Lancer - Core Book
Lancer - Core Book
Lancer - Core Book
LANCER
CORE RULEBOOK
By
Miguel Lopez and Tom Parkinson Morgan
Edited by
Melody Watson
Layout by
Minerva McJanda
Cover Art by
Tom Parkinson Morgan
App Development by
John Arena, Ari K
Art by
Aurahack, Jan Buragay, Farel Dalrymple, Connor Fawcett, Cosimo Galluzzi, Peyton
Gee, Lee Yeong Gyun, Gabriel Johnson, Sloane Leong, Tom Parkinson Morgan, Simon
Roy, Robert Sather, Cameron Sewell, James Stokoe, Olympia Sweetman, Guy Warley,
Calum Alexander Watt, Jake Wyatt, Daniel Warren Johnson
Playtesting
Thanks to Kai Tave, Ashley “Winged” Moni, Gwendolyn “Spiny” Clark, Grandar, Ffzdf, GC,
Kotarou, Delilah, Ikiryo, Jackdaw, Jen, Sayt, Threshette, Techhead, and the rest of the
Lancer community discord for their years of feedback and playtesting.
Thanks to all the kickstarter backers that helped make this possible!
ISBN: 978-1-7341438-0-5
Book SKU: MFF0001
Printed in China by Ad Magic
[3]
SECTION 0: CREATION EXAMPLE 36
[5] CONTENTS
BASTION 292 BERSERKER 293[6]
BOMBARD 294 BREACHER 296
CATAPHRACT 297 DEMOLISHER 298 SECTION 6:
ENGINEER 299 GOLIATH 300 HIVE 302
HORNET 303 MIRAGE 304 OPERATOR A GOLDEN AGE, OF A
306 PRIEST 307 PYRO 308 RAINMAKER
309 RONIN 310 SCOURER 312 SCOUT
KIND 334
313 SEEDER 314 SENTINEL 315 SNIPER ON CONTENT, DISCOMFORT, AND LANCER
316 SPECTER 318 SUPPORT 319 WITCH 337
320
A BRIEF HISTORY OF UNION 338 Accepted
SPECIAL CLASSES 322 HUMAN 322 SQUAD Timeline 338 The Shape of the Galaxy 340 The
323 MONSTROSITY 324 Beginning 340 A Galaxy Full of Life 342 The
TEMPLATES 326 COMMANDER 326 RPVS Utopian Pillars 344
326 ELITE 326 EXOTIC 327 GRUNT 327
UNION IN 5016U 346 Once More, With Feeling 346
MERCENARY 328 PIRATE 328 SHIP 329
The Bureaucracy 350 Off-Book Entities 355
SPACER 329 ULTRA 330 VETERAN 332
VEHICLE 333 VIOLENCE IN LANCER 356 Extra-Union Conflicts
356 Piracy 357 Space Combat 358 Armed Forces
362
ECONOMY AND SOCIETY 366 Travel 370 Time, 402 HORUS 404 Notable Non-State Actors 408
Space, and How to Travel Through Both 372 PILOTS 418 Lancers 418 A Galaxy Full of Heroes
Science and Technology 374 Non-Human Life 379 419
Artificial Intelligence 379
BEYOND UNION 423
PLACES 386 Fulcrum Worlds 386 Polarity Worlds
389
PEOPLE 392 Galactic Powers 392 Harrison INDEX 424 BACKER CHARACTERS 430
Armoury 394 Smith-Shimano Corpro 398 IPS-N CHARACTER SHEETS 431
[7] CONTENTS
SECTION 0
GETTING STARTED
INTRODUCTION 10 PLAYING LANCER 12
INTRODUCTION
The vast mass of humanity is administered by a may have brought liberty – but it brought death first.
single sprawling government: Union, the galactic
hegemony. Luna and Mars, Mercury and Venus. The galaxy remains a dangerous place outside the
Saturn, Jupiter, Neptune, and Uranus. Phobos and Core. Rebellions, insurrections, piracy, wars – civil
Deimos. Io, Europa, Ganymede, and Callisto. Titan and interplanetary – continue to flare and burn their
and Enceladus. These worlds strung in their orbit way through space, though only the most desperate
around Sol are the diadem atop which Cradle rests, conflicts require Union’s intervention. Disputes
the seat of Union’s power and humanity’s ancient between Union’s subject states are common enough
heart. From Cradle, Union controls the three levers that there is still a need for militaries, militias, and
of the galaxy: the blink gates, the omninet, and mercenaries. Five major suppliers offer arms and
manna. Without these levers, and without Union, the armor to states and entities outside the Core that
galaxy would fall into chaos. desire them. These manufacturers exist in delicate
balance with Union: though the administrators
Union is a new kind of utopia. A new state – regulate and the suppliers comply, these two philo‐
communal and post-capital – for a New Humanity. sophies – one of post-capital utopia and the other of
Union was born from the ashes and ice of the Fall: permanent and wild growth – rush toward an irrecon‐
the collapse that felled Old Humanity, boiling Cradle cilable end.
and withering her colonies entirely. Though it has
been thousands of years since Union was founded –
and thousands more since the Fall – New Humanity
knows only one truth among ten thousand
unknowns: if we are to survive, then we must come [10]
together in solidarity and mutual aid. It is 5016u, and the galaxy is home to trillions. At the core of
humanity’s territory there is a golden age, but outside of
Despite Union’s conviction – and despite its this newly won utopia the revolutionary project continues.
successes so far – the sheer size of this collective
project is daunting. Union is distant to most people: You are a lancer, an exceptional mech pilot among already
exceptional peers, and you live in a time where the future hangs
fictionalized in omninet dramas and novels; dreamed
as a spinning coin at the apex of its toss – the fall is coming,
about by children and wanderers; hailed as the
and how the coin lands is yet to be determined.
promised kingdom or damned as the pit by religions
across the galaxy. For all its authority, Union prefers to
Far now from our humble beginnings, humanity has spread out
rule from a distance. Few have ever seen one of
among and between the stars for thou‐ sands of years. We
Union’s administrators, let alone suffered one of its have set empty worlds and barren moons alight with civilization,
naval campaigns. For those who have never seen its tamed asteroids and gas giants – even built lives in the hard
flag, Union is all but a myth; for those whose skies vacuum of space itself. We have taken root in our arm of the
have been darkened by Union’s ships, the hegemony
Milky Way; life – in its infinite diversity – thrives and expands. Filling the lonely void is the omninet, a data-sharing network
built off the blink that connects every computer, every server –
For some, life in this time is as a river – forever moving, with the everything – to everything else. The omninet is much more than
land and time of their birth left somewhere far behind. For most, a way to send messages or a means for people on far-flung
life is spent on their home world, moon, or station, linked to the worlds to read the galaxy’s news; it overlays all human
rest ofhumanity via fantastic tech‐ nologies, or isolated to the communications, facilitating government, industry, culture, and
politics, stories, and histories of their own lands. The trillions realms more esoteric still. Data is the new wealth, and the
that make up humanity live, for the most part, as you or I do omninet means that all wealth can be shared.
now.
The form of that wealth is manna. Uniting the disparate nations
But wonders tie the galaxy together in this age. of the human diaspora outside the Core, manna is the universal
currency accepted by every market on every planet. When a
Connecting all worlds is blinkspace – an unknowably vast and galaxy’s wealth of raw resources are available for exploitation, a
strange plane parallel to the one in which we live, pierced by community’s wealth comes from both its past and its potential.
blink gates that allow us to travel with speed and safety. Thanks
to these massive, star bound doors, every corner of space is
open to the daring. These portals are common wonders: thou‐
SECTION 0 // Getting Started
sands of ships travel through them every day seeking trade,
migration, travel, war, and myriad other aims.
