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#artillery lancer
Callum "Savannah" Ngo-Boyd and his pal, Fred "Buddy" Patine, a couple of Ungrateful Lancers
Together, they are a License 12 character I made for fun on COMP/CON
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Fred never takes off his Caliban armor, this is definitely because of trauma and not because he is the Enlightenment-Class NHP granted by Technophile. That would be silly.
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crippledgiraff · 1 year
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#MarchofRobots2023 pummels your timeline with heavy artillery! I drew a #LancerRPG Vlad Artillerist.
#MarchofRobots
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zhjake · 2 years
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Counterbattery Lancer NPC mech
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jazz-dude · 1 year
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A Bombard artillery piece.
Some of these NPC tokens have the marking of one of my homebrew factions. An industrial company that focuses on fuel for fusion reactors but also does pretty much anything up to catering.
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jovial-thunder · 2 months
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More IRL Lego Lancer!
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We played the Tomb of Delios one-shot by Katherine Stark. Some NPC comp / sitrep spoilers ahead.
I used the backs of old trivial pursuit boards for grids, egg cartons, poster tubes, and a big Roomba box + insert for terrain.
I coated the cardboard with this flour and glue paste recipe I found on youtube.
I found a bunch of cheap-ish large lego octogons and walls online for the modular buildings, then greebled them with misc urban details I collected from my local bricks & minifigs bulk by-volume bins.
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Our PCs were a Swallowtail artillery (callsign Bandit; an SSC plant in the union auxilliaries), Störtebeker striker (callsign Roadkill, silver-nanite kintsugi'd mechromancer), and Black Witch support (callsign Egret, disgraced princess (gotta be one of my favorite genders)).
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The elite cataphract ended up playing trapdoor spider for most of the game; hiding in a magical healing forest (thank u support o7) and grappling PCs back into the forest with it.
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Its scariest turn was popping out, structuring the Bandit and destroying his siege stabilizers, and lassoing it back into the forest. Egret came to the rescue and finally did the cataphract in with perimeter command plate/impact lance/crit thrown tactical knife overwatch combo.
The Swallowtail never took any voluntary movement after deploying its siege stab round 1, but between rainmaker knockback, the aforementioned trapdoor spider incident, and allied ferrous lashes, and a few rams, it was pingponged around the map pretty significantly.
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"Come out Rainmaker, I just want to talk."
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The final threat to the objective was when a bastion clambered up onto the pipeline to contest them. The Störtebeker (whose mini was having trouble standing up on the pipeline) pulled an indiana jones and just shot it down.
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For the pre-battle narrative section, I made two 4-step clocks out of lego and a minimap as the party visited various districts of the city. Both were totally unnecessary but I think added a lot to the IRL experience.
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All in all, it was a lot of fun! Things that worked well/could be improved on:
The aforementioned mini stability. I should add more baseplates to the minis to making moving and standing them up less finicky.
As cool as the egg carton bottoms are, having flat surfaces is just better. Going to stick with the tops going forward.
The grid ground floor worked great. I should trace more grids onto the egg cartons and larger boxes. I also made a few measuring sticks out of dowels and that was super handy.
Witchdice on phones continues to work well for PC character sheets.
I made a handful of status tokens that we could put next to mechs. They were handy for consumable statuses like lock-on, but less so for memorable ones like exposed and hidden.
We needed more little indicators for misc systems like Javelin Rockets and Iceout Drone.
It was fun to be able to follow up "how do you want to do this" with "you may now destroy the mini".
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rounderhouse · 4 months
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I love your work so much all your mecha content feeds my brain rot I also wanted to ask what your personal favorite mech is
thank you! and it's a tough question but i'm gonna have to go with the Death's Head from Lancer
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it's weird! it's got eight legs! it's got hooves and spats and little dainty arms! it's got a gigantic artillery cannon and can predict where targets will go before they move! an absolute blast to play
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cozzymandiart · 10 months
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The TCI "Kusanagi", a melee duelist focused on bracing.
"The Kusanagi began development as a solution to one problem: stubborn lancers who mount only melee weapons on their frames, leaving them useless in trench warfare or under bombardment. Having received requests to address these problems from many aggrieved COs, the development team at Tubal-Cain quickly moved to solve these issues without injuring lancers’ pride. Chassis-mounted force generators protect the pilot from artillery and offer improved effectiveness at range, while charged synthetic muscles absorb impacts to make charging towards the front line more tactically feasible."
