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question:Generate a comprehensive Comp/Con page for a generic enemy NPC mech unit, that is used for the Lancer TTRPG. This enemy NPC mech unit name/class is Seraph. Be descriptive and account for as much statistics as possible. Also be more creative.

answer:**Seraph - Elite NPC Mech Unit** *Background*: The Seraph is a juggernaut of justice, created by a coalition of interstellar powers to serve as the ultimate enforcer of peace across contested territories. Standing tall amidst the battlefield, its wings of hololithic energy unfurl, inspiring awe and terror. The Seraph's pilots are the elite of the elite, chosen for their unshakable dedication to their cause and their ability to harness the machine's near-angelic might. **Role**: Vanguard / Guardian **Size**: 2 **Armor**: 2 **Hull**: 5 **Agility**: -1 **Systems**: +1 **Engineering**: +3 **Tech Attack**: +0 **Save Target**: 17 **Evasion**: 9 **Speed**: 3 **Sensors**: 10 **Heat Cap**: 10 **Repair Cap**: 4 --- **Weapons**: 1. **Gavel of Retribution** (Superheavy Melee): - Threat: 1 - Damage: 2d6+4 Kinetic - Tags: Knockback (1), Armor Piercing - Notes: The imposing mass of the Gavel enables it to smash through the toughest defenses. When the Seraph scores a Critical Hit, it can make a secondary attack (as a Free Action) against a different target within Threat range. 2. **Virtue Projector Rifle** (Heavy Rifle): - Range: 20 - Damage: 1d6+2 Energy - Tags: Seeking, Accurate - Notes: The weapon's rounds can bend mid-flight to seek out hidden evil. Automatically hits targets that are Jammed, Hindered, Immobilized, or Slowed. 3. **Penance Mini-Rockets** (Auxiliary Launcher): - Range: 15 - Damage: 1d3 Explosive - Tags: Arcing, Blast (1) - Notes: Launches a burst of micro-missiles that can dissolve cover upon detonation. --- **Systems**: 1. **Aegis Barrier Field**: - Quick Action to activate - Effect: Erects a directional energy shield within 3 spaces that provides Heavy Cover to allies and blocks attacks through it. Lasts until deactivated or destroyed. 2. **Martyr's Aura**: - Protocol - Effect: For one full round after activation, the Seraph can take damage in the place of any allied units within range 5 that are hit by an attack. 3. **Judgment Core Overdrive**: - Full Action, once per scene - Effect: Supercharges the Seraph. Until the Seraph's next turn, all of its attacks deal +1d6 bonus damage, and it can make one additional Overcharge Action without the heat cost. 4. **Sanctification Surge**: - Reaction when an enemy scores a Critical Hit against an ally within Sensors range - Effect: The Seraph immediately makes a ranged or melee attack against the aggressor as a reaction. --- **Traits**: 1. **Divine Shielding**: Once per round, reduce the damage from one attack against the Seraph by half (rounded down). 2. **Inspiring Figure**: When the Seraph successfully protects an ally from an attack, that ally gains +1 Accuracy on their next attack roll as morale soars. 3. **Sacred Union**: Once per round, when an allied unit is within range 3, grant them Resistance to the next attack against them. **Deployables**: *None* --- **Optional Loot**: 1. **Righteous Indignation Protocol**: A rare tactical algorithm that when implanted into a friendly mech, grants a one-time overwhelming counter-attack response to an enemy's Critical Hit. 2. **Angel's Maneuvering Jets**: These advanced jets, stripped from a fallen Seraph, can be retrofitted to a friendly mech, granting improved evasion tactics for short bursts. *Criticisms/Comments*: "The Seraph is a force to be reckoned with; not just a defender but a powerful symbol on the field. It's tough to break and tougher to outmatch in a straight fight. Strategy against a Seraph is to isolate it and whittle it down—never meet it head-on." – Captain "Overwatch" Reynolds, Tactician of The Free Mars Corps *GM Notes*: The Seraph should be used as a centerpiece unit, one that not only poses a significant threat in combat but also plays a strategic role in protecting less durable allied units. Its systems and traits are designed for endurance and damage mitigation, encouraging players to find creative solutions to overcome its defenses. Utilize the Martyr's Aura for dramatic moments of sacrifice and divert the players' offensive focus, making each skirmish with the Seraph a memorable and tactical challenge.

question:Generate a comprehensive Comp/Con page for a generic enemy NPC mech unit, that is used for the Lancer TTRPG. This enemy NPC mech unit name/class is Templar. Be descriptive and account for as much statistics as possible. Also be more creative.

