#Al's Talent rework
4739 messages · Page 5 of 5 (latest)
I'm still pondering what I'd do for it
Part of me wants to hurry up and add "dlc" talents to the scope
But I already am juggling a lot of plates with uncertainty
Level 2 I remember seeing Valk mention an idea he had for it which I would shamelessly be inspired by
With it being a compressed boost + skirmish where you MUST move a straight line to adjacency
Level 1 I have 2 ideas for, one being a "Pankratons mark" which is a protocol mark against anyone in LOS that lasts until start of your next turn, if that target is slowed or immob gain melee accuracy against them
The other idea is to keep it the same as core, make it only apply to main weapons and make Pankrati into "Deulist: Pankrati"
Then level 3 I will scrap because no one takes 3, it isn't a support talent therefore it shouldn't moonlight as one
Another floating idea is "Brawler: Pankrati" but idk if that's a good idea even if funny
Any particular idea on the time, and any particular talents you'd like playtest on?
Oopps I forgot about time
Talents that need testing can be checked here
SgS Concussive is getting reworked before next update so pprobably don't test that unless you like it and really wanna give it a shot to pprove it shouldn't be reworked
<t:1778331600:F> - 🪨
<t:1778349600:F> - 🐌
<t:1778418000:F> - 🐴
<t:1778436000:F> - 🪱
Here's better times and a new poll
@dire umbra @normal dirge @torpid fern
devastated as I can't legally react with Rock
If I get 4 for both days I might be stupid and just do both 
Hmmm would be sick to join the playtest... I could potentially on sunday... (I'm so goddamn behind on schoolwork I really shouldn't)
I have a feeling infiltrator 3 + superheavy + flicker field projector would be insane
Be untargetable by direct effects -> shoot superheavy, ambush debuffs -> move, activate flicker field, hide wherever, repeat
Prioritise your life over playtests
But this won't be the only one, there'll probably be one next week
Also I had a dumb scope creep idea
Bonded: lone wolf
Level 1:
If you're further than range 8 or out of LOS of all your allies gain accuracy on skill checks (and saves, same as bonded 1)
Level 2:
If you're alone and brace, you may perform a standard move on your next turn
Level 3:
Whilst alone, you count as 2 characters for the sake of contesting objectives
Other than lock on and like uhh hunter lock, what such actions are there?
Yeah, free lock on is nice but it's not exactly the "bonus action economy" the explanation talks about
this is a really good idea actually - mutally exclusive thematically parralel but opposite talents
Oh just to double check, LL6? Also v0.8.0 is latest to test?
Question re Laws of Motion 3; could you fire Sharinga missiles, target both yourself and an enemy, then rocket off a total of 8 spaces through a combination of the self knockback from attacking an enemy and the knockback on self from hitting the self?
Yes, if not 8 v0.9.0 but I doubt it'll be out by then
Executioner, if you hit guy 1 with the first cleaving attack and miss guy 2, can you target guy 1 again with no escape?
Fair enough. I do really like Cleaving strikes 1 and 3. 2 feels... when is this ever going to be impactful? Unless your weapon is threat 3+ which is very rare for heavy, when are you reaching more than 2 enemies? It can ofc do some damage to objects but having to do that 4 times to destroy the average piece of terrain is ouch
I suppose if the gm gruntspams there just might be 3 enemies close to each other once during the campaign lol
Thunderous blasts only apply to one attack, so if you target multiple people with an AOE only one suffers from the knockback. When you target yourself with Sharanga missiles you can only target one of the targets with the knockback, if you target yourself you MUST apply thunderous blasts otherwise it is impossible to target yourself. So when you make the two attacks with Sharanga and target yourself the other target cannot be blasted
Frequently enough that I think it is useful, threat 2 covers a large ground especially on size 2+ frames
And ultimately it depends on positioning, map, objective and enemy density
It can be very useful on a holdout or gauntlet
Tbf it's better that a heavy/superheavy weapon talent is pretty situational than a bit too good
Our differing opinions might also chalk up to different gm'ing styles
Level 2 would have been INCREDIBLY useful last playtest I ran
Where it was still the CRB level 2
Is there any invade other than Puppet system that an ally wants to get hit by?
Swap positions one, vanish from the map one, explode into an area of dangerous terrain
Idk, that's for the build crafters to figure out
Want thoughts:
Tactician 3:
1/round when you hit a character from height advantage, you may apply lock on
OR
Cover provided from height advantage is sufficient to hide in
Oh right metafold carver is an invade suite, I forgot
Comp/con is weird rn atleast on phone. Since the update it for example hasn't shown if a system is an invade or not
Still mostly just puppet systems: The talent which damn, Hor-os did not need more going for it😭
Allowing you to boost two allies with a quick action
Though that does take 3 talent ranks so probably not op, just feels a bit special treatment cuz it's the only one that doesn't feel too situational
Needs playtesting
I suppose a hacktuga could use fold space to briefly make two allies it's protecting even more protected
I'm guessing it should say the bunker buster die resets to 1 when you rest or perform a full repair
Also am I reading Concussive 1 right where prone enemies are immune to your cannon shots except the soft cover effect thingy?
Just concussive
Nooo barbarossa doesn't have a flex mount it can't double self vijaya to move 8 spaces😔
Wait no thundurous blast is 1/round anyway don't mind me
That second option and you get a free hide when you kill someone (same trigger as current version) sounds baller. Maybe a bit strong but I wanna see it tested first because I like it that much
Might want to shuffle the rank names then, but hey that's not really a pressing matter.
Hunter pounce - is the threat limitation just future proofing, considering there are no 2+ threat aux melees rn? Overall feels a bit weird that a pounce is in practise only threat 1
Yes
Eh honestly it could potentially be "range 3 and it is possible to pounce them" then that increases to range 4 next level
Possible
Atleast thematically it does feel a little weird that the pounce is longer than the lunge, personally I'd make it range 2 turning 3 with next level to keep them consistent. Ofc what actually matters is balance but going from one range to 3 feels more like a reasonable step than to 4 anyway lol
Ig just playtest either with range 3 or 4 and choose which one based on the result
A hostile character begins to move within Range of your lunge and Threat of one of your Auxiliary melee weapons.