Moving some older homebrew work here from twitter with that place circling the drain! You can find the rules/.lcp for the Kusanagi (along with all my other TCI frames) here.
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blue-and-gilt · 8 months
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Dutch m1813 No.1 light cavalry troopers sabre.
While initially supplied with English made 1796 Pattern light cavalry sabres in the late months of 1813, the Dutch Army procured a further 3,800 sabres from different Solingen manufacturers between 1814 and 1819.
The m1813 No. had a long service life, being issued to the Light Dragoons, Hussars, Lancers and the East Indian Cavalry. Even when it was replaced in 1829 with the No.3 light cavalry sabre, many were re-issued to the 'Jagers te Paard' and second line units.
They likely remained in service until the late 1830s early '40s when the remaining stocks were inspected and put into storage at the Artillery depot in Brielle. In 1880 hundreds of out of service swords were transferred to the Rijksmuseum and put on display in the Waterloo hall.
While there are visual differences between the Prussian m1811 Blucher sabre, itself a copy of the 1796 Pattern, the Solingen produced m1813 No.1's are visually identical to British made sabres, and can only be identified by their Dutch control stamps and the absence of British ones.
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This sabre was one of the swords re-issued to the Jagers te Paard (hunters on horse) as can be seen by the serial number on the quillon which appears to have over-stamped an earlier mark. The blade is dated 1833 on the ricasso and the spine has an *L inspectors stamp, probably belonging to P. Libert who, from 1831 was the controller edged weapons, until retirement in 1840.
This 1833 date likely means that the sabre was given a replacement blade supplied by an arms maker from Liege.
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The Crown over V stamp belonged to A van Deventer, who was seconded in Solingen 1837-1839 then stationed at the Inspection HQ in Delft 1843-1845
The Crown over JP stamp is believed to have belonged to the Controller Jean Joseph.
The last two photos show the m1813 No.1 next to a 1796 Pattern LC made by Thomas Gill between 1796 and 1800. The Gill sword was likely a private contract for a Yeomanry troop since there are no ordnance board proof stamps on the blade.
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The tip of the m1813 No.1 is noticeably broader than the 1796 Pattern LC. This results in the sword having a 21 cm point of balance vs 16.5 cm on the 1796.
If you look closely at the edge of the 1796, you can see that it is slightly concave. This is evidence of damage in service that has been repaired. The chips that are also visible and commonly seen on other blades are more likely to have been caused by careless owners after they were sold out of service.
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Game Garage: Lancer
Hello! Welcome to what I hope to be the first instance of a series about Game design and clever usages thereof in Tabletop games! We'll be talking about lancer, it was the first post on this blog so I felt it was fitting, we'll be going through standard character creations from License Level 0 til License Level 3, and showing how our mech, and pilot, grows during that time while playing out a theoretical game. Is this just like the example of plays in the actual books? Yes! But I wish to go for some more mechanical depths than those often do, and try to theorize around certain decisions made in a specific game.
I'll be using Comp/Con as a visual for this guide, I'm aware there's other ways to do mech building but basically everyone agrees you should just use Compcon for it, also while I'll avoid using expansions too much, I'll still assume you at minimum have KTB as it adds some pilot-side customization
LL0: Beginnings
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You are immediately prompted to give a portrait, name, Callsign, and a background to your character, already just giving your character a callsign adds that little bit of personality to them! Lancer is primarily focused on the tactics side, rather than the roleplay side, but these little things do really help in fleshing out a character's personality, as that's still a factor.
I'll also give a quick shout out to Comp/Con for having the sickest UI of any webapp for a ttrpg i've seen, intuitive and strangely immersive, I really like it
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Thracia was a project by a shadowy, now defunct, corporation to create a spokesperson for their gene editing services, the company went defunct before she turned 3, so she was just thrown away into some bin somewhere. She was eventually picked up by a gang of mercs who brought her back to base where she was effectively communally raised before joining the corps proper at age 20.
Now that we've filled out some simple flavor, lets move on to proper stat creation
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We're brought to a stat creation screen, these don't matter too much in combat, but outside of them they're what your character specializes in, their role outside of the mechs. Don't sweat these too much, you can respect at any level up in lancer, and this won't matter too much outside of on the floor missions, which barely happen
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For now, Thracia's good at fighting, investigating, and leading and inspiring, its what she was built for after all!