answer:**Templar - Elite NPC Mech Unit** *Background*: Templars, an order of mech pilots from ancient and secretive military sects, are renowned for their unwavering discipline and formidable presence on the battlefield. Adorned with richly decorated armor reminiscent of knights of old, these mechs embody a chivalric code that is both a boon and bane – fierce protectors to their allies and relentless avengers to their foes. Outfitted with high-tech armaments and sacred-seeming systems, Templars wade into combat exuding an aura of inviolable resolve. **Role**: Frontline Tank / Support **Size**: 2 **Armor**: 2 **Hull**: 6 **Agility**: 0 **Systems**: +1 **Engineering**: +2 **Tech Attack**: +1 **Save Target**: 16 **Evasion**: 10 **Speed**: 4 **Sensors**: 12 **Heat Cap**: 8 **Repair Cap**: 3 --- **Weapons**: 1. **Lance of Judgment** (Heavy Melee): - Threat: 2 - Damage: 2d6+2 Energy - Tags: AP (Armor Piercing), Threatening - Notes: Can attack from one hex away thanks to its reach. On a Critical Hit, target becomes Shredded until the end of their next turn. 2. **Crusader Autocannons** (Heavy Ranged): - Range: 15 - Damage: 1d6+1 Kinetic - Tags: Reliable (2), CQB (Close Quarters Battle) - Notes: Templar can split this weapon's damage between two adjacent targets as a single Quick Action. 3. **Shield Pulse Emitter** (Heavy Cannon): - Range: 10 - Threat: 1 - Damage: 1d3 Energy - Tags: Knockback (1), Line - Notes: Emits a searing, wide line of light that forces enemies back and can cleave through multiple targets in line. --- **Systems**: 1. **Vigilance Guard Matrix**: - Quick Action to activate - Effect: Creates an energy dome within a burst 2 area around the Templar that provides Soft Cover to allies. Lasts until the start of the Templar's next turn. 2. **Holy Aegis Plating**: - Passive - Effect: When an adjacent ally would take damage, Templar can choose to redirect any amount of that damage to itself. 3. **Divine Resonator**: - Reaction when an ally within range 3 is attacked - Effect: Empowers an ally giving them Resistance to the attack, and the Templar gains +1 Accuracy on its next attack against the attacker. 4. **Crusader's Call**: - Full Action, once per scene - Effect: The Templar lets out a battlefield-wide challenge; all enemies must pass a Systems Save or be forced to move towards the Templar their full movement if able on their next turn. --- **Traits**: 1. **Stalwart Stand**: Once per round, ignore the first source of Knockback or Pull. 2. **Righteous Defender**: Grants +1 Accuracy to all of the Templar's melee attacks for each adjacent ally. 3. **Sanctified Ground**: The Templar and allies standing within range 3 gain +1 to all Hull and Agility saves. **Deployables**: *None* --- **Optional Loot**: 1. **Retribution Energy Coils**: When installed in a friendly mech, these coils charge up energy for a devastating counter-attack upon taking significant damage. 2. **Guardian Defense Lattice**: Grants improved damage-sharing capabilities when fitted to an ally mech, symbolizing the Templar’s selfless protection. *Criticisms/Comments*: "Engage a Templar, and it's like entering a duel of honor from another age. Their presence on the field provides a morale that's hard to shatter, making them prime targets for disruption. Outmaneuvering them and disrupting their ability to defend is key. Do that, and you strip away their strength." – Rook, Orbital Drop Shock Pilot *GM Notes*: The Templar's primary role is to act as a damage sink and bulwark for its fellow units. It’s tailored to frustrate players' attempts at isolating enemy units and should be accompanied by high-damage allies that capitalize on the Templar's protection. The Templar should force players to make tough decisions around target priority, drawing them into a tactical challenge where the success of enemy formations hinges on the Templar's continued operation.

question:Generate another list of names of possibly interesting, in mechanics and design, enemy NPC unit classes/names.

answer:1. Warp Marauder 2. Aurora Vanguard 3. Gravity Wraith 4. Onyx Titan 5. Psycho Conductor 6. Rift Jumper 7. Thorne Spectre 8. Holo Trickster 9. Starlance Strider 10. Ferro Phantasm 11. Pulsar Enigma 12. Chrono Mimic 13. Dreadnautilus 14. Infernal Engineer 15. Arcane Artificer 16. Nullspace Invader 17. Tempest Lurker 18. Shatterframe Destroyer 19. Skycloak Sentinel 20. Quantum Revenant 21. Nebula Drifter 22. Ember Monarch 23. Nano Forgemaster 24. Void Prodigy 25. Mantle Breacher 26. Gemini Hacker 27. Ion Mirage 28. Aether Reclaimer 29. Stormbound Paladin 30. Phantom Technocrat

question:Generate another list of names of possibly interesting, in mechanics and design, enemy NPC unit classes/names.

answer:1. Zenith Harrier 2. Frostfire Custodian 3. Maelstrom Incarnate 4. Arc Disruptor 5. Nova Skirmisher 6. Plaguebearer Colossus 7. Singularity Warden 8. Mirage Inquisitor 9. Aegis Dreadnought 10. Sunfire Zealot 11. Voidborne Ascendant 12. Titanbane Reaper 13. Etheric Vanguard 14. Cosmic Corsair 15. Nether Enforcer 16. Stormshade Operative 17. Pyre Phantom 18. Goliath Stalker 19. Warpblade Shadow 20. Runic Behemoth 21. Darkmatter Saboteur 22. Omniscient Overseer 23. Cobalt Myrmidon 24. Terraformer Beholder 25. Gossamer Guardian 26. Thunderclap Centurion 27. Phantasmal Predator 28. Ironclad Arbiter 29. Chaos Artisan 30. Digital Mirage

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