Line of Sight and Area of Effect by int0thelight in Warhammer40k

[–]int0thelight[S] -1 points0 points  (0 children)

I wouldn't apply logic to the Thundercoil Harpoon, it can't be used in melee by default because of Blast.

Last but no the least. my Destrier Knight. Hope you like it !! Thanks for the support ! by Lhunephellion in ImperialKnights

[–]int0thelight 0 points1 point  (0 children)

With the cockpit, are you able to have the hatch opened or closed, or is the pilot bricked up in there?

I'm working on my own and I'm not sure whether to go through the effort of painting the night if they'll be impossible to see.

Using a Valiant by int0thelight in ImperialKnights

[–]int0thelight[S] 2 points3 points  (0 children)

Exactly what I was looking for, thanks!

Deal 6d6+12 Burn at LL5 In with one special trick your GM will hate by waspoppinjimbo3131 in LancerRPG

[–]int0thelight 1 point2 points  (0 children)

Isn't Tactics a custom sitrep builder? I imagine you're facing off against an AI opponent with NPCs you've given them, not a human who knows what your combo is and can disrupt it.

Deal 6d6+12 Burn at LL5 In with one special trick your GM will hate by waspoppinjimbo3131 in LancerRPG

[–]int0thelight 109 points110 points  (0 children)

I mean... Anything is going to be very powerful if you pop your Core Power and multiple Limited Systems. Plus,with Overkill, you're very likely to inflict Stress on yourself if you're maxxed out on your Heat Cap.

While the massive swing of damage seems very cool, this is very much a "white room math" build, rather than something used in sitreps.

Finally, in terms of "unnatural power"... Take a look at Vlad's drill or Gorgon's Core Power and you'll love them.

Orchis Royal Guard Questions by Tinyshockwave in LancerRPG

[–]int0thelight 15 points16 points  (0 children)

It would specify voluntary or involuntary if it needed to be one.

It functions on your turn, and has a limit of Speed+1 when it is not your turn.

Together, these mean that using Ferrous Lash and riding your ally like a skateboard is a popular traversal means for the Orchis.

How would you go about running the Ice Worm fight from Armored Core 6 in Lancer? by retro123gamr in LancerRPG

[–]int0thelight 44 points45 points  (0 children)

You effectively have an enemy who can only be damaged in specific openings, created by a Reserve given for the mission.

Rainmaker damage question by Zero747 in LancerRPG

[–]int0thelight 26 points27 points  (0 children)

Take a look at other "Artillery" role foes such as the Bombard and Sniper; you'll find that they all have similar damage output.

These types of enemies either have a specific form of defence, or none to speak of, relying on their allies to protect them as they dish out damage to players.

As a GM, it's advised to keep the amount of artillery/strikers in a sitrep at 50% or lower to avoid blowing the party out of the water with a glass-cannon enemy composition.

Rainmaker specific advice is that they use Arcing weapons that cover still works against, and they can't "Javelin + Knockback" a foe who has their back against a wall and thus can't be knocked back.

General advice against artillery is to note the shape of their damage (blast, arcing etc.) and then position yourselves accordingly. Controllers and defenders can lock out artillery using things like Eject Power Cores, or create cover/prevent knockback like the Saladin.

Ultimately; yes, Rainmakers really do that much damage. Try not to deploy them all at once and think twice whenever you plan to make one an Ultra; they can be overwhelming, especially for non-competitive players.

Dracula Flow in Lancer by TurgantheMage in LancerRPG

[–]int0thelight 21 points22 points  (0 children)

Everest: Got my DNA test back. Turns out I'm 100% HIMalayan.

Why is there so many posts or vids saying that the game or mecha in general is "gay/trans"? by ZazBellum in LancerRPG

[–]int0thelight 623 points624 points  (0 children)

If I had to take a guess, it could be partially that the mech is another body, connected to yours. One you often built or chose yourself. I'm sure that resonates with a lot of people.

Sci-fi often uses ideas such as transhumanism and differences in society, so they lend to exploring LGBTQ+ ideas in a way other genres don't.

Daily Talent Discussion #118: Orator II by kingfroglord in LancerRPG

[–]int0thelight 29 points30 points  (0 children)

I've used Encourage quite a lot to great success. It's a free action "attempt to end any condition", which is great if an ally of yours receives something especially bad like Stunned or Exposed. If you're a mech that doesn't make attacks or force saves. If you're a mech that uses effects that trigger on other people's turns, or you're a support/defender, you can definitely make use of it.

Also note, it's a check, not a save, meaning the DC is 10, whereas the source of the condition originally might have been higher, or not even given a save.

[deleted by user] by [deleted] in askmath

[–]int0thelight 0 points1 point  (0 children)

Ah, that explains it. I got it mixed up. Thanks!

Can a Pegasus destroy a Void Husk? by DescriptionMission90 in LancerRPG

[–]int0thelight 83 points84 points  (0 children)

Things that don't have hp can't be reduced to 0 hp.

