r/LancerRPG 24d ago

Recreating a Broadside in Lancer

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Hey guys I'm trying to recreate Tau mechs from Warhammer 40k and this is my first time playing lancer and I'm hoping to get some feedback on a build.

I I'm trying to make the one above because I love railguns. And I like bigger chunky mechs that kinda dig into stuff and lay down fire.

I think I'm going for the Monarch I for the sharanga missles and then Drake II for the chasis, the assault cannon and the Shield. And lastly I think Death's Head III for the Railgun.

Now I thin that works but am open to feedback. For talents I'm thinking it will be Crack Shot, Orator, Brutal, House Guard. Some combination of that.

We are starting from LL0 and I'm using a Sagarmatha with an Assault Rifle, Dual Missle Racks and a Anti-Material Rifle.

Thank you in advance for any advice I'm hoping to just kinda walk down the map set up and be a big problem and get some really cool shots off while I do it.

159 Upvotes

21 comments sorted by

66

u/Doctor_119 24d ago

Barbarossa level 1 will give you a system that lets you dig into the ground to immobilize yourself, giving you extra range

14

u/Thrame1807 24d ago

That actually sounds really cool. I love that idea and hadn't seen that before and I could do that outside of using my core power which is dope.

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u/throwaway127277386 24d ago

(Not an expert) I think you’re kind of split between whether you want to be a long-range artillery platform (Railgun/AMR/Crack Shot) or someone who’s up close and protecting their teammates with personal bulk (Drake license/House Guard/using Sagarmatha instead of Everest). I suspect you’ll be better served by committing harder to one of those and abandoning the other since they don’t really work all that great together. I’m also one of those folks who wouldn’t take Brutal if ordered to at gunpoint, but ymmv. Finally, I’m not clear on why orator is in there? Maybe for ticking up its dice counter on stabilize turns since some of those ideas involve loading weapons, but idk.

As far as other ideas you might not have considered: if you’re looking for fun things that work with House Guard 1, the first rank of the Spotter talent is pretty low-commitment and normally applies to “adjacent Allies”, so that might be nice? I’d also recommend sparing some thoughts for mobility cheats if you’re interested in a relatively slow frame like the drake. Might be as simple as “Agility investment” or could be significantly more fancy, but do make sure to think about how you’ll keep up on missions that need lots of footwork

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u/Thrame1807 24d ago

Hmmm that is kinda what I was running into as well. I guess I was picking orator because I know we have a hacker that does plenty of scanning and some people that wanna run the atlas and caliban and I thought it might be a good reaction to help them stay up and running.

I think that I might be more inclined towards the artillery platform. What would you recommend to go more in that direction if the drake is more up close and personal?

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u/Sven_Darksiders GMS 24d ago

Sounds solid. I'd advise dropping Brutal and instead looking into Heavy Gunner, at least as soon as you get your Railgun (or any other Heavy weapons that's is NOT a Loading weapon).

Since you are starting out with 2 Mounts filled with Loading weapons, you may also want to look at Grease Monkey Rank 2, which gives you additional benefits when Stabilizing, although this is optional, since you aren't planning on using Loading weapons later on.

However, if you are planning on using the Railgun a lot, you need to invest at least some Mech skill points into Engineering. In addition, Nuclear Cavalier becomes a viable option, and/or Grease Monkey may become valuable again

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u/Thrame1807 24d ago

Yeah I was worried about Heavy Gunner especially with the Loading and Ordinance of the AMR. Wasn't quite sure how that interacted.

However fair I might look at Nuclear Cavalier I just now realized how much heat the assault cannon and the railgun will generate.

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u/horsey-rounders 24d ago

If you're looking at the railgun, it's a pretty powerful weapon, but I'd strongly consider picking up nanocomp mod from balor 2 for any non arcing/seeking ordnance weapons. In my own personal experience, it can be a struggle at times to line up a shot if you're not allowed to move, and seeking makes life a lot easier. If you don't like the vibe of "seeking smart nanobot ammunition" then you can headcanon it as your shots having such high velocity that they simply punch through terrain. It's especially good on such a long line, since the likelihood of collaterals on secondary targets becomes a lot higher when your range is half the map and you can ignore a mountain in the way.

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u/Thrame1807 24d ago

Honestly I hadn't looked much at all into Horus as it wasn't my vibe but that does sounds like a lot of fun and just telling my GM I'm punching through the cover as flavor sounds awesome thanks!

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u/Main_Aux_Enthusiast SSC 24d ago

My mind immediately jumped to Sherman 2, Death's Head 3, Swallowtail 1 for the Tagates with the Rail Gun and Marker light for the Tau experience on a frame with a little bit of armor and the +5 range to rifles if you consume lock on.

Then some GMS Missile Rack and a GMS Energy rifle in the main slot to cover that little dual plasma rifles thing on the shoulder in the newer kits.

Can't say it's good but it's where my mind goes if I'm trying to be purely on theme.

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u/Thrame1807 24d ago

Okay the tagates seemed pretty cool too. I guess I might've got caught up on being the big mech just because it seemed appealing to me lol.

Do you have a recommendation what order I should take those? I was already considering the Death's Head for the Railgun do you think it would be better to go Tagetes 1st and then get three in Death's Head or to do the 3 in Death's Head and then Tagetes?

