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Is there a "Most Munckin" in Splicers?

Posted: Tue Jun 16, 2015 5:16 pm
by RiftJunkie
Challenge! What is the most munchkin Splicer out there?

Re: Is there a "Most Munckin" in Splicers?

Posted: Tue Jun 16, 2015 5:44 pm
by Shark_Force
well, probably the one that can most readily be munchkinned is outrider. mount, host armour, and human operator combine all their bonuses. this can add up quite quickly to the point where you can dodge just about anything. plus, warmounts are pretty much the only way to get advanced biological enhancements at level 1.

being an outrider doesn't make you a munchkin... but if you are a munchkin, you probably want to be an outrider.

Re: Is there a "Most Munckin" in Splicers?

Posted: Wed Jun 17, 2015 9:10 pm
by Guy_LeDouche
Shark_Force wrote:being an outrider doesn't make you a munchkin... but if you are a munchkin, you probably want to be an outrider.


I'd have to go with Outrider as well. The bonuses they receive are almost obscene; +8 or more to Strike, Parry, Dodge, are pretty easy to get.

The payoff is the Outrider has a massive bullseye painted on their backs. Assault Slayers specifically are programmed to take down War Mounts, Archangels and other flyers, Dreadguard, and Biotics, in that order. I'd have to think the same targeting priority is fairly standard.

Additionally, stealth is almost impossible. The War Mount is the bull in a china shop.

Re: Is there a "Most Munckin" in Splicers?

Posted: Wed Jun 17, 2015 9:36 pm
by NMI
I agree with an Outrider being the best way to becoming a munchkin. One house rule I had when I was actively running Splicers - Outrider's didnt get Host Armor. Instead, they got Living Armor

Re: Is there a "Most Munckin" in Splicers?

Posted: Wed Jun 17, 2015 11:42 pm
by Shark_Force
NMI wrote:I agree with an Outrider being the best way to becoming a munchkin. One house rule I had when I was actively running Splicers - Outrider's didnt get Host Armor. Instead, they got Living Armor



doesn't necessarily fix much unless you take away their budget for modifying their armour. they can still put most of the same modifiers on it, living armour still has plenty of MDC, and it actually repairs itself faster than host armours in most cases.

Re: Is there a "Most Munckin" in Splicers?

Posted: Fri Jun 19, 2015 3:47 pm
by kaid
Guy_LeDouche wrote:
Shark_Force wrote:being an outrider doesn't make you a munchkin... but if you are a munchkin, you probably want to be an outrider.


I'd have to go with Outrider as well. The bonuses they receive are almost obscene; +8 or more to Strike, Parry, Dodge, are pretty easy to get.

The payoff is the Outrider has a massive bullseye painted on their backs. Assault Slayers specifically are programmed to take down War Mounts, Archangels and other flyers, Dreadguard, and Biotics, in that order. I'd have to think the same targeting priority is fairly standard.

Additionally, stealth is almost impossible. The War Mount is the bull in a china shop.



Yup they are by far the most powerful single OCC but offset by being a gigantic glowing target for the machine and cannot really bring their full power warmounts in any but the most dire fights due to it being nearly impossible to hide/disguise the big ones.


I think gardeners are probably second power level if they are given time to do their thing. Over time even a single gardener could make a truly frightening forrest of death that would chew up armies and spit them out.

Re: Is there a "Most Munckin" in Splicers?

Posted: Sat Jun 20, 2015 12:51 am
by Spinachcat
Another vote for Outrider...but while obscenely powerful, its the primary target on the battlefield. Also, once swarmed, they can be ripped up surprisingly quickly if outnumbered.

My favorite robo-tactic is to engage the Outrider in melee, thus it loses its mobility and engages in a slugfest...but even a small group of robots can gnaw away at key systems with called shots.

Re: Is there a "Most Munckin" in Splicers?

Posted: Sat Jun 20, 2015 10:16 am
by Shark_Force
properly munchkinned, an outrider will take on a small group of robots actually.

it really is not hard to get autododge bonuses well into the teens if you're cheesing the system (and even more ridiculous if you're cheating on attributes when the GM isn't looking, which i don't necessarily put above a person we're calling a munchkin), combined with the penalties for attacking fast targets? then you want to make called shots into that as well, lowering your chance to hit even further?

nah, a well-optimized outrider will eventually struggle with a small group of robots if they can't kill them fast enough, because they can quickly become a large group of robots courtesy of the radios the robots come equipped with. but most robots will struggle really badly against a munchkin outrider. even non-munchkin outriders can be a struggle.

but you're pretty much going to need the robots to be rolling natural 20s to land anything reliably.