You are one person, alive in this time of somewhere in the vastness of the human experience, and neural or physical
tumult and peace – a time of promise that diaspora. In Lancer, it has been millennia augmentation, a lancer is the equivalent of
was built on the sacri‐ fice of those who since we left Earth, and most of humanity a knight of old, a flying ace, or another
came before and is threatened still by the lives among the stars in our arm of the class of elite warrior.
heirs of old adversaries. You are one Milky Way.
whose life is lived in the great river, where Lancers, many proudly declare, are a cut
lives cross stars and time; where one This humanity is familiar and strange in above other pilots.
person in the right place at the right time equal measure. As far as we know, the
can divert the course of history; where the only sentient, sapient beings in our stellar They aren’t entirely wrong. The
collective action of comrades can save neighborhood are other humans, but don’t recruitment, training, and maintenance of
worlds, lives, and better define Union’s take this as a limitation – there are many a mech pilot demand the invest‐ ment of
utopian dream. roads to becoming a lancer. Your much more time and capital than your
character might be the product of average soldier. To operate a mech at
You are a mech pilot – one of the best, a significant technological and capital peak efficiency, a pilot needs extensive
lancer – and yours is the story of this investment on the part of their employers; physical and mental training, or advanced
spinning coin at the apex of its toss. At or, they could be a born prodigy – a (and expensive) physiological and onto‐
this pivotal moment in history, what will wunderkind who commands a mech with logical augmentations. Washout and injury
you and your comrades do when fate, innate grace and ability, perhaps rates are high thanks to the demanding
foresight, and luck – good or bad – puts discovered by a secretive recruiter. Your training process, but a high bar is
you in the right place at the right time? character might be a lucky conscript – a necessary: once a candidate attains their
battle-proven draftee who managed to final certifications and ships out to their
On which side will you fall? survive their first drop, promoted by first posting, they face only the most
desperate commanders looking for a hero. dangerous missions. Mechs aren’t sent in
They could also be the scion of an to keep the peace – they’re sent in when
THE CAVALRY ancient, atemporal monarchy, destined to all other options have failed. Your
Your character in the world of Lancer is a inherit the chassis of their polypatriarch. character, a lancer, represents the best of
mechanized cavalry pilot of particular note Your character could be a jaded volunteer this exceptional corps.
– a lancer. Whatever the mission, from a Union liberator team, motivated by
whatever the terrain, whatever the enemy, a closely-guarded ember of hope for a Remember, whatever their history, your
your character is the one who is called in better future; or an anointed Loyal Wing of pilot is ulti‐ mately human. They’re just as
to break the siege or hold the line. When the Albatross; or a facsimile of a long- flawed as the rest of us, just as perfect.
the drop klaxons sound, it’s up to them to dead pilot, grown in batches of Pilots are heroes and villains; brave souls
save the day. and cowards; lovers and fighters, all.
thousands; a spacer who has spent too
Some of them stand strong when
long listening to the deep whispers of the
Your lancer hails from a world and culture void. everyone else runs, or are the first to face
of your choice, but is human. They might danger – our best and brightest. But they,
come from Earth – or Cradle, as it is now Whatever led your character to the cockpit too, break under the pressure; they fail;
called – but to hail from Earth in the age of of their mech, they are the sum of many they kill, even when they could have
Union is exceedingly rare. No, it is far parts: enhanced through a combination of spared a life.
more likely that your pilot hails from training, natural skill, battle‐ field
Pilots and lancers are from all walks of life. SECTION 0 // Getting Started
Every station, criminal history, and
[11]
INTRODUCTION
economic class is represented in their
ranks.
PLAYING LANCER
grids, such as graph paper or pre-prepared battle maps. tactical. Swapping between mech combat and
Miniatures aren’t necessary to play this game but they narrative play is fairly natural, especially if you’ve
can sometimes make combat easier to visualize. played other games with turn-based combat.
Finally, we recommend that all players download our The first section of this book (p. 16) talks you through Building
free companion app, Comp/Con; it isn’t necessary to Pilots and Mechs.
have the app to play the game, but it can make it
The second section, Missions, Uptime and Downtime (p. 38),
more accessible to players who aren’t able or don’t
is about narrative play, choosing missions, and playing during
wish to thumb through this book.
downtime.
THE GOLDEN RULES The third section, Mech Combat (p. 56), is about fighting in and
with mechs.
There are two golden rules to remember when playing
Lancer: The fourth section is the Compendium (p. 86), in which all
character options can be found.
I: Specific rules override general statements and rules.
The fifth section is the Game Master’s Guide (p. 254), which
For example, when you shoot at an enemy, your roll is offers advice for tweaking rules, creating non-player characters
normally influenced by whether they’re in cover; (NPCs), and running missions.
however, SEEKING weapons ignore cover. Because the
SEEKING tag is a specific rule, it supersedes the The sixth and final section is the Setting Guide (p. 334), an in-
general rules governing cover. depth reference on the canon setting.
During narrative play, players act naturally and spon‐ Sometimes the rules will call for you to roll 1d3. That’s just a
taneously as needed. Time might pass more quickly, shorthand way of saying you should roll 1d6 and halve the
scenes might be shorter, and individual rolls might results (rounded up). When you’re called on to roll 1d3, a result
count for more or less. Most of your game’s story and of 1 or 2 on a d6 equals 1, 3 or 4 equals 2, and 5 or 6 equals 3.
interaction between characters will take place during
narrative play. In mech combat, players act on their Lancer is best played with 3-6 players, but can be played with
turn and are restricted in what they can do and how as little as two or as many as you feel comfortable with. Each
often, making each action much more impactful and player needs at least one d20, a number of d6s, and some
paper or a character sheet to write down information. If you’re This game makes use of grid-based tactical combat, so it can
playing online, or welcome computers at the table, the COMP/ be helpful to have paper with square or hexagonal
CON CHARACTER BUILDING TOOL is recommended.
Missions have specific goals or objectives that can be • Each point of ACCURACY adds 1d6 to a roll. • Each point of
completed within a discrete amount of time: DIFFICULTY subtracts 1d6 from a roll. • ACCURACY and DIFFICULTY
destroying a building, breaking into a secure facility to cancel each other out on a 1:1 basis.
recover vital data, evacuating civilians, uncovering a
If you are lucky enough to be rolling several of the same bonus
conspiracy, or holding the line against enemy attack,
dice, whether ACCURACY or DIFFICULTY, you don’t add them
for example. Missions also provide some preparation
together to determine the result. Instead, find the highest
time in which you can establish goals, stakes, and
number rolled and apply it to the final roll. Because of this, no
equipment for your characters.
roll can ever receive more than –6 or +6 from ACCURACY or
DIFFICULTY.
If your character isn’t on a mission, you’re in
downtime. This is the narrative space between
For example:
missions, in which moment-to-moment action
doesn’t matter as much and roleplaying matters • For an attack with 2 ACCURACY, roll 2d6 and choose the
much more. During downtime you can progress highest of the two dice, then add that number to your attack
plots, projects, or personal stories, moving the clock roll. If you roll 3 on one die and 4 on the other, you add +4 to
forward as much or as little as you want. Days, the roll, not +7.
months, and even years can pass in downtime, • For an attack with 2 ACCURACY and 1 DIFFICULTY, you only add
depending on the pace of your game. 1d6 to your attack roll as 1
DIFFICULTY and 1 ACCURACY cancel each other out. • For an attack
In both missions and downtime, play is divided into with 1 ACCURACY and 1 DIFFICULTY, you don’t add anything to the
scenes. A scene is a period of continuous dialogue, roll – the dice cancel each other out.
action, or activity that has a discrete starting and
stopping point. This is called a scene because it’s
helpful to think about it in cinematic terms: as long as
GRIT
the focus (or ‘camera’) is on the players and their Pilots are lucky and unique individuals, multi-talented and
resilient. Even so, brand-new pilots don’t measure up to
action, a scene is happening. When the focus cuts
tempered, battle-hardened veterans when push comes to
away from the current scene, or the current action
shove. The benefits of experi‐ ence are measured by GRIT, a
naturally ends, that’s when the scene should end too.
bonus that reflects your pilot’s deep reservoirs of resolve and
will to live.
A single combat encounter or a dialogue between
characters are both great examples of scenes, but a
GRIT is half of your character’s license level, rounded up. It
scene can also be something like a montage.
improves attack bonuses, hit points, and save targets for both
your pilot and your mech.
It’s important to pay attention to the beginning and
end of scenes, as many special character and mech
abilities end or reset at the end of a scene.
SECTION 0 // Getting Started
BUILDING
PILOTS AND
MECHS
LICENSE LEVELS 18 THE PILOT 20 THE
MECH 30 MECH STRUCTURE 32
CREATION EXAMPLE 36
LICENSE LEVELS
qualify for.
LEVELING UP
When characters complete a mission, whether they
succeeded or failed, their LL increases by one and
they add:
LL0
New players should usually create characters at LL0. Even at
this level, your pilot has access to an extensive range of
bonuses and gear.
