I'm picturing that one bit from Requiem For A Pizza "Let's do this!" -Nelson/Demoknight "Okay!" -Atlas/Sniper (Beat) "Um-" -Blackbeard/Scout *Nelson Charges*
I had a laugh when one dm let us mix core modules for some god forsaken reason, and my character, which happened to be a speed junkie in a Nelson, found a yee oldie ghengis mk1 body frame, and managed to pull out, and integrate the core into his Nelson, ended up melting a 370ft line in one direction in a heavy residential when we got ambushed, vaporising any poor soul in his way
Fun fact - core batteries acquired as part of a Downtime Action don't have to be from your own frame. Source: Orchis player who got their hands on a Gorgon core. That was a good mission
@@slavkebab6553 No worries. Keep in mind that your DM may choose to rule against it, and that they're single-use and have to be obtained with moderate risk. The shenanigans are worth it, though.
The thing is, if you have your core power active, Boost (without mods) is actually *slower* than Skirmishing. Your take Skirmisher 2 and manage to get 2 attacks off (very possible with aux ranged weapons on terrain), then a skirmish could get you *10 spaces.* 8 without Skirmish if you end up wanting to barrage totaling to 16. Now of course that speed is quite good, a total of 7 as well, boosted by Afterburners to 13 and by Ramjet to 15. So Boost is still valuable. Which is why you just use your spare quick action on Skirmish, something that was absent in these calculations. Add that with that Overcharged Boost and you got yourself a total of *47.* And who’s to say you can’t push it further? You spent, what? 2 Talent Ranks on Ace and nothing else? Nah. *We can go further.* Add in Pankrati 2. Add in an extra 14 spaces to that. Still not enough? We’re skirmishing with Aux Weapons people! Add in Hunter for an extra 3 spaces! That’s all 5 Talent Ranks, giving you a total of *64 Spaces moved.* And I forgot about core bonuses. We’re skirmishing, right? Which means we get another attack thanks to Integrated Weapon, right? *Which means we move 4 more spaces to a total of 68.* All at license level 3. Edit: Shit Skirmisher isn’t possible, sorry that’s -2 movement to a total of 66. Still, not bad, right?
I don't understand all the math, I understand it up to 58, but I can't find the other 4, and I don't understand what integrated weapon you're talking about. 7 (Movement) 7+13+2=22 (Boost with Ace 2 and Ramjet) 22+13+2=37 (Overcharge Boost with Ace 2 and Ramjet) 37+14=51 (Pankrati 2) 51+4+4=59 (Skirmish with Flex Mount (Aux/Aux)) 59+4=63 (I don't quite understand what integrated weapons you're talking about, can you explain?) 53+3=66 (Hunter 3 for the target) That last another +4 is a mystery to me... Edit: Nvm, found it, forgot to account for Ramjet.
@@KaterinaKPOP The Integrated Weapon Core Bonus from GMS allows you to add an extra aux weapon to your mech that you may use to attack as a free action 1/round whenever you attack with any other weapon
The highest speed I've been able to math out is shockingly on the everest at 67 total. Max agility brings our movement to 7, boost as a quick, core power boost as free action, everest initiative to boost as another free action and then over charge for another boost. Ram jets give +2 to each boost and rjjbs and after burners give a (theoretical) +6 to each boost, we're boosting 4 times so with each boost coming in at 15 spaces that's 60 plus the starting 7 base speed You do take 15 heat at minimum if you're going this fast but I think k it's well worth it
I'm still "new" to this game. I've been playing mostly once a week since March of this year. My main mech is a Barbarosa. Just how fast could I possibly make that behemoth go? PS: I quickly discovered that Prospector is the most efficient single source of movement for Barbarosas. It has lead to funny results.
