The Good, The Bad and THE UNGRATEFUL: A Lancer TTRPG game

Right, so I should stick with a Striker.

Hmm.

Currently I'm leaning between Nelson and Raleigh, one because KNIGHT ERRAAAANNNNT, the other because Six Shooter Mecha is just plain cool.
 
Okay, went with the Nelson, here's a preliminary build, let me know if there's anything egregriously wrong here!

Plaintext said:
» Gertrude Grace // ZEPHYR «
Noble, LL2
[ SKILL TRIGGERS ]
ASSAULT (+4), INVESTIGATE (+2),
READ A SITUATION (+2), SHOW OFF (+2),
SURVIVE (+2)
[ GEAR ]
Heavy Hardsuit, Heavy A/C,
Medium Signature, SSC Sylph Undersuit,
Antiphoton Visor, Patch
***
[ TALENTS ]
DUELIST 3, VANGUARD 1,
SKIRMISHER 1
[ LICENSES ]
IPS-N NELSON 2
[ MECH ]
« ASCALON »
IPS-N NELSON
H:2 A:2 S:0 E:0 SIZE:1
STRUCTURE:4 HP:13 ARMOR:0
STRESS:4 HEAT:0 REPAIR:6
ATK BONUS:1 TECH ATK:0 LTD BONUS:0
SPD:6 EVA:13 EDEF:7 SENS:5 SAVE:11
[ WEAPONS ]
Flex Mount: War Pike (Thermal Charge)
Main/Aux Mount: Shotgun / Segment Knife
[ SYSTEMS ]
Armor-Lock Plating, Bulwark Mods,
EVA Module, Rapid Burst Jump Jet System
 
Last edited:
Okay, went with the Nelson, here's a preliminary build, let me know if there's anything egregriously wrong here!

So the two things I might mention it's probably better to put the Warpike and knife on the same mount so they attack on the same skirmish since they are both melee weapons.

And you could take two warpikes instead of the shotgun.
 
So the two things I might mention it's probably better to put the Warpike and knife on the same mount so they attack on the same skirmish since they are both melee weapons.

And you could take two warpikes instead of the shotgun.

Okay, that can work, why should I take two Warpikes though? I just wanted to have an option for things that aren't really easy to melee.
 
Okay, that can work, why should I take two Warpikes though? I just wanted to have an option for things that aren't really easy to melee.

Shotguns have the same range as a warpikes melee and less than their thrown range.

edit. wait I got it confused with the decksweeper shotgun. it just has the excat same range as the warpike threat and thrown range
 
Last edited:
» Villian Hex // PIPER «
Hacker, LL2
[ SKILL TRIGGERS ]
HACK OR FIX (+4), INVESTIGATE (+2),
Master of the maze (+2), SHOW OFF (+2),
SPOT (+2)
[ GEAR ]
Mobility Hardsuit, Light A/C,
Light Signature, Subjectivity-Enhancement Suite,
Tertiary Arm, Tertiary Arm
[ BOND ]
THE PATHFINDER
Powers: MOMENTUM
***
[ TALENTS ]
EMPATH 2, LEADER 1,
HACKER 1, SKIRMISHER 1
[ LICENSES ]
HORUS LICH 2
[ MECH ]
« ORO? »
HORUS LICH
H:2 A:0 S:2 E:0 SIZE:1
STRUCTURE:4 HP:11 ARMOR:0
STRESS:4 HEAT:0 REPAIR:6
ATK BONUS:1 TECH ATK:3 LTD BONUS:0
SPD:5 EVA:8 EDEF:14 SENS:15 SAVE:12
[ WEAPONS ]
Main/Aux Mount: UNRAVELER / Nexus (Light)
[ SYSTEMS ]
Unhinge Chronology, Wandering Nightmare,
Antilinear Time, Expanded Compartment,
Personalizations, Type-I Flight System

I am a bit surprised at the lack of Black Thumb so far.
Right, so I should stick with a Striker.

Hmm.

Currently I'm leaning between Nelson and Raleigh, one because KNIGHT ERRAAAANNNNT, the other because Six Shooter Mecha is just plain cool.


I know you've already set up a stat block buuut might I direct you to the calaban? It's the smallest frame with a HEAVY mount and an inbuilt shotgun. It's also kicks other mecha around like foot balls, at higher levels can beam people in the head by reloading, and is basically the fucking doomslayer.
 