COSMOPOLITANS
A Cosmopolitan is a person who lives
the majority of their life in interstellar
transit and keeps their ship as their
home. Interstellar travel in Lancer
occurs at or near the speed of light;
corporation, or on a noble family’s payroll: NHPs
[22] Did you operate a small frontier practice, NHP stands for “non-human person” a
Hacker or work in a blink station urgent care name given to uncanny, incorporeal
Example triggers: Act Unseen or center, or in a massive hospital campus? parallel-space beings, most of which
Unheard, Get a Hold of
Were you a whitecoat or an EMT? Is there were discovered and developed
Something, Hack or Fix, Invent
a memory that haunts you, or one that following the manifestation of MONIST-
or Create
gives you comfort? 1/RA, though some have been created
You specialized in information warfare and
data espionage, either for your own gain since then. NHPs fill the role once
or the benefit of your employers. To you, occupied by machine-mind AIs: under
the omninet – the faster-than light supervision, they manage whole cities
information web that connects Union and systems, work along‐ side
worlds – is home. How did you come to scientists and engineers, and act as
this life? Did you grow up plugged into the companions and co-pilots for mech
omninet, or did you come to it late? How pilots and starship captains. They are
well-versed are you in the omninet’s SECTION 1 // Building Pilots and Mechs black-box para‐ causal entities – their
hidden places, tricks, and secrets? How Mercenary promulgation tightly controlled and
notorious were you before you became a Example triggers: Threaten, monitored by Union – but their use is
pilot? Do people still whisper your name? Blow Something Up, Take widespread. NHPs are increasingly
Do other hackers remember you, and are Control, Apply Fists to Faces regarded as fundamental infrastructure
you celebrated or cursed among them? As a soldier of fortune, you lived by the for any successful civic, scientific, or
motto, “have gun, will travel.” You and military endeavor.
It wasn’t just the omninet that you hacked, your kit were available to the highest
though. How adept are you at Noble
bidder. Did you work alone or with a Example triggers: Pull Rank,
manipulating other networks? Can you crew? Did your company have a ship? Lead or Inspire, Read a
manipulate discrete systems, genetic Was this when you started piloting mechs Situation, Show Off You are a
code, or some other type of environment, of your own? What was your code of
member of your world’s aristocracy,
digital or mechanical? What secrets have honor, if you had one?
destined from birth to ascend to power.
you gained access to?
Something pushed you to the mercenary From what authority does this birthright
Mechanic life: Was it the promise of riches? Desire come? A god? An ancestor? An ancient
text? A complex annual rotation? How is
Example triggers: Hack or Fix, for power? Adventure? Desperation?
power passed down from one generation
Get Somewhere Fast, Get a Hold For some reason, you left that life behind:
of Something, Blow Something Up Why? Was there a job that went bad, or to the next?
Grease monkey, wrench, working joe; you one that really was that legendary “one Your noble status came from somewhere:
were a mechanic prior to becoming a last job”? Are your old company mates still Are you the first in your family to receive a
pilot. Did you work in space, swaddled in kicking around? Was there a rival title of nobility, the last of your house, or
an EVA rig, patching up damaged company, or other enemies you made? Do the scion of a well-established line? Are
starships? Or were you planetside, tuning you remember that time fondly, or do you you the heir, or just a middle child? What’s
trucks and haulers in a motor pool? Did your relationship with your noble parents?
never speak of it?
you repair battle-torn mechs, dreaming
that you might one day pilot your own? Whatever privileges you might have
Did you own a garage, or did you work for NHP Specialist received at home, you found that Union
someone? Were you military, corporate, Example triggers: Stay Cool, disregards titles in its armed forces; your
part of a caste, or a union member? How Read a Situation, Invent or prior status is just background noise,
handy are you in the field? Is there a side Create, Investigate You were unless you return home or belong to a
project you've been working on? closely involved in the study, creation, or group that recognizes nobility. How did
maintenance of a prime non-human you take this change?
person. Non human persons, or NHPs, are
Medic complex artificial intelligences. As a prime Outlaw
Example triggers: Patch, NHP, the one you were associated with
Assault, Read a Situation, Stay was even more complex than most. Did Example triggers: Show Off,
Cool Take Someone Out, Charm,
you interact with that entity like a scientist Survive
You were a medical specialist in your old
or engineer, or more like a priest or You came from humble beginnings, born
life. How did you wind up piloting a mech?
shaman? Do you have a personal on the edge of cultivated space or
What was your specialty? Did you work in
connection to them, after all this time? beneath the looming towers of core
research, care, or trauma? Did you love
How do clones of that NHP perceive you? worlds – forgotten until you reached out
the life and take your duty seriously, or did
And now that you’re a pilot, how do you and took what was owed. Some call you
you see yourself as an organic mechanic?
feel about non-human intelligence? criminal, thief, or outlaw, but you just tell it
You might have worked in a colony or on a as it is: if they hadn’t denied you bread,
core world, in private practice, for a you wouldn’t have had to take it. Were
you a brute or a raconteur? A charmer or a Terran faith, born on Cradle and carried
THE PILOT
monster? Were your actions motivated by for millennia since? Or was yours a
ideology, need, desire, or some Cosmopolitan spirituality, one from the
combination of those three? Who defined stars and the void of interstellar space?
you as an “outlaw", and who saw you as a Perhaps you ministered to a small flock of
hero? Is there a bounty on your head? an obscure sect out on the frontier, or in
the urban canyons of a core world? Have
you kept your faith, or lost it?
Penal Colonist
Example triggers: Survive,
Apply Fists to Faces, Word on Scientist
the Street, Spot Example triggers: Investigate,
A long time ago, you were exiled to a Invent or Create, Get a Hold of
penal colony for a sentence of hard labor. Something, Blow Something Up
When the Third Committee abolished all You were a scientist – private or public,
penal colonies, your prison-planet was – in working in the lab or the field. What was
theory – “liberated”. Unfortunately, nothingyour area of expertise, and for how long
much changed until Union’s relief ships have you practiced it? Where did you
finally arrived. Now free in practice as well study, and what’s your relationship with
as theory, places that had once been off- that institution? Do you have rivals, and
limits were made open to you: Did you are you well-known or relatively obscure?
stay for a time? Or did you choose to How did your home society perceive
leave, heading for the stars or trying to science? How did you become a pilot?
find your way back home? Were you guilty
Importantly, did you work with a powerful
of your crimes, or unjustly condemned?
manufacturer like Harrison Armory, Smith-
Penal colonies were harsh, unforgiving Shimano, or IPS-N? Or did you delve into
environments: Was yours monitored by the uncanny, working in secret with a
some authority, or was it relegated to small, dedicated HORUS cell? What
anarchy even before Union's abolition of secrets do you know?
the system? Was there some kind of
rudimentary society there? Did you have
Soldier
friends and enemies there, and did any of
Example triggers: Assault, Blow
them make it off-world? What about your Something Up, Pull Rank, Take
family – did you have one before your Control
sentence? What has become of them, or Grunt. GI. Ox. Poilu. Man-at-Arms. You
do you not know? were a soldier of the rank and file, serving
Priest in a planetary defense force, local militia,
Example triggers: Read a national army, or royal guard. How long
Situation, Stay Cool, Take did you serve before Union called you up?
Control, Lead or Inspire You What kind of specialty did you train for?
were a priest in your old life, either from a Have you seen combat before, or are you
large, pan-galactic religion, or a smaller green? Were you a volunteer, a conscript,
sect. Were you a hermit? Did you live or a member of a warrior caste? Is
celibate in a monastery? Did you wear soldiering a proud family, civic, or religious
simple cloth robes, or majestic vestments? tradition, or a life that you regret? Where
What restrictions were placed upon you are the other soldiers from your old squad,
by your church? What manner of respect and what is your relationship with them
was afforded to you as a person of the like now?
cloth, and was it your choice to become
one? How did you come to serve as a
pilot?
There are churches everywhere, each
unique in their own ways. Were you a
member of a prominent religion, or a SECTION 1 // Building Pilots and Mechs
secretive, outlawed one? Did you preach a [23]
Starship Pilot You flew a starship – civilian, corporate, military or
Example triggers: Get Somewhere Fast, Show otherwise. You may have piloted a freighter, a fighter, a
Off, Get a Hold of Something, Hack or Fix shuttle, or a larger ship. Did you have a regular run, or
did you fly anywhere? Were you a member of a crew, or
did you have one of your own? What kind of flying did Example triggers: Survive, Hack or Fix, Get
you do and what eventually happened to your ship? Did Somewhere Fast, Stay Cool
you stick to low and mid-orbit shuttle runs? You grew up on a space station, in tight quarters and a small
community, surrounded always by the unforgiving hard vacuum
Being a pilot is as much a lifestyle as it is a profession: of space. Were resources scarce, or plentiful? Was your station
What was your callsign, and were you known or isolated or was it a local (or galactic!) hub? Was it parked in the
obscure? Was there a rival service, pilot, or group of endless night of deep space, or in orbit above a planet, moon,
pilots that you had friction with? Have you worked with or another stellar body? Was it entirely manufactured, or was it
NHPs or flown in combat? Have you ever seen anything built into an asteroid or moon?
strange out in interstellar space or the total void of
blinkspace? No two stations are alike. Did you grow up watching great ships
dock and depart – exposed to the thousands of languages and
cultures of the galaxy, dreaming of exploration – or did you
Worker grow up in dark, rocky halls, ignorant of the galaxy outside? In
Example triggers: Word on the Street, Stay short, what was your life like, why did you leave, and can you go
Cool, Lead or Inspire, Invent or Create back?
