Post LANCER builds

Can't find the original LANCER thread to post this in so might as well make a build thread. Constructive criticism appreciated.

Link to LANCER file > drive.google.com/file/d/0B-VjHwZgQPqVbUtDeThuNXJtSk0/view

Other urls found in this thread:

twitter.com/Orbitaldropkick/status/913926264771158016
drive.google.com/drive/folders/0B2mQ7IPn-PsqNE9uYkp4Yjh6VUE
twitter.com/SFWRedditImages

Jesus Cortez

Covered in gang tats, many featuring christian iconography and skulls
Ex-merc with ties to Latin Kings (space gang)
Martial arts, Weapons(personalised), Intimidation
Fearless, Easygoing, Impulsive
Sleeping bag, Sound system, Stimulants

Callsign: Cortador
Skills: Lancer (Rank 1), Martial Artist (Rank 1), Skirmisher (Rank 1)

GMS Everest

Armor: 1

Size: 1
Hull: 11
Agility: 10
Systems: 9
Engineering: 10
Aim: +0

HP: 12
Evasion: 10
Electronic Defense: 9
Speed: 5
Sensors: 9

Melee: +1
Invasion: -1
Scan: -1
Stabilize: +0

Repair Rate: 3
Repair Cap: 5

Heat Capacity: 10
Cooling Rate: 5

EP/IP: 7/5

Storage: 3

GMS Type 1 MC-BLD (fluffed to look like a machete)
GMS Type 1 MC-TK

Climbing Gear

Personalisations
(welding knives and spikes to the armor to my mech and externalising some of my sound system so I blast music and scream at people during battle)

Stable Structure

Custom paint job
(a giant flaming skull on the chest armor of the mech with bible verses in illuminated script on the back of the mech, with the limbs and head of the mech given a paint job to match the tattoos cortez has)

GMS Pattern-A Smoke Launcher (Integrated)

GMS EVA Module

GMS Modular Ceramo/Ferrous Plated Armor

The build I’m going for is in your face and intimidation, fear is an important aspect of battle, especially in the line breaking role of lancer pilot, hence the intimidating paint job. As well as shutting down longer range threats by engaging them in melee and forcing then to fight at a disadvantage. The smoke launchers, armor and personalisation are to help survivability and allow me to disengage more effectively.

bump

This is kind of interesting. Bump for interest.

How is LANCER? I am planning to try it out this weekend as a oneshot.

From what I see, really streamlined and quite story/role play heavy, without skimping on the mech building and crunch side of things

How do I make a flier as fast as possible? I want to get the most out of the Ace skill and be the hellbird my squad deserves.

It's pretty hard at level zero but just look through the different company licenses and I'm sure you can pick and choose movement upgrades.

The only native way is to increase your Mechas Agility, as your speed is derived from it. 2nd Level of the Pegasus, Metalmark, Death's Head, Monarch, Swallowtail, and Nelson give +1 Speed directly, whilst the 1st Level of every SSC License give +1 Agility.

Thus, dipping into the 1st level of every SSC license, the 2nd level of Pegasus, and the 2nd level of all SSC licenses that give +1 Speed would tally to +5 Agility and +5 Speed. giving you 18 Agility if you were in the Swallowtail Chassis, which would then amount to 9+5, or 14 Speed. In comparison, your average 10 Agility mech is going to be trundling at 5 Speed. The 3rd level of Ace will double your speed bonus, which brings you to a blistering 19 Speed, almost 4x the speed of any conventional Mecha. The only way to go any faster than this is to take the 3nd level of Nelson, which is the only Non-SSC or Non-Pegasus Mecha that gives extra speed AND agility, bringing you to 19 Agility and +6 Speed (12 in Flight), or 22 Speed. However, this is incredibly expensive; hitting the 2nd level of all SSC Licenses, and the 2nd level of Pegasus will cost 12 Licenses, out of 15 that you will ever be able to learn, and grabbing full Nelson will max you out. Better to hit 3rd level of Dusk Wing and maybe a few other SSC licenses, as 3rd Level Dusk Wing gives the highest quality flight module in the game (Full Flight+Hover)

Detective, Crack Shot, SSC Deaths Head

Marine, Lancer, SSC Dusk Cloak

Why have you been shilling this awful game so hard recently?
The guy who made it is a decent artist, NOT a game designer.

