I was thinking of using the title of the Sabaton song Resist And Bite. I'll actually go back and edit that in.
I had wondered if that was the origin of the motivation, TBH. The
Bataillon de Chasseurs Ardennais has an excellent motto.
Meanwhile, Everett's holding a straight-up ceremony for their new arrival. The old grey and red paint is scrubbed clean, leaving the jaeger's armour bared to the sun, before a new coat of royal purple is applied, accented by crisp golden linework and stripes. In some areas, the scheme is reversed, with larger areas of gold around the sternum and upper arms, the purple adding detail to the gleaming plates. As the new rangers of the machine start it up for the first time, the announcement is made;
No longer is this the Blue Star's Elysium Praetor. Now, the Mark II is the Northwestern Protectorate's Revolver Shogun.
Elysium Praetor now renamed Revolver Shogun!
Revolver Shogun now has pilots!
New Perks added!
I'll probably draw up a new picture for Shogun, but in the meantime we'll just use Elysium's pic.
Also, here's your new perks for Revolver (in addition to Gyro-Stabilizers):
- Mark For Death (Salla): As a Standard Action, Revolver Shogun may Mark a single target of its choice within 30 units, analysing its defenses for key weaknesses to exploit. This Mark lasts until it is consumed, or until combat ends, whichever is sooner. When Revolver Shogun attacks a target that has been Marked For Death, it may choose to consume the Mark, treating the AV of all the target's armour as halved, before applying Resilience, until the end of its turn. Other combatants cannot benefit from consuming this Mark, a Marked target cannot be Marked For Death again until the existing Mark is consumed, and Revolver Shogun may only have a single target Marked For Death at any one time.
- All-Out Assault (Theodore): As a Long Action, Revolver Shogun may make an attack with up to all of its Ranged Weapons against a single target within range. Revolver Shogun may decide to fire less than the maximum number of weapons it has available, but must fire at least two separate weapons systems to make an All-Out Assault. Each attack made during an All-Out Assault suffers a non-cumulative -1 penalty, and counts as an individual attack for the purpose of the target's Reactions or relevant defenses. After making an All-Out Assault, Revolver Shogun suffers a -1 penalty to any and all Reactions until the start of its next turn.
Hopefully these perks work out, and don't have any horrible flaws in them-- besides perhaps being a bit on the wordy side, or some odd language choices. I can always modify them later, in any case.
If they have any flaw, it's the level of synergy they have. That's one
hell of a nuke button, at least once Revolver can live up to the name. Hot damn. Also, I love that you gave the gender-bent reincarnation of the White Death a Perk with "death" in the name, all without knowing the inspiration for the character.
Yes, that reveal was deliberate. I kinda didn't want to keep hold on that detail forever, and I kinda doubt anyone would guess it at this point. I modeled some of the history (as well as ancestry) of one of Revolver's Pilots on one of the greatest snipers who ever lived. Felt fitting. Personality was mostly invented whole cloth, though, so it's not that relevant to how the character acts.
Honestly, I'm a little worried that those perks might be TOO good. Like, Mark for Death halves a target's defenses against RS's attacks for one turn, while All-Out Assault makes an arbitrary number of attacks (from a Jaeger, with the appropriate levels of power and the ability to crit) on whatever unlucky sap we choose.
In other words, I think those combine into something that could easily lead to one-turn-kills on damn near anything. This means that, if they live up to my worries, Fyr will have to either throw disproportionately-strong kaiju at us or nerf RS.
It does take a turn to set up, and we are making our attacks at a penalty. I think the bones are fairly sound. It's possible that adjustments might possibly need to be made to some of the values in the future. -2 instead of -1 penalty on our end, for instance.
It's also not perfect. Cat 0s and groups may be a problem. Strong enough Barriers, or Ionic Particle BS, may also cause problems. Fast, flying foes that don't give us enough time to make the shot, causing us penalties like Arkon and Vertigaunt did, highly specialized extra armor layers/coatings, and probably more I can't think of. Hell, enough bulk will do the trick.
It did occur to me that that might happen yeah. Its specifically the sequential penalties levied against the Reactions of our opponents because of the way All Out Attack is structured as a line of separate attacks, but I definitely want to give these a good and proper test run against a Cat IV so we have use cases to go off of.
E: And I don't want to get too deep in the weeds about getting concerned about it because it is Lost's baby and its been long in coming.
Reaction thing only applies at Point-Blank, which is not the optimal place for Revolver. Or if they can React against Ranged.
I can do that, although it wont be done for a few hours. I'll do it versus Viceroy, as the most recent cat 4 that is fairly normal
Viceroy is really tanky. Really heavy armor. Something to consider.
Honestly, if it turns out to be too strong, the easiest thing I could do is just have Marked For Death apply to a single attack of the players' choice. That way, it still has some synergy with All-Out Assault, but not in an "effectively slaps Positron onto every single attack" way.
We'll see how stuff goes, in any case.
Honestly, I think All-Out Assault is more likely to be the source of any imbalance. Marked for Death is good, don't get me wrong. But it also means spending a turn not attacking, and the decrease isn't that big in absolute terms. It's something like a +2-3 damage, assuming comparable or better armor to ours, depending on how you round it and the exact values. And only after that are Resiliences are applied.
Nah, I think the alpha strike Perk is probably more going to be the problem here. Tweaking things like the penalty all the attacks take, or the after effects, is probably a better nerf. But you're the GM, so it's really up to you how to handle it.