#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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anyway, I'm Glad I looked at Gladiator, that's fun wrestling tech
Yeah I kind of liked the OG Gladiator specifically for its ability to play “tall person keep away” with the objective but I have to admit that the combo wombo hydraulic claw is probably way more fun to use
Gladiator NPC when?
"Los Tiburon. The Shark of the Land."
but yeah, roles are arbitrary constructions most helpful for constraining design goals, and the tools one role uses can be used by other roles as well, often depending on context and how they're executed
"forced movement" doesn't make you a controller, or a vanguard, or a rearguard
It depends on how it's used
Example: pulling someone towards you is Tank energy, pushing someone away is Vanguard or Rearguard energy (but can also be Tank energy if the goal is to peel someone off an ally), moving someone in any direction is Controller energy when the target is hostile and Support when they're an ally
Wait doesn’t grappling immobilize the smaller meaning they can’t get up from prone?
yup
Knockback is Vanguard energy
Grappling is more so Tank energy
Cause usually Grapples means that the victim has to acknowledge you are the bigger threat to it for now.
And grappling/ramming is a melee attack right?
yup
Yeh
Hm ok
In that regard, my Breacher+ (Caliban-pilled Ram Specialist) is a Vanguard.
An Exotic Regenerating Hive (CRB or Rebake) is more likely to be seen as a Tank if it wants you to get closer to it instead.
Just generalizing but that is the idea.
ANYWAY another example of how Kai’s rebake has shifted some roles is that Assault is now more solidly Vanguard-ish in how it can flush folks out with its flanking accuracy
Definitely.
As opposed to the Reliable plinkage that made it more like an Artillery
Before in the CRB, Assault was more so an inevitable and unavoidable source of damage
Wasn’t Assault always vanguard and newbie dms just saw it and said “oh basic guy with gun!”
I haven’t read it in a sec but I remember it being stupid tanky
CRB assault isn’t as encouraged to move up and take an objective as Kai’s
Kai's Rebaked Assault is a very enjoyable Vanguard. Because it now very much cares about the Cover System.
Rebaked Assaults are the actual standard guy with gun.
And if you want to deny it its little bonus, you’re encouraged to reposition
Which, if you were behind cover while on the objective, usually means getting off the objective
Lmao I didn’t read the rebake section yet Kai also addressed the guy with gun misconception
Actually taking Jericho is extra rewarding when going up against Kai's Rebaked Assaults
Provided of course you are not bigger than Size 1.
Is there a size 2+ that doesn’t either
- function as its own cover
- aims to obliterate people before they get that close
My Assault+ is no different in terms of caring about Cover but I took a page out of Everest.
It has a ton of optionals that basically allow it to dip its toes into many different roles. They just aren't as effective as truly specialized NPCs.
I ran an entire opfor with nothing but Assault+ NPCs with its Jack of all Trades style optionals.
It was doable but my players found it interesting. My Assault+ is now just a NPC Everest.

Not as far as I know. Most of the ones that do not fall under this category don't really care about taking damage in some way.
Btw night parade, I heard you had Squad+, Monstrosity+, and Human+- mind sharing those?
Like what they do or the file itself?
Either or
The way these three are built are different fundamentally from Mech NPCs. In fact they have some special rules.
Human+ is essentially a customizeable pilot or an "annoying fodder" type NPC. They won't win battles on their own and are best used basically representing enemy pilots or if you are feeling memey in a campaign. PC Pilot vs Human encounters.
They have a slight rule that makes it so anything larger than Size 1/2 is going to have a slightly harder time hitting them. But attacking them in general is gonna always Impair them hit or miss, cause a mech shooting at a meatbag is always gonna make them flinch. They are very customizeable with a loadout system.
Squad+ is simpler in design, they now have Grunt and Veteran equivalents amongst their optionals. But are mainly divided into three subtypes of Squads.
- Infantry (Closest to CRB Squad)
- Pipecleaners (Best representing a swarm of little shits trying to hack away at your ankles)
- Disruptors (Party of discount Goblins)
Monstrosity+ is by far the main star. I went above and beyond with enhancing it, CRB Monstrosity already has an extensive portfolio of traits and mutations to make each Monstrosity unique. This one has even more with different "Build Types" and a ruling that while still limits Tech Attackers, it still is SOMETHING. The Monstrosity+ also has a separate "Stress" mechanic unique to itself.
Oh so Monstrosity+ kinda has Squad Kits for Monstrosity- I like that!
(at least for the Build Types + Optional Expansoin thing)
Heat is also very dangerous to these guys.
Human+ always has 3 Heatcap (yes they have one now) but take Energy damage equivalent to Heat. If they go over their heatcap they take Burn instead of Energy.
Squad+ takes half the Heat as Burn.
Monstrosity+ you can heat gun them to death because it legit gives them Heatstroke. They have a Heatcap of 5
I assume Human+ and Squad+ can be targeted by techs now becaue they have technical equipment?
I'm now extra curious at seeing their documents now
Human+ can, but Squad+ can only be affected by Tech Actions that deal Impaired and Slowed.
This is what I mean for Monstrosity+ getting Heatstroke and have a way for Tech Attackers to not cry.
tbh, I wonder if squad can make do by using an alternate structure table to allow it structure, this would of course cause lower than half hp status going back up and losing which is weird; which I would suggest making it a status applied by the structure check results, either for a turn (2-4) or until cleared by stabilizing like exposed (1).
i guess the important question is "Why would you?"
In addition to that, the Squad doesn't really need an alternate structure table. They are already an odd NPC by merit of being essentially ten dudes (usually) in a group fighting in a do-or-die situation. It doesn't really fit them.
Plus they don't really gain structures or stress at all.
My multi structure squad which has half attacks on half health, then it proceeds to get structured and all the guys get back up and it deals full attacks again
I've always loved the implication that the infantry isn't getting tougher, but higher tiers just have more dudes
I'm quite happy with the Reconus squad kits
Also of note, technically Squads can still gain templates like Elite, Veteran, and Spec Ops, they just never get structure
Ignoring template limitations is a thing I yearn to do
I need an elite or commander squad at some point
Hell like some hellish self reviving subaltern squad in the form of a multi structure squad
I feel like Squad is one of the NPCs that does not work with extensive templates. I've tried to modify my Squad+ to try and make it template friendly, but it still felt jank. So I stuck with the current iteration.
Is your NPC+ stuff available anywhere? Always interested in groups of NPC bits, and especially squad reworks.
Instructions unclear. Squad has been given prying claws and boarding leash
Taking inspiration from menace where your squad just has armour and basic weapons. Then the squad lead has the special weaponry like machine guns grenade launchers or RPGs
First off, the initial thought is that squad is the only thing that can't be made to be bulkier with the addition of template, while there can be something about the line of innate frailness of human, I think it also limit the effectiveness of squad to serve in more prominent roles.
The initial design was to allow squad to gain extra bulk by slapping on HP when they would normally gain structure. Which runs into the issue of SSMR Tempest with single structure all HP condensed meaning that it's hard to temporarily neuter when others would take a halt due to structured, and the original half HP check not quite effective in this case as a either absolute no effect or fully neutered into less than adequate.
Hence I considered making it so the half HP status is applied temporarily if you done enough damage to pass a threshold.
Which is then I realized I just reinvented structure chec.
Narratively speaking, the individual squad member could be healthier or more robust with better gear etc, and a simple reskinning from structure check to something like "resolve/moral check" would be fine.
In my UIB campaign, there was a friendly NPC Squad that occasionally helped out the group, I had them as Elite and locked at tier 3, though the second time I ran it I swapped out Elite for Spec Ops, since they still got the extra activation, plus the crit bonus and limited invisibility
Well hang on don’t tempests get their own form of Structure via their climate nodes?
Yup
It is in the third party forum, look for my Kitchen. (There is no document yet. I am focusing on completing the 0.2.0 version first before I make the document)
what retrograde do u guys use for grunt artillery
I was thinking strider but they're a bit too dripped out
Striker > Assault
Controller > Witch
Support > Barbarossa V2
Defender > Bastion
Artillery > Strider? Sniper? Archer? Bombard?
GMS SP1 with a two handed weapon
The basic Everest template looks really basic if you do the bare minimum paintjob and use the Factory Standard template
you could use basic GMS SP1s for all the rebake grunts and it'll let you do both the rifle and blade variation on the striker grunt
Nelson mk 2 with no accessories can also look like a spindly little guy with a rifle
Probs better for striker now I think of it
why do the deployables have their own LCP?
easy import into Foundry
it's a lot easier to drag/drop turrets and stuff with the additional deployable lcp yea
Probably not on Owlbear though right?
owlbear doesn't really track character sheets on the map. they just have tokens, and also sheets, but separate really
I haven't used Owlbear for Lancer, but I imagine Witchdice probably works for deployables too?
As far as I know, it doesn’t have a “drag and drop” feature. The witch dice sheets track their own internal action economy, but they aren’t tied to the actual board tokens in any way I don’t think
ran an encounter with rebake spite, can say i liked the edicts on imprison, added a fun little button to press to keep players on their toes. it did in fact do its job of locking people down
I'm tinkering with an opfor comp utilizing spites (I'm thinking of doing one for each of the wallflower rebakes) and the thing my thoughts keep circling back to is the Spite is a controller (hybrid controller anyway) that really benefits from another controller to play with
it was the wallflower combat btw, made some modifications to the opfor, two scourers, witch, six grunt strikers, and threw in a barricade as i had made the map flat more or less
On their own, the Spite doesn't have a lot of hard control, they have choice punishment stuff, but like while they can hit you with Imprison they have no real way of directly attacking your reactor outside of basic invade, they lack the ability to just tell you "no," but what they do have is a lot of force multiplication potential with other sources of control effects
once the witch went down I lost most of my control levers, spite was good at single-target lockdown
funnily enough, what I'm thinking of most specifically is Witch + Spite
that feels like a very natural pairing
rebake witch keys off danger zone, and spite gives people Can't Clear Heat Disease, so its a really good combo
They play off each other well...the Witch has the heatgun to really force Imprison to be a more immediate problem and the harder control to make running the Spite down harder, while the Spite can really fuck with anyone trying to run down the Witch instead and help keep it alive with Enthrone
It just hit me- Rebaked Empowered Investiture fills pretty much the same niche Pause Engine used to fill. That’s neat.
well...wallflower did witch(chain) and spite as one of it's comp didn it?
combat 3 The Horde, which is also the first encounter to use Spites at all, pairs it with a Witch
spite+witch running backline with a couple scourers on the midline and dangerous terrain + berserker grunts for chaff
Wallflower loved berserker grunts.
I just realised the Strider can move with skrimisher kit when an allied character activates
this changes a bit of things for me
It has been months and I finally managed to get two Overwatches off with Eye of Midnight
thank you Rebake Sentinel
It must have been satisfaction
The Sentinel died the round after but hey, I finally got some overwatching in (players coulda walked around but took the plunge anyway)
For the Spectre's Tactical Cloak when it said
all characters are aware of this
It's about people knowing about the possibility of the quick action, right?
If so, should I disclose it when the combat starts with a Spectre on the board or when one joins?
Skeleton of an opfor. The mirage mostly teleports Titan-Snare Drones directly into your grill.
2X Barricade (Titan-Snare Drone)
1X Elite Mirage
2X Hive (Command Override)
Might replace one of the Hives with an Assassin so there's an actual Striker/Artillery.
an Assassin would be good I think, get some damage in so you don't have to slowly chip them to death with a Hive
yes
Essentially yes, there's no other real way to convey it
everyone should be aware when a specter hits the board that their action bar has a new option called Break Tactical Cloak
Well, there is always the option of scanning.
It would fit into that idea of scanning to discover enemies weaknesses, or am I missing the point?
yeah but if you have to scan to do it, then that's not "all characters are aware of this"
the point is that you do not have to scan to do it because otherwise it's very possible that nobody's going to discover this option
and that would completely undermine the reason for it existing in the first place
Ok, I see the intent
With some things, it's possible to give a visual/descriptive cue of some sort that doesn't explicitly spell out what it is right away but that still conveys intent because the interaction is more apparent or because you can rely on people probably understanding what it means without telling them. Deathcounter has a visible energy shield and when it no-sells an attack the shield pops, that's pretty basic 101 level stuff. Some enemies create zones on the ground, and it's not hard to figure out "oh I probably don't want to stand here"
but there's no effective shorthand way to convey "this invisibility effect has its own unique contested check to temporarily disable it that anyone can attempt 1/round"
I just ran a combat of breaking through the lines with two snipers, two rainmakers, two breachers, two demolishers, and a commander veteran cataphract, plus two elite monstrosities for my four players.
No particular notes, worked well.
Thank you for all the rebakes.
This was a gauntlet with the NPCs starting out with their close range units near the objective and the snipers starting out closer to the PCs. There was a wall of death advancing by 1d4 each turn behind them.
Somehow they managed to fight and destroy everything but the elite reinforcements.
If I wanted to make an Ultra Demolisher less tanky, do you think giving it Superior Shielding would do the trick?