>The guy who made it is a decent artist, NOT a game designer.
All RPG designers are just hobbyists, user. The fact that some get paid sometimes is irrelevant.

Different guy this time, but glad to see you're as observant as ever. Been a bit quiet on the discord I see.

There's supposed to be an update that streamlines things. if you guys have any feedback aside from 'fuck you retard your game sucks' then you should probably say something

I'm just a fan who made a build and wanted other anons to see it and maybe get a discussion going.
Also why do you think its awful? Your critique might make it better user.

Cause we want to talk about it and it looks interesting.

Have you run a game with it? If yes, then tell us why you don't like it. If no, then go complain somewhere else.

I think my chief complaint with it is pilot skills. They're as important in games as the mechs!

Is there a way to make mechs that work together in a group well? the two I immediately see are to specialize in being a hacker or leader, are there any others?

Pilot Skills really work against the customization as it stands right now. You have such a small EP/IP budget in comparison to how many toys you get out of maxing even just one license. Why take any options that don't synergize with your incredibly effective pilot skills? If I've taken even 1 level of Executioner, I never want to take an Auxiliary or Main melee weapon every again. If I've gone Martial Artist, I'm a fucking moron if I don't bring two auxiliary or two main melee. Nuclear Cavaliers who don't have huge heatsinks and energy weapons are dipshits. Etc etc.

I tend to agree. They touch on the pilot a little, but not as much as they ought to. Especially just secondary stuff like how there's no way to pick up fields after character creation or customize your hard suit.

I suppose it's just game direction, but I feel like at least a third of time played will be out of your mech for various reasons.

This is also a problem. I feel like the system directs you towards certain archetypes a little too much. While obviously archetypes are necessary to keep people from becoming either completely useless or totally overpowered individually, they seem to be too obvious/limiting.

That said, I really dig this game a lot. Been tooling around with a couple different build ideas.

Gonna post some mech art for inspiration/bumps.

...

Would infantry scale anti-mecha weapons make them a bit more relevant in combat at least? could be an interesting game of chicken where you're trying to get a good shot off on them, but one hit from the enemy will kill you

One weird bit; the Genghis has an ability, the explosive heat vent, that only does 1d6 Heat and 1d6 energy damage if you fail an agility check to avoid the blastwave. If you fail the check, it is explicitly lethal to "Pilots and Hardsuits", no matter what. However, by the time I've invested 1 or 2 licenses into the IPS mecha, I could easily have a Hardsuit that's more durable than a level 0 players Everest. I think the instant lethality should be limited to pilots outside of their hardsuit, with the heat being switched to just 2d6 Energy damage to hardsuits, as Hardsuits already have a rule where heat becomes energy.

reading now. Looks alright so far

I can't really pick equipment but I think this is a pretty good combo for two characters and i can't decide which i want to play more. I want to play both.

Why are drone mechs so rare? drones aren't that strong

If they aren't that strong, I can imagine why there aren't many.

They're hard counters for high-evasion mechs as long as you have good methods of maintaining lock-on. Guaranteed damage with no test vs evasion as long as you're locked on is pretty good.

Leave, /v/ermin

I meant more, not strong enough to warrant only having a handful of offensive drone mechs

...

Jacob Chamberlain

Rather plain looking guy, usually goes around in heavy, practical clothing.
Background: Served with the Survey Corps, wanted to see all the fantastical new species being discovered out there and maybe discover a few himself.
Fields: Survival (terrestrial, frontier), Biology, Xenobiology
Traits: Loyal, Easygoing, Stubborn
Gear: First Aid Kit, Survival Kit, Repair Kit

Callsign: Pathfinder
Skills: Duelist (Rank 1), Lancer (Rank 1), Martial Artist (Rank 1)

GMS Everest


Size: 1
Hull: 11
(HP: 11, Melee: +1, Armor: 1)
Agility: 10
(Evasion: 10, Speed: 5)
Systems: 9
(Invasion: -1, Scan: -1, E-Defense: 9, Lock-on: -1, Sensor Range: 9)
Engineering: 10
(Heat Capacity: 10, Cooling Rate: 5, Repair Cap: 5, Stabilize: +0)
Aim: +0
Repair Rate: 3
EP/IP: 7/5
Storage: 3

