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* BlindedByTheLight: Two things; Burst Launcher hits an enemy with a light grenade that can impair them upon a critical hit, and StunCrown- [[NonIndicativeName which does not stun people]]- releases a burst of light that can leave opponents who look at it Jammed ''and'' Impaired.

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* BlindedByTheLight: Two things; Burst Launcher hits an enemy with a light grenade that can impair them upon a critical hit, and StunCrown- [=StunCrown=]- [[NonIndicativeName which does not stun actually Stun people]]- releases a burst of light that can leave opponents who look at it Jammed ''and'' Impaired.


SSCís answer for a long-range attacker, Deathís Head is precision sniper mech designed to take targets out at long range.

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SSCís answer for a long-range attacker, Deathís Head is a precision sniper mech designed to take targets out at long range.


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A highly-mobile, flight-capable mech that supports allies and disorients enemies with light-based weapons and systems.


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* ActionBomb: Not the Dusk Wing, but its core power, Hall of Mirrors, which leaves behind a hologram each time Dusk Wing moves or boosts. Said holograms explode when enemies get too close, and if Dusk Wing decides to teleport to one of them as a tactical retreat, [[StuffBlowingUp every other hologram on the field explodes at once.]]
* BlindedByTheLight: Two things; Burst Launcher hits an enemy with a light grenade that can impair them upon a critical hit, and StunCrown- [[NonIndicativeName which does not stun people]]- releases a burst of light that can leave opponents who look at it Jammed ''and'' Impaired.
* ConfusionFu: As a Controller/Support, Dusk Wing is absolutely loaded with options to trick and disorient the enemy, from tech attacks that alter perception, to flashbangs on steroids, to [[StuffBlowingUp explosive holograms]] that the Dusk Wing can even teleport to for a quick retreat. Trying to predict what the Dusk Wing will do next is often an exercise in futility.
* BarrierWarrior: A bit. Shooting allies with the Veil Rifle gives them soft cover, and OASIS Wall leaves behind a holographic wall that not only provides allies with hard cover, but also energy resistance.
* {{Flight}}: The best flier in the game, thanks to Integrated Hover Flight. It doesnít have to move in straight lines while it flies, even while boosting, and can stay in the air, even while not moving.
* FragileSpeedster: Not only does it have an actual trait ''called'' Fragile, its HP is pretty below-average. Its Evasion, however, is some of the highest in the game, and thatís without factoring in its other traits and systems. As a result, [[EffortlessDodge good luck hitting it.]]
* GradualGrinder: None of the weapons on the license hit very hard, but all of them come with some nasty side effect or another, leaving the enemy disoriented and confused as the Dusk Wing whittles them down to nothing.
* {{Invisibility}}: The license has multiple systems that can either grant the Dusk Wing Invisibility [[InvisibilityFlicker (Flicker Field Projector)]], or cause enemies to perceive them as invisible (Neurospike).
* LightEmUp: Just about anything you can do with light, Dusk Wing is capable of. Holograms, invisibility, barriers, flashbangs, lasers, and so on.
* OverclockingAttack: Shrike Code works this way, causing the target to deal Heat damage to themselves whenever they attack.
* SupportPartyMember: Dusk Wing isnít designed to make the kill, but rather keep the enemy so bogged down in status ailments and perception-altering attacks that the rest of your team can clean up with ease.

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* MusclesAreMeaningful: Synthetic Muscle Netting allows the Blackbeard to Grapple, Ram, and otherwise push around targets larger than it, as well as doubling how much weight it can lift and drag.


* KineticWeaponsAreJustBetter: IPS-N certainly seems to think so. Most of the corpís catalog comes equipped with kinetic weapons, with the few exceptions being fairly underwhelming by comparison.



* AttackAttackAttack: [=SEKHMET=] will force the Blackbeard to pursue and attack whichever target is closest to it at the time, regardless of whether theyíre friend or foe. If that target dies, it moves on to the next one, and so on until the pilot successfully turns [=SEKHMET=] off, or [[KillEmAll thereís no one left to kill.]]



* YouWillNotEvadeMe: Under [=SEKHMET=], the mech will immediately move towards and attack whichever target it is closest to, and will not be able to use any ranged weapons.