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Now we get to talents, these are vaguely intimidating at first glance, but don't worry, you can respec at any time RAW, and they're pretty easy to decode once you get the hang of the system. For now, just think of what your role within the party will be, I want Thracia to be an artillery Pilot with a side of support, so we'll be taking Crack shot (which lets me give up my movement to become better at aiming each turn) , Leadership (which lets me add leadership dice dice to allied rolls as long as my fellow party member is within range) and Technophile (which gives me a Servant-Class NHP, a form of AI that controls my mech if I'm away, not too useful right now, but gets better benefits later on)
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Now we get to the part I don't like, Mech Skills. Mech Skills are... theoretically really fun, but practically speaking you always want at least one level in Hull, and the other level in whatever your main stat is, in this case we'll be taking Engineering, you'll see why later.
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Now we have our full pilot card! but there's still a little bit left to do before we Level Up for our first time.
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First lets pick out our equipment, this is basically purely flavor so just pick what you think your character would logically have
NOW! we finally get to the fun part: Building your Mech... kinda
see right now, you're stuck with default configurations, you're not licensed for anything more complex than GMS mechs, the Great Value store brand of Lancer. So we carry on with an Everest, a basic if not a bit underwhelming mech, its reliable, customizable, and handy, if not a bit underwhelming and a lot less flashy and optimized than later mechs you get, I'd still keep an everest in your backpocket though, never know when you might need it
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Someone playing with all official products would have a choice of 3 different GMS mechs, but I still recommend just picking the Everest, its the handiest option. though for reference: the Chomolungma is a Hacking frame, and the Sagamartha is a tank
You're prompted to name your mech, Thracia's gonna name it A farewell to Arms, after an ancient book she read once
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Booting into your mech screen, it may feel a bit overwhelming at first but don't worry, these all aren't too complex to understand Traits are just that, what your mech has that makes it special from other mechs, its just that genesequouis that makes them cooler than other mechs.
Attributes are derivative stats that take your skills, Grit, and base mech stats into account, in our case the Everest is pretty middling in everything, but has a decent heat capacity due to our investment into Engineering.
and now for the fun bits, Core System and Mounts
Core Systems contain two things: your ultimate move, your signature play, that special power that you use once per duel and spare only for the most dire moments! the other thing is your Core System itself, Everest doesn't have any, but for future reference these are what your build is entirely based around, your core gimmick
Mounts are what you put your weapons into, and Systems are non directly attacking abilities that you use to gain advantage during battles, we once again only have GMS tools to go with for now. Something clever about the mount system is that it adds an inherent balance to mechs, a mech could have incredibly powerful abilities, but lack specific mounts that could make it overbearing, as an example the Gorgon lacks a heavy weapon mount, and Heavy weapon mounts are in general sparsely distributed, as giving them to the wrong mech could break the balance, this is a problem I see a lot of lancer GMs and homebrewers run into, underestimating the power of a heavy slot, even some who were contracted by Massif themselves!
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For now, we'll give ourselves a shotgun, to dispatch enemies at close range, a Mortar, to deal with large clusters of enemies, and an Anti-Materiel Rifle to be our primary weapon.
Now for the systems, you have a budget of SP to use on buying systems for your mech from the ones you've unlocked, the GMS systems, outside of some standouts like the Flight System are... underwhelming mostly, you'll usually dumpster these pretty quick, but we might as well pick them because hey, its just free advantage, right?
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We'll be mounting our free NHP we got from our talents of course, as well as a shield, a turret drone as we're not doing much with our reactions right now and they allow you to expend a reaction to deal some extra damage, Personalizations and a Custom Paintjob, these are basically just flavor but they both have to do with adding some extra bulk to your mech, in our case the Personalization is a built-in winch, adding a +1 to relevant Hull skill checks, and the Paintjob is a tasteful pin-up of an older looking woman, a fling from a past mission.
And that's it for LL0! It might feel like a lot, but I promise its a breeze in actual play. Now onto: LL1: Your First Taste of TRUE power
Thracia Schrader Came back to home base, sweaty and tired after a long mission, nothing big, just dispatching some pirates, but it was her first truly serious one, only to receive a ping on her terminal: she'd gotten a promotion, she'd be given budget to buy new parts for her mech, a raised paycheck, and some free time to work on new skills, she was over the moon, finally she'd be getting recognized!
Now onto LL1, so far your mech has had decently high customization, but from here on out? the world's your oyster honey, pull it open and devour its flesh, show the world that it's gotta be scared of you!... I think I lost my train of thought there, sorry about that.
