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PoultryGeist
Feb 27, 2013

Crystals?
I love each of the new designs that comes out, which makes it that much harder to choose mechs for characters. I mean yeah, there's actual mechanical benefits and such, but they're all so cool looking

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Kai Tave
Jul 2, 2012
Fallen Rib

Blisster posted:

That Swallowtail art is awesome.

I finished watching Gundam: Iron-Blooded Orphans recently and it made me realize this game has a severe lack of actual lances.

I guess the Vlad sort of counts but it's not really the same feeling as blasting around at high speeds skewering people.

I am finally off work in two days so I will be running this game soon. Can't wait to try it out for real.

According to Tom the Vlad may be getting an actual for-real lance in the next edition of the game. The Nailgun and Impaler are being consolidated and it's also getting an area caltrop dispenser that creates zones of difficult terrain which doles out AP damage to mechs passing through it. Also the Nelson's war pike is getting some tweaks including possibly going up to Threat 3.

But hey, what if you don't like lances? What if you like guns? No, I mean big guns. No, bigger than that. Bigger...bigger...



Perfect.

PoultryGeist
Feb 27, 2013

Crystals?

Kai Tave posted:

According to Tom the Vlad may be getting an actual for-real lance in the next edition of the game. The Nailgun and Impaler are being consolidated and it's also getting an area caltrop dispenser that creates zones of difficult terrain which doles out AP damage to mechs passing through it. Also the Nelson's war pike is getting some tweaks including possibly going up to Threat 3.

But hey, what if you don't like lances? What if you like guns? No, I mean big guns. No, bigger than that. Bigger...bigger...



Perfect.

Hello my biggest boi:love:

PoultryGeist
Feb 27, 2013

Crystals?

Blisster posted:

That Swallowtail art is awesome.

I finished watching Gundam: Iron-Blooded Orphans recently and it made me realize this game has a severe lack of actual lances.

I guess the Vlad sort of counts but it's not really the same feeling as blasting around at high speeds skewering people.

I am finally off work in two days so I will be running this game soon. Can't wait to try it out for real.

So Gundam: IBO has come up several times in LANCER chat, is it understandable for someone who's only Gundam exposure has been a couple of random Wing episodes?

Kai Tave
Jul 2, 2012
Fallen Rib

PoultryGeist posted:

So Gundam: IBO has come up several times in LANCER chat, is it understandable for someone who's only Gundam exposure has been a couple of random Wing episodes?

Yeah, it's basically completely standalone as its own thing. It's also officially free to watch on youtube.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon
For folks handy with sprite work, tactics games using 16x16 tiles (common on Game Boy Advance) for a 30x30 map scale up very handily for a 60x60 map in roll20, which isn't far off from the 50x50 recommended.

Token generation isn't too awful either - starting with a stock NPC template with HASE and important attributes, it's not too hard to fork into the handy NPC templates in the Lancer book.

The 3 radial bubbles are really limiting though - a lot more work could be done with 4 or 6. Right now I have them allocated to HP, Heat, and Burn stacks.

This Roll20 wiki page for Useful Macros is handy for conditional statements, but otherwise I'll have to be ginning up Lancer-specific rolls and abilities.

Before I do double work on dice rolling macros, do any roll20 wizards already have any macros written they want to share?

Kai Tave
Jul 2, 2012
Fallen Rib

40 Proof Listerine posted:

For folks handy with sprite work, tactics games using 16x16 tiles (common on Game Boy Advance) for a 30x30 map scale up very handily for a 60x60 map in roll20, which isn't far off from the 50x50 recommended.

One thing I'll recommend here is that 1.7 and 1.7.5 underwent a bit of a global range compression to make games easier for people to run at the tabletop, so the default assumption of a map being 50x50 is no longer quite held as a default assumption. I don't know if there's a new "official" baseline size but 30x30 might not be a bad size to use, actually. You can still use maps as large as you'd like, just be aware that weapon ranges and movement speed has been scaled somewhat downward (range 30 weapons are now usually around range 20, for example).

