#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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"this artillery creates its own defense" wrong, go to jail
Welp never mind then
Tbh this is an example of how it feels like Lancer was playtested in dungeons more than open fields?
that is what other units are for
yeah i think of all the mechs that need defensive tools, the range 20 reliable arcing guy leads them the least
if you want your rainmaker to not die like a bastard, use other bodies
Goodbye javelins, you probably won’t be missed
As long as the Rainmaker can make it rain we'll be happy
i say all this as a Combo© enjoyer, its fun, but it def flattens rainmaker's playstyle
speaking of other bodies that make life awful for the PCs
I feel like making javelin into a single blast 1 would be more tenable than 3 individual spaces to get that “area denial” fantasy, aka mini atlas
stinger range nerf right out the gate
God the fact that Hornet at tier 1 has Evasion 16 still jars me.
It’s a base game thing I know. Just consistently catches me off guard
it's always been a little weird to me the stinger has range 8 and it has sensors 5, then a range 10 missile optional
for me, part of the hornet should be "you have to get kinda close"
long range flying guy already exists in the ace
that's its whole deal
I get customization, but at a certain point I think there are good and bad ways to broaden an NPC's portfolio
Base kit unchanged otherwise! I think that’s fair
range 5 hard cap means GMS pistols can't be kited
and yeah the base hornet kit is pretty good for what it does
I also didn't really change its stats, generally I tend to look askance at certain stats that never increase over time and HP is one of them, but I think the Hornet is one where I will make an exception because "doing the math on reliable damage it takes to kill these things" is, I feel, part of the package
Supersonic’s new impair seems fun, tho the instant recharge is something I’m curious to play around with
system spike is the best thing here
CRB supersonic is freely usable
it's just "full action, teleport 50, no questions"
thats gonna be nasty
I like the risk/reward and extra impaired brought from the optionals, drives home that this thing lives to frustrate you to death
Oh really? I… forgot about that
yeah
so this version is basically driving towards the "get close to people" playstyle I want to encourage, sweetening the deal with a free Impair
Ok well never mind then good change
you CAN just teleport 50 anywhere, but that's a more thoughtful decision
Is Umbral Interdiction intended to trigger before the attack?
yes, always has been
the trigger is "attempts an attack"
I think the question to answer may be “okay what does this thing do when everyone is impaired” but I think Umbral answers it
yeah it's umbral interdiction or system spike
having something worsen impair by proximity is a very cool gimmick. im super into that one
your choices are "focus on making one person miserable" or "make a lot of people extra miserable"
Good call to remove “Adapt/Evade/Disengage,” that one always felt redundant
fragsig, he said ominously
Tbf those don’t require actions though… though that means that maybe it can hide or something
heat gun
So just +2 heat then? Lol
yeah lmao
When everyone is impaired I think Lock On and Hide are the things to do tbh
Slingshot exists to add some heat back into its optionals without HEX Missiles, and also to basically to make people very mad on objective maps
Forced movement is always fun
It's not just forced movement is the key, you move them and then use their position as the axis for your own reposition
and it's ANY space within range 5 of them
so you can drag someone off a point, then swing around to being on the point yourself
I missed this on first read, thought it was just “move to the closest space in range 5 of them” but I see now
mmhm
Hornet’s speed scaling makes sense; fast to faster to fastest
Unlike core Breacher of slow to neutral to brisk
This hornet seems like as big of a bastard (positive) as the old one, but it’s a little more fair about how acts as one
I’m here for it
umbral interdiction has always been a weird optional to me because it's a very powerful effect that's set as a check not a save in what I can only assume is an attempt at balancing out the effect by making the TN not scale, but that feels like a weird approach to me. "This thing is powerful but as you go up in tier/level you ignore it more" is a weird drop-off that I don't like, but also pinning it to the Hornet's save target feels like it would make it too good at just being a counterspell
hence why I reworked it the way I did
it's a little more gated in terms of "what can this do to just anyone"
clever work around tbph
looks good, glad that not a whole lot changed other than a couple options
I like how some of the optionals allow it to act as a more passive threat, emphasis the fact that Stinger Pistol has a threat range, while the rest focus on being an active threat. Makes it possible to build two different hornets both of which are very annoying, all while having a spectrum between
Tho I guess that’s just general hornet love.
I’d have to compare the CRD and rebake more closely
the stinger having threat has always been very funny to me, like
why are you putting your hornet into threat 3 of anyone, first of all
I kept it because why not, but I don't think I've ever had a stinger overwatch shot
IMO you seem a lot more likely to trigger it with this rebake
I’ve done it once! Or at least tried to
Old Hornet never wanted to stay within range 5, this one does
im just glad that you kept some heat gunning optionals
i got two superior by design players so i need that shit
yeah my dislike of hex missiles is less "I don't like heat on the hornet" and more "I think hex missiles are kind of a blunt way to do it"
just "oh yeah now this does AoE heat bombs every turn"
Now, Hex Missiles on the Ace, on the other hand— gets shoved into bag
Superior by Design is now just general hornet defense
Hex Missiles would make a fun Ultra weapon tbh
superior by design was a consideration when I was making this rebake, but my stance on it is A). it's unlikely everyone in the party will have it, and B). at the point SbD becomes extremely common in that regard, that's when you shift to things like Impale Systems, Lock/Hold Javelins, and Slingshot
Yeah SBD is a good problem to have imo. It’s a core bonus, countering a decent portion of the Hornet’s kit is a good reward for it
And like you said, it can do other things regardless
“But Saladin can take SbD, is immune to shred, and can negate forced movement with Flash lock!” Good, Big Sal stays winning
Lancer in general is pretty good at being like “there’s a lot of counters, and not a lot of counters to counters, and that’s fine”
Your counter to Heavy Frame isn’t always gonna be “oh but I have something that bypasses it,” it’s often gonna be “well, time to do something else”
Which is good, counters should be rewarded, not trivialized
agreed, counters should counter
Just noticed Supersonic and System Spike affect all characters, not hostile characters - is that intended?
Probably not but easily remedied at least
The hornet being so annoying it impairs its own team is entirely on brand but thought I'd check
For Supersonic, yes it's intended, system spike no
using allies as a fast travel point using supersonic will impair them, it's a tradeoff
Hm, if that’s the case, one thing I’d keep an eye on during playtest is if range 5 is too big a range band. Sounds awkward to play around in theory, but since it’s a numbers thing you’d need to play and see
Ah yeah it might be an idea to specify if it's a single target or not - going off wording I'd think it is but I might be wrong.
I’m not gonna get a chance to run any hornets anytime soon tho so idk
Still impairing allies is a decent cost for 50 movement
what do you mean?
Ah, for supersonic?
Yeah mb, I think it's one target in range 5 right?
Yeah it should be
Ah I thought it was all characters
Blast (11?) AOE impair good lord
Burst 5 but yeah
Yeah that's a better way to put it.
I’d probably add wording to describe how it resolves picking targets when there are multiple characters within range 5, remove confusion
Tbh idk how you’d resolve it as is, it’s a tad confusing
I mean that's not too hard
The Hornet flies to a space in line of sight and Range 50 so impossibly fast that it counts as teleportation. If they end this movement within Range 5 of another character, that character becomes Impaired until the end of their next turn and this ability automatically recharges; if multiple characters are within Range 5, the Hornet chooses one of them.
Should’ve been specific, meant to say “reading the ability rn, if I ran it I’d be confused about how to resolve it.” Fixing it in the PDF is probably easy.
yeah that's a reasonable clarification point
system spike being as big as it is, though, is 100% intended, it's a large footprint, you wanna kill that guy
Yeah everything else being a range 5 footprint is great
I just thought Supersonic hit all characters within range 5, which for no save is… a bit much
Only one tho? That’s innocent enough
Yeah getting one guaranteed Impair plus some safe movement is fine on a Full Action
Hornet's looking sick, hell yeah
okay the version with some clarifications is in the drive, so as usual that's the source to pull from
Given the Hornet's design identity as "annoying", I just have the image of doing a one-off Hornet that actually uses this and his squadmates hate him.
"Bad news: all PCs in close proximity are impaired. Good news: all enemy NPCs are ALSO impaired, except for That Guy™️ "
I imagine SuperSonic’s impair is the product of some kind of projected noise/frequency, so that makes absolute sense
To give my feedback before I look at the hornet, I was there for that once and I loved it ! The Combo is heinous, so getting rid of it is already very nice, but also, with the fairly small map we had and very cramped Point (two narrow corridors wer the only access points) allowed for the javelins to actually be fair, interesting and meaningful !
Axing them might still be the better choice, but I still wanted to get that out there
Hmm. Good stuff.
Especially like how the impaired on Supersonic gives a downside to Sunzi shenanigans
"Gonna stop me from escaping ? Get impaired about it. Idiot."
(Of course, that's only if you allowed a sunzi kidnapping Supersonic to work in the first place, but it's RAW so)
Yeah it would apply to the sunzi, they're a character, the movement ends within range 5
anyway this now puts me at five NPCs remaining
what's left?
Engineer, Mirage, Priest, Rainmaker, and Witch
for reasons (pushing rz into a closet so they can't hear) I'd love to see a Witch
rude!
lol
suldan VALKYRIE rebake to remove multiattack when /j
I did at least see your fiddling with Petrify, Kai, it looked good
Pretty under consideration tbh, but backburnered
oh huh that's 3 of the prominent tech attackers still to revisit
I don't envy you on the Mirage, that's for sure, but I'll look forward to seeing it since my god it cramps my brain to use them
I'm gonna be honest, Petrify might be one of the most weirdly and counterintuitively worded abilities in the entire NPC catalogue
like, you read it and think you know how it works, but it actually works not like how you would expect due to the weirdness of the timing on all of its stuff
yeah, it slows them immediately, but then when they take their next turn they're Immobilized. And stabilizing it off doesn't stop the Stunned
and the stunned is also a "for that turn only" thing which, I mean, it's still a stun but it's very weird when stacked against other stuff like Sap or Stun Mines
just a real brain burner
Petrify
System, Full Tech
+2/4/6
The Witch makes a tech attack against a character within Sensors. On a success, the target becomes Slowed until the end of their next turn. When Slowed expires, they then become Immobilized until the end of their next turn. When Immobilized expires, they then become Stunned until the end of their next turn. Clearing any of these conditions (e.g. with Stabilize) prevents further conditions from occurring on subsequent turns.
This system can't be used again while it is currently in the process of affecting a character, and it can only be used 1/scene on each character.``` The version I'm working with currently looks like this
so it's effectively "immobilize (in all but name) on hit, and then be stunned on the 2nd turn"
yeah no this looks completely reasonable
this is less about "oh I think this ability needs a change for gameplay reasons" and, like, 70% "this needs to be clearer to parse"
this looks like how someone would expect it to look like (coming from D&D 4e for instance)
the witch is a weird one in general because it occupies a space as "the generic controller" of sorts which means it kind of gets a grab bag of stuff (predatory logic, blind, tear down, etc) just labeled "idk, Controller stuff"
broadly it has two primary uses, one is a harsh condition applier and the other is The Heatgunner
I feel like if they came out in the same book, Witch would have a clearer identity versus Spite.
Spite is very much "oh you rely on heat build? well here's some heat also you can't clear it"
tbh yeah I think my 2 "advanced paradigms" for Witch were literally "hard control" and "heat gun"
Wrong. The only actual CRB role of the witch is defender, using the most powerful ability of all : tunnel vision /j
Spite is a heat-focused mech but it does so in a very particular way, which I think works well for an NPC to focus on, mainly interfering with the ability to comfortably rely on heat mechanics, while the witch is simply "fuck you, Dark Cloud"
that said, I do think the core roster having one mech that has at least a partial focus in heatgunning is fine, as no other mech really focuses on that much
I do think I plan to build a bit more into hooking into Tear Down specifically along that route because I think that's a good, telegraphed ability
... you know, I feel like there's a hidden niche for Witch (or NPCs in general) that's a little unexplored, seen in Spread Suffering: being able to do AoE control effects?
like, as the shtick
I think hooking into Tear Down is a neat approach though
"heat for each condition on the target" just entered my mind
Dark Cloud already works like a Tear Down augment which I think is a good approach
Personally, I'd be happy if CRD Petrify was a limited 1 Tech (and also clearer). This version sounds great, just an alt fix I played around with a bit mentally
our witch remake basically did athing like that as an optional, just a selective ability to make the tech attacks aoe at the cost of ordnance+mobility
Said it before but I'll say it again- you work fast.