At the end of the day, empire only functions when labor
clocks in. Labor mines the raw materials; labor fashions Spec Ops
stone and metal and organic matter into bolts and Example triggers: Act Unseen or Unheard, Take
screws and glue; labor designs the patterns for printers; Someone Out, Spot, Stay Cool You might have been a
labor shapes and welds, hammers and builds. Without spy or assassin, working alone, or maybe you were part of an
the labor of trillions, all progress would grind to a halt. elite unit, operating behind enemy lines with little-to-no support,
Before you set down the wrench and picked up a helm, equipped with the best equipment your commanders trusted
what kind of work did you do? Did you work in the fields, you with. Your missions were long, dangerous, and never
factories, shipyards, mines, or somewhere else? What publicized. If soldiers are hammers, you were a scalpel.
was your life like before you began training as a pilot? Whatever organization you served, it was spoken only in
Why did you leave? Will you return? Was there a project whispers around military barracks and academies both. What
you worked on that you're especially proud of? Do you work did you do that no one knows was you or your unit? How
have an old crew still working on the clock? What world close has the galaxy come to all-out war? Where have you
did you call home, and what were the working operated? How old are you – really? What secrets do you
conditions there? know? Where is the rest of your team?
Super Soldier
Example triggers: Apply Fists to Faces, Get
Somewhere Fast, Assault, Read a Situation You
are the result of a corporate or state project intended to create
better soldiers using biological enhancement, gene therapy,
neurological enhancement, or even just extreme conditioning.
Were you raised from birth to become what you are, or did you
volunteer as an adult for a super-soldier program? Are you one
of the countless “super soldiers” to be produced by Harrison
Armory’s facsimile-cloning programs? Was the project
sanctioned or not? Did it succeed? Have you tested your
abilities in the field, or are you unproven and eager to see what
you can do?
Under the Third Committee, fewer programs like the one that
created you still operate: Are you happy about that, or do you
think it makes Union weak? What is your relationship to your
makers? Is there a family that doesn't know you exist? Or are
you from a line of mass produced siblings? Were you liberated,
did you surren‐ der, or are you still in the service of the
organization or entity you were made to serve?
• +2 Threaten
• +2 Get Somewhere Fast
• +2 Lead or Inspire
• +2 Spot
CREATING TRIGGERS
With GM approval, you can write your own
triggers. Custom triggers can be more
specific than the examples in this book –
Kill in Cold Blood or Insult Someone, for
instance – but they shouldn’t be more
general. They should always apply to
SECTION 1 // Building Pilots and Mechs
[25]
HACK OR FIX PULL RANK
Repair a device or faulty system; alternatively, hack it Pull rank on a subordinate: get information, resources,
wide open, or totally wreck, disable or sabotage it. or aid from them, maybe against their will. Any time
You’re probably hacking or fixing when accessing or you are trying to coerce or convince someone who
safeguarding secure electronic systems, including might respect your authority (military or otherwise),
electronic door locks, computer systems, omninet you might be pulling rank.
servers, and so on.
READ A SITUATION
INVENT OR CREATE Look for subtext, motives, or threats in a situation or
Use tools and supplies to design or build something, person: use intuition to discern someone’s motiva‐
either on the fly or over time; invent new devices, tions, learn who is really in charge, or find out who’s
tools, or approaches to problems. about to do something rash or stupid; get a gut feeling
about a situation or person; sense if someone is lying
INVESTIGATE to you.
Research a subject, or study something in great detail:
learn about a subject of historical relevance, or SHOW OFF
become well-read on a particular issue; investigate a Do something flashy, cool, or impressive, usually – but
mystery or solve a puzzle; locate a person or object not exclusively – with your weapon: shoot a tiny or
through research and detective work. rapidly moving target, shoot someone’s hat off or their
weapon out of their hand, knock someone out by
LEAD OR INSPIRE throwing a gun at them, perform an acrobatic flourish
Give an inspiring speech, or motivate a group of with a sword, throw a spear to pin a fleeing target to
people into action; efficiently and effectively admin‐ the ground.
ister organizations like companies, ship crews, groups
of colonists or mining ventures; effectively command
a platoon of soldiers in battle, or maybe an entire
army. [26]
PATCH EXAMPLE TRIGGERS When creating your
Apply medical knowledge to medicate, bandage a character and leveling up, you can choose triggers from this list
wound, staunch bleeding, suture, cauterize, neutralize or you can use them as inspiration for writing your own. At LL0,
poison, or resuscitate; alternately, diagnose or study your pilot gets four triggers at +2 each.
disease, pathogens, or symptoms.
ACT UNSEEN OR UNHEARD
Get somewhere or do something without detection, but not personal benefit) to get your way: smooth-talk your way past
necessarily quickly: hide, sneak, or move quietly; infiltrate a guards, get people on your side, sway potential benefactors,
facility while avoiding patrols and cameras; perform sleight of talk someone down, mediate between two parties, or blatantly
hand without being seen or heard, including picking pockets, lie to someone. You can also use it when trying to imper‐ sonate
unholstering guns, and cheating at cards; wear a disguise. someone.
STAY COOL
Perform a task that requires concentration, dexterity, speed, or precision under pressure: pick a lock while your squad trades fire
with encroaching guards, care‐ fully disarm an explosive, or unjam a gun under fire.
SURVIVE
Persevere through harsh, hostile, or unforgiving envir‐ onments: the vacuum of space, frozen tundra, a pirate enclave, a crime-
ridden colony, untamed wilderness, or scorching desert. Survival often involves journeys through the wilderness, navigation, or
avoiding natural hazards like carnivorous wildlife, rockfalls, thin ice, or lava fields. You might also try to survive in artificial
environments by navigating safely through a city or avoiding dangerous sections of a space station.
TAKE CONTROL
Use force, violence, presence of will, or direct action to take control of something. The thing you take control of will usually be
something concrete, like an object someone is holding – a gun or a keycard, maybe. You might also take control of a situation,
forcing those present to listen, calm down, or stop whatever they’re doing.
TAKE SOMEONE OUT
Kill or disable someone quickly and quietly, up close and personal or from a distance – probably before they even notice you’re
there. If you’re looking down a sniper scope at a target, preparing to knock out a guard with a strategic nerve-pinch, quick-
drawing during a gun duel, or dropping from a ceiling to slit a throat, you’re trying to take someone out.
THREATEN
Use force or threats to make someone do what you want; name what you want someone to do and what you’re going to do to
them if they don’t listen to you. Threatening someone could also involve blackmail, leverage, or something similarly nasty.
Whatever form it takes, there’s probably no chance of repairing the relationship after you’ve threatened someone.
THE PILOT
[27]
CREATING A PILOT
To make the pilot part of your character at LL0, just
follow these simple steps:
[28]
PILOTS IN COMBAT
You will mostly play as your pilot in narrative play, outside of their mech, but there are times you will need to know how your
pilot functions in mech combat. They might need to bail out of their mech during a fight, or you might want to track your pilot’s
HIT POINTS (HP) if they get injured during downtime.
Although pilots operate on a different scale to mechs, they have some of the same statistics: SIZE, HP, EVASION, E-DEFENSE, and
SPEED.
• HP: 6 + GRIT
• SIZE: 1/2
• EVASION: 10
• E-DEFENSE: 10
• SPEED: 4
Their statistics (especially their HP) might also change if they’re wearing armor.
THE
incredible strength, speed, and resilience SYSTEMS
when skill alone isn’t enough. Roll SYSTEMS when: infiltrating hardened
and powerful electronic systems and
Your lancer has four mech skills that targets, including other mechs; boosting
MECH represent their ability to build, pilot, and or suppressing a signal; engaging in
fight with mechs: electronic warfare; scanning or analyzing
information; boosting or weakening the
Mechanized cavalry units – mechs – are • HULL describes your ability to build and electronic systems of vehicles, mechs,
the primary armored agents around which pilot durable, structurally sound mechs starships, or bases; interacting safely with
many states, agencies and militaries base that can take punches and keep going. electronic life forms; or, analyzing the
their ground forces. • AGILITY describes your ability to build and nature of unfamiliar electronic systems.
pilot fast, evasive mechs.