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

Kai Tave posted:

One thing I'll recommend here is that 1.7 and 1.7.5 underwent a bit of a global range compression to make games easier for people to run at the tabletop, so the default assumption of a map being 50x50 is no longer quite held as a default assumption. I don't know if there's a new "official" baseline size but 30x30 might not be a bad size to use, actually. You can still use maps as large as you'd like, just be aware that weapon ranges and movement speed has been scaled somewhat downward (range 30 weapons are now usually around range 20, for example).
I noticed this in 1.7.5, as the old tales of 50-range Barbarossas are slightly reduced (I can only get it to ~43 or so with the +range SSC Core Bonus, Stabilizer Weapon Mod from SSC Monarch II and H.A. Barbarossa II Siege Stabilizers).

Has there been any word if this philosophy is making it to the NPC templates? Case in point, Sniper Template starts at Range 30.

I think it might still be interesting to keep using at least 40x40, since Move + Boost on most 'mechs at Speed 5 also already covers 10 spaces and it's not hard for an AGI-focused Mech to cover 40 spaces in a round with Ace talents and Reactive Weave.

Kai Tave
Jul 2, 2012
Fallen Rib

40 Proof Listerine posted:

I noticed this in 1.7.5, as the old tales of 50-range Barbarossas are slightly reduced (I can only get it to ~43 or so with the +range SSC Core Bonus, Stabilizer Weapon Mod from SSC Monarch II and H.A. Barbarossa II Siege Stabilizers).

Has there been any word if this philosophy is making it to the NPC templates? Case in point, Sniper Template starts at Range 30.

There are a number of odd holdovers and discrepancies in the NPC section yeah, I've gone through and noted a bunch of them in a feedback document for Tom to go through at a later point and I'll poke him about it if I need to. I do expect things like the range 30 sniper rifle to go down but I'm not really an official Lancer RPG Team Member so don't take that as the word of god or anything.

Also maps can absolutely be as big as you want, there's nothing that really breaks if you run it that way, the compression came about because people were finding a 50x50 default to be cumbersome at the table but on something like roll20 you probably have an easier time handling the logistics.

PoultryGeist
Feb 27, 2013

Crystals?
A few eps into IBO, and aside from Dumpy Hitler I'm enjoying it.

And also to contribute for once, something that popped up on Discord:

PoultryGeist fucked around with this message at 00:30 on Nov 27, 2018

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
IBO is good.

I know this thread is mostly dead because of the official Discord and stuff, but does anyone have links to good GM notes? I'm trying to get a basis for how to organize notes since I'm poking at running something. I've looked through all the Wallflower stuff to get the jist of it, but is there anything else decent out there?

Kai Tave
Jul 2, 2012
Fallen Rib

Atlatl posted:

IBO is good.

I know this thread is mostly dead because of the official Discord and stuff, but does anyone have links to good GM notes? I'm trying to get a basis for how to organize notes since I'm poking at running something. I've looked through all the Wallflower stuff to get the jist of it, but is there anything else decent out there?

Your best bet for this really is the discord, sorry to say. The subreddit is a wasteland and 4chan dislikes the game for some reason, so that's about your only other option at the moment.

Azhais
Feb 5, 2007
Switchblade Switcharoo
Can someone clarify a rule for me here? The barrage action specifically says you make multiple attack roles, the skirmish action does not. Is skirmish special, or was it just not spelled out like in barrage, like if you're firing two aux pistols from the same mount. As a corollary, how does skirmish interact with lock on, do you get lock on for the while skirmish (or barrage for that matter), or only for one die roll regardless of how many you're allowed to make?

Also, where's the right place to put feedback/typos/whatever?

* CQB should be defined someplace. Google tells me it's close quarter battle or somesuch, but any acronym a book uses should be defined in the book
* P.82 The sample character's mech has a burst jump jet for 1 SP, but the compendium says it's 2. (or else the GMS section is wrong).
* Combined arms talent has CQC training, but I suspect that's supposed to be CQB, and if not ditch the acronym

Kai Tave
Jul 2, 2012
Fallen Rib

Azhais posted:

Can someone clarify a rule for me here? The barrage action specifically says you make multiple attack roles, the skirmish action does not. Is skirmish special, or was it just not spelled out like in barrage, like if you're firing two aux pistols from the same mount. As a corollary, how does skirmish interact with lock on, do you get lock on for the while skirmish (or barrage for that matter), or only for one die roll regardless of how many you're allowed to make?
s wrong).

