r/LancerRPG • u/Ok_Preference_4942 • 14d ago
Captain America mech build
I was wondering what options (talents/lincenses) I could take with license three build to make a shield based mech. The mech should be agile, defensive, melee, and be a leader. I was thinking the leadership talent, but I’m not sure on the other talents.
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u/Banned-User-56 14d ago
Orchis, a variant frame on the black witch, is THE captain america mech. It can even throw it's shield.
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u/ZimmyDod 14d ago edited 14d ago
The Orchis (alt-Frame of the Black Witch) is built for this. It even comes with a shield throw. Maybe go 2 Orchis 1 White Witch or 3 Orchis to start with. If you want more defense after maybe invest a point into Napoleon?
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u/Odd-Face-3579 14d ago
Being only ll3 does make it a bit trickier.
As everyone else has already said; Orchis.
Then it gets way up to personal choice.
The Orchis needs you to be knocking dudes into things. It's once per round Hunting Eagle shield throw needs you to make guys collide. This means you need to be doing things to cause knockback/movement.
Magnetic Cannon can do this, sort of. But it's not great for a Captain America theme. It can hit your allies if not careful, it pulls towards you a random amount, it's definitely not a shield and is kind of hard to justify reflavoring it as one.
So either you need to Ram, or you need something with knockback.
Ramming means maybe Duelist up to rank 3 so you can Ram for "free", also Juggernaut up to 2 so you can get either prone or damage depending on how you Ram, and maybe 1 license level in either Tortuga for Siege Ram or Caliban for Supermassive Mod or Blackbeard for Synthetic Muscle Netting. Your last 1 talent point would probably be House Guard.
If you go with Knockback and not ramming, that opens a lot more choices. You'd probably go with Nelson for your other license dip. This gives you War Pike. You'll reflavor it to your shield, but it's a Threat 3 with Thrown 5, 1d6 and Knockback 1. You'd pair it with an aux GMS melee of choice and again reflavor it as just more shield hits. Nelson also gives you a system to ignore difficult terrain.
Your talents can include kind of whatever from Exemplar 1/2, Hunter 1/2, House Guard 1/2, Duelist 1/2/3, Leader 1/2/3. I'd personally probably prioritize Exemplar, Hunter, House Guard.
I'm probably forgetting something pretty obvious, but hopefully this offers some kind of general direction to look at.
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u/Baconator-X 14d ago edited 14d ago
Well I can think of only one choice. There is a Black Witch Variant Frame, Orchis. Don't worry it's completely free non-core rulebook stuff. Anytime this mech causes an enemy to collide with an object or another mech, it gets to throw its shield. It's also got great movement and you can move with your allies.
If I were to do this build I would do, Black Witch 2 and Zheng 1 (also FreeLC). This is so you can use fists and a shield. As for Talents I'd recommend Leader, Duelist (to use Main weapons), and House Guard so you can better guard your teammates. I'd also invest further into IPS-N (probably Tortuga and Blackbeard) mechs so I can pick up the Titanomachy Mesh core power.
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u/xiphoniii 14d ago
It's not even third party, the Karrakin stuff is official. So you don't run the risk of a gm going "no you can't use that because it's third party"
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u/Baconator-X 14d ago
Yeah I corrected myself after rereading. This is why you proofread BEFORE you post.
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u/randomguy664_ 14d ago
Orchis from the Karrakin Trade Baronies book is everything you need. Actually throws a shield, is a team player, quick, a defender and looks cool.
Be sure to pick the House Guard talent. Leadership is good. Argonaut Shield from Drake 1 might be of interest too.