Depending on their chassis, mechs stand • SYSTEMS describes your ability to build ENGINEERING
anything from 3 to 15 meters tall. They are and pilot advanced mechs with powerful Roll ENGINEERING when: pushing your mech
almost always bi-, quadru-, or hexapedal, electronic warfare capabilities. past its limits; withstanding extreme
and the majority have either one or two • ENGINEERING describes your ability to conditions such as heat, cold, void, or
sets of arms capable of manipulating build and pilot mechs with effective radiation; using your mech’s reactor like a
weapons and interacting with the reactors, supplies and support systems. forge; keeping your mech running well
environment. Some pilots prefer their past its breaking point or for extreme
mech’s weapon systems to be built amounts of time; traveling or moving
SECTION 1 // Building Pilots and Mechs safely through hazardous or hostile
directly into the chassis and in some
cases – depending on the system’s size conditions; boosting the reactor output of
and power – this kind of integration might other mechs, starships, or bases; or,
be a necessity. Most mechs are controlled conserving and efficiently using ammo,
by a single pilot, but some larger, highly Mech skills go from +0 to +6 and are power, and other resources.
advanced platforms require additional
crew.
used...
MODULAR MECHS
• ...instead of triggers when you make Mechs are powerful machines, but what
Mechs are agile, quick, and responsive skill checks that directly utilize a mech makes them more powerful – and your
machines for their size. They can traverse (e.g., if you wanted to punch something character more unique than other pilots –
most solid and vacuum environments and with a mech, you would roll HULL instead is your ability to source and combine
their mobility is often augmented by (or of a pilot trigger like ‘Assault’). mech weapons, parts, and gear from
dependent on) maneuvering jets. Still, • ...in mech combat, especially when many different manufacturers. Mechs in
they’re heavy and reliant on internal cold making saves. Lancer are modular: each FRAME comes
fusion generators for power. Mech power • ...for additional bonuses when building with a list of license-restricted gear that,
plants are heavily shielded, reliable, and a mech. once unlocked, can be freely swapped
basically inexhaustible, but should a between all of your mechs. Because of
reactor be compromised the results are When you make a roll that calls for one this customizability, pilots are as much
catastrophic. of these skills, you add the relevant skill experts at building their machines as they
to your roll. are piloting them.
Mechs are common enough in
construction, hazardous materials Your pilot’s access to more and better
HULL
cleanup, exploration, and other roles that Roll HULL when: smashing through or parts increases with their LL. When your
they don’t shock the average person. pilot’s LL increases (up to a maximum of
pulverizing obstacles, vehicles, or
Mechanized cavalry, though, are different: buildings; lifting, dragging, pushing, or 12), you gain +1 license rank that you can
they’re military machines that often have a hurling an enormous amount of weight; spend on a license from a mech
lancer behind the controls - a pilot on the grabbing or wrestling mechs, starships, or manufacturer. Manufacturers offer a range
same level as the knights or flying aces of mech sized creatures; resisting a huge of different licenses, all of which have
old. three tiers – rank I, rank II, and rank III –
amount of force; or, staying upright in
that must be bought in order.
cataclysmic weather.
MECH SKILLS AGILITY Every new rank you obtain unlocks various
Mechs operate on an entirely different Roll AGILITY when: chasing, pursuing, or systems, weapons, and even mechs. At
level to anything else in Lancer. They’re fleeing with incredible speed; performing rank II, you get a new mech FRAME, and
powered, armored hulks of incredible acrobatics in your mech; hiding or moving rank III gives you access to the most
strength, packed full of advanced systems silently; performing a feat of fine manual advanced components. These weapons
and weapons. A mech is capable of far dexterity with your mech; or, dodging out and systems are interchangeable – you
can add as many to your mech as its
FRAME can support, from any license rank SECTION 1 // Building Pilots and Mechs
you have unlocked.
[31]
THE MECH
For example, an LL5 character with
licenses for the IPS-N Raleigh III and the
SSC Metalmark II has access to every
piece of gear from ranks I–III of the
Raleigh license, and all the gear from
ranks I and II of the Metalmark license.
They could take the Raleigh’s rank I HAND
CANNON and put it on the Metalmark FRAME,
or take the Metalmark’s RAIL RIFLE and put
in on the Raleigh, mixing and matching as
they choose.
GENERAL MASSIVE
SYSTEMS
All pilots, even at LL0, have access to the
GMS-SP1 Everest FRAME and the GMS
gear list. At first, this will be the only gear
available to you – until your character
gains some LLS and unlocks new licenses.
GMS parts are galactic standards, useful
for even high-LL pilots.
WITHOUT LIMITS
You never lose access to mechs or gear
that you’re licensed to use. Your pilot is
assumed to almost always have access to
it by one means or another, whether
influence, patronage, wealth, or rank.
MECH STRUCTURE
MOUNTS FRAMES can have the following types of MOUNTS:
Mechs can only carry a limited number of weapons, Main mounts can take one MAIN or AUXILIARY
determined by their FRAME. Trying to install too many weapon.
weapons – and their supporting systems – places far
too much stress on the mech’s structure and reactor. Heavy mounts can take one HEAVY, MAIN, or AUXIL‐
IARY weapon.
Each mech FRAME has a different number and
different types of mounts. To add a weapon to your Aux/aux mounts can take up to two AUXILIARY
mech, you need an available mount of the right type weapons.
and size. You can, however, add smaller weapons to
larger mounts. For example, you could add a main or Main/aux mounts can take one MAIN weapon and
auxiliary weapon to a heavy mount or add two one AUXILIARY weapon, or two AUXILIARY weapons.
auxiliary weapons to a main/auxiliary mount.
Flexible mounts can take either one MAIN weapon or
up to two AUXILIARY weapons. anything from a heavy siege engine to an agile flier, or even a
cloaking mech that specializes in electronic warfare. These
Integrated mounts are designed around specific effects are expressed by a FRAME’S traits. Think about choosing
weapons, built into FRAMES. They automatically a FRAME as (more or less) choosing the mech your character is
include the listed weapons, which cannot be going to pilot. But remember that you’re not limited to just one
destroyed, removed, replaced, or modified in any FRAME – you can acquire new ones by unlocking rank II
way. licenses.
Superheavy weapons, which are especially large, In game terms, a FRAME is a mech’s modular base. It determines
require both a HEAVY mount and one other mount of your mech’s SIZE, ARMOR, and other specifications, as well as its
any size. available weapon mounts and capacity for additional systems.
Weapons mounted on a mech aren’t necessarily Each FRAME also comes with a unique CORE SYSTEM, a powerful
attached to the chassis – they can be slung in special ability that can typically only be used once per mission.
holsters, built into compartments, or held normally.
You can decide how your mech’s weapons are
mounted – it has no effect on the rules.
SIZE
All mechs, characters, and objects on the battlefield have a SIZE
that describes how large they are, in grid spaces, on each side
(rounded up to 1 if smaller, so a SIZE 1/2 and SIZE 1 character
occupy the same space). SIZE is an abstract measurement – it
doesn’t describe a precise height and width in feet, but the
space a character controls around them. Humans and the
smallest mechs are SIZE 1/2. Most mechs are SIZE 1, but some
are as large as SIZE 3.
[32] ARMOR
Most mechs have two arms and two legs, but you can modify
this basic structure however you choose within reason – just A mech’s ARMOR reduces all incoming damage by that amount,
ask your GM. Your mech’s overall look, structure, and layout excluding some special types of damage. ARMOR mostly
have no bearing on gameplay. depends on your mech’s FRAME, and never goes above four.
FRAMES
The basic structure and components of a mech – its chassis,
armor, and mounts – is called its FRAME. A mech’s FRAME SECTION 1 // Building Pilots and Mechs
determines its appearance, size, and function, defining it as
WEAPONS their general range and combat function. enemies. What they lack in precision, they
usually make up for in power.
Mech weapons have three traits: size, • Melee weapons are mech-scale swords, • Nexus weapons are reservoirs and
type, and damage. axes, power tools, and other hand-to- projectors for swarms of self-propelled,
hand weapons. A mech’s raw strength canarmed drones.
SIZE turn even crude tools into forces to be
reckoned with. Note: CQB, RIFLES, LAUNCHERS, CANNONS
• Auxiliary weapons are the smallest
mech weapons, light enough to use • CQB (close quarters battle) weapons and NEXUS weapons are Ranged
alongside larger weapons. are those designed for close-range Weapons, and always make Ranged
combat, including pistols, shotguns, Attacks even against targets within their
• Main weapons are the standard size for
mech weapons. flamethrowers, and more exotic weapons THREAT.
like nailguns. They usually have short
• Heavy weapons are larger, heavier
range but are better for reacting quickly to
weapons used to inflict massive damage.
emergent threats.
