I’ve been wracking my brain for a while to try and make a Melee and/or Grapple Manticore build. Just standing directly next to things and being a menace. I was wondering if I could get your thoughts on something like this. Thanks for reading regardless if you respond to this one. Love reading your stuff.
Luckily for you, this concept did spark joy.
-- HORUS Manticore @ LL6 -- [ LICENSES ] IPS-N Blackbeard 2, HORUS Manticore 3, IPS-N Tortuga 1 [ CORE BONUSES ] Improved Armament, Titanomachy Mesh [ TALENTS ] Duelist 3, PANKRATI 2, Skirmisher 2, Brawler 1, Combined Arms 1 [ STATS ] HULL:4 AGI:2 SYS:0 ENGI:2 STRUCTURE:4 HP:19 ARMOR:2 STRESS:4 HEATCAP:9 REPAIR:5 TECH ATK:+1 LIMITED:+1 SPD:4 EVA:8 EDEF:10 SENSE:10 SAVE:13 [ WEAPONS ] FLEX MOUNT: Chain Axe FLEX MOUNT: Chain Axe HEAVY MOUNT: Nanocarbon Sword [ SYSTEMS ] Synthetic Muscle Netting, Lightning Generator, Beckoner, Siege Ram
I call this one YOUR PUTRID FLESH WITHERS UNDER THE UNBLINKING GAZE OF MY DIVINE CONTEMPT. We're making a Manticore build; this is not the place for subtle or pithy names.
This is a melee-only build, which I normally recommend against. I think it's good for a build to have at least some sort of ranged attack capability, but in this case, there's just no room for it. We're ride or die here, and diluting the build by hedging our bets is just going to tip the scales towards "die."
You are not particularly fast, so we've got the Pankrati valiant charge and Beckoner to help you close gaps. What you want to do at that point is slam in as fast as you can and try to connect with a Main melee attack (Duelist gives you an accuracy to help with that) - not your Heavy, one of your Mains. You then immediately use Duelist 3 to spend the Blademaster die you just earned to free-Grapple the target, and then you use Titanomachy Mesh to follow up the free-Grapple with a free-Ram (and because they're Grappled, Brawler 1 turns on, making your Ram more accurate, and because being Grappled causes them to become Immobilized, Pankrati 1 also turns on, making your Ram EVEN MORE ACCURATE). Knock your enemy Prone but do not knock them away.
To summarize: your target has taken Main Melee damage from you, become Grappled, then been rammed Prone. Because Grappled causes Immobilization, they cannot use their regular movement to stand up from Prone, and because of Synthetic Muscle Netting, unless they're larger than you, they cannot ever gain control of the grapple.
If they don't have weapons or abilities that knock you away, they have two real options to get away from you. The first is to spend a quick action trying to escape the grapple, which they can fail, wasting the action entirely. Even if they succeed, they still either need to crawl away provoking your Overwatch (use your Heavy for this) or use their entire regular movement to stand back up, then their other quick action to Boost away, again provoking your Overwatch.
The second, if they're the same size as you or larger, is to Ram you back. This is more effective, since your Evasion is low, and knocking you away will break the grapple. This still only leaves you one space away from them, which is still within Threat of your Nanocarbon Sword, and unless they have a modifier that deals damage on Ram (which, to my knowledge, no vanilla NPC does), they've spent 2/3rds of their turn just getting 1 space away from you and standing upright. If they decline to move away from you, you can just stand up on your turn and Skirmish 2 spaces towards them to do the whole thing all over again.
If they are a melee class, their best bet is to focus you down, but with 2 Armor and resistance to two types of damage, that's harder than it looks - and if they're focusing on you, they're not attacking your team's squishies, which is the whole point of the Defender class.
If they're a ranged class, they're fucked. With you up in their grill, their attacks against everyone including you become inaccurate. Artillery NPC classes don't tend to have much HP, and rely on staying far away from players. If a weapon has Ordnance, they can't even fire it at you at all if they're in engagement.
On your next turn, if your target is still grappled, activate your Lightning Generator, and then Barrage. Your attack sequence looks like this:
Chain Axe -> free Ram (Duelist 3), no knockback -> free Ram (Titanomachy Mesh), no knockback -> Nanocarbon Sword
Against unarmored targets, this has a damage floor of 9 assuming all attacks hit, and will slam for 5 even if all your attacks miss. Lightning Generator will do different amounts of damage depending on whether you're in the Danger Zone, but Charged Exoskeleton will always trigger off of Lightning Generator (if you choose) and will always deal 2 AP.
Note that if you're in control of the grapple (which, thanks to SMN, you usually are), you can still make your standard move. This means you can drag your victim 4 spaces towards or away from your friends.
When you turn on your ult, enemies have an even more miserable time, because now not only are there two forms of damage you're resistant to, you're also resistant to Heat (which means you can Overcharge for half price). Worse, any Heat or Energy damage you take now increases a doomsday clock.
Be warned that this build only has 19 HP, and even with 2 Armor you're not going to last forever, but on the other hand, enemies must focus on you or you'll just be able to tear them apart one by one.