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* YouWillNotEvadeMe: Under [=SEKHMET=], Reinforced Cabling can drag down an enemy in range, knocking them Prone and giving Blackbeard the mech will immediately move towards chance to catch up. Its core power, Omni-Harpoon, is even worse, dragging any number of mechs within range to its feet, Prone, Immobilized, and attack whichever target it is closest to, and will not be able to use any ranged weapons.just ''itching'' for a CoupDeGrace.



* GunKata:

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* GunKata: Hyper-Reflex Mode grants the Tortuga an extra Overwatch and Immobilizes anyone hit by its Overwatch attacks.
* InstantDeathRadius: Avoid getting within three spaces of Tortuga while Hyper-Reflex Mode is active.



* FragileSpeedster: Most of the SSC mechs arenít very durable, but good luck hitting any of them.



SSCís answer for a long-range attacker, Deathís Head is precision sniper mech designed to take targets out at long range.



!!Death's Head provides examples of the following tropes

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!!Death's Head provides examples of the following tropestropes:
* AchillesHeel: Deathís Headís core power and even some weapons canít be used on adjacent targets. So donít let enemies get too close.
* ColdSniper: The Mech.
* ImprobableAimingSkills: Enforced. With a trait that allows Deathís Head to reroll botched attack rolls, as well as bonus accuracy to ranged attacks, even if it does miss, systems like Kinetic Compensator will ensure the next attack wonít.
* LongRangeFighter: [[CaptainObvious Duh.]]
* OneHitKill: The Deathís Head license encourages this strategy. Its core power, [[NamesToRunAwayFromReallyFast Mark For Death,]] allows you to focus all your might and attention on one target, dealing significant bonus damage. Core Siphon gives you bonus Accuracy on your first shot each turn (but Difficulty on each subsequent shot). And the Railgun, being an Ordnance weapon, has to be the first action you take on your turn (barring Protocols). In other words, the Deathís Head may only be firing one bullet per turn, but [[InstantDeathBullet that bulletís gonna]] ''[[InstantDeathBullet hurt.]]''
* {{Railgun}}: The, uh... [[ExactlyWhatItSaysOnTheTin Railgun.]] Also an ArmorPiercingAttack, and depending on positioning, a OneHitPolykill.
* WallCrawl: High-Stress Mag Clamps allows you to treat walls and even ceilings as flat ground, which lets you set up some pretty interesting angles to attack from. Just make sure no one knocks you Prone while youíre doing it, [[GravityIsAHarshMistress or youíre gonna regret it.]]
* YouWillNotEvadeMe: Tracking Bug is a unique example. Tagging an enemy with this reveals their HP, Structure, and Speed as long as the bug is attached, as well as preventing them from hiding or benefiting from Invisibility. The Deathís Headís range and weapons provide the rest.



* HollywoodHacking: All of HORUSí mechs are at least adept at Tech Attacks, in addition to core bonuses and individual mech traits that make it even easier to perform. Some HORUS mechs are even capable of ''[[UpToEleven hacking]] [[RealityWarper reality.]]''



A grappler mech that pins down and grinds its prey into a slurry using clouds of hostile nanomachines.




* GreyGoo
* HealingFactor
* {{Nanomachines}}:
* WhipItGood

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\n* GreyGoo
GreyGoo: One of its traits is a cloud of nanomachines that deals DamageOverTime to enemies adjacent to or grappled by it. Swarm Body and Balorís core power [[UpToEleven make it worse,]] and Hive Drone allows you to do the same thing at a distance.
* HealingFactor
HealingFactor: Not only does it regain 1/4 of its health per turn on its own, but taking a Rest during Downtime allows it to regain full HP without having to spend repairs.
* {{Nanomachines}}:
MightyGlacier: Itís not fast, at all, but itís a strong frame and quite hard to kill. Exaggerated further with the Swarm Body system, which deals more damage the longer Balor has been stationary.
* WhipItGood{{Nanomachines}}: [[MathematiciansAnswer Yes.]] Balor is made of nanomachines, has weapons made of nanomachines, and has clouds of nanomachines to do its bidding.
* TheSwarm: Hive Drone, Swarm Body, the Scouring Swarm trait, its core power, and Swarm/Hive Nanites. Enough for you?
* WhipItGood: The Nanobot Whip is exactly what it sounds like.
* YouWillNotEvadeMe: Landing a critical hit with the Nanobot Whip drags the target to a space adjacent to you.



