Suggested Name: Alexander
Suggested Callsign: Brooks
Background: Before Brooks became apart of whatever group he joins, he was a Mechanic, repairing whatever lancers that come into his shop, then of course he signs up to join
Starting Skills: The four skills that we are picking up at the beginning are Hack or Fix, Apply Fists to Faces, Threaten, and Get a Hold of Something
Starting Talents: The Three Talents we are grabbing at the beginning are Brawler (Hold and Lock), Engineer (Prototype), and Juggerment (Momentum).
Starting Mech Skills: Given that we have two points to spend on Mech Skills. we are putting one into the System skill, and the other into the Engineering Skill
Pilot Gear: So when it comes to the Armor, we are going to be using the Heavy Hardsuit. For the Weapons we are taking Medium Signature (Shotgun) and Medium A/C (Brass Knuckles). and finally for the other gear we are grabbing a Tertiary Arm, an Omnihook, and Frag Grenades.
Mech: So given that we don't have any License Levels at the moment we are starting off with a GMS Everest which we are calling Schrödinger's Hammer, which does have a Prototype Weapon I in it's Integrated Mount thanks to the Engineer talent. in the Main Mount we are taking the Shotgun, A Tactical Melee Weapon in the Flex Mount, and an Anti-Material Rifle in the Heavy Mount. and for the systems we are taking an Eva Module for one system point, Stable Structure for two system points, a Type-3 Projected Shield for another two system points, and a set of Manipulators for the sixth system point
as we gain a level up we are going to put another skill point into Apply Fists to Faces, gaining another talent level into Brawler to gain the Sledgehammer feature in it, and putting another level into the System Mech skill. additionally since we are able to get our first license level into another mech outside of the Everest, we are going to get the first License Level in the Tortuga Mech, which gives us a Deck-Sweeper Automatic Shotgun (which we are swapping the shotgun in our main mount out for) and a Siege Ram (which we are swapping out our Manipulators for).
Gaining another license level, and gain another skill point that we are putting into Threatening. for the talent selection section we are taking Engineer (Revision). and for our additional mech skill we are putting it into Engineering. and for the unlock license stage we are gaining the second level of the Tortuga License, which gives us the Tortuga Frame, Daisy Cutter, and Catalytic Hammer. and with this we are going to switch to the Tortuga Frame, naming the frame Phlogiston Pump. the Integrated Mount we are using is the Prototype Weapon II. for the main mount is going to be used for the Catalytic Hammer. and the Heavy Mount is going to have the Daisy Cutter. and as for the systems we are going to equip onto our new frame is the Siege Ram for two system points, Stable Structure for another 2 system points, Type-3 Projected Shield for yet another 2 system points, and Expanded Compartment for our final system point
Ok so going onto License Level 3, we are going to put our skill point into Hack or Fix, then for the trait we are taking Juggernaut (Kinetic Mass Transfer) and for our fifth Mech skill point we are putting it into Engineering. and we are taking the third level of the Tortuga License, gaining Throughbolt Rounds and Hyperdesne Armor. and for the Core Bonus (a new thing) We are taking the ISP-Northstar Briareos Frame. we are also going to swap the projected Shield for the Hyperdense Armor.
Going onto the 4th License Level, we are putting another point into the "Get a Hold of Something" skill. putting the Talent point into Brawling to get Knockout Blow, and putting the Mech skill point into system. and for the new License we are going with Barbarossa, to gain "Roller" Directed Payload Charges and Siege Stabilizers
Now onto the 5th License Level, we are putting the skill Point into Apply Fists to Faces, we are putting the Talent Point into Engineering (Final Draft), the Mech Skill Point into Engineering, and the new level for the Licenses we are doing is another one into Barbarossa, gaining the Barbarossa Frame, Autoloader Drone, and Flak Launcher.
Now we are going to swap to the Barbarossa Frame, Naming it "Immovable Force". with the two Integrated Mounts we are putting Apocalypse Rail and Prototype Weapon III. for the two main weapon mounts we are doing the Deck Sweeper Automatic Shotgun with the Throughbolt Rounds (which the Throughbolt Rounds does take up two system points) and the Catalytic Hammer. and the Heavy Mount is going to have the Daisy Cutter. and as for the other systems we are doing Hyperdense Armor for three system points, Siege Ram for two system points and Siege Stabilizers for one system point
For the 6th License Level I am putting it into Threaten, the talent selection into Juggernaut (Unstoppable Force), putting the Mech Skill Point into system, and the new License into Barbarossa License level 3, gaining the Siege Cannon weapon and External Ammo Feed. and for the Core Bonus we are taking Superior by Design
additionally we are going to swap the Daisy Cutter for the Siege Cannon, and going down to just the Catalytic Hammer in one of the Main Mounts since the Siege Cannon takes up both the Heavy Mount as well as one of the Main Mounts. and we are putting our two last system points we got back into the autoloader drone, also we are swapping the Frag Grenades out for a pair of Antiphoton Visors
For License Level 7 we are going to upgrade Hack or Fix with the new Skill Point, as for the Talent we are going to unlock the first rank of the Brutal talent to gain the Predator feature. we are also going to upgrade the Engineering Skills with the newly gained mech skill point. and as for what license we are taking we are going to go with the Iridia Demonworks Psyche from the Field Guide to Iridia to gain Woven Aegis and Aurora Barrier
ok Now for License Level 8 we are going to put our new Skill Point into Get a Hold of Something. We are going to put the Talent upgrade into Brutal to get Cull the Heard, and put the Mech Skill Point into system. and for the License Upgrade Section we are going with Psyche Level II to get both the Psyche and Psyche mk. II "Forsaken" frames, as well as Solemn Vigil and Gravitic Clamps
Now before we are going to add the Aurora Barrier and upgrade the Prototype Weapon from Prototype Weapon II to the Prototype Weapon III to our Barbarossa Frame. we are also going to put an Eva unit and a Custom Paint Job (both 1 system points) onto our Tortuga.
