@Immahnoob@AstolfoCockVore@LoliHat@supersid333@blueknightfrank what, another system people want to play? Now, don't get me wrong, I love the idea of moving out from D&D and playing some other system, but don't you guys think that learning a new system every week is a bit too much?
BTW, I'll play as a streamer who pilots his mecha while snorting Doritos and Mountain Dew.
@Immahnoob@Suzu@AstolfoCockVore@LoliHat@blueknightfrank Oh yeah I was talking about that one like 4 weeks ago. Tldr Horus got a bunch of scientists together and had them start churning out mechs that reasonably shouldn't exist just to prove they could. Leads to fun things like the gun that doesn't exist but inflicts very real bullet wounds, the mech that folds space around it into a maze, or the mech with the embedded fully sentient AI.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 oh, I hadn't picked it up at first, but it seems that even if you can build whatever the fuck you want for every mission, as you level up you're required to pick and choose which megacorp you'll get the licenses from, so there is some sort of "niche protection" and individuality where every player can do their own cool shit.
And again, the game has a very strong focus on the tactical combat and mech roles.
@Suzu@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank From what I understand, I hear the Everest is actually one of the better suits in the game. Scrubs are empowered by being given one of the most comfortably well rounded suit in the game so that you can comfortably try out niches and have a fallback.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 honestly, I think this is less dense than something like Street Fighter RPG. The character creation (the pilot) is pretty simple, and any inconsistencies I found or details I missed were because I just skimmed through the pages without really paying attention.
The meat of the rules are in the mech, but this is also pretty simple, specially for starters, since we are limited to the Everest and to GMS equipment.
Is this a situation where we have a shitload of options just for "diversity of choice" but get like fucking one thing in the beginning though? :angery:
@supersid333@AstolfoCockVore@LoliHat@Suzu@blueknightfrank What I really liked about Nechronica is that you are already into the meat of your build from the very start if you know what you're doing. Streetfighter also allowed you to have some interesting options if you wanted to.
I hope this has some "diversity of choice" in the very beginning too. :angery:
@Suzu@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank Seems you get access to a core bonus once every 3 LL you gain, GMS's core bonus are always options for these but you need to invest in licenses for other corps mechs to use theirs. You need 3 licenses in Horus mechs to use 1 of theirs.
- pilots have skills for doing things outside the mech (triggers), and they also have skills for the mech (mech skills). So your pilot can get better at ranged/melee/drones;stealth regardless of the mech and gear you choose. - pilots also have 3 talents they pick. Talents are mech-centric, and can further change the specialty of a pilot in one kind of combat. Talents can be improved up to rank 3 as you level up. - last, but not least, the starter mech has a number of "mounting points", and the starting mech gear kit has many options for how you'll fill these slots. In the end, I guess it will just be different ways of dealing damage in different ranges, but still there are room for choices and for players being different from each other.
The only thing I didn't understand was the "core bonuses" of the starter kit. For the other manufacturers, you get one core bonus for each 3 license you have on that manufacturer, but for GMS it says "you have access to all of them all the time". I assume you are only allowed to use one core bonus at a time, regardless of how many you have access to, and I assume you can use GMS core bonuses with other manufacturer's mechs, I haven't seen much clarifications over how core bonuses work. But yeah, the core bonuses also allow for further customization, even for starting characters.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 yeah, that's what I was talking about. You have all the GMS core bonuses available at level 0, but I saw no clarification if you have a limit on how many core bonuses you can use, or if you can just pick all of them.
@supersid333@AstolfoCockVore@LoliHat@Suzu@blueknightfrank Having made a pilot and mech, I have to say, Everests will not be different in any way from each other. There are 15 systems allowed on the Everest, you can have like 2 to 5 and they're kinda eh. Some passive bonuses that are mostly in-game QoL or some consumables that are generic.
I think LL1 should be our starting level, but I don't know for sure since I never really played before, but I think LL0 is just far too basic. :thinkinghrr: For example, for what I'm trying to do, the Tokugawa mech is my go-to.
If we intend to play more than a one shot (like, a campaign), then I think it would be cool and better to start at LL0, so people don't get overwhelmed by choices and can get a feel of how the game plays before commiting to a license choice (even though you are free to change your licenses as you level up). Then we play the first adventure at LL0, people see more or less how things work, then for the second adventure we are all LL1 and can go wild picking up the weird bullshit we'll want to use.