* AwesomeButImpractical: The Apocalypse Rail requires [[ChargedAttack three turns to charge up for maximum damage]], the windup resets if the mech moves at all (even involuntarily), and if it fires it cannot take ''any'' other action. [[WaveMotionGun But if it does fire...]]

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* AwesomeButImpractical: The Apocalypse Rail requires [[ChargedAttack three turns to charge up for maximum damage]], the windup resets if the mech moves at all (even involuntarily), and if it fires it cannot take ''any'' other action.action that turn. [[WaveMotionGun But if it does fire...]]



!!Genghis provides examples of the following tropes

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!!Genghis provides examples of the following tropestropes:



* {{BFG}}: The ANDROMEDA-Pattern, the Tachyon Lance, and the ZF-4 SOLIDCORE all qualify.

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* {{BFG}}: The ANDROMEDA-Pattern, the Tachyon Lance, and the ZF-4 [=ZF4=] SOLIDCORE all qualify.



* ChargedAttack: The ZF-4 SOLIDCORE Laser starts at 1 charge, and gets another charge every time the Sherman uses a Stabilize action, to a cap of 4. Each charge spent when the weapon fires increases the damage and the range of the attack, and returns the SOLIDCORE back to 1 charge upon firing. Its core power drastically speeds up the process, fully charging the SOLIDCORE upon use, and doubling its charge speed for the rest of the scene.

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* ChargedAttack: The ZF-4 [=ZF4=] SOLIDCORE Laser starts at 1 charge, and gets another charge every time the Sherman uses a Stabilize action, to a cap of 4. Each charge spent when the weapon fires increases the damage and the range of the attack, and returns the SOLIDCORE back to 1 charge upon firing. Its core power drastically speeds up the process, fully charging the SOLIDCORE upon use, and doubling its charge speed for the rest of the scene.



* FrickinLaserBeams: The Sherman License is stuffed to the brim with laser weapons, from the Main-mounted SOL-Pattern Laser Rifle, to the ANDROMEDA-Pattern Heavy Laser Rifle, to its core system, [[WaveMotionGun the ZF-4 SOLIDCORE.]]

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* FrickinLaserBeams: The Sherman License is stuffed to the brim with laser weapons, from the Main-mounted SOL-Pattern Laser Rifle, to the ANDROMEDA-Pattern Heavy Laser Rifle, to its core system, [[WaveMotionGun the ZF-4 ZF4 SOLIDCORE.]]



* OneHitPolykill: The Tachyon Lanceís firing solution is a Line, which means it hits everything in its range from 1 to 20. A well-aimed shot can fry several mechs at once.



!!Tokugawa provides examples of the following tropes

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!!Tokugawa provides examples of the following tropestropes:


* EnergyWeapons: HA has the most energy weapons in its lineup out of all the Big Five.



[[folder:Napolean]]

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[[folder:Napolean]][[folder:Napoleon]]



!!Napolean provides examples of the following tropes

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!!Napolean !!Napoleon provides examples of the following tropes



The workhorse of the Harrison Armory line, and the second-most deployed mech aside from the Everest. The Sherman is designed to be useful in almost any theater, and on almost any battlefield, thanks to its versatile systems, reliable reactor, [[FrickinLaserBeams and lots and lots of lasers.]]



!!Sherman provides examples of the following tropes
* FrickinLaserBeams
* WaveMotionGun:

