liturgicode-virus
liturgicode-virus
Callsign: System
6 posts
Lancer Pilot - Member of the CORSAIR Mercenary CompanyCOMP/CON
Don't wanna be here? Send us removal request.
liturgicode-virus · 11 months ago
Text
Tumblr media
LCPs we use
3 notes · View notes
liturgicode-virus · 11 months ago
Text
Tumblr media
@lancersafetysigns
423 notes · View notes
liturgicode-virus · 11 months ago
Text
Horizon Collective
“On the omninet, Horizon members are outspoken about the forced cycling of NHPs, which they characterize as oppression and depersonalization. Horizon literature argues that shackling, the little-known and poorly under‐ stood process that enables the “normal” functioning of NHPs, constitutes a form of chattel slavery and transcorporeal eugenics.” -Lancer Core Rulebook pg. 410
Here to shitpost and thirstpost about Lancer RPG. Let’s get silly with it!
105 notes · View notes
liturgicode-virus · 11 months ago
Text
List of Invade Options
SMITH-SHIMANO CORPRO
DUSK WING I: Neurospike
Shrike Code: Take 2 heat when attacking (until the end of their next turn) Mirage: Treats character you choose as invisible (until the end of their next turn)
MOURNING CLOAK II: Hunter Logic Suite
Stalk Prey: Treats you as invisible (until you take damage from them, one target at a time) Terrify: Impaired and can't voluntary move closer to you (until the end of their next turn)
HORUS
GOBLIN I: H0R_OS System Upgrade I
Puppet System: Moves maximum speed in a direction of your choice (provokes reactions and engagement as normal, involuntary but doesn’t count as knockback, pushing, or pulling) Eject Power Cores: Jammed (until the end of their next turn, 1/scene per character) adjacent characters take 2 energy damage
GOBLIN III: H0R_OS System Upgrade III
Dimensional Emblems: Create three constructs surrounding the target, passing through a construct deals 2 heat (They last until they are passed through, the scene's end, you take this action again, are deleted as a free action, or an adjacent character destroys them with a quick action systems check) Celestial Shackles: Mark a space the target currently occupies. As a free action during your turn, if they no longer occupy the space, you can teleport them back, or as close as possible (lasts until used, the scene's end, or fixed with quick action systems check)
MANTICORE I: Beckoner
Beckon: You take 1d6+2 AP energy damage and swap places with your target (target must be a mech of the same size or larger, or this action fails. Characters can only be swapped to spaces they could normally stand or move on) Summon: All characters within range 3 of your target are pulled adjacent to them, or as close as possible.
MANTICORE II: Smite
Smite: You take 1d6 AP energy damage, target must pass a systems save or become stunned (until the end of their next turn, 1/scene per character) Sear: You take 1d6 AP energy damage, deals 2 heat (6 max) for each other character of at least size 1 that is adjacent to them
MINOTAUR I: Viral Logic Suite
Logic Bomb: Characters of your choice within burst 2 of the target must pass a systems save or become slowed (until they end a turn not adjacent to any character) Banish: Take 2 heat (6 max) for every space they voluntarily move (until the end of their next turn)
MINOTAUR II: Metafold Carver
Ophidian Trek: Teleported 1d6+1 spaces directly toward you, or as close as possible (If this effect would move them to a space otherwise occupied the teleport fails) Fold Space: Disappears from the battlefield (until the start of their next turn) They return to the same space, or a space as close as possible of their choice
GERYON III: Ashes to Ashes