Man, there's a dearth of melee blenders here that aren't sneaky dodgy bois, I am disappoint.
I am not sneaky. I cannot contest the dodgy, though, I dodge like a god. And then I teleport just for fun.

Also can someone help me with Bonds? I've got the book, I've just never been good at bonds in it. They generally just don't feel fitting.
 
I didn't have time to look into any Lancer stuff yesterday, but now I'm finally done with work stuff today. Going to go re-read some parts of the Lancer book, and play with Comp/Con.

Does anyone have any suggestions on what roles the party needs? It looks like there are already a lot of pilots and mechs posted and I am not familiar enough with Lancer to identify the roles that have already been filled just skimming through the thread. Just from glancing through the roles list again I am leaning towards Artillery/Defender, but maybe I will be take in by a particular mech.
 
I didn't have time to look into any Lancer stuff yesterday, but now I'm finally done with work stuff today. Going to go re-read some parts of the Lancer book, and play with Comp/Con.

Does anyone have any suggestions on what roles the party needs? It looks like there are already a lot of pilots and mechs posted and I am not familiar enough with Lancer to identify the roles that have already been filled just skimming through the thread. Just from glancing through the roles list again I am leaning towards Artillery/Defender, but maybe I will be take in by a particular mech.
May I suggest the Barbarosa?
 
Where are Bonds described again?

They're out of the Guide to the Karrakin Trade Baronies.

Does anyone have any suggestions on what roles the party needs? It looks like there are already a lot of pilots and mechs posted and I am not familiar enough with Lancer to identify the roles that have already been filled just skimming through the thread. Just from glancing through the roles list again I am leaning towards Artillery/Defender, but maybe I will be take in by a particular mech.

Honestly, I generally think you should play what will be fun - two mechs that fill the same niche but that have different builds will play differently enough that you should be fine.
 
Going to uh, cap it right after LawsOfRobotics for the moment because we have quite a few people at the moment! But feel free to post interest still in case we lose anyone and I'll be starting a discord up as soon as possible.
 
Also I will provide a solution to getting the info on bonds as soon as I get the discord up (going to come up with a post to go along with it since basically your characters are going to be in subjective travel for a bit)
 
If ... anyone other than me actually cares about this, I have resolved to use modern Egyptological pronunciations as opposed to reconstructed ones for familiarity and general readability reasons (i.e, "Ma'at" as opposed to the more historically accurate but far less legible "ˈmuʀʕat"); but I do think Maribel will make a point to try not to use Greek forms of the names of the Egyptian gods in her devotions (i.e, Maribel offers praise to RE, not RA; to Aset, not Isis; Anpu rather than Anubis, etc.)

HORUS, because it is the name of a group and not a god, and is thus legally and theistically distinct from Heru, the Lord of the Black Soil, she will use the Hellenic name for.

Anyway, brb, busy constructing a religious framework from scraps of weird paracode and New Kingdom funeral texts.
 
If ... anyone other than me actually cares about this, I have resolved to use modern Egyptological pronunciations as opposed to reconstructed ones for familiarity and general readability reasons (i.e, "Ma'at" as opposed to the more historically accurate but far less legible "ˈmuʀʕat"); but I do think Maribel will make a point to try not to use Greek forms of the names of the Egyptian gods in her devotions (i.e, Maribel offers praise to RE, not RA; to Aset, not Isis; Anpu rather than Anubis, etc.)

HORUS, because it is the name of a group and not a god, and is thus legally and theistically distinct from Heru, the Lord of the Black Soil, she will use the Hellenic name for.

Anyway, brb, busy constructing a religious framework from scraps of weird paracode and New Kingdom funeral texts.

I gotta do something similar for Shamir's syncretic ancestor worship/Passions reverence. KTB hooooo!
 
May I suggest the Barbarosa?
Thanks for the suggestion. I looked through all the mechs and the Barbarossa did appeal in particular. I thought about Death's Head or Monarch as well, but the Apocalypse Rail sounded too fun to pass up so I decided to go with the Barbarossa (I know it doesn't unlock until LL3). I am trying to build it out in Comp/Con (I've never used it before but so far I am impressed). Quick question, is there a button in Comp/Con to export the description of the mech and pilot like I have seen posted in the thread?
 
Quick question, is there a button in Comp/Con to export the description of the mech and pilot like I have seen posted in the thread?
Gear icon on the ribbon at the bottom of the screen > Export Pilot.