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!!Sherman provides examples of the following tropes
tropes:
* FrickinLaserBeams
{{BFG}}: The ANDROMEDA-Pattern, the Tachyon Lance, and the ZF-4 SOLIDCORE all qualify.
* WaveMotionGun:CastFromHitPoints: Every energy weapon on the license deals Heat damage to the user when fired. [[{{DownplayedTrope}} Downplayed]] due to the systems on the license designed to mitigate said cost.
* ChargedAttack: The ZF-4 SOLIDCORE Laser starts at 1 charge, and gets another charge every time the Sherman uses a Stabilize action, to a cap of 4. Each charge spent when the weapon fires increases the damage and the range of the attack, and returns the SOLIDCORE back to 1 charge upon firing. Its core power drastically speeds up the process, fully charging the SOLIDCORE upon use, and doubling its charge speed for the rest of the scene.
* CombatMedic: [[{{Downplayed}} Downplayed.]] The Sherman canít heal others like, say, the Lancaster, but it is equipped with systems that allow it to keep ''itself'' in top fighting condition.
* {{Determinator}}: The Sherman is designed to keep fighting, no matter what. Redundant Systems Upgrade allows it to turn a Stabilize action from a Full to a Quick Action, and the Reactor Stabilizer allows it to reroll overheating checks, making it a very reliable mech when it comes to Engineering needs.
* FrickinLaserBeams: The Sherman License is stuffed to the brim with laser weapons, from the Main-mounted SOL-Pattern Laser Rifle, to the ANDROMEDA-Pattern Heavy Laser Rifle, to its core system, [[WaveMotionGun the ZF-4 SOLIDCORE.]]
* MightyGlacier: The Sherman suffers from low Speed and Evasion, but itís also quite durable, and can bring the hurt right back with its battery of laser and energy weapons.
* MoreDakka: The ASURA-Class NHP grants the Sherman either an extra two Quick Actions, or one extra Full Action. While youíre not allowed to repeat actions like Skirmishes, the advantage of being able to, say, Skirmish and Barrage in the same turn cannot be overstated. Throw in an overcharge, [[SpeedBlitz and you can fill your foe with holes before they even realize what happened.]]
* PlayingWithFire: [[{{DownplayedTrope}} Kinda.]] Aside from its core system, all of the Shermanís energy weapons deal Burn damage.
* ShoulderCannon: Equipped with one in the official art, possibly the [[{{BFG}} Tachyon Lance.]]
* SimpleYetAwesome: The premise of the Sherman is very uncomplicated: keep yourself functional, and fire back at the enemy when able. The ďawesomeď comes in because youíre firing back [[FrickinLaserBeams lasers]] and [[WaveMotionGun Wave Motion Guns.]]
* TheEngineer: Gains Accuracy on Engineering checks from one of its traits, and is armed with systems to amplify its ability even further than that.
* WaveMotionGun: Two for the price of one mech! First, the Shermanís core system, the SOLIDCORE Laser, which [[ChargedAttack charges]] as the pilot uses Stabilize actions, and the [[{{BFG}} Superheavy Tachyon Lance,]] which fires [[ExactlyWhatItSaysOnTheTin weaponized faster-than-light tachyon particles at the enemy.]] Both of them are sufficiently devastating under the right circumstances.
* WeaponizedExhaust: Well, sort of. Firing the Tachyon Lance while in the Danger Zone causes it to fire a backblast of plasma in the opposite direction, damaging anyone who might be trying to sneak up on you.



* JackOfAllStats: Aside from its core traits, weak Tech Attack score, and superior Heat Cap, Tokugawa is fairly balanced in stats, even lacking any HASE weaknesses. It also lacks any Heavy weapon mounts, but makes up for it by having three. So, while it wonít excel at anything in particular without using taking advantage of its [[PlayingWithFire quirks,]] it doesnít do anything too poorly, either.

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* JackOfAllStats: Aside from its core traits, weak Tech Attack score, and superior Heat Cap, Tokugawa is fairly balanced in stats, even lacking any HASE weaknesses. It also lacks any Heavy weapon mounts, but makes up for it by having three. So, while it wonít excel at anything in particular without using taking advantage of its [[PlayingWithFire quirks,]] it doesnít do anything too poorly, either.


* DangerousForbiddenTechnique: Two systems that can qualify: the first is the LUCIFER-Class NHP, which deals a significant amount of Heat damage to the user, but grants them bonus damage on their next attack equal to their current Heat. A better example is [[MegatonPunch the Plasma Gauntlet,]] which deals a truly abhorrent amount of damage... [[CastFromHitPoints but also half of that damage to yourself as Heat.]] And since you canít even use it unless youíre in Danger Zone, youíre pretty much guaranteed to cook yourself in your mech upon activation. Use wisely.
* ExplosiveOverclocking: Proper Heat management is a requirement for using the Tokugawa effectively. Failure to do so will have [[StuffBlowingUp disastrous results.]]

