Why the Tortuga is Awesome in Lancer Rpg

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  • Опубликовано: 8 июл 2024
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Комментарии • 12

  • @joshuaimobersteg954
    @joshuaimobersteg954 3 месяца назад +7

    Hacktuga for the win! Take a mix of 2-4 levels in Manticore, Goblin, or Lich and go nuts.

  • @svenabel2987
    @svenabel2987 5 месяцев назад +6

    I think a unique Invade or Bolster system is what's missing from the liscense to make the frame more unique on its own. It's the only hacking option that's sustainably tanky. In that sense it probably gets a pretty good glow-up post LL4 where it can get the extra utility it needs (Puppetsystem for example, don't need to Boost for 3 extra movement if you can make the enemy come closer by 5)

  • @a-blivvy-yus
    @a-blivvy-yus 2 месяца назад +1

    Step 1: Get a Tortuga.
    Step 2: Get the "Improved Armament" core bonus (GMS so just need LL3, no specific licensing concerns).
    Step 3: Equip two shotguns and a pilebunker now that you have the slots for them.
    Step 4: Re-enact AC6.
    Also on Throughbolt rounds, consider that the range for the normal weapon's attack is measured from the end of the line, so it's effectively +3 range on top of the potential to cut through nearby obstructions or cover. Got a howitzer you want to fire at a target 23 spaces away? Go for it. This means a throughbolt deck sweeper can have its range doubled. Or you can be weird and bring a throughbolt thermal pistol which does 2 kinetic AP damage for 3 spaces then 2 non-AP energy damage for another 5 spaces for a total of 8 range. Or go somewhere in the middle with an assault rifle getting 2 kinetic AP damage on a line 3 spaces long in front of it before its regular damage (which is reliable 2) gets planted onto a target up to 13 spaces away from you.
    Oh, and for the lols... bring hyperdense armour on a CQB focused Everest build. If a high-tier enemy is trying to play around your range/speed limitations, activate your fuel injector. Now you can deactivate armour, use normal movement and that free action boost to cover 8 range even if you don't have any speed bonuses, then activate the armour again while you're close enough to shotgun/melee the enemy if they try and back off again. You don't get an attack on your turn, but as soon as they move, you can overwatch them. Stack this with throughbolt rounds and an overcharge, and you can move 8 spaces, fire a shotgun up to 8 more spaces, then reactivate your armour before ending your turn. Costs a bit of heat, but at that point, it's probably worth taking.

  • @Clucker556
    @Clucker556 5 месяцев назад +6

    Tortuga frame/license is bland at first look, but it pairs great with the Vanguard talents:
    Handshake Etiquette gives +1 Accuracy against targets within range 3, balancing out the Deck Sweeper.
    See-Through Seeker lets you ignore cover of targets within range 3, canceling the Daisy Cutter drawback for yourself.
    Semper Vigilo lets you Overwatch anything that moves around in your threat, not just when it starts a move.
    Tortuga blasts through the wall, fills the room with smoke, and then rips everything apart like Darth Vader.

  • @Mal-bec
    @Mal-bec 11 дней назад +1

    I began a campaign some time ago, and I find I want to get the hyperdense armour for my support/control goblin. Hop on someone, get resistance to all damage, don't care about being slowed because my teammate can still move as normal. Similarly, I think it might be a great pick on swallowtail, with how squishy it is and how much it focuses on lock-ons.

  • @tecguySD
    @tecguySD 4 месяца назад +3

    Torg is a Frontline shield in mainly hallway scenarios.

  • @TheSimpleMan454
    @TheSimpleMan454 2 месяца назад +2

    Not usually the one to say it, but *a lot* of people use the Tortuga wrong. Even baseline. That enhanced sensor range? Paint locks on targets *before they can even engage you*. Then that heat cap? Overcharge for more movement and/or shots to your heart's content. The "slow speed"? It's a size 2, meaning for targeting purposes, it's a speed 5. Because it can reach out just that bit further even with its shotguns. And at 2D6 many basic Mechs are outright dead. As for the Daisy Cutter the soft cover effect only benifits enemies not already painted with locks. Which was an entire round ago, so you have nothing to worry about. But if they aren't locked onto you? Well... And Catalytic Hammer is just good. Full stop. Finally just look at what Hyper Dense Armor does. You take chip damage right up until you're inside of threat 3 at which point? Delete. It's actually a very straighforward beatstick. No additional gimmicks required at all.

  • @joshuaturner4602
    @joshuaturner4602 5 месяцев назад +2

    Tech attacks are still attacks so hacker Tortuga still has to deal with it

  • @Gladstruk
    @Gladstruk 5 месяцев назад +1

    One of our players loves this frame.

  • @fugitiveunknown7806
    @fugitiveunknown7806 5 месяцев назад +2

    As it's own frame
    If you get a Tortuga, I'd want to be able to answer the following question: how am I going to get close enough to shoot the shotgun at the enemy. If you can't answer that question, you are going to have a bad time. Remember, you can't rely on Skirmish or other talents if you have hyperarmor. Agility is a solid investment on Tortuga (counterintuitively) particularly if you are planning on using hyperarmor. If you aren't, consider getting skirmish 2 for the free movement and maybe combined arms: CQC so you can fire at point blank range.
    As a license....
    I
    Decksweeper: 2d6 on a main weapon is crazy good. Sure, it's inaccurate, but vanguard is a 1 talent investment that negates that anyway.
    Rambar: You either never use it or you make a build around it using free rams :> It's not mechanically optimal at the levels it comes online, but it's fun bullying people like crazy.
    II
    Daisy Cutter: Just to make it clear, this is a cone 7 3d6 weapon that can be fired multiple times in a round. Limited 2 might as well read "once per long rest, make the GM cry".
    The Hammer: Stunning people is nice, but a 5% chance of inflicting a stun if the enemy makes a save? This is really only a backup weapon at best.
    III
    Throughbolt Rounds: This can potentially increase the range of your shotgun (which are mostly cones) or shoot through cover.. or technically, even solid wals impassable terrain.
    Hyper armor: Repeat after me - if I take this I will not activate it until I am reasonably close to the enemy, and I will put at least some points into agility if I use this on a 3 speed frame.
    One of my favorite Lancer builds is to run around with a Gorgon with double Vorpals and a deck sweeper.

    • @svenabel2987
      @svenabel2987 5 месяцев назад

      I just threw together a Störtebecker build for shits and giggles, trying to get as much damage out of the hammer as possible. Roland Chamber + OpCal + Nanocomp is really funny and with the talents you can get so much accuracy that you can reliably-ish crit 25-30% of the time. (Then again, you can make anything work If you build around it, putting it on a Tortuga just because isn't really going to help you)

  • @markmittelbach7975
    @markmittelbach7975 4 месяца назад

    Torguga doesn't feel like it's at cross purposes. By itself it's good at exactly what it was designed for, fighting in close hallways, clearing them and preventing the enemy from getting past. The sensor range lets it search and lock on down a long hallway when it looks around a corner or opens up a bigger room.
    To do more than job it needs help, but using other licenses to customize mechs to go beyond their original design is what the licensing system is about.
    The only part of the license that feels at odds is the catalytic hammer. I guess the idea is that it works well with the core system giving it extra threat and stunning in overwatch, but with that system you're already immobilizing. I'd rather have the other IPS-N melee weapons options, and I'd rather use another IPS-N frame to use the hammer.