attack the obelisks so HP changes weren't tested yet, but they did work for flushing the party out of position, when next session happens I will be hopefully testing how an obelisk dropped right on an objective will be handled
Capacitor
High Voltage was taken well, forced some fun make your choice decisions for the Pegasus pilot (Party referred to it as the Shocking Ball Torture zone and wanted me to bring that up)
Though of note- The party then sent the Tortuga pilot to torment the Capacitor for the next 3 turns and it has done literally nothing else of note this encounter except run away
@vagrant grotto
Thank you for the feedback! And yeah makes sense that harassing an artillery like a Capacitor would hold it down
Looking forward to feedback on the sitrep itself, once everything is wrapped up
let me know if that map could use any changes as well please!
RE: Ultra Ghost and Ultra Howler (LL1, Regret Replacement fight. 2 melee everests, 1 drone chomolungma, 1 melee chomolungma, 1 not-offensively-inclined sagarmatha
Ultra Commander Ghost:
- Found the new ultra teleport bond ability to be very annoying as it was able to slip away from melee attackers with a lot of ease, especially with spectral flight as an optional
- I liked it well enough, but wished it had more tech attacking ability for when it had juiced its buddy for as much as it could (obviously it's a support first)
- The half damage/half heat when intangible seems almost unnecessary given now low its output is, though obviously gaining weapons/tech options from its templates could be spooky. Also kinda annoying to remember/easy to forget that it only does half when intangible.
Ultra Veteran Howler:
- They liked it
- Found it spooky, but not oppressive
- Suddenly got really scared by its damage output once one of them was exposed
- Rip and Tear felt fine to them. "It built up with the overwatches. There is a world where it could structure someone who can't activate yet standing near them" but didn't find it THAT concerning)
- Felt fine on speed and durability (ran it on 5 speed, 0 armor, and threat 2 on the claws)
- Feral howl as a 'open up the pit' type ability where you're shoving it in the middle of the party and forcing them to address it is very effective. Would like to run one on another not-mobility related sitrep just to see what happens (also have it not be an ultra too)
Optionals for the two forthcoming
Rebake vet and ultra, also
With your OC rules
Thanks for the feedback! Halfway through at the moment, wanted to note that Phase Shift’s half damage and heat is actually primarily intended for the bond’s weapons and abilities
It was coming up a lot because of the optional I picked for ultra and for it fragsigging people
Because the bond can take the mantle of Phase Shift on their turn as a protocol
Once the howler died to a 38 damage tempest charge blade smack, the ghost was "anticlimactic" and "like a scooby doo door chase" (poor guy was bonding with an archer formation)
Also hell yeah on the Howler
They LOVED the howler
Also I did dragon the dragon biomimicry thing with it a couple times. Terrifyingly effective strat
- split the party up (like with a breath attack, or in howler's case, running in, hollering for some OS, ramming away the overwatchers, and scooting)
- single out a party member
- drag them away (dragon biomimicry strat says to fly away with them)
- beat the person you singled out up as the rest of the party tries to catch up
enabled by string theory marionette boosts
Door chase sounds like a consequence of a Formation being the leftovers, at least
a little
Since double action makes it seem like it can only un-bond on one activation, then re-bond with another on the next
Love the classic “kidnap and maul” strat yeah
I wasn't doing lol-yuumi style untargetable zips between hostiles
Now, was it spectral flighting between rooftops and pissing off the TCB everest? yes
By that point, I'd already wrecked 2 PC mechs though
Love Spectral Flight turning on No Clip and Creative Mode
So it was playing keepaway as a tepid heatgunner while finding someone to glue itself to
puppet crasher plus howler is good clean fun
and it had rabid bite for some good, good incidental heat
Sounds like an excellent end-of-mission boss fight then yeah
They did like it all told, but found defeating the howler and only having the ghost and a couple archer formations to be anticlimactic
Which is more of a lancer double ultra fight issue
They were expecting something more elaborate than I was daring because I still wanted to give useful playtest data
Perhaps something like Undying Faith was expected? Like the Ultra can keep the target animated or animate a wreck when all else fails
I don’t know
“Can’t do much when its adds are mulched” is valid feedback regardless
Like even less so than an Ultra Priest
i cant wait to use this baby...
2x Vanquish Sitrep. Kill both to win.
UC Ghost:
- String Theory Marionette (no complaints)
- Exorcism Ejection (saved it from eating a backswing cut, so that's nice)
- Spectral Flight (made it very annoying to fight against once it was the last objective threat for the TCB everest)
- Split Timestream (Seems odd on a single-structure/single-stress ghost. Party didn't realize it was 1/sc and got really scared by it. Stopped worrying once it had its one use burned)
- Bolster Network (commander ghosts are so funny)
- Nonlocality (I mean, I liked it. They found its slipperyness with its general ineffectualness after the howler died to be more annoying than engaging. Not Nonlocality's fault tbh)
- Puppet Crasher (annoying to remember the half heat, but so very spicy when a buddy is nearby to benefit from the puppet watching)
- Legion (I'm boring)
UV Howler:
- No Escape (literally forgot it existed)
- Longclaw (they had no thoughts. I personally like it. Enables kidnapping? Maybe problematic.)
- Blood Hunt (useful for getting into the DZ off zero heat with Feral Howl. The lockon for DZ/Half health got a lot of value!)
- Viral Bite (Incidental heat is surprisingly relevant at LL1. Absolutely stuffed the support sagarmatha's build. Felt a little bad about that.)
- Rip and Tear (shared their opinions already. Love it at threat 2.)
- Supreme Melee (genuinely used it for the free grapples and rams for more crit fishing accuracy than anything else)
- Superior Reactor (RIP original A Beast Uncaged. You were busted and this is the only substitute I could find)
- Unstoppable (chomolungma-b-gone (gave the hackers a way to cleanse viral bite, also))
Literally what I just ran
But with a ghost
Happy to hear Rip and Tear worked out well, tbh
I was low key considering dropping Lunar Splendor and making Rip a Normal Optional, but I think it’d be too annoying to track on a non-vet
Edited longclaw with thoughts I had while typing
I’m glad for the Threat 2, I think that’s staying
For balance purposes, R&T should stay vet imo. Means you gotta invest a little harder with the structure/activation budget to get a multi activation AoE blender
Yeah no I agree
It’s just a matter of what to do with the poor performer lol
That’s a me problem tho
I’m okay with Longclaw enabling kidnapping tbqh
That’s part of the draw, locking down 1 guy and being more mobile about it
They had options to deal with it at LL1. They just kinda let their CQB overwatch guy get mauled
But the pilot was talking a lot of shit to Regret so

The classic aggro tool: taunting your GM
They literally had a taunt
Because I wanted to have players pull the howler away from a pilot (as in on foot pilot) to save them from R+T splash damage and getting vaporized
After the last ultra howler killed two pilots
Terrifying! 😅
It was a one-shot then, thankfully
I think they underestimated how much a howler can lay into an exposed target that can't brace when they can barrage 3 times in a round mostly uncontested
@vagrant grotto have you ever thought about changing how The Lesson of Transubstantiation works?
Yes
I’ve thought about changing how a lot of things work
Doesn’t mean anything fruitful came out of it 😛
I’d default to Maria’s take
I havne't seen Maria's take on it