If we are playing just a one shot, though, I don't see any reason to not start at an even higher level (LL6 or so), so we can actually do a bunch of cool stuff. And that's actually the same as any one shot, really. Like, if you're doing a D&D one-shot, there is no reason to make the players be boring level 1 characters, put everyone on a higher level and let them play with all the cool toys, there is no risk of them ruining the campaign because there will be no campaign either way.
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank The point of starting low even in an oneshot is to see how much we like going through the lower levels before we actually reach the cool stuff.
Reaching the cool stuff is nice in and of itself, you know? It's also easier as a scenario for Sid over there to start either from the beginning or just 1 level up.
@supersid333 That's ok, but I have this impression everyone will want to play with the zombie girls :kekw: Man, that combat system is pretty cool.
I don't really agree with a LL6, mostly because that's really TOO many options for everyone involved. :kekw: I can easily deal, but I can't imagine Sav and Blue getting their mechs ready, and going through their preferences for 6 whole licenses is a bit... :jahy_pain2:
So I guess it's fine, I think I'll just take LL0 if LL1 isn't going to be the way.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 I'm of the opinion that "liking going through the lower levels" is a bit besides the point, because if the later levels are solid but the lower levels suck, and we realize they suck, it's easy for sid to just jump everyone past the first few levels, that's the good part of playing a TTRPG. But if we are playing a one shot, I think going for a higher level allows us to play with more toys and get a better grasp of how the game goes and what we can expect. I suggested LL6 because it gives us two core bonuses from the other corps to pick, so there are more choices and more toys.
Every 3 levels, you can choose a core bonus to add to your mech. It's like a passive ability. You have all the GMS bonuses available at any time, but the corps also have their own bonuses. To add one of their bonuses to your pool of available bonuses, you need to have 3 levels of license with them (you get one per level).
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 Ok, so what's the problem then? :thinkinghrr: Like I want to have a Tokugawa license of 3 to get those specific items, do I have to use extra license points or something to get that and I can only get one core bonus from the Armory dudes?
@Vidmastereon@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 Yeah, the bad guys are still there, but by default you play with the """good guys""" (utopian commies, that somehow didn't bring that utopia to everyone despite being able to, because they don't want to force anyone but there's always a BUT).
You have 1 core bonus you can use every 3 levels. So, if you are LL3 and you put your 3 license points into Harrison Armory, your core bonus can be one of these:
If, however, you spread your points and you don't have 3 points in the same faction, then you are limited to the SMG bonuses.
Likewise, if you are level 6, you have 2 core bonuses. However, you can pick one bonus from a faction for every 3 license points you have with them, so if you have only 3 points with HA, you can still pick only one core bonus from them, even if you have 2 slots. The other bonus must be from SMG (or from another faction you have 3 points in).
@Immahnoob@AstolfoCockVore@LoliHat@Suzu@blueknightfrank So you should be able to mount a Nanocarbon Sword on say a Balor, since it's a mountable non-unique heavy weapon and Balor has a Heavy slot. But things like the Synthetic muscle which is unique is locked to the frame the license is associated with.
The only thing I disagree is about the "unique" and "locked to the frame". I think the "Unique" means just that you cannot have more than one "unique" feature in your mech, and not that it's locked to the frame the license is associated with.
If you notice, in the specific one that Noob sent, the "unique" license is available at level 1, but the new mech body is only available at level 2. So at LL1 you'd have the first one, and at LL2 only you'd have access to the body, which means you'd have a useless ability in the meantime.
Actually, I took a quick look, and in every faction, new mech bodies seem to only become available after you spend 2 points in their licenses. I just didn't get yet how the not-named mount points work (you knwo, the ones that aren't Heavy Mount, etc), like the Synthetic Muscle. Let me see if they talk about them somewhere in the book.
This thing doesn't have a mount point related to it, and I was wondering what was the limitation. Turns out you have the SP cost, and the SP limit. so everything makes sense now.
To be fair, a lot of RPG manuals are written by people who already understand the game and don't seem to realize that they need to introduce the system to people who've never played it before.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 I didn't have time to read everything yet, but I'm in between making a build using the HA Barbarossa because he's a big boi, or with the HORUS Hydra to be an useless and weird character with some gimmicky shit that ultimately is not really that effective.