Siege Shield stacks with Shock Armor too well, and Silvershielding is just good period. Superior Shielding would drop Resilient and be the most work-around-able
There’s also Evasive considering demolishers have tiny evasions but having 11 evasion is still nothing to scoff at
Evasive Demolisher is just funny.
Also true
Demolishers in my experience have just been incredibly tanky against my PCs, so for a combat where the side objective is “destroy the ultra” I’m thinking of ways to make it’s bulk more indirect
What's the loadout of your players?
Can they heat-gun it? Can they disable it? Can they do huge amounts of damage to low evasion things? Do they care about armor?
The load out is:
- Brawler Zheng
- Autogunner “Pegasus” (3rd party alt that lacks Omnigun but it runs more or less the same)
- Swallowtail w/ Minotaur Tools
- Hydra
You’d think with 1-2 shred tools they’d destroy a Demolisher but apparently when you have an objective already present + a bunch of more frail enemies harassing them they could barely make a dent in the Commander Demolisher I threw at them
silvershielding evasive hover
Actually... "Fast Demolisher" with the rebake sounds like a weirdly fun gimmick
Give it Supreme Mobility, Evasive, and that one optional that allows it to take 4 Heat to move 4 spaces before attacking
Probably not Supreme Maintenance tho (or whichever one allows it to take 4 Heat to clear slow or immobilize with Juggernaut), that'd be too mean
As a sort of Speed Burst Demolisher?
Exchange tanking and heatcap for more mobility
okay taxes are done, damage was about what I figured, so I'm going to move forward with getting the wallflower rebakes finalized and out the door
The 1.6 changelog, which I'm not even really going to put in a pdf or anything, is this
-Avenger Judgement Shotgun adjusted, to-hit changed from +0 +1 Accuracy to +0/1/2, no longer deals bonus damage on critical hits by default, this effect is now tied to allied characters being destroyed within Range 5
-Strider Smoke Grenade adjusted, in addition to the usual conditions for ending the effect the Strider may also now end it whenever they swap kits```
As feedback on wallflower rebakes has slowed to a virtual standstill, I am declaring PROJECT OVER at this point, everything seems to be in a good enough spot that I don't think waiting any further is going to deliver something massively transformative
I'm running a rebake lurker in my current combat and it feels like it's in a really good spot
Swapped to using the Rebake in my current campaign and just finished our first mission with it, overall very happy with it and it's good enough that I want to tell people to use it for the narrative module I'm working on, but also designing encounters for rebaked npc's instead of default seems like a questionable idea lol
I believe there's been a couple projects out there that have listed "Rebaked rosters" as alternate enemy force compositions
My honest take is that most combats are going to be unaffected by a shift to the rebake
Like yeah there’s some differences here and there but IMO they’re largely gonna turn out the same
Speaking from experience, the only thing I'd be wary of is the Ultra template. It's really easy to pick some really cool optional traits from the Rebake version, but designing a core Ultra that has the same game plan might be more difficult than you expect
In what respect?
I guess most of the game plan actually comes from the NPC class itself now that I think about it. But obvs you can take advantage of the added systems
I forget what exactly I chose but I had an MBT supported by Grunts that would've been given overshield by one of the Rebake traits to give them a bit more survivability. But that gimmick couldn't really have existed with just the core Ultra
Ah okay, you mean that trying to make equivalent core and rebake ultras might be hard
I gotcha
Yeah that's probably a consideration if you get weird with it
Yeah I'd say the best way to mitigate it if you're designing with both in mind is to try to figure out a gimmick using just the core first then maybe expand on it with the Rebakes after you nail it down
A lot easier than working backwards from the Rebake
NPC tinkering. Bastion is technically the closest thing to CRB and Rebake that can be considered a Vanguard Tank if we go by Valk's lovely class breakdown.
Would it be too much for an NPC to go all in one for that gimmick? Or it is best to give them a somewhat flexible kit?
Genuine NPC build question.
More limiting though- much harder to make Control or Support Ultras with this method
No, not too much, that’s why I made the Howler
Also: NPCs are purpose built for specific play; when they’re not, it’s weird (see Scourers)
Yeah that's true. Ultimately it just comes down to, as the author, how much you care about parity between the two types of combats
Like Valk said, generally Core vs Rebake combats aren't too different
If you wanna go wild on Rebake specific combats then you can always put a rider at the front of the book that says "hey you're not getting the full experience if you're not using the Rebakes"
Yeah in most cases the rebake simply smoothes over rough edges rather than overhauling things. But there are a few noteworthy overhauls
What do you mean by Scourers feeling weird?
As in “Scourers are nominally strikers, yet their optionals include an AOE save vs Jammed of all things”
Which Kai has pointed out and subsequently replaced in this rebake
I know some people are fond of NPCs having "flexibility" like that within their optionals and I don't necessarily mind some broader spectrum stuff (i.e. the Rainmaker rebake which has a sideline in "doing Lock On" in addition to typical artillery damage stuff) but imo if you want a Striker to suddenly pop off with hard mass CC out of nowhere like that, that's what you use cross-classing for
the same way that if you really want an NPC to be barrage capable, I think a better approach than "we'll just put a second gun here" is "grab a gun off someone else"
Ahhh, ok I get it now.
Yeah, Scourer is a bit weird like that. I've been thinking of reworking my Scourer+ as well to have its own gimmick.
My boy still feels a bit too close to CRB in comparison and in that same weird way.
The idea I had is to make it lean more onto the focus firing aspect of its kit and sort of building around that aspect with some stranger elements in its optionals to spice up its kit.
I think the element of the Scourer's kit that stands to act as a hook to hang other effects on is the cooling module
That reminds me of how Thermal Overload could, it says: "do your best Tokugawa impression. Right up until your reactor melts down, anyway."
So a really good Tokugawa impression.
Really just Sherman in an NPC trenchcoat.
What if I just make it actually just fully a Sherman?
But yeah, if the Cooling Module is the centerpiece of the Scourer... I think I can cook up something foul with it.
I mean I think the centerpiece is essentially Focus Down, that's what the NPC is, but Cooling Module is also pretty integral to its identity
Focus Down defines "what does it do"
Cooling Module defines "what can PCs do about that"
Maybe having optionals be ways to switch up those two might be interesting. I got ideas and I can't wait to get home after work to brain storm.
Honestly the Scourer would be, in terms of what it does, unchanged if you removed Cooling Module and the heat tag from Thermal Lance
But in terms of how PCs respond to it a lot would change
Yeah, NPCs having clearly signpointed strengths and weaknesses is a good thing.
Yeye.
I'm thinking of altering it slightly to be more of a Heat Building and Heat Clearing Striker, with its abilities playing around Focus Down and Cooling Module to achieve different effects while either in Danger Zone or after clearing Heat.
It kind of amuses me using Rebake NPCs exclusively that in every ranking, the Scourer has proven to be one of my groups' repeat nemeses just due to its deceptive bulk.
Unless you're thinking about tactics, 2 armor and passive Energy resistance can tank a lot of punishment.
It's pretty passively tanky yeah, as opposed to having active defenses like a lot of strikers or some special mitigation factor like invisibility
Being Anti Nuclear Cavalier is extremely sneaky
Defender in a Striker Coat
A Scourer is deceptively tough, and woe be upon anyone that tries to crack through it via Energy because that is a horrible idea.
Funnily enough the rebake did literally nothing to the Scourer’s bulk. I think in terms of base kit Vanilla and Rebake Scourer are identical it’s just the optionals
Absolutely not it has 10 HP
Yes I know Bastions also have 10 HP, shush
That and Kinetic and Energy being the most common things in PC damage kits
an Ultra Scourer basically tanking a fully charged Sherman's core power to the face was a bit of a wake up call for my players. lol
Ultra Scourers really take the whole “just target someone else” philosophy and crush it in their hands
Not mine. :]
Mine definitely isn't squishy if people don't have Shredding or AP attacks.
I've seen "the Tempest Charged Blade does 5 damage" on a Scourer
very unfortunate.
Ablative Shielding proving it still got it
Casual reminder to folks that bulk alone does not a defender make
So is the Scourer a Sherman or a Manticore?
Yes
Shermanticore, yes
Shmanticore
Fair enough
More of a Sherman, because I expect a Manticore Scourer to create a violent explosion when it overheats instead of like cooling itself
manticore is the veteran scourer that manages to use forbidden technique: lance double-tap
for when you really want to take home the reminder of not standing in LoS when scourer already tags you
Cross Classing NPCs to make NPC versions of Player mechs is funni.
Thermal Overload + Veteran (Last Line)
the Manticore-Scourer randomly setting off a bomb after it dies is funny-ass shit
Veteran Scourer that sets itself to self destruct 3 rounds from now in case anyone tries to get close
you could always like manually overheat yourself since overcharge lance double tap is a guaranteed stress
pair that with vents and you even get to hide in the spontaneous invisibility
the manticore is like the "NPCified PC mech" white whale in that nothing really fits either in terms of like direct analogue (very tanky self-heating CQB/tech guy) or The Memes (guy that explodes)
I remain pretty firm in my position that if you really want to make an NPC manticore without homebrew, the best starting point is a CRB Hive, it has several optionals that can turn it into a high damage output unit and it's naturally pretty resilient
I've tinkered off and on with an NPC called the Fury where the idea is that it gradually builds up to a big AoE eruption on a countdown and then repeats the cycle which was meant to sort of evoke a similar vibe, but I couldn't ever really quite nail the play pattern down in a satisfying way
I had one in the early concepts for a manticore npc called the Demon, which weirdly enough had a gimmick similar to the lycan's shell removal in that the demon would get faster by shedding its shell, but the shell breaking was involuntary, and it otherwise had nothing in common other than lightning as a theme. it got put on hiatus due to life and campaigns though, and maybe some day I'll revisit it. I probably would add it to my other project instead of putting it in gms cc though
I was thinking of making custom NPCs as well aside from CRB Remixes.
An early concept of one of them was something like a Manticore-like NPC that is a Controller named the Wisp. Likes swapping places with hostile characters (Beckon) and is meant to be an NPC that likes to mess with entrenched enemies and likes being surrounded by them in order to deal damage (not heat, too powerful otherwise).
He'd be a bit tanky in order to survive that kind of tactic tho. It thrives off of popping in between hostiles after swapping places with a friend of theirs.
Scrapped it because it felt a bit too powerful at the time.
question, anyone ever make a guide as to some important ench marks for homebrewing npcs
Not to my knowledge, but I wish they did
i kind of have internal guidelines but it's very rough to like, get a sense of concrete doctrine, and tbf i've been generallly too busy/not paid enough to take the time to write that kind of tthing down
I set up a spreadsheet to compare NPC “effective Hp” and largely used that to get a gauge of how tough/survivable most of my NPCs were in comparison to the vanilla ones
kk, been working a biological support npc that's supposed be absed off like mounts and attack dogs
There's a biological defender in Liminal Space, I know that
Probably a better question for #homebrew-design
Any idea what would pair well with a pair of ace?
initial choice was rainmaker and scout but that's a bit thin on staying power.
would priest with dispersal shield/sanctuary be a good touch for ace or would priest not quite keep up with ace's speed for the rest of it's kit like investiture? or support grunts?