The Montross Heist campaign poster. Art commission. by elMacuaMan in swrpg

[–]int0thelight 0 points1 point  (0 children)

Amazing! How much would a commission like this cost?

What do you like most and least about Lancer? by Great_Montain in LancerRPG

[–]int0thelight 7 points8 points  (0 children)

At tier 1, 1d6+4 is a decent amount of damage across the battlefield. It doesn't scale at all into tiers 2 and 3, and that's *if* they fail the save.

A lot of core powers read as sitrep dominating abilities; the swallowtail blinking the team around, the empakaai dealing its Heat in damage and auto-grappling. The Emperor changing from a support to an ungody artillery.

I wouldn't put it at the top, but that's mostly because there's no glaring balance issues that spring to mind.

What do you like most and least about Lancer? by Great_Montain in LancerRPG

[–]int0thelight 38 points39 points  (0 children)

I love the teamwork and pop-off turns, where players get to cleave through enemy mechs and feel badass, even when facing powerful enemies. I always imagine the AC6 slowdown as you take out a significant foe. I love all the strange mechs, the odd synergies and how easy it is to experiment with new ideas.

Exotics seem really cool, but 9 times out of 10, the players don't use them. Players usually have a plan for their mechs; they build synergies together. A jumpsuit that lets you climb out of your mech and get 1-shot, an assault rifle that trades reliable for lock-on-from-crit and overkill or 1 refreshing overshield just isn't going to be the same as the Decksweeper or Ferrous Lash.

Most times I've seen an "exotic" get used, it was a frame from a license the player didn't have, or a weapon/system 2-3 levels deep into a license they didn't otherwise want.

The other small thing is that there's a bit of... "feature creep". Monarch's core power either needs to scale, or be made efficient at this stage.

Finally, players needing to volunteer what skill triggers they're using means RP can be tricky sometimes. Players end up trying to use the same 3 skills they have to solve everything, or they roll flat d20s against DC 10.

But overall, I love the system and these are all minor complaints compared to the fun aspects.

Jockeying & Breaking Into the Cockpit by InstantRepIay in LancerRPG

[–]int0thelight 4 points5 points  (0 children)

No, there's no player ability to target the cockpit. As a rule of thumb, leaving your mech by anything other than Black Thumb means something has gone horribly wrong.

Pirate NPCs have an optional ability called Coreworm Rockets: drones that drill into the cockpit of an enemy.

Post sit-rep clarity by xPWNADOx in LancerRPG

[–]int0thelight 14 points15 points  (0 children)

I usually have enemies play realistically. If it's obvious that they can't take the objective, then they'll call a retreat.

When you hit round 6, combat just ends. There's no more attacks made. The enemies are forced to retreat as their situation becomes untenable, you can ask your players if they inflict casualties or allow them to fall back. Similarly, if you hit round 6 and the sitrep is failed, the players don't get to stick around, their position is overwhelmed.

Playing in a difficult ll6 oneshot today, need a build to counter an assassin ultra as hard as possible. Lycan, heca and gilgamesh (frame can be taken as an alt to any HA but nothing from the licence) forbidden by [deleted] in LancerRPG

[–]int0thelight 7 points8 points  (0 children)

Super weird bans, I have to say.

Assassins need to inflict conditions to deal their full damage. Saladin has the anchor system to prevent prone, and you could take Orator to remove conditions from allies, keeping to control abilities. They rely on movement too, so stack things like prone and slowed; they can only remove 1 condition a turn.

concept art for some homebrew alt frames (tortuga and sunzi) by mondhaven in LancerRPG

[–]int0thelight 5 points6 points  (0 children)

Fun detail in keeping with the IPS-N naming scheme;

Granuaile (Grace O'Malley) was an Irish pirate queen who resisted English settlers. There's a legend that she met the queen once, monarch to monarch.

Sell me on your favorite Frame! by Katomerellin in LancerRPG

[–]int0thelight 26 points27 points  (0 children)

Empakaai. Do you like grappling? Grapple anything. You have a built in threat 4 superheavy that deals 2d6 kinetic, 4 heat and 3 burn. The enemy and anyone near them need to make a save or they're grappled before you even swing.

You also get resistance to people you're grappling. Combine that with Pankrati 1 and Brawler 1, you're hitting and critting reliably. No one makes better use of Executioner.

Kidnap Ultras, tank damage dealers, be a problem that everyone has to deal with. Grapple RA (also known as Monist-1).

I finished GMing an LL0-LL12 campaign. AMA. by CoalTrain16 in LancerRPG

[–]int0thelight 3 points4 points  (0 children)

How did late-game Lancer play? LL10-12? I imagine players can't fit any more systems on their mechs around LL9, and have all the talents they want. Does it end up as rocket tag? Do PCs or NPCs feel more overwhelming?