#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)

1 messages · Page 12 of 1

brisk flax
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there are some exceptions, the bombard's flare drone has high HP because it's designed to be shot at by the bombard

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but basically the titan-snare drone is functionally unchanged from the CRB except for being more physically fragile

heavy pebble
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Might just be really effective against this melee-focused comp

small hamlet
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Trying to work out Veteran traits for my IGF NPCs

rose hamlet
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You’ve caught the bug too?

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I went an extra 9 yards and did Ultra traits

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it was an excuse to give my Knight a reasonable Shadow Duel feature

smoky bluff
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It does feel like a good feature to have

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tbh it gives me excuses to make more optionals for my npcs too

young laurel
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Specialised Veteran and Ultra traits are pretty funky and nice

blissful lion
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I was experimenting with it a bit, but lost steam pretty quickly

young laurel
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Is kinda hard making unique ones tbh

blissful lion
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I made like 3 per class intensifeyes

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And when you made them an ultra you’d pick if they upgraded their weapon, system, or gained something new like a trait

rose hamlet
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All I know is that I made a Mordekaiser/Elden Ring ultimate ability for my Knight and had nowhere to put it, so I made a place lol

indigo oasis
blissful lion
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I was enjoying myself ¯_(ツ)_/¯

rose hamlet
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There’s always room for more cool designs

indigo oasis
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Fair enough

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My b

brisk flax
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I will say that bespoke ultra stuff is absolutely an idea I briefly spitballed but I do think the amount of work it would entail would be much more substantial than the "one veteran trait per customer" thing

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I also think, personally, that the Ultra template benefits from being "broader" and less class specific simply because it's the one thing I feel deserves the whole "big box of customizability" angle

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Like maybe I want to give the Ultra Demolisher support tools or an Ultra Assault some hacking stuff or Ontolotactical Array or whatever

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I like it for the Ultra to do that more than I've found Veteran's 20 traits appealing in that regard

vale crescent
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An ultra support can be a lock on buff master, reload and heal extraordinaire or an argus armour hyperdense blade melee brawler because of how diverse the ultra kits are

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I guess a class based ultra trait kinda shoves the "all ultra X npcs do Y"

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And if you want that, nothings stopping you from just doing that and making up rules

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I had an idea for a bombard with high angle fire using a full action with limited 1 once the ultra reaches 2 or less structure, shooting out like 10 high angle fire shots at once just because cool setpiece boss ability

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I can just do that 😛

brisk flax
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Yeah none of this is me going "you shouldn't do this" just more me explaining why I personally didn't

twin reef
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Yeah, the Ultra is like the player characters, in that you might see a Blackbeard that's a TTT Scanner Swarm Puppetwatch build.

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They mix and match shit.

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A Veteran is just someone who knows how to get more out of a stock frame.

bold crystal
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minor text issue:
harbinger rockets in the doc just says '6+' instead of 'Recharge 6+'; it's implemented correctly in the lcp

brisk flax
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Gotcha, good catch

carmine pendant
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howdy, quick question on the NPC rebakes,
so i share a foundry with my friend, he likes the core npcs more and wants to keep them on his foundry.

I assume the rebakes just adds the new npcs instead of replacing the core ones but i wanted to double check, if that's ok?

rose hamlet
young turtle
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if folks are curious

subtle nacelle
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LCPs in general cant overwrite other content

young turtle
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This doesn't reflect my design principles much nowaday and a lot of this is untested

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but I made a template which was basically a super special ultra

indigo oasis
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There was some homebrew template called the Zenith or something that gave NPCs Core Powers, focusing specifically on NPC role, I think that really goes for the theme well

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Apex may have been the name actors

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*actually

twilit coral
carmine pendant
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No, we share one

(We've done some co-gming so we share a world)

neon blaze
rose hamlet
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I actually rely upon that overwrite when I'm applying my houserule stuff

subtle nacelle
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oh funky, but doesn't that rely on load order more than anything?

rose hamlet
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this is on Foundry specifically

subtle nacelle
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i guess you could force the ordering with lcp dependencies?

rose hamlet
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on foundry, they just get (over)written

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the most recently installed is the one you get

twin reef
indigo oasis
neon blaze
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It depends from Core to Core how they precisely function

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if you wanna see more you can go find out in #1270398746508660900 where I have the mechanics

wise creek
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Did SotW combat 2 last night and am continuing to use the rebakes. Spoilered the combat details just in case.

Party Composition:

  • Bonded/House Guard, Enclave/Flash Anchor Saladin
  • Juggernaut/Pankrati, all GMS system Caliban with the Hammer U-RPL
  • Sysop/Exemplar/Combined Arms Balor with Swarm Body/Hive Drone
  • The most vanilla Viceroy with Vanguard 3/Stormbringer 2, Gandiva/Sharanga/Missile Racks, Javelin Rockets

Combat Details

||- Sitrep: Control

  • Commander Support (Latch Drone, Quick March)
  • Elite Cataphract (Electrified Lasso, Electromagnetic Bola)
  • Exotic Sentinel x2 (Wrath-Lock, Hardened Target)
  • Elite Veteran Sniper (Sharpshooter, Moving Target, Blinding Laser)

Feedback

Overall Combat Feel
Rebakes felt really good in this one. I think the biggest thing I appreciated was the revised Structure table. There were a couple instances of enemies rolling a value that would've destroyed their only weapon on the core table, but didn't with this new one so their gameplan wasn't completely fucked. A couple cases of players rolling hot and GM rolling like shit, but the combat was ultimately down to the wire, with the players clutching it out in the final round, but not before eating through a ton of stress and OC.

NPC Specific

  • Commander Support: Not really much to say about this one. Restock Drone + Sniper is a very potent combo, but not oppressively so. It kind of just sat on one of the OZs and made sure to slap its drones on the Cataphract and Sniper. Electrified
  • Elite Cataphract: Dope, loved this one. The Ram Cannon is a much more interesting weapon and felt more flexible now that the Knockback was only tied to the melee attack. I do think Recharge 6+ on Impale is a little harsh even with the crit effect and innate accuracy on the Ram Cannon, might just be a consequence of the aforementioned "GM rolling like shit" phenomena.
  • Exotic Sentinel: Eye of Midnight change makes it feel way more threatening and helps secure the Sentinel's "I'm going to sit here and be a problem" identity. Wrath-Lock's Lock-On effect is a nice bonus and makes it a much more threatening ability when paired with the Eye of Midnight change.
  • Elite Veteran Sniper: Probably the biggest threat on the map aside from the Cataphract. Not having the auto reload on Moving Target is a little rough, but despite that, only being able to reload on the Sniper's turn did make me think of when to use Moving Target and when to attack in general, which I think is a worthwhile effect since I'm actually having to engage more rather than just autopiloting their turn. As mentioned before, having the Restock Drone on alleviated this anyway which makes NPC combos more important to consider.||
smoky bluff
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How does flush out work against a slowed character?

brisk flax
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both instances are involuntary movement

smoky bluff
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But the archer's can trigger reactions

brisk flax
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like, very explicitly it can't

smoky bluff
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Oh shit, I misread that

brisk flax
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This has come up before: if involuntary movement can trigger reactions, it's going to have to explicitly say so

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and in any case, flush out explicitly says "doesn't proc engagement or reactions"

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flush out triggering reactions would be too much of a brainless self-combo

young laurel
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Dunno how my Ronin+ will do, might run a game later if I finish it later today. The last two Storied Pasts are all that is left to finish.

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Ronin's Storied Pasts (Each one swaps its weapon and unique trait)

  • Retainer - The standard Ronin, a blademaster capable of pulling off feats with their hypercarbon blade that leave adversaries wondering how the hell did they do that.
  • Guard - A very defensive Ronin, capable of performing as a Defender if needed. But is still more than capable of holding its own in fight with its trusty guardian spear.
  • Dancer - A risky Ronin, very much preferring to stay in the thick of battle. Being a hard to ignore nuisance capable of disrupting their opponents if not careful using their monofilament ribbons.
  • Duelist - A single minded Ronin, focused purely on acquiring that one good battle. Armed with its neosteel sword, it will attempt to force a 1v1 with their chosen Rival, intending on having that legendary battle.
  • Smith - An insane forgemaster who has made the very Ronin frame they pilot. Often using their experimental weapon and other various gizmos along with their natural skill to savage opponents.
  • Warrior - A veteran in all but name, these Ronins can come from all walks of life. The only thing comparable between two Warrior archetype Ronins is that they are each unique in their own way. (Warriors can take any choice from other Storied Pasts + their own Unique Trait)
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Probably complicating the Ronin's simple deal of "I have sword. I sword good." but I came this far now.

brisk flax
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I can respect the unaccountable urge to take a single thing and massively complicate it

young laurel
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My hope is that my Ronin+ will be an interesting enemy to come across and not overtuned/overpowered

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When I saw the Ronin's description of how they are usually made and used in Lancer lore. My brain immediately went.

"Hey, let's see how far we can roll with that."

Then it spiraled into this. Paine.

errant needle
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So random thing that came up as an interaction that my players ended up bypassing but was one I wasn't sure of. If Ferrous Lash flings an ally out of the FASCAM minefield, does that trigger the explosion per the "attempt to move while within it" clause? Or does Ferrous Lash's "does not trigger engagement or reactions" clause supersede that?

brisk flax
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it's not engagement based, nor is it a reaction

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I can adjust the wording slightly to be more like the iskander's deathcloud which uses "make any movement," but ultimately being made to move within a fascam field, voluntarily or involuntarily, will proc it

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though it can only proc for any given character 1/round (the first time etc)

errant needle
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Mm-hmm. I was thinking that was the case since it's not cited as a reaction in the text, but figured since it came up as a discussion point with my group, it might be useful to mention. No description is going to be 100% clear to 100% of players ever, but it's the first major confusion point that's come up with our group using the rebakes. Which I will absolutely attribute to it being everyone's first game with Lancer in general.

brisk flax
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Basically it's the same as with mines

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they don't care how you get into the triggering area, just that you do

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"involuntary movement into a thing that hurts you" is a cornerstone of the seeder

errant needle
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I will note the Rebake Seeder is feeling a lot more fun to use than the corebook one felt like for reasons mentioned in the design notes of making them an active combatant vs. "sit at the back playing minecraft", so positive outcome on that.

young laurel
carmine idol
young laurel
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All six Pasts fight very differently.

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Retainer is standard Ronin "I sword good. Everyone gets it."

Guard is "This is my Lord. Attack them while I am near at your own peril.

Dancer is "I'll be with your team messing with your positioning."

Duelist is "You. Yes you. I only want you. Our battle will be legendary!"

Smith is "Hey want to see a magic trick?" Straps IED to weapon and swings it at air to detonate it.

Warrior is the only one that won't fit since that Past can just mix and match weapons and traits/systems from the other Pasts.

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I shall make a Super Sentai Team of Ronins in the future. :p

indigo oasis
young laurel
blissful lion
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Aegis heat gain on misses has been a little bit tough to remember to mark sometimes, but has been good fun for the hacker to deal a ton of heat pressure. Skyhammer on SR combat 3 was nice, much prefer it to the javelins. It doesn’t need to be deployed in a free space, right? If so I might have ran it wrong, but it was good to place on the sentinel with melee PCs on them to force movement and proc overwatch (that missed ;-; )

brisk flax
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The timing on it is such that doing so will lock on to characters but won't damage them unless they don't leave

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So it's a roundabout lock on method with some additional threat, is how I look at it

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Combining it with a sentinel like that is 200% intended play

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You can even have the sentinel eat the lock if you want

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(and hey, missing with a sentinel just means it's reliable damage time, look at that)

blissful lion
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Oh, I forgot about the reliable! Would have done tons more damage to the PCs, maybe just as well, it was a tough fight already

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The sentinel doesn’t eat lock on tho since it says hostile, right?