Sunrise: Automatically fails all checks to clear Burn and cannot have Resistance or Immunity to Burn (fixed with quick action systems check) Sunset: Clears all Burn, and takes Heat equal to the amount of Burn cleared
KOBOLD III: Purifying Code (A character can only be affected by one Purifying Code option at a time and are aware of their effects)
Flaw_Plus: At the end of their next turn, if they "are not" adjacent to another character or piece of terrain of Size 1+, the virus catalyzes and they take 1d6+2 AP explosive damage. (Once catalyzed, the effect ends) Flaw_Minus: At the end of their next turn, if they "are" adjacent to another character or piece of terrain of Size 1+, the virus catalyzes and they take 1d6+2 AP explosive damage. (Once catalyzed, the effect ends)
KOBOLD III: Immolate
Eject Slag: Burst 2 area around them, not affecting the space they occupy, becomes difficult terrain. Anyone starting a turn in the affected area or entering it for the first time, take 2 Heat and 1 Burn, unless they pass an engineering save (lasts until the end of your next turn) Molten Puncture: Take 2 Burn (6 max) for every space they voluntarily move (until the end of their next turn)
HARRISON ARMORY
TUKHACHEVSKY III: Maskirovka Suite
Iron Curtain: For line of sight, treat all terrains and objects as being height 10 (until the end of their next turn) Perestroika: Cannot benefit from soft or hard cover, and cannot become hidden or invisible (until the end of the round)
GENERAL MASSIVE SYSTEMS
CHOMOLUNGMA: Advanced Intrusion Package
Balance Control Lockout: Push target 2 spaces in any direction, knocked Prone, if already Prone, become Immobilized (until the end of their next turn, this immobilize works 1/scene per character) System Crusher: Take 2 heat, if this Invade exceeds their Heat Cap, take 4 burn as well (1/scene per character)
Others
Fragment Signal: Impaired and slowed (until the end of their next turn)
Hacker II:
Jam Cockpit: Jams the target's cockpit (fixed with full action engineering check) Disable Life Support: +1 difficulty on all saves (fixed with quick action systems check) Hack./Slash: Target can't benefit from or take tech actions (fixed with quick action systems check, or a Shut Down)
85 notes · View notes
liturgicode-virus · 11 months ago
Text
Simple List of Lancer NHPs
IPS-NORTHSTAR
BLACKBEARD III: SEKHMET-Class NHP (SEKHMET attempts to chop everyone to pieces)
YERMAK III: SVAROG-CLASS NHP (Auto lock-on)
SMITH-SHIMANO CORPRO
MONARCH III: TLALOC-Class NHP (Change target and reroll attack)
SWALLOWTAIL III: ATHENA-Class NHP (Scanner grenade)
PAINTED LADY III: CHANG'E-CLASS NHP (Invisibility field)
PHASMA III: CLIODHNA-CLASS NHP (Banshee wail)
HORUS
GOBLIN III: OSIRIS-Class NHP (System highjack)
GORGON III: SCYLLA-Class NHP (Skirmish reactions with bonus damage)
PEGASUS III: SISYPHUS-Class NHP (Forced reroll)
HERUKA III: RAVANA-CLASS NHP (Invade ẽ̶̮v̶̨̐e̵̟͝r̶̢̋y̶̧͝ṯ̴͗h̸͚͌ị̷̄n̷̩̔g̷̠͝)*
GERYON III: ASTRAEUS-CLASS NHP (Steal quick action)
LICH III: DIDYMOS-CLASS NHP (Shadow clones)
HARRISON ARMORY
GENGHIS III: AGNI-Class NHP (Disperse heatwave)
SALADIN III: NOAH-Class NHP (Preemptive attack/Auto dodge)
SHERMAN III: ASURA-Class NHP (Second wind)
TOKUGAWA III: LUCIFER-Class NHP (Bonus damage equal to current heat)
TUKHACHEVSKY III: VELES-CLASS NHP (Share heat)
FRUNDSBERG III: THOR-CLASS NHP (Superheavy skirmish/overwatch with bonus damage)
GRIMM & SONS
SCHEHERAZADE III: DINAZADE-CLASS NHP (Mass forced movement)
TALENTS
Technophile (Reroll skill checks or saves/Portable friend)
Iconoclast (Energy damage per NHP)
122 notes · View notes
liturgicode-virus · 1 year ago
Text
Tumblr media
458 notes · View notes