GMS Type 1 MC-BLD (2EP) (printed out as a longsword)
GMS Type 1 MC-AR (2EP)
GMS Pattern-A Smoke Launcher (1EP)
GMS Pattern-A "Apple" Grenades (1EP)
GMS Modular Ceramo/Ferrous Plated Armor (1EP/1IP)
Climbing Gear (1IP)
GMS Shield Type-II (3IP)

Wanted to build a melee focused Mech without totally sacrificing ranged capability. Once he levels up, I'm hoping to get Blademaster and a Warpike for those sweet +4 range melee attacks.

Lets see if I did this right.

NoName
Background:Colonist
Fields: Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, hunting)
Traits:Patient, Mannered, Calm
Gear:Stimulants, Camp Kit, Laptop

Callsign:Quickdraw
Skills: Gunslinger (rank 1), Skirmisher (rank 1), Vanguard (rank 1).

GMS Everest

Armor: 3

Size: 1
Hull: 9
Agility: 10
Systems: 11
Engineering: 10
Aim: +0

HP: 9
Evasion: 10
Electronic Defense: 11
Speed: 5
Sensors: 11

Melee: -1
Invasion: +1
Scan: +1
Stabilize: +0

Repair Rate: 3
Repair Cap: 5

Heat Capacity: 10
Cooling Rate: 5

EP/IP: 7/5

Storage: 3

Weapons:
GMS Type I MC-P Pistol (Aux), Damage:1d3, Range:10, CQB, 1 EP.
GMS Type I MC-P Pistol (Aux), Damage:1d3, Range:10, CQB, 1 EP.

Systems:
GMS Pattern-A Smoke Launcher (Integrated), 1 IP
GMS Modular Ceramo/Ferrous Plated Armor, 1 IP, 1 EP.
GMS Modular Ceramo/Ferrous Plated Armor, 1 IP, 1 EP.
GMS Modular Ceramo/Ferrous Plated Armor, 1 IP, 1 EP.
Climbing Gear, 1 IP.
Custom paint job (Categories for kill marks [Currently empty]), 1 EP.
GMS Pattern-A “Apple” High Explosive Grenades, 1 EP.

The idea here is to lock on and stay in the 5 to 10 range band, while peppering my target with my peashooters. Going forward, for licenses; that 1d3 damage is going to suck hard if enemies have any armor at all so immediate upgrade to hand cannons (IPS-N RALEIGH I) is pretty much mandatory. Next on the agenda is eliminating the 'Loading' tag from the hand cannons and the means going for HA BARBAROSSA I for the external ammo feed.Beyond that I will probably go for HORUS PEGASUS/MEDUSA. Skill-wise, beyond maxing my starting skill I am drawing blank.

By the way, the GMS armor is listed 1 EP and 1 IP on p. 116 while in the appendix it's listed as 2 EP and 1 IP, which is correct?

Abbadon tweeted that he's releasing an update sometime this weekend. It'll have the GM section and maybe a sample mission to run through.

sweeeet

Forgot to mention, the Martial Artist isn't for the dual wielding bonus, but rather for the other two ranks in that skill: Arterial Cut (critical hits deal even more damage) and Sever (If the difference between your attack roll and the defender's evasion is greater than 5, and it's a critical hit, you destroy a limb/integrated system of you choice). The smoke grenades and shield are to help me close in on the enemy with minimal risk. Eventually hoping to become a high speed lancer, dashing in and out with those boost abilities.
Looks good. 8/10, would squad up with. One idea is to get some drones after you level up, they can be your spotters and stuff. Angels on your shoulders and all that.

note that this doesn't work, base stats cap out at 15 (though derived/secondary stats do not)

10/10 would annoy by charging in and stealing your kills

Furthemore:
twitter.com/Orbitaldropkick/status/913926264771158016

>it's the FUTURE
>except all engagements are fought at low to moderate distances
No rules for sniping or artillery, no dice
I mean, it's nice that you can pick and choose so much different stuff, but in the end, that's about the same appeal as 3.PF has
Maybe the premade mission will give some insight into how this actually plays

Aw that's nice, I'm really pumped for this game, its got enough crunch for me to like, care, but it seems rules-light enough that it won't scare away my "But what if we played Apocalypse World" friends.