My mech does get erect the more heated it is though. :zt_smug2: I get like +3 range on melee attacks and like 15+ range on range attacks by doing anything because I get Heat pretty much from anything. :kekw: I have a shitload of bonuses to damage, I was actually thinking of dropping Ace and Fly but I don't know, it feels cooler when my Takemikazuchi is a flightyboy.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 and I'm not being able to find it here anymore, but I saw a special mine that you deploy and it auto jumps specifically to target airborne targets. ONE WAY OR THE OTHER, YOU'RE COMING DOWN BOY
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 I know that, I'm just fucking with you. But anyway, I really don't know if I should stick to flying or not. I really wanted to make my Takemikazuchi (black one) when in Danger Zone + Exposed to look like a Zone of the Enders mech (Jehuty), with energy wings and shit. Imagine this motherfucker with energy wings and energy blades that keep on expanding bit by bit.
But what's energy wings without being able to fly? :kekw: Then again, flying isn't THAT great and I could be getting immunity to Difficult Terrain + better bonuses for Brace if someone tries to Grapple me (including auto-wins on Agility and Hull checks for example).
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 Well, technically speaking, the one who should be stopping you would be Sid, I'm supposed to be on your side. But yeah, he has a couple options if he really wants to do it. Unrelated, but I found the option to include the NHP from the talent in the program, so I guess it works really fine both for creating the pilot, managing the mechs and also for use as a cheat sheet in combat, as I found nothing that ins't working as it should so far.
@supersid333@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank yeah, I've took a gander on the lore, and it was pretty quick to show that it's a "communist utopia that conquered the backwards right wingers". I also talked about the game with a friend, and he reminded me that we already talked about it some time ago, as he's playing an on and off campaign of it, and we were joking about how the lore is commie garbage, and yeah, after talking with it I rememebered that.
His group also threw the lore out of the window and is playing a gritty front mission-esque campaign with paramilitary mercenary groups and shit.
@Suzu@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank Reading up on the lore and it reads exactly like you'd expect. The Union (the government body made of a coalition of worlds centered around Earth that rules everything) has recently ended a civil war putting the new "utopic" government ThirdComm in charge after shoving the "facist" SecComm into the outer rim. Also funny to mention that the book outright calls the guiding belief of the SecComm, Anthrochauvinism, as Conservative and Right-wing
Dude developed an app, that can be found in https://compcon.app/ (unfortunately it's online-only) and you can download and install the "content packs" for the game and all expansions completely free (when you download the pack it says it's a "demo", but that's just because it has only the rules, without the fluff). With the app you can easily create and manage pilots and mechs, and you have access to a couple of extra talents/core abilities/equipment and mechs from the supplement books, including two extra options for the starter mech (so there will be no crying and shitting and pissing if we decide to start a campaign at LL0).
The app also has access to "community content", but I didn't even bother checking it because if there's something that D&D has taught me is that community content is cringe and no sane DM should ever allow it in their games. But I think the extra shit can be pretty cool, specially if we decide to start from LL0.
I'm a very nice person, so I'm sending you guys the files you need to import into the program to have access to all the crap without you needing to find it in their site.
I also have an expansion book here called "The Long Rim" that I'm sending. The most important part of the book is in the extra equipment and rules, but those are already found in the program with the packs I'm sending. And I'm gonna tell I think the program is pretty much worth using, mostly because it manages the important bits about character creation in a handy manner, without having to go back and forth in the pdf to find all the stuff.
The app is actually pretty competent, and I'd recommend it. It's a bit of a chore to make the LL6 character because you need to create a LL0 and then go up level by level, but it's pretty nice because it presents you all the needed information in a neat way, it's aware enough to know which qualities you are allowed to pick, and you can create the mech roster for the pilot, and it takes into account your pilot's abilities, licenses and talents. This makes it way beyond any D&D character creator program I've ever seen. There's even an "active mode", where you use the program to manage the combat. It rolls the dice and everything, which won't really do it for us because there is no way to use it with roll20, but I think each player can still use it as a reference guide, since the program already takes into account the pilots attributes and talents and at least warn you of what you must roll and what are your options. It can even print the sheet. This is a sample character I created in a rush just to see how it works, but I probably won't use it because the artillery mech has some weird and anti synergistic interactions with the artillery-focused talents that I disliked. I also found no way to install the NHP from the talent in the mech, and IDK if I just didn't find it, or if it was an oversight from the devs, or if it's supposed to be like that because it's assumed every mech you pilot has the AI and you just opt to use it for a reroll whenever you want.
desu, I need to check if I find the "drone build" more interesting than the "siege build", since the siege build I found has those anti-synergies, and maybe I'll have a flying drone ship just for the coolness factor.