DAMAGE
• Superheavy weapons are very large Most weapons deal one of three kinds of
weapons with high power requirements; • Rifles are sturdy weapons with good damage:
kinetic , explosive , or
� �
range and stopping power.
they are usually rare or highly advanced. energy . Some special weapons also deal
• Launchers are weapons that fire �
missiles, grenades, or other projectiles. heat (harm to a mech’s internal systems)
TYPE • Cannons are high-caliber weapons �
All weapons have a type that describes useful for inflicting heavy damage on
or burn (damage over time), which are store extra CP, aside from some rare
�
equipment. Instead, you get CP when you
[33]
explained in the Harm section (p. 67).
start a mission or your mech receives a
SYSTEM POINTS FULL REPAIR. Sometimes, if you’re lucky,
the GM might grant you CP during a
Mech FRAMES also have a set number of
mission.
SYSTEM POINTS (SP). SP can be spent to
add extra systems to your mech, and
some heavier weapons require both
mounts and SP. You cannot add systems
to your mech that would cause you to
exceed your available SP.
CORE SYSTEMS
Every FRAME comes with a CORE SYSTEM.
These powerful abilities are unique to each
FRAME, can’t be transferred to other
mechs, and in most cases can only be
used once a mission by consuming CORE
POWER (CP).
IMPROVING MECHS Your pilot’s SYSTEMS affects your mech’s systems and
When your pilot builds a mech, their mech skills electronic warfare abilities. You gain:
allow you to boost some of its statistics. This is your
• +1 E-DEFENSE and TECH ATTACK for each point of
pilot’s unique or personal touch, giving you the ability
SYSTEMS.
to customize a stock FRAME.
• +1 SP for every two points of SYSTEMS.
Your pilot’s GRIT is added to your mech’s HP and SAVE
Your pilot’s ENGINEERING affects heat management and
TARGET, as well as its SP and attack rolls.
ease of repair. You gain:
Your pilot’s HULL affects your mech’s durability.
• +1 HEAT CAP for each point of ENGINEERING.
You gain:
• +1 to the maximum uses of any limited systems
• +2 HP for each point of HULL. or weapons for every two points of ENGINEERING.
• +1 REPAIR CAP for every two points of HULL.
SPEED: Your mech’s SPEED determines how far you can move on SAVE TARGET: When you force another character to make a save,
your turn, in spaces, when you make a standard move or BOOST. they must match or beat your mech’s SAVE TARGET or take
consequences.
EVASION: EVASION is how hard it is for ranged and melee attacks
to hit you.
As your pilot acquires more licenses, they 1. Start by picking a FRAME from the
gain know‐ ledge and skills specific to licenses available to you. The FRAME gives
individual manufacturers and their design TALENTS your mech its base statistics.
philosophies. This specialized know‐ Your pilot’s ingenuity and experience At LL0, you only have access to the GMS-
ledge is represented by core bonuses, piloting a mech are represented by talents SP1 Everest.
unique enhancements that offer – special enhancements that can help
interesting ways to customize your mech. 2. Add bonuses from your mech skills. At
pilots push mechs past their limits. Talents LL0, your character starts with two points
give your pilot benefits or abilities with to spend on mech skills.
Core bonuses are permanent specific weapon types, systems, or styles
improvements that apply to any FRAME of play, allowing you to further define them ▪ HULL: + 2 HP/point; +1 REPAIR CAP/2
your pilot uses. You cannot choose the within the rules and story. With a few points. ▪ AGILITY: +1 EVASION/point; +1
same core bonus more than once, but as exceptions, talents only affect your SPEED/2 points. ▪ SYSTEMS: +1 TECH ATTACK
your pilot progresses, you will be able to character’s capabilities as a mech pilot. and E-DEFENSE/ point; +1 SP/2 points.
choose a range of different bonuses. ▪ ENGINEERING: +1 HEAT CAP/point; +1 use
Talents, like licenses, are measured in for limited gear/2 points.
Your pilot gets a new core bonus every ranks: from rank I to rank III. At LL0, you
three LLS. You can always choose core start with three rank I talents of your 3. Add GRIT to your mech’s HP, SP, attack
bonuses from the GMS list, but for each choice. When your pilot levels up, you can rolls, and SAVE TARGET.
core bonus you choose from another either increase a talent to the next rank You get your first point of GRIT at LL1.
manufacturer, you first need to have three (i.e., from rank I to rank II) or choose a
license ranks with that manufacturer. For 4. Pick weapons and allocate them to your
new talent at rank I.
example, to choose a core bonus from FRAME’S available mounts. Unless they
IPS-Northstar (IPS-N) you would need at have the Unique tag, you can take
You can read the full list of talents and
least three ranks in IPS-N licenses; if you weapons more than once. At LL0, you can
their effects in the Compendium on p. 90.
wanted to choose a second IPS-N bonus, only choose from the GMS weapon list.
you would need at least six ranks in CREATING A MECH 5. Choose systems up to your SP. Unless
licenses. These ranks can be in any they have the unique tag, you can take
Constructing and customizing a mech
combination – for example, you might may seem daunting at first, but broken systems more than once.
have the rank I and rank II license for one down into steps it’s much simpler than it At LL0, you can only choose from the
GMS systems list. SECTION 1 // Building Pilots and Mechs
[35]
6. Write down your core bonuses, if any. STRUCTURE
You choose your first core bonus at LL3.
MECH
7. Write down your relevant talents.
At LL0, you have three rank I talents.
CREATION EXAMPLE
SECTION 1 // Building Pilots and Mechs Before we move on, let’s take a glance at
[36] what Oda and Raijin might look like at
Let’s put it all together and see a BUILDING THE MECH:
LL3.
character in action. Our example lancer's RAIJIN At LL0, Oda, like all other
name is Taro Oda. pilots, only has access to GMS licenses.
After completing three missions and
Oda’s starting FRAME is the GMS Standard leveling from LL0–LL3, Oda gets three
EXAMPLE CHARACTER: Pattern I Everest, the only FRAME available
talent ranks, three license ranks, three
to LL0 pilots. Oda’s player decides to call
TARO ODA To begin with, Oda’s his mech Raijin. increases to his triggers, three mech skill
player grabs a piece of paper and jots points, and a core bonus.
down Oda’s name and license level - LL0,
Oda’s player looks through the GMS
for now. If this seems a little overwhelming,
weapon list and chooses the HEAVY ANTI-
remember that Oda’s player didn’t need to
MATERIEL RIFLE for the Everest’s heavy
The next step is for his player to choose a choose everything at once – she picks
mount, an ASSAULT RIFLE, a MAIN weapon,
back‐ ground and four triggers. Oda’s them one at a time!
for his main mount, and two TACTICAL
player decides that Oda grew up in the
KNIVES for his auxiliary mount.
colonies, so she writes down Colonist as Since Oda has a rank III license (IPS-N
his background. Oda is also pretty astute Raleigh), he has access to the Raleigh
From Oda’s HULL, Raijin gets +4 HP and
and good at gunplay, so his player FRAME (rank II). Oda’s player also gets to
+1 REPAIR CAP. She also gets six SP, and
chooses the triggers Read a Situation, choose a core bonus from the IPS-N list,
chooses the following customizations:
Spot, Take Someone Out, and Survive, since he now has three license ranks from
each at +2. • Pattern-B HEX Charges (2 SP) that manufacturer. She takes Reinforced
• Rapid Burst Jump Jet System (2 SP) • Frame, which gives Raijin an extra +5 HP.
In play, Oda’s player can invoke his Type-3 Projected Shield (2 SP) Oda’s player now has full access to all of
background to get additional ACCURACY on the systems and weapons in the IPS-N
a skill check, and the GM can invoke Here’s what the Raijin might look like on Raleigh license now.