To
A Hostile character begins to move within Range 3
Then at level 3
The distance of your Lunge is increased to 3 and your Pounce reaction to range 4
Functionally nothing changes
Unless there's an aux weapon with a threat greater than 1
WHICH, does actually exist
WIth the IPS-N Core bonus OR Enkidu
Oh I thought you meant it didn't care about threat anymore
Oh yeah or just external batteries or toku
Wait I just realised I misread Pounce and it's even weaker than I thought. I thought it was an extra mini overwatch per round (nice) that may make you move in very rare circumstances. But it's even worse than that, it blows through your overwatch aswell
If you are within range 1 which for 95% of aux melees you are, you can just overwatch normally with a stronger weapon
Reminder for this if there's any interest
Have only just got to the mutually exclusive talents and it takes up half the page
I think I prefer it looking like this
So I'm making the formatting of this book myself, it's HEAVILY Inspired by the default lancer style but I have made it up from scratch by myself with inspiration from but not using Valks Lancer template
But by god... Lancer style rocks in green NGL
sick
If you have an assault rifle and start using Counterfire from crack shot stormtrooper against someone, then take a system trauma and lose the rifle. You remain suppressing them
This is a bug
It takes too many words to fix it
I think the same thing happens with heavy gunner RAW
Did I misunderstand again or is pounce actually currently worthless?
So, if I get this correctly Hacker OS 3 can only be applied to one player character at a time or can it 'bounce' as it is giving an Executable?
Also with OS, there seems to be only a few options where are good at all.
Logic Bomb, HORUS 1, FOLD SPACE. That's it
Oh and Summon I gues
But there isn't much fun to have there.
yeah I don't hate one talent rank boosting this but a whole talent tree, thats a lot of points for something very niche
It could be potentally cool if QUICK TECHs that can target a token be also affected by OS.
very good still with puppet system and the right party comp to boost two allies for a quick but making a talent good with one license feature and niche with a few others is a bit odd
This could result in a Metahook overlapping with everyone
But also it's on their turn so you could just have moved them before hand
Celestal Shackles could also be funny
yeah but with tier 3 you can apply it on 2 characters for a quick
A wrap grenade can do better...
But that is 3 talent points for a quick action effiecny
Yup
Wait, can it bounce?
Level 3 - Mirrored Repository
When you give an allied character an Executable you may also give the same Executable
to another allied character within range 3 and line of sight of the targeted ally.
Additionally, when an ally expends an Executable any other allies within range 3 of them
and line of sight may expend their Executable as a reaction.
It technically can bounce an infinite number of times
oop, boost your entire party for a quick at the start of each combat
This has precedent, Drone Commander 3 and Pankriati 3
It's just the options feel limited
ah I forgot pankrati can bring your friends with you
I mean no
Like, neither of those two actually have the same wording
You're technically right that current wording could be misread to chain, but that's not the intent
Also getting an overwatch is better than never actually getting one off, so "worthless" just seems like you're being mean on purpose
I'll admit I have my doubts about that talent, but I wouldn't go that far
You can just... overwatch normally...
like if this thing uses your overwatch
can only be done with aux melees
Not if they're more than one space away no
And then what do you do ? Not get to overwatch.
can only be done within threat (all aux melees are threat 1 unless you're an enkidu)
yes you can boost threat with exbats, being a toku or gyges frame but then you boost all melee weapons threat
so rn this is a way to use your overwatch for an aux melee with maybe a tiny bit of movement in these fringe usecases
Well no the whole point is you get to lunge did you read the rank ?
Like that's kind of the whole point
you lunge against a character within threat of an aux weapon
Also you still get a full skirmish out of it if you have a flex or an aux/aux
yes
Sure the wording is kinda strained (that's probably why Al was looking to reword the thing) but very much no actually
Okay, and did you read the rest of the reaction ?
Like it's very very obvious what this is supposed to do if you approach it in good faith
"ignoring the once per round limit" (if grammatically correct atleast that's referring to the previous part of the sentence, once per round limit of your lunge)
I'll agree that current wording really needs some work after looking at it again though yeah, you're right on that
It's lunge and threat range
So if someone moves 4 tiles away at level 3 you leap at them
Then change it to once per round.
It's been added to the bug tracker
Wouldn't that be and/or? This reads as they have to be in both lunge and threat range
I'll make a note to make it more clearer
Intent is, if a character moves within range (threat + lunge) trigger reaction
Ohhh threat plus lunge even
This is what happens when a programmer tries to write game rules in English
simply making it range 3 at level 2 and range 4 at level 3 would clarify it but would remove potency of exbats or enkidu
But would REALLY clear up the wording
I think just saying lunge range plus the weapon threat would be clear enough
The "and" clause instead of that is what's tripping me up
Is this too wordy?
Trigger: A hostile character begins to move within Range of your Lunge plus the Threat of one of your Auxiliary melee weapons
sounds good to me👍
Yeah that works
Only other idea I'd have is something weird like "if lunging would allow you to OW someone you may do so" or whatever but what you just said is way better so yeah
I would find it hella interesting if instead of being 100% lunge to gap to enemies to deal damage, this talent had something of a control aspect aswell. The idea being making the pounce only allow you to attack with the triggering aux instead of both on a mount but not cost your overwatch
So you bridge the gap and can then punish the opponent for trying to escape
Does feel pretty hunter-y
Ofc it would be pretty strong being able to lock down a larger range to jump over to anyone and be able to melee overwatch, so the lunge distance would need to be nerfed
Maybe you can't overwatch with heavies after lunging
I recognise this likely isn't quite your vision for the talent so you can treat this more as my note to self of an idea of a twist to try out when I test this rework thingy for myself
If something does an overwatch like effect, or overwatch. It does overwatch
Primarily one of the main reasons of the talent rework is if I stack abilities how many of them can I stack and do at once
Which is why making talents is so wonky because you need to account for all the existing ones
If this doesn't do overwatch, why can't Stormtrooper, why can't exemplar, etc
Compounding more reactions will grant you more things you can do, when in truth what I want from a talent is increased power not by strictly "line go up" but via options, you CAN have more power IF you do this thing but ONLY if you do this thing
THis works differently, where it turns Overwatch into varied tool
You MAY trigger overwatch with your sword if that guy close moves OR you may jump and engage that distant target to get them stuck in, but NOT both
Does it suck that you can't do both? Maybe... But atleast you have the choice to do both under your tool belt
Yeah that's fair
It's why Stormtrooper is cool, because who the fuck is gonnna overwatch with a rifle
If you catch me
Just sharing my design processes throughout the dev process 😅
Cool ideas are still welcome and worth discussion
Ohh just read the CRB to control this and realised that you don't need to move into someone to lose movement from engaged you just have to become engaged in any way
So this does still have a controller aspect by locking down a large area where anyone attempting to move away can be stopped by your lunge
Hell yeah
Close enough. Welcome back skirmisher shuffle.