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Oh, as in consume when attacking videogames

brisk flax
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Remember the ABCs of rebake NPCs:
Always
Be
Consuming Lock On

wanton maple
brisk flax
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I've touched on this obliquely with the the various accuracy adjustments across the board, but one of my goals with the rebake on a broad structural level was to break the dynamic of "skirmish + invade" being the best default NPC turn because Lock On is often superfluous with that much floating accuracy

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Now you have to decide more between "do I want to do the skirmish + invade thing" or "do I want to use lock on to buff my buddy's chance to-hit/proc some sweet ability"

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There's always been a lot of talk about what to do with generic NPC invades, are they too prevalent, is it too strong or just fine, should only certain NPCs get it, etc

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Without wanting to change the rules for basic NPC actions, my approach to this is essentially to refactor NPC to-hit averages and build in more lock on synergies

indigo oasis
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I wonder if the "skirmish + invade" issue is more prevalant at higher tiers, because at lower tiers with the To Hit values I normally sport I need every bonus I can get

brisk flax
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it's not that I think lock on in CRB NPC land is worthless, but I do think there's not a ton of push to go for it over something like an invade (or boosting if you need to)

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there probably IS a degree of perceptual bias from GMs that are hard in the paint for that sort of skirmish+invade thing being "the best," but I don't think it's one that people have necessarily arrived at dishonestly

indigo oasis
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If the logic behind "invade is better because most attacks come with high/scaling accuracy", then I think scaling would affect the Invade vs Lock On ratio because, again, accuracy scaling is slightly common in the CRB

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DIsregard that I'm pretty sure it's just the cataphract

brisk flax
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I mean, to-hit scaling is very common in the CRB but I confess I'm still unclear about the point being made

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and in general, NPCs have a pretty generous baseline to-hit on average per tier

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like, tom himself has noted that this is perhaps excessive

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there's a reason wallflower NPCs have substantially lower average to-hit values

indigo oasis
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It's more just wondering about the... thing, there's no good word for it, because outside of this thread I don't hear a lot about "Invade + Skirmish", and I presume that's because a lot of GMs tend to play in tier 1

brisk flax
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I mean I'm not hooked up to The Pulse of Lancer but this was very very common stuff being talked about in the GM channel et al for a while

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"am I being an asshole by constantly using generic invades, there's no reason for me NOT to do it"

indigo oasis
brisk flax
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and lots of arguments about "well if I choose not to do it, aren't I sandbagging?" etc

indigo oasis
brisk flax
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idk about abnormal

indigo oasis
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Like slightly abnormal

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Nothing major

brisk flax
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I think it's something that probably varies, and I would guess a good number of lancer GMs don't do it BUT I would also assume a lot of those GMs aren't doing it because they simply aren't thinking in terms of like "NPC action optimization"

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I don't want to sound like I'm being disparaging, but I think a lot of people do not engage with games as deeply as people who spent, say, a lot of time on a discord server talking about said game

indigo oasis
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I do spend a lot of time on the Discord server talking about said game tho but I understand

brisk flax
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and so it's up in their air if they abstain from such because they feel it somehow isn't an optimal use of their turns, or if they aren't doing it because they simply aren't thinking about "oh yeah the assault can hack guys can't they"

indigo oasis
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And yeah, even if the effects are fundamentally different (damage vs control), 2 attacks is better than 1 now that I think about it

brisk flax
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it's also just that even limited to 2 heat per hack, with EVERY NPC contributing and a lot of PC heat caps having greater variance than NPC heat caps, it's not hard to start blowing someone's reactor out

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like sure, they're shitty little invades, but NPCs outnumber PCs on average and so you can (if you're inclined) just bury them beneath the weight of 2 heat packets

indigo oasis
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My thought process behind action efficiency has been "the enemies greatest power against the players is action quantity, and that can be removed- maximize attrition by dealing as much damage as possible and focusing on action quality over quantity, because they'll die soon so every action could be their last."

But also. Invade is a defensive tool if it hits (+1 difficulty to all attacks = less likely to get hit). So like... yeah why haven't I been doing that?

brisk flax
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On a broader fundamental "if I ran the circus" level, I'm not sure I think "generic invade" should be a thing open to all NPCs forever

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I like ram, I like grapple, but invade in the current dynamic is something I think suffers from being universalized in a way that forces GMs to have to make weird cutting-the-baby-in-half decisions

indigo oasis
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Worldbuilding wise it's nice the NPCs can mirror the players in as many ways as they can

Mechanics wise yeah it can get messy

indigo oasis
blissful lion
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Maybe certain NPCs need to consume lock on to invade 🤔

indigo oasis
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You could probably rework a lot of Lancer by requiring all tech attacks consume Lock On

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I’m not saying it’d be good but you could probably do it

brisk flax
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I think that, on the PC end, the ubiquity and ease of invades is a good thing

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I think that it's fundamentally a strength of the game that players have the breadth of actions available to them that they do

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NPCs live in a different world and aren't subject to the same dynamics, though even there I think I would myself simply go "some of these guys don't get generic invades, only certain NPCs do"

plucky patrol
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I'm not sure the ubiquity of invades for PCs is particularly healthy for the game either actually, but for a very different reason

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the more I've thought about it the more I think each invade should just be a bespoke quick tech with their own extra benefits instead of literally all of them dealing 2 Heat at base

blissful lion
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I think it works from an ease of use and rule efficiency point of view, but I see your point.

brisk flax
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That's a bit of an orthogonal level to things I think, the dynamics of "offensive heat" and whether that's something worth preserving

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I think, to me, it's valuable that everyone in lancer from LL0 with zero necessary investment can cast Fragment Signal

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you do not have to spend a resource to do it or take a feat or spec into Hacker Guy, everybody can do this thing

plucky patrol
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oh I def think that should be preserved, I'm more thinking about this in terms of like

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do either of the Horos1 options need to be dealing heat on top of what they already do?

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I think decoupling invades from the current framework would be much better for hacking diversity

brisk flax
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like I said, that's a different sort of thing that I'm talking about, which was in response to the idea of "what if making a tech attack required consuming lock on"

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and I think that would be bad for the game

plucky patrol
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oh I missed that context yeah

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I just saw

I think that, on the PC end, the ubiquity and ease of invades is a good thing
and it triggered my neurons lol

brisk flax
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I think that hacking is both A). point and click and B). everyone, even the newest of new characters, can do so, is a big strength of lancer, but I also (to loop it back to this channel's raison d'etre) think that this is LESS necessary on the NPC end

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that is, I think it's good that PCs have a robust suite of actions available to them

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I do not think NPCs need that same degree of breadth

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and in fact, I think it would probably be better if NPCs were even more condensed, pared down, etc, in some places

blissful lion
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multi-attack invade, I see where this is going, mhm.

bold crystal
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I think the thing that stands out the most to me is NPCs with negative system scores still being able to invade - they're clearly not supposed to, since NPC invades scale with systems, but -1 doesn't really actually do anything to discourage that.

blissful lion
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I used invades a lot when my NPCs missed their shots, so they wanted to change their strategy. Players didn't really like it and said that I need to 'shoot monks' more because they were playing nelsons and IPS-N stuff. To me it made logical sense that if they've been missing their shotguns for the past 2-3 rounds they'd try and fuck the PCs over in different ways, but I did get into a bit of an invade + skirmish rhythm there.

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Now I'm a little terrified to invade PCs and after being a player more... yeah it's not really as fun I guess. Lock on is less hassle and quicker anyway

brisk flax
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the rebake admittedly doesn't directly address this dynamic because I'm not really looking to touch on things like the NPC available actions pool

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so you can still spam invades all day long and nothing really stops you

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the nudge, so to speak, is that lock on is now more rewarding or, depending on how you look at it, more necessary

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if you want to shoot a sniper's AMR at +2 accuracy without a mark ahead of time then someone needs to toss you a lock or an equivalent thereof

neon blaze
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and honestly, i've been kind of running Invade recently under that assumption - that one or two NPCs in the encounter are the fuckers who found the Invade button on their terminal

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it both helps the heat pacing better but also means players can kind of catch on to going ons and go "this fucker uses tech and that could be a problem"

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rather than Berserker Guy being able to just pocket sand whenever it feels like it

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NPCs already are very contained, internalized kits, and i don't think going one step further with that is a bad thing

brisk flax
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yeah

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like if I wanted to save layout/pagespace then rather than make "Hacker" a trait or whatever, I would do it like "any NPC that has an asterisk next to their Systems stat can use the Generic Invade Action on page XX"

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and then give that to, idk, 5-10 NPCs maybe

neon blaze
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right - i've leaned towards not just the tech-savvy NPCs like Mirage and Hornet but also typical controllers like Seeder being good candidates for that

brisk flax
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Seeder's a good one yeah

neon blaze
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i could make some arguments for some of the damage dealers like, i dunno, Operator maybe seeing dickery is in their ballpark anyway, but i'm not so drawn towards the larger striker roster ultimately

brisk flax
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the Seeder in Winter Scar's opening fight is set up to work like that for a reason

neon blaze
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i could maybe argue Assassin could be a good one seeing it does have an innate save in its kit

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but otherwise the other strikers feel more contain to wanting to shoot/stab things than trying to be fancy

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even Spectre is very straight forward

twin reef
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There's only one reason why I want the Operator to have invades.

prime urchin
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Can Juggernaut clear a condition by giving you impaired if you're already impaired ? RAW yes but I'd rather know intent just in case.

prime urchin
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oo nice

indigo oasis
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An ultra with impair either gets a free condition clear or has to suffer a different effect to get rid of impaired

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If you build for attack rolls Impair w/ the rebaked NPCs can be dangerous

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An Aegis or a more save based NPC won't care tho

trail pivot
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on the topic of invades, I ran the treatment of if the npc doesn't have the controller type then it can't benefit from a positive systems score when invading, the best it can hope for is 0, as my own take on the subject of npc invades and also giving npcs things to do ™️

young laurel
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Interesting take on it really. I might just adopt that myself really.

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However due to certain systems and tech attacks being part of other NPCs not a controller, I might have to hold on that thought for another time. Especially since I'm also joining the bandwagon of Core NPC modification.

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Of which both Maria's Alternative and Kai's Rebake have a lot of interesting ideas that I'm definitely either yoinking or taking inspiration from.

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Aegis is next and I have weirder ideas for that boyo.

prime urchin
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In the middle of a combat using Valk's NPCs and the rebaked Ultra and Veteran.
Not much to say on the Veteran that hasn't already been said (good shit), but the Ultra. Oh man the Ultra. Love it.
New Juggernaut is great at making Ultra susceptible to control effects, so much so I ended up being better off stabilizing an exposed despite having Superior reactor, and I love that for my players. Also, Superior reactor is great, and the Hyperdense Blade is amazing. Hot damn does it do work. Granted, I did put it on a class that can take full advantage of it, sure, but still. Great having knockback, love the threat 2, and the damage seems both significant and fair.
I'm never going back to CRB Ultra, not after tasting this (except maybe some optionals, but even then...). Amazing work on it.

young laurel
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Probably will post the shenanigans I did with the Ronin here later. (Probably will have to make a Notepad file for it)

brisk flax
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Hyperdense blade hasn't come up much since the last pass on it

rose hamlet
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Prism is a Defender/Artillery that places a marker that lets it occupy the marker's space for holding objectives/etc. It has resistance against attacks made through the Marker. Overall the marker has (unintentional, convergent design) Suldan Ibeji energy.

Otherwise, it has a gun that pseudo-blinds enemies it hits (can only draw LOS to the Prism until end of its next turn).

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Frankly I'm surprised hyperdense blade worked well on it since I intended it to be an off-artillery...

plucky patrol
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can it make attacks thru the Marker?

rose hamlet
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yes

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hang on

plucky patrol
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if I had to guess thats probably why, being able to attack from two positions seems like it'd make double damage mode extra spicy

rose hamlet
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PDF's free in #1254229800952922193 if you want an easier read

plucky patrol
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ok yeah I feel like in this case it probably has less to do with the Prism's normal rangeband than it does the ability to functionally attack from 15 spaces away while in HB's double damage stance

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(with the caveat of course that I was not in this playtest so my analysis may be totally off base lol)

brisk flax
indigo oasis
bold crystal
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everyone loves it. two places at the same time

rose hamlet
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Sometimes it can be three places, as a treat

young laurel
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Perhaps even four, if you are daring.

rose hamlet
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Prism progresses only to three, as ordained by Monty Python

simple juniper
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But can it be two permanently? Or can it only be two when progressing to three?

prime urchin
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Y'all got it, it works great with the projector. Also, threat 2 combos well with the burst 2 prifile of the diffraction beam, so that's not nothing.

prime urchin
plucky patrol
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this is what the PDF in the google folder has

prime urchin
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Huh

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Not the one I had when I parsed this thread trying to find something.