System, Quick Tech, Recharge 6+
+2/4/6
The Witch makes a tech attack against a character within Sensors. On a success, the target immediately uses a non-Superheavy weapon chosen by the Witch to attack a character within Range also chosen by the Witch as a reaction. If the target takes the Brace reaction in response to this tech attack, they ignore the effect of this system; characters in the Danger Zone can't take the Brace reaction against this attack.```
Oh interesting
ooo, formalizing the "brace the pred logic" tech, and giving inherent self-synergy with heatgunning by disabling that if the target's heated.
dope
That's cool
and a little less ambiguity about superheavies iirc
yeah lmao like 90% of this is "clarifying what already exists"
but also: better watch that heat cap, buddy
It codifies it so it can counter it- interesting
Predatory Logic is a very weird Witch system in a number of respects. It's baseline part of its kit, but it has essentially nothing to do with any other element of the Witch's stuff, no hard control, no heat, it exists as a weird outlying surprise "fuck you" that also happens to have a counter that is both relatively easy for everyone to access and also simultaneously something you probably need to be told about because while rules-legal it isn't intuitive
And yet for all of that, it's maybe one of the most iconic abilities it has
"one time I used predatory logic to make someone shoot their team with a displacer" is like 90% of positive GM-side Witch memories
Personally I think the dynamic of its existing counterplay is...I dunno how to frame it, but it's a case of "I accept that bracing the predatory logic is probably balanced given how punitive bracing is most of the time, however I feel like it results in an anti-climatic resolution of Nothing Happens on a recharge 6+ ability" that renders things often unsatisfying
"if players don't want to take Predatory Logic on the chin, they never have to" makes it feel more like a brace bait-out that occasionally you slip past and get to do the fun thing
It also "resolves" one of the few system-level knowledge checks that exists in Lancer, because of why the Brace stopping the attack works, because until reading the carveout I literally didn't know that bracing stopped you from losing to Predatory Logic
yeah
sometimes I think it's fine to be like "the answer to the question is to follow the A to B logic of the game systems" BUT nobody fuckin gets this one on the first try
Yeah no one ever thinks to Brace tech actions. Another weird Brace interaction is Brace’s “resistance to heat for that attack” apparently applies to both instances of heat for Tear Down since they’re both effects from the “same attack”
Maybe the witch's real niche was "tech attacker you brace against" all along ?
The witch imo suffers a bit from being The Tech Attacker NPC.
It would be like if sniper was the only Ranged Attacker NPC
There are some other NPCs that do tech attacks but in the corebook, it's the one where tech attacks are the primary plan.
So it's got to do All The Things A Tech Attacker Would Do.
Well it doesn't help the next heat Gunner, priest doesn't apply heat from using abjure
Yup that’s partly why “brace the tech attack” is such an obscure bit of “system mastery”
This is something I'd be curious to see a reference on
Clem’s frequently espoused it in GM-corner; I’d have to look it up in #rules-questions to get a more definitive source
Ralf apparently thought Tom thought so, according to this old post: #rules-questions message
But I’m having trouble finding the WOT ruling
Yeah because I'm unsure brace affects later implementations of damage or heat that don't occur immediately, and I don't remember Tom ever saying so
ive generally ruled it as brace only working on the triggering damage/etc so like
if it happens after the brace resolves then it is what it is, you take the full
same here
Yeah no that’s fine by me, it was an unintuitive interaction/interpretation
To be clear, this isn't me picking some sort of remote fight with anyone who rules it the other way, merely that if it IS meant to work that way I'd need to see an actual cite on it
neither way really informs how I plan to approach Tear Down (it'll remain pretty unchanged I think)
The only issue I've seen with Tear down is with Elite and Ultra Witches gowing twice in a row to spike a players heat without the player having a chance to do anything about it
ah yeah, to be clear, I'm looking at THAT angle of things, just not so much "will interact with bracing"
the witch is interesting in that a lot of its more potent effects work on a time delay, they're looming threats
System, Quick Tech
+2/4/6
The Witch makes a tech attack against a character within Sensors. On a success, the target takes 1/2/3 heat immediately, and then a further 4 heat at the start of the Witch’s next turn. If an affected target or an adjacent hostile character takes the Stabilize action, they can choose to end the effect of this system in place of cooling their mech.```
I don't really want to make the witch a "choose your poison" type controller because I feel that's more outside the bounds of what you could consider its identity to be, but much like with Petrify I think it's fine to look at elements of its kit and work in some counterplay elements to them
See, my take would be something a little simpler.
System, Quick Tech
+2/4/6
The Witch makes a tech attack against a character within Sensors. On a success, the target takes 1/2/3 heat immediately, and then a further 4 heat at the end of the Target’s next turn.```
Simple, thematically appropriate (You've been cursed by the Witch), and an impending threat that's going to happen, but can be played around.
But there's probably some critical flaw with this that I'm not seeing
maybe im mis reading but that is literally just what tear down does already
I'm not sure I'd identify it as a critical flaw, but it all happening on the target's own turn really narrows the window for what you can do within that timeframe
oh targets, right
Tear Down procs the extra heat during the start of the witch's next turn
Their version is at the end of the target's turn
brain misfire
my take is that condenses it too much to really be useful as anything other than "spend your turn stabilizing or not"
Tear Down as it exists allows you to spend your turn stabilizing/doing some other heat clear stuff, or alternately you can kill the witch and at that point it also doesn't go off (no witch to take a turn means no further proc)
I'm more interested in playing within that delay framework, and by giving it an additional method of interaction (letting allies also help stabilize a Tear Down target out of the successive heat effect) approaching the issue of "but what if a multi-action witch just focuses one guy down" that way
and also because I'm not sure how "the target takes all the heat during their own turn" really mitigates that dynamic either
"EoNT" puts more of a delay on it but I'm not sure that does much for me either
the value IS consistent in that it's similar to how other conditions work, but it still feels less interactable
As a simplification it's not bad, but I think the witch's issue is weirdly split between "this is a little too simple" and "this is weirdly complex" between a few angles
stuff like Petrify is too complex (in a bad way), I think Tear Down is a little too simplified already
Maybe let the Witch do the extra heat as a reaction at EoNT?
You then have the solution of "Put the Witch in a situation where it can't take reactions, or deal with the heat. It prevents stacking tear down on a single target as well
Making things into reactions, solely in my own personal opinion, adds a bit of bookkeeping I find gets overlooked a lot
Also, I think my thing is that I'm not really sure I feel "stacking tear down" is a big issue I have with the Witch
The simpler and easier way of handline that, if I decide to do it, would just be to say "this effect doesn't stack"
or reframe the wording akin to the Spite's virus where it's a binary state of "you are/aren't infected"
etc
right now the things I'm focusing on with the witch are trying to thread the needle of "this needs some actual concrete gameplay loops/mechanical identities" with what ikiryo correctly noted as "the witch is the Primary Tech Attacker NPC, so it gets All The Tech Attacks" issue
my personal view on tear down was a thing of maknig it both a full action to use but also making it a permanent end of turn check. does nothing but apply "Tear down" on hit, and then youre making the save at the end of each turn to see if you either clear it or take the heat, with the added conditon of giving the player the option to stabilize
more immediately, an issue I have with the witch is that it's another NPC whose starting kit is "one always there thing, then two recharge abilities"
yeah
what does a CRB witch do when its stuff is on cooldown, largely turns into "tear down + invade" or something
turned blind and predatory into loading things on my end,"
I'll be real, there's like a 30% part of me that thinks if Predatory Logic wasn't as memetically iconic as it was, I'd consider cutting it
one of the things i did think aobut was kind of viewing the scope of witch tech attacks to be "things that make it harder to pilot via affecting or hijacking controls"
but if I went down that route, I'm not sure where I'd really stop
i debated cutting it but i was fine with it, in favor of making ti a full action and also giving it utility outside of weapon stealing
made it also have the target consider everyone hostile
because the witch is such a broad brush thing, you could go "well maybe THIS doesn't make sense either"
so bnow predatory doesnt just only steal your weapon once it also makes you think your friends are hostile so they stop benefiting from your cover or things like that, set up in such a way that the witch very much does just only spam Tear down, but now it has less overall tech attacks, and it has a few small little bonus tools"
i meant to go handle hive a while ago but never quite got around to it
"you don't count as an ally" is pretty interesting, it's a subtle sort of effect but potentially very mean
yeah, i had the idea from how often i would get in a position to have predatory logic around and then its just "well everyone is out of position or there's multiple powerful support effects on going"
I honestly thought about just using it more often in general since it does just seem like a great "Free real-estate" effect
Not a mechanical bit of feedback, but I will note I had to re-read this section a couple times
If an affected target or an adjacent hostile character takes the Stabilize action
Before I realized that meant "hostile to the Witch"
I was briefly trying to consider how you'd end up adjacent to an enemy NPC as it stabilized which would clear the Tear Down
yeah, NPC language is supposed to be "allies = other NPCs, hostile = PCs"
Yeah, after I realized it, it clicked, just that was a very odd image for a second.
sometimes you get the occasional "or characters allied to [a hostile character]" but by and large the standardization is supposed to be that
Just gotta heatgun another NPC so he stabilizes and clears the Witch's curse for you
Though that briefly gives me the image of some kind of "infectious" debilitator that could jump sides via specific actions, but that's probably not useful for the Witch's space
It's not entirely outside of it, given that Pain Transference exists
also here's something that's fucked up: the witch has incredibly high save target scaling, and zero forced saves anywhere in its kit
Made me legitimately pull up the book and yeah, that's weird
Also, Save Target is like, the only stat where that kind of uselessness can happen
yeah i noticed that too
i went and added a bunch in tear down and the optionals
thing has a million tech attacks but not evne the actions to use them all
It's an interesting thing to consider because on the one hand, adding saves to make that save target matter is a decision that makes sense, but the flipside is that adding more saves (that aren't contingent on a successful tech attack) means that the Witch becomes better against countermeasures such as Invisibility and/or bracing (if applicable)
yeah.. in my bcase i tied all the saves to be ways of either clearing the effect of a tech attack, or having it be tied to an onhit as an optional
In much the same way that the witch is The Tech Attack NPC™️ , I find that the Spite is The Tech Save NPC™️ , so I wouldnnt want the witch to get saves in a way that would step on the Spite's shoes
Ya know what’s a “””fun””” blasphemy to commit? Running the Rebake NPCs and using some of mutually exclusive CRB optionals as extra optionals
anyway
!!!
tactics rundown looking good; noticing that some base stats got a cut: EDIT: Evade to 8/10/12 from 10/12/14*, EDef to 12/16/20 (only T1 change), Speed to 5, ST to 12/14/16 (reasonable), and T3 Sensors down to 15. These all look reasonable tbh. Moving on to the features
yeah I massaged the stats a lot because witch stats are very weird
huge ST spike, wonky defense scaling, also I never have known why they're speed 6 exactly
also to clarify, their evasion is even lower: it's 8/10/12
this is because of some changes to how Blur functions
whoops mistyped, yeah
Blur is fuckin sweet
Danger Zone Matters is a good theme IMO
the Blind changes are interesting; loses power in action economy and requiring 2 D20 rolls to actually blind, but gains on flat accuracy, guaranteed heat, and a consolation impaired on a successful save
Predatory Logic on a Quick is terrifying, love it. All the FAQ clarification is good too
Limiting Pain Transference to just Tear Down seems healthy. saves on the action economy too
blind is (and was) a very weird one in that it's meant to be a core part of the witch's kit, and every other NPC side blind effect is linked to "attack, then save" like the archer's blinding shells or the veteran's headshot trait, so for the witch to get it simply on attack is clearly meant to be more of a powerful iteration for it, but it gets put on a 4+ recharge which is basically a coinflip of "can the witch spam this or does it use it once and then run dry"
Petrify is looking preem, no notes. Even has innate "don't spam this", which is frankly fine by me.
Ditching Spread Suffering was a good call tbh, just makes more irritating attacks and also relies on frustratingly-rare adjacency
Now Immolate, ohohoho okay now we're cookin'
big ol' Last Argument of Kings, with extra suffering, and a consolation prize on a miss
Yeah this looks like it slaps
Blind got weakened, bout the removal of recharge makes it more usable but more punishing if it fails, which encourages smart targeting. I like!