@Suzu@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank Truth be told, existing on the outer rim is probably the most entertaining place to be in the setting. SecComm corpo states creeping in from the outer rim, nanny state Unionist auxillery forces from the core, and whatever unfortunate locals are getting smothered in the center.
Good for entreperneuing mercenaries such as your self looking to make a reputation scrapping enemy lancer and line your pockets with Manna.
@supersid333@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank yeah, I took a quick look at the Outer Rim book that I've sent, and the setting there looks a bit more interesting. The guy still manages to be cringe even when talking about the ruthless fringe of the known universe, though.
But if you really want to have it, I say go for it. If you really want to have it and you think there's no mechanic advantage in taking flying, or that something else would be better, then pick whatever you want and just fluff the energy wings in, but that's turbo gay.
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 :zt_think: I don't understand why you'd think energy wings are gay, but I digress. I will have my energy wings anyway, but I'm still debating myself if I should be taking flight.
Ace makes me incredibly sticky, and I want to be incredibly sticky. I choose a motherfucker, I am now like a newborn stuck to his mother's teat. :angery:
But then again, I could just drop that and think of looking for other movement options. 1d6 extra movement is pretty cool, but reaction for 2 extra movement isn't that great considering that Duelist needs reactions most of the time. Flying is just very good in general though, I can avoid any cover and difficult terrain by default. I can also ignore slopes and climbing.
@Suzu@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank I'm beginning to understand why Cosmopolitans and Diasporans think that ThirdComm is slow to act against violations of it's laws. They're outright prioritizing the concerns of criminals over the people being attacked by them over the fear of "destroying their culture."
@supersid333@Suzu@AstolfoCockVore@LoliHat@blueknightfrank The thing is, the author clearly doesn't see this as a problem. :kekw: I saw a 4chan thread actually talking about the politics in the book and he pointed out all the flaws with this type of government, and yet they're still the "good guys".
@Immahnoob@supersid333@AstolfoCockVore@LoliHat@blueknightfrank you know what? Using the guy's exact campaign setting, but doing an inversion where the ThirdComm "Utopia" shows off that they are actually corrupt authoritarian bastards just like any communist government that happened in the real world, and the players are from fringe factions and remnants of the SeccCom that are rebel fighters against them would: a) make for a better story than whatever the guy intended to do b) allow Sid to use the settings book and NPC/location generators without having to change up too much stuff c) probably send negative waves to the authors and make them toss around in bed when trying to sleep because someone is desecrating the purity of their communist utopia setting.
@Suzu@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank In all honesty I was planning on doing something like that. ThirdComm being played to the tune of an actual authoritarian government that claims to know better then it's people, though it's not that hard when the book feeds me lines like "...to make it's presence known among the stars as an agent for humanity, rather then one of of humanity." I'll probably keep the SecComm remnants as a semi-villainous force. Something you can leverage and exploit but also a thorn in your side. Best to keep you floating freelance in the middle so you can pick and choose from different missions from the various factions.
One thing that I've noticed is that the game, probably due to it being a "community utopia" completely does away with things like money and costs, you can simply get whatever mech and equipment you have the license for.
And I actually think this works very well, even in a "you guys are mercenaries/freedom fighters" campaign. It simply abstracts away all the penny counting and assumes that our mercenary work pays for the equipment, and, in case we decide to play a campaign, the "license leveling up" means that we have accrued enough money and "street cred" that we can afford to have access to better equipment.
Overall, the game doesn't really need to many changes to turn into something really cool, the guy has some interesting mechanics ideas.
Why would Star Trek have a "skin deep" utopia if replicators exist? I really can't understand the idea unless the issue is either the psychological aspects of society ("why work if we can replicate" or something) or that there really is something that breaks if creating shit out of midair is done.