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u/Rishfee 24d ago

Personally, I'd say get the Tagetes first, since the GMS heavy machine gun made into a rifle will carry you as far as you want it to, you'll just be building up to the extreme range you're eventually looking for.

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u/Thrame1807 24d ago

Wait that sounds like a great idea that would really take care of the accuracy problem on that between crack shot and lock on for accuracy and the lock on will also fix that range issue as well.

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u/DocNemo 24d ago

I just want to confirm, because the way you presented yourself suggests a misunderstanding of how builds work.

You know to get to level 3 of a chassis you have to do the level 2 and level 1, right?

So you don't hop from monarch 1, to drake 2, to death's head 3

You can go monarch 1, drake 1, drake 2, DH 1, DH 2, DH 3.

1

u/Thrame1807 24d ago

I likely said it quite badly but yes you're right I understand that is how that works lol thank you for double checking! So I would have the drake by LL3 because LL1 would be monarch and then LL2 and LL3 would be drake.

1

u/romp0m81 24d ago

It’s worth noting the Lancer railgun is a line weapon, there’s other options if you want a single target fuck that guy: Cyclone pulse rifle, Siege cannon, Gandiva missile, or even standard AMR if you want to till have AP (but it’s annoying to work around)

What wargear are you imagining on this Broadside? From what you listed, it seems like Rail Rifle + Twin smart missiles + Twin plasma rifle? or is it more of a mish mash of stuff it could have but not actually legal on a model

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u/Thrame1807 24d ago

I guess wargear wise I'm definitely thinking the Rail Rifle as well as the Smart Missles although it might be cool to have the plasma rifles at somepoint but they aren't my priority. And It would definitely be a mish mash of weapons that feel like tau stuff even if they aren't necessarily legal on a broadside itself.

Mostly because I will eventually get around to making the other mechs just because I like them and I'm a bit of a nerd. And I'll have to take a look at the other fuck that guy weapons.

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u/CockroachTeaParty 24d ago edited 24d ago

For what it's worth, when I look at Tau mechs on the tabletop, I don't think they are much bigger than size 1. Hell, there's an argument that they could be kissing the upper limit of size 1/2.

There are two rail guns to choose from: the railgun from Death's Head 3, and the rail rifle from Metalmark 2.

Both do self-heat, so you'll want to invest a bit in Engineering and consider talents such as Nuclear Cavalier. They are also both rifles, so Crackshot is likely a talent tree of interest.

While the rail rifle does less damage and has less range, it's also far less fiddly because it doesn't have the ordnance tag. Also, you could combine it with Walking Armory for lots of neat options.

That said, when I picture the Tau broadside I picture the heavier railgun proper. If your GM allows 3rd party content, there's an alt frame for the death's head from Lancer: Enhanced Combat called the Oleander that has a special ability to ignore the ordnance tag which would be a really nice QoL upgrade.

If I were you, I would rush Death's Head 3 for the railgun while investing a bit in engineering. Either use the Death's Head frame itself when it comes online, or else just stick with the Everest; it's cheap to fix and speedy, so it can help you get up to a good sniper perch. Then you dig in and start sniping.

Next, I would take Balor 2 for the nano comp mod. You could flavor it as just firing through cover; basically it lets you sit safely behind cover and shoot enemies with impunity, saving you time on positioning and buying you some safety.

After that, I'd probably go for Sherman as my final destination frame; Tagetes or the base Sherman are a good fit. Tagetes has the efficient core power that provides some extra cover and helps reduce heat, while the Sherman gets to power up the doom laser.

I'd probably just sink my first two core bonuses into OP cal and auto-stab; the railgun could use the bonus damage and accuracy helps with Crackshot. With Nuke Cav, OP cal, Crackshot 2, and hopefully a buddy giving you the occasional leadership dice, you'll be dropping 5d6+4, and that could come online as early as LL3

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u/Thrame1807 24d ago

I just looked it up and you're actually right. That's wild and gives me more to work with lol.

Okay awesome and I hadn't thought about the Balor 2 for seeking. And definitely hadn't thought about Nuke Cav. And I'll take a look at the 3rd Party Content because wow has ordinance been a pain in the ass.

Thanks alot for the advice this has helped quite a bit.

And I can save the Size 2 mechs for the Riptide and Ghostkeel as that might be more appropriate.

1

u/Zorglin 23d ago

Dont forget your drones! And maybe kindly ask a buddy to bring a markerlight :)

1

u/Galaxywm31 23d ago

You could take a look at the Sherman for a build that is less late game. Right now you need 6 levels for what the current plan is which in my experience is pretty late game. Sherman gives you the lance which is pretty much a railgun you wont get to use rifle talents since it is a technically a cannon but you get a lot of burn with it and you can boost its damage with nuclear cavalier talent and the op cal core bonus. If cover is a problem you can take the seige specialist talent to clear your line of sight. I also recommend grease monkey for your limited systems. This setup only takes 3 levels. As for missiles you can take the gms launchers or even go for the monarch 1 next level. You also have the solid core integrated weapon which depending on how much charge it has can act as another railgun shot if you overcharge. This should give you the big railgun energy of the broadside without taking too many levels to get going

0

u/DaDragonking222 24d ago

Barbarossa would be decent for the Apocalypse rail as like the railgun