I'm sure there will be range modifiers as they work on it

also it's frankly unnecessary since Ace gives you absurd speed anyway- you can max out a couple +agi/speed SSC mechs and by like level 6/7 have base speed 10 from Agility15 and a +2 modifier. Afterburners + supersonic effectively quadruple this, meaning you've got move 40. Since notably *long range* guns have a range of like 25-30 and a normal mech rifle is more like 12 you should frequently be able to do Skirmisher/Lancer drivebys that can't be retaliated against effectively all day (unless they're set-up to do so)

It's because Abaddon has surrounded himself with sycophants, and these sycophants do what sycophants do.

>Skirmisher/Lancer drivebys that can't be retaliated against effectively all day
That's the idea, boyo. And I'm lovin it

>Looks good. 8/10, would squad up with. One idea is to get some drones after you level up, they can be your spotters and stuff. Angels on your shoulders and all that.

Drones sound nice but I don't think they are going to fit into what I have in mind.

Level 5
Skills: Gunslinger (rank 3), Skirmisher (rank 3), Vanguard (rank 2).
Licenses: IPS-N RALEIGH I, HARRISON ARMORY BARBAROSSA I, HORUS PEGASUS III.

HORUS PEGASUS
Size: 1
Hull: 10
Agility: 12
Systems: 13
Engineering: 11
Aim: +1

Armor: 1

EP/IP: 7/9

Weapons:
Hand Cannon (Aux) 2 EP, CQB, External Ammo Feed 1 EP, Smart Mod 2 IP, total 3 EP/2 IP.
Hand Cannon (Aux) 2 EP, CQB, External Ammo Feed 1 EP, Smart Mod 2 IP, total 3 EP/2 IP.

Systems:
Aim Assist Module, 2 IP.
Hunter Lock, 2 IP.
GMS Modular Ceramo/Ferrous Plated Armor, 1 IP, 1 EP.

I'm gonna need a bigger robot.

I didn't know about that. Odd, since it means that if you keep buying within the same company, you're going to run into wasted stats almost immediately. Blackbeard alone hits the cap just by using his chassis and buying all 3 levels of his license, on Hull.

What is the currency supposed to be exactly? Is it supposed to be information backed?

What a dumb way to bump this thread.

There are specialized sniper mechs and a variety of sniper based options to use them. the build detective, crack shot, SSC Death's gead pretty much gives you a sniper with a cannon at double the cannon's range.

It's basically a form of trans-national block-chain crypto-currency.

But you can build a sniper mech with a range about 60 or greater.

It seems to be a mix of crypto currency and actual material, though the actual material is secondary to the crypto part.

Ugh, the GM bits better have stuff for non-mecha enemies, since they mentioned that conventional tanks were still in-universe, supported by the Mechs.

I need to have some cannon fodder for my players before proper robot fights occur.

I'm hoping for some big nasty alien monsters to fight

You can jury rig something with the treads+no arms modifications, and other things with the modifications Scrapper has with no computer systems, open cockpit, etc

I think monsters were confirmed, but not too sure about that. There is a mention of bug aliens that required total biome kills

Yeah, that's in the Genghis writeup, right?

Why is there so little about fighting as a Pilot? I don't believe I saw anything i saw in the pdf posted on ksbd this week

Because pilots are schmucks and if you're more interested in what the pilot is doing out of a mech than what the pilot is doing in a mech, you're probably not looking for a mecha system.

It's not that i'm more interested in it, it's that there's going to be times when pilots are out of their mechs doing things, and sometimes those things result in a fight

Oddly enough, my main issue with the system right now is that Backgrounds feel a bit limited. It sorta feels like your skills should also count as Expertise. (So if you have Hacker and the personal skill check involves hacking, it should apply there like it was one of your background things.)

The other one I'm seeing: There is no AIs available for a LONG time licence-wise so Technophile is really, really not one to start with. There really should be a base AI.

I'm gonna make the biggest, baddest mech. A walking fortress of death and destruction. Looking through a pdf now. My, this is really good, honestly. Maybe I'll read Kill Six Billion Demons to honor the writer. Gonna take super soldier, Spec ops and mechanic, I think. Heavy weapons, demolitions expert. All noise and force, and a whole lot of ducttape.

