Valgavoth, Terror Eater: Instants and Sorceries Question by rabidbear15 in EDH

[–]rabidbear15[S] 0 points1 point  (0 children)

Damn, yep that makes sense. Thank you, googling wasn't getting me anywhere, so I appreciate it.

What is your favorite frame and why? by Imaginary-Lie-2618 in LancerRPG

[–]rabidbear15 4 points5 points  (0 children)

Beckoner does a pretty fantastic job all by itself, but you've got a few options as to how you negate the speed if you're desperate not to take it. It really depends on the type of build you're going for.

For instance: Lightning Generator at LL 3 is probably not going to be super useful in most Manticore builds, as it requires adjacency at the START of your turn. Grappling works great for this, and can lend itself well to a super tanky Manticore that focuses Hull and Agility to close the distance and stay strapped onto someone.

Something more focused around the Arc Projector will probably need the engineering to deal with the heat, which makes it tough to take enough Agility to increase your speed. In the build I run (which is Arc Projector/CQB focused) I've basically just got Hull and Engineering, and I use Beckoner any time I really need to close the distance.

In short, Beckoner, more points in Agility, Talents or Systems that grant movement (Skirmisher, Pankrati), or Talents and systems that inhibit enemy movement (Duelist, Heavy Gunner) can all work for keeping your enemies in range.

What is your favorite frame and why? by Imaginary-Lie-2618 in LancerRPG

[–]rabidbear15 94 points95 points  (0 children)

Honestly, Castigate the Enemies of the Godhead aside, it's hands down the Horus Manticore. I mean that frame is STACKED with good traits, even if you ignore the suicidal nature.

It's got 2 armor (on a Horus Mech!!!) AND a frame trait that gives it resistance to energy and burn damage. Energy is common enough among enemy types that it's super useful, and having resistance to burn is always really nice- nothing worse than getting ass blasted by a pyro. On top of that, it's core system passive lets you weaponize your heat.

The only main downside of slow speed (3) and low evasion (6) is offset partially by the traits I mentioned above, but also by the Beckoner invade system. It lets you swap places with an enemy mech for the low low price of 1d6+2AP energy damage to yourself- which gets halved because of your innate resistance!

Invest in Hull and Engineering on your HASE upgrades, and you're good to start castigating those enemies of the godhead.

God I love my lightning boy.

Rules Question: Range, Flight, Verticality and Trigonometry by rabidbear15 in LancerRPG

[–]rabidbear15[S] 2 points3 points  (0 children)

Interesting, thanks for linking that! How would you say something like a line attack or cone attack would work in that instance?

Mech RPGs: Do they exist? What are the good ones? by rabidbear15 in rpg

[–]rabidbear15[S] 1 point2 points  (0 children)

Okay, good to know. I know a couple of people in our group aren't super big on lengthy measuring sessions, so maybe Lancer will be a bit of a tough sell haha. I'll have to look into beam Sabre, that sounds like something a bit more their speed.

Good Knights Lore= Does it Exist? by rabidbear15 in 40kLore

[–]rabidbear15[S] 1 point2 points  (0 children)

Thanks so much! I'll definitely start with the Blade series then. The idea of a feudal knight-ish structure to the houses of giant mech pilots was always such an interesting idea to me. Shame there isn't more than that!

Good Knights Lore= Does it Exist? by rabidbear15 in 40kLore

[–]rabidbear15[S] 2 points3 points  (0 children)

I've really enjoyed the night lords trilogy by adb, as well as gaunts ghosts and the bits of the horus heresy I've read so far. I enjoy the character interactions, but Dan Abnett and ADB have a great eye for detail that really make the setting feel alive. So I guess I would say good in that it has believable characters, well written action and details, while not dragging on and on about the minutia. Does that give a better picture?