r/LancerRPG • u/Dagdammit • 19h ago
Enforcer Squadron NPC
Playtest rules for another Squadron! These are riot cops, anti-melee melee controller units.
Traits on the main page are pretty uniform for all Squadrons, boil down to "one unit in group is the Lead who actually takes turns, with the rest of the group following them like drones". In practice, I'm hoping it'll be straightforward for GM and give the players an interesting enemy to dismantle.
2
u/Astrefernal 19h ago
Dude, I'm not going to lie, I slurp everything you put for lancer now. This is the good stuff !
2
u/Mortos7 HORUS 17h ago
The Vulcan Shield should not have its second function of saving the NPC’s life against melee damage IMO. This is already a disseminated enemy that’s difficult for melee characters to deal with because they’ll probably waste a bunch of damage overkilling a single one; giving each one a second life vs melee on top of that seems excessive.
3
u/Dagdammit 16h ago edited 16h ago
A good point, and something playtesting could definitely end up validating. In the event Vulcan Shield is too much, the first couple tweaks I have on standby are:
1: making its resistance not work while Engaged
And/or
2: making critical hits ignore the system entirely.
If someone's playing a full feast-or-famine melee specialist, this enemy was kind of purpose-built to bully them- and even then, they likely have Executioner so it's not a total wash.



5
u/QuesterrSA 18h ago
That is way too many base systems IMO