@@t-wolf8502 prospector is indeed good, but with a little bit of heat and expending it's entire turn, Barbarossa can go 15-25 spaces, depending on how lucky the ace 2 rolls are, at LL5, if you want specifically methods not relying on limited charges. otherwise, spamming down 2 blink grenades is 16 spaces of movement with the right positioning of the blasts (that being just barely getting the edge spaces the Barb occupies)
I immediately want to take this and combine it with Nuclear Cavalier. Since I'm gonna spike my heart anyway why not yeet a superheated fuel rod while travelling at light speed?
This is exactly what it feels like to play full speed nelson, you feel like your driving a ultra-tuned muscle car that is constantly on the brink of engine failure.
This reminds me of the Zheng pilot in my game. Zhao Li's Tenacity and Ingenuity is terrifying against clustered groups; just a fucking pinball of death. Man's already building a melee slugger and I fear having to make encounters if he incorporates even half this shit😨.
I crunched the numbers. I think that an average human counts as size 1/4 in Lancer (at least that’s my basic understanding at least since size 1/2 have been shown to me to be at least twice the size of a person). Let’s assume for the sake of simplicity that a size 1/2 mech stands at about 10 feet tall, and a size 1 is double that at 20 feet tall. A size 1 mech takes up a 1x1x1 space on the map, so therefore a single space is about 20 feet in any direction. The build in the video was able to move just shy of 40 spaces (let’s give them the benefit of the doubt and give them the Skirmisher talent, that one rank in particular lets you move a couple spaces away from a target after an attack without provoking an attack of opportunity or Overwatch action, rounding it up to 40). 20 feet per space multiplied by 40 spaces equals 800 feet of distance. Assuming that Lancer uses the same general time per round as DND (6 seconds a round) that means that our boy Nelson can move 133.333 Feet Per Second, or about 91 Miles Per Hour. Thank you for coming to my TED Talk.
I'm really sorry to blow your bubble given your hard work, but the core rulebook specifies that spaces, by default, are about 10 ft, however size is a very abstract measurement referring more to the ability to control space rather than sheer height. For example, most size 1 mechs are taller than 10 ft (source: Lancer Core Rulebook, page 59). Also, turns do not represent a specific amount of time, but rather general activity (source: Lancer Core Rulebook, page 60). Therefore, the assumption that they last 6 seconds like in D&D will be accurate in some scenarios, but wildly inaccurate in others. That said, the Nelson is thankfully one of those frames where we do have an official illustration. Now, with the understanding that the way a Lancer builds their specific mech may alter their final size somewhat, so the illustration might be representing a slight deviation from factory standards, and also accounting for its slightly hunched-over pose, we can work out that this specific Nelson is more or less 3.5 times taller than its pilot. The pilot could very much be genetically engineered for abnormal height, or just be unusually sized. But if we assume standard height for an average adult male (175 cm/5'9''), we get a height for the Nelson of 6.125 m/20.09 ft. Your assumption for the height of a size 1 mech was very, very close. I hope that helps with future calculations
Yeah, to be honest the entirety of the formula was more or less pulled out of thin air. I am happy that I got the height approximated, though. The time per turn not having a set amount is really the main handicap of the calculation, since it really does very quite a lot as you said. That doesn’t even bring into consideration the fact that just about every manufacturer has some sort of space-time manipulating system in play in one of their offerings (except for IPSN but you can easily mash a Lancaster Frame to Lich or Minotaur systems and suddenly you have a mobile welding station that can throw up the middle finger to general relativity) which by nature mess with the flow of time. I really appreciate you taking the time to help explain and flesh out my comment. God speed, Lancer. O7
@@n-signia1087 also there are no 1/4 size form my understanding the smallest is 1/2 size which is roughly human size which is way all the 1/2 size is visually and in there description basically power armor that just happens to be high tech enough to keep up with mechs
So lore wise the perpetual momentum drive on the Nelson is .000001 ls (ls=light speed) which after some googling is approximately 300 meters per second or 671 miles per hour. Mechanically it allows you to move 4 spaces when using skirmisher which normally only lets you move one space after attack. Now consider the following, this is without ramjet which gives an extra 2 space movement. I'll let someone smarter do the math cause I feel like I don't know the correct formula for this. Edit: so I found a gforce calculator and inpute some numbers to represent turning in this thing the way it'sdone in the tabletop.....the pilot would be just straight up paste. Like yeah compare it to an f22, it's slower, but the crazy maneuvers and instant stops you do in a nelson, nothing but hamburger in that cockpit.