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 I guess people control the replicators and people need to know how to maintain them, but then again, why can't I make more replicators with the replicators? :thinkinghrr:
There are replicators that make everything. But you still have hierarchies with shitty jobs and some lives are considered more disposable than the others.
Aside from the original Star Trek, where the Klingons were "space Russians" and the Romulans were "space Commie Chinese" and no one was in prison aside from a dozen or so incurable insane inmates, Star Trek: The Next Generation was set in a post-scarcity utopia where money, profit, and economics were outdated and everyone was freed to lead a utopian life which was assumed to involve being the best most talented human being you could be in order to add to the pan-species U.N.-based utopia that was the Federation.
They repeatedly stated, especially early on, how humanity had evolved to be above greed or selfishness.
Then came Star Trek: Deep Space Nine where it was revealed that humans weren't so evolved and that their utopia was only maintained by a secret shadow government that called itself "Section 31" that preserved the utopia of the Federation only because the took it upon themselves to preemptively slaughter and kill all threats using any and all tactics including outright genocide.
Hell, even if you aren't familiar with Trek lore, you can watch the DS9 episode "In the Pale Moon Light" and get the gist of things because it was so well written.
Ironically, the only reason that Red Shirts in the original series died most often was because the were the vast majority of the crew. Statistically speaking, an individual Red Shirt was lest likely to die.
in character answer, we have 3D printers today but the filament and electricity aren't free. iirc there are references to spending credits to use the replicators
out of character answer, because the plot compels it. otherwise it would have been a _very_ different work. something like the culture novels which focus on their equivalent of the military because otherwise presumably the only source of drama you're going to have will be interpersonal stuff and probably not very relatable for the audience
It's similar to how people thing Imperial Stormtroopers from Star Wars can't hit shit. It was established in the original movie that they were expert markmen, and Princess Leia even noted that the only reason they weren't killed was because it was obvious that they allowed the Millennium Falcon to escape.
>and people will try to outsmart each other to stay on top
IOW, it doesn't matter how much of a utopia humans are handed, human beings will still act like human beings because we are more than the outcome of material determinism like Marx envisioned.
@Immahnoob@supersid333@AstolfoCockVore@LoliHat@blueknightfrank the point is, replicators aren't a guaranteed utopia because there's still a lot of shitty jobs that must be done and people will try to outsmart each other to stay on top, and things will devolve to some sort of authoritarian and rigid hierarchy where the "card carrying party members" control everything and the rest of the people are forced to toil for them. Just think of all the commies you saw saying that they would "do poetry" or "work teaching the tenets to people" or some shit like that, but no one wants to do sewer maintenance.
Now imagine a whole multi-plamet empire composed of people like that.
As for the others who are outside the "utopia", they obviously don't have e access to replicators, or else there would be no such a thing as piracy in the outer rim. The replicators are the sole possession of the Utopia, their big advantage, and they have access to it because they are better than everyone else and they are totally the good guys.
Lancer is a mecha RPG written by a commie where the central government is a post scarcity utopia and they simply throw their weight around other civs with huge mechs to assimilate them because they are totally the good guys. The setting is a bit like the one in The Culture series.
We are planning to subvert it and depict the Utopia as authoritarian assholes (which is not very hard to do, as the commie authors lack a bit of self awareness and they already wrote them like that) with the players being freedom fighters.
> The replicators are the sole possession of the Utopia
there's a humorous attempt at analyzing their technology in the frame of our own understanding of physics, particularly warp drives and phasers. anyone recall it (and maybe have a link)?
@Suzu@roboneko@AstolfoCockVore@Immahnoob@LoliHat@blueknightfrank To be fair, they rarely lift their fingers themselves. They send contracted local sub-forces to go deal with problems. The Union seems to be slow to act against any problems in general, part of their holier then thou attitude is only stepping in with their personal forces when things are really out of hand.
@Immahnoob@AstolfoCockVore@LoliHat@Suzu@blueknightfrank Anyways, here's the introduction I have for this oneshot. Reasonably this would be the setting for the campaign should I run it as one. You can blame the extra effort for this one on my boredom lol.
As of before the session, you are currently in stasis riding on a mercenary deep space cruiser known as the Helldiver on a course for a planet in the Anamite line known colloquially as New Eden, a large garden planet approximately 10 Light years away from the Xia Lai Leng Warpspace Station.
