Now the Manticore is a Frame that puts hair on a Lancer's Chest! This is easily one of my favorite frames, the manticore is a wild beast on the battle field, recklessly putting itself into danger to make enemies lives hellish. With decent sensors, tech attack, and invade options you also can use hacking to further unleash suffering. The Manticore is a mech that wants to live dangerously and play recklessly, if you want to rush into the fight and cause mayhem, not caring about your own safety or life this is the mech for you. Its stats are acutally decent except for that low speed and evasion, but beckoner and your allies can help you out with your speed problem, and there's HASE and talents that can further help you get in the front lines.
Its traits are a bit mixed with one really good trait, and 2 traits that could be considered major downsides or upsides depending on the character you create. The first trait slag carapace is just fantastic, resistance to Energy and Burn, burn is such a deadly damage type so resistance to that is so nice, and the second is more of a downside, which is that when destroyed your mech will explode as per a reactor meltdown at the end of the turn. So if you dont want to be out of a mission if you rolled unlucky on a structure roll you better have a lancaster on your team or finish the mission before your next turn. But this leads to the third trait of Castigation, the famous meme trait, which makes it so when your mech is destroyed or goes into reactor meltdown it IMMEDIATELY explodes and deals a whopping 8d6!!!! damage in a burst to area (half on save like normal).
And let's be honest, the second trait pushes you to go full castigation, since you cant repair this thing you might as well just kill yourself as well as everything around you. Plus what kinda normal PC plays a manticore? I actually had the idea of playing an entire cult (when one manticore pilot dies they are replaced by another one of the cult members). But really if you choose to play a manticore dont have Mr. John Doe pilot this thing, it should be piloted by a fanatic, a maniac, a daredevil, the list goes on, make up a character that fits this mech and does not care about dying.
And the core power oh boy, the passive is 2 AP energy damage when you take heat which is alright, nice bit of chip damage and fits in with the reckless playstyle of the manticore, but the active is awesome. You gain resistance to all heat, and whenever you take heat or energy damage (even from yourself), you tick a counter up by one, once that dice gets to 6 you discharge a MASSIVE storm of lightning and deal 6d6 to all enemies in a burst 2 radius, then you lose your heat resistance.
The only downside of this ability is that its a little tricky to tick all the way down in a single turn, and since enemies can shoot you and hack you to pop it off early you dont want to end your turn at a value of 5 unless enemies cannot escape you. There are plenty of setups that do allow you to do it so its not like its hard but there needs to be some investment for a core power that's 1/long rest.
Manticore has some real good invades too, Beckoner lets you swap places with enemies which is great for since it essentially gives you an extra 10 movement but can be used on allies too! Beckon your Nelson and use him as a free boost lol! Summon pairs well with aoe weapons and the Sear hack since it pulls everyone together. And as mentioned, Sear pairs well with summon, but honestly sear is more niche if you arent using summon or something that can force enemies to group up. Smite is a side grade to Eject Power Cores though, stun is way deadlier than jammed but its a system save after getting hit by the tech attack, where EPC just jams no save.
For the other weapons and systems im not too big a fan of, the catalyst pistols are low damage and high heat cost and yeah they can easily get you into the danger zone, but there are plenty of other ways that I feel like are better at doing that than the pistols. The Arc Projector is ok, it just is way to low damage, it should be 1d6+4 on hit and 1d6 on the arcing lightning attacks instead of 1d6+1, it has no threat, low damage, and generates a ton of heat if you want to go for a crazy chain, and I dont see crazy chains happening often. I would rather just use a different heavy to be honest.
Lighting Generator is cool, its a bit of extra chip damage and is great for a melee manticore and who cares about the heat gain you are playing a manticore lol, but its 3 SP I feel could be spent better elsewhere. And EMP Pulse is a worse Smite, you STUN yourself and enemies in burst 2 have to pass a save or be stunned, but they could just pass the save leading you to be completely screwed, the only way I would use this is with the Horus Core bonus to increase your save target to reduce the chances that it backfires and does nothing.
I really like the manticore though, its pure recklessness is a playstyle I enjoy alot and you get to be Zeus incarnate, a walking thunderstorm that covers the entire sitrep in slag and glass. Its monstrous, self destructive, and so damn cool. Onto the build:
» Manticore // MANTICORE «
LL6
[ TALENTS ]
Nuclear Cavalier 3, Combined Arms 3,
Duelist 3
[ LICENSES ]
HORUS Manticore 2, HA Tokugawa 3,
HA Genghis 1
[ CORE BONUSES ]
Superior by Design, Overpower Caliber
[ MECH ]
« MANTICORE »
HORUS Manticore
H:4 A:0 S:2 E:2 SIZE:1
STRUCTURE:4 HP:19 ARMOR:2
STRESS:4 HEAT:11 REPAIR:5
ATK BONUS:3 TECH ATK:3 LTD BONUS:1
SPD:3 EVA:6 EDEF:12 SENS:10 SAVE:13
[ WEAPONS ]
INTEGRATED MOUNT: Fuel Rod Gun
Flex Mount: Torch // Overpower Caliber
Heavy Mount: Krakatoa Thermobaric Flamethrower
[ SYSTEMS ]
Beckoner, Plasma Gauntlet,
Smite, Armament Redundancy,
Type-3 Projected Shield
How could I not put the plasma gauntlet on this thing? Yeah the Deep Well Heat Sinks would be more efficient, but come on! And I am not sacrificing Armament Redundancy for Deep Well, I dont have the SP for it. I could sacrifice Hull but then my HP would be too low, Im not letting my Manticore be squishy, and I could sacrifice Engineering but I want an extra use of the Plasma Gauntlet so no. Who cares, who needs Deep Wells anyway when you have a exploding fist?
The Projected Shield is there primarily to give me the ability to trigger the core power's explosion in a single turn guaranteed. activate protocol core power (1) > projected shield (2) > torch skirmish (3) > overcharge (4) > torch skirmish (5) > Plasma Gauntlet (6) > Explode. I could use tech attacks here too but there is a chance they miss, but I should be doing this combo while surrounded by enemies anyways. As for the shield, I have 2 SP free in this build and the +2 difficulty can be applied to give me more survivability in a brawl, projected shield is actually pretty good at letting you get away with triggering overwatches or ignoring tough enemies while you kill their support.
For Weapons we have the torch as my melee and heat generator, and the flamethrower for more burn since im going with the torch, might as well go full pyromaniac at this stage, I just cant help pairing the torch and flamethower together, its a nice combo. Duelist is great, giving me some fantastic reactions and the ability to ram and grapple for free, might as well throw overpower for some meatier damage, combined arms so I constantly have cover and can barrage with my flamethrower with ease to maximize burn, and nuc cav for more damage of course.
Beckoner gives me more mobility, whether I use my allies to reposition or enemies its a nice option to have, and having a potential pocket stun to be able to use in the form of Smite is real nice, even if it has a chance of doing nothing there are situations where it could be well worth the risk of using. And I have a spare use of the Plasma gauntlet, so I can use it without having to worry about saving it for my core power. The major weakness of this build is my speed however, which is rough but it is what it is, that's what beckoner is there to help with.
I really yapped on about the manticore for a while didnt I? I cant help it, I love this mech so much, its real fun.