I felt like getting crazy so here is my build (ll 9): Nelson frame with max agility for base speed 8. 8 more spaces cause boost +2 because ram jets +2 with integrated nerveweave +1d6 cause afterburners (flying with all theare movement suite) second quick action: skirmish with Tactical knife and Heroshima blade. 2 Spaces before or after skirmish because Lockbreaker. 3 spaces before attacking with knife cause Lunge. 4 spaces after attacking with knife cause skirmisher + corepower. 4 Spaces after attacking with heroshima blade cause skirmisher + corepower + 2 spaces cause wind stance. free action to throw knife with destainful blade for 4 more spaces with Skirmisher + Corepower one more free knife attack from integrated mount for 4 more spaces with Skirmisher + Corepower free action: valiant charge for 16 more spaces overcharge to boost again for 8 spaces + 2 from ram jets +2 from integrated nerveweave + 1d6 from afterburners be hit during this for any reason (idk overwatch or smth), brace and get 8 more spaces from reactive weave assuming you roll max on both afterburner rolls and haven't overcharged yet, you will move 91 spaces in total and take 10 heat, which will cause this mech to stress out once, leaving you at 4 heat. Also you spend your core power and can only take 1 quick action on your next turn. Your attacks during this deal 2d6+3d3+3 kinetic dammage, assuming they all hit. I hope I did my math right, but this is fast even if it can't go that fast for long. Also if you take one more heat to fire up Jäger Kunst I you get a theoretically endless amount of movement, as long as the terrain is on your side. edit: this is my upgraded version (ll 10) replace all weapons with fold knives, assuming they all crit, you get to teleport 2 spaces per attack (but wind stance doesn't happen), for a total of 8 spaces, with asura class nhp, you get another two quick action, so skirmish with the other 2 fold knives (8 spaces form Skirmisher + Cp, 4 spaces from fold knive teleport, 2 spaces from lockbreaker, then skirmish again with prototype weapon for another 2 from lockbreaker, 4 more from skirmisher + cp. In total that makes 117 spaces of movement and a total of 13 heat.
I can imagine the comedic image of a Blackbeard, Atlas, or Goblin holding onto the Nelson, screaming for dear life.
I'm picturing that one bit from Requiem For A Pizza
"Let's do this!" -Nelson/Demoknight
"Okay!" -Atlas/Sniper
(Beat)
"Um-" -Blackbeard/Scout
*Nelson Charges*
@@asdrubalvect6328average battletaxi Nelson build
I had a laugh when one dm let us mix core modules for some god forsaken reason, and my character, which happened to be a speed junkie in a Nelson, found a yee oldie ghengis mk1 body frame, and managed to pull out, and integrate the core into his Nelson, ended up melting a 370ft line in one direction in a heavy residential when we got ambushed, vaporising any poor soul in his way
Fun fact - core batteries acquired as part of a Downtime Action don't have to be from your own frame.
Source: Orchis player who got their hands on a Gorgon core. That was a good mission
@@christopherwilliams6848 huh... something malicious will be brewing for my next dm then :)) thank you
@@slavkebab6553 No worries. Keep in mind that your DM may choose to rule against it, and that they're single-use and have to be obtained with moderate risk.
The shenanigans are worth it, though.
…dear god imagine letting a gorgon do goblin symbiosis on a fomorian balor…
A molten wrecking ball
Red line needs to be a meamed like this more.
The thing is, if you have your core power active, Boost (without mods) is actually *slower* than Skirmishing.
Your take Skirmisher 2 and manage to get 2 attacks off (very possible with aux ranged weapons on terrain), then a skirmish could get you *10 spaces.* 8 without Skirmish if you end up wanting to barrage totaling to 16.