I mean Ace, Rainmaker, and Scout are “The Lock On Brothers” so that’s fine. Plus not every Sitrep needs defenders and I’d say Scout, Ace, and Rainmaker have at the very least decent staying power
Could throw in a Barricade for funny control or Berserker for staying power I suppose
Actually ace and rainmaker have enough damage output so maybe not berserker
3PC:
2xAce
1xRainmaker (Seeker Volley)
1xCommander Scout (Pathfinder, Bolster Network/Press the attack)
1xPriest
4PC:
1xHornet (Umbral Interdiction)
5PC:
2xSupport Type Grunt
1xIDK yet
A priest certainly won’t help an Ace much but it can do other stuff
I mean I like dispersal on ace
ace have thinner HP so dispersal's a greater HP buff on ace than others
that and also on hornets
ah got it, priest could idk tag dispersal on one of the ace and then investiture the rainmaker
ace have enough mobility to just fly back to the priest when dispersal shield finish recharging or smth
I'm working on an encounter like this, and the biggest sort of stumbling block is basically that Aces are divorced from the rest of the opfor in a way that a lot of other NPCs aren't, by virtue of being on an entirely different axis
so I think that for a comp where aces form a sort of central element rather than a "guest star" role that you kind of have to think of it like two separately operating forces
In particular, you probably want a solid foundation for some sort of point contesting/holding element
Priests have the issues noted...you can dispersal shield them but investiture is a wash
so you need something else the Priest wants to actually support
Alternative You could make the Priest a Flying Vehicle lol
The Mirage would actually be a strong contender for a support to enhance the Ace, but the problem is I think it runs the risk of getting too frustrating because Mirages have a lot of Invisibility going around and the Ace has Barrel Roll which isn't incompatible with Invisibility
you'd have a lot of potential situations where you could end up stacking multiple "your attack just misses" effects onto things
It’d be a fun thing to do once
Ever
You never spring that on the same play group again
See I actually kind of doubt it would be fun is the problem, otherwise I'd consider it
there's gimmicky stuff that's like "okay sure, for a one-off" but then there's just "oh this actually kind of sucks"
It’d probably be fine if the team has a Leviathan user, as missing is not as big a consequence to them
That’s it I think
big problem though, Leviathan caps out at Range 8
Ahhh yeah true
like it becomes a combat where the solution is basically "gear check for Reliable damage + Range 10"
It's been like forever since I see a PC comp in action without aoe artillery builds so mirage lending out the invis is a weird choice even when hiding etc.
personal opinion not entirely objective
Now I wanna figure out what kinda context could make that combo not hair pullingly awful
the way you'd do it is basically never giving one of the aces dataveil or using that one mirage optional that has people count a target as invisible and maybe not using multiplicity
so you'd be using teleport stuff plus "gives soft cover"
I think if the Mirage were alternatively put in a map where lacking Dataveil makes it an easy target… and it doesn’t have more than 2 structure, that’s also a way it could work while allowing you to Dataveil the ace. Since the big Dataveil counter is “hit whoever doesn’t have it”
I wonder if casting sanctuary on ace is mean or not
like dataveil is part of it but it's also just "don't use Illusory Subroutines" and "don't keep stacking things that force attacks to miss/be invalid" etc
How you deal with a Mirage’s support abilities is “kill the mirage yesterday” and that’s kinda always been the case
basically the reasons the Mirage could be valuable to aces in a less shitty way is that flying Aces have very little access to cover, which Mirages can grant at a distance, and teleporting is always generally useful
but everything else a mirage can offer aces, imo, stacks a little too annoyingly with the ace's own base kit ability to ignore attacks
lynchpin support elements are fine to position as priority targets, but I also think that comps shouldn't inherently pivot around a single "you HAVE to kill this guy first" keystone
I think I saw a guy tape overshield to grunt bio hornets as a counter demonstration to 'grunts are mid' once and the idea of overshield on harder-to-hit target stuck with me since then, have yet to try that..
I say this as someone who thinks the interaction with overshield and grunts can sometimes be an interesting space to play, but "grunt hornets, but give them overshield" seems very weird to me when hornets already have the lowest HP of any enemy in the game
this doesn't really seem like a counterargument to "grunts are mid" to me
this is just making an elite hornet with extra steps
in retrospect it's technically just slapping HP buff to unit with defnining traits on low HP and hard to hit
not ideal i suppose
like idk, "grunts are mid" feels like a weird sort of stance in general because yeah that's supposed to be the point
I think the original quote was grunt are mid as in not worth the point cost, even when tripled the amount, compared to a standard npc
so they aren't worth the 'supply cost'
as someone who's spent a lot of time messing with grunts and similar things, I think a lot of people do not really interrogate exactly what they want out of a "grunt unit" and it sometimes feels like the simpsons bit where skinner's mom tells the bagger at the grocery store that she wants him to pack all the groceries into one bag, but not make the bag too heavy
I mean they aren't in a certain sense and are in another, if you turn one standard Assault into three Assault Grunts you're losing a substantial amount of staying power in exchange for tripling the potential action output
turning guys into (CRB) grunts is turning them into distributed glass cannons
also, frankly, a lot of "well you can destroy a bunch of grunts at once" stuff makes me think that a lot of people clump their grunts up together out of a sense of sportsmanship instead of, like, "all these Assault Grunts are 3+ spaces away from one another"
Partners to give Aces: A Friendly Leech
Tbh that's not a terrible idea, lol
Leeches can act as support and directly buff the ace, and the aces can drop them off
my thoughts regarding supporting an ace would be like, using scouts for the increased lock on's as well as other npc's that really don't mind spending lock on's as actions, in that sense
and rather than relying on npc's to give the ace cover, i would just create zones for aces to duck into and out of, and focus on presenting npc's that are applying the kind of pressure to force the player's hand,
the Priest's Fractal Assault no longer requires a systems save?
It doesn't because the way the ability works has been changed
ah yeah i missed the 1/round which is why i was surprised lol sorry
The CRB version is "if someone damages this target, they have to pass a save or be stunned." The rebake version is "the person doing the damage can decide whether to become stunned or to have the damage of their attack/whatever reduced to 0"
classic case of illiteracy i fear
I mean both are 1/round
yeah i just somehow totally missed it in the rebake
Generally speaking, reactions in lancer tend towards 1/round, and usually exceptions have to spell it out
For me, what could support an Ace...
Priest's Dispersal Shield is good yeah.
Scout too because of Lock On city.
To round out the rest of the opfor, I would slap down a Sentinel for the Priest and either a Hornet or Cataphract for forward pressure alongside Ace.
i think what you'd really want is more forward pressure os that the ace isn't always obligated to carry the pressure alone, imo,
because otherwise its too easy bully the ace
Yeah aces are dodgy kind of people but they can't take mutiple beatings like an assault
If you need to contest an objective, you need a NPC with alot more force but then you risk having that npc be the main show
its okay to have multiple main shows imo
Then in that case a forward pressure ally would definitely be among the following.
Assault
Berserker
Breacher
Cataphract
As they are meaty enough damage dealers that can put the pressure on the ground while Ace deals pressure from the air.
Supported by a Sentinel Backline to prevent the supporting Priest from biting the dust from a PC flank maneuver.
This is what I mean about having the opfor work in two components
More of a heads up than anything: The .lcp data may need to be reformatted slightly for v3, now I've had a mess around with it. Namely, Veteran and Ultra templates don't automatically get applied with their base features, and don't automatically increase Stucture/Stress. There also seems to be a minor issue with the colour of Systems from the Rebaked lcp, theyre all the Trait red.
Also this message regarding -1 additional features.
If you're already aware of it Kai please ignore this message entirely
Im roughly in charge of the LCP, so any feedback on v3 would be really nice to hear about.
Sure! How much time and tolerance do you have? C/C and the Rebake have been carrying my ass so Id love to see it thrive
starting monday i can start working on stuff
i still need to update the wallflower lcp to the 1.6 changelog from 2 weeks ago XD
Hey I havent studied how to even do lcps yet, so you've already got a handle on it more than I haha
I thank you for your service though
How does this lcp work? Does it just generate a copy of every hostile in core/expansion with the new rules or does it overwrite?
It makes a second [K] tagged version of each NPC
and there is a second [K] tagged Ultra and Veteran template as well
there's no generation XD. we manually wrote all the content using code editors with json support.
the .LCP file is actually just a renamed .ZIP file with a bunch of .JSON files at the archive root
you can right click unzip them
Ok so for foundry I just need to load LCP and generate a copy of every “K” marked hostile to have the current rebaked set?
foundry generates compendium items when you import an lcp
you should not need to "make" anything but your NPC's loadouts
like for a particular encounter
Tru but if you pull from compendium it generates a unique character for each copy. Easier to just have 1 of each character and just spawn multiple tokens
the [k] is to differentiate them from corebook versions. So in the NPC class compendium, you'll see ACE and Ace[k]
(because for some reason the crb lcp is all caps in a lot of places)
when you make an encounter, I like to have a folder in the actor tab for that encounter and drop in all the unique loadouts each NPC is gonna take that fight. Then, I pull copies onto the map from there. But i still very much just use the premades from the compendiums
also, NPCs are marked Hostile by default
also also, when you import a newer version of an LCP into the compendium (barring breaking changes), the system updates all the compendium items. Created actors, and in-play actors are unaffected.
Anyway, feedback. Using an Ace (Rebake) and an Ace (Vanilla)... (plus Bastions teehee)
- The Features seem too be adding to the "Select X additional features" on their own, resulting in -1/-2 etc (img. 1 & 2)
- The formatting likely needs to be updated with the new styling (see: Ace's reaction, Bastion's System).
- Veteran [K] and Ultra [K] aren't applying their basic systems automatically, nor are they flagging as "Veteran/Ultra" (img. 3 & 4)
That is all I've found so far, I certainly hope it's a simple fix. It seems that Beef had a similar issue in the past about point 1, so perhaps it's a mixed problem? Other lcps seem to have similar issues, so it's not isolated.
the vet and ultra things might be hardcoded behaviour for the crb lcp but i might talk to beef (compcon dev) about it
my general rule with CRB encounters was that if you wanted anything important to an encounter's design to last more than a turn, you'd slap veteran on it. Is that strategy going to be problematic with designing for rebake encounters?
Shoot, looking at that. Will that affect how Foundry Lancer will read LCPs and Comp/Con logins?
Nope, sounds fine
Beef says the Compcon v3 setup will be backwards compatible with v2 data, so I imagine the lancer for foundry team will mostly be extending the lcp spec instead of rewriting the whole thing
Ah ok, then that just means current LCPs will just have to update file structure.
Not looking forward to that.
I think Beef talked about a converter for LCP
I just said that v2 LCPs will be backwards compatible lol
They should update to add cool new features but not be afraid of impossible breakage
Damn, I'm a dum then
Like, lancer for foundry team will likely extend rather than replace
The only thing to keep in mind is that rebake veterans all get the Limitless trait, aka overcharging for 1d6 heat, by default
#1238165746203361343 ?
I imagine you can’t upload a v2 backup to v3 though
true...
I should also add some broader context: just in terms of the veteran template alone, no, there really isn't a substantial difference there. The rebake does also include an alternate stress/structure table that can be used with multi-stress/structure NPCs which DOES affect their survivability (positively) in that things like veterans or elites aren't able to lose weapons or systems and can't immediately get stunned/die on a bad roll
note that you aren't obliged to use the alternate table if you use the rebake veteran template, you can mix and match as you see fit
broadly speaking, in terms of feedback I've received, rebake veterans/elites using the revised structure/stress tables have more staying power, not necessarily to an outsized degree, but they do tend to remain in fights longer
I have found that Limitless is (as designed) a double edged sword. There's always the risk that you just blow up your veteran in order to do something cool, and I think that's neat.
so while yes "just slap on Veteran" does mean more Limitless going off, it also means your OpFor might be getting preeeetty toasty, prime real estate for your hackers.
I like that Limitless allows you to blow up Veterans for power
Most NPCs don't generate any heat which makes exploiting heat crimes asymmetrical between players and NPCs, and people do get disappointed about their "make dudes melt down" fantasy not working as well as they'd hope
Do you think it would be fair for NPC Recharge abilities to basically generate half the number as Heat? Aside from the swingy dice nature, aside from luck it isn't really costing the NPC much.
IE: Recharge 5 ability. When that ability gets Recharged the NPC gains 3 Heat.
Valk has experimented with recharge AS heat before, apparently it was a little too generous
recharge PLUS heat feels, imo, like it probably wouldn't be impactful in an interesting way because it's entirely arbitrary
It's something I'd be interested in seeing someone try, to be clear, I don't have perfect game design shinigami eyes or something, but I suspect that being so random means it'll fluctuate as much as recharge invariably does, that sometimes you'll get someone who hits the hot six a bunch of times in a row and sometimes a recharge ability will never recharge
plus, without any sort of actual intentionality behind it, I feel like it would lose a lot of "table moment" impact, if that makes sense
like what's being described here is a case where the GM makes a deliberate decision to push the accelerator and maybe it works gloriously and maybe it causes the NPC to eat shit, but I think something like this is more able to create a memorable and engaging moment at the table that everyone hooks into than "sometimes NPCs just overheat"
everybody loves a good "oh shit, how's this gonna play out?" moment
Especially when you can play it as the Veteran getting risky or even desperate to take out the competition before turning into a Size 1 Object
Yeah, there's some narrative juice there for sure
I did want the Veteran template to feel, on some level, like proper veterans where it's guys who know some dirty tricks and can push their machines further in risky ways that echo what the PCs can do
It definitely fits for that. Makes for some fun tension at the table too. Maybe that Breacher Vet will risk that 33% to Stress to get a second skirmish in. Maybe it's what I need to do as GM to cause that bit of fear.
True true...
Ah, wait. What if we do it in reverse.
USING a Recharge Ability will deal half the heat of the Recharge cost.
This should In Theory eliminate the randomness of gaining heat on a successful Recharge. But leave it be that the NPC is intentionally heating itself to use these abilities.
What about that?
well that's just putting heat on a recharge ability.
there's no reason you can't but it has a similar problem to existing recharge abilities where sometimes you just whiff the recharge.
so the heat doesn't end up being meaningful unless there are other sources.
Also, from an intentionality perspective, recharge abilities are a bit of a scatterplot thing to tie heat costs to imo
like you have your short-cycle lances, and then you also have your Extrudites
From another analytical perspective, recharge and heat costs are doing two different things
recharge is basically adding variance, akin to things like attack or damage rolls, it exists to add an unpredictability to combat so that you can't always count on "well they've used their ability so it's on cooldown"
whether you think it lands the mark or not is a matter of debate, I know some people don't like it, but that's what it's doing
heat costs, meanwhile, are push-your-luck
you CAN use the ability again, it just might come back to bite you. Do you do it? Is it worth it? Could you get a really sweet overcharge off and make a big play?