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Anyways, when leveling up you'll be given the down-low on what you're getting, an improvement to your skill triggers, more talents, more skills, more grit, your first license unlock, extra sauce on your eggs, and a complementary chocolate bar... OK those last two aren't there, but I'm sure most merc companies add them in
Skills don't matter too much so we'll skip over that, but for reference I took a boost in Leadership
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You get an improvement in one talent, in my case I'll take the second tier of Technophile, which lets me reroll one roll per scene, very useful. You can also take a 4th talent at this point, but I recommend holding out a bit before doing that, your build is too weak to really afford big moves like that right now. You could also actually delevel one of your talents and level another to level 3, if you have a talent that you don't really need or want, but again, not recommended unless you know what you're doing
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Now onto mech skills, you just get a flat +1 to any skill, right now I'd advise taking whatever you picked as your second skill after Hull, but if you wanna boost hull even further because you don't wanna get hurt too bad, I don't blame you, but we'll be getting that engineering boost for now
NOW to the fun part, the part we're all looking forward to (I think), getting more mech parts! now, people familiar with the system knows that the Engineering boosts and Artillery focus probably means we'll be taking a Harrison license, the 4 licenses in the game correspond roughly to the 4 mech skills in how they're built, they do end up mattering for something called Core Bonuses, but that's for much later, for now just treat them like a way to split playstyles. IPS-N likes Hull, Smith-Shimano Corp likes Agility, HORUS likes Systems, and Harrison Armory likes Engineering, choose accordingly.
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We'll be unlocking the Sherman first, its a cool mech that I think often gets overlooked in this game's cluster fucks of eldritch mecha nightmares and othersuch things. You don't get the mech itself until LL2, so for now just slap on the parts you got into an Everest
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The first level up is always kinda underwhelming in lancer, but trust me it'll get better from here! for now, we'll just replace our shotgun with a Sol-Pattern Laser Rifle, and our Personalizations and Custom Paint Job with a Reactor Stabilizer, a useful tool for keeping us nice and healthy when melting down
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That's about it for LL1, yeah as I said its kinda boring, but it only gets better with LL2: You know what they say: Find what your niche is, that leads to riches!
Thracia Schrader comes back home, tattered, bruised and beaten, the promotion obviously meant more dangerous missions, this she knew, but she didn't expect to deal with enemies of that caliber just yet, turns out the pirates were more equipped than she thought at first, they seem too organized to be pirates actually... Well, she's being paid to dispatch rabblerousers, not think, she goes back to sleep in her cot, while browsing mech licenses for sale, she got a big bonus, she can splurge a little bit
While you get the same benefits as from LL1, this is where the fun really begins because if you take a second level from your frame you obtain:
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A frame! You can finally get out of that dinky everest and get into something COOL! Frames in lancer essentially serve as your classes, they're what you mount your other obtained abilities into to create your unique playstyle, but overall they're probably the most important aspect of your character. Frames can have different sizes, HP thresholds, armor, and so on. the Frame system leads to your creativity being effectively limitless, while I'm doing a fairly basic artillery build, I'm sure a melee Sherman build could be fully possible! anyways, if you're using this as a build guide for some reason, I took Crack shot and an extra point in Hull alongside the Sherman frame
Now lets build our new puppy shall we? Our new mech will be called... how about Mr. Blue Sky? its Thracia's favorite childhood song
Now you'll have to rebuild your mech, but with a few considerations in mind 1: Your mounts are all different now, you can't rely on the weapons you did previously most of the time, Sherman's actually an exception to this, it has largely the same mounts as an everest, with the main difference being a built-in laser gun which charges while stabilizing, hm, maybe taking some stabilization talents could be worth the time... 2: Your new mech has new traits! the traits in the everest were pretty simple, just some bonus actions once per scene, "More of what's good" is the unofficial GMS Motto
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The sherman's a bit more complex, it can keep you in the danger zone (which benefits not just the sherman but most Harrison Armory mechs really), give you soft cover by throwing steam at your enemy's face, and makes it better at engineering (handy, since you'll be trying your best to not take too much unintended heat)
For equipment, we'll be using some old tools and the new ones we just got
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Sherman just got the incredibly powerful Andromeda-Pattern heavy laser rifle, but don't worry kids, this isn't the peak of laser power, oh no no, that comes a bit later. We're also using our handy shotgun, she needs to defend herself from nearby enemies somehow.