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Also, not the one in my lcp

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Hold on, searching it up

bold crystal
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double damage(and the google drive in general) is outdated

prime urchin
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I'm on version 1.4 and it looks like this, and same thing in my C/C using version 1.18.2. of the lcp

plucky patrol
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I see

carmine pendant
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i don't know if someone has asked this before but are we going to get rebakes of the wallflower npcs?

rose hamlet
smoky bluff
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Somebody should make a lcp out of that

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Hm

smoky bluff
smoky bluff
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wait there is a bit of an error

smoky bluff
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there shouldn't be anymore errors but hey, if you do spot one, feel free to tell me about it

wanton maple
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Is firebreak shield's "when an attack is made against a character benefiting from this cover, roll 1d6. On a 4+, that attack misses." ability apply to tech attacks as well?

bold crystal
#

tech attacks ignore cover and thus characters cannot 'benefit from this cover' against them; no.

brisk flax
#

correct

young laurel
#

Also yeet

smoky bluff
#

played a game of Lancer Commander with the Rebake

3 veteran rainmaker was a huge pain in the ass

#

It hurts because my opponet was rolling so well on his overcharge shots too

#

while the Operator rolled a 5 while doing an overload shot and fucking died after being exposed

young laurel
#

Rough

smoky bluff
#

blackwall too so line of sight was block as my npcs had to make through the combat zone to engage, but my forces were built to fight close range so we definitely could've turned the tides if things were different

#

got my operator and Cataphract to flank on round 3 but both of us lost track on who went first. I could've saved the operator dammit

oak acorn
#

While Lance Commander is obviously not normal gameplay, I feel it's worth mentioning that when teambuilding, all the usual suspects for nasty combos I tend to go for when building teams like this, are gone. I won here, but then mostly just because of the oppressiveness of an artillery-heavy comp with LoS-blocking tools

smoky bluff
#

if there was an objective to focus on i could possibly cinch a win but in terms of absolute killing power, artillery is king

rose hamlet
#

There’s a quote from Stars Without Number: Starvation Cheap:

If you want to make an enemy run, you use infantry. If you want to make them hide, you use armor. If you want to make them paranoid, you use air strikes. And if you want to make them dead, you use artillery.

#

I think that fight illustrates just how strong Arcing can be, though, at a systemic level

oak acorn
#

For sure, as soon as Kukri got in range their units were sitting ducks until they got behind the shield

rose hamlet
#

unrelated to the rebakes, it's just kinda vindication for my Arcing houserule (i.e., you only get the benefit of arcing if you have an ally who has line of sight of your target)

bold crystal
#

...I think the restriction on the seeder's Speed Deployers works kind of weirdly

#

like, if you deploy three mines and one blows up, you get the ability to deploy three again and replace the old ones

#

and if you deploy three, then on a later turn lay mines and replace one of the existing ones, you also get the ability to deploy three again(because Lay Mines says when you do that the one you're replacing 'disarms' which is the trigger for Speed Deployers to reactivate)

#

to be clear I don't think it should be unrestricted but I feel the current restriction works in an odd way when it could be as simple as 'you can't use this two turns/rounds in a row' or something

brisk flax
#

that's not an intended interaction

#

or, alternately, "disarmed by a hostile character"

bold crystal
#

yeah that's fair

#

it could also be something like 'you can't use this feature if you have three mines deployed' which makes deploying two mines with it a little more appealing, but idk if it actually needs that - the condition just struck me as weird once I thought about it

brisk flax
#

basically the condition is "you don't get this back until someone fucks with one of your mines"

bright crown
#

Elite extrudite barricade on a map with narrow corridors

#

Fortnite

#

I had a lot of fun running them, the printing not being a protocol makes me so happy

#

Operator having to expose itself meaningfully to attack is also nice

#

The reliable being very sparse makes the op unique in a way

supple leaf
#

Likely planning to run SOTW with Rebake NPCs (+ some of the other recommended NPC supplements like Reconus Squads), though I'm wondering:

  1. does anyone know of any GMS flavored player supplements? the module comes with LL0-LL1, which is what I myself would prefer to run as a first time GM, but my players have expressed a desire to start at LL2, so I'm looking to maybe offer to add new things to keep a LL0 run fresh for those that want it.
  2. would that playtest data still be valuable, or would it be less so if I'm mixing supplements? Usable playtest data is probably something I'll prioritize overall
sour mist
brisk flax
#

I think that playtest feedback using some homebrew player side stuff is fine since the streams don't cross as much, though of course it may alter certain things (i.e. there might be some homebrew gear that makes this or that NPC play out differently in response, but it should be easy enough to figure out what might be causing any discrepancies

supple leaf
#

alright, thank you!

#

The only other supplement I'd plan to use is Reconus Squads, for only one combat anyways

indigo oasis
ebon trenchBOT
#

Production Group 4 iirc

Dawnmon (NukeCav <3) ↩️

[Reply to:](#1334655875679260692 message) Likely planning to run SOTW with Rebake NPCs (+ some of the other recommended NPC supplements like R…

#

Big gms heavy supplement that also has its own new tags for some weapons and systems

sharp mirage
#

Reading the Seeder and I think the omnidirectional push is kind of weird, because seeders already simulate that in a way with blast weapons causing knockback from the center of the blast

I think PCs should be rewarded if they know a seeders range and intentionally hang out around the edge of it so they can’t be pushed into a mine by clever attack positioning, making the seeder come to them in a way

I think this makes it too free

vale crescent
#

Now mines are visible, a player should not stand next to an environmental or proximity effect or mine within range of a seeder. Like that's on them... additionally having it shove Any way rather than knockback due to the nature of blasts is effectively a range increase of 2 against a single target. Considering a seeders proximity based nature that's about a range band it won't operate at anyway. What IMo is more important is the knock in any direction is much better at CC multiple targets, for example it could launch 2 characters into the blast into the same danger

#

I like the omnidirectional push

sharp mirage
#

Then we disagree

#

Also surprised that Chain didn’t receive an end condition like when you target another character with it because multiple chains on the field can be so crippling to any PC comp without a support with PEBCAC, especially because it seems like one of the goals of this rework is to make intentional unoptimized play less common

This is also more feasible with any Veteran Witch now that they all have Limitless built in

#

Bespoke grunts are cool

rose hamlet
#

I don’t know, every time I’ve used Chain using CRB Witch, my players do their cool thing and then play the objective

sharp mirage
#

My final note: I’m kind of sad that Shepard Field is gone off of Engineers, it’s an interesting combo piece paired with barricades (and the new Demolisher earthshatter) and with the turret changes I understand why it’s gone, I am still saddened it wasn’t reworked in some way

delicate dawn
#

i ran all rebake NPCs for an encounter recently, and my takeaways are thus;

  • the ace still feels like it doesn't do anything, particularly at tier 1; the minor nerf to its base weapon, while cool, feels undeserved, and being able to survive what usually amounts to 1 big hit per combat doesn't really make it scary. i will appreciate that running it into a comp of 3 players with 2, 2, and 1 armor might not be playing to its strengths but it just feels so pathetic for a striker.
  • the breacher was pleasantly scary. i always thought the base game breacher was kind of a do-nothing enemy and reading the pdfs i thought it would be even worse but this had me re-evaluating how scary even the base game breacher was. as for rebake specifics i like the new painmaker, not having to deal with strange initiative tracking is nice
  • god bless this new operator 0 notes i can finally feel good about running operators
  • demolisher drag cables are very fun. they amounted to absolutely nothing in the scene but they were scary and that is enough. i didn't actually get to play with any of the other new demolisher toys so i will be coming back to it
  • the hornet just died, i made it an elite and it died in the first round, thank you nanocomp HMG (new umbral interdiction was cool utility, adding the extra layer of impairment deterministically is fun)
orchid ledge
#

rebake breacher gang

#

what a mech!

delicate dawn
#

i also straight up did not use the breacher to do any breacher things because my blackbeard got in there frame 1 and it was just a better use of time to shoot him forever

#

that guy got double structured and got so close to eating a scout's orbital bombardment too, good times

rose hamlet
#

Having used a rebake Breacher: love the breach ram. Great for punching holes, did that on a holdout

smoky bluff
prime urchin
#

You can send more than one/templated ones without instantly killing everyone.

smoky bluff
#

Lol that is very true

prime urchin
#

Also there is actual and meaningful counterplay against them now

rose hamlet
#

Knowing mekaloton’s perspective would be useful as I attempt to setup another Operator playtest on a map that isn’t ass

smoky bluff
#

Is it just beating it up?

prime urchin
#

Running, cover

#

It's got reliable, sure, but a miss is still less damage

#

With less range and no 2 flat accuracy, those things matter now

#

And also just beating it up yes, because now it has to get (somewhat) close to attack

smoky bluff
#

Has to do what exactly?

#

Get close?

prime urchin
#

Yes, closer than before at least

#

(I re-read my message and it was very unclear, should be better now)

brisk flax
# delicate dawn i ran all rebake NPCs for an encounter recently, and my takeaways are thus; - t...

The Ace is an AoE striker, not a single target striker, and its base damage is calculated accordingly as lancer gives AoE weapons comparatively lower damage versus single target attacks, to account for multiple targets being hit. This is just as true in the CRB version as the rebake. So yes, running against an armored comp will have more of an effect against it. The rebake Ace has two damage dealing optionals if you want it to have more offensive punch, though again, everyone having armor is going to blunt this

rose hamlet
#

Armor is also most potent at T1 where 1 armor = 25% damage reduction on an Ace, compared to T2 where it’s only ~16.7% damage reduction

#

But armor’s (lack of) scaling is a dead horse

young laurel
#

Piloting thicc lads (Armor bois) is still a good bit of damage cut off. Even if just a tad bit.

subtle nacelle
#

did base archer have so much reliable? went up against a vet and a reg archer yesterday and it felt great getting wacked around. The counterplay was just "kill that guy" and the Reliable 3 eventually took off like 3 structures total. Pretty cool stuff

#

i was a player for that

young laurel
#

Always had that.

#

Also I am very much contemplating on renaming Assassin's Heated Blade to "London Bin Knife"

brisk flax
#

Yep, archer reliable has always been that way

subtle nacelle
#

t'was a cool fight

bitter lava
#

Yeah, Archers are generally the masters of Reliable damage

sharp mirage
#

On page 9 I think

"and so I think Seeking is
redundant and encourages a playstyle, which is why I removed it. I don't particularly favor for the Ace."
Should instead read
"and so I think Seeking is
redundant and encourages a playstyle, which I don't particularly favor for the Ace. So I removed it."

brisk flax
#

I think I already caught that in the current draft, the sentence got dragged out of alignment during a pass

#

(the draft I am working on, not the current public draft)

sharp mirage
#

Gotcha!

#

I can very easily see how that happened

#

(I did search to make sure this didn't get brought up before I'm glad I didn't miss it)

#

I also think on page 28 when discussing Deathcounter it should read (Though this one is far less pressing)

"assuming that it only breaks if the Bastion
would take damage, instead of simply being hit with an attack"
Should read
"assuming that it only breaks if the Bastion
would take damage, instead of simply being hit with a ranged or melee attack"

Because the former reads like you can tech attack to get rid of Deathcounter, but also its simple enough to just, check the real rules text so this one is kind of preference on my part

delicate dawn
# rose hamlet Knowing mekaloton’s perspective would be useful ~~as I attempt to setup another ...

it just feels much nicer to run this enemy against the players without its weapon dealing 7 damage with infinite range and infinite accuracy at the starting tier of the game, and i'm sure it will feel even nicer to do so at higher tiers knowing i'm not multiplying its damage

with its range nerf the operator now actually has to get in the game to access its extremely privileged weapon, and reliable is a nice thing to throw in for its new troubles (theoretically anyways because my guy did not miss)

subtle nacelle
#

I want you to know i think about this message at least once a week

subtle nacelle
#

I love this wtf

solid pilot
#

JOVIAL MERRYMENT

indigo oasis
#

If I gave a rebake ultra a homebrew template + optional that incurred Danger Zone benefits and separately incurred Exposed benefits (granting the ability to Expose itself as a protocol when in the danger zone) but if it has both then there’s even more benefits, what would be funnier:

  1. Superior Reactor to instant clear the Exposed and heat off turn
  2. Superior Frame to start of turn take enough heat to enter the Danger Zone
#

For the sake of not making things too stupid (and optional trait budgets), only one is allowed

indigo oasis
#

So Superior Frame?

raw prairie
#

Allows for heat gunners some exclusive power against this interpretation

#

So frame yeah

indigo oasis
#

That’s what I thought, reactor seemed too mean

#

Plus as a Supreme Melee Berserker it’s gonna output and take like… a lot of damage in very little time