Skirmish, page 68: "When you take the skirmish action, you make an attack with all the weapons from a single one of your mech’s mounts (usually a single weapon, but maybe more)" So if you opt to Skirmish using a mount that has two Auxiliary weapons mounted to it, you attack with both of those weapons but no others.

Lock On, page 69: "Any attacker can end Lock On on a target when they attack that target to gain +1 Accuracy on their very next attack roll against that target." So consuming a lock only gives you the bonus for the next attack roll, regardless of how many are a part of your particular skirmish or barrage. This also applies in the case of AoE weapons which include multiple enemies.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

Kai Tave posted:

Lock On, page 69: "Any attacker can end Lock On on a target when they attack that target to gain +1 Accuracy on their very next attack roll against that target."
Whoa; this means that you can Lock On to a enemy to Ram or Grapple them, since Ram and Grapple are melee attack rolls; the image of a robot locking on before doing an arm lock is side-splittingly funny.

Combined with the IPS-N Tortuga's Siege Ram, this gives the image of the Tortuga pilot locking on to the softest joint to slam the Siege Ram into.

Lancer has the best applied physics. It's possible to ram an enemy about 29 spaces in a single turn. Up is also valid direction for the ram, if you're coming from below, since the ram displacement is away from the ramming Mech.

With a flight system, Brutal I critical hits, Ace III free Boosts, and Duelist III and Titanomachy Mesh IPS-N Core Bonus free grapples, and +3 speed on Boost from SSC Core Bonus Integrated Nerveweave, this can yield the following single turn exchange at License Level 6:

Critical hit quick action Skirmish with a big club or big gun, Brutal I then knocks them two spaces to directly above you; Critical hit quick action Ram 9 more spaces up; Ace III free action Boost to them, critical hit Titanomachy free action Ram 9 more spaces up, Overcharge quick action Boost, Duelist III free action Ram 9 spaces up, then the 27 space drop is another 27AP damage when they hit the ground 3 rounds later.

Since critical hits occur on modified rolls of 20+, at License Level 6, this can occur about 40% of the time each roll with at least +1 accuracy on each step, so this goes from impossible to improbable, but plausible.

Alternately, you can just bear hug them with a Lock/Kill Subsystem from IPS-N Blackbeard license, boost many spaces up, then drop them.

40 Proof Listerine fucked around with this message at 00:51 on Dec 16, 2018

Kai Tave
Jul 2, 2012
Fallen Rib

40 Proof Listerine posted:

Whoa; this means that you can Lock On to a enemy to Ram or Grapple them, since Ram and Grapple are melee attack rolls; the image of a robot locking on before doing an arm lock is side-splittingly funny.

Yep. You can also get the lock on benefit for making tech attacks, so it's possible to lock on and then hack someone for more accurate hacking.

Kai Tave
Jul 2, 2012
Fallen Rib


No mech today, instead a look at some of the people(?) you may encounter in Lancer's setting. The Voladores and the Aun are already outlined in the book so far, but the Sparri are a new addition Tom's been working on, described as monster hunters and technoshamans.

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
Sparri look like they'll be neat, though I really want Aun mech and pilot art. You can't just drop stuff like "oh yeah and this one can reset time and summon part of the nearby sun on top of you" and not have it look super cool.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
A bunch of my gaming crew has been in town for the holidays and we got together to do some character creation and a test combat to get used to the system. Honestly I am in love so far, seems like there's lots of fun decisions for the players to make each turn, and most of them are already planning out their character builds for multiple upcoming levels. I started them off at lvl 1 so they could try a few advanced toys. We've got a hacker/spotter/stealth guy, a siege specialist with a howitzer and autoloader, an energy weapon melee specialist, and an ace/maneuverability guy.

One thing I found was that even having enemies at a 1to1 ratio with the PCs, the basic NPCs didn't slow down the players much at all. I even gave the enemies plenty of heavy cover and ended up adding a bunch of hornet grunts as reinforcements. I suppose they would have got worn down over a few fights but I think I'm going to have to make things tougher than the book recommends.