Is the stat changing mention on the EVEREST stackable? Meaning, could you reduce multiple stats to increase multiple others by an equal amount of points? Also, can you modify your AIM in this way?

Melba Genire
History(Religion), Persuasion(Charisma, Religious), Survival(Space, Terrestrial, Frontier), Leader
Level-Headed, Deceptive, Charismatic
Melba used to be the head of a suicide cult centered around herself. It was really a huge sham that she was using to trick people out of their money, but it garnered quite a following which she did away with after a few hundred gallons of juice and a cup of colored water for herself. No survivors, noone to chase her down after getting swindled

Reactive makeup, personal drone, wilderness survival kit, Extra Rations, Sleeping Bag, G.L.O.O Gun
Crack shot I, Drone Commander I, Leader I
Call sign: Bottoms-Up

GMS EVEREST
Size 1
Hull 10
Agility 10
Systems 11
Engineering 9

HP 10
Evasion 10
Electronic Defense 11
Speed 5
Sensors 11

Melee +0
Invasion +1
Scan +1
Stabilize -1

Repair rate 3
Repair cap 5
Heat Capacity 9, Cooling rate 5
EP/IP 7/5
Storage 6

GMS Type I 20mm Hardpoint Anti-Material Rifle
3 EP
Heavy Rifle
Range 30, 2d6+2 kinetic damage
Loading, Ordnance

GMS Type I MC-BLD (Integrated)
2 EP
Main Melee (Axe)
Reach, 1d6 kinetic damage

Climbing Gear
1 IP
Your mech ignores difficult terrain when climbing. You can land on a vertical surface or even a ceiling as though it were flat ground when jumping or flying without making a dangerous terrain check, and you can attach your mech to such a surface as an interaction on your turn, freeing your mech’s arms or weapon systems.

GMS PanOpticon Drone Nexus x2
1 EP
Auxiliary Smart Tech
End of round Action
Range 20, 1d3 kinetic damage
The GMS drone nexus controls 4-5 active light drones with light armament.

Expanded Storage
1 IP

GMS Shield Type-I
2 IP
Auxiliary tech system
1d3 heat
For 3 rounds, ranged weapon attacks on a facing of your choice (front/back/side) are made with +1 Difficulty against you, and your weapon attacks in that direction are made with +1 Difficulty. Activating this shield or switching its facing is an action.

Fuck your mechs. I drive a tank.

Background: AI Specialist
Fields: Artificial Intelligence, Information Systems, Electronics
Traits: Erudite, Rational, Cold
Skills: Grease Monkey 1, Hacker 1, Technophile 1
Personal Gear: First-Aid Medigel, Reactive Clothing, Omnihook, Wilderness Survival Kit, Scope, Sleeping Bag

GMS Everest

Armor: 4

Size: 1
Hull: 11
Agility: 9
Systems: 10
Engineering: 10
Aim: +0

HP: 13
Evasion: 9
Electronic Defense: 10
Speed: 7
Sensors: 10

Melee: +1
Invasion: +0
Scan: +0
Stabilize: +0

Repair Rate: 3
Repair Cap: 5

Heat Capacity: 10
Cooling Rate: 5

EP/IP: 9/7

Storage: 6

Weapons:
Integrated GMS Type I 20mm Hardpoint Anti-Material Rifle (Heavy), Damage:2d6+2, Range:30, Loading, Ordnance 2 IP.
Integrated GMS Type I MC-BR, Damage: 1d6+1, Range:15, Unreliable, 1 IP.
Integrated GMS Type I MC-RPG, Damage:1d6+1, Range:15, Blast 3, Loading, 1 IP.
GMS Pattern-A “Apple” High Explosive Grenades(6), Damage:1d6, Thrown:10, Limited: 6, 1 EP.
GMS PanOpticon Drone Nexus, End of Round Action, Damage:1d3, Range:20, Controls 4-5 light drones, 1 EP.