(love that btw, makes this into an actually really solid rank 2.)
I love how people were like "this feels bad" then I just clarified how the ability works and people did a total 180 lmao
Got 3 for Sunday later time, can run a 3 person party but will prefer 1 more. Will make a thread for it tomo
okay I've got a question cause me and my friends had a very long draw out argument about the gunslinger talent (both the original and the rework). Is the intention of I kill with my heart that you an activate it on your sixth fired shot (assuming all the previous ones hit) or after your sixth fired shot?
Second part of it wasn't even your lack of explanation it was just my lack of rules knowledge lmao
will I try ask around if I can get anyone else in?
RAW, idk
Rework: "When you attack when it is at 1"
Actually I'm wrong...
It isn't "when you attack"
It's "when attack" 
Because I'm illiterate apparently
Into the bug tracker
But yes it should be on the 6th consecutive hit
Hey, I'm very firmly still on the same stance regarding the talent as a whole !
Being here from the beginning does help to gauge intent though
I did fully miss the skirmisher shuffle aspect though yeah
Yeah I promise I wasn't picking at straws to be rude I initally thought it was a thing beside your overwatch and it did not occur to me to combine the lunge and threat ranges
You're good. I'll admit I was getting very tilted, but that's on me for doing anything past midnight.
You were getting tilted?
well, to get it tick down to 1 you need to hit first, then, you can tick it back to 6 to give your next attack the bonus of IKWMH so the latter i think
RAW You can order simultaneous effects in any order you want
You gain a GUNSLINGER DIE, 1d6 starting at 6. Each
time you hit with an AUXILIARY ranged weapon, reduce
the value of the GUNSLINGER DIE by 1. When the
GUNSLINGER DIE reaches 1, you may reset it to 6 to
give +2d6 bonus damage on hit and AP to your next
attack with an AUXILIARY ranged weapon. This attack
also ignores cover. The value of your GUNSLINGER DIE
persists between scenes but resets to 6 when you
rest or perform a FULL REPAIR.
CRB GUnsligner I triggers on hit
Actually no it applies to your next attack
So it becomes
Attack 1: 6 -> Hit -> 5
Attack 2: 5-> hit -> 4
...
Attack 5: -> hit -> 1.
Reset die to 6
Attack 6: 6 -> Hit +2d6 Bonus damage -> 5
I have changed it to
Attack 1: 6 -> Hit -> 5
Attack 2: 5-> hit -> 4
...
Attack 5: 2 -> Hit -> 1.
Attack 6: 1 -> Hit +2d6 bonus damage -> 6
Or more importantly
Attack 1: 6 -> Hit -> 5
Attack 2: 5-> hit -> 4
...
Attack 5: 2 -> Hit -> 1.
Attack 6: 1 -> Miss -> 1
Attack 7: 1 -> Miss -> 1
Attack 8: 1 -> Miss -> 1
Attack 9: 1 -> Hit +2d6 bonus damage -> 6
I was in the process of writing a message saying I was tapping out and leaving it to you when you showed up.
oh and on this topic I really enjoyed CRB version because it allowed you, past the first cylcle, to always cycle into an IKWMH in one barrage+integrated.
But guess what. You gave us one more attack anyways, so you can still do that.
so no complaints from me
Yeah, I delayed it but added an extra attack
I also removed the ignore cover at the cost that it now works on offhand attacks and and only applies on hit
It probably sucks to tick back to 6 then just whiff it
can confirm
made my whole favorite build around always having +2 accuracy to never know that pain
and the offhand compatibility is just such QoL
Heavy gunner decimation feels kinda at odds with your goals of making talents more of a consious effort than a flat bonus
Like yes you have to hit someone twice to get the effects
But especially with the third level that is barely a commitment
You're usually gonna be using your heavy gun every turn anyway and giving what is essentially bonus damage for shooting someone you've shot before is very free
Decimation was changed last update
It used to require a QA to get the effects but no one had any positive feedback and no one took it
It's been reworked to be something along the lines of consistent artillery focus fire
But I am keeping an eye on it
Maybe the attack that delivers the free action mark deals half damage? So you can use the talent without giving up action economy but it's gonna hurt your dpt enough that the quick is worth considering
I started thinking of the hunter from XCOM 2 WOTC
And then had an idea
Then realised I had just remade the original SgS: Concussive

Made a thread for playtest this sunday at <t:1778436000:F> #1502285757396684881 , currently at 3/4 players
I hate that I can't make it, but I really can't
It's cool
I'm probs gonna run another one next week 😛
I have a 2 week window of doing nothing that I want to abuse
it'd be my honor to be able to join the game that day
pushing this back up because you talked about it in the thread and I don't want to pollute the chat too much. you know. Since I'm not in that game.
I really like the general idea you proposed, if not this exact execution
I think I wanna move away from "on structure gain bonus"
An extra overwatch con potentially
Also thinking of decimation
What if I moved concussives either reverse ordnance or called shots to decimation, then gave it the benefits of current decimation
Then reworked level 3 and reworked concussive
is lcp typo feedback of use to you right now?
Yes
aye, i found one with vanguard spearhead
truly a dd288 enjoyer
My CQB DD288
this is Leviathan slander smh my head
Siege specialist: Concussive
Rank 1
1/round when you attack with a cannon, you may release a concussive shock in a burst 2 area before the attack is made. All characters caught within the concussive shock must make an engineering save or become impaired and treat all characters as being in soft cover until the end of their next turn.
