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Budowanie Mecha

The document discusses various mech builds and strategies in a game, focusing on the Scopedog Drake and Goblin frames, highlighting their strengths and equipment options. It emphasizes the importance of licenses, action economy, and adaptability in gameplay, suggesting different paths for players to enhance their mechs. Additionally, it mentions the flexibility of the Gilgamesh frame and the potential for respecing builds to suit player preferences.
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0% found this document useful (0 votes)
22 views7 pages

Budowanie Mecha

The document discusses various mech builds and strategies in a game, focusing on the Scopedog Drake and Goblin frames, highlighting their strengths and equipment options. It emphasizes the importance of licenses, action economy, and adaptability in gameplay, suggesting different paths for players to enhance their mechs. Additionally, it mentions the flexibility of the Gilgamesh frame and the potential for respecing builds to suit player preferences.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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You can do a just fine Scopedog Drake - if you do Goblin 1 Drake 2 you can grab the autopod for

extra
ranged damage and use the defensive tools on Drake with a HMG like you're thinking with Lock On into
Skirmish with Spotter 2 for a bonus Lock On

Drake is a heavier frame yeah so it does avoid the Scopedog fantasy of being made of paper, haha

You get the frame at rank 2 in a license so taking Goblin 1 would be for the auto-hit missile launcher that
activates on friendly lock ons

Drake and Everest have the same amount of firepower so it's more if you want to weather fire better or
be more mobile

When running an HMG Everest the concerns are getting blasted and the Drake 2 Aegis shield generator is
good for posting up behind and blasting back as is the Drake Concussion missiles

Yeah, an HMG Everest is going to beeline Sherman for Asura and Heatfall.

The Goblin frame is a mobile hacker. Its license gives access to a bunch of hacks and the Autopod
weapon. You can put those hacks and the Autopod on the Goblin frame, or on any other frame, like the
Everest.

Gaining access to the Goblin license and putting its equipment on the Everest won't make the Everest
much more mobile. You'd be taking those license levels for the Autopod, which also isn't a mobility
booster, but is a fairly useful weapon.

I think that's just HMG Everest, tbh

Loading builds don't have the action economy to boost in and out of cover

Having a more adaptable set of weapons helps when you operate in CQB

Give the Sherman a try at some point, too.

Sherman was the first mech I was recommended.

Cherybobly — Dziś o 16:02

Sherm is an easy introduction to a more advanced category of builds, so I'd second that

It's quite slow, though

Burn — Dziś o 16:03

Hmm, what about suggestions that Clam writed? Take Goblin 1 and then Drake 2?
Toxity — Dziś o 16:03

Two points in agility will do them good.

Big levels you wanna grab for the HMG Everest style build are the second and third levels of Sherman
(gives you an easy way to clear heat, and an NHP that lets you shoot more)

You may also want the second level of the Balor license, for a good weapon mod, or the first level of the
Caliban license, for a slightly less good (but much cheaper) weapon mod

Sherman is probably the closest, along with drake

But Gilgamesh is excellent to

Cherybobly — Dziś o 16:09

Gilgamesh is very good, though it might be a bit complicated for a newbie to the system

Rhainda — Dziś o 16:10

Gilgamesh is nice, the first frame I totally fell in love with. Very versatile.

Cherybobly — Dziś o 16:19

The Gilgamesh can be played more or less however you want, though you're obviously encouraged to
equip Limited systems

Oki! — Dziś o 16:20

And revolves around the usage of limited systems, systems with limited uses each mission (that can be
regenerated mid-mission)

-- HA Gilgamesh @ LL6 --

[ LICENSES ]

HA Gilgamesh 3, HA Sherman 3

[ CORE BONUSES ]

Overpower Caliber, Integrated Ammo Feeds

[ TALENTS ]

Heavy Gunner 3, Grease Monkey 3, Ace 2, Crack Shot 1

[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4

STRUCTURE:4 HP:19 ARMOR:1

STRESS:4 HEATCAP:11 REPAIR:6

TECH ATK:0 LIMITED:+5

SPD:4 EVA:8 EDEF:8 SENSE:10 SAVE:14

[ WEAPONS ]

MAIN MOUNT: Superthermal Blade

FLEX MOUNT: Assault Rifle

HEAVY MOUNT: Legionnaire Battle Rifle // Overpower Caliber

[ SYSTEMS ]

ASURA-Class NHP x6, SPEAR Charges x7, Rapid Burst Jump Jet System, Emergency Repair Module x6

Fixed

ASURA-Class NHP x6, SPEAR Charges x7, Rapid Burst Jump Jet System, Emergency Repair Module x6

Fixed

Hmmm RSU

I went for Ace 2 plus RBJJ because you will probably need the mobility

You basically have jump jets

And can boost at cost of heat

So a bit of a different build

So

You just spend less downtime getting rid of bad stuff like heat, hp damage, conditions, sytem damage,
etc.