I think tying the two of them together is a bit at odds, personally
Hmm, going by that design standpoint.
Yeah, that makes sense.
Plus Recharge is essentially its own cost that could be used for abilities that don't necessarily warrant a Heat cost. Depending on the NPC it is attached to.
yeah it's sort of why I don't really cross the streams there
I don't think it's a Thou Shalt Not sort of deal, I just don't see myself leaning in that direction
Fair fair fair. Thinking on it more, it makes sense that Recharge and Heat Costs are both separate for a reason.
Okay so you want my Recharge Heat rules from PPG
3 Heat for recharge 5 is hella STEEP from what I’ve found. I used to do like, 2/3/4 for recharge 4/5/6, then 1/2/3, and now finally 1/1/2
The older ones were way too disruptive to the NPCs’ gameplans
Current ones lay on some pressure for PCs to leverage and disrupt but don’t hobble the NPCs on their own
Obviously if a recharge ability already has self heat, don’t add any more
Hmmmmmm, intorestingaru
To be clear, this is also AFTER I tested completely replacing recharge with heat, and finding it to be waaaay too swingy/powerful for the reasons Kai highlights
So,
The 1/1/2 is mild enough that the game plays normally unless you pack a proper hacker, which is my ideal I think
Hmmm, nice.
As a note I also find that recharge abilities fall into two broad categories:
- abilities that you want to use a lot but NEED to curtail
- abilities you want to use occasionally and thus DON’T need constant uptime
SCL falls in the first category, Vanilla Defense Net the second
Tbf the second category is one that could stand NOT having recharge, as a result
~~so I'm working on a little one-shot to try and get back into the swing of things and i'm wondering what, if anything, i should add to round out the enemy team. All are Rebakes cause I like em a lot
Player Count: 2 (plus an allied Bastion and Support NPC)
LL 0
Enemy Count: 1 Sentinel, 2 Hornets, 1 Priest and 1 Veteran Strider~~
i considered giving Strider Mercenary and maybe adding an Assault or something but it might be too much damage?
oh, i'm silly this is rebake channel and not GM lmao
~~There has been a new problem found regarding C/C v3. Testing for future and all that, now that auto-syncing works. ~~
Good news, the "Additional Features" counter is no longer showing -2 on creation! Bad news, it's because the NPC has no features.
Disregard, seems to be a v3 problem
really feeling like this is a bug with C/C v3 and you should mention it to Beef instead
You know what, you're absolutely correct. Did not check to see if it was shared with Core NPCs
Which it is
C/C v3 is in development and I don't think it's quite fair to expect folks to update a homebrew LCP before it's properly released
if Beef's goal is backwards compatibility, then this feedback is most valuable to him, not the LCP brewers here
While true, Eleonor did ask for feedback regarding v3 quite explicitly
I know that this is already out and this is like... way too late to make this comment, but it feels like the hive has a lot of optionals that are like "counts as taking damage from razors" but only other optionals do anything with that.
Could a 'taking damage from razors' mechanic be part of its base kit as well? I'm not sure what it'd be really... it'd probably involve taking something away from its base kit like making drone barrage have inaccuracy unless they take burn or something... seems like it might be too much squeeze for not enough juice.
If an enemy takes damage from razors, hunter killer becomes more accurate?
Maybe it only has seeking when you take damage from razors 🤔
and you have a difficulty to clear the burn...
I always thought seeking + smart + burn was pretty rough
Or like... the hive could make an attack with its nexus from the razor's LOS... hrmmm
Hey Kai, I'm fiiinally getting around to implementing these.
- Judgment Shotgun is now Attack Bonus: 0/1/2, and 0 Accuracy?
- Is the new effect: "After an ally dies within Range 5, the next hit deals +1d6 bonus? or the next attack?
- may end when they swap kits? as in optional or required?
actually, do you have the v1.6 pdf available, cuz it's been so long im not sure where to find this stuff anymore
Hello I am currently working all day, but when I return in uhhhhhhhhhh 4.5 ish hours I will shoot you the PDF with precise wording, sorry
@subtle nacelle Here's the 1.6 wallflower rebake pdf
Per the specific changes:
1). Yes, that's the new attack statline
2). The new effect is this:
Whenever an allied non-Grunt, non-Drone character within Range 5 is destroyed by a hostile character, this weapon automatically reloads and the Avenger's next attack with it deals +1d6 bonus damage on critical hit. This effect does not stack.```
3). Yes, "may end" is meant to be optional, it's there to address Striders who pop smoke but by repositioning later have enemies use the smoke for cover of their own, this way you can choose to end the smoke cloud if it's no longer advantageous for you to do so, or leave it up if it is
Quick question, the Rebake Scout's Pathfinder says "After the scout makes a successful attack (...) an allied character can Boost as a Reaction. Does that consume the Scout's Reaction, or the reaction of the character who's Boosting?
Typically this is the allied characters reaction
I assumed so
Otherwise it would be something like “the scout may use a reaction to allow an ally to boost”

For another example, it’s the same wording you might see when something says you can “ram as a free action” thus modifying the ram action being taken
Got it. I was testing stuff in Lancer Tactics, a scout triggered this, let an Assault boost which triggered Overwatch and the Assault used Hunker Down on that Overwatch, so gonna file a bug report about that.
Confirming that yes, this is the ally's reaction
Alright, I've a delicious 🐛 to give to Olive
Similar wording/effects can be found in places like Siege Spec 3 (where you can force other people to drop prone as a reaction) or even Predatory Logic
if the ally can't take a reaction (Jammed, grappled, whatever) they can't get the bonus movement
@subtle nacelle and @carmine idol just to let you know, the 1.6 wallflower update will be the final one for lcp purposes, also I've finalized the one change to the core lancer rebake document, which is as follows:
Operator Strike and Fade: "Whenever the Operator teleports during their turn after making any attacks, all attacks against them receive +1 Difficulty until the end of their next turn." change this to "until the start of their next turn."
Pryo's firebreak is "line 5, H4, in free spaces within Range 3 and line of sight" I was originally using it like "it starts at range 3 and then you place the line there" but is it meant to be that ALL spaces of firebreak are within range 3 of the pyro? It's a little more difficult to use than original "one space adjacent" - and with a line 5 you can pretty much only place it one kinda way.
. ping me so i don't forget this :3 thank you!
One part of the wall needs to be within range 3
However you do that
Like if there was a weapon that was "range 3, line 5" with no restriction on orientation, that's how you would do it
Ok awesome
This does mean that if you want you can position firebreak so it stretches out far from the pyro, that's okay, the point of the change was to make it more positionally flexible to make up for the Pyro's slow base speed
do note that the entire firebreak line has to be placed in free spaces though
no "I will position this over the top of someone to deal automatic burn to them"
Anyway, while I wait for wallflower stuff to finalize, I'm chipping away at something I've been messing with since the discussion of RPVs first came up, which is basically that I think rather than making RPVs their own special unit (I think bespoke grunts already fall into that category) or a particularly unique class (tbh I'm not sure what I would do for an RPV Class that isn't already covered by the existing catalogue) or its own template (I don't care for the RPV template and I'm not sure how I would adjust it to something I do care for), what I have settled on is "make a template that gives someone ELSE an RPV they control"
Essentially, Handler is a template that gives another NPC a pet drone that can take commands
You can either give up some actions to direct it, or if you give it no actions it has a Programmed Action it follows on its own
This is a proof of concept, I figure the final implementation would have 4-5 different Remote Platforms to choose from
Sorry to ask this because its a bit of a silly question or very revealing about how big i make my maps but, Was the idea for the Harbinger Rockets (Which are very cool btw) always for it to be sort of a map wide effect? I'm only asking because 30 is F A R and now i'm questioning everything i know map scale wise 
(I can delete this to keep the thread clean but since its a rebake ability related question i thought i should ask here.)
I mean essentially yeah though it's not really the first time lancer does stuff like this. CRB Atlas Missiles are Range 30 as well, Short-Cycle Lance is Line 30, etc
About the only thing that goes larger in terms of concrete numbers is the occasional "Range 50" thing which might as well just read "Range Infinity"
Gotcha yeah that makes sense but I just wanted to be sure
Want me to blank these to keep it clean?
nah it's fine
Hell yeah the 4e Summons coming back to play
yep, more or less
it also neatly ties the remote platform to another unit which means you don't have excess activation trails at the end of the round
And tbh I consider “range 20” to effectively be “anywhere I can see on the map” on most maps I use, so you’re in good company
nice to see another pseudo-summoner template, i did similar concept, though the focus was on providing infantry cover to an npc to make them into a miniboss style of npc,
"Guy with their own infantry squad" is a real neat concept
yeah, i'd been recently pairing down and reiviewing a lot of shit in the npc side of crisis catalog due to the campaign break im on and it was one of the concepts i enjoyed a lot but always had some unplaceable quibble with the design until recently, when i figured out that "this shouldn't be a regular template this should turn something into like a mini boss." to bulk out the spear head and give them something to coordinate with,
Oh yeah I recently was drafting stuff for a template to focus exactly on that- essentially just “Commander Alt w/ a grab bag of optionals that each correspond to an infantry, vehicle, or off battlefield team supporting the unit”
It’s very rough around the edges tbh but I feel like it’s an idea I wanna workshop
Though it’s not really a summoner since one of the ethos’ I’m approaching it with is “I want there to be minimal optionals having to do with drones or deployables- it’s supposed to evoke the effect of Combined Arms Warfare without all the unit tracking”
Anyway this looks neat! It doesn’t really feel like an RPV substitute and more feels like it’s own thing, but I assume that’s intended
In the sense that it's meant to be a different form of "what if there were remote vehicles on the battlefield" I think you could look at it as "an RPV substitute" but in the sense of "it's meant to let you turn anybody into a remote vehicle" no, the same way bespoke grunts are a form of substitution for the grunt template
Oh this feels like it could be a fun thing to introduce in the wallflower campaign I've got going
We should be coming back from our break from that this week... I think I could work it into the next encounter
oh this is interesting. it's sort of in a similar space to like, hound missiles - 'I have this thing that I'll launch at you and you have to deal with it or have problems'
there's other space in there of course(like a slower 'support' unit that tries to follow allies around and give them overshield or something), but that's kinda the fundamental. it's a hound missile with some other stuff.
yeah, hounds are a good way of looking at it
how I see it in my head is this is also, if you squint, sort of a form of "cross-classing" in that it's a way for NPCs to get some gear outside of their wheelhouse, albeit carried around externally
like you can give someone who doesn't have robust attack capability something like a Shrike and now they have a way to melee attack people
It kinda takes the concept of “Targeted System Trauma” and makes it work within Lancer. Only kinda.
Yeah I imagined a Priest or Mirage with Shrike when reading it
yeah the example one is interesting to put on like, a support.
Support was what I was just looking at adding it to
The drone has its own heatbar?
Spite with a Shrike, brrrr
how much do you think this template's "worth" in terms of additional difficulty?
One thing I'd like to see is the ability for something to take multiple remote platforms; I know I've used "the NHP comes at you in an Ultra and is commanding a bunch of grunts as drones"
At that point I question why you don’t just run the boss as an Engineer tho
If you’re giving this template multiple remote platforms I mean
I don’t think that’s the case but I see your point
I think this template is going to be a pretty healthy additional chunk of complexity just with a single drone to account for
Probably Veteran-ish, though it honestly might not even be that given it doesn't directly protect the NPC directly, so maybe closer to pirate or mercenary
https://github.com/Shteb/Kais-Wallflower-NPC-Rebake-LCP/releases/tag/2.3.1
Wallflower Rebake PDF v1.6
the only potential work remaining is compcon v3 related
but im waiting for bugs to be squashed first. beef already has these LCPs in their testbench last i know
I can't remember, did you already do a new version of the core rebake lcp with that strike and fade adjustment?
ah, no not yet. i knew i was missing something
I can do that right now if you link it to me
- "Whenever the Operator <strong>teleports</strong> during their turn before making any attacks, they gain <strong>+1 Accuracy</strong> on all attacks with the <strong>Raptor Plasma Rifle</strong> until the end of their turn. Whenever the Operator <strong>teleports</strong> during their turn after making any attacks, all attacks against them receive <strong>+1 Difficulty</strong> until the start of their next turn. If the Operator splits their movement with an attack, they may only choose one of these effects."
+ "Whenever the Operator <strong>teleports</strong> during their turn after making any attacks, all attacks against them receive <strong>+1 Difficulty</strong> until the start of their next turn"
like this?
green is new text, red is old
Oooh, how did you do that?