The fact that Predatory Logic got almost exclusively buffed is… interesting. Not bad just interesting. I feel incredibly neutral about that, but in the way where after titration you end up with a water
there is one adjustment to it that is technically a nerf
it now specifies "hostile character"
unlike Predator/Prey Concepts, CRB Predatory Logic allows the Witch to use it on allies to shoot their guns, and the CRB tactics section even hints at this
That’s a good specification, never been a fan of how that worked
Off topic, but I was thinking about the Ultra Rebake yesterday- I understand the intent is to add “more guns,” but I remember something about intending to add more “Argus Armor” style features. The exchange of passives for actives was something pretty frequently brought up iirc, but I was wondering if there were any plans for new passives that act as sort of “boss gimmicks”
yeah if I can think of stuff that fits better in those regards, mainly what I want to ditch is outright immunities etc
things like "the ultra can fly" are fine
Back to witch, initially Blur’s change was a little weird, but then I thought about how it acts as a more active disengagement feature now- if the Witch wants to avoid overwatches, it needs to tech attack nearby threats to put them in danger zone first
I think the Blur change is the coolest thing in this
I can't recall a time where I got value out of the crb blur, very excited to use this
CRB Blur, to me, is a weird one because it's basically just "invisibility as overwatch mitigation" on a fragile range 15 unit, you should not be in a position where you're regularly proccing overwatches
yeah
it's an ability that imo rarely actually comes up
Yeaaahhhh, if anyone is gonna kill a witch it’s the ranged attackers
I thought about ditching it entirely for another trait, but then I realized I could just hook it into the Danger Zone thing to turn it into a more proactive form of defense
The last witch my party faced got hit with a smartgun before being installed killed by a Shiver Timbers
Anecdotally from my own experience, in a 5-mission campaign I had blur trigger exactly once, and lost the coinflip anyways.
Tbh this version of blur would’ve maybe saved that witch
Frankly, I would bet a lot of GMs forget blur is even a thing
Personally, I’m a big fan of the direction of adding proactive Defensive Traits
Reactive ones like with strikers are good, they’re taking a lot of hits by nature, but controllers are dangerous yet vulnerable- taking active action to protect themselves perhaps at the cost of doing more control is fitting
I think I’ve I’ve kept it anxiously at the back of mh mind for each witch I’ve ran (all the … two) and yet it’s never been relevant
Hives and Barricade’s main gimmicks already play into this, meanwhile Hornets and Seeders kinda do it in a roundabout way (debuffs = less able to be hit and mines preventing approaches), so it’s fun to see witch join those ranks properly
I like Immolate too- Spread Suffering always felt like a too mean optional to me (if PCs can’t twin tech actions it seems a little unfair for NPCs to cheat the action economy the same way without a cost), and I do like limited systems like that. Plus since it probably needs building up to it makes it easier to spot with scan and counter, and if it succeeds it has a lingering impact
It follows the design philosophy I have around Limited NPC systems- if they only get to do it once it should require strategy to work around, both before and after use
One idea I came up with (tho idk if it’d be fun) would be something that makes damage types significant while not necessarily punishing one specifically nor being exactly like Aegis’ Adaptive Shielding:
Proactive Shielding
At the start of each round, the Ultra gains resistance to Kinetic, Explosive, and Energy damage. After taking damage from a type it is resistant to, it loses resistance to that damage type granted by this trait until the end of the round.
Basically shielding that needs to be stripped away like Argus armor mixed with Deathcounter. Idk if it’d be fun but it sounds interesting imo- and it rewards aux weapons since they can strip away a resistance really fast and continue to attack unpunished, as well as encourages typical non-attackers to become proactive in order to support buds and strip resistances. It does unfortunately reward homogenization, but if a team isn’t gonna build around energy damage to counter regenerator idk if this is too big a concern???
I’m thinking the fact it’s only 1 instance of damage per damage type could make it more interesting rather than all but one instance of damage for one damage type
It also acts as a minor “superheavy resistance,” where in order to follow through with big attacks you likely need a bit of setup first
I feel something like the one Mirage optional would also be a potentially fun space
the Ultra causes "effect" within its sensor range, like how the Mirage makes everyone have Soft Cover regardless of placement
The Mirage even has the "if it takes damage, disable this until its next turn", though given how fragile Mirages are, that tends to work out to "and then they die which turns it off permanently"
Ran some rebakes tonight: Pyro, Assault, and Archer, alongside 2 of my own homebrew NPCs, the Napalm (burn+slow artillery/controller) and Vulture (wreck-eating support and controller??? I guess??)
Also had some house rules in effect for Overcharge, Stress, Structure, and Self Heat on Recharge abilities, but the only NPC really affected by them was the Pyro.
Sitrep was Holdout. Map size was 18x22, square grid, holdout zone in top right corner with some back padding.
With the smaller map and nearby ingress zones, the first Pyro I fielded was able to get nearby and create some pressure. FIREBREAK having range 3 was the difference between having cover and not. Explosive Vent even got used, but only after it got Exposed, and only after I used it did I realize that Clear All Heat does not clear Exposed, lol, lmao. That's on me though. The Burst 2 felt like a much more reasonable footprint given its slow speed, even on a small map. Still does nothing on a successful save though, which is a bit of a sour spot but whatever.
I used the Lingering Flames optional, which the PCs managed to abuse a bit with their allied NPC witch's predatory logic to force the Pyro to give up the preexisting flames (since they last until the flamethrower is used again). Players almost had an opportunity to knock an enemy into the flames later long after the Pyro was dead, which was neat! I like the "forced but sticky" nature of the flames.
Archer: I used the Flush Out optional. Basically, all the PCs said "so shoot me". There was a lot of soft cover around though, which meant it was relying on Reliable damage... against mechs with 1-2 armor. Just a bad situation for the Archer IMO, a Hive likely would've felt better in the comp I used. I still liked issuing the "move or get shot" order of Flush out; I'm willing to chalk up tonight as bad circumstances for the Archers
Assault: They had Flank and Fix but I squarely forgot to use it, lmao. I had a couple opportunities to do so, but oh well. I still really liked the base mechanic of "flank them for benefits", though the Combined Arms Stoertebeker had a field day thanks to its soft cover lol. I liked them though, felt engaging to use as a GM
(also remembering that I forgot Hunker Down in at least one crucial situation, forgetting NPC reactions will be the death of me)
Overall, the rebakes played solidly and felt like great refinements
Nice, thanks for the feedback
The Pyro is one I don't think I've gotten a lot of reports on so far, that I've been curious about how it's performing
I still think it could use 1 more point of speed lol, but that may just be my own tweak to add
The cramped holdout map let it shine, briefly as it was
oh, for reference, this was the map. Platform in top right was the objective zone. My pyros entered on the bottom right ramp, but struggled to get over the Size 1 small rock cover lol
ah, yeah, that'll do it
so anyway, on to thoughts about the next one up on the block, with one of the great philisophical questions of our time: is it ever actually worth it to kill the engineer's turrets, and if not, should it be
Engineer turrets, per the corebook, have what I consider the "ideal" HP progression for NPC drones (a thing that is wildly nonstandardized all over the fucking place), sitting at 5/8/10 across three tiers
I have made a few exceptions for this, the big one being the bombard's flare drone which gets inflated HP to account for the fact that its job is to be shot at by a gun, but on the whole, where I can, I have taken it upon myself to reign things in to this level
however, the thing about NPC drones is they usually come out in, like, singles and not "up to six at a time"
this leads to the pretty normal strategy of "don't waste time shooting drones, just kill the engineer"
a nice, sensible set of tactics, which raises the question: why do these things even have HP then?
I think that there tends to be an under-valuation of AoE weapons on the Player's side of things, which are actually pretty great at killing drones
You're driving at what I was thinking as soon as you asked the initial question, though: "Grunt" Drones
I guess they might die due to incidental AoEs, a lot of them probably die to Displacers or Plasma Throwers, but deliberately attacking the drones seems like a sucker's game (and I have been informed has been the bane of more than one new player confronted with an Engineer in Solstice Rain's second combat)
and yes
what if
the engineer's drones instead had 1 HP
Up to two of these self-constructing turrets can be deployed to any free, adjacent spaces. On the Engineer’s turn, deployed turrets attack the nearest hostile character within Range 10. They attack at +1/+2/+3 and deal 4/5/6 kinetic damage. The Engineer may have six turrets deployed at one time, all of which are disabled if the Engineer is destroyed. If the Engineer becomes Jammed or Stunned, their turrets are also disabled for the duration of those conditions.
"up to two" yeah we're on the same wavelength here
Power Deployer sucks and is a trap option imo, so: make it baseline and get it the fuck outta here
If power deployer was still an option, I almost feel like rather than making your Base Function Recharge, it shoudl be like 'Recharge Protocol - This turn you can place two'.
So you are never worse than not having the optional
Yeah something like that would be substantially better
this is potentially a pretty big swing in terms of NPC dynamics, because it now means that turret drones can be VERY easily dispatched, anyone packing GMS pistols can kill a couple with a Skirmish, and so I am very unsure exactly how this will affect the Engineer, it could be massively for the worse if it makes it too easy to simply prune its turrets, but the fact that they can attack the same turn they deploy means that it shouldn't be completely neutered
Attacking same turn I think keeps them competitive, especially since the Engineer still has a gun
yeah, and baseline double deploy means you're essentially looking at an NPC that can consistently "triple attack"
even if the attacks are modest in terms of damage
what if the squad was a mech
like, what if Engineer was just a Size 3/4 drone swarm?
well I was thinking more in terms of "this NPC makes, baseline, three attacks"
the squad getting to double-tap with its rifles and then shoot the anti-armor weapon
Mm okay, and then damage to the whole reduces the damage output
So you get a front loaded striker instead of a backloaded one (over the course of a fight)
I think it there’s a space for the concept (that isn’t the Squad class), but it sounds like a marked departure from OG Engineer
I also like it because those attacks makes 'get up in thier face with heavy armour' a great counter.
If the drake can beeline up in front of the turrets he can go 'Hahahah, puny engineer'
Having a hard time imagining Drakes beelining (I know they can do it with investment, it’s just hard) but now I’m thinking of Vlad waltzing up to the 1 hp Eng drones and laughing as they pop themselves
Fair, though there are options for 'fast' + 'armoured'
Of course, my brain went to Vlad as one of them and then thought about Shrike Armor making mincemetal out of the turrets
part of my thoughts on this matter is that "getting to stomp a bunch of turrets feels like a thing I bet players would enjoy doing"
Agreed, tbh; I was only making an observation (I was honestly ambivalent)
yeah, I mean I'm a little ambivalent myself because this could be a big departure from the Engineer in terms of effective performance, BUT I think if something is too much of a waste of time to bother shooting, then it having stats is largely performative
it's like one of those JRPG boss fights where focusing on the adds is a waste of time and you should really be focusing on the core
I do think there might be a room for an optional that kinda changes around the dynamic.
It does sorta help with one of the weirder engineer options.
Where Grunt Engineers make turrets that are better than they are.
Something like "instead of being able to deploy multiple turrets, you get one and it's a bit of a monster."
And can get a bit oppressive
I figure that priority wise for the base, though, you'd want like, three major points.
1: The Turrets can't be TOO durable that just shooting the Engineer is faster.
2: The Turrets also can't be so easy to kill that the Engineer is burning Quick Actions constantly replacing them without them getting some value out of it (aside from action sinks to keep the players from shooting the Engineer, causing sort of a stalemate)
3: The turrets can't be so easy to spawn that we wrap back around to Point 1 in that the only way to stop the unending tide of turrets is killing the Engineer.
I have to wonder if like, there'd be space for maybe, like, the Engineer can't deploy turrets if Jammed or something
a status lockdown that gives the players an opening to move in and kill the Engineer
There’s an easy one, and it’s “deploying turrets costs heat”
Plus the jammed clause Kai had earlier
Well, looking at the baseline of how it works: deployed turrets can always attack the turn they come in, so there's never really a point where 2). is a case of not getting value out of it
you can look at the worst of the dynamic being "the engineer is always making two turrets that die, then spending a QA to make two more turrets which die," but fundamentally what else is the engineer doing with those actions anyway
Engineer's Mark is literally the only other action-costing thing in its CRB kit
everything else is traits
(WHICH IS WEIRD BUT WHATEVER)
Yeah, that is a thing. For some reason, I thought their Mobile Turret thing was a quick action
but I think I was thinking of the Hydra system
now admittedly, "the engineer's gameplan is always QA Deploy Two Turrets, QA Flak Cannon, essentially barraging" does potentially turn into a very boring sort of base gameplay loop, similar to how the Squad is also kind of boring, but my counter to that would be: is the CRB Engineer, in its baseline form, actually more engaging?