Oda’s background to increase the DIFFI‐ paper:
CULTY of a roll. TARO ODA
RAIJIN (EVEREST) LL3
Next, Oda’s player writes down some gear HP: 14 (+4 from Hull) BACKGROUND: Colonist
that Oda always brings with him on Repair Cap: 6 (+1 from Hull) TRIGGERS: Read a situation (+6), Spot (+2),
missions. Looking at the list of available Evasion: 8 Speed: 4 Heat Cap: 6 Take someone out (+4), Survive (+2)
pilot gear, she chooses a MEDIUM Sensors: 10 Armor: 0 E-Defense: GEAR: Signature weapon (hunting rifle),
SIGNATURE WEAPON (Oda’s hunting rifle), a 8 Size: 1 Tech Attack: +0 light hardsuit, extra rations, cooking gear
LIGHT HARDSUIT for maneuverability, and TRAITS:
MECH SKILLS: HULL 5 (+10 HP, +2 REPAIR
EXTRA RATIONS. INITIATIVE
1/scene, the Everest may take any quick CAP) TALENTS: Crack Shot (rank II),
Infiltrator (rank I), Leader (rank III)
She gets to distribute two points in mech action as a free action.
skills, so she puts them both in HULL. CORE BONUSES: Reinforced Frame (IPS-N),
REPLACEABLE PARTS
While resting, the Everest can be repaired +5 HP LICENSES: GMS, IPS-N Raleigh (rank
Lastly, Oda’s player gets to choose three at a rate of 1 REPAIR per 1 structure I–III)
talents at rank I. She takes Crack Shot, damage, instead of 2 REPAIRS.
Infiltrator, and Leader. And what does Raijin look like at LL3?
SYSTEM POINTS: 6
Here’s what our example pilot looks like MECH SKILLS Instead of building Raijin with the Everest
on paper so far: Hull: 2 Agility: 0 FRAME, Oda uses the Raleigh. Oda’s player
Systems: 0 Engineering: 0 decides to mount two HAND CANNONS –
TARO ODA weapons from the IPS-N Raleigh license –
MOUNTS
LL0 instead of knives.
AUX: TACTICAL KNIFE
BACKGROUND: Colonist
AUX: TACTICAL KNIFE
TRIGGERS: Read a situation (+2), Spot (+2), MAIN: ASSAULT RIFLE Oda’s player has 7 SP to use (five from
Take someone out (+2), Survive (+2) the Raleigh FRAME and two from Oda’s
HEAVY: ANTI MATERIAL RIFLE
GEAR: Medium signature weapon (Hunting GRIT) and chooses the following upgrades:
Rifle), light hardsuit, extra rations. CORE SYSTEM
HYPERSPEC FUEL INJECTOR • Pattern-B HEX Charges (2 SP, GMS) •
TALENTS: Crack Shot (rank I), Infiltrator
Type-3 Shield (2 SP, GMS)
(rank I), Leader (rank I)
And that’s it – Oda’s ready for his first • Personalizations (1 SP, GMS)
CORE BONUSES: None.
mission! • Rapid Burst Jump Jet System (2 SP,
LICENSES: GMS.
LEVELING UP: ODA AND GMS)
SHIELDED MAGAZINES
The Raleigh can make ranged attacks
whenJAMMED.
MOUNTS
AUX: HAND CANNON
AUX: HAND CANNON
MAIN: ASSAULT RIFLE
HEAVY: ANTI-MATERIEL RIFLE CORE SECTION 1 // Building Pilots and Mechs
SYSTEM EXAMPLE
CREATION
SECTION 2
MISSIONS,
UPTIME AND
DOWNTIME
THE STRUCTURE OF PLAY 40 THE
MISSION 42 DOWNTIME 50
THE
Alternatively, the players might define a covert mission of utmost importance.
goal without any orders or any direction
from the GM. They might decide that they 10 Assassinate a VIP, discreetly, or in
want to clear out and secure a pirate- broad daylight, to send a message.
STAGE ONE: BRIEFING A mission’s success depends on the 12 Board a hostile ship or station and take
A mission briefing takes place at the completion of the goal(s), but missions
it over; or, destroy it.
beginning of every mission. This is when can end without it. Indeed, some missions
your pilots sit down around their consoles, end so poorly that they leave players – or Be the first on the ground on a world
or in their cockpits, a board room, or a their factions – worse off than before they 13
hostile to human life; create a beachhead.
barracks somewhere, and figure out – or embarked. Whether or not a mission is
get told – what needs to be done. successful, characters that survive a
mission always increase their LL by one. 14 Smuggle something safely or securely
This scene doesn’t have to be an actual through hostile territory.
in-character briefing. It can easily be a
conversation between the players and the SECTION 2 // Missions, Uptime and 15 Hunt down a team of notorious, feared,
GM, taking place entirely out of char‐ Downtime or respected mech pilots.
acter, especially if you need to figure out 16 Provide cover for an evacuation.
some details behind the scenes.
17 Rescue and extract someone from a
The briefing needs to determine a couple
secure or dangerous location, e.g. a
of things: the situation, the mission goal,
and the stakes. prison or warzone.
Here are some example goals for 18 Secure a dangerous location.
THE SITUATION
The GM should present as much inspiration: GOAL ROLL 1D20 1Escort
19 With Union’s backing, liberate a people
information about the situation on the a VIP from a compromised location to a held hostage by their cruel ruler.
ground as they deem relevant to the
players. This can be as in-depth or as new, safer one.
short as needed, but make sure to 20 Make a desperate attempt to stop an
establish clearly what the players know 2Respond to an SOS from an unknown incoming missile or attack.
about the mission at the start of the source with a location noted in the It’s also possible for a mission’s goal to
mission. message. change mid-mission. Maybe more
information comes to light, or there is a
THE GOAL 3Retrieve a valued or strategic object, shift in the mission’s circum‐ stances or
Regardless of what information the GM item, or information from a secure, hostile parameters. This is perfectly normal and
presents, the goal is what the players helps to create dynamic, interesting
location.
hope to accomplish with their mission. stories. The best-laid plans of pilots and
This might be the same as any objectives commanders often break down under the
Investigate a rumor or tip from a valued
set out by the GM, or it might be entirely 4 entropy of combat. Pilots with more than a
different. informant.
couple of live drops to their name know
this and plan accordingly.
For example, the GM might outline a 5Escort a long-flight weapon or ordnance
mission in which the players have received to its target. THE STAKES
orders from a powerful general to hold a Once you’ve chosen a mission goal, it’s
loyalist checkpoint against rebels. If the 6Defend an area expecting an attack (e.g., time to set the stakes – the mission’s
players’ broad objectives align, then their from pirates, hostile alien fauna, etc). possible outcomes and significance.
goal might be to defend the checkpoint;
however, maybe the players don’t like the 7Explore a long-abandoned derelict for The stakes are usually decided by the GM,
general or secretly work for the rebellion, but they can be strongly influenced by – or
artifacts.
or maybe they know that letting the rebels directly related to – the actions, history,
through the checkpoint will be the perfect drives, and backgrounds of player
8Bring down a piece of massive
distraction for them to pursue their real characters. For example, a character who
mission. In any of those cases, their infrastructure (e.g., a bridge, skyhook,
was once a slave might have a much more
group’s goal – what the players hope to dam, etc).
personal stake in stopping slave traders aren’t necessarily final – they might have SECTION 2 // Missions, Uptime and
due to their history. opportunities to change gear mid-mission Downtime
– but it does determine the resources,
THE MISSION
A mission’s stakes are easiest to find by gear, and weapons that they start with.
phrasing them as a question, or several.
Here are some examples: Players can each bring one mech on a
mission, along with clothing, armor, up to
Will the players save the new Frontier two weapons, and up to three other
Shipping Clans settlement on Astrada IV pieces of gear from the gear list. Take a
from total destruc‐ tion at the hands of the look at the Compendium (p. 108) for the
Iron Tigers? Will they learn who’s paying full list of pilot gear.
the Tigers?
In some cases, pilots might not be able to
Will the players discover the location of print or acquire new mechs and
the HORUS cell that has stolen a Harrison equipment during a mission. This can help
Armory HELBOX before they have a create drama and exciting stories. For
chance to activate it? example, a group of pilots who crash-land
in the middle of an alien wasteland while
Will the players successfully escort the trying to find civil‐ ization probably won’t
Union emer‐ gency convoy through the have reliable access to gear. Of course,
raider-plagued Shatir Reef, or will the pilots can always try to trade, barter, build,
humanitarians be torn to pieces like so or acquire extra gear in the course of a
many others? mission.