Planning my first session now and am taking inspiration from Brigador. It's going to start out in an isolationist system that is independent from Union, sort of a space North Korea. However their Great Leader has just died, throwing the system into chaos. The players are Union Auxiliaries or nearby mercs hastily assembled to take advantage of this and go in to extract an outlaw researcher who has been hiding out under the protection of the Great Leader regime.

The place is gonna be a huge mess with one of the corpo states who technically "own" the system hiring mercenaries to further destabilize the place, as well as the system's homegrown resistance movement making some moves.

Eventually I might have the Aun empire get involved (or maybe they planned the whole thing to draw Union into a conflict).

I'm hoping to give players some stuff to do in pilot mode and have a few different objectives so each fight isn't just a brawl to the death, but I'm having a bit of trouble. Have an idea for a battle involving a mega-train possibly with the target on board. But what are some cool things I can have my players do as pilots in this scenario?

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

Blisster posted:

I'm hoping to give players some stuff to do in pilot mode and have a few different objectives so each fight isn't just a brawl to the death, but I'm having a bit of trouble. Have an idea for a battle involving a mega-train possibly with the target on board. But what are some cool things I can have my players do as pilots in this scenario?
Taking inspiration from Front Mission 3, one angle is to have the fight with the mechs on top of the train and the pilots operating the computers / levers in the cars of train simultaneously, such as shutting down hardlight barriers preventing transfer from one car to the next or detaching cars from the train.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?

40 Proof Listerine posted:

Taking inspiration from Front Mission 3, one angle is to have the fight with the mechs on top of the train and the pilots operating the computers / levers in the cars of train simultaneously, such as shutting down hardlight barriers preventing transfer from one car to the next or detaching cars from the train.

Fights on trains own no matter what the medium is, giant robots fighting on trains just makes it even cooler. :black101:

Kai Tave
Jul 2, 2012
Fallen Rib

Blisster posted:

A bunch of my gaming crew has been in town for the holidays and we got together to do some character creation and a test combat to get used to the system. Honestly I am in love so far, seems like there's lots of fun decisions for the players to make each turn, and most of them are already planning out their character builds for multiple upcoming levels. I started them off at lvl 1 so they could try a few advanced toys. We've got a hacker/spotter/stealth guy, a siege specialist with a howitzer and autoloader, an energy weapon melee specialist, and an ace/maneuverability guy.

One thing I found was that even having enemies at a 1to1 ratio with the PCs, the basic NPCs didn't slow down the players much at all. I even gave the enemies plenty of heavy cover and ended up adding a bunch of hornet grunts as reinforcements. I suppose they would have got worn down over a few fights but I think I'm going to have to make things tougher than the book recommends.

Planning my first session now and am taking inspiration from Brigador. It's going to start out in an isolationist system that is independent from Union, sort of a space North Korea. However their Great Leader has just died, throwing the system into chaos. The players are Union Auxiliaries or nearby mercs hastily assembled to take advantage of this and go in to extract an outlaw researcher who has been hiding out under the protection of the Great Leader regime.

The place is gonna be a huge mess with one of the corpo states who technically "own" the system hiring mercenaries to further destabilize the place, as well as the system's homegrown resistance movement making some moves.

Eventually I might have the Aun empire get involved (or maybe they planned the whole thing to draw Union into a conflict).

I'm hoping to give players some stuff to do in pilot mode and have a few different objectives so each fight isn't just a brawl to the death, but I'm having a bit of trouble. Have an idea for a battle involving a mega-train possibly with the target on board. But what are some cool things I can have my players do as pilots in this scenario?

Addressing a few things in no particular order:

1). If you aren't already on the discord you should drop by and post your play impressions in the feedback channel as Tom is always looking for actual play reports.

2). Lancer does operate more on a D&D4E style "endurance" system where the expectation is that you'll have multiple combat encounters (around 4) between long rests. Much like in 4E, it's going to be difficult to really threaten a fresh party with a life-or-death conflict off of a single encounter unless you really ramp things up.

3). That said, one of the things that's being tweaked in the upcoming draft is that a lot of NPC archetypes are having damage values adjusted upwards in places, and there are also some revisions being put in place to all the various PC mech options which may wind up affecting how combat plays out such as slightly lowering average repair cap values so each repair spend is somewhat more precious, that sort of thing.