I admit, Engineer's Mark being an "AI tweak" almost feels kinda like wasted space?
Like everything else in the game just lets the GM target what they want to target
I can't think if anything else runs on "AI" like the turrets do
I do like the concept of "the Engineer can give their turrets orders" but the Mark itself feels kind of perfunctory, as far as "the turrets run on AI," my take is that this is intended to be a sort of counterplay angle
Maybe Berserkers berserkering
that is, if you run a heavy armor guy near the engineer's turret nest, the turrets spend their time plinking at that guy and not focusing a less resilient teammate
it's similar to things like the Cataphract's point-defense shield which exists to make the cataphract good at the 1v1s it creates by dragging people away from their friends, but which can be negated by clever positioning tricks
Mm-hmm. Similar to deliberately provoking the Berserker near his buddies
It does provide a solid option of "use this Quick to avoid your turrets wasting shots", though on a Recharge 6+ I wonder if that feels a little underwhelming for, as you've put it, "you may only get to use this once the entire fight"
Yeah, the big issue more than the action cost is that it's on a recharge that's "the most potentially You're Not Getting This Back" a recharge can be
I definitely agree about the turret's targeting restrictions being important counterplay. If Engineers get enough turrets they very quickly become the highest DPR NPC in the game, in a way that becomes super oppressive if they can always target 'optimally'
I think the Mark is costed the way it is (recharge 6+) because turrets are frankly so not worth your time to kill that if it was freely usable it would be too powerful
yeah
Engineer's Mark is a Big Problem is you consider "this is 6 turrets gunning down one guy"
and since killing turrets is often a waste of time outside of doing a lot of big AoEs, you can get a lot more turrets out on the field more reliably
Yeah, and anything that buffs the marked attack is gonna scale hard
last time I ran an engineer one survived until round 8 of an escort, and the only reason it didn't destroy multiple players is because they had a 3 armor frontliner to stick in front of it
this was the first combat of the mission too, so its not like they went in at half structure from the get-go too
I mentioned it in passing, but a lot of newer players who show up for Solstice Rain combat 2 (the escort mission) get confronted with an Engineer and fail to abide by proper targeting discipline and it starts to be a bit of a spiraling problem
And like, if you give it a buff on top of "intelligent" targeting, that makes it even more dangerous
I wonder if you could theoretically just remove the intelligent targeting but make it a recharge that makes it a little spicier for the armor dude bodyblocking
these players were also shooting the turrets alot too, since I was playtesting some hombrew including an artillery frame whose shtick is giant AoEs, and this one engineer still caused all these problems in spite of that
Trait, Quick Action
Until the end of the Engineer’s next turn, up to two of the Engineer’s Deployable Turrets will attack a target of their choice (within Range) instead of attacking the nearest hostile character.```
offhand, this is like a 3 second potential adjustment
which is basically "just cap how many turrets you can point at a guy"
Mmm, that does prevent the theoretical "six turrets ignore the tank and vaporize the backline controller"
Only other thing I could think of is if the "smart" turrets can all target, but have a restriction on attacking the same target outside of their normal priority
Similar to how Hellfire Projector gives multi attacks but the AoEs can't overlap, thus preventing double tapping.
Though limiting the smart turret numbers is probably better
just because it keeps more of them focused on the tank
rather than turning range 10 around the turrets into a "will they/won't they shoot us anyway?" zone.
my gut feeling is that you could cap it at 3 and be fine, since they are forgoing an action to retarget, but I do think I like this more than base regardless
I'm not even sure what way I really want to run with the engineer on a fully solidified level (i.e. am I going to keep the mark, what I'm gonna do with its optionals) but I do think I'm intrigued by the potential of 1 HP "grunt" turrets that I want to give that a spin precisely so it makes the avenues of counterplay more than just "shoot the engineer, ignore the rest"
I can see maybe an optional of grunt turrets with like, 1 armor, which makes them more resilient against basic reliable, but not so much so that most guns won't delete them anyway
Though that could end up penalizing Aux weapons that tend to have pretty low damage dice
oh that does remind me actually of a bit of feedback I had from fielding some rebaked grunts
I don't have much feedback on them, they didn't really do too much overall, but one thing I did notice was that I felt like none of the grunt types having any armor removed a a good bit of texture I'd come to expect from normal grunts, and it made the strikers I was using feel very fragile
To an extent, I'm not actually a big fan of the things like "3 armor bastion/pyro grunts" because I don't really view that as something I want out of grunts, mechanically
defender-type grunts DO get an approximation of this in that they get a dose of overshield
so you can't just Reliable 1 them out of existence
I think thats a fair point about the 3 armor NPCs, but like, if I run em again I plan on giving at least the strikers just 1 armor
The strikers getting 1 armor is something I could maybe see doing
just as an experiment
but tbh I'm unclear how much difference that will actually make
like yeah it saves them from 1 non-AP pings
but I'm not sure how much that happens in a meaningful sense beyond the world's unluckiest auxslinger
something so they can't be plinked down by an errant GMS pistol in a main aux, and so theres more consideration in what weapons you do point at them
I think the feeling I felt was missing the most was my players deliberating on which weapon to shoot them with, lest they risk rolling minimum damage and not actually killing them
if you try them with 1 armor let me know, it's something I'd only really give the striker-types if I did it
will do! I'm definitely trying it on the strikers when I next field them, and I've been debating playing with the overshield amount on the defenders to give them some too
I won't be giving any to the others though
armor + OS is something I'd be careful of due to how it ends up resulting in a compounding effect
makes sense
I might just strip the OS entirely and give them 2 armor, see how that plays
But then again idk, I only used the striker-types so far, so I don't know how the defenders feel with the OS
Randomly, having messed about with the Artillery and Support grunts recently, I did run into a bit where I had to be very precise with the Artillery grunt positioning, because they absolutely can get free Lock Ons, but only by exposing themselves since the Ordinance tag keeps them from hiding behind walls until they're ready, and Lock On needs LOS, which leaves them wide open to being splatted before they're ready. It's an interesting tactical wrinkle to using them.
Kind of reminds me of similar things to the Sniper Rebake where they might rely more on frontal spotters for Lock Ons rather than their own innate kit.
yeah
it's a case where it's less "this is a self-contained loop" and more "you can do a couple things with these guys"
True, having a system that other npcs can bounce off from makes for crazy combos, that's why the Rainmaker scout is goated
Also makes it so that every death of a npc is so much more significant
My hope with the grunt rebake is that they're also more bounded and less "grunt Assault" in nature such that you can maybe get away with using them a bit more freely
maybe that's not the case, idk
I'm not sure what the "ideal ratio" of these guys to normal NPCs is yet, and I'm not sure I'll ever really be able to zero it in
Lol, I just take the subordinate route from another homebrew and homebrewed my own grunt classes
Well, I'll definitely be putting them to use going forward. They came out about the time I was setting up an arc with a faction that uses "cheap is more" design philosophies
Vague Pondering Kai: If you rebake squad, maybe rather than just 'guys with guns', it gets a rebake more as like 'This is for Dangerous Swarms, regardless of nature'. So it could be infantry with Demo charges they're gunna shove on your mech's legs or it could be a rolling nanite swarm or Many Zerglings.
play into the thing that makes squads unique: Being that flowing mass rather than a single hard model
So I've mentioned it in passing, maybe in the gm corner before I moved it here, but I don't think I'm going to touch squads because I feel like that's ground that's been covered pretty well by other people like reconus with their squad kits
"bespoke squads" is a really cool idea but also the sort of thing I think you would want to do more extensively than a single-point revision
the fantasy people have with squads is I think something that really calls for more than you can do with a few bits of base kit and five optionals
Give it more of an identity as 'a horrible ripping swarm that's going to take your legs out from under you' rather than 'what if...I dunno. Every Human Unit Possible?'
this was actually an NPC back in the day
it was called The Swarm and it was cut for being pretty similar to the squad and also extremely potentially very deadly with the right combination of optionals
Oh yeah, I remember it. It just never quite got fleshed out/was autobiological iirc
So quickly touching on the engineer discussion: I’ve run a not small number of engineers, and they’ve always felt… very awkward.
They have a weird anti-flight niche with Flak Cannon that seems a bit too niche to really be worth using, especially with its low damage. The playstyle I tend to go for is “the engineer spends one action placing a turret, and the rest either finding a good place to put it, hiding, or locking on.” The whole “the engineer can effectively always barrage playstyle” almost never comes up because Flak Cannon isn’t really worth using.
Moreover, I’ve never to date used Engineer’s Mark. Even if 4 turrets are on the field, they often rarely all have line of sight to the same target, making it rarely worth it to use.
Perhaps I try to spread out the turrets too much, that could be an issue, but I often feel restricted by the “can only place in adjacent spaces” aspect of the engineer. It makes covering more ground harder and being without a target much easier.
Overall, I’ve found engineers have rarely been actual threats to my players and have been awkward to use. Idk if my playstyle is the issue or the engineer, but I wanted to share this experience to see if it provided… something when it comes to the rebake.
Flak Cannon is kind of a whatever-tier weapon but it's better damage than a squad's primary weapon at longer range, it's not nothing
like, I agree that it's hardly inspiring, but I think you can't really make it a much better weapon or else you run into problems with the NPC that has scaling numbers of attacks
I’m not saying Flak Cannon needs a buff to be fair
yeah
But the idea that some of the optionals even enforce an “anti flight” niche feels out of place
Out of all the NPCs to be anti flight (a niche I don’t think needs to really exist in Lancer, being able to immobilize is enough imo), engineer is not my first pick
Witch is in! :D
real witching hours itt
If two witches were watching two white witches, which witch would watch which white witch?
I felt that too, like the only time it’s come up is zero-g, and I think they missed to invis anyway.
I wonder if it’d be busted for the gun to give accuracy to their turrets vs the target if the engineer consumes lock on for their attack, or there’s some drone commander 3 type deal.
Trait, Quick Action, Recharge 6+
The Engineer chooses a character within line of sight and Sensors; they gain Lock On. At the end of the Engineer's turn, up to two of their Deployable Turrets will attack that target (if it is within Range) instead of attacking the nearest hostile character. This trait automatically recharges whenever two or more Deployable Turrets are destroyed by hostile characters before the start of the Engineer's next turn.```
What if the engineer needs to sacrifice a turret after the attack or something?
Destroy a turret adjacent to another to do a bigger attack or add a weapon tag or a 1d6 on crit or I don’t know
"sacrifice turrets to do stuff" is among some of the ideas I'm vaguely spitballing but tbh I don't think that with 1 HP turrets the engineer will really need to self-mitigate in that fashion
Or you can sacrifice turrets to gain a +1 on recharge rolls either before or after you roll
Question about the distant Ultra Rebake: in terms of big guns, are there any kinds of firing restrictions that you aim to have a reduced or increased quantity of? Stuff like Recharge or Loading- I know the former is on Ultra’s most popular big guns and the latter is completely absent
Personally speaking I’m a big fan of Ultra’s having loading optionals- gives them more of a reason to stabilize, and I’m always down for giving NPCs stabilize incentives.
