Lancer NPC Overview - Scout
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Art by Retrograde Minis |
Target
Scout - Support
A nimble but weak long range support mech that focuses on optimizing allied accuracy and damage.
Range
Long/Support
Threat
Moderate
Complexity
Low/Moderate
Overview
With one Striker, one Artillery, it's time now for our first Support, the Scout! Definitely an interesting addition to the battlefield, the Scout harasses opponents with shots that do no damage but 'merely' inflicted Lock-On that shreds opponents and makes it difficult for them to try and hide. Scouts love targeting low E-Defense targets that might be particularly nimble or use cover to their advantage, basically negating any means those targets have of escaping the sight of other dangerous mechs on the battlefield. While not particularly tanky, a high speed and decent evasion means that it can dart from cover to cover, especially as this is the first mech we've looked at that can be Size 1/2! While potentially limiting sight due to Size 1 cover obstructing sight, that also means that there's ample opportunities for it to itself use to give itself soft or hard cover. And even without that, it can always fallback on its option of generating a Cloaking Field, giving it and nearby allies Invisibility at the cost of the Scout's mobility. While useful, definitely focus on using it as a 'Spotter', ensuring your dangerous NPCs don't miss their shots!
Well, enough of the general stuff. Let's look at what the Scout brings to the table in detail, shall we? The first tool at the Scout's disposal is the handy dandy Marker Rifle, a 0 damage long range rifle that is exceptionally accurate. Along with the Scouts inherent ability to ignore targets that are using Hide or Invisible, this means that barring a lot of defensive measures in place this thing bound to hit something. As this ability is tied to their Sensors, which sits at 20 and thus always applies to their attacks. When their rifle does hit, it provides a Lock-On that shreds the target, and while not stripping them of the Hidden or Invisibility statuses they might currently have, prevents them from getting it back in the future for as long as the Lock-On lasts. So not only does it make the shot more accurate in the first place, high Armor targets or targets relying on Resistance (or even just wanting to Brace!) will be hit for the full effects of anything they were hoping to ignore. Keep in mind that enemies don't have to use Lock-On, and it might be especially beneficial to leave a Scout's target with that condition as its providing those other benefits!
Defensively, the Scout trades in Hitpoints and Heat for an above average E-Defense, a great Evasion, and the speed to keep most enemies at bay. 6 is an incredible speed, allowing them to regularly move as fast as some mechs do while Boosting. However, the base Evasion and E-Defense stats are only the last line of defense, and the Scout should be using its speed to get itself into positions of cover and stay away from enemies as much as it can. If it doesn't it really cannot fight back. While it certainly has the options of an Invasion or even, god forbid, an Improvised Attack, Scouts are basically harmless without other mechs to do the damage for them. If caught out alone or unaware, there is very little a Scout can do once it is already in that position. So it needs to rely on allies and pre-emptive positioning to keep it alive. Cloaking Fields can help, for sure, but it's far better served to assist other mid to long range NPCs to keep their own positions and keep them alive, allowing them to ignore many attacks that might otherwise cause them problems.
Scouts are petty good at Agility and Systems saves, meaning that many immobilizing or Tech effects struggle to take hold even when they do get through that E-Defense. However, they are weak in Hull and Engineering, meaning that anyone with even an average Hull can challenge them by Grappling, especially if they're in their Size 1/2 configuration, and Burn will always be a major concern. They operate much like most Artillery do and are their best dealing with enemies at a range, always. Things getting close up just isn't an ideal circumstance.
The odd man out, that I haven't mentioned yet, is their ability Rebound Scan. While incredibly powerful it is essentially guaranteed that the Scout will die after getting to use it, especially if painting multiple targets with its effect which is likely to land due to the Scouts pretty good Save Target. Not only does it strip enemies of Hidden and Invisiblity, they benefit from absolutely no cover whatsoever. No ability, or hard rocks between you and the enemy, nothing. I would not recommend suiciding your Scouts into your grouped up party to attempt use of this, this is much more a situation or last ditch tool the Scout has to ruin someone (or multiple people's) day. If you are commited to using them as a suicide platform to use this, slap it on Grunts instead.
Oh, and the complexity is sometimes Moderate depending on how difficult you find it to keep track of which targets are 'Scout Marked' and some of its optionals that have you keeping track of them for multiple turns. On a VTT this may not pose any issue, but otherwise it can be a bit of a pain to keep track of it, especially to use it up and what effects get applied. Try not to use multiple Scouts that are different loadouts as a result, to keep this headache to a minimum.