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For systems, we're dumping the reactor stabilizer, its served its purpose but we can manage our heat better now, and we're picking up a deployable cover, useful for long drawn out gun fights, personalizations (a huge library of ancient and modern texts, useful for SYSTEMS checks), and turret drones, we're still not doing much with that reaction and our sensor range's pretty dang strong. Now a word of advice, at LL2 is where your build will branch most, you're comitting to an entirely new mech after all! but always remember: you can respec at any time
LL3: True Power!
Thracia comes back home and brews herself a cup of tea, so it turns out that the pirates she was dispatching were just locals defending themselves against the corporate agency paying her, she was offered a contract by them, lower price, but less price on the conscience, she urged her boss to take it, and she did take it in the end, she thanked Christ the Buddha she didn't need to betray the closest thing she had to a family. Tomorrow, Thracia would dispatch a corporate HQ, the locals were calling the Union for aid, and they promised aid would come in the form of supplies, but they'd need to fend for themselves, and supplies did come, she took some of the mech weapon supplies for herself, she was fighting for them now, might as well right?
LL3 is where your chosen frame's power peaks, many people actually skip the third level of a license, the items given are usually fairly niche, we won't be doing that, this is a pretty standard build so i don't think its worth it
you know the drill for skills
Talents, I'll actually do something a bit weird here, if anything to demonstrate one of the more interesting RAW decisions of Lancer, I'll take away crackshot. Most of the laser rifles of the sherman are AOEs, and Crackshot assumes one target. Instead we'll be taking two levels of Grease Monkey, they make our stabilizations stronger, and give us some nice bonuses during rests, and we'll also be capping off Technophile, you'll see why soon.
We'll be leveling up Engineering for this level and taking the final level of sherman, but more on that later because now, we have the first sight of our Core Bonuses
the 5 companies of lancer like to reward brand loyalty, so if you stick with one company for 3 levels, you unlock their "Core Bonuses". what are these? these are powerful abilities that you only get every 3 levels, and you need to have 3 levels in a company to unlock their respective core powers, GMS powers are unlocked by default of course. We'll be taking Superior by Design, the premiere Harrison Armory ability
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the boost to heat cap is what we're looking for, anything that makes us less punished for taking too much heat is a good thing. the Impaired immunity is a good bonus
Now at this point, your mech should have unlocked their most powerful weapon and system, these are often "Super Heavy" weapons, which means they take up two slots to mount, but sometimes they just may be a powerful control ability, for example the Kidd unlocks their ability to build misc structures at that level.
We'll be installing our brand new and shiny Tachyon Lance, a massive motherfucker of a weapon that just emits a line of destruction and a cone of destruction behind you
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we'll also keep the shotgun, its a handy weapon
for systems, we'll be equipping our brand new Asura-Class NHP, what does it do?
well, once per scene, it just lets you take another turn! No caveats, and the only real cost is a bit of heat on your end, but other than that? you just have two turns that turn, incredibly valuable in a build that often wants to stabilize, wasting precious actions
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Oh, as for the third level of technophile? I can't have 2 NHPs in a mech at once unless I take that level, its just not possible, NHPs are incredibly powerful resources so I understand wanting to limit them like that.
That's about it for LL3, its your peak of power... for now, but soon enough your mech might be having some... foreign intrusions
LL4: The Crossover nobody wanted
Thracia was broken. She wished she'd never signed up for this mission in the first place. Children and women running from corporate mechs way better equipped than them, farms being abandoned by people who lived there for generations, good people sacrificing themselves to keep their loved ones safe. Terrakis had gone from a quick buck by dispatching pirates, to a nightmare. She was always told it was a dirty business, making money from blood, but she never expected it to be this bad. Looking to calm down, she calls up a friend, a warehouse worker from IPS-N, and wonders if she could maybe hook her up with something
You know the drill by now, the only thing of note is I'm going to dump Leader to take 2 levels in Siege Specialist (lets me take down structures more easily and lets me knock down adjacent enemies), we're picking up another level of Hull, and now, for the interesting bit: your 4th license
At this point, you've found your niche and made your mech plenty strong... but it could always be better, right?