```diff
- red text starts with a hyphen
- green text with a plus
```
Thank you! :D
there's a ton of other languages supported. For example, I like to hijack elixir's syntax highlighting for compcon mech stats
-- HA Gilgamesh @ LL6 --
[ LICENSES ]
HA Iskander 1, HA Genghis 2, HA Gilgamesh 3
[ CORE BONUSES ]
Integrated Ammo Feeds, Universal Compatibility
[ TALENTS ]
Heavy Gunner 3, Demolitionist 3, Grease Monkey 2, Leader 1
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:1
STRESS:4 HEATCAP:11 REPAIR:6
TECH ATK:0 LIMITED:+5
SPD:4 EVA:8 EDEF:8 SENSE:10 SAVE:14
[ WEAPONS ]
Main Mount: Mortar
Flex Mount: Assault Rifle
Heavy Mount: Krakatoa Thermobaric Flamethrower
[ SYSTEMS ]
SPEAR Charges x7, HAVOK Charges x7, Grounding Charges x7, Pattern-B HEX Charges x8
i change the word diff to elixir in the markdown code block
Hmmm, yeah I remember that now. I should use it more
Huh i don't see it on phone
yep, only works on desktop/web
the change is simply adjusting the defensive bonus to fall off at the start of turn rather than the end to eliminate weird edge cases of "does the defense bonus stack if I use it back to back and, idk, get overwatched on my turn"
it came up during discussion with olive who was working on lancer tactics implementation
Oh, then the LCP already had this change, as far as I can tell.. this is the current text in the LCP, ignore the highlights.
the offensive side ends at EoT, the defensive one ends at SoT
Gotcha, that's what I was wondering. I talked about making this change a little while ago but I wasn't sure if it had been integrated into the lcp yet
I might have done a rogue change to implement back when you first mentioned it, apologies for lack of comms there 😅
Ah it's fine, this was first floated back in november of last year, frankly I can barely remember what happened last week
mood
While a template to turn an NPC into “the pet class” is neat, and definitely more interesting than an RPV, I think that having to have the entire OpFor be commanding drones would be leagues more complicated than a single handler having multiple. Maybe an ultra-only option that gives it multiple, but locks the drones into only having the skirmish/quick action?
well you don't have to have the entire opfor commanding drones
what you seem to want out of this is not what I want out of this
As it's currently blocked out, this template gives an NPC the equivalent of two optional systems plus a passive/autonomous effect whenever they don't use them
I’ve just never wanted to deploy a single RPV
I mean the thing is, I think the RPV in broad strokes is wholly unnecessary and don't really care about it
if I want "guys who are just robots" then I simply use flavor and call it a day
I have seen it at the table, but that was when it was a singleton ultra enemy
"these grunts are RPVs"
or something
this is an outgrowth of me thinking about something RPV-analogous, but I frankly don't think a lot of templates, not even counting RPV, are things I would use tons of, the same way that not every member of a space pirate squad would necessarily merit the Pirate template
I just don't think lancer's templates, as they exist, really lend themselves well to "everyone in the opfor gets this"
Yeah there are very few templates in Lancer with streamlined "mechanical baggage" so to speak. This can be both a positive and a negative thing depending on what you're looking for.
Again, I can see why a template that gives someone an off-role buddy is good and fun for the game, but in the context of being interested in an independent NPC feature that acts on its own according to a “program” with simple logic that can be manipulated, I can see GMs wanting to field multiple of them, though I may be wrong in that.
The main challenge I see is that, as designed, the Drone still shares its turn with its Handler. So having more of them increases complexity significantly.
An Ultra with 2 of these drones has its turns significantly elongated
And I feel that is a solvable problem
Control Link is only 1/round anyway; maybe make it so that only one drone can be active on a turn
With all due respect, "this is a solvable problem" is one of those things where my response is going to be "okay, then feel free to solve it in your own work"
My ticket to the big time, homebrew modifications of template drafts.
As it exists now, any NPC with this and extra activations basically doubles the passive actions their buddy gets without ever taking a single action themselves. Maybe with the other types of remote platforms direct control might be a little more necessary than the Shrike, which pretty simple.
I might test this out as modification of the Commander template (swap voice of command + the typical optional for a Shrike drone)
God knows I perpetually forget to use Voice of Command so maybe I'll remember if there's a drone...
Woo Wallflower rebakes
Happy official Wallflower update day for everyone who celebrates https://kaitave.itch.io/lancer-npcs-rebaked/devlog/1484126/lancer-npcs-rebaked-wallflower-update
go get your pdfs and lcps and etc
@subtle nacelle @carmine idol you guys can de-public the wallflower lcp github stuff whenever you like
will there be community copies?
the community copy is "get in touch with me and I will probably float you a key"
or you can pirate it
also everything has been available for many months here in this channel and I don't plan to deprecate the pins
Hi, I did a lcp writeup of your Conscript Rebake for my table is it okay if I upload that here?
sure
Here it is
based, congrats
Feels nice finally getting that one done
Dam the designer notes in the Wallflower rebake are long
Lots of thoughts to be had! Glad that it’s out of your headspace now Kai, congrats
I'm gonna say this as neutrally as possible: that's because there's a lot to talk about with those ones
like the strider basically gets two whole pages of nothing but designer notes for a reason
My initial statement was also as neutral as possible. Neutrality acknowledged and reciprocated.
The strider swap kit is 3 separate npc features in the LCP 
@brisk flax WF Rebake is now private - let us know what you need for updated lcps and we'll compile those and mail them over as needed :>
Thanks, appreciated. So far I think everything's in good shape
Thank you for your work Kai!
Neutronians
My feelings on this are incredibly neutral
This is certainly a piece of lancer content
(This is just for the bit I actually adore this entire Rebake project with a good chunk of my being thanks Kai <3)
Honestly, makes sense because it is Strider.
Didn't make it in time with play sessions to give feedback before final release.
In any case, congrats Kai!
Are there any changes from the latest beta lcp, do I need to download the new one from itch.io, or everything stayed as it was?
you should download the latest to make sure you have the last ones.
in wallflower (v2.3.1), there were some changes to Avenger's Judgement shotgun, Strider's smoke grenade, and a typo fix for Lurker's Umbral Shroud.
in core (v1.20.1), Operator's fade, of strike and fade, ends at start of turn now
these are the very last changelogs
Btw I found a very elegant solution to the Optional Veteran Traits that's honestly better formatting for the LCP in igf1's lcp
well, what is it?
So they formatted the veteran optionals under the npc classes json but in NPC features it's origin is labelled as
"origin": {
"type": "Template",
"name": "Veteran [K]",
"base": false
}
oh!
Resulting in this formatting, which is a lot neater than what we have now
didn't even know it was a thing till i went and look
they're doing veteran optionals for the igf npcs?
To practice how to make NPC LCPs, I decided to do what SMFScar did and turned the Gladiator Rebake into an LCP. Also like SMFSCar, I'm asking if I can post it here.
yep, go for it
(This also includes the Veteran Trait, added in like how In Golden Flame did it.
(reupload because I had to fix a feature name)
Ohh I am using a lot of gladiator right now
oh right for the recon loadout on the strider, should there be action types listed on the kit bonus for it
Question: does the damage from Hive's Command Override Optional stack? So if you had 3 drones next to a mech when that is triggered, would they take just 2 burn or would they take 6 burn in total?
The Strider's Kit Bonuses gain the following effects:
"gain the following effects" are the operative words
Kit Bonuses are protocols
When you take Recon Loadout, those protocols gain the associated effects
They aren't separate actions, they're additional effects
So, for example, the Skirmisher Kit Bonus goes from
spaces. This movement ignores engagement and
doesn't provoke reactions.```
to
```Kit Bonus: As a protocol, the Strider may move 2
spaces, and they may choose an allied character within
Range 5 and that character may immediately move 2 spaces.
This movement ignores engagement and
doesn't provoke reactions.```
the damage doesn't stack, there's one check of "are you adjacent to any of these drones y/n" and if "y" then you have to pass one Systems save or take 2/3/4 burn and gain Lock On
Ok thanks, that's what I was thinking, but I was not sure
What is expected interaction between Spite's Imprison, Edicts and Spite (or Imprisoned Target) entering Intangible?
The only thing that is sure, if Imprison is not broken, is that Spite cannot use Edict against it's Imprisioned target while they are in different phases of Intangible, since it's an action that wants to affect other target. But does imprision breaks? Pauses? Are previously given Edict orders discarded?
At the moment I've played it so it broke completely, just to speed things up during combat, but it felt too much of a "get out of jail for free" card.
I'd think that you should play it so that the Spite cannot enact Edict, but Imprison is still active
Since the Virus is effective, with the mech while intangible
Some whould consider it to be an ongoing interaction with the Spite.
I would class it as one - it ends if the spite dies, so it's not independent. it fails my general check of 'if you killed one of the involved characters it would end'
Neither Imprison nor ongoing Edicts should break, but you're correct that an intangible spite wouldn't be able to give someone new Edicts while Intangible
To my knowledge, "make the guy intangible" doesn't cause effects to slough off in that way. Tom has mentioned that if someone goes intangible after they've been lock/hold javelin'd that this WILL make the javelin fall out, but I don't think this applies to more ephemeral sorts of things, otherwise the argument would be "can you clear Break Armor by going intangible y/n"
(also to be clear, I think tom's example was with the webjaw snare, a thing that has an actual physical unit quality in that it has HP etc, I suppose it makes sense to extrapolate that to the Lock/Hold Javelins which don't, but someone more pedantic could argue that it doesn't count the same, not that I'd necessarily be inclined to do so)
effects that require an ongoing interaction between two characters or objects (like traps or force fields) end.
'ongoing effect that requires interaction' isn't further defined, but some effects are supposed to end immediately. we just don't know which.
(a lot of words have been spent on this in rules questions so I do have a general rubric - if it relies on the relative position(s) of the characters, it ends. if killing one character would stop it, it ends. if it relies only on save target and neither of those other things, it doesn't end.)
I can see that argument, and if you think it'd be more consistent to work it that way I could be swayed around to it
it is what I think is generally most consistent. intangible has a lot of weird edge case interactions but this covers the most obvious cases, ime
Yeah that's fair
(and to overexplain a little, specifically allowing saves is because a lot of things that would otherwise not be 'interactions' (such as mines, some drones and deployables, accelerate, excommunicate, etc) rely on save target to see if they do anything.
this is very much an 'arguable point', but I think it's generally smoother to still allow saves to be made/not count them as 'an interaction' for basically the same reason as, like, mines still being able to trigger/check save target while the deployer is dead.)
Is it cool if I take individual abilities from Rebake stuff (Like the support's mule Harness or the discreet Grunt boilerplate) to put in my own published content?
Like if I put my own discreet Grunts in and they have necessary modifications or something
I don't mind, I assume you'll be doing it the way modules generally do where it's listed as an optional but not the entire text?
Like Support (Desant Hardpoints*) or something
That's fine
I'm already doing the module thing for any stuff using Rebake since I'd asked already and you'd given the OK. But I was just curious if a system or two was OK to use a full stat block for the core versions since I'm including OpFors of both core and rebake.
Totally fine if not, I just wanted to check
And for the purposes I'd be using custom discreet grunts for I definitely wouldn't need to use any specifics upon closer inspection.
Yeah that's fine, you're giving attribution somewhere (doesn't need to be in the same page, it can be in the credits) so that works for me
Awesome, thanks
That's a neat way to cover most cases I think. I'll be taking that.
And for Imprison, I guess I'll just be slotting 2 Spites minimum from now on :D
How would 2 spites address intangible?
Better coverage, I assume
Mitigation over negation
By making it a difficult decision for a Calendula player on which ally to save with his Core Power.
With 6 players I should've done so from the start, tbh. Even without considering Intangible interaction.
not just calendulas really -- I can't run solo Spites very effectively in my previous or current party because there's a guy with PEBCAC each time
pebcac trades favorably action to action vs Imprison (barring if you roll a 1, but I rolled three consecutive sixes on PEBCAC because it was my wife playing my PC’s brother using it on me, so I wildly overestimate the chances)
Good ol' turn it off and on again 👍
Actually, shutdown+powerup is also a solution in case player is REALLY stuck in imprisonment, and no-one can help. Add Overcharcge (or other quick action cheat) to shutdown and you don't even suffer being stunned for a round, just waste a turn.
Most costly, but always available way out, that is often forgotten.
I think this ties in to something I was talking about earlier, and which I'll be working on some as I continue to chip away at the opfor files, which is that I think the spite works extremely well as a force multiplier rather than a sole controller
I don't even think it needs to be two spites, a spite and a witch are an extremely strong pairing
Assuming 3-4 players, which is default for Lancer as far as I understand it, I do agree.
But after adding N-th player I feel like you just have to slot a second [Persistent unavoidable problem unit]™
That might be so, tbh I kind of consider 6+ players to be in the realm of voiding the warranty
not that it's, like, an inherently flawed practice, but a lot of the game's considerations go out the window below 3 players or above 5
I didn't want to leave anyone behind, and now I have to pay the price 🥲
Been there once, I feel you. Never again mind, the extra players burned me out lol
im sure this has been addressed but couldn't find anything with a quick search, I notice the breacher's shotguns say the attacks can never be affecting by accuracy; this means follower count only can bring it to neutral?
Sounds correct to me
Yeah, it means if you have an enemy with Lock On, Prone, and Follower Count, it still doesn't mean you get to roll with accuracy.
It's the opposite of Shatterhead.