#

The idea is “it dies very fast. It also kills just as fast”

raw prairie
#

Burn twice as bright yeah

indigo oasis
#

Putting Superior Reactor on that kind of monster would just be cruel tbh

#

Although it does make exposed a lot easier to reach. Without it it’d take 2 turns w/ 2 QA’s (w/o limitless) of building heat to reach that explosive level.

raw prairie
#

Fascinating stuff

indigo oasis
#

If it ever starts its turn prone or grappled, it can use Juggernaut to try and clear the condition, take 4 heat, and while the condition is reapplied the Ultra is now in Danger Zone at the start of its turn

#

Allowing it to immediately use nonsense protocols

#

It’s immensely high risk but immensely high reward

young laurel
#

Funni Assassin trait brain wants

brisk flax
#

anyway those of you who've backed Lancer Tactics probably already know this, but the designers reached out and asked if they could use elements of the rebake project for their own game

#

They'll be using, specifically, the rebake NPCs, the veteran template, and the ultra template (they may make some adjustments to these as needed), but not alternate structure/stress rules or bespoke grunts

surreal zenith
#

oh shoot

#

very exciting

supple leaf
#

oh wow

smoky bluff
#

wow indeed

#

tbh the veteran and Ultra templates do add so much for both templates

brisk flax
#

olive seems very positively inclined about them

#

she may also draw on some other outside/third-party elements such as some stuff enhanced combat does to more formalize the nature of objectives like escort payloads etc

young laurel
#

Naisu

chilly rock
#

Can a Sentinel with Eye of the Storm use its sword against a target other than the character who triggered Overwatch?

brisk flax
#

You MUST attack the target with the weapon overwatch was procced with, any additional weapons which happen to follow from that do not have to be directed at the overwatch-ee

errant needle
twilit coral
brisk flax
bold crystal
#

oooooo

surreal zenith
#

yooooo

young laurel
#

NPC Art? Ah hell yeah

brisk flax
#

It is specifically the cover

#

As I'm paying out of pocket for this one, I'm looking to keep expenses fairly constrained, and with NPCs there's always a temptation to go all-out with art, but frankly I can't afford to do so

#

Peyton will be illustrating the cover and I'm going to look into having it laid out, but beyond that I don't expect there to be additional art

#

(art also takes time and I dislike putting strict deadlines on artists when possible, but I don't want this to be stuck in limbo)

#

(also, it would be VERY unrealistic to have even a half dozen out of 30 NPCs illustrated to this spec)

#

For the cover I opted for the noble Assault since it's their fault this whole thing happened in the first place

potent jasper
#

the classic of assuming assault is just "the basic guy". very glad to see the rebakes and how its been coming along

brisk flax
#

Peyton and I did a lot of Gundam inspired work for solstice rain and winter scar, the G-Type Everest is a clear homage to Jesta/Jegan designs, and the iconic Bullfrog nee C-66 Kompra has a lot of the Dom in it among other things, so this time we wanted to look elsewhere for visual references, and we settled on something more reminiscent of Shoji Kawamori's work on Armored Core

#

This was actually one of the references I sent to Peyton, it's an artbook that came with the soundtrack to Armored Core 3: Silent Line

#

I also would have accepted some Shinji Aramaki in the form of Gasaraki's designs, which I've always quite enjoyed

#

His stuff is good but Peyton successfully argued that a lot of Aramaki's mech work tends to exist in a realm where when it's not in motion it might seem a bit indistinguishable from power armor, so the more exaggerated Kawamori style designs (smaller torso and longer legs) help sell "this is a MECH" more

#

That said, the Raiden (the one above) has been a long-time go to for my personal "what does an Everest look like" files

#

Peyton also knows what people like, which is 80s military system ads

simple juniper
#

the last one with the rainbow goes HARD

smoky bluff
#

bruh why this assault looking all epic like

brisk flax
#

You're only as cool as your opposition

young laurel
#

Harlequin SSC Opfor theme when?

indigo oasis
#

Just ran some stuff w/ rebakes, gonna make some small comments:

  • Ronin: Good, I should’ve never doubted it. Only triggered antiprojectile once from the Swallowtail, yet did 20 damage in one hit thanks to it being exposed. Chaff Launchers was a consistent threat too
  • Goliath: Coercive Force was great, helped the Ultra get out of a grapple and bring allies closer to the frontline
  • Mirage: the inability to teleport really hurt but it’s definitely a deserved drawback
  • Hive: Made the mistake when using I believe Grind Maniple? The give someone a razor swarm around them one. Anyway it went away the immediate next turn due to messing up timing. Still, was scary before the realization
  • Priest: the Dispersal Shield change was fantastic, no notes
  • Ultra: Only differences were from Auto-Repair and Juggernaut, which were used once each. Juggernaut cleared impair for -1 QA, so that was fun, and Auto-Repair rolled max on heat and caused a stress I had to stabilize the expose off of. Had an impact, but I wouldn’t say it made the Ultra more or less deadly by a big margin.
  • Veteran: Ronin’s vet trait didn’t come up, but Limitless made everyone so much less deadly. The Ronin was a powerhouse and the Goliath could OC loop and wreck
brisk flax
#

Grind Maniple is the one that got parted out to the ultra

indigo oasis
errant needle
#

After action on a full Rebake "merc crew" OpFor.

NPCs: Veteran Pirate Mirage, Veteran Pirate Demolisher, Veteran Pirate Operator, Veteran Pirate Seeder, Veteran Pirate Deluge (3rd party), Elite Veteran Pilot Goliath

PCs: LL3 Sherman, Black Witch, Tortuga, Lancaster, Swallowtail

Veteran: Beyond the durability increase, Overcharge led to some fun bits of the party kind of cringing every time "OVERCHARGE" showed up in the action log in Foundry. The Deluge ironically had it worst from this as it managed to flub a shot, Overcharge, and flub a second shot, exposing itself for the PCs to wreck shortly after. Rolling a full 6 on heat does that. Fun risk vs. reward when you just want that one more action.

Mirage: Virtual Cover made the entire squad significantly more durable, and made the "can't benefit from soft cover" part of Markerlight on the Swallowtail a lot more noticeable than it normally is compared to "guaranteed crit".

Seeder: One of the standouts, as FASCAM left a field that was a factor going both ways for the entire fight, while the Speed Deployer mines managed to double structure the Tortuga when the Demo KB'd them across all three in a line.

Demolisher: Jet Propulsion allowed for some scary lunges for players, and while neither actually made contact, Drag Cables and Earthshatter both spooked the Swallowtail player that thought they were out of range. They would've eaten a full superheavy hit if not for the Black Witch's deployed plate stopping them cold when they failed the save. Ironically last man standing due to the 2 armor protecting him from a lot of the lighter arms fire while the heavy guns targeted other folks.

#

Operator: Did pretty good, overall. Got use out of the Line trait to nail both the Tort and the Sherman, and used the Goliath for mobile cover a lot. This did not save it from getting Sherman Core Laser'd because it was between the Sherman and the Mirage. Ironically, the Mirage just Invisible dodged the shot but the Operator got wiped out as it'd eaten a Deck Sweeper earlier to structure it once. Size 4 cover definitely made it harder to pin down when not using the weapon accuracy.

Goliath: Some of my players actually commented on the fact that the higher HP pool made the Goliath beefier in this fight. They had AP and Shred a plenty, but that doesn't actually mean a damn when the Goliath is big ole slab with three structure as an Elite Veteran. Concentrated fire from the whole team brought it down eventually, but it took a Tachyon Lance and a fully 6d6 saturated Black Witch core power to do so.

brisk flax
valid plaza
#

it can't keep getting away with it!!!

wild quartz
#

Question about Ace. Emergency Jettison states that the Aces systems and traits are disabled. Does that include the Missile Swarm since it's sitting under the header of 'Optional Systems' or is it a weapon that survives Jettison?

brisk flax
#

as is Weapon

#

things that are listed, specifically, in their statblocks as Systems or Traits are disabled

wild quartz
#

thank you.

brisk flax
#

"Optional Systems" isn't using game terminology, it's just "this is what it's called I guess"

wild quartz
#

it's been a while since I played lancer, and wasn't sure. Been playing a lot of 'natural language' stuff.

#

"It's both I guess!" yay 40 minute interpretations mid session.

brisk flax
#

I think...

#

yeah emergency jettison even parenthetically specifies (not weapons)

wild quartz
#

is there an updated document? i'm reading right off the google drive

brisk flax
#

you want Master Document 1.4 and also there's an lcp github repository

wild quartz
#

noice. Edit: Turbo Noice.

orchid ledge
brisk flax
carmine idol
#

As ever, thanks for compiling a changelist (❁´◡`❁)

brisk flax
#

I can't imagine not compiling a changelog, I gotta keep track of this stuff too

#

people who run updates without a changelog are wild (derogatory)

neon blaze
#

yeah i'm unironically glad i started one myself like way way past rather than leaving it until like, now

#

its just a lot to keep track of

oak heron
#

git commit -m "changed stuff"

crude trail
#

found out about this just this week - i am intrigued and do like a lot of it, but i especially like the design notes and often wish "official" books did more/any of that

#

cutting out multi-attacks is definitely a very good idea; i've had a certain ultra ronin (ultra veteran champion ronin, actually) sitting about waiting for the end of a wallflower act-2 run, and it scares me a little, enough that i have considered making that a time-bending-fakeout phase

smoky bluff
#

i mean muti attacks isn't exactly bad, it just usually comes at a cost, for the Veterans, to attack again is to overcharge and the breacher is the breacher

crude trail
#

the breacher is a good exception, but the multiattacks don't increase with tier so it's got the same damage scaling as most things (unlike ronins and specters)

#

and overcharge doesn't count 🙂

smoky bluff
#

idk veteran operators at tier 2 are sort of close to their CRB, except they heat up like crazy now and they don't have the same CRB craziness of attack a total of 4 times with limitless

crude trail
#

are we having a disagreement? i'm not sure i understand lol

brisk flax
#

I mean, with respect, "they only make 2 attacks with overcharging instead of 4" isn't "sort of close"

smoky bluff
#

well i do mean without limitless

mighty granite
#

Has testing seen the rainmaker rebake through?
It just seems a lot more vulnerable (can’t break Los to compensate

I like how it looks I’m just concerned it might die too easily?

#

Maybe it’s fine

smoky bluff
#

a veteran operator without limitless in the CRB is sort of close to the rebake's operator

mighty granite
#

I wouldn’t know

brisk flax
smoky bluff
#

also cool trick i've come to learn, prepare the skyhammer salvo

#

use the prepare action with skyhammer salvo for the free damage

brisk flax
#

Missile Pods still have Arcing, Huntsman still gives Seeking, and Hades Missiles still ignore LoS requirements

smoky bluff
#

you won't get the lock on

mighty granite
#

I guess I’m just.. confused on skyhammer needing LOS just because the rainmaker is so fragile

brisk flax
#

the rebake Rainmaker lost no "ignore LoS" capability that the CRB version has

mighty granite
#

….. oh I may be stupid

brisk flax
#

everything it had in the CRB that ignores LoS, the rebake version retains

mighty granite
#

Alright that’s my mistake

smoky bluff
#

it just now got less range which is probably why it feels different

#

losing range hurts

brisk flax
#

broadly, I don't think anyone's returned any rainmaker feedback that's said it's having problems

smoky bluff
#

tbh i do want to try more with the rainmaker now that i've learnt some tricks

mighty granite
#

To be fair I haven’t ran a lot of rainmakers in my life
Only so much lancer to go around

blissful lion
smoky bluff
#

yes

crude trail
#

if i use the rebake rainmaker it'll probably just be to steal the skyhammer because javelin rockets rarely accomplish much unless i'm exploiting involuntary movement (which i don't do much, because i don't use their weapon often - i seem to prefer using them as continuous hazard dispensers)

brisk flax
#

yeah javelins exist in a space where as a control hazard they're pretty easy to avoid, as a combo with the missile pods they're a bit thoughtless

crude trail
#

i ... was just comparing the ranges on the rainmaker (both crb and rebake versions) to the monarch and was jumpscared by the monarch-license's own javelin-rockets system; i had completely forgotten this existed

it is amusingly shorter range than the rainmaker one (also much less damage)

#

if i had someone running a monarch in my party i'd be tempted shorten all the rainmaker ranges to 15 too (except maybe atlas and hound missiles), but just because the discrepancy would irk me were i in the player's shoes

manic sky
#

I ran a rebake Rainmaker and what I learned was "holy shit the Rainmaker has 1 armor?"

