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Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I really hope I can run this soon, it seems really cool. Plus the artwork is awesome!

Been playing nothing but 5e lately so something totally different in setting wouls be nice. My group loves mecha too.

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Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
The Tortuga is dope.

Anybody have some interesting builds? I am curious how the tech attacks and the heat system work in practice. I remember tech was considered underpowered in the last version but I really like the idea of a tiny stealthy mech bringing down enemies with hacking.

Also some sort of Balor/Ghengis hybrid looks fun. Keep enemies in your heat aura with the nano whio and operate in the danger zone as much as possible.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
HORUS was already my favourite and the creepy mech designs are only making it more so.

Has anyone found any good online plays of Lancer? There's a couple partially completed pbp games on rpgnet of version 1.5 and one super old youtube video series. I don't have time to run a game yet so I want to live vicariously.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
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.

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?

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.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Of course this would happen right after I went to the trouble of printing all of 1.75!

New update is interesting, I do like how some of the systems have been moved to passives. Not sure about the action economy stuff, seems like a huge change.

The Harrison booklet is great too, I love the lore in this game.

Planning the 2nd session of my game now, the Lancers are going to encounter the aftermath of a space battle, with some gear to salvage and maybe a surviving merc for some roleplaying stuff. They are also gonna run into a patrol of corpo-state mechs. Not all the Lancers have flight capable mechs so space combat might be troublesome, but I think if I include their ship plus a bunch of wreckage as terrain it could be interesting.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I put a combat granny NPC in my last session. She was a Mirrorsmoke merc and the only survivor of a space battle featuring a new enemy weapon, and she offered to work for the players. Unfortunately my players decided they needed to shoot her so that their mission remained top secret.

It may have been a mistake to tell them to maintain secrecy at all costs.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...

Kai Tave posted:

Just have her show back up at some point in the future none the worse for wear. You never said how she survived that mystery weapon after all.

I'm already planning to do this with the inexperienced but mysteriously talented enemy pilot that they killed in the following battle. They immediately realized he was anime protagonist material and decided to make him their #1 target, I'm kind of proud of them for this one actually.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Oh hell yes they added a decent amount of new NPC classes, as well as tactics advice and labels like controller/striker/tank.

I have been swapping modules between npc types a bunch since I just like building mechs, but this means a bunch of new parts to use.

Grunts don't seem to do reduced damage anymore, which means groups of them could potentially be hilariously dangerous. Gonna make my next fight 20 grunt bombards.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Is that a little trucker sleeping compartment on the side of the Lancaster?

Also it is named "Bess" how adorable.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Any tips for speeding up combat in this? All my sessions so far have been like 70 or 80 percent combat with not a lot of time for roleplaying.

Part of it is that we are playing online, but also I like using grunts to make battles feel bigger and to give my Barbarrossa player groups to target. My players are also struggling with the lack of initiative system and take a while to figure out who should go next.

I am sure we will speed up as we get better at the rules, but has anyone found any tricks for this?

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I have been doing hexes in my game on Roll20 and it has been fine. It can take a bit of work to line up the maps and stuff the way I want, but I haven't noticed any major issues during play.

Next session we will finally get to the train battle I have been planning for a while. My players have been rolling over my fights pretty easily so far so I have a tough Ultra lined up.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
The online NPC tool is really great, makes it very easy to build encounters. I keep spending all my prep time making enemy mechs instead of planning story stuff.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...

Twibbit posted:

RPPR has an actual play of Lancer up

https://twitter.com/rosspayton/status/1179843770461933569?s=19

Outside of some terrible dice luck they seemed to enjoy it

The corpro-state colony in this is hilarious and I am totally stealing some of it for my game.

Was already planning on having a bunch of clones but now "vat-cancer" can be a thing too.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
The Everest is obviously a Scopedog.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
The only time I looked there someone was bashing the game saying that you didn't gain anything by leveling up which was just baffling to me.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
This is maybe a little off topic, but since I have been GMing I have been wishing for a videogame that would let me kind of feel like I'm playing Lancer as PC. I just found this cool indie game on Steam called "Mainframe Defenders" that pretty much fits the bill, you make a squad of 4 mechs and can equip them with a ton of weapons or items, and it even has a heat management system similar to Lancer. It's very indie in production values but I really like it so far, worth checking out for sure.