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* ArmoredButFrail: [[{{ZigzaggedTrope}} Zig-zagged.]] On the one hand, it only has 1 Armor, and its base HP is average. However, overclocking causes the Tokugawa to take double damage from all sources except Heat and Burn, so it does have its moments.
* DangerousForbiddenTechnique: Two systems that can qualify: the first is the LUCIFER-Class NHP, which deals a significant amount of Heat damage to the user, but grants them bonus damage on their next attack equal to their current Heat. A better example is [[MegatonPunch the Plasma Gauntlet,]] which deals a truly abhorrent amount of damage... [[CastFromHitPoints but also half of that damage to yourself as Heat.]] Heat,]] in addition to leaving you Stunned. And since you canít even use it unless youíre in Danger Zone, youíre pretty much guaranteed to cook yourself in your mech upon activation.activation, as well as being a sitting duck for any retaliation, regardless. Use wisely.
* ExplosiveOverclocking: The trademark of the Tokugawa; push all systems into the red for the power to kill everything in front of you. Proper positioning and Heat management is a requirement for using the Tokugawa effectively. Failure to do so will have [[StuffBlowingUp disastrous results.]]



* JackOfAllStats: Aside from its core traits, weak Tech Attack score, and superior Heat Cap, Tokugawa is fairly balanced in stats, even lacking any HASE weaknesses. While it wonít excel at anything in particular without using taking advantage of its quirks, it doesnít do anything too poorly, either.

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* HotBlooded: Encouraged if you want to use a LUCIFER-Class NHP, which itself is an example; sources say the LUCIFER-Class prefers reckless tactics that can potentially leave its pilot exposed to danger, and even gets frustrated with cautious or unambitious pilots, meaning its ideal partner is someone just as reckless and/or decisive as it is. [[GameplayAndStoryIntegration This behavior is even kind of encouraged by the frame itself,]] as the Tokugawa is more dangerous the greater the danger itís in.
* JackOfAllStats: Aside from its core traits, weak Tech Attack score, and superior Heat Cap, Tokugawa is fairly balanced in stats, even lacking any HASE weaknesses. While It also lacks any Heavy weapon mounts, but makes up for it by having three. So, while it wonít excel at anything in particular without using taking advantage of its quirks, [[PlayingWithFire quirks,]] it doesnít do anything too poorly, either.


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* LongRangeFighter: [[{{DownplayedTrope}} Downplayed.]] Tokugawa can be built to take advantage of Limit Breakís range and threat increase, cutting or shooting down enemies before they can get close, thus keeping themselves out of the line of fire. Just watch out for anyone with a longer range than you...


* JackOfAllStats: Aside from its core power and traits, Tokugawa is fairly balanced in stats, aside from Tech Attack, even lacking any HASE weaknesses. While it wonít excel at anything in particular without using its core power, it doesnít do anything too poorly, either.

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* JackOfAllStats: Aside from its core power and traits, weak Tech Attack score, and superior Heat Cap, Tokugawa is fairly balanced in stats, aside from Tech Attack, even lacking any HASE weaknesses. While it wonít excel at anything in particular without using taking advantage of its core power, quirks, it doesnít do anything too poorly, either.



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''The'' high-risk, high-reward mech. Tokugawa is an energy-based melee striker that thrives on riding the line between success and failure with its overclocking abilities.



* ExplosiveOverclocking
* GlassCannon
* KillItWithFire
* LaserSword
* OverclockingAttack