#

and did even in CRB?

#

like in at least two battles I used CRB Rainmakers in they just left the fight when they couldn't do much else to win the fight

#

15 range makes them more interactable imo, and if I need longer range there's the Bombard

#

That's just my imo though.

mighty granite
#

Out of pure curiosity how much playtesting have the rebakes got?
I’d assume a good bit for various reasons

surreal zenith
#

they've been around several months now

#

playtested pretty actively during that time

brisk flax
crude trail
#

having been mulling over some of that myself, I've decided i like rest of the rainmaker's rebake a little more than i thought i did (really it was just the range reduction that was off-putting, at a superficial glance)

#

(i was completely unbothered by the (non-range) missile pod changes to begin with, so that helped)

#

but you'll have to tear the seeder's unlimited hidden mines setpiece-action from my cold dead hands
-# i've used it, like, once in 2 years ...

smoky bluff
simple juniper
#

I've run CRB seeders exactly twice, with different groups.

Nobody had fun with them. Even the group I had thrown the 12 Grunt Hornets at found the Hornets more interesting than a measly pair of CRB Seeders.

I have yet to run Rebake Seeder but it definitely looks like both groups' issue with it has been resolved.

crude trail
errant needle
#

Fight's not over yet, but I can say that already there's mostly positive feedback to my players running into an Ultra with Short Cycle Lance.

#

Mostly in the sense of "after the session ended, I explained how the CRB SCL worked, and their reactions were suitably horrified."

#

Its first shot hit three PCs (and two grunts purely to line up the shot) and left a definite psychic impression. lol

solid pilot
#

a small thing but thought I should put it out there for when next minor patch comes out- missing space in the pyro rebake

brisk flax
thick mesa
crude trail
#

i haven't had enough chances to use it to confirm that assessment - but i also make sure not to use it meanly

#

an impenetrable wall of mines is at best a sometimes puzzle /j
-# edit: notably, a seeder starting with mines already deployed is GM-fiat / sitrep shenanigans even with the CRB version, so that's mostly a matter of not being mean on purpose to begin with

#

but because i've been running one long wallflower campaign for the last few years i've had zero chances to try that particular class out without homebrewing it in (which i didn't want to do quite that severely during act 1) [/slightly off-topic i guess]

brisk flax
#

The CRB seeder is "mean" but it's mean, imo, in a couple of orthogonal ways to like tactical capability, it's one part "shrugging when the players forget where you placed your hidden info mines" and one part "stun mines exist," outside of that I think the seeder performs a bit awkwardly, or rather I think that its performance is tied to things I would not typically design a tactical unit in a game like lancer to do

bold crystal
#

the seeder is honestly a little anemic in core if you let players mark the area where it placed a mine(or do so yourself) - having a visual marker for 'one of these spaces is bad' often narrows down where the mine is actually likely to be. which really hurts the crb seeder. memory games are bad to rely on for mechanical power.

crude trail
#

that's been a consideration the two times I've deployed one

#

a landmine deployed in combat and where the act can be seen is a lot less of a landmine in effect, in the short term

#

which is something i don't have much qualms with letting players get around, but letting npcs obfuscate mine laying might be contentious

#

it also collides a little with actual landmines being genuinely awful things

bold crystal
#

if you were marking the area the rebake seeder sort of threatens fewer spaces but it does so with a bigger mine which is easier to actually force people into. it's just weird to evaluate because crb seeder just kinda says 'lie to your players' and that sucks

crude trail
#

or else continuously remind them to (attempt to) reveal nearby mines as a quick action (could get repetitive)

brisk flax
#

Fundamentally, lancer isn't a game I think benefits from "hidden information," the gameplay purpose of mines isn't to be an unknown threat, it's to be an area denial tool and setup for things like forced movement

crude trail
#

its a valid perspective, but it just makes me wish the crb had done a better job supporting that philosophy if/where it was intended

#

(it's heavily obfuscated, at best)

brisk flax
#

if you mean the "no hidden info" perspective, the CRB does largely support it, the seeder is an anomaly in that regard

crude trail
#

"promoting" might have been a more appropriate word

essentially, the seeder (even with the "mines are Invisible" typo) actually dispromoted the lack of hidden information elsewhere, like with the hidden status
-# [i could explain more or better what exactly i mean here, but it's late and i also genuinely don't want to be an annoyance about it]

#

like, on a first-reading situation

#

(for clarity, i do not run Hidden as a complete lack of information, because i did come to recognize that would be very annoying regardless of my first impressions)

bold crystal
#

the most 'hidden info' the CRB gets is 'what optionals do these npcs actually have', besides the seeder - and to be frank to an extent I think that can also suck, but mostly for options that let you jumpscare your players with bullshit. steel jaw, the whole exotic template that says 'these don't get scanned' which is straight up a terrible design choice imo

crude trail
#

it can be situationally appropriate

#

themes are important for a good scene and they work best when the rules support them - sometimes that means making something that could otherwise be cruel or aggravating if overused

#

(and perhaps that's why it's good that exotic is a template and not a generic class)

#

like, if you had a campaign absolutely full of the fuckers, the player characters and players both would very quickly be due the respect of being allowed to effectively scan them

bold crystal
#

yeah, for sure.

sharp mirage
#

Is Harrier Maniple push then drone swarm? Or is it GMs choice?

brisk flax
#

the pseudo-razor swarm being moved into someone isn't the same as them moving into it

sharp mirage
#

I mean if you swarm then move they’ll start their turn in it and take damage

#

But they can avoid damage by staying still if it’s move then swarm

#

Oh wait nevermind there’s no “starts their turn in” condition

brisk flax
#

The Hive releases a swarm of tiny drones and makes a tech attack against a hostile character within Sensors. On a success, the Hive pushes the target up to 2 spaces in a direction of their choice and the drones create a swarming Burst 2 area centered around them that lasts until the end of their next turn. All other hostile characters that start their turn at least partially within the area or move into it for the first time in a round take 2/3/4 burn.

#

It's just that whether you move the target, then have them emit the swarm, or have them emit the swarm and then move them, the effect is going to end up being the same

#

like I'm not sure what the perceived difference is in the order of operations here

sharp mirage
#

Bursts don’t affect the original target

#

There would be a target sized hole in the swarm, right?

vale crescent
#

No, because burst X is within range X of the character, range 0 is in range X. So if there was another character sharing the space with the character they would be effected

sharp mirage
#

I guess

rose hamlet
#

Burst affects the space of the character it’s bursting around, it just sometimes doesn’t affect the source character

vale crescent
#

Actually checking the description of burst it specifically says it occupies the space of the character it occupies

sharp mirage
#

CRB Page 104

#

(To be clear, I'm agreeing)

#

I've always just heard "Bursts don't affect the original character" and didn't realize that that was specific to attacks

smoky bluff
#

burst 2 is bigger than blast 2 correct?

#

or is it the same?

vale crescent
#

Yes if the character is larger than size 1

smoky bluff
#

cuz the scout's orbital strike is burst 2

vale crescent
#

Burst 2 on a point in range IG is just blast 2

smoky bluff
#

does that mean if the scout is a ship its a burst 2 + size 4

vale crescent
#

No because the point of origin isn't the scout

#

Also rebake says blast 2

smoky bluff
#

huh? ok hang on i need to check again

vale crescent
#

CRB is burst

sharp mirage
vale crescent
#

CRB Is just silly like that, and I love it for it

sharp mirage
#

Yeah its, burst 2, within range 20

#

I think thats a typo?

vale crescent
#

Maybe, but could also not be because it's "from a point" like how all mines are burst not blast

#

Either way, that's not for this channel. The rebake says blast 2

sharp mirage
#

Because you're also not choosing a character within range 20, and it doesn't make sense in fiction

rose hamlet
#

Scout chooses a space. Burst 2 is then around that space. It works out in the end

brisk flax
#

Mines are a similar thing

#

You place a mine, it detonates in a burst

wheat mortar
#

loving the rebake seeder paired with hive using driving swarm it has become a small mini-game to not get force moved into the mines

#

same with goliath using mag gauntlet, great little combo team

rose hamlet
#

love the implicit threat of Drone Barrage + Mines too

wheat mortar
#

right! so it has set up this great choice for the players of "do I rush the objective point and engage the bombard" or "take out the pieces needed to deal with this seeder" sadly the cyclone pulse rifle user went first and just obliterated the aegis before i could set up a safe zone for the seeder to be abit more aggressive with the mine placements

#

rebaked hive is probably by favorite so far, really like the razor swarm change

young turtle
#

man you know what

#

hold on

#

decided working on Lancer Tactics was too much trouble without bookmarks on this again

#

lmao

#

Give me a few minutes

rose hamlet
young turtle
#

Noooooooooo

#

he didn't pin it

#

Kai you monster

#

Uh oh

#

back in the mines again

#

not again

#

Alright

crude trail
#

i'm curious: what do you use for adding bookmarks to pdfs?
(i know one way to do it using LaTeX shenanigans, but i assume there are other ways that might be less janky feeling)

subtle nacelle
#

likely an adobe reader feature

young turtle
#

What I do is I use Affinity Publisher

#

I open the pdf in there

#

and then I add in the anchors

#

which is how you get bookmarks

young turtle
#

Taking the liberty to pin this, sorry Kai

#

as payment I accept human sacrifices done in my name

crude trail
blissful lion
#

Also I think someone did 1.4 with bookmarks before 👀

brisk flax
#

based on what Eld has told me, Affinity is probably easier, but I don't have it/know how to use it

rose hamlet
#

just downloaded Apache OpenOffice to figure out how it works and managed it

young turtle
#

and click on "add anchor"

#

there's some stuff with nested anchors

#

but you don't need to worry about that right now

#

I can go on about affinity nested bookmarks for a while

#

on larger files its genuinely borderline unnusable

#

Thankfully this is small

brisk flax
#

oh yeah by the way in case it passed by too quickly: eld is also working on lancer tactics now

young turtle
#

I can show you why hold on

young turtle
#

lmfao

young turtle
#

this is after i've nested stuff

#

as in, dragged stuff into the right nested bookmark stuff

brisk flax
#

oof, auto alphabetization

young turtle
#

Yup

#

can't remove it

#

btw

#

and if you collapse these to make it easier?

#

they pop back up when you nest anchors

#

for some reason

#

they still appear in order tho

brisk flax
#

I love how everything is computer and it all fucking sucks to use

#

someone should invent a program that works

young turtle
#

the problem with most programs is they're made by programers and not users and i'm not even kidding

brisk flax
#

nodding sagely: ah yes, game design

young turtle
#

Like, I think this is the worst part

#

there's probably a solution somewhere

#

but because this program was made by a programer and not like, a casual user

#

its probably hidden somewhere

vale crescent
young turtle
#

main thing is i'm not a programmer

vale crescent
#

Fair, when I say that I mean stuff like microsoft products or windows updates where they're too handholdy and assume I'm a kid who just got an ipad

#

(And I also wasn't mostly serious)

austere compass
#

one up hot take: the problem with most programs is that they're on a computer, which is a device invented for fighting nazis and everything that's come since has been us straying further from god (ada lovelace)

#

(also not serious)

vale crescent
#

League of legends

ancient forge
#

That or make us use the tools too, but that only helps a little

plucky patrol
#

a programmer who knows where they put everything will have a rather different experience than a user figuiring it out on their own

subtle nacelle
#

programmers designing the most obscure and obtuse CLI tool known to man because it "just works" for them

bold crystal
#

and especially descriptions of tools...

crude trail
#

as a user, i sure do love a good user interface
as a programmer, i sure do hate coding user interfaces, graphical ones most of all

subtle nacelle
#

yt-dlp is one of the most extensively documented cli tools ive worked with and it's still indecipherable because shell scripting is entirely stringy and god awful

crude trail
#

oof - i've never had more than simple use cases with that one, must have been lucky so far

smoky bluff
#

the barricade's cube deployable in the deployable lcp is missing a space between cube and is

small hamlet
#

So the way I read it, the new way Unstoppable works would interact with grappling in that the grappler would try to move the Ultra, the Ultra would take 1 kinetic damage to ignore the movement, the grappler would break adjacency with the Ultra and thus the grapple would immediately end, protecting the Ultra from any further damage.

#

Is that correct?

bold crystal
#

as worded that looks correct - note that Unstoppable is optional so it doesn't have to take damage to avoid involuntary movement unless it wants to

brisk flax
# small hamlet Is that correct?