Meanwhile Recharge is… ok, but since the Ultra gets more turns than other NPCs in some groups it makes them less predictable in terms of boss gimmicks- which isn’t something you frequently want. That, and it makes how many uses the thing has per scene dependent on luck, so you sometimes end up with 1/combat Wolfhound Missiles
Other restrictions include ordnance, self heat, and turn limits, among others
Dunno yet, haven't gotten there. I know I'm going to look at giving the ultra at least one melee weapon to round out its optionals a bit and then see what I feel like
The ravager turret and hellfire projectors exist in a space of "weapons that can threaten a lot of people at once," though I don't think that's a strict necessity to live by
I'd like to add stuff that isn't necessarily just "and it has a second big gun"
I honestly almost feel like you could do something similar to the Veteran Rebake
with there being "Ultra Weapon Optional"
specific to given classes
I could, but I will not
That would of course be a ton of work
That's a "in an ideal space where you're getting paid for your time" kinda design question
I'm doing veteran that way because traits are a significantly lower overhead and I hate 90% of the existing veteran template already
Personally I think going for diversity in terms of “big guns with restrictions” would be my way to go about it. That way each optional can feel as unique as possible and interact differently with different classes
A Loading Optional is gonna be better on a Bastion than a Pyro for example
I am kind of amused at how testing out the Rebake Goliath later will be kind of organic for the game I'm using it in, since the original time that NPC showed up, I gave it the Boarding Leash optional, which the new mag gauntlet....does very similar things for. The main difference being the Mag Gauntlet is a bit less dangerous since it only does the pull in effect, whereas the Boarding Leash Goliath critted and took 11 HP off the harpooned PC when the Pirate crit trait rolled max as well.
Yeah, the existing Ultra Weapons can be very different depending on what you put them on.
Like, say, a Hellfire Projector on an Ultra Bombard is going to be a nasty surprise
And you may not wanna optimize certain optionally too if you wanna alter an NPCs playstyle
Pure spitballing here in general NPC design space, I could see it being like, role based.
something that works well for a Striker Ultra vs. a Controller Ultra, etc.
Keeps the number of optional systems lower while also allowing you to, say, put your Controller Ultra weapon on a Striker NPC to give them some versatility.
Perhaps. Still more work tho, and probably better to just make them general optionals rather than role specific ones
The Roles are just suggestions- bespoke features are meaningfully class exclusive
The one I've been contemplating just for something for my own game because it sounds fun would be a system that uses allied wrecks as ammo.
Making optional with that kinda idea in mind would be good, but that aspect of design probably shouldn’t be codified in the rules of the abilities
Just sort of "destroy one mech wreck, draw a cone out to <range> and do <x> damage in the area, halved by an Agility save."
Neat idea, but idk if it’s a great idea for Ultra. Demands a lot in terms of environment design and budgeted NPCs
Oh yeah, not necessarily ultra specific
just got on my mind after my Black Witch player slammed a Size 2 wreck into a chokepoint with Ferrous Lash to block off pursuit in an escort
Like "these aren't deleted from the field, so this is a resource that can be tapped tactically still."
Yeah, I saw that, and haven't had the right situation to use a zombie case yet, though with what's percolating for an Act 2 antagonist in my current game, I could definitely see them getting some playtime.
Act 2 of what out of curiosity?
Oh, just a personal game, no particular supplement.
Plus it doesn’t necessarily need to be zombie flavored, it can just be… stuff
Like flash repairs
But the secondary faction is basically a corpo-state in the making
and it's going to be coming out that they're built on top of a Great 10 era wreck.
And basically found an actual machine mind from that time period.
Like, standard sci-fi style AI, rather than a NHP
which is kind of radically rare in Lancer's setting, actually
And so that slipping its restraints and having frames designed to "raise" wrecked chassis would be in theme
Nope, that's Kat
Re: role oriented weapons for the ultra template, I'm not sure I'm going to go in that direction, but one thing I do want to try and do is look towards ultra optionals that are oriented towards roles other than "guns and defenses"
There's very little in the template that supports an ultra controller, for instance, or an ultra support
Oh shit really? I’ve… been misreading those credits for a while ._.
Yeah, Legionnaire is Kat's baby
Kat, Kai, easy mistake to make with the wrong font? 😆
This is why you cross your Ts and dot your Is.
Oops
I got a chance to use the hornet rebake last night and I adore system spike. The agilitymaxxed party Lycan, conversely, did not appreciate how it interacts with hold/lock.
Oh that reminds me- ran an encounter with a Rebake Goliath, Sniper, and Ultra Breacher (and a base game scout w/ Dataveil)
Tbh not enough happened to make any of them feel very different, sans the sniper- in that, it’s Allies died too fast to apply friendly lock on, so the sniper became trivially easy to difficulty stack and make helpless. The fact that all its available targets had soft cover and it was impaired just kinda made it hard to use.
That’s probably not a bad thing- the rebakes are definitely going in a direction where each NPC wants the support of others, but it was an observation. It would’ve felt better to use if it had +1 inherent accuracy since this sniper no longer has an optional with off turn attacks and made taking cover + difficulty stacking more meaningful, but I understand if that would be an undesired change too.
The Goliath did die fast, but a narrative reward made it start with 10 less HP, and it never took damage in a way that would have triggered Siege Armor so it’s whatever
The breacher did feel good with the new Painmaker tho, having no restrictions on who it targets made it way more fun to use
Oh right- size 2 on the breacher. Good idea, keep doing it
The Sniper getting a baseline +1 Accuracy isn't inherently undesirable per se, it's more that I don't want it to just trivialize defensive measures the way the existing one does
Still, forcing the sniper to shoot flat is one hell of a debuff
I’d run more snipers before saying anything definitive on that tho
Since it was an additional NPC in an ultra fight it tracks that it didn’t get much chance to shine
IMO, the thing about baseline accuracy in core NPCs is to make difficulty stacking become more demanding as tiers increase as players gain greater ability to perform it with diverse tools. I agree on the point that it is pretty egregious how much accuracy is handed out, but it has its place.
players have a bunch of tools for difficulty stacking?
Impair, weird cover sources, various shield systems and frame traits, debuffs like To The Death, engagement, bracing- base game is still too egregious with NPC accuracy but the tools exist. Although now that you mention it, tier scaling accuracy is probably too far in certain cases
And base +2 accuracy at all tiers is too much
I’m prattling off an apropos to nothing, point is after testing it I’m leaning more towards giving Sniper a base +1 accuracy, but I’d want to field it more before being certain
I don’t know, I’m hopeful that Snipers mark granting 1 acc will do the trick
I'm very aware that the sniper shift in accuracy is a big swing, and I recall bringing this up before at that time as well
Me too, I think forcing the sniper to require more support is good, however I personally don’t want Snipers Mark to be a “if the sniper can’t attack this one guy it’s screwed” feature
Finding the right balance between “really wanting to profit off the mark” and “still benefiting from attacking other characters” is tough
But there’s another side to my experience- my players were rewarded for smart use of cover. When my sniper attacked, not a single character lacked cover from it. So the Sniper was pretty much helpless against them. That is a good place for a sniper to be game design wise- it punishes those who are out in the open
So perhaps the sniper not feeling good to use in the circumstances was a good thing- it rewarded smart positioning
You’d probably wanna get playtest data from GMs who had a chance for their snipers to attack unmarked targets outside of cover- that’ll get the best input on how much inherent accuracy impacts the Sniper’s ability to punish characters outside of cover
on a different subject
wooooo
I’m interested in this one- running engineers has always felt awkward to me so I’m curious to see if the rebake is more fun to handle
(If it isn’t then I’m probably the common denominator)
This one comes with color too!
Is “free adjacent space within range 3” intentional or typo?
Neat. Also, how does Perimeter Defense’s Threat work if the drones don’t have weapons?
@orchid ledge babe wake up, new rebake just dropped
I’m a fan of getting rid of Arsenal and focusing more on individual traits that modify the turrets. Arsenal is neat, but having a bunch of different turrets became annoying to track real fast
Leaning into the defender aspect of the engineer is good imo
I can add a note saying "and they can overwatch" but "They attack at +1/+2/+3 and deal 4/5/6 kinetic damage." is I think explanatory
Do each of the Turrets get their own overwatch?
arsenal is neat in theory, but in practice a lot of the options are kind of lackluster (who is champing to turn a range 10 attack into a cone 3) except the bomb one, which just becomes a one-off because nobody shoots turrets
Yeah it only really goes off if the engineer dies
also yes
This rebake seems to be the one with the most changes from the base design on a pure on paper standpoint, but I like the changes quite a bit
that's potentially a lot of reaction overhead to track so I'm not as married to it
You could make it so the engineer has to use the reaction overwatch rather than the turrets, but it’s still mechanically the turret attacking
I… dunno how you’d word that, but it’s not like the engineer is gonna overwatch much with its flak cannon anyhow
Auto Tracking could also theoretically be its own ability replacing Perimeter Defense, even though I like what Perimeter Defense is going for
My brain says “turret reactions can work if you tap them like Magic Cards”
It’s something I’ve thought about as I’ve thought about overhauling Lancer’s reaction system
conceptually or do you mean in some mechanical sense
Like, in practice, it shouldn’t be too hard to track reactions (like Overwatch) for turrets. It’s like a Mine but it sticks around afterwards
gotcha
If the GM has a way to visually indicate a “used” turret, I think it can work
also my thought is that at 1 HP, a lot more turrets are going to die in general
I think "the engineer makes a nest of 6 turrets that last most of the fight" probably will not be happening as often
Then you “untap” them start of Eng’s turn and they’re ready to react again
Of course, agreed
Trait
Deployable Turrets gain Threat 3 and can Overwatch (1/round per turret), and the Engineer gains the Auto-Tracking reaction.``` is probably how I'll word this
it's in the drive now
Turn the sprites sideways in the VTT
anyway yeah, this version of the engineer does deviate in some larger ways from the base version both main kit and optionals, mainly I have found engineers sort of one-note a lot of the time
things like arsenal are evocative but not, imo, actually very practical or worthwhile in execution, and the rest is a grab bag of whatever, power deployer is kind of a trap choice, and I've discussed that I find turrets as drones to be only incidentally interactable much of the time (they can die to AoEs as a byproduct, but nobody is wasting a skirmish to try and kill a turret instead of focusing the engineer itself)
Engineer is one of those weird NPCs because the tin says “striker” and it’s because it deals damage, but because it makes a “no-fly zone” (pun half intended) that’s hard to move, it actually is more of an Objective Defender (but one that defends through Damage Striking)
So leaning into that with Cover and Overwatch and Overshield optionals feels Right™️
I like that arsenal is gone since it was basically the "make strictly better turrets" optional
Mobile turrets does that too in a sense, but I can at least imagine situations where it's not worth taking.
Engineers have more bulk than I remembered… 10 heat cap that scales in the original version w/o any heat related optionals is wonky tho, glad that’s gone
honestly, I think a lot of the time it made them worse
this may not be a universal assessment, but in no way do I think it's worth turning a 4/5/6 damage range 10 weapon into a 2/3/4 burn weapon with a cone 3 AoE
the self-destruct option was also largely useless in my experience
And primed turrets could quite literally blow up in the engineer's face
the reliable was maybe the best one of the bunch, and I'm not a fan of that from a design standpoint
Hunter was the one I was thinking of, yeah
The only time I've used primed was for the explicit purpose of getting my players to try and blow them up on the engineer for more damage
yeah my choice of optionals for turrets was always "take speed deployer and remove recharge" and then just like, that was it really,
Off topic, but perhaps something to keep in mind for potential buffs or debuffs to rebake weapons- the only non-blast arcing weapon amongst all CRB NPCs is the Rainmaker’s Missile Pods
All the others are blast weapons
missile pods are functionally a weird AoE anyway
True, regardless Rainmakers are the only NPC that seems to deal with the struggle that is “arcing weapons still suffer cover penalties” which is something
All others completely bypass it thanks to blast radii
the workaround on the rainmaker's end is huntsman, which converts arcing to seeking
Yeah so it basically never comes up
Idk if it’s an actual issue… could be interesting to make more common
I’ve got my own ideas for arcing/seeking rebakes lol
Might be a question already asked, but is there any plan to rebake the Suldan npcs? I notice some of them have the multi attack that you now find so taboo
Hey is the engi rebake's Repurpose feature supposed to be a Trait or a System? It is currently a Trait in the docs
the answer to this is Suldan started work in 2017 and I have had 8-ish years to refine my perspective on things like NPC design, and also maybe but right now I'm working on this one
the answer to THIS is that current lancer NPC layout per Mina has shifted slightly from the CRB's version in terms of iconographic/color notation
Firgured that was the case. Only just recently got into Suldan so clearly i am 8 years late to your party
In the CRB, systems were all done in green regardless of things like active/passive use, traits all were done in red, etc same thing
Per Mina, based on discussion of current ongoing lancer layout, the way it's being done going forward is that NPC stuff works thusly:
1). Anything with an active action cost (quick or full action specifically) is denoted using the green box layout, whether it's a trait or system.