Thracia picks up a level of the Drake, giving her the powerful Assault Cannon, a handy, if not low ranged, weapon that can grow in strength by spinning its barrels before launching, as a bonus its also a cannon allowing for our Siege Specialist to trigger. She throws away her nostalgic shotgun for this weapon
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Thracia had also been feeling protective of her fellow backliner, a clumsy goblin pilot named Lika whom she borderline had a crush on, while Thracia's mech isn't bulky by any means, its bulkier than xer goblin, so she gives up her redundant systems to pick up the Argonaut Shield, a tool that lets her take half the damage her fellow pilot would take instead.
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Conclusion: You got your tools now! Thracia was tired of seeing people dying, she was tired of the war, of the bastards in suits puppeteering it, she wanted it done and she wanted it done now. Talking to the leaders of the locals they decide on a final plan of attack: destroying the HQ of the corporate settlers
SimpleCorp must fall
Terrakis must be free
From here on out, you have your own tools to make your own builds, remember to focus on your roles, pick up abilities that complement your allies' playstyles and positionings, and most of all: have fun! a bad build in lancer isn't a huge deal, you can always try and try again until you get it right.
Oh, you wanna know how Thracia's story ended? Alright then, here you go
Mr. Blue Sky stood atop the ruins of SimpleCo's elite pilot: Fear, Thracia was no longer afraid, she was no longer broken, she was now only filled with pride, and joy. Terrakis was free, and she had been a part of its liberation. She hoped this would send a message to any bastard trying to take it over, she looks upon the pictures hanging inside her cockpit, complimentary drawings given to her by small children, of her mech as a hero of legend, of SimpleCo goons being burnt by her Tachyon Lance. That day, Thracia knew she had for once in her life done the right thing. After all of this, she decided to stay, War was not her business, and the locals of Terrakis wished for her to stay to help with any future intrusions.
She and Lika lived a peaceful life together, no one wanted to fuck with Terrakis after SimpleCo's downfall
Too cheesy? well, sometimes that's just how careers end, in the duty of a lancer, you either leave before you die, or you die before you leave. Go play your own stories! I'm sure there's some GM out there struggling to find new players who'd love to have you in their group
oh fuck i completely forgot to talk about bond-
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kurakurakura99 · 6 months
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Man Lancer seems kinda lame so far. What, you need a "License" for your 3-D printed mech? LMAO you fucking loser. me and the girls are gonna huff ambigious fumes and weld a Stolen piece of artillery to my THUNDER KAMUI's arms, you fucking corp-suckling soyboy
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pbcornylius · 10 months
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The IPS-N Menorca, a rare breed found in the far reaches of the Long Rim, it moves across the battlefield with surprising haste!
A full custom License for the Lancer RPG, bring an Artillery class mech to the robust IPS-N catalogue. Call now and get a free sample of ANTI ASTEROID ROUNDS!
Check out the full PDF (with LCP) here
Art by Oshlett
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So me and some friends started playing Lancer, and because I'm a tryhard, I decided to design and render our Lancer team in Lego.
Earthling - GMS Sagarmatha-class - Pilot Callsign: Convini - Field Commander and CQC.
Miner Inconvenience - GMS Everest-class - Pilot Callsign: Wrecker - Long-range ballistics and heavy artillery
Shabnak Droog - GMS Chomolungma-class - Pilot Callsign: Witch - Electronic warfare and defensive deployables
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erstwhile-elster · 7 days
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🌻
Going to take this opportunity to talk about my lancer oc Vigil. Here's a list of fun facts listed in no particular order.
- 24 years old.
- Has a tattoo of the word 'Alpha' under her right breast.
- Used to play guitar, got bored of it, but every once in a while will pick it up in for a week. She's okay at it.
- Wants to have sex on her motorcycle (not while in motion) refuses to accept how uncomfortable it'd be.
- Her favorite sport is sex. Her second favorite sport is kickboxing.
- On her first mission with MSMC she got 14 confirmed kills, setting a record in the company for most kills by a rookie in a single mission.
- Doesn't smoke as much weed as she wishes anymore.
- Go to cocktail is a Gin and Tonic
- Got a box of cigars to celebrate her first year working at her merc company. They made her nauseous. Didn't start actually smoking until year 2.
- Came out as trans in her second year at a Naval Academy.
- Grins at every pair of naked boobs she sees like it's her first time seeing boobs.
- Favorite position, predictably, doggy style.
- Her first mech was called "Weapon of Choice"
- Keeps track of how many people she's slept with. Has a "bodycount" of 43.
- Has a 2 year old Siberian Husky named Lady.
- Heavy sleeper. Learned to sleep through artillery shellings. Will refused to get up for drills. "If I die, at least I won't die tired."