As others have mentioned, this is correct
The reason for this is that at a certain point, it becomes easier than you would expect to flip the shotguns around into positive accuracy, at which point what you have (in the CRB) is a very potent multiattacker hitting with accurate attacks, which is not really what I think the Breacher should be
part of this is you have various sources of accuracy and can do dumb things like "Priest Investiture which gives scaling Accuracy by Tier" which also no longer exist, but I'm more interested in the Breacher's mechanics being based around volumes of inaccurate fire rather than encouraging the GM to stack accuracy until you have positive overflow
which is why you have various things like Breach and Clear, the changes to Painmaker making it easier to stack attacks into a single go, the Leadwall veteran trait, etc
and yes, it's basically the same wording (and effect) as the Shatterhead Colony Missiles, just in reverse
Awesome, thanks guys, glad I was reading that right
Heya @brisk flax, some early stage v3 stuff:
Would you like the terse field to mimic the CRB ones, or would you like to write your own for the field? Ace example from CRB LCP below:
"flavor": "The first person to embody [so on so forth]",
"tactics": "Aces are very fast and [so on so forth]",
"terse": "Fast and evasive striker that can deal consistent damage."
}```
If I'm understanding the "terse" field correctly (a brief summary of the NPC) then the Rebake pdf itself has those on page 11
you can use those, but let me know if some are unsuitable (too long etc)
will do o7
note those don't exist for the wallflower rebakes
rip me
@carmine idol for Wallflower NPCs, you can use the following terse descriptors:
Lurker: Slippery strikers that use shroud zones to teleport around the map and threaten enemies.
Spite: Controller/defender hybrids that infect characters with a persistent command virus.
Strider: Multirole artillery/strikers that swap between different configurations on the fly.```
Is there a ballpark for when/if the lcps will be updated to v3?
Probably just “when they’re ready”
Thankfully the v2 version should still work
If this works, there is a way to get the Rebake NPC Structure/Overheating tables into Comp/Con
Ooh that'll be worth investigating for the v3 release
and yeah valk's right, "when they're ready" as it's a lot of features to go back over 😅
That's fair lol. Just wondered if there was a ballpark out yet, but no worries
Wanted to report a mismatch for the Bastion [K] between the LCP and PDF:
- Bastion [K] in PDF has a flat 8/8/8 Heat Cap
- Bastion [K] in LCP has a scaling 8/10/12 Heat Cap (this matches the Core Rulebook's Bastion's Heat Cap)
Which is the intended heat cap for Bastion [K]?
I think it may be the flat 8 to sell its weakness but don't quote me on that.
I mean, it's a Defender, and Heat Cap is a second health bar, this is why I ask
True enough
It's probably the pdf one and it's an error on my part ~u~
Also @brisk flax, would you like slight rewordings to incorporate usage of the new {speed} tag for example? So:
- "The Ace can fly {speed} in any direction"
- "The Ace can fly spaces equal to their Speed in any direction"
(in v3)
Maybe I should raise my own Bastion's heatcap.
sheeeet, it can reference stats from the actual NPC now?
seems like it right? ✨technology✨
God, that means I'll have to root through my entire lcp to update it for V3.
Payne.
yuuuuup
we've got... however many features there are across the entire base npc roster to go through lol
Ooh, that's cool!
Can't be worse than mine.
:]
I say as my LCP has near 700 NPC features.
sweet mother above, all the best NPK 👁️👄👁️🙏
I think I'm ignorant to your work and efforts - what's your lcp with a bajillion?
Oh boy, good luck with that!
If you know pokemon romhacks like Emerald Kaizo.
Then think that but for Lancer NPCs.
I'm basically doing a full enhancement, overhaul, rework, and the like for everything core rule book and first party.
Already the most dramatic changes have come to several NPC Classes and Templates.
They lean a helluva lot more to their respective niches.
Some data is pretty much similar to stuff other people have done to them. (Kai included) with my own tweaks.
Out of curiosity, how many does the Rebaked LCP have?
NPC Features I mean.
A measily 400 xD
holy moly this is a lotta stuff, ty for letting me know about it 👀
Despite the fact I am still nowhere near done.
I like my stuff.
It is hell testing it due to how much I want to cover.
But it is my stuff nonetheless.
I’m low key dreading adding all the bits and bobs to my NPCs for v3, I’ll be real, but if it means better automation down the line I’ll probably strap in for it
Yeah very much opting for the slow and steady approach - tis a lot, but people will be fine without it for a decent time. I like to imagine that a lot of this will key in nicely with Lancer V13 when that comes around too maybe? 👀
I doubt v13 lancer will support all the bits and bobs tbh
Not right out of the gate at least
Some day then 😌🙏 Maybe v14, or a module or another. Tbf im not really sure what else there is to integrate, the existing import does anything i'd want it to do anyway
The desirable integration would be tracking and adding buttons for stuff like
- inflicting saves
- inflicting damage
- embedded attacks (like explosive knives)
- passive abilities (like natural resistances and immunities)
Ahem
Like if Foundry auto-included energy resist on my scourers I’d be a god
I'd like to point you to a buddy
Does lasossis' stuff do that by any chance? 👀
I believe so, just that you'll have to figure out the coding side. But he has constructed the framework.
By that I mean macros.
Like how Lancer Weapon FX allows you to custom make your animation macros and drag drop abilities connected to it.
It is more or less similar in that regard.
Just that LaSossis right now is focusing on the framework of the module to be able to handle what he wants it to do. (Which is a lot of automation that makes GMing easier)
Two things:
1). The PDF always takes precedence over the lcp in matters of "which is correct," so the Bastion heat cap in the book is correct
2). If you want to make adjustments for better v3 functionality that's fine with me, just please don't burn yourself out over it
Isn’t inflicting damage already in there?
That said, let me get home from work and double check my notes, I don't think the PDF should be wrong here but I'll confirm when I'm actually at my desk
It's not auto, so you might already know this and are intentionally excluding them, but it does have Resist X conditions that do get factored in whenever you use the apply damage button on attacks
I’m aware of those, it’s a matter of automatically applying those without having to spend time setting it up
Real, yeah 🙂↕️
Can't you just auto add the resistance to energy status on the NPC sheet?
I do that to mine and it just auto applies the status whenever I drag from the actor tab to the field.
- I haven’t tried this but I’ll try it out
- Removing even this step is good
- Resistance was an example of many other potential benefits
what's the trick to auto adding statuses?
- open the actor tab and create an NPC sheet
- open the compendium tab and look for statuses & conditions
- keep both open and look for the NPC sheet's status tab
- drag the resistance from the statuses & conditions to the NPC sheet
- profit
I would show you how myself, but I am at work currently
ah thanks, that might be enough to figure it out myself! much appreciated
Works for stuff in the compendium, but if the status isn't in the compendium it's harder it seems (and it looks like my compendium lacks the Resistances and Cover statuses)
That doesn't seem right? I have those on my end last I checked.
They should have come with the base core lancer lcp
If not then they might be from Lancer QoL
But if they ain't there too then I will check when I get home.
I know they're built into the system, but I don't know where else they might live
anyway that's #lancer-vtt talk
@carmine idol @rose hamlet confirming that yes, the Bastion's heat cap should be 8/8/8, as part of the general standardization/bounding of things
I generally try to keep heat caps fairly consistent across tiers unlike HP or defenses, UNLESS the NPC has a particular reason why it might want more heat cap (like the Pyro for example)
I might be blind, but i'm only just noticing rebaked bastion doesn't have pause engine. Tho stack up is beautiful.
It doesn't have it, no
Pause Engine is something that I have mixed feelings about, trending towards the negative, in the sense that it's a big block of Nothing Happens that you can't really interact with
Even for being the only real actively used system the bastion has rather than a passive one, its effect is still ultimately pretty "passive" in execution, it's just "what if friendly intervention was even more potent for a round"
Hmm, the times I used base Bastion with Pause Engine, the most memorable one was me deploying it as an objective sitter from the very start of the sitrep.
Since the pcs didn't bother to touch it or even scan it, believing they can kill the scout it was protecting + it rapidly in the last round of combat, I just popped pause engine.
It kinda felt like me as a method of asking the pcs on whether they want to gamble on an anchor point in the battlefield suddenly becoming unbreakable at the worst possible timing.
Or whether they wanted to spend firepower and actions to remove that roadblock (though not as literal as a barricade).
New Bastion should be interesting to fiddle with using stack up (phalanx shield wall yay)
yeah idk the thing is, to me, "when we decided to try and engage with this guy, it turned on a big No Sell screen that meant we couldn't" sounds like an undesirable outcome
the thing about something like Deathcounter is that it might no-sell a thing, but it does so in a way that's very easy to break and keep going, the big hangup people have with it is simply that it lacks any sort of telegraphing and GMs aren't always conscientious about explaining it once it's triggered
Correct me if I'm wrong about this, but isn't it a good thing that npcs are able to lead to a 'bad or bad' list of choices if handled improperly, since handling them improperly (whether by chance or by conscious decision) is likely playing into the NPCs strengths. An example being choosing not to engage a Seeder, resulting in it turning a control zone you need to enter into a minefield?
The neat thing about the rebakes is that you can just put Pause Engine back in there if you need it. I still use the occasional core system or grunt despite almost exclusively running on rebake at this point
Though in hindsight pause engine is a big fat no, so I can see what you're saying. But it's still a punishment for the pc's choice not to respect what it can potentially do per se.
I think pause engine would be more interesting if it was more potent but there was a silver bullet PCs could use. Being targetable by heat and dropping on overheat for example
I don't think the outcome of not engaging with an NPC at the correct time being "they turn on Immunity to Everything, don't you feel like a dummy?" is a good one
there are a lot of choices and consequences in the NPC roster, the one being described is one that, if you put it to me, I would say sucks actually
the thing about "Bad or Bad Choices" is that if you don't actually present it as a choice, then it isn't actually a choice except in retrospect, and then from that point forward it's just a Scan tax
the Hive's "let me move you or be immobilized" is a choice, the Assassin's Transfix being "you have to try and peel me off of your friend or they stay Stunned" is a choice, hiding a pocket counterspell and going "well it's your fault for not baiting it out of me earlier" isn't the same thing. Or the Seeder, for example, you can see the Seeder laying mines so you're pretty quickly able to follow what happens if they're left alive to its logical conclusion
Ah, so it's lack of leadup/foreshadowing to the big moment, as well as lack of ability to do anything about it once the big moment happens?
Basically. Same reasons nobody likes blue decks in MTG
rather, playing against blue decks
Essentially. I don't think NPCs can't ever hold some stuff in reserve, you have Barrel Roll, Hunker Down, there's other stuff that's like "oh I didn't know they could do that," but a lot of that stuff tends to be one-off effects, there are other tradeoffs, etc, or if there's something bigger then having some sort of indicator can be used, like the various orbital strike type abilities, the rebake Deathcounter, etc. I don't really think that "you learn in the 11th hour that the NPC had an ability you could only have learned they had if you had engaged with them sooner" counts as a choice in the "forced to make a choice" sense, that sort of dynamic requires information to make choices about, otherwise it's just blindsiding
the other part of it is that yeah, once it's active Pause Engine is just blanket immunity to everything, there's no "well we can't damage them but we can use forced movement or grappling," you just shrug and wait for the duration to expire
the third, gripping hand is that I just don't think Pause Engine is very interesting
Do you think Pause Engine would be better (not necessarily good, but at least better) if it came with a 1 round very obvious charge up phase which instructed the GM to let the players know about an energy build up and so on, leading them to ask “it’s a Bastion, what could it be doing that’s so special?” And have a full round to engage with it if they wanted?
I think that is an interesting exchange instead of being stunned for a turn after the pause engine goes out
its kind of like the medic tf2 when he has ubercharge, his medicgun emits a very clear electrical glow that informs you that he has the 'ability that makes you immune'
(It would also be a lot harder to use on the GM side, have to predict when you’ll need it a round in advance, but that might well be fine as this conversation indicates)
It would be difficult to keep track of GM side if they aren't experienced with their lads
As that kind of ability would require an extra overhead unless you got something automating it.
I think, reductively, pause engine would be better if it was more interesting
at the risk of self-aggrandizement, I think the Kutuzov's core active is one idea of what I mean by this; it's an ability that prevents two characters from interacting with each other, which has a degree of no-sell to it (this one guy with the Cyclone Pulse Rifle can't shoot at my friend, can't even look at them) while still being interactive (so it's up to someone else to deal with them for the duration)
as it stands it's just not an ability I'm particularly taken with. Telegraphing it might make it better idk, but it feels like telegraphing would be in a weird place because unlike "this guy shines a Starcraft Ghost targeting laser on the ground" it isn't necessarily clear what "this guy is charging something called a Pause Engine" does or what the consequences will be for not immediately dealing with it
Yeah, the best features in games are ones that foster interactivity and choice, and Pause Engine ain’t really that
“Oh I attack something else” isn’t interactive, at the end of the day, especially if Pause is popped last second to contest a vanilla objective with little counterplay
Arguably it would be better if it only granted Immunity to damage, though you'd have to rework its adjacency clause because then it would simply be "okay I use puppet systems and break it, the end"
Yeah no one could give it damage immunity but not heat/hack/grapple immunity so the solution becomes “do something to detain them instead of kill them”
I personally would try and make it Immune to Melee and Ranged Attacks, but Actions, Tech Attacks, and Tech Actions are free game.