Rank 2
Your concussive shocks also push characters 1 space directly away from you and knock them prone on a failed save
Rank 3
If at least one hostile character is caught in your concussive shock, you may apply the additional effects on hit with your cannon attack during the same attack:
- If the character was in the concussive shock: They cannot take reactions or provoke engagement until the end of their next turn
- If the character was not in your concussive shock: they must make an engineering save or suffer the same effects as if they were caught in the burst
Heavy gunner - Called shot
Rank 1
When you attack using a heavy or a superheavy ranged weapon you may instead declare the attack to be a called shot, you remain called until the start of your next turn, until you voluntarily move, until you perform a reaction, make an attack or become stunned.
When you start your next turn with a called shot, you may attack using the selected weapon as a protocol. If you do so, you may roll the damage twice and choose either result If the target is in Line of sight and outside of range 5 (If any effects would generate off of damage rolled such as overkill, only resolve the selected damage roll)
If you attack with a called shot, you cannot make an attack with the same weapon for the rest of the turn, but you may use it for additional called shots.
rank 2
Your called shots cannot be forced to miss, redirected or rerolled by hostile sources and ignore invisible if the target is in line of sight and outside of range 5.
rank 3
When you declare an attack to be a called shot you may also mark a hostile character within LOS to be your called quarry until the end of your next turn. If they are in your line of sight and outside of range 5, your called shot against them counts as a guaranteed critical hit on hit and ignores hidden.
Yeah, previously I was like "yeah so what if it had about the AOE aspect" but I kinda was slapping "what if you did a niche thing with a big punishment" that was not interesting anyone so I took a step back and looked at the other rank of siege specialist and was like "ok I should build around that instead"
Then it made me realise, concussives downsides fits better for decimation, which is unfortunately being renamed to called shots
your rank 3 duration is kinda wonky; if you read it in the strictest way possible it never works because your mark wears off before you get to actually shooting your called shot
for this part of called shot until you perform a reaction make an attack do you mean a reaction to make an attack or perform a reaction or make an attack
do i understand correctly that it's similar to prepare but costing a protocol instead of a reaction?
It's basically a prepared action
got it
I don't know if prepared action downsides aren't a bit too much though
I guess that's for testing to figure out
this looks so much better
this looks... first rank looks very strong and is just a flat bonus so goes against your principle
It still encourages a specific playstyle
Fixed
"fixed"
Like, I get what you mean. I don't encourage it too much but my talents do just provide straight upsides in some scenarios but I try to limit how applicable they are. Like stormtrooper is just a buff but encourages flanking, this is a buff that punishes close range enemies
Also tweaked HG, so you it only gains benefits against targets in LOS and outside of range 5 BUT can target people out of LOS and within range 5 for no added benefit
Ignoring hidden is fun, but if they're already hidden before you call the shot you can't mark them, because that would require targeting them too.
Correct, so if they plan on hiding they can get fucked
it disables hiding as a countermeasure for the mark yeah
I'm worried it might still not do that much, but it's something.
Not even sure if I like this better than the previous version yet, but that's what tests are for
Concussive is straight ballin though
gimme that on a Leviathan and I'm happy
The costs always felt too ok for the marks. So changing it off mark also just felt off and I think I prefer this as a cost
"Get the fuck away from me"
Also like, it's still a guaranteed crit on hit AND if they are initially hidden or do run away you do still attack as a protocol
It's like "Everyone get the fuck out of my line of sight, especially you"
Oh fair
It's just... You're always competing against just firing the weapon twice in two turns
Yeah
you can chain it, so it stops mattering as much, but if you miss the chain even once you really start to feel it
Depends on th egun too
AMR, that wasn't a problem in the first place
ordnance though...
Like, this is for the guns that you wouldn't want to use with suppression
Long range, self heat/loading weapons
and since it restricts so much what else you can do in and inbetween your turns, you can't even use it for funky off-support "I didn't attack" shenanigans
no, no, you've got it all wrong. You get in their face and start shoving people around !
Most of the long range canons are the blast ones anyways, so better suited for bunker buster. This one is for the short-range Drake brothers. (and other single-target mid range canons)
just explode in they face
exactly
It's probably solid on an Iskander with stub cannons
stub cannon hihi
I mean, it's still 1/round but sure
The great equalizer
Having some weapon talents scale with mount size is cool but a ball ache
You need to account for these weapons being both used by aux's and superheavies
yeah never said it was optimal just the least amount of weapon you need for huge impair+dust in your eyes+knockback+whatever explosion
so silly
like one little stub cannon doing allat
slap it on a main/aux and you've got a build
yup
oh actually, I do have one thing for you on rank 2 : the knockback and the prone are both on a failure, correct ? feels intuitive enough but I could see myself reading it either way.
also very save-or-suck talent but that just kinda has to happen sometimes.
Yes
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Learn more about Kill Team, the Tempestus Aquilons, and the Vespid Stingwings:
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Yeah
You're ALSO shooting them with a gun
So, like...
But it may be better to raise the floor and lower the ceiling
"babe wake up, second close range gun talent just dropped"
Are the flying bug guys 'Nids? I'm not a big 40K head but I haven't seen any Tyrannid models like that.
Vespids
It is a lot of effects, 4 at max level, so maybe you could stand to split some up and make them deterministic who knows. That said I think it'd also be good to get the current version tested first, just to see how it feels at least.
yeah the entire tree just being "stack effects on big death cloud coming of any cannon" is a little...
like yeah og centimane is kinda that but atleast centimane 1 is replaced with 3 and 2 has somewhat of a unique trigger
even if at the end of the day it is just "hit accurately with nexus to give one bazillion effects"
Pushing this back up if only because I also like the idea of opening up OS to not be exclusive to invades
might need to change other things about the talent on top, but I'd rather that than see the whole idea of the support-focused hacker variant thrown away
I'll let you consider it as you will
I don't really want to do that
until you perform a reaction?
Called Shot feels much worse than Decimation because of the larger amount of restrictions (No movement at all, no reactions) for a pusdo crit.