2). Anything that's passive and doesn't have an action cost gets done in red
I, the layout and style guide goblin, am taking notes
Basically color/layout for NPC kit is less "what kind of thing is it" and more "what action is it taking to use this" with an exception carved out for quick/full tech stuff that gets its own thing
you can note this in action in Winter Scar, where the MBT has a system called Secondary Gunner that is nonetheless a passive effect, and therefore gets done in red
So this is a long roundabout way of saying that yes, Repurpose is a trait, one that takes a quick action to use
traits taking actions to use isn't new stuff, the CRB is full of it
Covering Fire off the Archer, a lot of Assassin Stuff, etc
it's mainly an iconographic/layout adjustment
Comp/Con as a program may not employ this distinction
It most certainly does not at this point, lol
which is fine, I'm not fussed
But v3 may change things up, we’ll see!
but as I go back and add future layout color marking in these (something I plan to do for all of them), I will be sticking to Mina's current working model, which will be passive stuff in red, quick/full action stuff in green, with "system or trait" being a non-factor in those decisions
Yeah makes perfect sense tbh
Wondering how much it’ll butcher my layout to change to that style on my own stuff, now
like I wouldn't spend too much time worrying about it
functionally what matters is the keyword info
Hey guys, we've added the Engineer to the LCP
What's Changed
Added Engineer
Corrected Rebound Scan type from System to Tech, added Attack Bonus
Fixed typos
For VTT users we've also put together an LCP specifically for turrets - we're still looking into how exactly we're going to bundle this with future releases.
Might be good to do the same with other drones and/or deployables, depending on how many show up
for now we can include it in the release as an additional asset
Like Bombard’s drone
A full drone LCP is a good shout actually
kais-npc-drones-and-deployables-1.99.1023.lcp
I think Riker set one up for Core NPC stuff, which is why it was on my mind
Definitely some fun things to play with here. I will note just from a "I think that's neat", the Auto Tracking being basically a NPC side version of how the PC deployable turrets work tickles my inner sense of design symmetry.
what's people's experience been with the rebaked operator? halving its range seems like quite a significant nerf but i have a broad awareness that operators were considered one of the more Evil classes vanilla
Haven’t tried it yet, but I have tried my own short-range operator and I can confirm the combination works well due to its inherent mobility with Trace Drive
So basically, the concept is sound IME
Have you found it doesn’t really feel like artillery but more like a striker when made like that?
Nope
Feels like a keep away shooty boi
Still doesn’t want to stand and fight, still paper thin, still doesn’t want to stand on the objective
The burn and reliable turrets went crazy on my invisible pc and 6 armour white witch in WS combat 4 lol
It’d be interesting if arsenal was more of a limited system that the engineer can use when adjacent to one of their turrets or something
with the Specter's Ghostwalk, is the bonus damage-on-crit retained until it's used, or is it only for that turn?
i like it a lot better
it has a lot better gameflow and more tactical decisions to make
this reads a lot like a leading question to me
Ah no I was genuinely curious. Artillery can operate in a range 10 range- seen it a few times, with the only 1st party example being the MBT.
Plus, if the Operator shifted away from artillery, that’s not necessarily a bad thing either. Functionally, being a striker is the same thing, just operates closer to the action so is more likely to have a potent base defensive trait- albeit not guaranteed, like with the Bombard being a Siege Armor Artillery
i misread then, my bad!
The big theme of the operator is its focus on teleportation, and with stuff like Telefrag it doesn’t necessarily shy away from close ranges. The Raptor could be changed to range 5 and I think that’d still be worth trying out to see how it pans… though admittedly I’d be pretty skeptical, however the few times I’ve played operators they’ve only really attacked from within range 5, which is a tactical blunder on my part
I think that Lancer’s role system fails to account for the many gradations of “DPS character” on its own. If I was adding additional granularity, I’d call range 10 operator a “skirmisher”, like the Ace
It’s a role that fits the concept like a glove though
Personally my classification of Striker vs Artillery is a high damage ceiling vs a high damage floor
Strikers have high highs but if circumstances don’t work out they can’t really reach them. Meanwhile Artillery is reliable and rarely has low floors…
… the concept doesn’t really shake out in practice (it might be the opposite, so I should perhaps consider swapping definitions), but when it comes to my own design it’s a philosophy I like to stick to
I can see how that could shake out yeah. Strikers tend to be low range, high commitment, and poor target flexibility, and thus receive mundo potency to make up for it
Theoretically Artillery should be the opposite, but you’re correct that’s not always how it shakes out. I think with your metric though, range 10 operator rebake still falls in that Artillery role
Reliable damage does wonders for damage floor, after all
Ye
Speaking of Rebake Artillery, I was thinking about how the Rebake Bespoke Features could have limitless interactions and how they had to apply to CRB NPCs and how bad it felt to miss with a Sniper recently… thoughts on this bespoke feature?
Panic Reload
If the Sniper misses with an attack using its Anti-Material Rifle, until the end of the current turn it may reload the Anti-Material Rifle using a Quick Action (such as one granted by Overcharging). It cannot shift its snipers mark until the end of its next turn if it chooses to do so, though it may still apply it if no characters have it.
It’s a big bonus with several downsides:
- it has to miss on its turn- not just miss, miss on its turn
- It needs to overcharge to reload rather than stabilizing. This prevents it from clearing heat or using that overcharge for anything else
- It loses the stabilizer turn to reposition, meaning sans optionals it only has 4 movement to position itself for its next shot
- If it has someone marked, it needs to commit to that target, even if they missed someone else or that marked target isn’t available.
However… 2 shots back to back
It gives a way for the sniper to stay in play, it incorporates Limitless, it leaves it suitably vulnerable, there’s immense risk to abuse of it, and it’s insurance that isn’t unlikely to trigger
The problem I see with it is that it does make the Sniper more action efficient which… yeah that’s kinda against the intent of the sniper v_v
But to me it sits in a similar camp as External Ammo Feeds: Way more expensive to use than stabilize, somewhat situational, but comes in handy
As noted, the Operator's bent in the rebake is "artillery via mobility," its "range" is accounted for by having on demand teleportation, and the GM's job is to use that as the "distancing" tool to safeguard it the way other artillery might loiter in the backline
Ghostwalk is a rework of Weakness Analyzer which similarly gives bonus crit damage to "their next attack" (in that case, while hidden) without any spoken duration
the nelson is another similar one, though it has the 1/round wording, however it's been noted extensively in the past that a nelson can boost and then sit on its bonus damage for, say, a reaction attack outside of its turn
My take on this is that I'm going to let the Specter hang on to the bonuses until used, with a note that the effect doesn't stack
re: the sniper, one of the things I 100% do not want to do is make it easier for the sniper to reload, because I think that's basically the easiest and most guaranteed way to deform the sniper around that ability
Fair enough just thought it’d be a neat idea 👍
Speaking of bonus damage, out of curiosity how come you chose to give effects like Ronin’s Anti Ballistic Suite or Berserker’s Retribution variable damage (eg. +1d6 instead of +2/3/4)
Most sources of bonus damage in NPC catalogue corebook-wise are of the +1d6 variety, the specter has it, the ronin has it, it's how Deadly works, etc. A few other things deal more set amounts, but I've made a goal to move away from those in favor of greater standardization, hence why things like Retribution has been refigured from a stacking flat bonus you have to keep track of (which changes by tier) to "+1d6"
it's streamlining
Huh, never noticed that. Good call
the one place I can remember clearly keeping the +2/3/4 is the Striker-type rifle grunt who gets that on crits and the reason I do it there is specifically to keep the bonus damage bounded and not randomly spiking for +6 damage on a grunt
the shoulder mortar artillery grunt just does +2 bonus damage with their special ability for similar reasons
Yeah, having seen the accidental damage spike that happened from a Pirate crit, definitely a good call.
Boarding Leash suddenly doing 11 damage was as surprising to me the GM as it was to the player.
Definitely want to manage that on NPCs meant to be numerous
I'm aware the +1d6 bonus damage adds variance to the NPC damage ranges that doesn't normally exist, but my take is that if you aren't stacking pirate templates + splinter rounds on everything that the confines of a single d6 extra shouldn't prove to be too onerous, but the thing with grunts is you're probably using them, as you say, in multiples and there that's less ideal
Also I tend to make bonus damage a little harder to acquire in cases where it used to be easier
Weakness Analyzer on the Specter is a pure passive, the Ronin just gets it on crits by default, etc
Yeah, Splinter Rounds is a thing where I was looking at that and kinda side-eyeing it just given the Pirate baked in Deadly
Maybe the easiest access to bonus damage is the Berserker where Retribution largely works as it always did, just set to +1d6 instead of scaling bonuses, and the Berserker is the definitive "this guy will wreck your shit in melee if you let them" NPC
Yeah, the melee limitation makes them a lot easier to counterplay than "Just don't get shot" in a game built around resource attrition.
It's kinda funny thinking of how the Berserker is almost like the visible Seeder mines in that the perceived damage potential of letting him get in close to you is a soft control on where players will go as much as knowing "oh, the mines are here"
"Do not get within range of the happy fun chainsaw."
I wonder if there's a place for rainmaker to be more of a barrage artillery than a skirmish one. Obviously it all plays into the idea of javelins + knockback turn by turn, but I've never found it super duper engaging. Shifting some power away from attacking three different people anywhere in range 20 for a QA and more splitting up the targets over the actions could give the rainmaker more interesting choices, especially if they're just given two types of weapon to barrage - maybe one is more about knock back while the other targets two characters, and split up the huntsman tags between them or something.
tbh if you want an indirect barrage artillery you take the Bombard
switching the rainmaker to also be reliant on using barrage to get its value i think risks homogonizing the NPC classes further rather than really defining their particular niches, with the strength and weakness they entail
plus rainmakers should have the chance to take advantage of sensors 15. Just cause they have arcing weapons doesn't mean they don't need line of sight too
I feel like they effectively already barrage most of the time with javelins, and don't move around all that much or have many other systems that take quick actions. And I'm not saying one weapon that takes a barrage, but more two weapons they can choose to skirmish with, OR barrage when the time is right - like consuming lock on or when a character is in a risky position.
I don't want an indirect barrage artillery, but to more spread the Rainmaker's artillery power and utility over a few actions you can pick between rather than just having one quite powerful skirmish that can hit a bunch of things.
It also feels a bit reductive to say that bombard's niche is just defined by how long it takes to shoot and whether or not its indirect. Bombard is used to split the PCs up and make the decide more carefully if they want to sit next to allies/objectives/other NPCs.
Even if the rainmaker has a superheavy, they don't really create the same sort of gameplay as a bombard in terms of the behaviour is encourages.
How the PCs interact with the NPC's kit is more important than the ways the NPC produces that effect imo.
I guess I just don't see the "they kind of already barrage using javelins" argument because I don't use Javelins to deal more direct damage, which is what giving them a second weapon would ultimately do
as for niche, its less about that (I know the Bombard and Rainmaker do very different thing) but more about an even spread of kits and pacings - there are already two Artillery NPCs which are all-in and retooling another to also be that feels like it would just flatten the gamespace more than actually expand it
yeah there's been... a distaste for Javelins when it comes to discussing its role in the rebake.
The consensus is removing it (including from Kai) but idk, that's up to Kai ultimately.
I don't think it wasn't a very deliberate choice to not give NPCs two weapons (and the ones that do often have competing range bands, like a Threat 1 melee and a ranged, meaning using both on a barrage isn't really optimal) because the moment you do you basically just say "yeah always barrage until it isn't convenient" and NPCs really aren't meant to be that frontloaded nor flexible at the same time
yeah I remember, and thats largely because of people abusing the fact the Rainmaker has Knockback to instantly throw people into them for extra damage
but that feels like, well, just that, an abuse - I prefer using Javelins as an area denial tool, which is far more interesting to me than just "slap more damage on someone"
my argument for using it as a source of defense by blocking off paths to reach the rainmaker only seemed to make the distaste for it grow
Even if it's used for area denial the Javelin rockets don't seem well liked
but also its not particularly grand at doing that either, just because of the restrictions
so damned if you do damned if you don't
which is why I imagine they're just being evaporated in the end
it might be more interesting to swap the way they work, make it so you can only place them under a hostile character and that character takes damage at the end of their next turn if they haven't moved, or don't have cover from the rainmaker or something
I'm confused as to how it's an abuse really, blocking off paths is often highly ineffective unless the map is very tight, PCs can usually walk around without sacrificing any move, which leaves extra damage really as one of the most logical plays on the rainmaker's turn, especially 1-2 turns into the combat when no one has walked into the javelins yet.
