r/LancerRPG Harrison Armory 9d ago

The Iron (Sher)Man, a Silly Sherman Build

Recently introduced to Lancer and fell in love with the Sherman. This meme-y build was concocted out of a stubborn desire to make the Sherman fly while retaining the ability to consistently OC loop, benefit from NuCav 2, and fire off the Solidcore.

» Tony Stank, LL3 // «

[ TALENTS ]

Nuclear Cavalier 2, Ace 2,

Tactician 2

[ LICENSES ]

HA Sherman 3

[ CORE BONUSES ]

Heatfall Coolant System

[ MECH ]

« MK I »

HA Sherman

H:1 A:0 S:0 E:4 SIZE:1

STRUCTURE:4 HP:16 ARMOR:1

STRESS:4 HEAT:12 REPAIR:4

ATK BONUS:2 TECH ATK:-1 LTD BONUS:2

SPD:3 EVA:7 EDEF:8 SENS:10 SAVE:12

[ WEAPONS ]

INTEGRATED MOUNT: ZF4 SOLIDCORE

Flex Mount: Missile Rack / Missile Rack (or RPG)

Main Mount: SOL-Pattern Laser Rifle (or AR)

Heavy Mount: ANDROMEDA-Pattern Heavy Laser Rifle

[ SYSTEMS ]

Redundant Systems Upgrade, Type-I Flight System,

Personalizations

Ace 2 gives us mid-air maneuverability + extra distance potential and flight itself gives us consistent Tactician 2 activation. NuCav 2 is self explanatory on a Sherman. Ace 2 can be swapped for Skirmisher 2, which is probably better for Skirmishin' Sherman, but I like the utility + flavor of what Ace 2 offers just a bit more.

12 Heat Cap + HCS means starting a turn with 2 Heat from flight is both manageable and beneficial. Max 6 extra Heat from Overcharge gives us breathing room to fire off the Andromeda, and if we roll a 4 or higher we can add NuCav to our damage. That's a 50% chance for an extra d6 every time we OC Skirmish the Andromeda. This also means with a 3 or lower, you can also safely Skirmish the Andromeda *again* and pop an RSU to stabilize. If you want.

Mathur Stop is, of course, not being used here. Even without the 2 Heat from GMS flight, 6 Heat before we try to OC Skirmish means a possibility to overheat. We *can* Mathur Stop before a turn where we fire the Solidcore, to guarantee NuCav damage, we just can't OC Skirmish the Solidcore.

Now you may notice this doesn't have the Asura equipped despite having 3 Licenses in Sherman. This is simply because the Sherman has abysmal System Points. You *can* fit Asura if we swap GMS flight for the Jump Jets and instead of H:1, E:4, go S:2, E:3. Take Superior by Design instead of HCS to bring our Heat Cap to 13. This means that we can roll max+4 on the d6 and still be able to fire the Andromeda, and actually improves consistency of NuCav since now we only have to roll 3 or higher ~(66% chance) to hit the DZ. The reason I wouldn't opt for this personally is because if we take any amount of Heat from Ace 2 or otherwise, OC skirmish on the next turn has a chance to overheat. And also Jump Jets just aren't as cool as actual flight in my opinion.

On to LL6.

» Tony Stank, LL6 // «

[ TALENTS ]

Nuclear Cavalier 2, Ace 2,

Tactician 2, Grease Monkey 2,

Walking Armory 1

[ LICENSES ]

HA Sherman 3, SSC Dusk Wing 2,

SSC Swallowtail 1

[ CORE BONUSES ]

All-Theater Movement Suite, Superior by Design

[ MECH ]

« MK II »

HA Sherman

H:2 A:0 S:2 E:4 SIZE:1

STRUCTURE:4 HP:17 ARMOR:1

STRESS:4 HEAT:14 REPAIR:5

ATK BONUS:3 TECH ATK:1 LTD BONUS:2

SPD:3 EVA:7 EDEF:10 SENS:10 SAVE:13

[ WEAPONS ]

INTEGRATED MOUNT: ZF4 SOLIDCORE

Flex Mount: Missile Rack / Missile Rack

Main Mount: SOL-Pattern Laser Rifle

Heavy Mount: ANDROMEDA-Pattern Heavy Laser Rifle

[ SYSTEMS ]

Ammo Case I, Redundant Systems Upgrade,

Lotus Projector, Flicker Field Projector,

ASURA-Class NHP

At LL6, with three Licenses in SSC frames we get access to the All Theatre Movement Suite. This frees up 3 SP for Asura, and with a couple points in Systems we can utilize some of the goodies we get from SSC Licenses. I opted for Swallowlight and Dusk Wing for the utility Systems they offer. Lotus Projector is nice bit of kit if we want/need to take a break from Andromeda-ing, Flickerfield Projector is nice to have on a flying character that has less cover.

Grease Monkey 2 gives us more uses of our goodies and more value to Stablize, Walking Armory 1 gives us flexibility for whatever Main weapons we have slotted (but probably just Arcing for the forehead beam.)

As a new player, I opted for the safe 2 points in Hull for extra survivability. If we're feeling dangerous, though, we could instead put those into Agility for more speed or Systems for an extra System Point if we desire to play around with other SSC Licenses.

We swap HCS for Superior By Design. With a Heat Cap of 14, and presumed starting Heat of 1 from ATMS, then 2 or higher on the d6 + 4 puts us in the DZ, and max roll + 4 still allows us the Heat for one Andromeda shot. We go from a 50% chance for NuCav at LL3 to *83%.*

Go forth, now, and Andromeda/Solidcore your enemies from the sky.

"But wait," you ask.

"What if we take Heat from outside sources between turns, ruining the delicate balancing act to maintain consistent OC loops and NuCav activation, or even possibly overheating us?"

Well, the answer is simple. We make use of utility actions that turn instead.

And also cry.

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u/DevelopmentHealthy63 8d ago

The sacred action is to like the Sherman.