This one doesn't have the same flexiblety
The playtest has already concluded, but if you are interested there's probably gonna be one next week
I mean og decimation was basically just free extra damage on heavy ranged which is kinda bonkers especially with Al's goal that you're supposed to actively put in effort to get value off your talents (or atlsast that they have somewhat more specific trigger) so it makes sense to reel it back
I would hardly call a quick action "free"
Oh wait
I was thinking of the version even before that
I am DELETING Grease monkey additioal pprovisions
Because it is a FORMATTING NIGHTMARE
What IDIOT would put a REACTION inside a SYSTEM inside a TALENT
And have a talent rank which name is long enough to take up TWO LINES
Noo not the useable grease monkey variant😭
Wait until you get to Technophile SysAdmin 
(Slight exxageration though I do wonder who genuinely thinks "yes! I can finally spend 3 talent ranks to use a full action to clear the conditions of a slightly further away ally and give them 1-3 overshield!")
Fair
2-6
People who's friends are stunned (and more sometimes)
Also @nimble mantle Yesterday 
Level 3 also works on things other than stabilize like PEBCAC
Or Kutuzov, again
I love buffing Support talents
Like sure once you get really late level on a support build but unless you're kutuzhov or sherman, spending 3 of your valuable talent ranks on sometimes usefull effects on stabilize feels like not the best return rate
Or lancaster stuff (especially !V! Lancaster 👀)
Maybe we see late LL gaming differently, in my eyes they're a liberal myth cuz tf u mean you're able of doing 9+ missions with the same party???
Your GM is babying you.
Clearly you haven't spent nearly enough time stunned and jammed and immobilized and
I am the gm💀
Well you're babying your players then same thing
And I do play with Valk's structure table rules so ig
(When you take structure you choose between system trauma or becoming dazed until the end of your next turn, dazed being brace drawback)
I do buff my opfors accordingly to still keep it decently difficult
Sorry idk if everyone here are there aswell
I've been inactive there for a while yeah
I would take daze much more if my buddy had Finely tuned to stabilize off my dazed
But yeah we're the same corner of PNet
(of course /j but also yes condition clear is that good. When you need it and don't have it you die, but in the same situation except you have it victory is trivial. And if you have it and don't need it, either don't use it or it's still nice.)
Also like
If someone is impaired, slowed and locked on, 6 overshield is pretty tasty
Cuz no way one of my players would want their ally to spend their entire turn stabilizing away their condition
Well, if your player takes 3 levels into Finely tuned they probably want to do that lmao
Lancer players have very different mindsets, I've seen many DPS focused players which is a playstyle I somewhat struggle with tbh. I am VERY support oriented when makinng builds
Unfortunately enemy conditions except impair and lock on are rare and spread out, and lock on can very easily outmaneuver the player with finely tuned's turn
Makes sense then that u made it like that yeah
Kidd, Swallowtail (No oracles) and Tarax are my fave mechs
My party has no dedicated support
White witch does camus razor which is definetly defender but it is support adjacent
It's why it's quite rare for my talents to just be a strict DPS increase (Ignore Decimation Georg who is an outlier and shouldn't be counted)
The minotaur has hor-os 1 which can be used supportively but she's pretty much absent from the campaign
Only case it's ever worth it is CRB Scout's bullshit 5000 rifle lock-on. For the shred.
Pegasus has sisyphus which can be supportive but she hasn't used it
I mean tbf automated loader really isn't needed, talent's hella good anyway
Supply backpack is a goated rank even without it (dare I say more reasonable even)
If there's glaring issues in pplay it can easily be axed
I just made it a reaction that doesn't take up a reaction box and that seemed to work well
I just think additional provisions is sweet as a rest only talent
Like that's hella unique
And means you don't have to think about quite as many things during combat which is great for some people
Like not a major thing but if the system granted reaction bothers you then I 200% support you removing it lol
Was making it no longer 1/round intentional ?
Figured
It's fine by default reactions are 1/round unless otherwise specified. Though it doesn't hurt to specify it. 
Well this is the weird strange case of "not actually technically a reaction" that lets ace 1 be any number of times per round
Rules be wack yo
It is a reaction tho
weird elite #rules-questions knowledge but "as a reaction" isn't actually a specific defined reaction as far as that rule (that is never actually used btw, funnily enough) is concerned
that only applies to those that have the separate box to their action/system and whose parent action/system says "gain the X reaction"
in general nobody cares though, since all reactions in official content have their 1/round specified for those that are
essentially while it does use the reaction resource, unless it has the purple box it's not the "object class" reaction if you see what I mean
tl;dr : no one cares.
you have the space to just add the 1/round in there though
also I didn't do jack
blame Tom & Miguel for this
if bolstered, dazed and blinded count as actual conditions it's gonna be so good for finely tuned
hey it's potentially 14 overshield in the "optimal" condition incredible value if you think about it
i came to ask about sth but after scrolling up i forgot what i was trying to say
oh yeah, for bond lone wolf (in case you actually want to implement that), does "alone" mean no allies within range 8 + LOS like the rank I or would it be similar to mourning cloak trait?
Dazed is the only condition out of those
You are never getting above 6 (maybe 8 once) in practise
6 is still good but I as a gm would never spend my time condition stacking the finely tuned character or the very close by ally
(Not even exposed is a condition)
Like yeah I could fragsig, lock on and grapple/prone someone but the lock on is usually spent immediately and stacking conditions on one character instead of spreading them out is usually overkill
Al's talents usually build upon each other with this kinda terminology, almost certain it's range 8+LoS
uhhh, dazed isnt a condition fyi
Oh huh
I always assumed it was since it's just basically "player version of stunned"
The brace downside is not a condition not status
Prototype pattern groups turns it into a condition, I play with those rules normally but not in my playtests
Lanny has speed 6, so "close by ally" is very relative. That covers basically the whole map sometimes
Al's talent rework playtest 8
Date and time: Vote when available! Most availibility will become the date!