EDIT: No, I'm being silly. "Generate Statblock"
 
Last edited:
Thanks for the suggestion. I looked through all the mechs and the Barbarossa did appeal in particular. I thought about Death's Head or Monarch as well, but the Apocalypse Rail sounded too fun to pass up so I decided to go with the Barbarossa (I know it doesn't unlock until LL3). I am trying to build it out in Comp/Con (I've never used it before but so far I am impressed). Quick question, is there a button in Comp/Con to export the description of the mech and pilot like I have seen posted in the thread?
Look at the bottom-right of the page, there should be a gear symbol on a red banner. Click that and it'll bring up a list of options - you'll want 'Generate Statblock.' From there you can generate a plaintext summary of pilot and/or mech stats.
 
So I decided not to go with Barbarossa because I wasn't happy with how immobile it was. I ended up experimenting with several different mech ideas before I decided to go with the Sherman instead, because shooting lots of lasers sounds fun. I would appreciate feedback if there are some clear improvements I can make, I think I figured out how most of the talents and weapons interact, but I may have missed something.

» Luke Vrataski // VULCAN «
Soldier, LL2
[ SKILL TRIGGERS ]
ASSAULT (+4), GET SOMEWHERE QUICKLY (+4),
LEAD OR INSPIRE (+2), PATCH (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Heavy Signature, ***
[ TALENTS ]
NUCLEAR CAVALIER 2, HEAVY GUNNER 1,
SIEGE SPECIALIST 1, WALKING ARMORY 1
[ LICENSES ]
HA SHERMAN 2
[ MECH ]
« HIGH ENERGY LIDAR PLATFORM »
HA SHERMAN
H:0 A:0 S:0 E:4 SIZE:1
STRUCTURE:4/4 HP:11/11 ARMOR:1
STRESS:4/4 HEAT:0/12 REPAIR:4/4
ATK BONUS:1 TECH ATK:-1 LTD BONUS:2
SPD:3 EVA:7 EDEF:8 SENS:10 SAVE:11
[ WEAPONS ]
INTEGRATED MOUNT: ZF4 SOLIDCORE
Flex Mount: Assault Rifle
Main Mount: SOL-Pattern Laser Rifle
Heavy Mount: ANDROMEDA-Pattern Heavy Laser Rifle
[ SYSTEMS ]
Ammo Case I, Reactor Stabilizer,
Redundant Systems Upgrade
 
» Radka Kondamnito // CORVUS «
Penal Colonist, LL2
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), READ A SITUATION (+2),
SPOT (+2), SURVIVE (+2),
WORD ON THE STREET (+4)
[ GEAR ]
[ BOND ]
THE WOLF
Powers: POUNCE
***
[ TALENTS ]
CENTIMANE 3, SKIRMISHER 1,
NUCLEAR CAVALIER 1
[ LICENSES ]
HORUS BALOR 2
[ MECH ]
« ABANDON ALL HOPE »
HORUS BALOR
H: 0 A: 2 S: 2 E: 0 SIZE: 2
STRUCTURE: 4/4 HP: 13/13 ARMOR:0
STRESS: 4/4 HEAT: 0/4 REPAIR: 4/4
ATK BONUS: 1 TECH ATK: 3 LTD BONUS: 0
SPD: 4 EVA: 8 EDEF: 12 SENS: 5 SAVE: 11
[ WEAPONS ]
Main Mount: Nexus (Hunter-Killer)
Heavy Mount: Heavy Charged Blade (Nanocomposite Adaptation)
[ SYSTEMS ]
Swarm Body, Hive Drone,
Scanner Swarm, EVA Module
 
Last edited:
» Francis Ivanov // CATAPULT «
Unlikely Super Soldier, LL2
[ SKILL TRIGGERS ]
STAY COOL (+2), EMPATHIZE WITH/SENSE MISFORTUNE (+2), APPLY FISTS TO FACES (+2),
GET SOMEWHERE QUICKLY (+4), SURVIVE (+2)
[ GEAR ]
Assault Hardsuit, Medium A/C, Medium Signature
Dataplating, Wilderness Survival Kit, Tertiary Arm
***
[ TALENTS ]
BRAWLER 2
JUGGERNAUT 2
EXEMPLAR 1
[ LICENSES ]
HA NAPOLEON 2
[ MECH ]
«OTHER PEOPLE'S MONEY»
HA NAPOLEON
H: 2 A: 2 S: E: 0 SIZE: 1/2
STRUCTURE: 4/4 HP: 13/13 ARMOR:2
STRESS: 4/4 HEAT: 0/8 REPAIR: 4/4
ATK BONUS: +1 TECH ATK:0 LTD BONUS: 0
SPD: 5 EVA: 10 EDEF: 8 SENS: 5 SAVE: 12
[ WEAPONS ]
Main Mount: Charged Blade
Heavy Mount: Segment Blade (Phase-Ready)
[ SYSTEMS ]
Stasis Bolt, Stasis Generator, Stasis Barrier,
Personalization