That's how I would see it. The Ultra can be selective about how much movement it ignores for damage, and ignoring 1 space of movement is all you need when someone tries to force-grapple-move you to break the grapple

#

So the main change between an Ultra with Unstoppable doing this in the CRB versus the rebake is, essentially, 1 damage

bold crystal
#

that and CRB unstoppable isn't optional at all - rebake unstoppable can go 'let's see where you're going with this grapple drag' before choosing to break it

brisk flax
#

yeah, it's also helpful for ally-force-movement tricks like using Goliath stuff to drag the Ultra around

wheat mortar
#

thank you for the bookmarked .pdf

pulsar hound
crude trail
#

yay!

indigo oasis
#

A rebake Vet Priest with its veteran trait used as a PC ally sounds fun

proper sand
#

I've been considering using Maria's Alternative Structure/Stress tables as well as start including some NPCs from the rebake into my current game. I'm curious if anyone has used the Alternative tables along with the Rebake tables, and/or have an opinion on the pairing?

subtle nacelle
#

It Just Works™️

#

I've been using them ever since I started working on the LCP a few months ago

opal folio
proper sand
#

Cool, thank you both!

#

My initial concern was around how the overheating table would make elite/veteran/commander NPCs (rebake table) much more likely to become exposed vs PCs/ultras (alternative table). But thinking on it more, the rebake table encourages trying to overheat tougher enemies while also reducing risk of NPC reactor meltdown (since it requires snake eyes), which I think is a plus

brisk flax
#

the main change in that regard is less about new results, which the revised structure table incorporates, and more simply streamlining the already existing results

#

you have less chance of meltdowns occurring, but exposed is sufficient to make up for that in terms of "this kills the NPC" imo

spice aspen
#

so I wasn't sure where to ask about this or if I should just DM Kai, um... I have been throwing together a personal foundry module that contains an automation implementation for the structure rules in the rebake, just since the base lancer system for foundry only uses its own rules. currently it's using the latest draft, naturally. and I had the thought to publish that module in case it seemed useful for others but I wanted to check first if that was like -- is that something I should avoid? would it be preferred that I keep this kind of thing purely for personal use? if it's kosher to publish, how should I properly attribute the rules that the implementation is based on?

#

I frankly have No Experience Whatsoever doing something like this, of making an implementation of a third-party thing; I'm not sure what kind of price point or license the rebake will be released under and so I figured I would just lay it all out before I do anything. I'm absolutely comfy just keeping the module for personal use if that's prefereable for any reason at all, and I'm not gonna do anything whatsoever without explicit permission so there's no time pressure on this or anything. I don't wanna be weird or unhelpful

brisk flax
#

Attribution would be nice, you can attribute it to Lancer: NPCs Rebaked by Kai Tave in some capacity

spice aspen
#

nodnod. absolutely yeah, and if the final thing is published on itch or whatever then I'll link to it too

#

I just wanted to make sure I was like. I didn't want to be Weird and implement something from a third party source without consulting about it first and seeing what you were most comfortable with

brisk flax
#

I appreciate the consideration, broadly speaking I'm okay with stuff like that so long as it gets an attribution

spice aspen
#

alrighty. thank you very much

#

it'd probably be a bit before I publish anything anyway, but I wanted to check early

errant needle
#

Some feedback from the latest mission (LL3):

Boss was an Ultra Ship Titan template from Suldan, backed by five Rebake Assaults and a smattering of Legionnaires for chaff. Despite the fairly limited selection, this felt actually kinda amusingly in character, as you generally had an Assault backing up each 4some of Legionnaires, sticking to cover, and encircling the PCs. The Lancaster dropping a Reserves bubble shield that gave soft cover handily demonstrated how sharply the Assaults capitalize on exposed units and how much of a hit they take when the PCs are in cover with no way to easily flank them.

Ultra template plus 5 players meant the Titan was a bit of a beast, and the Short Cycle Lance countdown was very threatening to the PCs. I think he only got one point of charge from losing a structure before he was mission killed, but it definitely put The Fear™️ into the PCs for the possibility of them accelerating his countdown. Went for heat to clear conditions and AP damage to repair the primary battery, which seemed like a good investment until the Swallowtail Markerlighted him and the Tortuga managed to crit with twin Decksweepers, overcharge, and unload the Daisy Cutter into his face for a third crit, just after he took a Sherman core power to the face. Shredding the armor made that absolutely devastating, even if the overall OpFor managed plenty of teeth. Final score: Black Witch 4/4 structure, Sherman 3/4, Lancaster 2/4, Tortuga 2/4, Swallowtail 1/4 and the Titan rolled a nat 1 on its second to last structure roll, dying instantly rather than getting another health bar.

smoky bluff
#

Hmm, i wonder if i should give a try on a spite rebake

indigo oasis
#

Like the only purpose it serves afaik is Imprison and I’m not sure what else it’s trying to do

#

Imprison is a fantastic ability for an NPC but it’s gotta have more than that

rose hamlet
#

I feel like Spite's Enthrone should be its optional over Crush Targeting tbh, for the sake of "eliminating duplicate stuff". Plus then it'll be a 3-feature NPC

#

that, or Guardian and Enthrone merge together somehow

#

Like, Enthrone is already super similar to Near-Threat Denial on Bastion; might as well just make it a passive EDIT: or something that is enabled once the Spite is Immobilized

#

Something interesting to note about Spite, though: It synergizes strongly with NPC Invade. High Systems and Sensors = easy targeting (duh) but the Impair and Heat dovetail nicely into its Save-based gameplay

#

Like, that's a strong enough synergy that I'd expect it to be part of its standard rotation while immobilized

#

Seize itself feels like it could legit be a full tech due to its effect on a miss; maybe drop the Recharge and change it to Full Tech outright even

#

hm. I could also see Enthrone as a kind of "dig in, get more potent" effect too. "while enthroned, Spite gets X" or something

#

idk I might be spitballing too much here

indigo oasis
#

Nono something that allows it to gain additional benefits while immobilized feels like it’s cooking to me

#

I think it should really double down on the Heat or Save interactions just a bit imo

rose hamlet
#

I'm frankly not sure I like the "save vs double damage" effect on Imprison itself tbf

#

like, I get why, but also

#

Anyway, Enthrone as a self-immobilize, self-buff that requires 1 Heat upkeep each turn sounds like it could be something

#

Spite ultimately feels most strongly Tank coded instead of Rearguard-coded in my book so I'd try to lean more into the "Tank for allies" aspect than the "hold ground" aspect. It wants enemies to approach (though struggle while they do so), to attack it instead of buddies, and generally dampen enemy turns (off-controller threats that encourage folks to engage the Spite instead of its buddies)

What it doesn't do is repel opponents or directly wall them off objectives. Yeah it Immobilizes them but that's not the same as "keeping them off its lawn" so to speak

#

Abilities that make it difficult to retreat from the Spite would be fitting: “come to me to shed your Imprison, but don’t expect a hasty retreat”

#

“You can only move further away from the Spite while Prone” ohohohoho I think I found something

#

(If anyone wants to take these ideas and run with them, be my guest)

indigo oasis
#

That has to be an optional

rose hamlet
indigo oasis
#

Oh huh- yeah that part is stupid

#

The Spite should, ideally, not be trying to Imprison already Imprisoned targets. I don't get why that's an option

rose hamlet
#

It establishes damage as a threat to respect, that can be removed if you obey the imprison

indigo oasis
#

Yeah but the threat of Imprison isn't damage, it's being unable to clear heat

rose hamlet
#

Plus it gives it something to do after everything is imprisoned

indigo oasis
#

It can just Invade or Lock ON is the thing

#

No shame in making standard actions reliable parts of its toolkit

rose hamlet
#

I mean I get why it might be a bit overtuned to make the “can’t clear heat tool” simultaneously a “raise your heat” tool at least. But true, Invade exists for that anyway

smoky bluff
#
Imprison
System, Quick Tech, +0/+0/+0
The Spite chooses a character within SENSORS and line of sight: they must pass a SYSTEMS save or take 4/5/6 Energy and become infected by a catalyzing virus. While affected by this virus they cannot clear any heat by any means (except for overheating). This effect lasts for the rest of the scene, until the Spite is destroyed, or until the affected character moves adjacent to the Spite. While at least one character is affected by the virus, the Spite is IMMOBILIZED.
Targets that already suffer from the virus must land if they are flying and become prone if imprisoned again.

I feel like something like this would be fine. Gives of a "You are under the authority of someone greater, kneel"

indigo oasis
#

Adding an alt clear condition to Imprison or reduing the Spite's sensor range was also an idea being floated around earlier

#

being able to imprison at 20 sensors is a bit stupid if it's trying to be a defender imo

smoky bluff
#

I feel like the range 20 is a core identity of the spite and is important in combating artillery though

indigo oasis
indigo oasis
smoky bluff
rose hamlet
#

I like it

#

Forcing them to crawl or kneel fits the theme hard

smoky bluff
#

We need more Base flying counters, the only one avaliable by default is the engineer and its not the best but its good enough

#

I've always see the spite as an evil throne sauron style mofo

indigo oasis
#

I think it shouldn't encourage allies to be near it imo. Not actively discourage but benefits it gives to nearby allies should be slim to none

smoky bluff
#

The range 20 sensors really give it that vibe

indigo oasis
#

If Imprison is it's main tool, it's form of defending should be "bringing everyone away from allies"

smoky bluff
#

Which is why i don't like feedback shield tbh

indigo oasis
#

That allows it to Tank defend by redirecting fire through zoning as well as objective defend but in reverse (drawing enemies away from the objectives rather than hold an objective really good)

rose hamlet
#

The Sensors 20 but low speed/immobilize is honestly a fascinating take on the tank defender since it turns the Tank on its head:

  • normal tank wants to engage the foe and make a tarpit. Normally this requires some speed and an Overwatch tool for stickiness
  • spite instead says “nah, you come to me” and uses Seize for its stickiness
indigo oasis
#

It does suffer from the fact that in a Gauntlet it is going to suffer for the first round or two

rose hamlet
#

Feedback shield but longer range and only 1 at a time is something

indigo oasis
#

Because it spawns in the objective zone and it very notably does not want to be there

#

But hey it does benefit from being a lure if Allies like seeders want to lay traps

smoky bluff
#

I think having some old aspects of allies staying near it could be an optional build you can make for the spite

#

But the main focus is to draw enemies away to deal with them immediately

indigo oasis
#

Keeping them optionals rather than ditching them is probably the best call

rose hamlet
#

Enthrone could inflict difficulty on attacks not against the Spite in Sensors + LOS, with an upkeep of heat (or self heat per attack)

indigo oasis
#

It could also directly combo with Imprison (eg Imprisoned targets suffer difficulty on attacks not against the Spite)

#

If you make it a full action that is. Forces any non-veteran spite to choose between Imprisoning more targets and forcing all current targets to focus it down

rose hamlet
#

Sure that too

#

My point is just that a Tank needs the hammer AND an anvil to put its victims between

#

Carrot and stick

#

“Come to me to free yourselves” (inefficient choice)
Vs
“Ignore me and suffer” (punishing choice)

smoky bluff
#

Valk, if you do finish your own homebrew, i would like to put it in a lcp for funsies lol

#

In fact I could put it in the same lcp as the avenger rebake i made

rose hamlet
#

This is why I think it could use a variant crush targeting as a base feature tbh, because Seize actively prevents the target from obeying the Imprison, which means the only other option is “disobey”/“shoot something else” (assuming you’re outta range)

#

Listen I’m literally just spitballing Spite and Tank concepts here, I don’t know if I’m gonna make anything outta this

#

Don’t let me step on anyone’s toes

smoky bluff
#

Lol, fair, I'm probably making my own rebake and see where that takes me

rose hamlet
#

I just wanted to present ideas and analyses for folks to work with

smoky bluff
#

I should be sharing these in #homebrew-design instead of here lol

rose hamlet
#

Valid

indigo oasis
brisk flax
#

I think the closest analogue that might exist to the spite in the broader NPC catalogue is the Goliath, which is a "I will make you want to shoot me" bruiser type guy, but the problem with a sensor range of 20 is it serves to disincentivize a certain amount of "focus on me" by being TOO long-ranged

#

the goliath, notably has only 10 sensors

#

anyway, I think the 20 sensors forms a bit of the impression that the spite is less an NPC and more like a map hazard

#

and I honestly think cutting its sensor range down some might serve to make it more of a thing that can draw aggro by making drawing aggro more practically feasible, and might also open up some budget to give other elements of its kit corresponding tweaks that you can do with a bit more safety

bold crystal
#

the spite is a bunch of anti-artillery features in a trenchcoat pretending to be a defender, is my take.