Is remote projecttor on Aegis supposed to allow you to have more than one field out since it has recharge? Or is it meant to stop you from placing the usual field?
Remote Projector doesn't have recharge
This one, right?
The LCP does at least
sounds like an error then
Another to the list - currently it's:
- Bastion HC should be 8/8/8.
- Remote Projector should not be Recharge.
Will put out a v2 with the fixes in first, the v3-ification will take a while
Yeah that makes good sense, it’s what I’m doing with my stuff too lol. Separate branch for v3 while I continue to dev v2
Take your time, for the most part the v2 LCPs still mostly work. I am procrastinating and not doing my v3 right now. :]
Also is there a place where we can see the structure of a v3 LCP?
Alternatively: Crack open your v3 Core NPC LCP and use a code editor to check the JSON files
The core NPC LCPs use the new “collection” style but “Library” style is still valid (esp for backwards compatibility)
Yeah I'm currently using the V3 CRB NPC LCP to figure out all the new jazz going on. also acronym soup lol
Call it the CNL for short (CRB NPC LCP)
Nested acronyms have never caused problems before 
Not a bad acronym at least
CNL (Colonel - which can be pronounced as Kernel which is a happy accident)
:]
I'm not even sure how one makes an lcp v3
Yeah same, I don't think I'm going to be updating the Suldan lcp anytime soon
Honestly bare minimum it’s just adding a flag that says “v3 compatible” since v2 LCPs are largely still compatible with v3
Beyond that a dev can follow the updated specs to add effect details for comp con active mode automation
Basic example would be adding a “mod” field for Cluster Munitions that says it modifies Bombard Cannon; in compcon, the effect would be appended to the Bombard Cannon and the extra trait would be hidden (so it removes extraneous features from a sheet and consolidates it in a single place of reference)
All that said: ideally, the LCP maker would support those specs and make it easier to add stuff without a code editor
ahh, yeah I Haven't used the lcp maker in I think years
ugh, Yeah I should really get back to working on the lcp v3
Honestly, as much I admire the work beef and his team put into v3, I kinda dread big update like these for fan-facing project because lots of creator don't have the time or the willingness to keep their work up-to-date and this becomes a parameter to take into account when you decide which hb to use.
(this isn't directed toward you Kai btw, I just had this on my mind for a while now)
my understanding is that 400 different element updates are required for this, and given that v3 is about 4 days old by this point, things will be done when they're done and an announcement will be made
also my understanding is that v3 updating isn't required to use an lcp via comp/con, it's there mainly for better active mode integration but not a strict break in compatibility
and that's great. Means that at least for Lancer, older content won't be shut away because it is deprecated
Thank you for including notes about the thought process behind certain decisions. I love having little insights into why things are the way they are
Yeah, that's my understanding, too. Is that the v3 stuff is just to have it work with the v3 active mode. (I'm not 100% sure on if not having it stops any v3 Active Mode integration, or just makes things clunkier.) It's honestly really overwhelming, haha, and doesn't feel like the documentation is quite as straightforward about it as it was for v2.
To be clear, you mean that player side LCP stuff still works right? Because I have not gotten NPCs to work and I thought I saw someone say that those do need to be updated for V3
I was just using the v2 link and json files to still access Rebake, did I not need to be doing all that?
Questions about the wheres and whyfores of the lcp side of things really need to be addressed to either stebb or Eleonor
there's a bug where sometimes you need to reupload LCPs for NPC data. It's mentioned in the compcon news notifs
Ok
Ah ok ok
For me the v2 NPCs (including Rebake) do work, but they had to be manually reloaded. The massif main NPC one updated itself once I logged in and such.
I have not tried active mode but everything rebake seems to be working in terms of the compendium lookups
Which is nice because it actually searches the NPC features list now, instead of requiring a separate search!
What does active mode actually do with NPCs?
So in npcs updated to v3, it better integrates them with conditions, actions and some other bits and bobs. Otherwise with v2 npcs, it just lists those things in a less seamless way I think
No worries mate. Gotta manually put em in forge anyways. Was curious since i didnt know when v3 happened and again i just didnt read the above messages
Just clarifying if this is a com/conism - is Glitch Scanners a tech attack? i.e. does it need to be used on a PC target?
Fantastic, very good. Comp/Con has it listed with a +0 / +0
so had to check
@carmine idol do you know if this is an error or just a comp/con particularity with deterministic tech actions?
further example, as this seems to be news to Kai at least haha
i think comp/con has had an issue with deterministic tech actions getting unnecessary +0/+0s before in v2 as well, because I recall this happening with Spites and Goliaths with stuff like Imprison and Crush Targetting in the past
Comp Con has always had an aodd issue when it came to reading tech actions, always seems to believe that it is a tech attack.
reading that some of them have a modifier and others do not.
How 'Feign Death' general veteran tallent is actually supposed to be played?
I get how I can surprise players with it if they didn't scan that veteran, but it also says that players can reveal that he is not actually dead with system check... but why they would ask for that system check if they don't know that he is feigning? And if I tell them that they can check, it will only work for the first time they encounter that trait.
And what action is this check supposed to be? Free\quick\full? Automatically when adjacent?
Worked the first time, since they were not adjacent (or anywhere close) and hadn't encountered it before.
Strictly speaking, if a skill check is called for without any other specifics pertaining to its action cost, it defaults to a Full Action
I'm also not really sure that you, as the GM, are forced to prompt them to make a check to see if someone is feigning death or not
if they ASK you "is there a way we can figure out if someone is feigning death" then you can go for it, otherwise they can scan people or shoot at wrecks or something
I think it's just a C/C error - the data looks fine near as I can tell
Squints
I think I know what it is. I've tinkered with my LCP similarly.
The Tech Type, I've seen that reference mostly in tech attacks.
If I remember correctly (I'll double check my LCP when I get home)
"tech_type": "Quick" This more so references what kind of tech attack it is.
Ah nevermind, it is something else because mine may not have that problem it seems.
Weird, comparing a tech action in my lcp to that doesn't really show any difference.
Yeah did the same comp across V2 CRB and couldn't find a differentiator either
Seems like a local C/C problem too, since mine doesn't show the +0 stuff on Tech Actions
Maybe needs a reimport? Seems that the global fix for all V2 issues right now is "please remove and reimport it thnx"
"Please remove and reinsert DVD disc" ahh solution
Never you mind when it actually works
Having briefly worked in IT, turning it off then on again accounts for like half of all issues
First just wanted to say I really love the rebake NPCs.
I wanted to mention that IDK if this was the design intention, but many of the systems not being tech actions has had jammed feel a bit lackluster since they just activate the system they were probably already going to use. But I also have only played rebake NPCs mostly so IDK if this is the same in base lancer?
Certain NPCs are affected less by Jammed, generally
yeah that's generally the same as core lancer
Gotcha. The thing that brought this up was System Reboot on the support not being a tech action.
specifically.
yup, no change
If anything, more stuff in the rebake has been turned into tech actions than the CRB
The Mirage's Glitch Scanners is now a tech system rather than just a general one, the Goliath's Crush Targeting was always tech but improperly color coded, but now it has substantially more tech focus in its optionals, etc
Gotcha, noted. That one had felt particularly weird so I wanted to mention it, but I guess base lancer does it too.
Besides that one thing Remote Reboot made me want to post on, NPC Rebake has really been cool and a lot of minor aspects of lancer NPCs that felt iffy are tweaked in really fun ways.
also rebound scan. I'm not sure if there's any more - there are definitely a couple more 'tech optionals' than there were though
In general, Jammed is not a condition I would consider very lackluster because of uneven distribution of tech actions
Jammed shuts down:
1). all attacks other tham ram, grapple, and improvised attack
2). all tech actions (taking and benefitting from)
3). all reactions
the support is maybe the one NPC that's near-totally unaffected
that there are some NPCs that can skirt by kind of unphased by that is sort of a side note, most of the roster is in some way going to get fucked hard by at least one of those clauses
outside of Stunned, I would say Jammed is some of the hardest CC in lancer
like Immobilized might suck for the melee strikers of the world, but you can still shoot guns, you can do tech stuff, it's much more situational in terms of what it does and doesn't shut down
Jammed? 90% of the time, being Jammed is going to result in a largely dead turn
People sometimes bring up that the rebake has lots more sources of Shredded, but I don't think Shredded is nearly as punitive as other conditions (also most of that stuff is located in optionals anyway, so if you bring 15 sources of Shredded to the fight, it's kind of your own fault for making that sandwich)
Shredded is just Vulnerability, yeah, doesn't directly affect the target's action economy
I'm also of the opinion that the CRB doesn't actually give the NPC roster a ton of great Shredded options in general
Yeah, to the point i've tried to fill the gaps... and such I've got a rep for having lots of AP effects lol
I have had this sort of commentary on the rebake from multiple sources and it's always kind of weird because nobody ever actually unpacks it
The rebake has added two new sources of AP that I counted on a preliminary glance (Berserker Harpoon Cannon, Barricade Spike Barrier), removed one (Assault High-Impact Rounds), and put a condition on another (Rainmaker Huntsman)
It then added seven new things which can proc Shredded, all of which are optional
I have to assume this is all part and parcel of the "it devalues armor" thing people keep bringing up in regards to me ditching tier-scaling multiattacks
having seen what Armor can do, I'm not convinced it needs its lofty perch preserved
im here and there on applications of AP, as it were, I just think that one way to address "high armor" is to just like, make something hit really fucking hard tbh.
Yeah tier scaling Multiattackers never really cared much about armor in the first place due to all the other stuff they had tbh (Operator had accuracy + mobility + range for days so they could always target someone else, Ronin and Specter had absurd damage to punch past it, Barricade’s damage was more secondary than anything, only Goliath really got hit by it and that’s a bad thing for its design imo)
3 armor is 3 armor but taknig 10 damage at tier 1 is going to hurt even if it does get reduced by armor
okay I guess the operator critting on burn is technically AP as well, maybe I should go count how many new sources of burn I added, the Hive has a bunch but also you only get one razor swarm period now so how do you tabulate that do you think
like I can bust out command override and harrier maniple but does that count as new sources of burn or a replacement for theoretical infinite razor swarms do you think
i think the method of application also applies as well, (see, on save or on unavoidable or highly accurate attacks, versus on, say, the demolition hammer or a small passive field effect
yeah like the pyro can set the ground on fire which does burn, probably don't walk in the fire I guess
(Oh and Cataphract whose multiattack… existed I guess, and that involves way too much dice rolling due to attacks gaining more accuracy with tier rather than to hit numbers)
Don't forget CRB hives
They had multiattack? Huh
a multiattacker of all time
CRB hunter-killer nexus is actually insane
yeah they did hives inexplicably did striker damage
okay maybe not INSANE insane, but it's part of why I think the hive is a little too striker-juiced
CRB Hives- they can do it all
and since people didn't "think" of them as strikers they never really thought about "yeah accurate smart seeking ranged Burn weapon" that was dealing almost as much as the assault did in raw damage by tier 3
but it was faster
between that, seeker cloud, and electro-nanite cloud, imo it's too easy to make a hive into a weirdly chunky damage dealer
honestly I'm kind of surprised more people haven't complained that I shaved its speed down
i noticed but im not complaining tbh
the hive is the NPC that I expected to get the most blowback about with the changes because for a long stretch of lancer, the hive's incongruous omni-capability has been a big part of its identity, it has high speed, high HP, control, you can spec into high damage, etc
usually when something that's a little too good at this or that gets reined in, you see people gripe about it
i think its their lack of being "memorable" and the general kind of tech/drone niche they have that just makes them less memetically sticky, compared to say, the operators and bombards of the world, it doesn't really activate the same kind of Big Numbers impulese if its anything to do outside of its multi attacking nexus status, which already got covered by the big multiattack sweep
If I were to guess the “Omni capability” was something that both wasn’t that ubiquitous (tables had different definitions of why Hives were dangerous but it was usually one definition) and the Rebake, frankly, didn’t pare any of that down too significantly- especially thanks to making its optionals more flavorful and significant
Some people are paranoid and kinda assume the GM is always picking the Optionals that will ruin them the most, maybe. They see the NPC having the optional and go "this will always be used because It'll mess me up"
It kind of reminds me of werewolves vs silver. Off course people trying to hurt a werewolf would use silver. Anything else is probably not going to deal anything significant damage.
