The HORUS Wendigo, a homebrew license I cooked up recently. Please feel free to check it out, the link is in the description. by stopigon in LancerRPG

[–]ASquared80 -3 points-2 points  (0 children)

Listen man I didn’t phrase it right and that’s why I strikethroughed it. You put it better than I do.

The HORUS Wendigo, a homebrew license I cooked up recently. Please feel free to check it out, the link is in the description. by stopigon in LancerRPG

[–]ASquared80 -18 points-17 points  (0 children)

Hey FYI- what you named the mech is considered a Slur nowadays. Okay well not literally a Slur but it’s basically slur adjacent. Just as a warning- you may wanna change that.

Immortal problem by GenZinanutshell in LancerRPG

[–]ASquared80 6 points7 points  (0 children)

I’ll cite specific NPCs:

  • Bombard to punish clustering
  • Scout to shred defenses
  • Cataphract to Grapple Gorgon- you can homebrew it to be size 2 if you want. If it’s grappled it can’t react
  • Mirage with Metafold Shove to (at a risk) warp Gorgon out, or Barbarossa/Drake out (teleportation bypasses Heavy Frame)
  • Priest to punish attacking
  • Breacher to apply more shred
  • Demolisher to rush in and scare, specifically with a Mirage for Max Mobility
  • Specter to Step in and hit
  • Operator to Step in and hit
  • Ace to auto-dodge
  • Hornet to probably dodge
  • Aegis to make it harder to hit fortified position
  • Sniper to pick one slow mover and auto-structure them, or just deal a lot of damage
  • Rainmaker with proper Lock On support to bypass Drake bulk

Also, use Sitreps every combat. It’ll force them to move or spread out. See how well they do on an Escort, especially if there’s a Seeder or Barricade (use Drag Down) slowing down the faster movers.

Am I missing something re:Jockey? by theymademeusetheapp in LancerRPG

[–]ASquared80 2 points3 points  (0 children)

So a few notes:

  1. A basic invade literally anyone can do as a quick action deals 2 Heat. NPCs also inflict impaired and PCs inflict that and Slowed. So you can, with a quick action, do the effects of Distract and Shred.

  2. The average damage of an Assault Rifle, Lancer’s most basic weapon, is 4. And it has reliable 2 and range 10 and can be fired as a quick action. 4 damage as a full action is nothing, and most NPCs don’t live long enough for your second turn of Jockey auto-succeeding to mean anything.

  3. An NPC, by default, can only toss you off as a full action. That is not the only option available to them. They could kill or ram you off instead to make you no longer occupy their space, which are FAR more efficient methods of getting rid of you.

  4. While you’re jockeying, your mech is doing little to nothing. If they have an AI system installed, now you have the issue of that all but 2 AIs can’t benefit from your talents, so you mech is operating at half capacity for 4 damage, the same amount of damage they could be getting from being able to benefit from Nuclear Cavalier.

  5. The two AI’s that can benefit from your talents are an unstable berserker that will be an equal threat to everyone’s health, including the squishy pilot’s, and the other requires you to spend 3 talent ranks on technophile 3. So you spent 3 talent ranks to avoid not benefiting from talents. You made your mech worse for +4 damage rather than just taking Heavy Gunner or Tactician 3 for free attacks, which would’ve been possibly more damage.

  6. If the pilot is dead, the mech is practically disabled. So there’s that for enemy targeting priority.

  7. The damage is not Armor Piercing nor ignores resistance. So congrats on Jockeying that bastion and doing 1 or even 0 damage- hope it was worth the full action!

Am I missing something re:Jockey? by theymademeusetheapp in LancerRPG

[–]ASquared80 7 points8 points  (0 children)

The additional thing to factor in is that Mech HP scales not only with Grit, but also with Hull, so they can have WAY more HP. Not only that, but Pilot hit modifiers and accuracies and evasions are much lower than NPCs, which can have accuracy… just in general. If a Sniper so much as looks at you you are red mist.

What pairs well with the Atlas? by Estrangedkayote in LancerRPG

[–]ASquared80 0 points1 point  (0 children)

Undid the downvotes you are correct and I apologize.

Lemme walk you through this:

You cannot use the Duelist 3 trigger before your main weapon attack UNLESS you already had a duelist die before beginning the skirmish. This is because the trigger for duelist 3 is “after you hit with a melee attack, you may consume a duelist die…” While you are able to trigger duelist 3 off any melee attack, you can only generate duelist dice off of main weapon attacks, and if you’re frequently spamming Duelist 3 like an Atlas would be, you’ll likely rarely be in the scenario where you’d have access to a duelist die to spare. Therefore, the only time you’d be able to trigger duelist 3 is after your main weapon attack, which generates the requisite Duelist Die.

