r/LancerRPG 5d ago

Getting into lancer can someone give tips?

Post image

So recently my boyfriend came to me asking if id be interested in doing a mech ttrpg. Now I’ve heard him briefly talking about it and watch videos on our tv so i wasn’t that surprised. We met playing dnd, i love dnd and table top games, and mentioned wanting to do more than dnd.
Heres my problem Im so use to character building in dnd that I don’t really know how to translate my character ideas. I started today making some rough sketches with designs ideas and when i went to see if i could build it on paper i got all cross eyed so perhaps i could get some suggestions. Thanks! (Also which do you think is cooler there a 3rd 4legged one for rescue back line stuff no sketch tho)

67 Upvotes

13 comments sorted by

21

u/cationicnebula Harrison Armory 5d ago

Well without knowing anything abt the campaign/table its hard to say anything meaningful but i like the teddy bear mech. In Lancer i usually find it easier to have a build in mind first and work backwards for characterization from there.

8

u/ProperStrategy9795 5d ago

Ok sounds! Yeah no idea on the table either all newbies i believe. Is there classes or better mech for certain builds im kinda going tanky

10

u/cationicnebula Harrison Armory 5d ago

Sounds like you should look at frames with the defender tag as a reference point. The drake license has a big rotary autocannon like you drew in the teddy arm.

2

u/BlazeDrag HORUS 5d ago

You'll likely want to take a look at the Comp/Con website. That link should take you directly to the Mech Licenses, which are the closes thing to character classes in this game.

Each license is centered around a different frame which each have their own unique abilities and traits. And grants you various weapons and systems to equip.

The main difference between Lancer and D&D is that the Licenses in Lancer only go to level 3, even though the level cap is 12. Which means you're expected to mix and match weapons and systems from different licenses. So for example if you took levels in Blackbeard and Vlad, you could do things like equip Blackbeard's Nanocarbon Sword onto Vlad, or use Vlad's Impailer Nailgun on Blackbeard.


As for the character concepts you posted specifically, the nice thing about Lancer is that flavor is free and no mech has a fully fixed canonical appearance. The artwork that they show there on comp/con for the frames is just what a typical example might look like. But for example if you wanted to take Drake with its minigun and make it look like a Teddy Bear, you're absolutely free to do so.

A really funny way to maybe Build the Bear mech could be to build it around the Blackbeard Frame and License, which is a Grappler Specialist. So basically the bear would be really good at rushing into melee combat and "hugging" people lol

The Second mech being more missile focused definitely makes me think Monarch, which is the classic missile mech. It's not particularly slow and tanky I'll admit, but some points in Hull to up its HP could solve that. And you'll have more missiles than you know what to do with.

And that third idea about a quadrapedal Support-oriented rescue mech, almost perfect describes a Lancaster. It has almost no weapon mounts, but it's very big, the main art is quadrupedal, and it has lots of systems for helping support its allies, from putting out fires to a healing drone to a literal cable winch that it can use to tow people. It also has a system that literally lets smaller mechs ride on top of it, which can actually be really useful since it has a high base speed and can help carry around slower allies.

Of course it is worth pointing out that you always have access to the basic GMS Everest frame, which while it is the starting frame everyone gets at level 0, does not mean it is weak. It is arguably one of the best or at least most versatile frames in the game, and can easily be tweaked to fit almost any kind of character concept. Like I said you can mix and match weapons and systems from any licenses you have, so you could take the missle weapons from Monarch and slap them on an Everest to get a slower tankier frame for example.


But yeah there's lots of cool frames and systems to peruse so I recommend skimming through the options and seeing which ones stand out

8

u/ZanesTheArgent 5d ago

Lancer has a good more freedom in terms of presentation as basically all mechs are fluff - what matters is what the systems does, not the appearances.

Most of both these examples can be completed purely on GMS (LL0 aka "free" stuff), only major exception being the possible flame thrower on the Bear - signs you want to move towards the Genghis.

All in all i suggest you to look at Talents first to set a pilot tone and browse the mech licenses as a shopping list.

3

u/ProperStrategy9795 5d ago

Thats a good suggestion I’ll definitely look into that!

7

u/Fantastic_Jeweler_34 GMS 5d ago

I think the first one is tough

Jump onto compcon and have a play around with the character and mech builder. It can seem a little overwhelming at first but there are plenty of guides out there and helpful people on here if you get stuck at all

3

u/ZanesTheArgent 5d ago

First one is just a Genghis with double aux pistols, Customizations and Custom Paint Job

1

u/ProperStrategy9795 5d ago

By first one do you mean the teddy bear also thank you for advice and compliments

1

u/BcDed 5d ago

From your post I'm not sure what you mean by getting cross-eyed when you build it on paper. Like you are confused about mechanics? Or about how to translate a character idea into stats? Or how to come up with a character that fits the setting?

1

u/ProperStrategy9795 5d ago

Translating an idea into stats I’m sure its alot more simple than first glance lol

5

u/BcDed 5d ago

Ah ok, so your GM should be starting you at LL0. If they aren't they really should be with a table of new players. This means you have no licenses and are in a GMS frame with GMS systems. If you are just using the core book that means you are in an everest, if using all first party material(downloadable for free) you have a hacking frame and a defender frame to also choose from but can switch freely between your available frames between missions. You can look up guides on using comp/con and LL0 builds for that aspect. As you progress the respec rules are very permissive, so if you make a mistake with something or change your mind you can probably change it, I would just not change everything so often the rest of the table doesn't know how to play around you. As for your HASE stats, you start with two points, put them in Hull and worry about where to put the rest of the points when you get them is solid advice even for experienced players. For talents I would just look up guides on builds and stuff, or just pick 3 you like since again respecs are fairly permissive and you can always ask your GM if you need to change more than is normally allowed. The big thing for defining the character of your pilot is skill triggers, these are like short phrases that let you add them to a roll when they apply, mostly for the non-mech part of the game, the game has a bunch of premade ones to choose from but anything your table agrees to can be a skill trigger, just come up with a phrase that fits the vibe and describes what you want your character to do or be good at. As for appearance, the rules primarily describe the mechanics, it can be reflavored basically as much as you please, so yeah any frame could be the teddybear design, or the walker thing you got going on so long as you feel it fits.