But not everybody is walking around with silver bullets to use
I rarely end up running recurring characters of factions that would be familiar with the PCs and I need to do that more
Question for people here who ran ultras in a class outside of strikers and artillery
I kinda want to try to run an ultra support, defender or countroler but i'm scared it would feel like a drag for players or just that it doesn't feel like a boss
I assume tge best way to figure out would be to try to run one and see, but i'm curious if any of you tried to and what feedback you got from it
Ultra Supports that are designed around support is an interesting enemy to fight against, I'd think. Support are relatively tough to take down and can repair other mechs on the field. The Rebake gives the Support more Supportive tools but I honestly feel like such tools are secondary. Since this is an ultra, I'd recommend more flashy Ultra weaponry such as the Hyperdense blade and maybe another Ultra tool like siege armor for survivability against artillery players and play the support where you can usually find it. In the thick of things. Although the support is relatively passive, where it wants to be is near its allies. And unfortunately. Most Lancer NPCs also want to be where the action is at. So throw the support next to it and support the NPCs. The last Ultra optional can be a Support Ultra tool like Aceso flock or orbital eye. Or you can give them supreme melee to be even more threatening when grappling, which is what most supports will be doing anyways.
I'd also think you'd absolutely want to have a right-hand man sort of npc. A npc that also draws the attention and puts in the pain for players, something like a berseker. or if you're doing homebrew. Kensei are perfect. Give them some veterancy and elite, sustain with self repair and you got yourself a pretty dynamic aggressive duo who wants to be in the players face constantly
Oh wait you're talking about the class design
For Supports, they lack aggression and usually have a very passive playstyle as base, Give them survivability tools and weapons to make them more active in the fight. Players are sure to notice
For Defenders, they often lack the means to get into the thick of the action, give them control tools, mobility systems, or something else to do before they close the distance. Taking them down is the challenge so giving them more survivability is not recommended
For controllers. Its similar to supports but you should be more careful with survivability. You want to strike that nice balace of "hard to kill" but not hard enough that its frustrating as they are already designed to limit player options
It is also important to consider the op for around the ultra
for support, since they boost the npcs performances around them, giving more defenders or strikers works fine
For Defenders, you'd probably want artillery to pressure players to come to the defender. In which case, the defender will do their thing
For Controllers, You want defenders and supports to keep it in the fight and save it from being focused down too early
Yeeep supporter in general!
Priest Mirage, Support and Scout
Look at this
oh yeah that file too
It has a prebuilt Ultra Defender, Ultra Support, and Ultra Controller encounter. If you’re unsure just use one of those
Okay well there’s no Ultra support encounter in there yes but uh. Eh.
Make an Ultra Mirage with Silvershielding, Sidereal Alignment, and pair it with a Demolisher, Seeder, and Sniper. You will make a monster
I already dropped one during last mission 
But I'll keep that to the side for way later in the campaign
Ultra Scout with Orbital Eye + a Rainmaker + Ace Buddy could be fun
Ontolotactical Array is also very fun as a support tool- have whatever Ultra got that get all the allied NPCs with low accuracy weapons. Breacher, Demolisher, Bombard, whatever
Ultra Seeder is the ultimate test of target prioritisation and pathing
Oh right, the handler template; I did try it out in my most recent lancer session
Re: ultra supports, I think that a Pure Ultra Support with All Support Stuff runs a risk which is "what does this guy do on their own?"
"Put a gun on them" is sort of a meme answer sometimes because it can feel like you aren't really using the support as a support at that point, but I think it's valuable for an ultra to always be able to do something even if it's on its own, and also there's a threshold of diminishing returns with support stuff
A weapon or some other sort of aggressive capability is therefore, imo, a reasonable thing to consider
Yeah an Ultra has so much budget into it that oftentimes it’s Allies… don’t have that budget. Which means if the players are efficient they can remove all those Allies very quickly and leave the Ultra defenseless
This is something I'm thinking about because one of the comps I'm making for the opfor files will be an Ultra Support where I talk about this
There are probably a few contexts where you can make an pure support Ultra encounter such that it’s equally enticing to take out the Ultra or take out the Allies, but it’d take a lot of work and a lot of tanky units
I’d made a Handler Support. The shrike drone survived by using up one of the restock drones I had the support deploy, otherwise it would have been destroyed before it could even reach the players (my group is fond of long-range AoEs). Unfortunately I’d slightly misread how the drone’s movement worked so it had trouble closing the distance with the PCs despite the party striker diving 3/4 of the map round 1; I’d mistakenly thought it only moved as part of its programmed or manual actions. So it ended up underperforming. However, once it reach valid targets it seemed about as threatening as any of the melee striker grunts on the field, just sturdier. Could’ve taken an extra point of structure off the players had my luck been just a tad better on one attack roll
Weirdly, this reminds me of Prototype Pattern Groups which has an Aura-Making NPC called the Zealot, and PPG gives it a custom Ultra trait where Allies in that Aura just. Can’t be destroyed. Which feels like the exact kind of ability that allows for an Ultra to go all in on Support because it heavily mitigates the ability for players to render the Ultra alone
So you think that it would have performed better with the proper movement?
Probably. I think it was about two or three rounds of it just trying to get close enough to do anything, where if I’d been moving it correctly I think it could have gotten its first attack in by second round at latest, and it would’ve also been harder to catch it with the iskander’s gravity cannon.
I could see the PC’s stort then seeing it as a bigger priority and trying to smash it with its plasma maul, but they also like to catch lines of things with their impact lance and there were good opportunities nearby
I was reading this convo and thinking the same thing lol
sounds like a reasonable first outing then
May I ask how does Feign Death interacts with Conscript's Survival Instinct? It'd be funny if one run for their life only to find the other was playing death the whole time
it doesn't because conscripts can't take templates
I ran an ultra support with Nova missiles a while back. It was in an Extraction sitrep and my players were annihilating the two reinforcements per round as soon as they showed up. The ultra support helped the NPCs finally get a foot in the door and have some staying power. It ended up drawing fire away from a sniper while its restock drone helped the sniper reload. It worked out pretty well in the end. It wasn't a big flashy setpiece boss but it did help make the combat feel meaningful.
Now I wanna run an Ultra with Ontolotactical Array and Nova Missiles
just 1 more, can a Barricade uses Remote Assembler if it takes Extrudite?
no reason it can't!
i just realized the lcp wording is different from the pdf wording
I think that’s for making automations + stuff easier
Differences between PDF and LCP should probably be directed towards @carmine idol
Yeah this is done because there isn't really any other way of doing it lcp side
probably add a note or something saying this still counts as mobile printer if there isn't one
Compcon V3 could actually make this easier with mods, which add tags or features to an existing feature? But yeah
I've been thinking a fair bit about support ultras, as I want to use a boss-style priest in a mission.
I originally was going to have an Engineer with Ontolotactical Array and Aceso Flock and Nova Missiles, but for a variety of reasons I want to change the body to a Priest
Was going to accompany it with a bastion, sentinel, demolisher, berserker and two non-biological squads of subalterns
On an escort sitrep
Who's your priest bondmate in that comp (assuming ideal conditions)? I'm assuming the Demolisher
But other than that it doesn't seem to have incredible investiture targets there, which I'd think would be a borderline nescesity with an Ultra Priest
my liege, perhaps a Breacher?
If i were personally designing a Priest Ultra fight I'd want every single other NPC type to be a great investiture target.
Yeah why do you have 3 defenders?
To be fair they're very offensive defenders
Sentinel and Berserker are probably decent investiture targets too- simply via sheer volume of attacks
Could probably lose the bastion in this particular combo though
If you wanted more defenders, imo Kai Rebake Avenger paired with a Priest is hilarious
Investiture it, and if they kill the priest first the Avenger basically makes the accuracy bonus permanent, and if they try and kill the Avenger first- well good luck dealing with Vanguard armor + dispersal shield
And Splinter Rounds + Abjure is just a great way to either spread around attack punishment or make one guy have a really bad day
Otherwise an Archer could be particularly cruel, as would a Rainmaker or Bombard
(Cruel Positive, I mean)
My vote would personally be swapping out the bastion for a bombard since priests really benefit from good artillery buddies (although I guess on escort they're less good)
Idk could be a valid retreat option- if you give the Priest Supreme Mobility it can nyoom to wherever it's needed while boosting allies along with it
GReat support tool and good for just moving Investiture around
You could get really funky with an Ultra priest by having it take a turn to investiture someone, have them go next, and then use its next turn to end investiture to put it on another guy who then goes next, getting 2 turns of investiture attack accuracy out of 1 round
Other good Investiture targets would be barricades (guarantee those Graviton + Drag Down hits) and Seeder (guarantee those blast Grav Grenade attacks to make mine pushing more effective)
An hour excellent point, but for Plot Reasons if the priest dies all the other NPCs shut down, so that's not going to work.
The Supreme Mobility is a very good idea.
Might ditch Ontolotactical Array then
Well, I have to ditch one trait. It's the Array, the flock, or the Nova Missiles
I guess it could be the missiles
Replacing the Bastion with a Breacher and accuracy stacking it might work decently well.
Also, because the squads aren't biological, it can technically buff them as well
Ditch Aceso Flock and take Empowered Investiture instead
wait
actually nevermind don't do that
Fractal Assault tho
Okay, for 5 PCs:
Ultra priest (fractal assault, Ontolotactical Array, supreme Mobility, Nova Missiles)
Breacher
Sentinel
Berserker
Demolisher
2 x subaltern squads
Then peel off some amount of units for smaller PC groups
3 PCs, keep the ultra (maybe sans supreme Mobility), 1 squad, and two of the mechs.... Berserker and sentinel maybe.
I'm thinking about a fight with an Ultra Sentinel. What would be the best way to have a team with an Ultra Defender?
This is pretty stupid but how about 2 artillery npc
Yeah, I was thinking one of them should be a Veteran Sniper, for story reasons. The other should be a Veteran Assassin.
Sentinel's are defenders in that they lock down characters into zones. So what you do is bring in whatever controllers with forced movement you can find in order to bunch up the entire team together for the Ultra to strut up to and Overwatch into Oblivion
I think it'd have Impaler as a Sentinel optional and Puppet Crasher as the Ultra Optional.
Impaler synergizes with the assassin, while Puppet Crasher synergizes with both its own Overwatch and Moving Target.
Wait, how does involuntary movement that doesn't ignore reactions work with Moving Target?
The sitrep will be Discourse if that helps. https://docs.google.com/document/d/1XgknPO4mGJ9rReLOThZtCK5SWQkQFC5sgk2zTxnRjoQ/edit?tab=t.0
The Amaltean Kalonic Automata Board is the last line of defense the solar system of Amaltea has against an uncertain universe. Centered around a star permanently trapped in the moment after going nova, held in time by an unseen force, Amaltea’s caress has brought life and energy to her planets, ...
It'd trigger I suppose?
Would the target have the option to give up the involuntary movement?
oh huh they wouldn't- I guess it wouldn't trigger then nevermind
oh wait actually Rebaked Archer fixes this
Or it was always like that- one of the two, point is Moving Target doesn't stipulate anything about allowing the target to give up the movement in order to end Suppress
The option to give up the movement is in Moving Target.
WEll it's not in the rebake- I'm reading the effect right now
I assume you're using rebaked NPCs
Assassin can pair with Sniper ok, provided you are getting players to respect the Mark, but if not, can't remember if the Sentinel could provide any conditions the Assassins needed
Impaler can
in my experience I haven't been able to get a good heated blade attack ever without someone else setting up
Assassins make bad solo dancers
I'm pretty sure they mean sniper moving target
My interpretation of this interaction is that if you used puppet crasher to move someone and proc moving target in that fashion that the player being puppeted wouldn't have the option to "give up" the remaining movement
But yeah, one of the features of this sitrep is that, in addition to normal reinforcements, two grunts come in every round carrying symbols.
probably the easiest self-setup is Leap into an attack, going for a prone target, but you can't count on it happening reliably every turn due to multiple factors (a save, a recharge)
I try this every time and it fails every time 
I try to run Assassins in tandem with supports now because it's either that or "give up and use them as Devil's Cough carriers"
I think the relatively low baseline save target just gets in my way here
I think I've gotten a single heated blade double damage hit off that didn't come from something deterministic like shroud charges
in almost two years...
and it was fully absorbed by Emergency Repair Module
If you make ‘em size 1 they can ram
Leap is good action compression for that reason yeah
This is why Assassin's Mark now gives Assassins save-infliction bonuses!
I also agree the assassin baseline has weirdly low save target for how important save stuff is for them
There are a lot of player mechs with save stuff in their kits and ST 10.
sure and PC mechs and NPC mechs are very different in terms of what I expect out of them
Handy to have, I'll try to remember that but I lose my one structure assassins fast so I feel pressured to try to squeeze in a double damage heated blade on the one turn I have (I will fail. Shoulda just waited)
if you make an NPC mech that's built around a special mechanic of "debuff these guys to do extra damage" and all their self-sources of that are tied to forcing saves and they have the lowest save target in the game, I'm going to identify than as more of a flaw than the category of mechs that exist as a big pool of lego bricks for people to mash together
there are also NPC mechs who have a save or two in their kits and don't have robust save targets, I don't think it's inherently a 1-1 requirement, but I do think that the assassin to me is a particularly noteworthy example of this being an incongruity with what it wants to do