- Has made exactly 1 actual friend in her time at the merc company. A pilot named Gargoyle who acts as kind of a mentor, kind of a mom. Vigil will never admit this.
- Loves snow. Will play in it if no one is looking.
- Her current mech is named Good Dog Bad Girl. It has teeth.
- If she existed in our world, her dream bone would be Zoe Kravitz
- She's an asshole
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swishysword · 5 months
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Today on Lancer, No Room for a Wallflower:
The Hivehome team finished rescuing the squad in Death Valley from the strike force sent by St. Tellus. The Tellisians fought unreasonably hard, choosing to die rather than retreat when taking heavy casualties, and when the cockpits of the destroyed mechs were opened up afterwards the lancers found their bodies were literally grafted into their machines.
Evergreen's team meanwhile returned home after a long mission with the grateful Chaus in tow along with Opportunity. Unfortunately they returned to bad and then worse news: the militia they had sent to handle the drones and explosives had succeeded in escorting the bomb to the Horde, but at the cost of three of their members. Bolt Fitzgerald, Daniel "Yesman" Erickson, and Eli "Beeble" Benetton all perish, slain by [ THE CRIME ] and [ THE PUNISHMENT ].
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Only to return to Evergreen and see the refugee situation has grown worse... and with nothing left to lose the Machine unleashes all its remaining prisoners, before engaging in a pincer maneuver by firing artillery at them while having its infiltrators in the militia open fire on the refugees. The lancers are forced to try and hunt down the infiltrator before all discipline in the ranks breaks, while trying to save the refugees from artillery fire—Major Torque going as far as to shield them with his own body.
And little do the players know, this is all a prelude to Operation: Mountainfall...
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constantlymisspelled · 6 months
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(Don’t mind me, just making a self-reference checklist for my clone encyclopedia, nothing to see here)
GAR
ARC CLASS
ARC
ARC MEDIC
ARC HEAVY INFANTRY
ALPHA
NULL
BARC / BIKER ARC / LANCER
NAVY / CC-CT CLASS
TROOPER / INFANTRY
LOGISTICS / SUPPLY
OFFICER
NAVIGATION OFFICER
CORPORAL
LIEUTENANT
SERGEANT
MAJOR
GRENADIER
GUNNER
MAINTENANCE TECH
FLIGHT CREW
COMMS TECH
COLD ASSAULT
HEAVY INFANTRY
COMMANDO CLASS
MARSHALL COMMANDER
CLONE COMMANDER
CAPTAIN
ENGINEER
PILOT
MEDIC
SNIPER
SCOUT
ARTILLERY
ARF CLASS
ARF
GUARD DETECT / SECURITY CORP / MASSIFF TROOPER
ORDNANCE / BOMB UNIT
SHADOW ARF
ARF SCOUT
MARINE / MEC CLASS
MARINE
AERIAL RECON
FLAME TROOPER
SPECIAL OPERATIONS
SCUBA (SUB)
JET UNIT
BLAZE / ZERO-G
PARATROOPER
[Certifiably insane at this point. But for some reason, I had to have a military that made sense for this single fanfic I wanted to write. Wack.
I'll hopefully add full scans to each unit type. It's all because I wanted to actually make a sensible military model, and design armour. I will hopefully also have options for phase 1, phase 2, and the theoretical phase 3 armour types.
This is the REDUCED Unit variety. The wiki, and what I can find from forums have even more unit types, but I can't see anything different regarding symbols, or kit, so this is the current list. For now.]
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HORUS Ettin
My second full license, the HORUS Ettin is named after the two-headed giant from dnd. Focusing on collaboration and spacial stretching, the Ettins are funky little guys.
Before I explain the Ettin, I have to state its gimmick. The Ettin is the a lancer translation of the classic robots combine to form bigger robot. See Power Rangers or Voltron. How this is done in in universe is my having the Ettins use their control over stretching space so that they stretch into each other, overlapping and forming a larger Ettin.
Furthermore, there are really 4 Ettins. Delta, Psi, Theta, and Pi. Each have different roles in addition to the universally shared support: striker, artillery, controller, and defender respectively. These alt frames of each other all have the capacity to from the Ettin prime (the megazord equivalent) with each other in addition to also helping out its fellow Ettins while inside the Prime. However, they also have abilities exclusive to not being in the Prime.
Will reblog with more information about the Ettins and license when I have more time
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