Systems:
Companion/Concierge-Class Dummy Plug, 0 IP
Personalizations (Ablative Armor), 1 EP
Stable Structure, 1 EP, 1 IP
Climbing Gear, 1 IP
Remove Arms: No external weapons, +2 EP, +2 IP
Manipulators, 1 EP
Treads
Custom Paint Job (Ablative Armor), 1 EP
GMS Pattern-A Smoke Launcher (3), 1 EP
GMS Modular Ceramo/Ferrous Plated Armor, 1 EP, 1 IP

>The other one I'm seeing: There is no AIs available for a LONG time licence-wise so Technophile is really, really not one to start with. There really should be a base AI.
Isn't the starting AI the Dummy Plug?

>Isn't the starting AI the Dummy Plug?

It's very uncertain.

On one hand: It's listed in the AI listing at the back of the book.
On the other: 'This Dummy Plug does not count as an AI and cannot be unshackled' is expressly part of it's rules.

>yfw you realize that ejector seats count as fly 7

Also, there is rules for fighting in your pilot hardsuits, which is what you should probably be doing if your characters are fighting outside of their mechs.

Yeah, hardsuits are power armour. Not quite full Battletech Elementals but pretty decent and can fit most places.

i did a test run as a PVP scenario, me vs a nerdy mech knowing friend. he was a gunslinger with four arms and a gunslinger and a bunch of pistols. I love the way that you can modify the boost of your mech to turn it in to a speed demon.

i tried to make a mech that uses the overheat mechanic to get overpowered, but it uh... didn't quite work. didn't understand how the licenses work, I used the scrapper trait to get the KALI AI, which is really exciting. I exploded when i rolled a 27 on the overheat check! so... good first trial i suppose. I learned something.


Makes me want to stack a bunch of melee attacks onto a skirmishing, four armed speedy mech.

the roles are more open, but DPS, tank, striker, intel [drones desu]

what kind of adventures would you run in this game? simulating a war seems almost impossible. I kind of want to try an "OGRE" type adventure

Now let's take that Tank Pilot up to Level 6 so that he can make proper use of the full Technophile skill.

Level: 6
Background: AI Specialist
Fields: Artificial Intelligence, Information Systems, Electronics
Traits: Erudite, Rational, Cold
Skills: Grease Monkey 3, Hacker 1, Drone Control 2, Technophile 3
Personal Gear: First-Aid Medigel, Reactive Clothing, Omnihook, Wilderness Survival Kit, Scope, Sleeping Bag
Licenses: Harrison Tokugawa 3, Harrison Sherman 3

Harrison Tokugawa

Size: 2
Hull: 12
Agility: 10
Systems: 10
Engineering: 14
Aim: +1

HP: 30
Evasion: 10
Electronic Defense: 10
Speed: 8
Sensors: 10

Melee: +2
Invasion: +0
Scan: +0
Stabilize: +4

Repair Rate: 8
Repair Cap: 7

Heat Capacity: 14
Cooling Rate: 11

EP/IP: 10/10

Storage: 6

Weapons:
Integrated Laser Rifle, Range:20, Damage:1d6+1d6 Heat, 1d6 Heat, 1 IP
Integrated Tachyon Lance: Range:35, Damage:3d6+3d6 Heat, Ordnance, Focus, 2d6 Heat
Integrated GMS Type I MC-RPG, Damage:1d6+1, Range:15, Blast 3, Loading, 1 IP.
GMS Pattern-A “Apple” High Explosive Grenades(6), Damage:1d6, Thrown:10, Limited: 6, 1 EP.
3x GMS PanOpticon Drone Nexus, End of Round Action, Damage:1d3, Range:20, Controls 4-5 light drones, 1 EP.

Systems:
ASURA-Class AI (Pilot), 0 IP
AMATERASU-Class AI, 0 IP
Personalizations (Ablative Armor, Camouflage), 1 EP
Stable Structure, 1 EP, 1 IP
Remove Arms: No external weapons, +2 EP, +2 IP
Manipulators, 1 EP
Treads
Custom Paint Job (Ablative Armor), 1 EP
GMS Pattern-A Smoke Launcher (3), 1 EP
Reactor Stabilizer, 2 IP
Experimental Heat Sink, 1 IP
External Batteries, 1 EP

>what kind of adventures would you run in this game? simulating a war seems almost impossible.
Something similar to the Titanfall 2 campaign, or some of the adventures from the Battletech RPG.