Now we are Also going to put the Psyche mk. I frame into our hanger with the name Statistician. Now the Integrated Mounts have both the Rift Nexus and Prototype Weapon III. and for the Flex Weapon Mount we are going to have a Charged Blade. as for the systems, we are going to install an EVA module for one system point, Solemn Vigil for three system points, Woven Aegis for two system points, Flak Launcher for another two system points, Stable Structure for yet another 2 system points, Gravitic Clamps for 2 more system points.
We are of course going to switch between the Barbarossa, the Tortuga, and the Psyche frames depending on what sort of mission the crew is going on, such as if the group is going into space then we'll use the Psyche frame, if we are going onto a maritime mission then we'll use the Tortuga, but if the mission is on dry land we will do the Barbarossa.
For the 9th License Level, we are going to put our skill point into the Spot skill. for the talent upgrade we are going to grab Brutal (Relentless), and for the Mech skill we are going to put it into Engineering. and for the Mech License we are getting the 3rd level in the Psyche license, which gives the Reflective Beam weapon and Panacea. and for the Core Bonus we are taking Sacred Armaments.
As for adding things for to our arsenal, we are adding the External Ammo Feed to the Tortuga (costing three system points), The Solemn Vigil to the Barbarossa (three system points), and the type-I Flight System to the Psyche (three system points)
ok now that we are at License Level 10 we are going to put our new skill point into spot, for the Talent we are going to take Nuclear Cavalier (Aggressive Heat Bleed), and we are going to put the Mech Skill Point into the Systems Skill. and for the new License we are going to take the Grimm & Sons John Henry License gaining Myomuscular Reinforcement and Impact Harness
additionally we are going to swap out the Solemn Vigil for the Myomuscular Reinforcement and Impact Harness (the combined System Points for the two being 3)
For License Level 11, we are going to put our skill point into Pull Rank, we are putting our Talent Selection into Nuclear Cavalier (Fusion Hemorrhage), our Mech Skill Point into Hull, our license level into the John Henry License to get the John Henry Frame, Molten Driver weapon, and Hyperimpact Brachial Mods. of which for our Tortuga we are adding both the Hyperimpact Brachial Mods and the Myomuscular Reinforcement (combined 4 system points). for the Barbarossa frame we are doing the Hyperimpact Brachial Mods and putting the Throughbolt Rounds mod onto our Siege Cannon (both needing a combined 4 System Points) and for the Psyche frame we are putting the “Roller” Directed Payload Charges and Panacea systems (for a combined 4 system points)
Ok for the last license level we are going to take a second rank of Pull Rank. we are taking the third rank of the Nuclear Cavalier talent for the "Here Catch" feature and the Fuel Rod Gun integrated weapon and taking the second rank of the HULL mech skill. and we are taking the third rank in the John Henry License for the Big Bend Pilebunker and Dynamite Drive system finally for the core bonus we are going to take the Clanner's Pride core bonus.
and as for final changes to our mechs we are swapping out our main and heavy weapons for our Tortuga mech out for the Big Bend Pilebunker and all three of our mechs gain the Fuel Rod Gun Integrated System Weapon.
final though not needed we are going to build out a John Henry frame, calling it "Performance Review". it has the integrated systems of Prototype Weapon III, Rail Driver, and Fuel Rod Gun. for the main weapon we are going to go with the Molten Driver and the Anti Material Rifle for the Heavy Weapon slot. As for the System we are going to take the Throughbolt Rounds (2 system points) onto the Anti Material Rounds, we are also going to take Hyperimpact Brachial Mods (2 system points), Impact Harness (1 system point), Dynamite Drive system (2 system points), Myomuscular Reinforcement (2 system points), Armament Redundancy (1 system point), a Type-I Flight System (3 system points), and Solemn Vigil (3 system points)
Finishing Notes: So when it come to this build I wanted it to be one that maximizes the System points that our Lancers use while still being somewhat fun and in addition be able to pull of melee and ranged depending on the player's choice. finally when I was originally making this build I was going to maximize the HULL stat (which reflects in the first part of the build) but realizing that having the ENGINEERING skill and the SYSTEM skill to maximize the system points for the mechs that we have. but hopefully you enjoy the build