HamelinPrize

A Gorgonophore with Anxiety

Gorgon PNGtuber, variety Twitch streamer, and Ramble-Snek with a penchant for puns. WARNING: Quality of puns not guaranteed.


So, I've got a bit of an update to an old build I did once again. Yes, another one.

For folks who don't want to go through a whole two other posts as a precursor to this one, the tl;dr is I made a mech whose whole thing is about utilizing wrecks. Donner base frame from Liminal Space because it can eat mechs to heal, combined with the Corpse Collector Talent tree from Intercorp and a dash of Gluttony also from the Liminal Space splatbooks respectively.

Then there were three more license levels that... shifted a lot. Not the Vlad which, while a late addition (along with the Kangto Endochassis for Smaller, Angrier Donner), has and will remain for the Cool Drill. Instead, both the two linked versions used the Acastus as, well, filler - Broken Blade mod for some backup redundancy (which Intercorp's Antiquarian Talent tree helps with, which also combos nicely with Bruiser) and some movement tech. In the game where I am using this mech, I actually changed it up in the planned route (I like to plan ahead, you see) with the MOI Zou Yan for some more healing options for my allies if needed.

That all changed, though, when the Fire Nation attacked I found out about the Field Guide to Odeon splatbook.


You see, Odeon has a little Manufacturing group called Pallbearers PMC & Licensing (PPMC) and - within its licenses - the Grave Hopper. The frame itself is interesting enough, all about staying prone and crawling around while remaining Hidden. Nothing to replace the Donner as the main Frame for this build.

The other licenses, though!? Rank I gives Call of the Dead which lets you summon wrecks onto the field, and Wreck Manipulators that let you consider wrecks as Hard Cover as well as carry one around with you. Rank II has a tech attack suite revolving around wrecks, and Rank III has the Charon-Class NHP that lets you fling wrecks at enemies!

It was like it was tailor-made for this build of mine, to the point that - when I mentioned it to one of the other players post-discovery - they said they thought I already had licenses in it. And so, we ended up with:

The Wreckromancer

-- MO & S DONNER @ LL12 --
[ LICENSES ]
  MO & S DONNER 3, DOWNFALL GLUTTONY 3, IPS-N Vlad 3,
  PPMC GRAVE HOPPER 3
[ CORE BONUSES ]
  Gyges Frame, SUPERHEAVY MOUNTING, Kangto Endochassis,
  Curst-Class Fail-Forward Targeting
[ TALENTS ]
  Scrounger 3, CORPSE COLLECTOR 3, Executioner 3,
  ANTIQUARIAN 3, Bruiser 3
[ STATS ]
  HULL:6 AGI:6 SYS:0 ENGI:2
  STRUCTURE:4 HP:26 ARMOR:1
  STRESS:4 HEATCAP:8 REPAIR:9
  TECH ATK:0 LIMITED:+1
  SPD:7 EVA:15 EDEF:8 SENSE:8 SAVE:16
[ WEAPONS ]
  Integrated: Carrion/Chirurgeon Articulated Claws
  SUPERHEAVY MOUNT: Combat Drill
  FLEX MOUNT: SUPERHEAVY WEAPON BRACING
[ SYSTEMS ]
  Wreck Manipulators, Blast Plating x7, FENRIS Signal Burst x4,
  CARRION System, CHARON-Class NHP, Call of the Dead,
  Charged Stake

A mech that is almost entirely about utilizing wrecks. The Vlad's bits and the Endochassis are - as mentioned - still staying a part of it because Giant Drill is rad and Smaller, Angrier Donner is still a funny idea to me (and also the idea of cannibalizing the old mech being so very on-brand for this). Though, I'm sure they could be replaced with something else if you wanted to lean more into - say - tech attacking to make use of the Wreck Salience Spoofer. Like the Goblin, along with some points moved into Systems.

For this build, though, the Corpse Hopper additions not only give some more options in using wrecks via picking them up (and possibly flinging them around the map) but the value of being able to straight-up summon them is two-fold. For one, they can be a nuisance via the grappling they do and combo nicely with being able to use them for Hard Cover (and invisibility via Corpse Collector). But the other is key: this mech provides its own ammunition now.

Want to munch for 5 HP of healing or wing a wreck at a Size 2 or smaller opponent? Summon the Size 2 wreck. Looking to get a head start on blowing up wrecks for armor and/or damage? Three size 1 wrecks. This is amazing if no wrecks are readily available (or the enemies leave no wrecks when defeated) even if it takes a Full Action to generate them.

My character is only LL4 in the game I'm using this in, but I've already pushed everything else back - including Cool Drill - to start snapping up Corpse Hopper licenses immediately. And I can't wait to see what sort of antics I'll be able to cause with them.

Anyway, apologies for revisiting this build a second time but it just goes to show much much I've been enjoying the concept. And the wealth of options to make it even sillier across multiple splatbooks.

But what do you think? Have another set of licenses to put in place of the Vlad to make this build 100% wreck-focused? Have your own super-specific gimmick build that makes you smile? I'd love to hear about it!


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