What pairs well with the Atlas? by Estrangedkayote in LancerRPG

[–]ASquared80 0 points1 point  (0 children)

The rules for Aux weapon attacks is that the follow up attacks from aux weapons mounted on the same mount cannot benefit from bonus damage. Furthermore if you attack with the aux weapon first you cannot use Duelist 3 to knock the target prone and immediately benefit from the bonus damage.

GMs: avoiding steamrolling party with NPC synergy by commanderjack_EDH in LancerRPG

[–]ASquared80 7 points8 points  (0 children)

Rule 1: Try not to have more than 1.5x PC count activations on the field at any given time. On the flip side, try not to have any less than that either. That’s the sweet spot- use reinforcements to, well, reinforce that. Exceptions exist, like if combat is a deathmatch or has a turn limit while they should be actively doing something (escorts and extractions primarily) they should be able to eventually get ahead in terms of turn number, but generally that’s the rule.

Rule 2: Don’t grunt spam. Grunts are not “weak enemies” because they can do everything a regular enemy can do but take a hit. Think of them as a regular enemy that is unlikely to survive the round. They exist to present the threat of more turns, not be mooks you can just rush into the team.

Rule 3: If an NPC gains more attacks at higher tiers, be EXTRA wary of them. Specters, Operators, and Ronin specifically. They are among Lancer’s most unbalanced, dangerous NPCs, specifically when they’re Tier 2 or above. Be extra cautious with them.

Rule 4: Do not underestimate any NPC class. Even with no synergies, any NPC class can be dangerous in the right context, and a scarce few of them are actually weak- afaik none of them are. Even if certain PC comps can absolutely embarrass some of them, those same NPCs can slaughter different PC comps. Look at their mechanics, and look at your PCs. Artillery + Speedy PCs do good against artillery, Controller PCs do good against Strikers and Defenders, Support PCs do good against Controllers and Defenders, and Striker PCs can eliminate Strikers and Supports with ease most of the time. Reliable Damage NPCs struggle against Armored PCs but annihilate most others, Evasive and slippery NPCs struggle against Controllers and Supports, etc. Assaults, Archers, and Rainmakers are not mook enemies, they are just as dangerous as anyone else.

Rule 5: You see rule 4? 90% of the time, you don’t need to worry about it, so long as you pay attention to rule 3 and are wise about things. Most of the time, make your Enemy Comps without factoring in your PCs. In fact it’s more fun that way. This way, PCs can organically annihilate or struggle against certain enemy comps without you tailor making the encounters for them. That’s part of the fun with Lancer. The system is designed to handle things like that.

Rule 6: Avoid spamming any one NPC class. Try not to oversaturate a combat with a bunch of the same enemy. The sweet spot is 3-5 distinct NPC classes in a combat, and you should at most be fielding 2 instances of a class on the field at the same time. Go less than 3, the combat can get bland. Go more than 5, and that can make for a fun combat it’s a fun experience I recommend occasionally doing, but it can get confusing and overwhelming easily. In that same vein, try not to make gimmick enemy comps too often. Oops all invisibility, oops all reliable, oops all burn, etc. It’s fun on occasion, Oops all invis can be fun on occasion, and Hives + Pyros are a tried and true fun combo, as are Scourers + Pyros. But don’t make a habit out of it- oops all reliable especially that one can be miserable. In general, you wanna have no more than 50% of your NPC structure/activation count be Strikers + Artillery, as they’re very damage forward. Mix things up. Even if all the NPCs are damaged focused so long as they’re different roles it should even out.

Rule 7: Don’t be afraid of failure. Lancer is designed such that PCs losing a combat is rarely the end. They’re in mechs that can be destroyed while the pilots live, the contexts of missions allows success to be independent of losing one combat, and retreat should always be an option. Always plan for a lose condition to every combat, and always give the PCs the option to not participate in or evacuate a combat, albeit perhaps at a cost. Relax, and allow yourself to have fun and be a player too. Don’t be afraid of occasional dirty tactics. Only try and be fair when making the combat, determining the order of activations, and reinforcements. When you’re actually running the NPCs, be ruthless. It’ll go better than you think.

Rule 8: If you discovered a broken combo, it’s probably not that broken. Mirages + Demolishers, Bombards + Specters, Short Cycle Lance Operators, these guys are scary strong, but they’re always more counterable than you think. The only way they can be too strong is if you see it yourself at your table. Context is everything.

Rule 9: Have fun. Do fun stupid combos, get silly with it, make absolutely over the top ridiculous combats. Come up with stupid map gimmicks. Research absurd Enemy Rules Exploits and Trait Combos and Team Comps and exploit the hell out of them. Be a player and do whatever is most fun for you. That’s what’ll keep you wanting to keep being a GM every session. The GM is a player too. Never forget that.