It's more that it makes the rainmaker too self sufficient
Like, getting 3 javelins and then 3 attacks with 1 knockback feels like a very intended feature
I mean, its a fancy landmine - that screams "area denial" to me, not "randomly do double damage on hit"
Like how the Sniper didn't necessarily need to be more action efficient
It'd go against the game design and intent behind it.
A big portion of the rebakes intent is to increase NPC codependence so there's a greater sense of cohesion in opfors, and if the rainmaker can just sorta operate on its own then what's the point?
and honestly if it is the intended play, then Tom dropped the ball on that one and its probably good for it to go (but as the NPC tactics themselves imply, that is definitely not the case)
It should not be capable of defending itself is the idea
ultimately though, I really don't think giving Rainmaker a second gun is going to achieve much but make it feel more like other Artillery and just run head first into the "does way more damage than it should be doing" problem again
I think a mech with a second weapon sorta needs to justify the second weapon.
And it's a pretty high bar
I have given an NPC two weapons before but it was also after a lot of pondering and going 'Is there cause for this?'
I think if you want an NPC to Barrage it should either be: 1, bad at it, or 2, extremely committal
When I did it for an NPC it was this on a Melee Defender:
Mag-Acceleration Blade
Heavy Melee, Loading, AP, +1/2/3
Threat 3
8/12/16 Kinetic Damage
Steel Fist
Auxiliary Melee, +2/4/6
Threat 2
4/5/6 Kinetic Damage
Notably...it can't Keep Barraging.
As one of them is Loading.
I mean at that point you're just making the Bastion again
So it's got a Backup Weapon For Overwatch when the blade isn't available but it's got a plan that isn't just 'Start Turn, Barrage, End Turn'
Assault and Bastion I guess are kind of both in that they require melee range, and have to suffer engagement penalty (unless you get the Shield hit in first and knockback, but even then you have to content with the Loading on the Grenade Launcher)
Sentinel too, also
everyone else just goes "fuck it, Superheavy" and makes it Their Whole Deal
Bastion at least has Knockback on the shield
I mentioned, aye
oop I missed tht
It is very late and I have things I need to be doing that I'm not doing
but yeah, flexibility for an NPC costs, in the end
My original idea was simply breaking those 3 attacks apart, perhaps into one launcher that attacks once, and another that attacks twice, I could see loading playing into one of them, but I don't know if it fits into the rainmaker's turns and gameplay well.
Original idea was one that was more direct and could knock people back, whereas the other would be more about hitting 2 dudes and relying on lock on - perhaps it can only attack characters with lock on, or if they consume it.
I could do something like less accuracy, but then THAT feels kinda too close to the bombard for my liking
so there are basically two broad "positions" for the rainmaker, one of which is is that having something like javelins gives it the ability to set up its own defenses, and the other which is that doing so makes it, as a fairly fragile artillery unit, too independent
i guess the other option is to reorient the rainmaker around deployables like the hound
Personally, I dislike the javelin/missile pod combo and can pretty easily identify it as a main issue with why rainmakers punch unintuitively high above their weight, and also frankly for a "combo" it's not that deep or interesting
Hound is objectively the coolest optional
that'd basically make it a 'seeder but the mines move' which.....might be cool i guess?
the damage is a tad overtuned imo for having no deployment limit, unlike Wolfhound Missile
But it can be pretty crazy if you're within 3-6 of the rainmaker at the start of their turn and they use the system to blow you up at the end of their turn 👀
I mean the deployment limit is recharge 6
recharge 6 is a reasonable limit imo
I'll admit, my personal thoughts is 'Rainmaker should have More Javelins but not be able to reliably set them off itself'.
wolfhound can't be shot before it hits also
the corebook tries to identify the rainmaker as a combination of artillery and controller and to be honest I don't think javelins are really a great area denial tool much of the time, and the thing is I know that they don't even get used for that purpose because, again, what everyone uses them for as soon as they identify how it works is "javelin, knockback into missile pods"
or lashed into an ally lmao
Play harder into the 'making bad zones' and 'having Setup for allies to get Payoff on'
so imo it's a failure of implementation coming and going
yeah I found they're an Okay denial tool if you're dealing with Size 2's and literally don't exist otherwise
if you made them able to be deployed adjacent to each other they might actually work for area denial since you could just saturate a zone with them
Like I'd unironically give Javelins the Mine 'can't be triggered in the turn they're activated'
I feel like its damage is a double edged sword for the rainmaker
As they're still Mid-Launch
perhaps can only be deployed adjacent to each other
like fundamentally I dislike the combo at all
I wonder if instead of 3 size 1's you just do a blast 1 area or something
much easier to track
it is maybe the least interesting form of combo, and I do not want to recreate it
I think people have suggested that before and the problems still exist then
The blast 1 area thing
I mean the biggest thing frankly more than anything else is I'm not giving the missile pods knockback
Makes sense.
a blast 1 area is a lot more ground covered, i guess that the loss of flexibility might make up for it?
the only reason they even have it is for the combo
I could see room for an NPC that does doublehard on the Ranged Knockback Asshole but that's Not Really The Rainmaker
One of those changes that's reasonable but will still be missed
yeah, 3 attacks a turn with reliable and knockback is def a bit much
Ballista :3
I'm honestly not a fan of the reliable either
...a ballista-themed one would be pretty cool yeah. Line + Knockback would be fun...
i think 'saturation fire' is kind of what sets the rainmaker apart from the bombard so i would try to keep that
gets pondering
I wrote a ballista at some point, but it sucks.
The idea being lines and punching through cover
I think the tricky thing is that the rainmaker and the bombard both go 'Hahah, fuck lots of dudes' but the bombard fucks over a lot of dudes close together and the rainmaker fucks over a lot of dudes far apart. So you've gotta work out the ways in which the Rainmaker is worse than a bombard for that ability to split fire.
Right now, the existing artillery units are:
1). The Bombard, which is AoE scaling damage within a defined area
2). The Sniper, which is high direct LoS single target damage
3). The Operator, which is striker-tier damage at average range and oblique angles
What I want the Rainmaker to be, in terms of "what this unit performs as" is a modest damage, consistent artillery unit. Not something that deals high spike damage, not something that punishes, the Rainmaker is an artillery unit that applies constant pressure. It doesn't have loading, its weapon isn't inaccurate, it's not ordnance, it's just "every turn, several people are going to take some amount of damage from this thing"
I feel like rainmaker is probably one of the better NPCs to get something like a Walking armoury/Seeder selection of their missiles at base, but maybe that's just how I imagine the NPC
the rainmaker is basically a clock
sounds like you could keep the arcing/reliable but not the knockback on the missile pods then?
Yeah, I like the reliable when the rainmaker is approached through that lens
I mean yes I plan to do so
Unironically, I'd be tempted to cut the 'when lock on, damage can't be reduced'. Leave the 'Fuck Your Defence, Fuck Your Armour' to the Sniper and the Bombard's King Hits.
I will not be keeping knockback or reliable because I do not want either of those
maybe, idk, change endless rain to let it barrage with the missile pods rather than the javelin missiles, but it has to pick different targets?
tbh I think Kai is stripping out all the passive effects vs Lock-On targets anyway
simply because, well, yeah
it defeats the point of Lock-On
no not really
Huntsman is, imo fine enough
If anything I may play up the interaction with Lock On
yeah rainmaker benefiting from lock on feels like one of those things where they went 'well the monarch does it, so...'
surprising, honestly
what I'm getting rid of is A). knockback and B). reliable, and also C). the stupid combo
Monarch needs to consume tho right?
Maybe make it more about consuming lock on, rather than just Keeping It Passively On?
why reliable? it sounds like you want it to be a, well, reliable source of damage
I don't agree with that sentiment about huntsman tbh- I think it's a good trait. Sure the Lock On becomes sort of passive, but the AP and seeking allows the rainmaker to be more consistent with its damage agaisnt Locked On targets. Plus the rainmaker can only lock onto so many targets on its own, so it encourages coordination between the team
I kind of personally viewed Huntsman and Marker Rifle as being in a similar bag there in terms of subverting mechanics in a way thats kind of oppressive
so I've gone into this in extensive detail elsewhere, but there are a number of fundamental points that I'm looking to address with this project, things like (to give an example) how average NPC accuracy is often overtuned
I'll admit, I really don't like the mix of 'Reliable' and 'AP' on the rainmaker right now.
and I do think its especially weird in reflection that the low-damage reliable NPC can just get easy AP that requires a whole full action to shake, more or less
It makes it feel less like It's Got A Trick
And more 'Well, fuck you. Take damage'
If that makes sense?
One of the things that I feel is an issue with the CRB NPC catalogue is that Reliable damage is loaded into three of the most commonly reached-for NPCs, the Assault, the Archer, and the Rainmaker, by virtue of them being "the normal NPCs," and this has the result of a lot of comps having Reliable damage saturation to a degree that I feel devalues (among other things) high-evasion lower armor/HP builds
I do not like where Reliable damage is assigned
Part of this project is me shuffling where Reliable goes, because my goal is not "remove it from the GM's toolkit" but "make it a more thoughtful incorporation"
They kinda go about it the opposite direciton is the thing. Marker rifle SRD is a debuff all NPCs can benefit from that the player has little agency in clearing. Huntsman is a buff to a single NPC that the NPC benefitting from it has agency in clearing. The agency in clearing the buff is with the attacker in both cases, but the latter case has it affect the attacker moreso than the defender.
Notably, this project started with me reworking the Assault in such a fashion that it is, if anything, anti-reliable
Right now, the Reliable damage NPCs in this project are the Archer (which I'm letting keep it as it's a fairly sensible platform for it), the Sentinel, and the Operator
I like it on the archer as it helps with the 'weight of fire' feel.
I do not particularly think the Rainmaker needs reliable because the Rainmaker makes three attacks per skirmish
Also means that it's reactions always feel a bit punishing
But they're reactions. That's Your Fault.
"Playing the odds" is the method of reliability there
yeah I can agree with that at least
so what do you think the criteria for a good attack that should have reliable is? i note you've kept it on the archer and put it on the sentinel and both of those enemies can make a number of attacks per turn (albeit with more setup)
my criteria is "I feel like it"
Sentinels and Operators are significantly more sometimes food units than Assaults
I'm not Kai but my general thoughts are that reliable is generally something for when the attack is not reliable in how often it can be used.
Attacks that might only happend 1-2 times a fight
Sentinels are short ranged and can be kited, and their main form of Overwatch augmentation self-slows them
Or that require setup
Operators are extremely fragile
The reliable is some insurance that if it happens, it will be felt.
moreso in this iteration where they lack Range 20 rifles and easy access to invisibility
This is kinda where I was going with my rework ideas - like Rainmaker has a ton of weapon tags - reliable, knockback, arcing - seeking, AP, smart - on any attack it does. You could split AP and reliable between two different attacks and force the rainmaker to choose when it wants to use its tags and on who. So maybe I'm thinking less of a double weapon thing and more something like the Cataphract changing weapon
Sorta like how Core Powers rarely have a way to entirely fail
Archers and Sentinels also benefit from having their choice of punishment be less easily circumvented than banking on the attack missing. There are several ways to circumvent their punishers, but just dodging probably shouldn't be it
I hope I'm remotely coherant
right yeah, i get where you're coming from re: rainmakers 'playing the odds' from extreme safety, that makes sense
compare this to the CRB Assault which has a Range 10 rifle with reliable and also Hunker Down and also 15 HP/1 Armor and also they get an optional that lets them ignore cover and also they can barrage with a grenade launcher and also they have a quick action damage save thing
Assaults for example are Durable, Solid Range...yeah, that
respectfully- that sounds like a pain to run
and also everyone uses assaults because "it's the assault, it's the generic rifle guy, right?"