What's going on: I'm Al, you might know me. I want to run the third playtest for my reworked talents and see how they function and if there's any glaring issues
Player count: 0/4. First comes first served any excess will go onto a waitlist, react to the message below if interested. EXPECTATIONS FROM PLAYERS: Familiarity with the Lancer RPG system and a base fundamental understanding of mech buildcraft and how the games mechanics works, and a knowledge of knowing what is up to date in the talent rework. Please don't act surprised when you notice a change from the newest LCP day of the playtest because you have an outdated lcp :P
Build restrictions: LL6, First party content only. Have 6 talent points in reworked talents, other first party talents are allowed but I will run their interactions with reworked talents as RAI not RAW. Make a build treated as if you were playing in a campaign and it's expected to play as if in a campaign as well. Content I am NOT allowing is the mimic gun and Pankrati.
House rules: will be using Kai's NPC rebakes, Maria's alternate structure and stress table and captain Morgans. We will also be playtesting some prototype pattern group NPCs and Sitreps.
Play limitations: Core power will be a roll of among the players, highest gets core. Efficient players are then given core (3 efficient and 1 not will not guarantee they get core). All overcharge will start at 1d6
LCP: The LCP is within the Google drive of the #1433168090371461241 and is very early access. Be weary with it breaking and please call out if it breaks your COMP/CON beforehand. If I update content please also be careful as I'm new to this and there's potential I mess with breaking content such as IDs. Also we'll be testing V0.9.0 which is not released yet :P
If available, react below for what times you're available. I'll prioritise people who haven't been on the last playtest:
<t:1778940000:F> - 🪨
<t:1778954400:F> - 🕴️
<t:1779022800:F> - 
<t:1779040800:F> - 
Emojis are great
🕺🏼
just yoink your shapeless star in the last playtest for an orator lich, and it was 
Damn that was fast signup
Locked in for Sat
Anyone who further reacts Saturday will get put on waitlist if need be. If enough people react Sunday still I may run it again if I'm foolish and not gonna burn myself out from it
If a hostile character is applying a condition to an ally, such as grappling or an Archer’s suppression, if you destroy the hostile character clearing the allies condition, should they get overshield?
No, the intent is a direct action that clears conditions, grants overshield. It is not intended that if you clear a condition from an ally by interrupting the action that is applying the condition via destruction or other means the ally gains overshield.
Realising, technically killing a goliath that's grapppling an ally WILL clear an allies conditions 
Fuck
THAT'S RIGHT! WE AINT IN THE GOOGLE DOC ANYMORE!
Holy shit itch io 
quick format rp: faq section duelist spearwall is repeated
Oops
They just really didn't want people to miss it
Not for now
Honestly, the talent may actually be in a fairly decent place now. I'd almost be tempted to try it out, but I have my eyes on so many other talents too, it's hard to choose
Biggest problem with it is rank 2 not applying immediately for bookkeeping so I'd say that's a pretty good score.
Oop
Found one too : page 8 has the compressed actions text cut off at the bottom of the page
Found something else, so I'll just ask this instead : where should formatting stuff be reported ? Is here good or should it be in the feedback form, or something else ?
Either
Rank 1 is the same
Oh right, previous version had some words missing that made me think otherwise
Yeah ok it's definitely less enticing compared to the other talents I have my eyes on then
Alright, I found one more in the meantime : Ace 3 has a missing space between "to" and "any" at the end of the first line of text.
The Fuel Rod Gun is missing its range stat.
Also one question that isn't editing related : what does DC:flock do to drones that already have armor ? Do they increase their armor by one or does it not change their value ?
I'll finish reading through the whole thing later though, for now I need to sleep.
All I'll say until then is that the book looks good, well done !
Do any drones have armour?
Ghast drone has 2 i believe
Legion drones have one, too
😩
Is there a plan for a Sunday Game at 11am or it's going to be a toss-up?
for DC Legion rank I, do you intend for it to be any drone or drone that the pilot control only?
@lament pier
Not at the moment, see the reply water dragon posted but also 2 of the players who voted for Sunday also are playing the sat
Yours
Level one buff is the last thing I was expecting I'll be honest
Love the rank 3 though
Ambivalent on the rank 2. Want to test the talent a lot.
Level 2, for checks and saves with difficulty why would you ever do that😭
Make an ally roll a save with difficulty as an auto 7
¯_(ツ)_/¯
It's a may for a reason
Like, if someone has a +4 eng for an eng check and 1 diff you can guarantee a success
If someone has a +2 however you can cross your fingers and pray
There's no reason to use it if you have 6 difficulty however
That's fine
I hate proof reading
Spaceborn I will leave as a future me pproblem
I'm thinking of making it an Ace variant but IDK if that's uncalled for
Orienting around flight when touching adjacent to terrain as you scrabble over and climb it
And prone clear and such
Honestly a decent number of these don't need massive reworks
Wait piss why am I going for dustgrave when KTB exists
Thanks Valk for the suggestion I think I saw you say for how second level works
@subtle sapphire If you're fine with my nabbing that from your head
I'm uncertain if I want to have it as a Deulist variant or not...
Few things with this one :
- when rank 1 says "is capable of performing any actions you are capable of", the "you" refers to the pilot and not the mech correct ?
- You did not define "rodeo" in rank 2, but that actually doesn't matter as much because if it can take pilot actions it can just use Mount for basically the same effect, so you can probably get away with just letting it do that as a QA if you want.
Love rank 3 being even better than ever though
Rodeo as in defined in the pilot actionsin the CRB
But it's such a niche rule I should probs add a reference lmao
take it away haha
action compression good
Does not exist
Jockey, I think you meant
On your turn, good catch
I like the ideas here, I'm just a bit sour that rank 1 still steps on Brawler:HW. It's not as bad as base version at least, as long as you have multiple attacks with HW.
Also "Jockey but only allies" is exactly what Mount already is so you should probably give that a look too
Mount is get in a mech, Jockey is get on a mech
Nope
Additionally, you can also MOUNT or DISMOUNT willing
allied mechs or vehicles. When you do so, move into
the same space and then move with them.
Page?
I don't know what page you're on but I'm checking where the actions are defined on page 71
Pilot rules innit
Yerp
More than repurposing 90% of an action meant for something else by assuming that you always choose to fail the initial mandatory check to jockey to not debuff your ally, also ignoring the fact that doing that would mean you just don't get on in the first place ?
Because btw, if you do that the first time it jockeys on it MANDATORILY MUST choose one of the options listed under jockey. Same for !V!Atlas actually.