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* ExplosiveOverclocking
ArmorPiercingAttack: The Annihilator does minimal damage on its own, but pierces armor and inflicts Burn. Also counts as a HerdHittingAttack.
* GlassCannon
DangerousForbiddenTechnique: Two systems that can qualify: the first is the LUCIFER-Class NHP, which deals a significant amount of Heat damage to the user, but grants them bonus damage on their next attack equal to their current Heat. A better example is [[MegatonPunch the Plasma Gauntlet,]] which deals a truly abhorrent amount of damage... [[CastFromHitPoints but also half of that damage to yourself as Heat.]] And since you canít even use it unless youíre in Danger Zone, youíre pretty much guaranteed to cook yourself in your mech upon activation. Use wisely.
* KillItWithFire
ExplosiveOverclocking: Proper Heat management is a requirement for using the Tokugawa effectively. Failure to do so will have [[StuffBlowingUp disastrous results.]]
* LaserSword
GlassCannon: The main thrust of its core ability: Tokugawa can give itself the Exposed status at will, taking double damage from kinetic, energy, and explosive damage. The benefit is that all its weapons get increased range and bonus energy damage. Goes UpToEleven with its active core power, which can double or triple its range.
* OverclockingAttackHerdHittingAttack: Unless it whiffs, the Annihilator not only deals damage to the target, but all targets surrounding it.
* JackOfAllStats: Aside from its core power and traits, Tokugawa is fairly balanced in stats, aside from Tech Attack, even lacking any HASE weaknesses. While it wonít excel at anything in particular without using its core power, it doesnít do anything too poorly, either.
* KillItWithFire: Part of Tokugawaís schtick; not only does it have a higher-than-average Heat Cap, but it even has a variety of systems and traits that get stronger when the user is in the Danger Zone. The Plasma Sheath trait, for example, turns all of Tokugawaís bonus energy damage into [[ArmorPiercingAttack Burn]] [[DamageOverTime damage]] while itís in the Danger Zone.
* LaserSword: The Torch, which is [[{{Franchise/StarWars}} basically a lightsaber.]]
* OverclockingAttack: Self-inflicted and exploited; Tokugawa willingly pushes its systems to the limit in order to increase its own performance. [[GlassCannon Just make sure nothingís left alive to get revenge on you afterward...]]


* PoweredArmor: Halfway between this and MiniMecha (see above). Described as "not much larger than a hardsuit," it stands no more than 3 meters tall and exposes much of the pilot's body. Compare this to the the rest of the roster, [[HumongousMecha most of whom are an order of magnitude larger in size]].

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* PoweredArmor: Halfway between this and MiniMecha (see above). Described as "not much larger than Mechanically, its size of 1/2 is identical to a hardsuit," it stands no more than 3 meters tall normal human and exposes much of the pilot's body.puts it at about 10 feet tall. Compare this to the the rest of the roster, [[HumongousMecha most of whom are an order of magnitude larger in size]].

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* TakingYouWithMe: It automatically suffers a reactor meltdown when destroyed. In its Castigation State, it explodes even faster and with more power. [[ActionBomb This requires the pilot to be in the mech]].

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* PoweredArmor: Halfway between this and MiniMecha (see above). Described as "not much larger than a hardsuit," it stands no more than 3 meters tall and exposes much of the pilot's body. Compare this to the the rest of the roster, [[HumongousMecha most of whom are an order of magnitude larger in size]].

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The Minotaur is a dimension-bending mech that excels at inflicting negative conditions upon enemies.


