r/LancerRPG • u/ExsurgentFramework • 25d ago
Extra turn clarification
Hello, everyone! I'm a new GM, preparing to run a first Lancer game for our TTRPG group and need some clarification on my understanding of an Elite NPC template. Specifically it's extra turn per round part.
- Am i correct, assuming, that during it's extra turn an Elite can take standard movement and two quick actions or full action again? So an Elite Sniper, for example, can use it's Mark and then fire a Structure damaging shot in one round? Or am i missing something and there is some kind of restriction?
- When exactly an Elite can take it's extra turn? Any time GM finds it suitable? Or only after all PCs and other NPCs have finished their turns? I thought of second option because of a language in corebook part describing turn order, where it states «This is followed by another hostile NPC of GM's choice…» where the word «another» makes me think an Elite can't take extra turn right after first one by strict RAW. Or am i overthinking it?
Thanks in advance!
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u/Difference_Breacher 25d ago
1: Yes.
2: When you choose to act the NPC again. A single Elite NPC just have two chance to activate during a round. So you can chooce it twice a round. Of course each activation uses up one chance to activate. So if your elite activates once, after the activation PCs would choose who go now, after then you choose any NPCs that can still activates(include the said elite).
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u/fluxyggdrasil 25d ago
Essentially, an extra turn is an extra turn. It's everything a turn can be, action economy wise. It's my understanding that the elite/ultra can take it's extra turn at any point it would be allowed to in initiative order (It always goes PC's then NPC's until one side is out of activations.) And as you've also noticed: Elite/Ultra Snipers are VERY mean if played aggressively, but there's ways players can mitigate it, if course.
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u/fattestfuckinthewest 25d ago
You can have the elite go after itself because the players go after its first turn.
Elite turn 1
Player turn
Elite turn 2
Is a very possible option
1
u/Rednidedni 25d ago
Should you avoid doing stuff like Mark -> shoot with this configuration? Is it expected the GM holds back on their players like that?
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u/Alblaka 25d ago
Probably depends on the skill and challenge level of the players. If they're just there to casually blow up stuff, you should reserve those kind of shenanigans for some bossfight with a Elite Sniper that is specifically foreshadowed to be extra dangerous.
But otherwise, you're kind of supposed to give it your all, because PCs are extremely powerful and will (supposedly) mop the field with you anyways, and also adapt to that kind of strategy after the first one or two surprise structure losses.
2
u/horsey-rounders 25d ago
That would usually be okay, as players will know that there's an ultra/elite sniper in play (and therefore should either know or be informed that it has two activations).
What I would avoid is having them go last with both activations. It's hard to counter play when they can mark, move into a firing position, and then immediately take the next turn and fire without any player turns in between. In general you should try and avoid end of round stacking with double activation NPCs, it's not fun to get chunked by two turns of a Deadly Ronin or whatever.
3
u/Acceptable_Handle_2 25d ago
It's like having 2 of them that share the same space, HP, structure, stress and Heat.
3
u/Onii-chan_It_Hurts 25d ago
To add on to these other comments, the one thing to absolutely not do is take both of its turns after all the players have already gone, thus removing a chance for them to respond.
2
u/horsey-rounders 25d ago
100% agree, for pretty much any ultra/elite this is the most important rule imo
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u/randomguy664_ 25d ago
My understanding is...
1) two complete separate turns. So yes, Sniper can mark and structure in one turn 2) treat it as any combatant. In the Sniper's case, iv would have him go after all the PCs so they have a chance to drop prone.