The problem is that now I have been playing this instead of planning my sessions, whoops. My players have really been rolling fights lately so I need to come up with something tough for next time.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Finally finished a holdout battle that took almost 3 full sessions to run. Having double the normal enemies is insane even if some are in reserve. Looking forward to running the next combat as a relatively simple control scenario, although I am using some fan-made npc types for hidden shenanigans. Hopefully my players don't hate me too much afterwards!

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
You can also just hold alt on roll20 to ignore snap to grid, it's what I do cause I spend way too much time making tokens already.

Ran my game last night and got halfway through a control point scenario. Highlights include the party's Duskwing being a slippery little poo poo and ruining all my plans, as well as two members of the party looking at 16 damage from Scout orbital strikes and saying "I can take this for a point."

Also the Blackbeard immediately chopped the weapon off of my scariest npc.

It was fun but I could done better on the roleplaying side. I feel like I ran out of things for an insane tortured NHP to say.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I just switched to foundry because making maps on roll20 is really annoying. It really wasn't that hard to get going and I am loving it so far.

There's a module that let's you import characters and npc data from compcon that is amazing.

Also I played a Sunzi for the first time in an online one shot. It completely trivialized an entire escort mission by itself, the mobility and control you get on a team is insane.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...

KPC_Mammon posted:

Maybe it is due to player count but the aforementioned Sunzi shenanigans just don't sound good enough. When you already have one person hacking (and honestly finding it kinda underwhelming most of the time) and two people providing damage subbing one of the existing characters out for movement shenanigans would just leave the party with either next to no tech or half the damage output.

I could see it being fun as a 5th player, sure.

edit:

One thing the Sunzi can do that I think is particularly awesome is leaving its anchor back at base or your ship in orbit, allowing the party to teleport to safety at nearly any time.

Basically in the escort mission I played, we three lancers had to escort a transport vehicle through a canyon. We were up against 2 breachers, 2 demolishers and 2 hives, with reinforcement breachers and assaults following us from the previous combat. There were also some reinforcement grunt snipers but they came in too late to do anything.

Turn 1 I moved up and warp rifled a breacher that was moving up on us, meaning it was too far to do anything on its following turn. and used accelerate to get our team further down the canyon.

Then on turn 2 I used a warp charge to have our team and objective swap positions with the enemy blockade, putting the super slow demolishers and another breacher behind us. Then I used accelerate again and moved the objective almost to the end zone. At this point the entire enemy team was like 15 spaces behind me and the objective and pretty much couldn't catch up, especially with my core power to just force them backwards at the start of the turn.

It was in fairness basically the perfect mission for Sunzi, but I was surprised by how powerful the movement tools were. I didn't do terrible damage either with the warp rifle/missile pod with Nuclear Cavalier up. I took an engineer talent weapon as backup but found using my teleport powers was usually better.

the first mission also went really well, we had to run to the center of the map and pick up 2 of 4 objects, then transport them to the far edge of the map. blink charges and accelerate made it so that we could actually get all 4 for a bonus objective fairly easily. I was paired up with a big tanky Tortuga and a Saladin with overpower caliber, nuc cav, paracausal shatterhead missiles, so the extra mobility was great and they took care of damage pretty well.

Blisster fucked around with this message at 02:38 on Nov 24, 2020

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I was finally able to get my physical copy of the Lancer core book from my friend who has been holding onto it since covid started.

It's an extremely nice book. Much bigger than I expected, and the artwork is fantastic in person. Pretty good motivation to finish planning that Eidolon fight I have coming up.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Hey Lancer DMs, any tips for making maps now that one of my players has Sunzi levels and the blink space tunneller ability?

I spent a long time making this sweet gauntlet map and they pretty much skipped over the entire thing right to the end on round 1. I tried to force back the tunneller with a cataphract impale but it missed.

They’re still having a good brawl with the enemies guarding the objective but It would have been cooler in all the canyon terrain I made. Maps are already tricky with six players, one piloting a size 3 mech, so any tips would be appreciated.

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Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
My entire campaign is based on Boundary Garden and the Aun so it’s weird to say they are unuseable. Granted I did take a lot of inspiration from the unfinished Aun Field guide, but yeah the beauty of ttrpgs is that you can fill in the blanks with whatever you want.

My game started shortly after a bunch of my friends watched Aldnoah Zero, so half of the group is fused with an AI in some way, completely contradicting the pact with RA. One player wanted to be an alien so we just went with it even though it contradicts the book (he is basically Bebop from TMNT and honestly it rules)

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