Yeah that's why I was insisting on that
Yeag. Rereading Jockey is a wild experience.
2 Energy, Gain 13 block, Forge 10
Writes House guard variant
"Your effects that require your allies to be adjacent from frame traits or systems with the shield tag now work up to range 2."
Checks Argonaut Shield
Doesn't have the shield tag
I hate this
HOW DOES NOAH NOT HAVE THE SHIELD TAG
God
I wanted to make a talent that oriented around the Shield tag and providing buffs for that
But most of the shield tag items are selfish... Like what the fuck!?!?!?
We had the same issue with our saladin grabbing wardshaper from the field guide to iridia
oh fascinating. i guess i played that one wrong then
unfortunately the shield tag is basically an afterthought and exists solely for the napoleon/kutuzov 😭
It's an afterthought the for the Napoleon. The Kutozov unfortunately had to make do with what it was given
what counts as a shield? ¯_(ツ)_/¯
Not an Argonaut shield
the book defines it as energy shields but then why is noah not there
(Coping)
Camus's razor
Hyperdense
Actually
Emperor systems are fine because they feel like Shields and they were added afterwards
how is hyperdense allowed but NOAH isnt 
So outside of Emperor and WW, Shield seems closer to "Personal shields"
NVM Flash anchor 
"Additionally, when you start your turn when your mech is cascading, you may give a single short instruction to your cascading NHP, it may choose to follow your instruction."
You can ask your cascading NHP to kill a guy, but it can also just choose to tell you to fuck off
That's true
Non-constested checks are kinda rare in combat except burn, didn't think abt that
Congrats Kai, for writing the second talent in this project that I think just works out of the box
I think Sysop sits in a similar box tbh. Sysop is already real good and I think has little flaws, I do however want to touch it up to relieve mental load for its 3 individual timers it sets
Tried tying everything to 1 timer, and that is "are you bolstered?"
(Orator and Field analyst now tick up on the same conditions)
(Also I made field analyst not care about lock ons because the swallowtail player in me yearns for it)
And that's all the DLC talents done

They'll go into V0.10.0
Shunt isn't a real word
Removing the "Ace" part of this... Just remaining sppaceborn
mmmm
Unsure
I don't think the game breaks if you have them both
I think you can try it out standalone first yeah
-# Imagine not playing on the beta branch smh
Checking, rank 2 does work with the soft cover from rank 1 ? the "it" in rank 1 could refer to either "your mech" or "the Guardian trait" so yknow. Also, the minimum 1 on the share armor part means it even works if you have no armor huh ? That's pretty neat I will say.
Still confused about what this has to do with digging, or tunnels. This is closer to an ice rink if anything (which I like, ice skating is awesome). Otherwise the effects seem good yeah, just a lot less immediately evident flavor-wise as the original version.
What's your reasoning for changing the wording of rank 1 ? Just wondering.
Also, checking that I understood how everything works correctly;
After being bolstered by a Sysop 3, you :
- eat it automatically next time you make a skill check or save for +2 acc,
- can consume it to add +1 diff to tech attacks until sont when tech attacked (including to the triggering TA),
- can consume it whenever you would take hostile heatto gain the benefit above,
- while benefitting from the debuff to TA, do the base Sysop 3 effect.
Just having all the effects last until the bolster is consumed would probably be too much yeah, but this might also be a bit of a headache too idk
No idea on how to make it simpler yet though, so I guess this is already plenty good.
Yes it works with the soft cover
Devious tunnel digger
Tunnel
Then you slap some minecart tracks down and go back and forth
Changed it to specifically quick tech so it doesn't work with Sysadmin 1
Yeah
level 2 is simpler because it's
"When tech attacked, gain bennies" OR "When make a check, gain bennies"
Level 2 becomes more odd
Regardless of if the guardian or mech is providing the soft cover I don't think it changes much
testing
wait I think my discords fucked....
Wild, it''s fixed
No, because rank 2 specifies the cover has to come from Guardian
but yeah intuitive enough
oh right. Yeah that's pretty smart.
Also if a GM hates you they could say this doesn't work because size 4 means 40hp but come on
Still don't get how that nets you more movement, especially since that tunnel doesn't look very underground. It's closer to flattening the area even.
To clarify, not saying the talent isn't good or that the original version is better (because it's got some nasty abuse cases even though I like the concept), just really confused about the theming
I get it
Like
If it was a 3d environment I'd like to slap it down like this
But you can't easily do that
But the current teleportation zones I think are just silly
Can you elaborate on the existing abuse cases?
why do you not like the original ? well it's that probably
Fair enough lmao
the "abuse cases" thing are about the original not yours yeah
Oh ok
yeah that I see but like. What about when you "dig" your "tunnel" in an open area/not through a wall/mountain. Then it's just flattening a few rocks, not enough for a full tunnel.
Yeah...
like I said, it makes me think of an ice rink almost in those cases. Which is rad as hell, but also not quite what you're going for
Forcing it to go through walls would also be Hella situational
1/scene when adjacent to a piece of terrain that is your size or larger, you may spend a quick action to perform a special boost where you can move up to twice your speed going through the terrain piece but must end the movement when you're no longer in the terrain
goblin gets cornered
"OH SHIT"
runs through wall
Wait I might be cooking
yeah see, that's much more tunneling-coded !
Also much, much more map-dependant. So.
if you manage to make it a whole-ass talent, sure, why not !
Recalling official maps from mind and it would work on a decent number of them
but you better make the current version the alt-talent and just make it a straight-up ice rink (or grease/other slippery substance whatever). Or Else™...
(the "else" is I'm just gonna do it anyways if you don't)(and you give me permission)
Rank 1
1/scene, as a quick action while adjacent to a piece of terrain you may begin tunnelling through it. If you do so, perform a special boost up to twice your speed which ends early when you no longer share any spaces with any terrain. During this boost terrain doesn't count as an obstruction.
When you conclude the boost, you create a tunnel in all spaces you moved through that occupy terrain. If a tunnel occupies a full footprint of a piece of terrain, that piece of terrain is destroyed and all tunnels within that terrain piece are removed.