Optionals
System Flayer - A tool for using the Rebound Scan that makes it even more incredibly awful to get hit by. While this Lock-On isn't the flensing ability they have attached to their Marker Rifle, it does inflict a bit of Heat which can be a neat disruption tool. Still, it doesn't solve the fundamental problems of the range of Rebound Scan, so maybe only use this on Scouts you foresee supporting mid-range NPCs that are likely to get quite close to the enemy.
Spotter - An incredible passive trait for a mech that already has a wide array of tools to support long range damage dealers. Especially potent on NPC mechs that can strike multiple targets at once, such as a Rainmaker or Bombard. Terrible for use against NPCs that want to move around a lot, and also limits the Scouts mobility in order to utilize this. If you plan on bringing Scouts in primarily to Cloaking Field artillery, a great choice. For supporting more mobile and direct engagement NPCs, look elsewhere.
Expose Weakness - If the Marker Rifle wasn't already awful enough to get hit by, adds some extra damage to any ally that follows up on the marked target. This is especially mean because remember, the target is Shredded meaning they can do little to avoid any of this damage! A great tool when your Scout is going to be more mobile and utilizing their Marker Rifle as their primary means of support. Bring it along with you if the Scout is going to be moving, because this will always be useful.
Dataveil - I cackle whenever i see this ability. Not only is being permanently Invisible a pain in the ass to deal with (which you'd know if you've ever fought or run Specters), giving it to someone else is just downright mean. There's many mechs that become horrifically more of a problem when they're ignoring half of the shit you're throwing at them, or they can just cease to be a valid target even without cover through use of the Hide action. Such a flexible and mean ability, I love it. Keep it on the Scout when its in danger, though, as otherwise the ability disappears when the Scout is lost. No point in having it on someone else if it'll just disappear! Beyond making it difficult to hit key targets like high damage mechs, also consider throwing it on mechs that need to cross some distance (like melee mechs) to do their job, mechs that others are using as cover, or mechs that have an ongoing status effect they're applying to an enemy. Throw this on a Goliath squeezing the life out of someone, a Berserker caught out in a bad position, or an Operator the enemy is attempting to out-snipe. Your party will hate you, however. Only downside I can see.
Orbital Strike - The only directly damaging tool a Scout has, but don't be so quick to throw this on a Scout so it can do some damage. That's not really what this is here for. While it does a colossal amount of damage to anyone that gets caught in range, and is likely to stick due to a relatively high Save Target, the ability takes a century to go off in Lancer measurements of time. Best case the Scout is the last in a round to use it, but that still gives everyone a full round to get out of the way! So how's this ever going to hit anyone? Well, it doesn't need to in order to do its job. This is an area denial/punishment tool simple as. While a bit less reliable at keeping enemies away in an open field, it's an effective deterrent for enemies that are holding a Control Zone (CZ) for example. Either keep the point, or blow the fuck up. Also good if your map has some tight chokepoints that someone can't reliably get through, or you have mechs that are inhibiting mobility and thus don't allow one to just dash through the zone with a Boost or some such. A specific tool, but not without its place.
Recommended Sitreps
The Scout has a role in every Sitrep, and is flexible enough to work just about anywhere. The tools it uses will be different depending on whether its in a defensive or offensive role, but its mobility and utility allow it to function anywhere.
Recommended Allies
While Sitreps are flexible, Allies are a little less so. The Scout really likes benefiting Ranged Damage Dealers and/or Tech Attackers moreso than melee characters, though it can still provide some support for them with the right loadouts. The Scout pairs well with anyone that needs a boost to accuracy, like a Bombard, benefits strongly from Lock-On, like a Rainmaker, or just needs some help getting through Armor. Defensively, they only really help relatively immobile mechs due to their own defensive powers being reliant on that factor. And don't forget, Lock-On can be used on Tech Attacks, so even Witches and Spites love the benefit of being even worse than they already are.Other Considerations
I'd make defensive oriented Scouts that are planning to be immobile Size 1/2 and more mobile and active Scouts Size 1, just because the sizes do tend to favor defense and offense respectively from where a Scout's concerned. The Scouts a nice little machine but just try not to use all of its parts at once, and don't forget it can apply Lock-On after an attack via a Tech Action, allowing it to mark two targets at once (though one of them isn't as horrible). However, i'd keep in mind that the Scout does enhance the offense of the entire enemy so pairing too many offensive oriented mechs with a Scout can result in overkill if you're not careful.
Final Thoughts
What a fantastic little force multiplier. This makes every scary mech even more of a problem, yet makes itself hard to deal with by nature of multiple characteristics working together. Also really makes players fear and respect Lock-On, potentially causing them to Stabilize to clear it lest they get absolutely wrecked by the next enemy that smacks them.
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