4). That said, one thing that a lot of GMs often overlook is giving NPCs additional optional systems, particularly additional offensive systems since NPCs fire all their weapons at once whenever they attack, so depending on enemy compositions adding an extra system or two can be enough to really up their punch.

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
BITD style 1.8 pilot rules hot off the presses right here. 1.8 is probably out in January.

The grapple rules are going to get clarification later, but just in case you're a big goof whose entire team likes to grapple, Tom explained that grapple movement is controlled by the largest/strongest (synthetic muscle mesh or whatever) mech in the scrum. In the case of two equals, the one who wins the check and moves drags the whole chain of people with them.

Kai Tave
Jul 2, 2012
Fallen Rib

Atlatl posted:

BITD style 1.8 pilot rules hot off the presses right here. 1.8 is probably out in January.

The grapple rules are going to get clarification later, but just in case you're a big goof whose entire team likes to grapple, Tom explained that grapple movement is controlled by the largest/strongest (synthetic muscle mesh or whatever) mech in the scrum. In the case of two equals, the one who wins the check and moves drags the whole chain of people with them.

Mecha League Football gonna be rad as gently caress I tell you.

e; re: 1.8, Tom is referring to the next draft as a "throw poo poo at the wall" version where he simply tosses every idea he's been coming up with into the main text and then pares down and/or reformats things as they get tinkered with, but beyond that he's also stated that his tentative plans for actually launching a Kickstarter for a finalized (or mostly finalized) version of Lancer will be sometime in the first half of 2019, so we're officially in what may be the home stretch.

Kai Tave fucked around with this message at 09:01 on Dec 22, 2018

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Cannot wait to be the winning robot in a multi-mech German Suplex chain.

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
let barbie take titanomancy

Lemon-Lime
Aug 6, 2009

Atlatl posted:

BITD style 1.8 pilot rules hot off the presses right here. 1.8 is probably out in January.

Thank gently caress, they went back to narrative play for pilots. That fixes a good chunk of what I hated about the game from 1.6 onwards. :toot:

Kai Tave
Jul 2, 2012
Fallen Rib

Lemon-Lime posted:

Thank gently caress, they went back to narrative play for pilots. That fixes a good chunk of what I hated about the game from 1.6 onwards. :toot:

To be clear this is in addition to a tactical play layer for when combat starts if you wind up on foot.

Lemon-Lime
Aug 6, 2009

Kai Tave posted:

To be clear this is in addition to a tactical play layer for when combat starts if you wind up on foot.

:rip:

Guess it's back to waiting until it's finished and then shredding the entire pilot chapter to replace it with the old system.

Atlatl
Jan 2, 2008

Art thou doubting
your best bro?
I thought you could do either now? One of the examples is just "yeah you get into a shootout with mooks, they all died and you took 2 damage" for a narrative combat summary.

Kai Tave
Jul 2, 2012
Fallen Rib

Atlatl posted:

I thought you could do either now? One of the examples is just "yeah you get into a shootout with mooks, they all died and you took 2 damage" for a narrative combat summary.

Basically. You never have to do tactical combat as a pilot unless you opt to get out of your mech in the middle of a mech battle to try and rodeo someone (or are forced to eject), but the rules for doing so aren't likely to go away in favor of a pure narrative/tactical split between pilots and mechs because more involved tactical combat rules for pilots has been the number one thing people asked the designers for since the game was in its early stages. Nonetheless when it comes to just, like, doing some quick fighting on foot where nobody cares enough to roll out a battlemap, then handling things in a more narrative fashion should work fine.

Kai Tave
Jul 2, 2012
Fallen Rib
So while Tom and Miguel continue to chip away at 1.8 and slowly go mad in the process, Tom fell asleep at his desk and woke up to find that he had created a new mech in a fugue state, and also that he's wanted for demon blood smuggling in three states. The HORUS KOBOLD is in a rough draft state so it's missing a lot of flavor text and also has some typos (the Fusion Rifle should cap at a maximum of 6 damage, the Slag Cannon should be range 8 and also a cannon-type) but if you've ever wanted to play a mech that makes blocks out of stuff then this is the one for you.

is that good
Apr 14, 2012
god I'm always pump for more robots

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

Minecraft: The Mech.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Kobold looks cool and fun. Not sure how I feel about the revealed 1.8 stuff in general yet, but I like that mechs get more unique traits and stuff now at least.