#

it has 20 sensors so it can do imprison to your sherman who is shooting at things with the tachyon lance - but this would be better served in a different way that doesn't let it do stuff at ranges that might as well say 'yeah most of the map I guess'.

#

using ally npcs as relays for effects/sensor range, maybe.

smoky bluff
#

Spite seems to be a mix between a Goliath and trying to act a bit like the aegis

bold crystal
#

also, I would say Imprison immobilizing the spite is kind of bad for players with it having 20 sensors. it has 2 speed. it does not need to lose the ability to move, and if anything it should have some incentives to advance, like a shorter sensor range.

#

maybe not the best way to phrase that whole thought.

#

like as-is 'I'm imprisoned by the spite' is often just 'okay I guess I can't clear heat for the rest of the scene or until somebody can chew through the spite's health pool' because moving next to it is terrifically impractical a lot of the time.

brisk flax
#

the spite kind of forces the issue through repeated imprison procs but that's also a little annoying in a way because your "reward" for engaging with the spite is a trek of 20 spaces or a bunch of HP to chew through

#

I can see the anti-artillery argument for the 20 sensors, but that being the case I think the spite needs some engagement w/r/t Imprison that isn't "move adjacent"

bold crystal
#

to be clear, 'anti-artillery' is just how I'm describing what it kind of does - and I don't think that like, it needs to be that in the way it currently does when both the aegis and the witch exist.

manic sky
#

I wonder if you could take inspiration from Kobold's Purifying Code and make it end turn next to an ally, or NOT next to any character, or something. If you specify ally that might make it so it plays with friends. Bombard on the field? You've got nice targets now.

bold crystal
#

also, the spite has access to the basic npc invade, which kind of puts the lie to its description of 'can't do much on its own' - yeah, uh, one of the highest npc save targets and it has the sensors to also basic invade first to try and impair, which means it can cook your reactor and throw out double damage imprisons at the same time.

opal folio
#

I did have an idea for an MBT veteran trait ages ago

Trait
1/Round, the MBT can trigger the Hull save on Tank Shock with normal movement. The save against Tank Shock's effect is now made with Difficulty.```
smoky bluff
#

That's cool

sharp mirage
#

Spites should have like 8/10/12 edef because right now unless you specifically have AP they're kind of a big wall, heatcap 5/6/7 suggests you want to hack and expose it so it'll go down in the next hit or two, but the fact that it has 10/14/16 edef is kind of annoying to get around for hackers that want to drag it closer (TA doesn't trigger Enthrone)

smoky bluff
#

i think another easy fix would've been to just have base system give heat

#

more management on the GM's part

rose hamlet
#

That said, yeah, I could see the case for some “1 self heat” effects since it’s cap is so low

spice aspen
#

uweh okay, re Kai here -- I just wanted to follow up on my commenting earlier about a foundry module. I have set that up and put it out there for people the use. repo is here, if you want to look any of it over: https://github.com/Ilysen/ilysen-lancer-npc-rebake-structure

as far as attributions, I did my best to include a whole lot of them:

  • I called out the rules as coming from Lancer: NPCs Rebaked, by Kai Tave
  • I mentioned that they were used here with permission, and linked to this message: #1334655875679260692 message
  • I linked to this thread in the description of the module
  • I put a little thing in the "authors" field that links to https://kaitave.itch.io/, since I wasn't sure where else to link to -- I can change this to anything else, if desired

if any of this isn't really the right vibe or otherwise is something you want me to change, please don't hesitate to tell at me. I really wanna make sure I do this right. I promise not to fuss about this any more if it's all okay with you. and of course you've got full authority to request me to take it down at any time and I'll oblige asap. I just wanna be responsible

brisk flax
spice aspen
#

alright! thank you for bearing with me

fathom root
#

hmmm

#

is it me or is grind maniple and puppet crasher not programmed as an actual tech attack with tech stats?

#

for the lcp

pulsar hound
#

Yup, just had a look - it's been listed as a System instead of a Tech. I'll log it and get a fix sorted.

indigo oasis
#

So just out of curiosity- are Snipers and Operators still somewhat craving feedback?

#

And are there any other NPCs that still desire feedback?

#

Planning out next mission and it’s gonna jump near straight into combat so I should have something by next week and then the rhythm should just be continuous from there for 3 combats

smoky bluff
#

I have yet to hear that much from operators from others

#

all i heard is "I used them, they aren't as bad as the CRB operator. So the players had fun"

#

still good feedback

bold crystal
brisk flax
indigo oasis
#

Yeye I getcha just thought I’d check if there are any other high priority NPCs

surreal zenith
indigo oasis
#

A lot of the negatives tend to boil down to being more fragile- also haven’t seen much on the operator since the range got increased

subtle nacelle
indigo oasis
#

I did that once for spelling mistakes + grammar but haven’t had the chance to do it again

sharp mirage
#

On page 44 in the Demolisher's Hullcracker effect text Immobilized is missing its second i

The Demolisher chooses a character within Range 2; they must pass a Hull save or be Immobilzed and Shredded until the end of their next turn.

I am on the 1.5 version

subtle nacelle
#

individually, you dont have to do all of it, but maybe picking a single class or template and doing that

smoky bluff
#

just 1 group

indigo oasis
#

So yeah playtest variety is desired

#

I’ve given my thoughts on a decent few NPCs thus far and this next mission should get some good ultra testing

smoky bluff
#

the other times the operator was mention is as a side note

#

I still do find that the operator struggles due to not really being able to counter the mechs they are designed to fight against due to players having crazy mobility options without having to invest that much into their evasion. Allowing them to easily catch the operator

#

against slower players, they also struggle due to not having the same defence mitigation options as a sniper since a slower player is usually an armored player

#

The only upside to it as of now is that it does thing better

#

Better damage with 7/9/11 and reliable, better speed with teleport, better mech skills rolls than others

#

It does fit the dynamics of the operator so I can't say anything much about it as of now

#

Its best is when templated because its the artillery that can benefit more than most artilleries

indigo oasis
smoky bluff
#

Sniper and Bombard can't make use easily of the free overcharge

#

Rainmaker can probably provide something similar with rocket pod spam but the operator is the best artillery to template with elite, veteran or ultra

indigo oasis
smoky bluff
indigo oasis
#

It can't attack twice, which is the biggest Limitless use, but it's still really good

smoky bluff
#

Most of the sniper's kit are full actions

indigo oasis
#

Because Heat Clear with stabilize is already a part of the Sniper's standard action cycle, and the Sniper can't often take Quick Actions that aren't "Barrage" or "Stabilize"

indigo oasis
smoky bluff
#

True

indigo oasis
#

Hide and Boost in particular are very good on a Sniper

smoky bluff
#

Even still operator can easily outdamage a sniper with a well place limitless overload shot

indigo oasis
#

Of course

smoky bluff
#

Sure you might get exposed in a really bad position but you are sure to guarantee value out of it either way

vale crescent
#

The most goated sniper turn:

Move -> ram -> overcharge boost

indigo oasis
#

Still, I wouldn't say sniper is bad to template by a long shot

smoky bluff
#

True

indigo oasis
smoky bluff
#

I'm saying the Operator benefits the most out of being templated compare to the other artilleries

vale crescent
indigo oasis
#

Of course, any Superheavy user is going to get somewhat more limited use out of Overcharging compared to any other NPC

vale crescent
#

It ends its turn with a spare quick

smoky bluff
#

I'm just a bit disappointed that the operator only performs its best when it is templated

#

Other npcs in the rebake don't really suffer the same issue

#

Well tbh that's a bit wrong

#

All npcs perform their best when templated

neon blaze
#

right, yeah

smoky bluff
#

Operator just gets the most out of it

neon blaze
#

I don't think Operator is unique in that regard having gotten experience with them

smoky bluff
#

Cuz its a real stat block

neon blaze
#

I have managed to collect some immediate Operator thoughts of my own buuuuuuuuut but I'm kind of holding onto them, at least for now

indigo oasis
#

Without a Template an Operator feels like a Grunt is the vibe I'm getting from just hearing about it

neon blaze
#

either until we finish the scene or at the least get a few more turns under our belt

indigo oasis
#

And that is something I hope to disprove when I field an Operator

#

Or at least find out why it feels like that

smoky bluff
#

Well more so because of CRB operator trauma, they get focused down very hard and they play much closer compared to other artillery

rose hamlet
#

I hope to test some Operator soonish

indigo oasis
#

My Players thankfully remain untraumatized by the Operator

#

The one player I have from a previous campaign found the Ultra Boss kinda pathetic, and the only operator I deployed this campaign got trashed hard after I hyped it up

smoky bluff
#

Operator is good in all aspects except survivability

indigo oasis
#

It does have +2 to all HASE at T1

smoky bluff
#

Yeah

neon blaze
smoky bluff
#

Like i said, its a real stat block for good stuff. The real question is how long you can keep it alive to make the most out of it

indigo oasis
#

I've learned

neon blaze
#

(i say this as a joke, having hyped up two npcs now who are currently getting their ass beat. which ironically is probably why my operators are still alive. ironic, huh?)

supple shell
#

Has anyone tested the specter yet?

indigo oasis
#

You know that's a good shoutout

smoky bluff
#

Yeah, its pretty manageable, the real question is how you convince other players to take the quick action to disable the invisibility

indigo oasis
#

I also don't think Assassin with the updated Assassin's Mark has gotten a lot of attention

smoky bluff
#

Most players manage anyways

indigo oasis
#

Lots of strikers that haven't gottent attention

smoky bluff
supple shell
#

Yeah I read the new invis counter and it seemed like an extra roll that would mostly slow gameplay (at least at my table).

indigo oasis
#

It's seen a few revisions, and last I heard of it the latest revision felt meaningful. iirc that was your table Reconus?

#

I could be wrong

supple shell
#

I used my own homebrew "invisibility counter" to make it more manageable by adding an exception: "always invis except when attacking."

indigo oasis
#

The name of the person who reported it was Purple I'm pretty sure

supple shell
#

I'm mostly curious how the contested systems roll plays out as an overhead issue.

neon blaze
indigo oasis
#

Dang

#

Then idk who reported that

supple shell
#

Hm. I'll have to try it out. It and the Ronin are at the top of my list for testing.

neon blaze
#

I've used Support + Defender Grunts, Seeder, Engineer, Sentinel, Witch, Rainmakers, Bastions, Operator, Aegis, Archer and Pyro thus far

smoky bluff
#

Most players i playtest it by now just use a shit ton of reliable damage, aoe when it goes hidden and anti-invisibility systems they prepare

indigo oasis
#

From what I've heard the Overhead isn't the issue, but rather "how is this action worth it over doing anything else"

#

Which is and always will be a challenge

smoky bluff
#

Yeah its not exactly appealing when you think "i already know how to deal with this" and take that action instead

#

The other actions get more value other than just, make a system check against the specter

neon blaze
# neon blaze I have managed to collect some immediate Operator thoughts of my own *buuuuuuuuu...

