It only touches on the core rulebook mech NPCs, so not counting things like Squads or Monstrosities, BUT however I am currently in the process of playtesting and feedback for rebaked versions of Wallflower NPCs. When those are in a satisfactory state, I plan to upload them to this page as a separate standalone document, and if you've purchased NPCs Rebaked you'll be able to download it as well. That's the current plan anyway. This won't include Eidolons, to be clear.
Hey, coming back to this now that I've gathered some more info, it seems like in order for this to happen, this would have to be a modification made to the Lancer Foundry module itself, not the lcp. The author of the Foundry module, Eranziel, said that unless they specifically add separate default image handling for the rebake NPCs, that the only way this could be done on the lcp end is if the lcp somehow overwrote the core NPC IDs, which I don't want to happen. He did say he'd consider making that change, but ultimately it'll be up to him and whether he feels like it.
Thanks for the reply! Luckily I found it easy to manually update the image in my own compendium. Hopefully I don't have to do this again when the LCP is updated in the future.
Hey, man! I thought these NPCs looked awesome, but there’s something I wanted to ask before buying:
Do they change the game's math? For example, I'm a new Lancer GM, so in a pre-written adventure, could I use the same enemies but swap out the book's templates for yours? Or would I need to do some balancing first?
The math IS changed in a number of respects, though most official Lancer modules shouldn't feel it too hard given the levels they tend to hover around. The biggest change is that a lot of NPCs had levels of excessive accuracy/to-hit numbers pared down, which will have an effect in terms of things like Evasion, cover, the Impaired condition, and Lock On all being more important and impactful in various ways.
The bigger changes will occur at higher levels of play, most notably Tier 3. At this level, a number of dangerous strikers have had their attacks shifted from multiple attacks per tier to single attacks with conventional damage scaling. In other words, instead of a Tier 3 Operator making three attacks for 7 damage every time they pull they trigger, they make one attack that deals 11 damage.
A lot of GMs are accustomed to accounting for these sorts of enemies at higher levels and their players are accustomed to facing them and so a lot of "metas" have developed around this. Using the rebake NPCs, this no longer really exists. At higher levels of play when using rebakes, the general advice I give is for GMs to utilize more templated NPCs (Veterans, Elites, etc) and/or simply more actual NPCs.
Most of the pre-written Lancer modules are designed to take place at lower levels, usually starting at LL0 and going out to maybe LL4 or so, so none of them should really require any extensive overhauling if using rebake NPCs. People have been running Solstice Rain and Winter Scar and Wallflower using them and it's worked fine. At higher levels is where things may need to adjust some.
Thanks, man! That’s pretty much what I needed to hear. I’m currently running Golden Flame, which I think goes up to LL5? After that, I plan to keep going, but by then I hope to be more comfortable with the system so I can design my own encounters better. So I’ll definitely give it a shot. Thanks again!
I do love how you fixed the Grunt template. I will now make so many Grunts that the players will think they are in the middle of the battle for A Baoa Qu.
If you're living somewhere where exchange rates make it difficult to justify spending that much money on one of my projects, get in touch with me via discord if you can (my username is, appropriately enough, kaitave) and we can work something out.
Was tracking this over at PNet, this is a really solid modular kit from the CRB NPCs. (Special mention on the Operator now no longer having multi-attack).
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Does this only touch on the corebook NPCs or it also includes other official NPCs like Avenger etc?
It only touches on the core rulebook mech NPCs, so not counting things like Squads or Monstrosities, BUT however I am currently in the process of playtesting and feedback for rebaked versions of Wallflower NPCs. When those are in a satisfactory state, I plan to upload them to this page as a separate standalone document, and if you've purchased NPCs Rebaked you'll be able to download it as well. That's the current plan anyway. This won't include Eidolons, to be clear.
Thanks for reply and thank you for not spinning it off into a separate purchase!
Edit: bought and read the pdf. I feel like somebody read my mind about everything I'd change about NPCs
Would it be possible to add the Retrograde art so that it shows up in Foundry?
Hey, coming back to this now that I've gathered some more info, it seems like in order for this to happen, this would have to be a modification made to the Lancer Foundry module itself, not the lcp. The author of the Foundry module, Eranziel, said that unless they specifically add separate default image handling for the rebake NPCs, that the only way this could be done on the lcp end is if the lcp somehow overwrote the core NPC IDs, which I don't want to happen. He did say he'd consider making that change, but ultimately it'll be up to him and whether he feels like it.
I also have no idea why itch decided to format that reply so weirdly, oh well.
Thanks for the reply! Luckily I found it easy to manually update the image in my own compendium. Hopefully I don't have to do this again when the LCP is updated in the future.
Hey, man! I thought these NPCs looked awesome, but there’s something I wanted to ask before buying:
Do they change the game's math? For example, I'm a new Lancer GM, so in a pre-written adventure, could I use the same enemies but swap out the book's templates for yours? Or would I need to do some balancing first?
The math IS changed in a number of respects, though most official Lancer modules shouldn't feel it too hard given the levels they tend to hover around. The biggest change is that a lot of NPCs had levels of excessive accuracy/to-hit numbers pared down, which will have an effect in terms of things like Evasion, cover, the Impaired condition, and Lock On all being more important and impactful in various ways.
The bigger changes will occur at higher levels of play, most notably Tier 3. At this level, a number of dangerous strikers have had their attacks shifted from multiple attacks per tier to single attacks with conventional damage scaling. In other words, instead of a Tier 3 Operator making three attacks for 7 damage every time they pull they trigger, they make one attack that deals 11 damage.
A lot of GMs are accustomed to accounting for these sorts of enemies at higher levels and their players are accustomed to facing them and so a lot of "metas" have developed around this. Using the rebake NPCs, this no longer really exists. At higher levels of play when using rebakes, the general advice I give is for GMs to utilize more templated NPCs (Veterans, Elites, etc) and/or simply more actual NPCs.
Most of the pre-written Lancer modules are designed to take place at lower levels, usually starting at LL0 and going out to maybe LL4 or so, so none of them should really require any extensive overhauling if using rebake NPCs. People have been running Solstice Rain and Winter Scar and Wallflower using them and it's worked fine. At higher levels is where things may need to adjust some.
Thanks, man! That’s pretty much what I needed to hear. I’m currently running Golden Flame, which I think goes up to LL5? After that, I plan to keep going, but by then I hope to be more comfortable with the system so I can design my own encounters better. So I’ll definitely give it a shot. Thanks again!
I do love how you fixed the Grunt template. I will now make so many Grunts that the players will think they are in the middle of the battle for A Baoa Qu.
How do these work with the Foundry Lancer automation
They should just work as normally as any other NPC lcp file, but be aware that they require the core rulebook NPCs in order to function.
Bad day to be living in a third world country.
If you're living somewhere where exchange rates make it difficult to justify spending that much money on one of my projects, get in touch with me via discord if you can (my username is, appropriately enough, kaitave) and we can work something out.
Was tracking this over at PNet, this is a really solid modular kit from the CRB NPCs. (Special mention on the Operator now no longer having multi-attack).
Highly recommend this for GMs as well!