Last night I was finally able to run a proper session of this and had a total blast. We only got through the very first combat (this is a crunchy game), but my players seemed to enjoy it a lot. Hope nobody minds a trip report:

The party (at LL1) was:
"Butcher" (Blackbeard) - a refugee from a failed colony, believes in Kami and that his mech's nhp is a guardian spirit. Likes big axes and also bigger axes.
Zola (Gorgon) - a mysterious and unflappable engineer. likes drones
"Trojan" (Goblin) - extremely socially awkward Union hacking/infiltration specialist. Is probably part AI, or maybe just that awkward.
Mort (Barbarossa) - as per my player "Basically Bebop from TMNT" so yeah I guess aliens exist now, I'm not gonna say no to that. Siege specialist with an extremely heavily armed mech, also an expert scavenger/scrapper
Sigismund (Metalmark) - A union soldier who was resurrected as part of a secret research program. Has vague memories of committing horrible atrocities. Dueling specialist.

We also have another player who couldn't make it, and unfortunately Zola had to leave quite early due to being super sick. Might have been for the best considering how long the combat took.

The game is taking place in a system under the rule of the Benevolence Regime, a militaristic and isolationist government that has cut itself off from Union. However their Great Leader has just been killed, leading to destabilization of the area and an assault by the minor corpo-state that originally settled the system before Great Leader took over. The Lancer's are to use this as an opportunity to infiltrate the system and capture a rogue Union scientist who has been hiding out under Great Leader's protection.

Things didn't go too well during the briefing, with Sigismund looking down his nose at these non-navy mercs, and basically everyone acting pretty weird and not getting along (it was great fun), but soon we flash-forwarded to the first objective- capturing an abandoned Benevolence moon-outpost to make use of its printer, and printing out a ship that would fool the Benevolence orbital batteries and allow the team to land planetside.

Unfortunately the clifftop facility had been claimed by a vicious pirate gang- Dessa's Drakes! I was worried I had overtuned the NPCs a bit, so I allowed the players to creep up pretty close using an ice storm for cover, and they lined up behind a building not far from the pirate's ship.

All in all they were facing Dessa in her Ravager Komodo (and elite, veteran, pirate berserker, and I gave her an unshielded reactor from Pyro), her 1st mate in a pirate Sentinel, their ship Firebreather (Scourer with lots of firepower and the ship template) and two squads of pirate infantry.

Sigismund, Zola and Butcher were able to put significant damage on Dessa before Trojan caused her to jump off a giant cliff using his hacking skills. She did manage to heavily damage Butcher in the process though. The pirate ship and sentinel scrambled to support, doing minor damage to the team. Mort completely obliterated an out-of-cover pirate squad with one shot from his howitzer. The other squad took heavy cover in a nearby tower and did significant damage to Butcher (pirate infantry are scary! They roll 4 attacks per turn, so good crit chances).

Next round Trojan successfully jammed the pirate ship, making it pretty much useless. Mort shelled the pirate infantry, but wasn't able to kill them this time, and they continued to pump out significant damage.

The sentinel charged Mort hoping to shut down his cannon attacks, and was in turn charged and grappled by Butcher. The ship flew down hoping to rescue the sentinel on a following turn. Sigismund did a hit and run attack to burn the Sentinel's overatch, allowing Mort to back off and team up with Zola to pretty much wreck the sentinel, although it was barely surviving with like 1 system left.

At this point I decided Dessa could use her harpoon gun and acrobatics talent to make it back up the cliff, and she charged sigismund, but whiffed both chain axe attacks and her borer drones. On her next activation she was able to hit, but it was pretty much negated by Sigismund's reactive weave. At this point she was damaged enough to have lost her harpoon, so Trojan unceremoniously dumped her off the cliff again.