Now of course that speed is quite good, a total of 7 as well, boosted by Afterburners to 13 and by Ramjet to 15. So Boost is still valuable.
Which is why you just use your spare quick action on Skirmish, something that was absent in these calculations. Add that with that Overcharged Boost and you got yourself a total of *47.*
And who’s to say you can’t push it further? You spent, what? 2 Talent Ranks on Ace and nothing else? Nah. *We can go further.*
Add in Pankrati 2. Add in an extra 14 spaces to that. Still not enough? We’re skirmishing with Aux Weapons people! Add in Hunter for an extra 3 spaces! That’s all 5 Talent Ranks, giving you a total of *64 Spaces moved.*
And I forgot about core bonuses. We’re skirmishing, right? Which means we get another attack thanks to Integrated Weapon, right? *Which means we move 4 more spaces to a total of 68.*
All at license level 3.
Edit: Shit Skirmisher isn’t possible, sorry that’s -2 movement to a total of 66. Still, not bad, right?
I don't understand all the math, I understand it up to 58, but I can't find the other 4, and I don't understand what integrated weapon you're talking about.
7 (Movement)
7+13+2=22 (Boost with Ace 2 and Ramjet)
22+13+2=37 (Overcharge Boost with Ace 2 and Ramjet)
37+14=51 (Pankrati 2)
51+4+4=59 (Skirmish with Flex Mount (Aux/Aux))
59+4=63 (I don't quite understand what integrated weapons you're talking about, can you explain?)
53+3=66 (Hunter 3 for the target)
That last another +4 is a mystery to me...
Edit: Nvm, found it, forgot to account for Ramjet.
@@KaterinaKPOP The Integrated Weapon Core Bonus from GMS allows you to add an extra aux weapon to your mech that you may use to attack as a free action 1/round whenever you attack with any other weapon
Not to mention that adding Asura to this is like giving the Nelson some Nitro for extra speed via a barrage
@@pandagamer-hg5be Again, this is just LL3. Asura Barraging is a good call though
The highest speed I've been able to math out is shockingly on the everest at 67 total.
Max agility brings our movement to 7, boost as a quick, core power boost as free action, everest initiative to boost as another free action and then over charge for another boost. Ram jets give +2 to each boost and rjjbs and after burners give a (theoretical) +6 to each boost, we're boosting 4 times so with each boost coming in at 15 spaces that's 60 plus the starting 7 base speed
You do take 15 heat at minimum if you're going this fast but I think k it's well worth it
I just love Lancer memes so much. Great job!!
That Voice Over for the Jet Thruster was legit so good! Did you do that?
Yes indeed that is me!
the last part, kids, is why you do this in a Barbarossa or a Ghenghis
Speed Barbarossa sounds absolutely hilarious.
I'm still "new" to this game. I've been playing mostly once a week since March of this year. My main mech is a Barbarosa. Just how fast could I possibly make that behemoth go?
PS: I quickly discovered that Prospector is the most efficient single source of movement for Barbarosas. It has lead to funny results.
@@t-wolf8502 prospector is indeed good, but with a little bit of heat and expending it's entire turn, Barbarossa can go 15-25 spaces, depending on how lucky the ace 2 rolls are, at LL5, if you want specifically methods not relying on limited charges. otherwise, spamming down 2 blink grenades is 16 spaces of movement with the right positioning of the blasts (that being just barely getting the edge spaces the Barb occupies)
@@danielkhandurov5205 Damn. That is very impressive.
I immediately want to take this and combine it with Nuclear Cavalier. Since I'm gonna spike my heart anyway why not yeet a superheated fuel rod while travelling at light speed?
Take Pankrati too, for an additional 7 spaces of movement as a free action.
@@LordofDragns Pankrati's charge is up to twice your maximum movement, actually, so it's 14 extra spaces if your movement is 7.
"I paid for the whole reactor, I'm gonna USE the whole reactor!"
@@Fishfoe You're a lancer. RAW you didn't pay for it.