* CompellingVoice
* LogicBomb
* MindControl

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* CompellingVoice
AchillesHeel: The Minotaur has nothing to offer in the way of standard weapons, relying almost entirely on technological warfare and inflicting negative status. Thus, Biological targets are easily its greatest weakness.
* LogicBomb
BiggerOnTheInside: Noted to have more components on the inside than should be possible. Space is also distorted outside of it, making it impossible for foes to move past it, even if they're far bigger than it.
* MindControlGradualGrinder: It has nothing in the way of conventional weapons, but it has several methods of causing Heat damage and making life hell for enemy mechs over time. And unlike most other hacking-focused mechs, it is resilient enough that it can afford to take a few hits, even without armor.
* LogicBomb: One of its Invade options unleashes one of these to characters of your choice in a burst, forcing them to make a Systems save or be Slowed as they grapple with whatever it is you showed them.
* MechanicallyUnusualClass: The Minotaur frame allows the pilot to dismount or mount the mech very quickly, and while inside, characters will never be hurt, even if the mech is destroyed or suffers a reactor meltdown. The benefits of this are very niche in comparison to other mechs.
* TheParalyzer: Has multiple means of stopping enemies dead or incentivizing standing still. Its "Banish" Invade option in particular causes Heat damage to foes for each space they move, for instance.
** Inverted, as well. Its Aggressive System Sync can deal Heat damage to enemies if theyíre adjacent close to their allies (forcing them to stay away from them) or if theyíre too far away from the Minotaur itself (forcing them to chase it even when it's tactically unwise).
** Its Metafold Maze allows it to Slow down enemies after a successful technological attack. If theyíre already Slowed, they become Immobilized, and if theyíre already Immobilized, they become Stunned. It can make this more deadly by activating its Core System, Maze, which automatically Stuns the target and forces them to do nothing but attempt to escape every turn until they succeed.
* PeoplePuppets: Its Law of Blades system allows a powerful hacking attempt that grants fine control over an enemy's actions (usually, an attack or movement, but more complicated or unusual actions are allowed).
* QuirkyBard: It is somewhat gimmicky, and excels at causing the StandardStatusEffects of Slowed, Immobilized and Stunned.
* SupportPartyMember: Alone, the Minotaur cannot do much. On a good team, it is extremely effective.
* TeleportInterdiction: Its Interdiction Field generates a large area around it that, in addition to stopping teleportation from people you donít allow, slows down hostiles that arenít able to make a Systems save. Unfortunately, it also slows down the user while itís active.
* WeaponizedTeleportation: Using its Metafold Carver, it can teleport enemies closer to itself, or make them outright disappear from the field of battle until the start of their next turn.

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* AlwaysAccurateAttack: Its sole standard weapon, the Autopod, can only attack when an ally attacks a target within your range and consumes the Lock On condition. However, it always hits, and as a Seeking weapon can ignore cover and line of sight, as long as it can draw a path to the target.


The Goblin is a small but deadly and feared hacking platform.



* BigGuyLittleGuy
* MiniMecha

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* BigGuyLittleGuy
AIIsACrapshoot: The Goblinís highest license grants it access to an [=OSIRIS=]-class [=NHP=]. [=OSIRIS=] Prime, the original upon which the others are based, if left alone, would have become able to delete what humans perceive as reality. Users of [=OSIRIS=] clones are suggested to be careful with them.
** AGodAmI: The [=OSIRIS=] clones usually seeks out admiration, awe, and approval, and if left alone become aware of their true potential, and start thinking of themselves as ruler or deity analogs.
** DeliriousMisidentification: The system associated with the [=OSIRIS=], Hurl Into The Duat, slowly manipulates enemy machines, inflicts conditions, and ultimately confuses the target into thinking their enemies are allies and allies are enemies until the end of their next turn, or until they get hurt by enemies.
* MiniMechaChickenWalker: Depicted in the art as having these.
* DuelingHackers: If the Goblin frame suffers a tech attack, it can immediately take any Quick Tech action against the attacker, essentially simulating this trope.
* MasterOfIllusion: An expert in perception warfare.
** Hologram: It is capable of creating holographic objects, whether for cover, or for use as decoys.
*** YourMindMakesItReal: These holograms are essentially real as far as any system can tell - mechs cannot walk into them voluntarily. Decoys, meanwhile, are actively treated as the real thing by targeting systems, even if the pilot knows theyíre false. Either way, both require a Systems check to destroy.
* MiniMecha: Easily the smallest mech in the entire game. The art portrays it as so small, that some bits of the pilot can be seen between gaps in armor.
* PeoplePuppets: To a very limited degree, the Goblinís hacking can cause this, forcing enemies to move involuntarily in certain directions, eject their cooling rods, or empty out their ammo cases.
* SquishyWizard: One of the most fragile mechs in the entire game, very unsuited to actively making physical attacks or Hull checks and saves. However, it is easily the most powerful frame in terms of making and defending against tech attacks.
* TheSymbiote: Its core ability, Symbiosis, allows it to latch onto another mech. In an example of mutualism, the Goblin obtains hard cover, while the host mech is allowed the use of the Goblinís impressive electronic offense and defense, as well as Systems rating.
* {{Synchronization}}: Its Metahook system allows it to use the Sensors of an allied mech within range of its own Sensors and in line of sight, meaning that it can make hacking attacks from extremely long distances without needing to put itself in the way of danger, while the ally can use the userís Systems to make checks or saves. However, both characters suffer Heat damage and conditions when the other does, making it a double-edged blade.

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