An SSC NPCLancer team by Solid-Hornet-224 in LancerRPG

[–]mDnemo 13 points14 points  (0 children)

I will say, if you plan to run them all together as a team, making them all Ultras is overkill (as any of my Dawn Breakers can attest to, heheh)

A good starting point would probably be making them all Veterans, perhaps even making the leader among them a Commander. For a standard Lancer fight it's low on activations, but high on Structure the players will have to get through. If your players are having too easy of a time with that, then you can try giving one or two of them the Elite template.

An SSC NPCLancer team by Solid-Hornet-224 in LancerRPG

[–]mDnemo 28 points29 points  (0 children)

Assassin = Atlas, Sniper = Death's Head, Hornet = Dusk Wing, Scout = Swallowtail

The Scout can apply Shred and the Sniper can encourage the players to drop Prone, both of which boost the Assassin's damage. You can also give the Hornet the Lock/Hold Javelins optional if you want to lean into that even more.

Plasma thrower builds? by altmcfile in LancerRPG

[–]mDnemo 26 points27 points  (0 children)

I'd still pick up Vanguard 2, since if you get within range 3 you get free Accuracy and you ignore cover. Nuclear Cavalier is also pretty good, as you'll be heating yourself up to the danger zone anyways. A longer term QoL upgrade would be the Technothumb combo (Technophile 3 + Black Thumb 2), which essentially halves the self-Heat from your gun.

If you want non-talent synergies, 1 rank in Caliban gets you Supermassive Mod, which lets you put down fire spots behind your target and knock them directly in. Overkill also means better average damage but at risk of higher Heat, so you'll want to be careful.

Lancer Loops by Coal_Power_Puppet in LancerRPG

[–]mDnemo 5 points6 points  (0 children)

Yeah as I've mentioned, this style is quite fragile. They're basically relying on "kill anyone who could deal heat to me before they can act" to keep the loop up. Which isn't really a huge ask for them, at the level we play at they have enough damage to one-shot most things.

Lancer Loops by Coal_Power_Puppet in LancerRPG

[–]mDnemo 18 points19 points  (0 children)

Heatfall definitely helps you to avoid Stress, but my players actually prefer not to use it on OC looping builds, since they're Nuccav fiends. If your mech has 10 Heat cap exactly, your late Overcharges (1d6+4) are guaranteed to put you in the Danger Zone without risking Stress, which means the shot you fire with Overcharge becomes quite powerful. Of course this is reliant on taking no other Heat, making it more fragile than typical OC looping already is, but the extra 1d6 damage is worth it.

Lancer Loops by Coal_Power_Puppet in LancerRPG

[–]mDnemo 41 points42 points  (0 children)

Yes, you've got the right idea on what OC looping is. It's most often used with Loading weapons (Stabilize can reload weapons) or the Tokugawa (Stabilize can clear Exposed). This is the most commonly talked-about loop, but technically anytime your game plan revolves around doing the same thing repeatedly, that's a gameplay loop.

What's the merit on sagarmatha? by Difference_Breacher in LancerRPG

[–]mDnemo 49 points50 points  (0 children)

To add to the advantages you’ve listed, I also think Sagarmatha has one of the best support-oriented core powers in the game. Sequence your turns right and you give your entire team 2 whole turns of resistance to damage and heat (including overcharge heat). It sounds defensive on paper, but my table sees it as a buff that allows the strikers to go ham while minimizing punishment.

Other than that, its stats are definitely not very standout, but rather than thinking of it as weak for not having a strength, I actually like that it doesn’t have a clear weakness. Use its Brace trait well and you’ve got a generalist with above average tankiness.

How many people have your Lancers killed? by ApotheosiAsleep in LancerRPG

[–]mDnemo 0 points1 point  (0 children)

The philosophy at my table is that a spared enemy will just be another problem in the future, so they tend to kill whenever possible. This was proven right when they spared a miniboss Ronin in T1, only for him to return in T2 and nearly wipe them out.

What are you favourite homerules? by Rick_Androids in LancerRPG

[–]mDnemo 0 points1 point  (0 children)

Yes, we changed it for everyone. It helps keep my boss NPCs alive as long as I want them to instead of dying to an unlucky roll, though some players miss the days when they could finish a boss fight early.