@@callumdavis9841 "I *was licensed* for the whole reactor, I'm gonna USE the whole reactor!"
This is exactly what it feels like to play full speed nelson, you feel like your driving a ultra-tuned muscle car that is constantly on the brink of engine failure.
Thanks to this video, and your introduction to Lancer, I decided to pick it up! Please do more of these hilarious videos.
great, now I need to play a nelson
THESE EDITS HAD ME ROLLING LMFAO
Great job man! Loved how you had the abilities show up as they were shown.
This reminds me of the Zheng pilot in my game. Zhao Li's Tenacity and Ingenuity is terrifying against clustered groups; just a fucking pinball of death. Man's already building a melee slugger and I fear having to make encounters if he incorporates even half this shit😨.
I crunched the numbers. I think that an average human counts as size 1/4 in Lancer (at least that’s my basic understanding at least since size 1/2 have been shown to me to be at least twice the size of a person). Let’s assume for the sake of simplicity that a size 1/2 mech stands at about 10 feet tall, and a size 1 is double that at 20 feet tall. A size 1 mech takes up a 1x1x1 space on the map, so therefore a single space is about 20 feet in any direction. The build in the video was able to move just shy of 40 spaces (let’s give them the benefit of the doubt and give them the Skirmisher talent, that one rank in particular lets you move a couple spaces away from a target after an attack without provoking an attack of opportunity or Overwatch action, rounding it up to 40). 20 feet per space multiplied by 40 spaces equals 800 feet of distance. Assuming that Lancer uses the same general time per round as DND (6 seconds a round) that means that our boy Nelson can move 133.333 Feet Per Second, or about 91 Miles Per Hour.
Thank you for coming to my TED Talk.
I'm really sorry to blow your bubble given your hard work, but the core rulebook specifies that spaces, by default, are about 10 ft, however size is a very abstract measurement referring more to the ability to control space rather than sheer height. For example, most size 1 mechs are taller than 10 ft (source: Lancer Core Rulebook, page 59).
Also, turns do not represent a specific amount of time, but rather general activity (source: Lancer Core Rulebook, page 60). Therefore, the assumption that they last 6 seconds like in D&D will be accurate in some scenarios, but wildly inaccurate in others.
That said, the Nelson is thankfully one of those frames where we do have an official illustration. Now, with the understanding that the way a Lancer builds their specific mech may alter their final size somewhat, so the illustration might be representing a slight deviation from factory standards, and also accounting for its slightly hunched-over pose, we can work out that this specific Nelson is more or less 3.5 times taller than its pilot.
The pilot could very much be genetically engineered for abnormal height, or just be unusually sized. But if we assume standard height for an average adult male (175 cm/5'9''), we get a height for the Nelson of 6.125 m/20.09 ft. Your assumption for the height of a size 1 mech was very, very close.
I hope that helps with future calculations
Yeah, to be honest the entirety of the formula was more or less pulled out of thin air. I am happy that I got the height approximated, though. The time per turn not having a set amount is really the main handicap of the calculation, since it really does very quite a lot as you said. That doesn’t even bring into consideration the fact that just about every manufacturer has some sort of space-time manipulating system in play in one of their offerings (except for IPSN but you can easily mash a Lancaster Frame to Lich or Minotaur systems and suddenly you have a mobile welding station that can throw up the middle finger to general relativity) which by nature mess with the flow of time. I really appreciate you taking the time to help explain and flesh out my comment. God speed, Lancer. O7
@@n-signia1087 also there are no 1/4 size form my understanding the smallest is 1/2 size which is roughly human size which is way all the 1/2 size is visually and in there description basically power armor that just happens to be high tech enough to keep up with mechs
So lore wise the perpetual momentum drive on the Nelson is .000001 ls (ls=light speed) which after some googling is approximately 300 meters per second or 671 miles per hour. Mechanically it allows you to move 4 spaces when using skirmisher which normally only lets you move one space after attack. Now consider the following, this is without ramjet which gives an extra 2 space movement. I'll let someone smarter do the math cause I feel like I don't know the correct formula for this.