Action economy boost

Simple as
Both of our builds work

They're just different in interpretation

But same concept

Slaanesh — Dziś o 16:40

honestly it'll be really hard to break down how a turn works with any particular build without a firm
understanding of what a turn is in Lancer

like, you kinda gotta know the mechanics before it makes any sense

Oki! — Dziś o 16:40

Agreed

Importance of stabilize is only learned by playing

but the idea of RSU is that it cuts down on the action economy needed to invest in such a crucial and
time-consuming action

Just take gilg systems until LL3

Then go into sherman

Don't take the first-level system, I don't think its really worth it

Then take whatever you like from theere


------------------

-- HA Gilgamesh @ LL6 --

[ LICENSES ]

HA Gilgamesh 3, HA Sherman 3

[ CORE BONUSES ]

Auto-Stabilizing Hardpoints, Integrated Ammo Feeds

[ TALENTS ]

Heavy Gunner 3, Nuclear Cavalier 2, Skirmisher 2, Grease Monkey 1, DEMOLITIONIST 1

[ STATS ]

HULL:4 AGI:0 SYS:0 ENGI:4


STRUCTURE:4 HP:19 ARMOR:1

STRESS:4 HEATCAP:11 REPAIR:6

TECH ATK:0 LIMITED:+5

SPD:4 EVA:8 EDEF:8 SENSE:10 SAVE:14

[ WEAPONS ]

MAIN MOUNT: SOL-Pattern Laser Rifle

FLEX MOUNT: Superthermal Blade

HEAVY MOUNT: Heavy Machine Gun // Auto-Stabilizing Hardpoints

[ SYSTEMS ]

ASURA-Class NHP x6, SPEAR Charges x7, Redundant Systems Upgrade x6

You just, like, shoot people. If you don't want somebody to move, you can use Heavy Gunner. Maybe
chuck an RPG at somebody every now and then. Pop ASURA to kill more people faster. Use RSU if you
need to Stabilize.

Oki! — Dziś o 16:37

My build is pretty much the same thing

Cherybobly — Dziś o 16:37

All the buttons you can push are good

Cherybobly — Dziś o 16:37

Great minds, lol

Oki! — Dziś o 16:37

Just with a bit more mobility but without RSU

yes

And LBR

So more flexible rangebands

Technically damage is near-identical


Cherybobly — Dziś o 16:38

RSU is pretty cracked, so I'd want to grab it

Burn — Dziś o 16:38

RSU?

Oki! — Dziś o 16:38

Redundant Systems Upgrade

Allows you to stabilize as a quick action

Stabilize is important because it's the equivalent of healing

Or just like... getting rid of bad stuff on your mech

like heat, conditions, system damage

BUT

It is a full action so thus mandates your entire action economy for turn (usually)

This cuts it down so its quicker and you can do more stuff

For this build, your follow a flow chart, basically.

Jak grać
Am I overheating? If yes, use RSU. If not, step 2.

Is someone within Range 8? If no, boost until they are.

Skirmish against target with HMG.

If two targets are in range, second action should be Heavy Gunner.

If only one target, use spear charge, or just Barrage instead of skirmishing

Striker gameplay is pretty simple- boost until you can shoot somebody, then figure out the best way to
shoot them (usually either Barraging, or Skirmish+Heavy Gunner)

First 2 levels should go into the Gilg license so you can get the frame. Next level in Gilg for spear charges,
next 3 after that in Sherman

And, like. Don't be afraid to mix it up


It takes a while to get to LL6. If at any point you decide there's something else you want from another
license, or some other role you wanna fill in the party, you can throw the build out the window

Go with what feels right, and if you ever build yourself into a corner, just ask your GM if you can respec.
There are pretty flexible rules for changing out licenses in the rulebook, but many GMs will let you
respec more stuff.

The ability to respec isn't a balance issue, after all- you'll never be more powerful by changing builds
than you would've been if you'd just chosen that build from the start. Respeccing just makes you happier
with your character, so most GMs ball with it

Your progression consists of Gilg 1 > 3 and then Sherman 1 > 3

And your equipment plan consists of "take whatever is good while focusing on limited systems"

That's it

But make sure u have a heavy ranged weapon

And heavy guner

or else build no work

Feel free to also not do sherman liscence and go for whatever

Because Gilg is so flexible

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