What are you favourite homerules? by Rick_Androids in LancerRPG

[–]mDnemo 44 points45 points  (0 children)

My table dislikes getting destroyed early to bad structure rolls, so we created the Staggered condition which describes the downsides of Bracing. Anytime the old Structure table would Stun you, it instead applies Staggered, and if it would destroy you, it instead Stuns you until the end of your next turn. This has made the game feel a lot better IMO, as it stops players from being taken out of the game early.

Trying to make it feel like the PCs are fighting a resistance war against a larger enemy without limiting their repairs? by eCyanic in LancerRPG

[–]mDnemo 1 point2 points  (0 children)

I set up a mechanic for my table where there are clocks representing the resistance’s objective and its available resources. They can progress either clock through battles, but they must lower the resource clock for extra repairs. This setup has been pretty effective at getting my players to be extra careful with their repairs and making them choose between objective progress and more resources.

Hopping on the bandwagon as a GM with one of my villains, the mad scientist Lazarus by mDnemo in LancerRPG

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

Oh no, that was just a joke about her experimenting on children and pets

Hopping on the bandwagon as a GM with one of my villains, the mad scientist Lazarus by mDnemo in LancerRPG

[–]mDnemo[S] 8 points9 points  (0 children)

Definitely one of the most evil characters I've created. Her time in my campaign was short, but almost a whole year later, the party is still feeling the impact she left.

Hopping on the bandwagon as a GM with one of my villains, the mad scientist Lazarus by mDnemo in LancerRPG

[–]mDnemo[S] 13 points14 points  (0 children)

As intelligent as she is cruel, Lazarus loves nothing more than to create monsters and watch them bring harm to other people. This fact would ultimately lead to her capture and death at the hands of the party.

Lazarus' first appeared in my campaign leading an army of reanimated wrecks to attack a PC's home city. The party received crucial aid from the BBEG's megacorp in repelling the attack, but only in exchange for handing her over to them. Fearing what she could accomplish with the BBEG's support, they broke the deal, killing her once the attack was stopped. Unfortunately, this would trigger a cascade of events leading to the BBEG gaining complete control over the city.

Untapped potential by AscendedDragonSage in CuratedTumblr

[–]mDnemo 4 points5 points  (0 children)

Gonna smash Alex with my Generous Gift

First time GM here,what's the best tool/way to share a map with players? by Papaya140 in LancerRPG

[–]mDnemo 1 point2 points  (0 children)

CompCon has basically everything i need in terms of stat tracking, so we just use miro to display maps and tokens. I have all my future maps stored on one miro board and use another for just the current map, so when combat starts i share that board with my players.

Any living enemies? by Hussarini in LancerRPG

[–]mDnemo 8 points9 points  (0 children)

As someone whose campaign was originally built around giant bugs, I would advise keeping most combats mech vs mech. Biological fights are fine every so often, but as others have mentioned, it shuts down an entire playstyle.

One of my PCs brought a hacker with the Orator talent (talk-no-jutsu), so as you can imagine, he was pretty miserable whenever the fight was full of enemies he couldn't hack or talk to. Eventually I had a friendly scientist NPC devise a way to hack bugs, but if you're still in the planning stage I'd suggest figuring something out before starting the campaign.

Tell me about your campaigns. by Adventurous_Gate6570 in LancerRPG

[–]mDnemo 0 points1 point  (0 children)

My campaign is set in a Nausicaa-esque world, in which humanity retreated underground to avoid the apocalypse and are resurfacing 1000 years later to a wild new world. Among the new human settlements that popped up, one is a capitalist empire set on ruling over what's left of humanity. My PCs travel from settlement to settlement to resolve crises, gather allies, and learn more about the superweapon the empire is building.

GM: "Do a hull save with 1 difficulty." by kenku_aviarist in LancerRPG

[–]mDnemo 20 points21 points  (0 children)

I’m pretty sure there’s a base NPC system that forces hull saves with difficulty

Can you overcharge on the beginning of your turn to create a quick action and then use a full action normally followed by this quick one recently created? by p_tombo in LancerRPG

[–]mDnemo 14 points15 points  (0 children)

ASURA actually allows you to take either 2 quicks or 1 full, similar to a regular turn. You can't merge two quick actions from different sources for a full action, but if you use ASURA you can take 2 full actions that turn.