I mean I run in pbp so I'm often disappointed that the NPCs aren't more tactically interesting
My concern with 'it can pick' is that it means 'it is always best against you'. There is no call to pick the AP against a guy with 0 armour or the reliable against the drake.
for huntsman alone I setup two versions of Missile Pods in my VTT, I can't imagine making a profile for each tag version
'Has to pick' only becomes a downside vs 'good armour and good evasion'
meanwhile the rainmaker, a unit with even longer range and multiple attacks with arcing/seeking from the comfort of behind an LoS breaking obstruction, doesn't need to be able to effortlessly deal damage to the mourning cloaks and atlasses of the world
The Archer is keeping it specifically to give additional weight and threat to their reaction attacks as a coercive threat, and that's part of why the sentinel gets it too
the Operator is getting it because, among other things, this version of the Operator has a gun that is massively less baseline accurate and a trait that shifts either accuracy or defense around depending on how it maneuvers
I do find it funny that the standard assault has basically been inverted completely post rebake
"reliable 2 guy that can optionally see through walls who now is encouraged to mow people down taking a morning stroll between Hard Covers to get good value"
i will say that 3 threat is a lot bigger on a size 2 unit than a size 1
Trait
Whenever the Operator teleports during their turn before making any attacks, they gain +1 Accuracy on all attacks with the Raptor Plasma Rifle until the end of their turn. Whenever the Operator teleports during their turn after making any attacks, all attacks against them receive +1 Difficulty until the end of their next turn. If the Operator splits their movement with an attack, they may only choose one of these effects.```
which i approve of, those things are legitimately terrifying when they pop eye of midnight now
So having Reliable on its weapon means it has a "fallback plan" for when it uses Strike and Fade for defense
If it's still targeting a couple characters, it needs to pick between the characters which one it will be more effective against, and a couple of those tags would likely be gated behind a huntsman ability - like seeking on the reliable version and AP on the other version. Currently it is just all of them all of the time, so it's not even picking in the beginning, it just gets all of them.
it can still attack and deal some amount of damage, if not as much as it normally might, when it needs to commit to defense instead of offense
Would be neat to have a Striker with Reliable in this rebake, but it wouldn't really work with the current design philosophy of the rebakes
I mean the Archer and Operator are fundamentally "strikers" in the sense that "striker" means "guy who does good damage"
fair
Like it has FIVE [count 'em, 5!!] weapon tags vs characters with lock on.
re: huntsman, my issue with the scout's marker rifle is that the marker rifle hit characters with a set of permanent debuffs and the ONLY way to clear them is to stabilize
and this is tied to a long range accurate weapon on a quick action trigger
They're also a lot more impactful than huntsman
that dynamic, in scientific terms, sucks shit
yeah i appreciate the buff to rebound scan too
"spend a quick action to force someone to spend a full action clearing it" is the sort of thing that if you brought it to the homebrew channel people would tell you "hey maybe don't do this"
cause a scout in range 5 of an enemy is not long for this world
huntsman, imo, isn't quite the same thing
Part of my issue is the Memory Issues of 'hey, was this lock on from the scout?'
I have a ratshit memory as a GM.
like yeah, inbound attacks are buffed by it, but it's not on the level of "you are locked out of taking certain possibly build-defining actions and also are permanently shredded"
And it's just inbound attacks from specifically rainmakers too
If I locked on to you 20 mins ago, I'm not going to recall if it was Scout Lockon or not
I think an argument could be made to tie huntsman to consuming lock on less from a balance perspective, as I'm not sure I think the design is inherently bad per se (I do some stuff with "use Lock On but don't spend it" with Suldan's SSC Comet for example) but from a mental overhead standardization standpoint
it still rewards using lock on without consuming it which i dislike conceptually
where "consuming lock on" is the 99% standard way you engage with that mechanic, so making additive mechanics continue to require consuming the Lock On streamlines how people approach it
but frankly, I don't think there's something fundamentally wrong with "this thing treats Locked On people different" and it's a pretty solid basis for support-oriented structures
benefitting from a lock in orthogonal ways while saving the actual lock on itself for someone else
I personally like the minor decisionmaking prompted by effect that benefit against targets with lock on that don't need to consume it, it's prompted a lot of interesting situations for me as a GM- makes the rainmaker more engaging to run
I find it often just becomes "lock on at the start of combat and never consume it"
that's the perverse incentive of it, but I again find it far worse with the marker rifle
i'd like it as, idk, a conditional for a tech of some kind, or a 'staged' thing like the new Moving Target
and if you axe the reliable from Rainmaker, it's not exactly a perverse incentive- it's a pretty meaningful decision if you consume it or not because you may really need to hit
Sure, I didn't mean to compare them really
my issue with the rainmaker has never been about huntsman, it's primarily focused on the javelin/missile pod combo
like - if you don't have lock on, gain lock on. if you already have lock on, get impaired or something.
I'm less about if it's balanced or not, and more about whether it creates interesting decisions for the PC and GM
and/or if it's fun
which is somewhat related
And if playing it logically lines up with what is interesting
the CRB wants to cast the Rainmaker as a hybrid artillery controller, and in several senses I think it fails at that, firstly because I don't think its base kit controls very well if at all, secondly I don't think its optionals do either, and thirdly because the tools it does have just pushes it towards damage even harder
Consuming Lock On has rarely not been an interesting decision for me personally, as I often find all my NPCs are really hungry for it and I need to figure out how to ration Lock Ons out
Huntsman adds an extra layer to it that I really enjoy, and I think narrowing in on that mechanic is a good call
Because incentives are pretty strong with how people play the game. It's weird to have something written a certain way but then only be told how to actually play it when you come on here or online or whatever
Yeah I'm more asking if not consuming lock on is an interesting decision
On paper it's better to leave the Lock ON forever so Huntsman benefits last indefinitely.
In practice that Zheng is gonna get here next turn so I really need to hit so I can structure him now
These effects that seem like they create perverse incentives on paper can prompt more interesting decisions in practice... when done well
The main thing to keep in mind is that NPCs are fragile and expendable
it's also worth noting again that a bit top-down element of this project is that NPCs in general will have less to-hit numbers
"saving Lock On for later" is a iffy strategy a lot of the time, and abilities like Huntsman only nudge the meter a little in regards to doing that- you don't know if the guy you're saving it for is gonna survive long enough to use it
so endlessly saving lock ons should be, in theory, a less "whatever" decision point
Yeah I really need to lock on more with my NPCs instead of ramming or hiding- the allure of "multiple attacks gain accuracy" is just so strong tho
honestly my generic turn with the majority of npcs is just 'lock on->skirmish'
I almost never do that, I'm always trying to micromanage my NPC positioning and how visible they are to the players so they can stay alive long enough to do things
Then I spent so many actions hiding they didn't get to do anything
i gotta hide more yeah
IT's great with Hives
Makes Recons and Controls feel extra dangerous
I think the most frustration (positive) I've ever gotten out of my players with a hive is when all my opfor just hid in their razor swarms- it's annoying and is a great lack-of-aoe punisher
it's also how I've played my hornets to such lethal effect
yeah my rainmaker thing gutted knockback and reliable on the rainmaker and got rid of javelins because i hated basically every part of that combo.
"i would like to actually be able to use more than one rainmaker"
Idk, could maybe make Hades Missiles as part of hte base kit to compensate?
Or Hound Missiles
Or maybe Rainmaker don't need it
i already moved hound to be base kit but not because i wanted a javelin replacement
it wa sjust because "yeah this is basically just soemthing everyone's using"
It's cool yeah
hades and volley are both things i just like
killed in favor of hound missile modifications
Every time I use Hound Missile it just gets shoved back into the rainmaker...
16 damage at T1 does feel a bit much
Hades and volley seem pretty lame, yeah
i also modified hound missile so its something that has to actually be respected/thought about, in exchagne for also making it harder to deploy (consumes lock on, but now moves at end of turn, rather than start, and the rainmaker can manually detonate it)
I like Hades personally, and Volley seems interesting as it encourages the rainmaker to come out of hiding
Atlas Missile seems like it's gonna get axed because we already have orbital strike
which. fair
If it's at the end of the turn they can just walk up to someone and shoot it at them to deal tons of damage very quickly, which is why I figured it was the start
i personally actually kep atlas, i just made it less bookkeeping
I did in fact accoutn for this, however
1: my version has to consume lock on to even deploy the missile
2: the rainmaker is speed 3
that said, being that close is obviously risky
it also is much less spammable than a regular
I'm just thinking when someone inevitably runs up to the rainmaker, it is quite easy to lock on, then explode them
which maybe is something you like
Hounds being baseline are (as maria has stated) a thing she did, I'm not sure I'm going to follow suit the same way but I am going to look at adjusting how the Hound works to make it less of a player enrichment toy and something more like an actual threat
yeah i thought about it and i decided "yeah im probably fine with that. this dude can't run anyway and hes much less overwhelming obnoxious now so you know, respect the hound"
Making htem more distinct than Wolfhound Missiles would also probably be a good idea
All rainmakers have "BEWARE OF DOG" written on their hulls
my personal onion is that anyone who would be running up to near-melee with a rainmaker is built to handle a surprise missile to the face
I think volley is also an ability I basically never use and I never want to use because it's just "wow, people take damage at the push of a button", whooooooooooo cares
yeah volley was bornig and also a "why take this when the base gun is arcing range 20 with reliable and javelins"
and hades was just like
that but more
atlas missiles and hounds have at least a commonality in the sense that they're delayed damage threats that exist on the map
Atlas i did a simular thing with other "2 round abilities"
i made them something you declare at start of round (along with the action cost paid right then and there) and then they come down at thje end of that round (i also made them limited 1)
I wonder if javelins would be more of a control tool if they did less damage and more conditions
or just straight up knockback being on the javelin rather than the missile
possibly but "make rainmakers controllers" wasn't really something i was interested in
are player-side javelins an effective control tool, or are they a thing you lay down so someone can puppet systems someone through them?
Yeah I'm just talking generally here than to anyone's version in particular
in a sense, any sort of "damaging terrain" can be a control tool, but I don't think in their existing state they serve the role well
Honestly even as a Monarch player, I always kinda found player Javelins a bit underwhelming given the action cost.
Or I wonder if they could be less of a terrain thing and more of a control ability - if anyone ever wanted to make RM a controller - where you select characters, making them take damage/consequences if they don't move from their location. What does this achieve? ... I don't know.
The Pinaka looming death was generally more fun on my end.
I mean i have seen a caliban make use of javelin missile to great effect
RM does feel a lot like another artillery was needed so a lot of things were just taken from monarch
could maybe change it from a deployable to something that exists 'above' the map and counts down on a specific player maybe?
bit more of this basically
I mean i do want my rocket trucks to be firing missiles like they are ww2 milk trucks with rockets on their backs
I feel like that's what atlas missile is already
atlas is tuned to a specific zone. i'm imagining something like 'start a counter on a specific player. when it reaches 0 they take x damage. they can counteract this somehow'
Maybe
the key would be in the counteracting
the deployable is cool because there are so many creative ways to counteract it
yeah the obvious thing would be by moving a lot but, i feel like there are already npcs that force players to dance
my white witch caught one with their pinning spire
then smashed it into the ground in narrative mode after pushing the roll
opposed systems check to interfere with its targeting? inflict statuses on it? idk
Its more fun to have a physical missile most of the time I feel
Rainmaker should be entirely deployable missiles, change my mind
They'll take to long to get to the frontline
it is but it's also what results in the missile being a non-threat so often imo
players simply have too many options to get silly with it
Tbh this can be fixed by having any character adjacent to the missile explodes
Technically that's what it already does, but tbh it would be funny if the missile is always travelling after every turn
Clearly we just need more so that the PCs are forced to pick which one they want to deal with
endless rain now spawns 6 hound missiles
You see the vision
huh- just noticed that the Aegis in the LCP has been size 1 for a while now
You should see one of my homebrewed npc, they got something like an engineer and Rainmaker, except the hound missiles are more akin to drones with Demolition packs than anything
I can post in #homebrew-design if you are curious
This isn’t @ ASquared, more just my thought on the matter: If Rainmaker can benefit from Huntsman without consuming Lock On, what does that imply for the ability to deploy 2 or more Rainmakers simultaneously? If they’re just nickel and diming to death with AP and no Javs, maybe it’s fine? Or maybe they should actually fight over their Lock Ons? I just wanted multiple deployments to be a consideration
And for solo rainmakers, if they're sitting on a lockon to keep getting huntsman that means they're denying the rest of the opfor that accuracy
Which is an interesting decision point - does the rainmaker need huntsman more than the demolisher needs the acc?
I find you can hit consistently enough most of the time unless there's a particular NPC with difficulty already, yeah