The sentinel tried to escape Butcher's grapple and failed miserably, dying shortly after (technophile rank 2 seems really good with grappling). Zola wiped out the remaining pirate squad. Then Butcher decided to RULES OF NATURE and grappled the ship with his synthetic muscle system (I didn't see anything that would stop this from working, and it was awesome). Since they couldn't escape, Sigismund called for their surrender, and succeeded at commanding them to lay down their weapons. Then the party mercilessly killed them all (well it's a covert mission I guess).

With the pirates dealt with, they proceeded on foot into the Benevolence hangar. Trojan was easily able to hack the out of date facility and reactive its printer, but the Benevolence NHP running the place recognized the lancers as foes and activated it's most deadly weapon- the inspiring and uplifting Benevolence national anthem in praise of Great Leader! oh and also a couple of old mechs that had been left in the hangar. One took aim at the pilots but didn't hit, and the other attacked the printer, hoping to prevent the party from using it. The NHP was no match for Trojan though and he was able to hack the connection the mechs, shutting them down before they could do further damage.

The Lancers now all have much more respect for each other after fighting together, seems like they make a good team. Maybe they can succeed at this suicide mission after all?

That's pretty much where we left it! Everyone really enjoyed the combat system as far as I could tell. The combat was long but each turn was pretty interesting and the players were able to use varied tactics, it felt a lot better than DnD 5e to me.

I think the players ended up using an average of 4 repairs after this fight, so I think it was a bit tougher than the book recommends. However I might end up running fewer combats per mission if they all take as long as this one did. The sentinel underperformed since it started furthest from the players and had to waste a turn moving in, the area was open enough that its overwatch abilities were kinda useless too.

Next session I am thinking of having the player's ship run into a Benevolence naval patrol, which will probably end up with a big battle in space or inside an enemy ship. Gonna see how things work out using some grunt squads and put my players up against big numbers of weak enemies as a contrast to this session.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
the wealth of cool options makes character creation loving difficult

Kai Tave
Jul 2, 2012
Fallen Rib

thatbastardken posted:

the wealth of cool options makes character creation loving difficult

This is true, and it's explicitly why new characters begin at level 0 as opposed to already having access to more licenses. Earlier on in the development I suggested, hey, why not ditch level 0 because the cool stuff people want is almost always going to be higher up the tree, but in actual practice it turned out that the variety of options was giving people some real analysis paralysis and so I've since come around on it.

It's kind of hard to go wrong by simply going all-in on one particular license that does what you want, thankfully it's difficult to accidentally make a real bad mech and the generous respeccing rules plus how licenses sort of work by default means it's always possible to switch things out between missions anyway, you're not really locked to one particular loadout or even frame. You could be a Goblin one mission and a siege-artillery Barbarossa the next. If you want some advice or suggestions on what to do, feel free to ask here or the discord.

Pentecoastal Elites
Feb 27, 2007

Lemon-Lime posted:

:rip:

Guess it's back to waiting until it's finished and then shredding the entire pilot chapter to replace it with the old system.

if your GM is using LANCER to run star wars style corridor laser shootouts, they've made a really poor choice.
you need some sort of hard pilot combat rules to make disembarking in a battle an interesting high risk/high reward option (with a dummy plug/ai)

Lemon-Lime
Aug 6, 2009
You do not need pages of pilot gear options or rules for unarmoured pilots fighting mechs in a game about mechs shooting other mechs, and the v1.0 rules for hardsuits were more than enough to allow pilots to dismount if you wanted fight alongside a dummy or AI.

Lemon-Lime fucked around with this message at 21:18 on Dec 31, 2018

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Kai Tave
Jul 2, 2012
Fallen Rib

Lemon-Lime posted:

You do not need pages of pilot gear options or rules for unarmoured pilots fighting mechs in a game about mechs shooting other mechs, and the v1.0 rules for hardsuits were more than enough to allow pilots to dismount if you wanted to jockey or fight alongside a dummy or AI.

Honestly the early pilot rules sucked a lot, sorry. I'm not even talking from a sense of narrative-versus-tactical rules or anything, I mean the rules were actually bad, like "there's no point in using the pilot melee weapon option because it's so heavily penalized that you're better off simply shooting, even with the penalty for using guns while engaged" and jockeying being ridiculously penalized due to the way that pilot hardsuits were statted and the interactions between that and the mech rules. The rules as they stand now are vastly more functional.

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