For almost a decade now a collection of corporate states have been participating in small skirmishes in the area hoping to take the first steps to control the planet for their own purposes, however word has begun to spread that the conflict is about to escalate. News of this has even made it's way all the way to Cradle as the Union has begun talks of sending Auxiliaries to go break up the conflict before it truly escalates, a decision that will probably light the powder keg and escalate the war. Regardless of the what the corporations are actually trying to do with the planet, mercenaries know that where there is blood, there is Manna and many have began to move in and join the conflict.
Thankfully, your group has arrived at just the right time to score big. Approximately two weeks ago the New Edenites using Union supplied suits have recently reclaimed anti-ship batteries across the planet, closing the door on corporate reinforcements. Segotari, one of the comporate states involved in this conflict, has hailed your group with an offer to play a critical role in their plan to reopen the planet.
Speaking of one-shots, I have some simple ones I put together in the past that were easy enough for casuals to join in, but fun enough so TTRPG regulars would look forward to the next game.
I started it because someone complained that tabletop RPGs were all based on European lore and that they wanted to try something that wasn't just blackwashed Tolkien.
I based it off of the music of the Botswana Heavy Metal Band "Skinflint" (which is fronted by a White guy). I communicated with the frontman and he not only loved the idea but sent me the scholastic sources he used to write the lyrics.
The system was a simplified version of the "Savage Worlds" system, btw.
@LoliHat@AstolfoCockVore@Suzu@blueknightfrank@supersid333 :kekw: Oh no, Sid is about to start a oneshot on a homebrew TTRPG now. Or are you thinking of trying one out? I don't mind leaving one of my weekends open once in a while. :shrug:
I also don't know anything about Savage Worlds, by the way.
Oh, I'm not pushing anything on anyone. Just noting that I do have some one shots that I've rune before that have setting different from the usual.
I simplified the "Savage Worlds" setting so that someone who never played before could just join in and play (which is why I made balanced pre-generated characters), while adding some other magic aspects that I've toyed around with.
As for "Savage Worlds", the system is actually pretty basic and neutral, and can be used with multiple settings. It's easy enough to grok that you can GM off of it right off the bat.
This video is a bit lame, but it does explain the system well.
Actually it's because there is a holiday next weekend and I was just summoned by my sister to go spend the extended weekend at my mom's, because she's sick (it's nothing serious, just a rash, but the old lady is using everything she can to be pampered), and everyone else was planning to go to a trip. So, yeah, I'll be working as a caretaker next weekend.
The shitty part is that my laptop broke, or else I could play normally from there. I can try to see if I'm able to join through my phone, but IDK if it'll work (maybe I can print my character sheet to have easy access to it).
It doesn't matter that much because I don't really think anything the new mechs have can make my build better. Terashima Blade of the Atlas could be interesting but I went for Death Head's Vulture DMR instead. Atlas need 3 license points, and I don't have that at this point unfortunately.
I also found out that you don't need to give the NHPs control of your mech to use their Protocols. So I picked up this shit. :zt_smug2:
@Suzu@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 Yes, that's the problem, if you lose Structure or gain Stress, it can cascade even if you didn't give it control. But it's also the only real way for me to increase my damage by entering the Danger Zone pretty much immediately.
An extra +1d6 of bonus damage, +3 from going Exposed, +6~ (depending on my heat), +1 from the weapon and the 1d6 base of the weapon at 25 range? All of those +'s are burn as well (I make every bonus damage become Burn), so if someone isn't immune to burn, they take True Damage basically. If they're still on their legs from the initial hit, if they miss their hull roll, they'll take the burn damage AGAIN.
@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank@supersid333 I think the worst that can happen when you use a NHP is that it may "cascade" and assume control of your mecha even if you didn't want it to. Honestly, I need to read the rules a bit more to get all these details.
@Suzu@Immahnoob@AstolfoCockVore@LoliHat@blueknightfrank If you crit fail on a stress check after heat or structure damage if I read correctly earlier, but even then you just end up in a situation where you either let the AI joyride momentarily (since there is a decent chance it will still fight the enemy on note of self preservation) or you can turn your mech off and then back on, which un-cascades at the cost of turning your mech off mid combat.
I have to roll a d20 whenever I make a structure or overheating check, it's not automatically cascading if I just take structure or stress. Only on a 1 does the AI go haywire.