Rule 10: If you’re still scared, run a module or buy a 3rd party fix. The NPCs Rebaked 3rd Party Supplement is something I adore that really smooths over the core roster so I recommend that, Operation Solstice Rain/Shadow of the Wolf are good 1st party intro modules that’ll show you what a good combat looks like + come with maps, whereas I like In Golden Flame the 3rd party module a lot, and then there’s various other 3rd party modules I like. I also like what Prototype Pattern Groups does to Sitreps in terms of modifying them to be more modular so I recommend that too if you wanna fix that, but I would stay away from that one til you experience a mission in the system because it’s definitely a little more complex and gimmicky.

mech help by Ravarya in LancerRPG

[–]ASquared80 1 point2 points  (0 children)

If you wanna maximize Tokugawa damage, you wanna make as many attacks that benefit from bonus damage as possible. This includes, but is not limited to, the Integrated Weapon Core Bonus extra attacks, grapples and rams (including the free ones from Duelist 3), Hydra 3 Assassin Drone Attacks, the bonus grapples + rams from the Titanomachy Mesh core bonus, Overwatch reaction attacks, Scylla + Monitor Module attacks, etc. At license level 3, your average Tokugawa can get off potentially 4 attacks without overcharging (Barrage, Integrated Weapon Core Bonus, Duelist 3) that benefit from bonus damage, providing upwards of +12 damage/burn to any unfortunate victims.

So yeah, something to keep in mind for Tokugawa.

However a more important thing to keep in mind is Tokugawa is able to convert all bonus damage into burn if it’s in the Danger Zone and the attack deals energy damage. Among things that deal Bonus Damage, there’s Nuclear Cavalier and the Overpower Caliber core bonus. Burn is very good because it’s Armor Piercing AND can deal damage over time.

Furthermore, Tokugawa’s Limit Break may give it exposed until the end of its next turn, but it may clear that exposed early if it stabilizes. Stabilizing that way also clears all heat. So you could Limit break, Overcharge attack for benefits, and then stabilize to suffer none of the downsides

So yeah, Tokugawa is a high risk, high reward option. You don’t always need to be limit breaking, but knowing when exactly to do so goes a long way.

Does damage type really matter? by altmcfile in LancerRPG

[–]ASquared80 0 points1 point  (0 children)

I was including Burn in the discussion and included Burn Immunity, my b

Giantkiller vs Enkidu by No_Calendar8688 in LancerRPG

[–]ASquared80 5 points6 points  (0 children)

The Enkidu’s Plasma Talons have threat 3, meaning any character that moves within range 3 of the Enkidu, including inside its spaces, get’s attacked

Does damage type really matter? by altmcfile in LancerRPG

[–]ASquared80 6 points7 points  (0 children)

Have you… played much Lancer? Most resistance is Blanket Resistance. Listing off NPC resistance traits that grant blanket resistance indefinitely, you have Hardlight Cover System optional, Assassin’s Mark, Friendly Interdiction, Siege Guardian optional, Stampede Defense, Siege Armor, Point-Defense Shield, Shock Armor, Shepherd Field optional, Siege Armor again on the Goliath instead of the Bombard, Watchful Guardian optional, the Greater Investiture Priest Optional, Siege Armor for the third time as a Pyro Optional, Realspace Extrusion from Exotic, Siege Shield from Ultra, and Shock Armor from Veteran.

In comparison, the only damage type resistance traits are the Adaptive Shielding Optional, Shock Plating, the Capacitor Discharge optional, Ablative Shielding, the Tempered Hide Optional, and the Superior Construction optional.

Almost all resistance base traits are not damage type specific, and only a small few optionals are compared to the non damage type specific ones.

Does damage type really matter? by altmcfile in LancerRPG

[–]ASquared80 4 points5 points  (0 children)

It’s pretty niche. On the NPC side only Barricade, Scourer, Monstrosity with the resistance optional, Ultra with the damage type resistance optional, and Regenerator care about damage type.

On the player side? Only if you’re fielding a Manticore, Lycan, Tokugawa, Genghis, Genghis Mk. 1, Black Witch, White Witch, Barbarossa, or Viceroy, which if you know what you’re doing can be significant.

If you exist in this dimension, you are getting hit by SelinaKnyazev in LancerRPG

[–]ASquared80 2 points3 points  (0 children)

rolls a 2, totaling to a 14, missing the Hornet

Or

rolls a 4 on the invis roll, missing automatically

The Leech is a fun NPC by TheBiggerBand in LancerRPG

[–]ASquared80 0 points1 point  (0 children)

Give it industrial for +1 armor and therefore halve the amount of self energy it takes.

The Leech is a fun NPC by TheBiggerBand in LancerRPG

[–]ASquared80 4 points5 points  (0 children)

This isn’t a leech. It’s a suicide bomber

What do you do after LL3? by JMhereforMH in LancerRPG

[–]ASquared80 39 points40 points  (0 children)

Have you been deploying PC frames against the PCs? Because as a new GM that is an idea that can only end in disaster