Just stat up a handful of enemy mechs beforehand for the PCs to fight, create an objective for the mission, and then create some encounters where the PCs run into the enemy and fight them in interesting places.

Battletech is likely a very good example, especially since it's generally more focused on 'Objective' over 'Fight stuff to the death'

What's stopping you from swapping weapons that aren't integrated between different licenses? Would you let your players fabricate, say a Sherman's tachyon lance without the rest of the mech?

>What's stopping you from swapping weapons that aren't integrated between different licenses?
Nothing.
>Would you let your players fabricate, say a Sherman's tachyon lance without the rest of the mech?
Yes. Unlocking the part unlocks the part; you don't need to use it with the other parts that are also unlocked by the same license if you don't want to.

Do you guys prefer your mechs to be more mystical and fantastic like LANCER seems like it wants to be, or do you like them harder in terms of sci-fi and more down to earth

The closer you get to Down To Earth, the louder the "Why don't you just use this technology to make a tank?" assholes get. I think it's less realism that's fun and more the grit that's fun; seeing busted joints, wear and tear, and the mechanical specifications of a mecha be plot important is rad as hell, but if those specifications involve something like "The heat-sinks can't take another blink jump" is fine.

Does this game require models and terrain or does it work just as well without?

I prefer the down to earth mechs and I also say "Anything you put on a mech you can put on a tank."

In the setting I am writing Tanks are the boss monsters to the Mechs. Mechs are small, fast, and can kill a tank if they happen to be carrying anti-tank weapons and the tank doesn't kill them first. A mech would essentially be moving from cover to cover in a fight against a tank. Infantry, power armored or not, would see the mech as the boss monster. Players could certainly pool their skills and money and be a tank crew, and that just completely changes the playing field for tank on tank warfare with enemy tanks supported by mechs and/or infantry. So far players have only pooled their money to get a starship.

Works as well without.

See the tank builds I posted in this thread. First a starting character tank, and then a level 6 laser tank with a rocket launcher and some grenades for when they start overheating.

It's ok, but the only difference between a tank and a mech in Lancer is just the name.

Yeah, but it you want to call it a proper tank, you're going to need to take Treads, Remove Arms, and probably Stable Structure, as well.

The heavy gear aproach? It's a very nice source to steal stuff.

Also what are the size you guys prefer your mechas?

Just finished going through the book, and I like the idea of it, although I'll echo some of the earlier concerns, that pilot skills could end up super-limiting the variety of mech. Having some strong generic skills that are good with any loadout might help there, making those specialised combos an option rather than the only way to go.

If they are planetary or supposed to act on planets than around 10-15 meters tops.

If they are space only than as big as someone building them wants. I have nothing against mechas in battleship size.

When I played in a mecha game we had a system with 3 base stats for each pilot. Body, Tech and Coordination/Precision/Dexterity (something like this). Don't remember what the third one was called exactly.

So Body governed all the gritty activity related to melee, high-G maneuvers and so on. Tech was EW, Artillery and making your mech perform better, and Precision was shooting stuff up and doing different flight maneuvers and so on.

An then you had additional specialisations, traits and perks that you could pile on top of them.

Yeah I liked Heavy Gear. Didn't quite have everything but I liked it.

drive.google.com/drive/folders/0B2mQ7IPn-PsqNE9uYkp4Yjh6VUE

Version 1.3 is up, along with character sheets, weapons tables, and a module!

raiders who wear and decorate their mechs with tyranid tier bug aliens
that's metal as fuck

How can I post a build when the game is an incomplete piece of shit you shill?

>Game is called LANCER
>Lancer is just one type of mech
>or maybe a type of Pilot, the game is really unclear on the matter
Not that it matters, despite claiming to take influence from Titanfall, Pilot Play is punished heavily with the payoff being retarded and pointless.

How much you wanna bet half of these posts are just OP trying to pretend people like his clusterfuck of a game?

But Lancer mechs aren't fantastical. They're just a dude in khaki pants cosplaying as a mech.

...What? It's a WIP, but it's chargen is perfectly functional. There's nothing that stops you posting a character build.

>obvious samefagging
here's your (You) faggot

oh no, you caught me red handed user