Tunnels do not count as an obstruction to move into or end your turn within for characters equal to or smaller than yourself. Characters wholly within a tunnel have hard cover in all directions and line of sight can be drawn into tunnel spaces but not beyond.
Rank 2
You and allied characters that begin or end voluntary movement inside a tunnel may move an additional 2 spaces as part of the same movement 1/round.
rank 3
Creating a tunnel no longer requires you to move in straight lines and creating a tunnel becomes 1/round instead of 1/scene. However you can only create further tunnels while within an existing tunnel.
Additionally tunnels don't block your line of sight, you ignore enemy characters hard cover if they're in a tunnel and while in a tunnel all your movement ignores reactions and engagement
This is scuffed
I love jt
you might have forgotten to add a straight line requirement to rank 1
Yeah
other than that, looks interesting
Needs some wording adjustments too I think, but what talent hasn't
so, so, so very much map dependant though
what talent hasn't when I'm writing them
You'll never get no value out of it, sure, but man the variance is gonna be crazy on this
Oh thank god it doesn't trigger on traits, white witch fluid burst houseguard is terrorising my campaign rn😭
(Hasn't done much damage yet since I've only had one combat since they got their non gms mechs but ouch did it hurt to not be able to deal damage to anyone close to the white witch without getting crippled)
JK1 moment
inverse JK1 actually
it's always really solid but in some maps you just get to ascend to godhood
I do think it's unfortunate that transmuting spark still has that kinda scuffed requirement. NHP's are still super varying in how easy they are to get uses out of
Yeah, like... It's very similar to how it is rn because I can't think of anything better
I just put the unstable back into unstable NHP and took the AP out
It does trigger on traits?
Nah rank 2 specifies "when you activate a system"
Which fluid burst isn't
That's an oversight, it should be
However fluid burst just happens, it's not a QA or FA so level 2 of protector shouldn't work with it anyway
True, and I'm thankful for that🙏
I think it'd be fun once I've released 1.0.0 to do a "scope creep" expansion of funny other talent ideas that don't fit in
Have bonded: lone wolf, tactician: diving charge and prospector: ice rink
Because I just had another idea:
Leader: field captain
Follow my lead!
1/round, When you perform an action that targets a hostile character they become marked until the end of your next allies activation or the end of the round (whichever is shorter). The next attack that targets the marked character from an ally gains +1 Accuracy
On my mark!
If you are the first allied character to act in the round, your marks duration is reset to the end of the next allied characters turn whenever the accuracy is used.
hold your fire!
As a quick action, you may select a hostile character who may activate within Line of sight, your turn immediately ends and they must activate next
Random ideas for this one
Not going into the book however
Exemplar: Pankrati
Veni
As a protocol during your turn, you may challenge a hostile character in line of sight to glorious combat with a Pankration's mark until the end of their next turn (Or until death?). When you hit a character with the Pankration's mark with a melee attack, their next attack suffers +1 Difficulty if it does not target you. A character can only be marked this way by one character at a time.
Vidi
1/scene, while your Pankration's mark is in line of sight, you may make Valiant Charge as a quick action. You begin to charge, boosting in a straight line up to double your speed towards Your Pankration's Mark. If you end the charge adjacent to the them, you may immediately Skirmish them as part of the same action using only melee weapons.
If the boost is interrupted with involuntary movement you stop moving immediately and the action immediately ends.
Vici
While charging, you ignore difficult terrain, have +1 Accuracy on all checks and saves and have resistance to all damage.(I kinda like this but do I want to keep it?)
When you hit your Pankration's mark you may bask in your glory as the lord of mech combat, inviting all those around you to a challenge, applying Pankration's mark to all characters of your choice within burst 3
Is the skirmish a free action in rank two or not?
It's not a free action, it's a skirmish as part of the same action
So it follows duplicate action restriction
Fun.
if it's aoe, the attack would need to include the pc who apply pk mark to not gain 1 dif right?
Yes
Ooh see I like this one
Quick question for the rank three; is the applying the mark in an aoe supposed to just mark them or also impose the difficulty ?
Also I think the mark could stand to be until the start of your next turn if you don't go the "forever" route.
Testing will have to determine if difficulty on only their next attack is enough but the concept I like
Yes good catch
Difficulty not mark is probs better
I don't like tactician 3
Hmmm
Tactician rank 3
Rank 3 Death from above
1/scene, you may Overwatch someone who begins movement within your range instead of threat as long as you have height advantage on them, dealing half damage and shit. On attack they get tacticians mark until the end of the scene, if a marked character is destroyed this abilities use is replenished
Rank 3 death from above
As a quick action you may perform a special skirmish action, until the start of your next turn your overwatch now triggers against characters that move within range instead of threat
Rank 3 death from above
Gain access to a Tacticians die, starting at 6. When you trigger solar backdrop (soft cover) (and/or damn good ground ( accuracy ok lower targets)) decrement the die by 1.
When you start your turn with the die on 1 you may reset the die to 6. When you do so, your next attack made this turn against a character you have height advantage on you may attack them twice as part of the same action, with the second attack dealing half damage and doing no bonus damage
I think I like the 3rd idea the best
It's very hard to make sniper talents that aren't just crack shot
Yeah, that last one looks fun
Need to figure out if/when it resets, but yeah
Runner-up is the first one for me though.
On use, rest and repair
Sure. 1/round each or no limits ?
That really makes the GM not want to shoot you between soft cover and charging up your giga attack. Not necessarily bad, just, don't bank on actually ever getting it off.
If it was 1/round it would have CRB Stormbringer problems
I meant 1/round for each trigger for two total, like the Kidd
But yeah I figured. Problem then is being a huge enough pain the GM still shoots you anyways.
are there still olaytest planned
Oh shit right I need to test out hidespam superheavy next playtest
epic gamer i think the pdf is missing the damage values for engineer and fuel rod gun
(Al)
Oh I just had such an idea. Not really something that can get into this but it's cool enough that I wanna write it down somewhere to not forget
Take the Adjutant C/C exotic from SR, and give it a new 1/scene free action but this time to do any QA granted by one of your talents instead of Active Assist. Maybe give Active Assist to the standard C/C instead.
I think this falls off hard with certain defenders with low armor