Right so being a super soldier sounds badass right? Well, it's really more of a journey I'd say. I was not even supposed to participate on one of Harrison Armory's Experimental projects. A friend of mine, real hardcore beefy dude was supposed to be it. But then one night, we got outrageously drunk and ended up switching bunks. Then the next morning this group of pasty white and antsy aides and their gorilla helpers barged into my friend's bunk like The Ghosts of the Second Committee themselves were after them.

Turned out the project was behind schedule and the deadline was imminent, they wanted to push to human trials right away. They were too panicked to notice I wasn't the man they wanted, and I was too hungover to protest. One thing lead to another and I was strapped to the chair and then I passed out. When I woke up I became a tall stack of muscles and meat, like in those from the stories. Problem was, that was all I got, which was hardly worth the budget.

It's extremely humorous now, but I didn't find it so funny back then. Nobody did really. To cover up the embarrassment I was paid to keep my mouth shut and continued to work for HA's Security, but eventually, I didn't want to take my chances. You never know, some other dumb aide might trip one day needle in hand and stick another serum my ass. I then spent some time working for the Union's Economic Bureau.

Let me tell you. Breaking into labs and Corpo places hanging people for their overdue taxes and broken budgets was cathartic. But that didn't last long until my branch of the Bureau became too timid to do that sort of stuff. So I went my own way and became a hired mercenary muscle for various groups.

Well that's life, I dont let it keep me down.
 
Last edited:
The journey from your lodgings to the Madrassa Uplift should have been simple but the local independence and worker right groups have been protesting Harrison Armory's presence in Avicenna and HA has responded by sending out their "Counter-terrorism" teams to "restore order". Your train had to stop three times as fighting spilled out into the stations along the way, with the longest delay being due to the Avicenna Transit Authority having to move a burned out train to a siding after HA overzealously hit it with a burner of some kind. Things are really going to shit here and its probably for the best that you're going to miss the trouble, because this place is ready to explode. By the time you get to Madrassa Uplift, a Harrison Armory spokesman is claiming that HA forces were merely responding to the use of a nexus weapon by 'outside agitators' and were forced to use ZF4s in self defense. Good grief.

You arrive what some would call "Fashionably late" to the cargo bay where the merc captain and a representative of whoever is paying for this shit are waiting. The rep says he's from Strategic Mining Initiative, a front company if you ever heard one and is a fussy little bald man who has you sign dozens of documents for the people hiring Cooper's Corsairs. Yes I understand I cannot be told where I am going. Yes I understand that not even my employers are aware of the full details of the contract. Yes I understand that the promised time debt given to the people who recruited me was merely an estimate and may prove longer. Fuck. Who knows how long it will be, the rat bastards are stipulating that I must spend the majority of the trip suspended due to "trade secrets". But, what can you do? This place is likely to become a shooting war soon between Karrakis, HA and Union soon enough and you only get the chassis and licenses if you sign the dotted line. It seems like everything rolls downhill and you're the one at the bottom. So you sign. You probably don't like it.

The fussy little man moves on after making you sign your last waiver against indemnifying his fake ass company. You meet your 'real' employer, the person you'll be reporting to: Captain Nthanda Teravest, a tall and stocky woman with iridescent hair and possibly Sparri tattoos, wearing what is either a heavy hardsuit or well disguised half chassis, a large two handed axe strapped to her back next to a folded back big barrel weapon of some kind. Her black skin glistens in the heat of the bay as she just barely doesn't crush your hand in with what you later realize is an unaugmented grip. Your chassis is being loaded into the launch bay of an assault landing ship with the barely legible name of "U.K.R. Third to Last Warning", which you learn is her personal transport ship. Apparently we're going to be loaded into a tender on the way to where-ever it is we're going and we're going to have a sub-altern minder on board from SMI to make sure everyone stays asleep. These guys are seriously paranoid. There's still a few hours left until wheels up and deep sleep, so she points you in the direction of the other members of the Company, and encourages you to play nice while she talks with someone named Diane about last minute preparations.
 
Last edited:
Back
Top