Edit: so I found a gforce calculator and inpute some numbers to represent turning in this thing the way it'sdone in the tabletop.....the pilot would be just straight up paste. Like yeah compare it to an f22, it's slower, but the crazy maneuvers and instant stops you do in a nelson, nothing but hamburger in that cockpit.
@@madmalkavian3857 lancers are just built different man
Put this ****on a Lancaster and bring the whole team with you next time.
I fucking love this
LL6 everest with Integrated Nerveweave : 7 spaces move, 9 spaces boost 9 spaces free action bost from cp, 9 spaces overcharge boost, 9 space initative boost
43 spaced moved for 1 turn 1/mission (not including jager kunst)
Always love a Redline video.
The only thing is that an agility 7 Zheng can move 39 spaces with movement, boost, overcharge boost, core passive, and core active
Yoooooo! How am I just seeing this now.
This is awesome! 😄
I felt like getting crazy so here is my build (ll 9):
Nelson frame with max agility for base speed 8.
8 more spaces cause boost +2 because ram jets +2 with integrated nerveweave +1d6 cause afterburners (flying with all theare movement suite)
second quick action: skirmish with Tactical knife and Heroshima blade. 2 Spaces before or after skirmish because Lockbreaker. 3 spaces before attacking with knife cause Lunge. 4 spaces after attacking with knife cause skirmisher + corepower. 4 Spaces after attacking with heroshima blade cause skirmisher + corepower + 2 spaces cause wind stance.
free action to throw knife with destainful blade for 4 more spaces with Skirmisher + Corepower
one more free knife attack from integrated mount for 4 more spaces with Skirmisher + Corepower
free action: valiant charge for 16 more spaces
overcharge to boost again for 8 spaces + 2 from ram jets +2 from integrated nerveweave + 1d6 from afterburners
be hit during this for any reason (idk overwatch or smth), brace and get 8 more spaces from reactive weave
assuming you roll max on both afterburner rolls and haven't overcharged yet, you will move 91 spaces in total and take 10 heat, which will cause this mech to stress out once, leaving you at 4 heat. Also you spend your core power and can only take 1 quick action on your next turn. Your attacks during this deal 2d6+3d3+3 kinetic dammage, assuming they all hit. I hope I did my math right, but this is fast even if it can't go that fast for long.
Also if you take one more heat to fire up Jäger Kunst I you get a theoretically endless amount of movement, as long as the terrain is on your side.
edit:
this is my upgraded version (ll 10)
replace all weapons with fold knives, assuming they all crit, you get to teleport 2 spaces per attack (but wind stance doesn't happen), for a total of 8 spaces, with asura class nhp, you get another two quick action, so skirmish with the other 2 fold knives (8 spaces form Skirmisher + Cp, 4 spaces from fold knive teleport, 2 spaces from lockbreaker, then skirmish again with prototype weapon for another 2 from lockbreaker, 4 more from skirmisher + cp.
In total that makes 117 spaces of movement and a total of 13 heat.
I found my spirit meme.
6 heat on a nelson? Please. You need min 8 for those stunts
HIIIGHWAY TO THE DANGER ZOONE!
just watched redline and gotta say pretty cool movie
So true.
What was the music you used for the Lancer video for?/ssc
native soundtrack the movie is redline very good
The track is titled Yellowline, from the opening of the anime movie Redline. It’s hype af I recommend watching it with all haste!
I've done a similar thing with litch. Not quite as fast, but 22 tiles is reachable
Using accelerate on yourself is one hell of a trip.
movie name?
Red Line, its fucking amazing.
@@valjester8342 Also the artstyle fits in oddly well with Lancer's now that I think about it.
Must be a different Lancer reality lol. Like multiverse
what is the video from?
An animated movie "Redline"
@@thatguy2377 rhank you
Nice pfp brader
Whats the show
It’s a movie called Redline. Definitely worth a watch
1000th like