Actually, I guess I can share some tidbits - in my first few turns of Operator shenanigans I actually think their mobility and range work really well in nailing them in as Artillery, and the Reliable does make them an very present threat. they strike the hit-and-fade beat well

ironically, counter to what i've heard everyone else mention, I actually think what isn't clicking is Strike and Fade

#

I still want to get a few more turns out of them before I make a call, but I had a few immediate gut feelings just in the first turns between two of them

smoky bluff
#

I do think strike and fade is sort of hard to use

#

I find myself trying to get the difficulty more than the accuracy because I have Reliable

neon blaze
#

it isn't hard to use, so much as I think the effects are incorrect - or I guess incorrect is the wrong word. its more the Operator doesn't want certain effects, or benefits from them in the same way

smoky bluff
#

And with the difficulty for all attacks and the good E-Defense and evasion of the operator. I want the permanent soft cover to everything more than the accuracy

neon blaze
supple shell
smoky bluff
#

If that's the case I'd use difficulty all the time

neon blaze
#

I like the video game logic component is the thing - Lancer is kind of game-y as it is, and I think codifying it as a genuine internal game loop is perfect for an NPC

smoky bluff
#

Who cares about accuracy? I'll probably only use it if my players are actually evasive enough to make it my problem

#

Unless i am trying for a funny overload shot maybe

#

Gotta maximise the casualties

neon blaze
#

Like, thats honestly the thing - Strike and Fade is not only pretty signature, but honestly? is incredibly fun to play into. It feels like how an Operator should act

#

I think the framework is not just compelling but optimal in creating a skirmisher-type game loop by prompting the question of how you want to spend that movement

smoky bluff
#

That extra bit of flexibility might be what the operator needs tbh

#

Cuz any sort of tweak anywhere else and its too good

#

Stat wise, its already very good

neon blaze
#

the optionals also give good opportunity to be greedy as an Operator which I appreciate

#

I'm personally using Singularity Grenades because frankly I am annoyed at my players for putting me through Sunzi Crime Time but Telefrag is just as viable for being able to gain both effects for Strike and Fade for a brief moment

smoky bluff
#

Huh, what do you know, I have playtested all strikers

brisk flax
smoky bluff
#

Yeah which is why i sort of stop commenting about it

#

Until it was brought up again

brisk flax
#

I want to reiterate that this isn't me going "your feedback is bad," but notably nobody else who has used the operator has had this spate of commentary regarding it

indigo oasis
rose hamlet
#

I’m planning on running some Ops with Deniable Asset this… Saturday? Finally gonna get something to stick lol

vale crescent
#

After fighting Kiros as a player all optionals Kiros has but from the rebake. I think what I figured out was, the Operator is bizarre because the new operator is a counter to the thing that counters the operator.

It's hit and run, maneuverable and speedy and use reliable against characters with high evasion... So it counters slow enemies and high evasion enemies... But the problem is because of its hit and run tactics, fragile health and high evasion, it's countered by fast enemies... Which makes me think it counters the people it counters which is bizarre...

In the game I played this was notable when the hardest hitter VS them was the high evasion high seed everest with duel DSAS' when I expected Kiros to counter them

#

Ah I have previously mentioned this here I think #1334655875679260692 message

brisk flax
#

I admit I don't really think of the operator, in its rebake design, as being a "counter unit"

#

that is, it isn't really something designed with the purpose of "this counters X"

smoky bluff
#

True, i have also thought of it for a while and all i can get from it is that its a good stat block

#

Other than hp and range

indigo oasis
#

Imo, the Rebake Operator feels a little like a “Player Analog”… I can’t say exactly why I think this it just feels like it

brisk flax
#

I do think that NPCs need focus and a gameplay identity, but I don't think that identity needs to involve "this specifically counters a thing"

#

like the bombard does that, as one very obvious example, and that's good and cool, but not every NPC really needs to be about that sort of dynamic, it's one avenue of focus, but not one I'm particularly exclusive to, if that makes sense

vale crescent
#

Fair, I think that unless in Lancer unless something is remarkable average it does by Lancers design things just naturally "counter" more than others

smoky bluff
#

Monkey brain loves to categories and put funny toys into categories yeah, we just can't stop falling for it

vale crescent
#

And that ^

indigo oasis
#

Same as with PCs and NPCs- “I counter X” cannot be your entire schtick

vale crescent
#

I assume here, Counter != is naturally effective against

brisk flax
#

I mean I also don't think the CRB operator is a "counter" unit either, but I don't think it really has much of an identity in any regard

vale crescent
#

The CRB operator counters you having hitpoints /j

brisk flax
#

arguably the rebake Assault serves something in this purpose as it punishes you for being out of cover, there's a clear "do X or Y bad thing happens"

#

but something like the Hive, in either iteration, is simply a controller that works via certain methods and abilities

#

the Hive isn't really a "counter" to anything, it's just a controller that does its job in specific ways (razor swarms, forced movement stuff, etc)

neon blaze
# neon blaze it isn't hard to use, so much as I think the effects are incorrect - or I guess ...

BUT: focusing on the effects of Strike and Fade, my gut feeling so far playing has been that, yes, Accuracy hasn't felt lucrative so far for the Operator, who doesn't feel like it really wants in the same way as other NPCs, especially something like the Sniper which got slammed in the Accuracy department also.

Ironically, I found this actually feels correct: Operator's being hyper mobile and shorter range kind of lends it to being a "lone wolf" more than some other Artillery which kind of appreciate more overt support (Rainmaker and Sniper want Lock-On, Bombard ... well, I haven't tested Bombard so I couldn't say) and so being less dependent on Lock On and support is a nice touch. I've mainly been holding an Aegis and Pyro in the backline to act as "anchors" for the Operators to retreat to and move out of, using them more as staging points than explicit support. So, less reliant on outside help, it can kind of just do its own thing (and Strike and Fade as it stands does mean it can source its own Accuracy that way).

But otherwise: I am having no issue hitting the Evasion 8 Balor who can't find cover with 9 damage slugs, and against the Evasion 12 + perma-soft cover Dumas (and hopefully, coming up, the Flicker Field Lich) I've been brute forcing them with a staggering Reliable 4 which is enough to cut their HP by a quarter even on a miss. Reliable obviously leans it more towards being anti-evasion but it honestly has enough straight-up damage to be anti-armor too

#

again, I kind of want to get a few more turns before I make the call on whether this is the actual case or whether this is just the situations as they've played out so far but thats been my immediate Operator experience

#

in terms of how they play though they absolutely live up to the fantasy and provide a distinct challenge

brisk flax
#

I will say, re: the accuracy and usefulness thereof, but it's been pretty consistent that the rebake's bounding of NPC to-hit rates has made a notable difference in terms of how often NPCs hit on average, which means that +1 accuracy does seem to have materially more value in terms of "getting the actual hit off"

#

this isn't to say "well you're just ignoring that," if it's not coming up in your games it's not coming up, but from feedback the overall consensus does seem to be that rebake NPCs on the whole find accuracy/to-hit to be more dear

#

which is, I mean, good job me, that's what I wanted, so there we go

smoky bluff
#

Even still, with how much the operator needs to operate close to the enemy where it can be jumped by quick players, it wants the difficulty more than the accuracy which is hard to get even for me since you have to shoot before teleporting

brisk flax
#

again, with all due respect:
1). you can move normally afterwards
2). you can use other NPCs to help

smoky bluff
#

True, commander hornets to trail the operator do work pretty ok

brisk flax
#

like, I'm going to do some armchair diagnosis and suggest that there is perhaps a component to this which is the perception that an operator having to rely on teamwork is a "failure state"

smoky bluff
#

Not to mention how elite Operator play

bold crystal
#

it's also specifically teleport so you can boost > shoot > teleport for difficulty

neon blaze
brisk flax
#

I remember there was an earlier playtest where an operator taking cover behind a bastion was framed as a sort of "bad outcome"

vale crescent
#

Lmao what

brisk flax
#

and I'm going to be honest, I don't really feel like this is the case

#

again, I'm trying to say this non-judgmentally

#

this isn't like "look at these dummies" or whatever, please do not take it as such

smoky bluff
#

Tbh I do feel like the name operator does give it that lone wolf kind of feel which cause use to play that way

brisk flax
#

but I have a suspicion that the operator may be perceived as wanting to be more "self-sufficient" but, like

#

it's still a normal NPC

#

teamwork is, and should be, a thing even for it

smoky bluff
#

"Operator" ok edgelord

neon blaze
#

It was def. what inspired my Chain and Anchor style of play currently

brisk flax
#

like "here is a hive razor swarm, it gives soft cover"

#

"here is a guy you can post up behind"

spice aspen
#

yeah. I have a pet theory that it's part of the learning curve of adapting to the bakes, like -- I know I've had to change my point of view a couple times with some of the new unit designs just because I was so used to the old ones

brisk flax
#

"the barricade makes a block for you"

#

etc

neon blaze
#

I wanted to give them support but something that didn't need to be shackled, so I decided for Pyro (which now has range! i almost forgot about this!) and Aegis w/ remote projector

brisk flax
#

this is stuff I think that CRB operators do not ever need to use

ancient forge
brisk flax
#

because why would you, they get baseline +2 accuracy, have 20 range, have fade generator that gives them huge invisibility, etc

bold crystal
#

CRB operators can more or less literally do whatever they want. 20 range and teleporting and they have, on top of that, Step?

brisk flax
#

the CRB operator IS basically able to ignore the team because they just get so much fucking stuff it's pointless to bother

#

yeah you can just go "step, I'm now 50 spaces somewhere else"

bold crystal
#

rebake operators don't have the raw freedom of 'hm, guess I'll leave this bad situation forever unless you grapple me and I have 20 range so good luck getting in range to ever do that'

smoky bluff
brisk flax
#

re: accuracy, there are ways to incentivize accuracy, but tbh I'm hesitant to implement a lot of them on the operator because, well, there's a chance that pushes things in the direction of "oh this now sucks to fight again"

#

like the easiest way to incentivize accuracy is on-crit type stuff, ask any CRB ronin how this works

smoky bluff
#

Well tbh the time I played the operator with the bastion, I was disappointed because back then, the gun was basically Archer levels of damage and slightly worst reliable

#

Its better now

neon blaze
#

yeah no, thats definitely not the angle I was thinking of to be fair

brisk flax
#

I mean, it's AN angle

#

I think it's worth considering and noting

#

I am not particularly invested in the operator getting additional damage, there are other avenues (conditions) but I think it already has a good spread of such in its optionals

neon blaze
#

The issue I experienced was less "it does nothing with the accuracy" - accuracy is accuracy in the end, its nice to have - and more that the accuracy is competing with the difficulty

brisk flax
#

like I said, I suspect part of the competition may be partly (I'm not willing to stake a definitive conclusion on armchair speculation at 10:30 on a sunday) on the perception of the operator's self-reliance

#

if the operator running GM wants the operator to be a lone wolf then yeah I see the difficulty being more valuable on average

smoky bluff
#

Even when runned as a team sometimes, the operator want survivability more than hitting targets

neon blaze
#

I mean, kinda, but not really

smoky bluff
#

Yeah it does depend on the team composition

#

I could try the bastion operator strat again, would be very funny

#

And good now that they have the range and damage to exploit it

brisk flax
#

or hive, or barricade, etc

smoky bluff
#

Or priest

brisk flax
#

dataveil operator mirage

neon blaze
#

I'll admit I was extremely aggressive on the first turn in the hopes of scoring some early first hits but once players started making headway I started trying to be more conservative so I could contest points better

smoky bluff
#

Man yeah i haven't run a rebake mirage

neon blaze
#

like the irony is that I have been mostly going for the Accuracy, but so far it hasn't felt very validating

#

I'll poke at it more to see how it goes but yeah, its definitely more a interesting specific set up that has kind of shifted the value of resources around

#

Reliable echoes a lot of the original super-accurate multi-attack Operator but in a way that is frankly reasonably bounded and also just. a lot easier to roll for. but now that it has gained Reliable at a fairly high value, it can definitely do more with less when and if it needs to

brisk flax
#
Heavy Rifle
+1/2/3
Reliable 3/4/5
Range 12
7/9/11 energy damage
On Critical Hit: This weapon deals burn instead of energy damage.```
smoky bluff
#

God damn

#

That's actually

#

That's actually very appealing

bold crystal
#

that's horrifying!

brisk flax
#

there you go guys, I fixed it

smoky bluff
#

Way to turn things on its head kai

#

Accuracy for evasive targets? Nah I want to crit the tanky mofo

smoky bluff
#

This actually pairs so well with the Veteran trait too

#

You can't stop the crit machine

brisk flax
#

it's honestly not THAT much additional damage, AP averages out to a couple points maybe

#

burn being burn is an oft remarked upon thing in terms of how often people fail the check

bold crystal
#

tbh 'on crit, this is AP' wouldn't be bad.

smoky bluff
#

Yeah but it wouldn't be as funny

surreal zenith
#

the bit is vital

vale crescent
#

Can I suggest making it "may choose to be burn" to prevent it being a nerf against insulated targets

brisk flax
#

I suspect the impact of such a change would be more psychological than game defining, like if I wanted to be mean about it it would be something like "on crit this weapon's damage can't be reduced" but I think that veers too hard into the sniper's thing re: dealing direct structure damage

smoky bluff
#

Also Genghis and Lancaster stonks. You crit me? Lol, lmao

bold crystal
#

can't be reduced is way more frustrating as a player, tbh

smoky bluff
#

You actually did nothing

brisk flax
bold crystal
#

you can brace AP damage and burn, you can't brace 'my exotic gun does damage that can't be reduced' etc