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#lancer rpg
jovial-thunder · 7 hours
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Super excited to announce that @gentrigger is gonna be making the mech sprites for Lancer Tactics! I've been a big fan of their work ever since I first saw it here on Tumblr. :)
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shadefish · 2 days
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March Of Robots Lancer Edition
Day 26
Highlands Blackbeard
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bregflr · 1 day
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Divine Punishment
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A simpler piece I made on my spare time for my oc, I think it turned out really well
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vexwerewolf · 2 days
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Which Lancer build has the most "If you aren't willing to shell your own position, you aren't willing to win." Energy?
Not anything a player can access. It's the Bombard NPC. The Bombard's Cluster Munitions trait gives it additional damage to its attacks for each target beyond the first, but this doesn't necessarily need to be a target hostile to the Bombard, and the Bombard can target itself with its own blast.
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lancersafetysigns · 3 days
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draculancer-flow · 10 hours
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cozzymandiart · 2 days
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Another recent commission of a custom Zheng for the Lancer RPG, equipped with a big ol' arm cannon. This is one of those pieces that I REALLY wish the commissioner had wanted a full render on, I could've done so much with the lighting effects...
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cugareal · 9 hours
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ok i admit the moodboard helped
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gms-incorporated · 1 day
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@officialunionhr @ips-northstar-official Hello! Glad to be joining the Omninet!
(For those unaware, GMS is considered a subsidiary of Union! They and IPS-N also cooperate on shipping and basic utilitarian technologies throughout the entirety of Union space!)
@horus-unofficial My boss told me to open communications to you? Something about a shipment of Ushabti.. guns? [REDACTED].
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pixel--echo · 2 days
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Thace Syndicate's top clones gain the title of "King" the only class of clone which must earn the title rather than being created for it. A clone which gains the title of King is given the role of commander and is gifted the right to create a custom mech fitted for their needs.
Specialist frame "Pomegranate" was created for King NN-984 Midge. A crack shot, Midge successfully completed 20 solo infiltrations. The Pomegranate was awarded to the clone to assist with such operations; the mech is personally fitted with a E4 signature sniper and loaded with Heat seeker rounds along with Ferrotrackers, advanced hacking systems and a Ferrocamo protocol which allows the Pomegranate to blend into nearly any environment.
NN-984 Midge was originally a "Rook" but when the Rooks were okayed for battlefield deployment Midge showed high efficiency with the E5 marksman rifle. Subsequently Midge found herself being tasked with assassination of high targets, after showing both great stealth and efficiency Midge became the go to clone for those said operations. Eventually being promoted to "King".
Midge has been perceived as "hostile" to all clones besides the two Rook which were in her original "Pact". The two (NN-983 Jumper and NN-985 Mustard) are often seen gossiping with Midge when not on assignment. Data collected from other clones Midge often talks to her pact about: "Boys", "Rumours about other clones", "Street food" and "horror movies". The last two on this list are noted contraband and advisory action has been requested.
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quinnydoll · 6 months
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being a GM is really fun because sometimes you can make your players go through some really traumatic Evangelion bullshit, but other times you can force them to go bowling for no reason
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shadefish · 15 hours
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March Of Robots Lancer Edition
Day 28
Black Widow Enkidu
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horizoncollective · 8 months
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why do all the hot girls have this kind of reactor in their mechs?
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tothesolarium · 2 months
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A Beautiful Death - my design of a LICH that appears in the story I’m working on
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vexwerewolf · 2 days
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Hey, do you have suggestions on a stealthy, shoot'n'scoot build for the Pegasus? I'm really, really new, but I like the idea of this thing that can always hit you and fades away until the next attack.
-- HORUS Pegasus @ LL6 -- [ LICENSES ] HORUS Pegasus 3, SSC Metalmark 3 [ CORE BONUSES ] Overpower Caliber, The Lesson of the Open Door [ TALENTS ] Infiltrator 3, Skirmisher 3, Crack Shot 3 [ STATS ] HULL:2 AGI:2 SYS:0 ENGI:4 STRUCTURE:4 HP:17 ARMOR:0 STRESS:4 HEATCAP:10 REPAIR:4 TECH ATK:+1 LIMITED:+2 SPD:5 EVA:10 EDEF:10 SENSE:10 SAVE:15 [ WEAPONS ] FLEX MOUNT: Smartgun FLEX MOUNT: Smartgun HEAVY MOUNT: Anti-Materiel Rifle // Overpower Caliber [ SYSTEMS ] Personalizations, Active Camouflage, Pattern-A Smoke Charges x5
So this is a very simple build.
What we're doing here is creeping around the edges of the battlefield, looking for a good opening. We use our Active Camouflage to remain Hidden even when it isn't our turn, and we look for a good firing position.
Our ideal turn start has us Hidden and in hard cover. We activate Crack Shot protocol and Active Camouflage if our heat's looking okay, line up on our intended target and shoot them with the AMR, hopefully hitting and hopefully critting. We don't bother rolling dice for our AMR - we just use By The Way, I Know Everything to set our damage to 11, or 14 if we crit. Having hit an enemy with an attack from Hidden, we proc Ambush, plus Watch This if we crit. With Lesson of the Open Door buffing our Save Target, we're well-positioned to inflict a horrid array of status effects on our target.
That was our first quick action. We spend the next quick action to Hide again, rendering us untargetable.
Next turn, Immobilized from Crack Shot goes away and we only need to keep Active Camouflage up if we're in immediate danger. We have various options:
If we want supreme mobility (or if there's someone close to us) we can exploit the extra movement from Mastermind: using Boost breaks Hidden after it resolves, so we can Boost, use the slide from Mastermind and then move normally, allowing us to move up to 15 spaces, 5 of it reactionless. If we're feeling really spicy, we could even Boost adjacent to an enemy, use the flashbomb clause of Mastermind and then run 10 away from them.
We can Skirmish with a Smartgun and proc all the same effects as last turn. If we want to apply more damage and don't need to be Hidden next turn, we can even Barrage with both.
Occasionally we'll need to Stabilize to deal with the heat build up from Active Camouflage, but that's great because it also allows us to reload our AMR.
This mech only has 17 HP, so with 0 Armor and 10 Evasion its survivability is fairly low, but this is aided by the fact that it spends most of its time Invisible, and due to the absurd range of its AMR (and the fact that its Smartguns don't even need line of sight) it often won't even be in range for enemies to hit at all. Skirmisher III also means that the first reaction attack taken against us each round will miss automatically, and if we're smart, enemies won't get an opportunity to make a second one.
The largest dangers to this build:
Enemies that have AoE attacks and thus they can get around their inability to target you by targetting an area that they think contains you, although Invisible will still protect you from this by providing a 50% miss chance. In particular, Bombards can just dispense with trying to narrow down your location and shell your entire zipcode instead.
Enemies with abilities that deal damage but aren't attacks. This completely bypasses Invisibility, and since this sort of ability tends to be AoE, they can also ignore Hidden if they have a reasonable idea of where you are. A great example is the Assault's optional Micro-Missile Barrage trait.
Enemies that are themselves also Invisible. Because we have no Reliable damage and there wasn't room on this mech for Eye of Horus, we have no reliable way of penetrating Invisible. This means our ability to engage with such enemies are completely at the mercy of the dice.
SCOUTS. They ignore Hidden and Invisible entirely, and have multiple tools that strip Hidden and Invisible from us, completely negating the main survivability tools of our build. Worse, they have excellent Evasion, decent E-Defence and can become Invisible themselves. Prioritize their destruction, or better yet - get your allies to do it.
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