Infiltrating a guarded facility: Success If the players fail to take action, stall, or
means everyone gets into the facility pass off responsibility, then they are
unnoticed; failure means the guards are effectively turning initi‐ ative over to the
alerted. GM. Any time the players look to the GM
to see what happens next, the GM can
Gaining the baron’s favor: Success move the story forward without player
means the group receives a private action.
audience with the baron; failure means
they are thrown out by rival nobles who Similarly, NPCs don’t take action or make
have noticed their meddling. rolls in narrative play. Their behaviors are
based on the outcome of player rolls. For
Traversing the wastes: Success means example, if a player character lies to an
they cross the wastes unharmed; failure NPC, the NPC doesn’t get to make a roll
means they cross the wastes, but it’s a to figure out if they’re being lied to. As
harrowing journey and they arrive with no long as the player is successful, the NPC
supplies, food, or water. doesn’t see through the deception; if the
player does fail, the NPC notices the
Challenges are ideal when players (and obvious lies. If the GM feels like the NPC
GMs) want to extend the narrative impact is particularly astute or insightful, able to
of rolls. easily see through lies, they might decide
For plans with several distinct stages, an the skill check is DIFFICULT, RISKY, or both.
extended challenge might be
appropriate. An extended chal‐ lenge has
several rounds of rolling, and the outcome [47]
the pilot’s goal is ‘kill the guard’ and they succeed, can make the roll RISKY or DIFFICULT, or else ask for a
they kill the guard. If an NPC is especially well-pro‐ different approach. For example, trying to take out a
tected, trained, or otherwise hard to take out, the GM guard in a tower with just a combat knife might be
nearly impossible, but doing it with a silenced sniper
rifle probably isn’t even RISKY.
[48]
COMBAT IN NARRATIVE PLAY When combat
If you want combat in narrative play to be a bit more takes place in narrative play, the normal rules for skill checks
structured, you can use skill challenges, with different apply. This allows combat to play out more like a movie than a
checks representing different parts of a fight. For tactical game. When resolving combat narratively, you don’t
example, the GM might ask players to make a skill need to track turns or make attack rolls, and the whole combat
check to cross open ground, assault the watch tower, might be over in just a few rolls. If there are no mechs involved,
then take out the turret that’s raining fire on them. it’s almost always preferable to resolve combat this way.
If mechs are involved in combat or you want to get Here are some examples of combat in narrative play:
into serious detail, then you might be engaging in
mech combat rather than narrative play. Ava Rhys is negotiating with the Black Star Bandits, trying to
secure the release of a hostage they’ve been contracted to
HIT POINTS, DAMAGE, AND INJURY rescue. The negotiations go sour when Ava fails her skill check
A pilot’s HP is most relevant during mech combat, but to charm the bandit captain, and the bandits tell them to drop
they can also get hurt and take damage as a result of their weapons. Ava decides to shoot the closest bandit,
hopefully giving her a chance to flee. Since she has the element
complications during skill checks.
of surprise, the GM decides the roll isn’t Risky. Ava rolls 15 on
At LL0, pilots have 6 HP. As they level up, they add her skill check, gunning down the bandit and getting away with
no complications.
their GRIT to their HP and can also get bonus HP from
armor.
Daniel “Inky” Boyd “accidentally” gets in a bar fight. He wants to
knock out the guy that just insulted his crew. The GM decides
HP doesn’t equate directly to a certain level of injury;
the roll isn’t Risky, but it is Difficult since the other guy is pretty
it represents how far a pilot is from death, not only in
big. Inky rolls a 7, failing to take out his opponent and getting
terms of bodily health, but also in terms of their ability
clocked in the face for 1 damage.
to duck, dodge, and avoid damage, and their sheer
luck. A pilot who takes damage doesn’t necessarily
In the middle of a pitched battle, on foot, Khan decides to take
sustain a physical injury. They might instead draw on control of the gun emplacement that’s raining hell down upon
their stamina, luck, or quick reflexes to avoid a his allies. The GM decides this is a Risky venture. Khan gets a 9
wound, but they can’t do that forever. on the roll, failing. The soldiers defending the emplacement turn
the gun on him, preventing him from getting any closer. Worse,
Consequences and complications from skill checks Khan watches as some members of his squad are gunned down
only deal damage if they would be sufficient, narrat‐ in the ill-advised assault.
ively, to hurt or kill someone. Things like minor grazes,
a glancing punch, bruises, and so on don’t deal Lin Yating, callsign “Marigold”, leads a platoon of troops in a
damage, although they could cause other issues. jury-rigged escape pod on an attempt to board and take control
of an enemy ship. The GM decides the maneuver is almost
Here’s what damage to a pilot looks like in narrative impossible but so daring that it deserves a Heroic roll. Marigold
play: leads the charge, rolling a 21 against all odds. They successfully
fight their way to the command center, and their enemies
• Minor damage is 1–2 damage. Minor damage immedi‐ ately surrender and hand over control of the ship.
might be a result of being shot by small arms fire,
stabbed, punched, or being hit by a flying rock. Like other skill checks, failed combat skill checks can’t be
• Major damage is 3–5. Major damage might be repeated until the circumstances change. For example, if Taro
dealt by assault and heavy weapons, long falls, gets in a bar fight and fails to knock out his opponent, he can’t
toxic gas, or exposure to vacuum. try again until he changes his approach or the situation
• Lethal damage is 6+. Lethal damage is changes. He could do this several ways, such as by picking up
catastrophic – a pilot might receive it if a mech a bar stool or getting some of his friends to help out.
falls on them, they’re hit by a mech-scale
weapon, or a grenade blows up under them. Don’t worry about calculating precisely how much damage is
dealt to NPCs during narrative combat – if
As a general rule, outcomes should be informed by boss of the Red Dog Triad, a local crime syndicate.
narrative context. A roll made for an activity that takes Etcher knows his next mission might take them
place over several months will usually have a greater through Red Dog territory. He makes some checks
effect than an action that takes a few seconds. If a (and some promises) and gets in the boss’s good
character only has a few days of downtime to learn a graces. The GM gives Etcher’s player some RESERVES:
new martial art, they might not become an expert, but
they will probably be familiar with the standard moves • WEAPONRY: I’ve borrowed a coldcore sniper rifle (a
and techniques. If downtime skips ahead six months, HEAVY SIGNATURE WEAPON) from the Triad, just for
though, that character might actually be a pretty good this job.
martial artist by the beginning of the next mission. • BACKING: I have the Triad’s backing. If someone
messes with me, I can invoke that.
• INFORMATION: Thanks to the Triad’s spy networks, I
RESERVES can ask the GM what kind of enemies we might
Downtime can be used to prepare RESERVES for the
run into during the mission.
next mission. RESERVES covers anything being held as
an advantage for the next mission, including extra ROBIN CONNERS
supplies, gear, support, bonuses, allies, and so on. Robin decides to do some scouting during downtime,
The GM can grant RESERVES at any time it makes scavenging a strange, abandoned derelict for supplies.
sense – for instance, when a group’s patron gives After some harrowing exploration and a few skill checks,
them extra supplies for a mission – but players can the GM asks her to write down some RESERVES:
also ask for RESERVES by making downtime actions.
• AMMO: I’ve recovered extra ammo cases, giving
Here are some examples of RESERVES in play: me +1 use for all limited weapons.
• NANOMATERIALS: I found some strange nanomaterials,
ETCHER RONEN
giving my mech +2 REPAIR CAP this next mission.
During downtime, Etcher negotiates with the powerful
• CONNECTIONS: I’ve got a lot of material I could use as actions, and freeform play.
leverage to get us a meeting with the local smuggling
guild without having to make a skill check. Downtime actions are defined activities that allow players to
accumulate RESERVES for the next mission. Each player gets a
limited number of these actions – usually one, but sometimes
two for especially long periods of downtime. If the players are
[50] under siege, for example, they probably only have time for a
single action. The kinds of actions that characters can take are
But the purpose of downtime isn’t just to prepare for the next
mission – it’s also for players to tell personal stories, advance
Pilots are people – exceptional people, but people nonetheless
plots, and flesh out characters. Players can do as much
– who have lives to live outside of their mechs. It’s assumed in
freeform roleplaying as they like during downtime – maybe
Lancer that your pilot has plenty of business to take care of
making skill checks, maybe just talking and interacting. Even if
between missions, although the precise nature of that business
their actions are totally unrelated to preparing for a mission, the
depends on the players, the GM, and the narrative.
GM can still feel free to reward this kind of play in ways that will
help them in the field. For example, even if Pan and Penny
Some stories don’t have space for much downtime – perhaps
simply go drinking at a bar together with no intent to prepare
the characters are on a planet under siege and have little time
something, gain RESERVES, or take downtime actions, the GM
to pursue other projects. Others will have much more,
might decide that their new bond grants them +1 ACCURACY on
potentially even skipping ahead several months between
skill checks to help each other during the next mission.
missions and allowing char‐ acters many opportunities to
pursue their goals.
TIME AND DOWNTIME
There always has to be some downtime between missions, Downtime is almost entirely narrative and doesn’t usually focus
even if it’s only a few hours. This space allows players to on every moment of action. Depending on the situation, one roll
prepare for the next mission and take actions that will shape the in downtime might cover any amount of time, from an hour to a
ongoing story. few months.
ROLL 1D20
RESOURCES 1-2 Access A keycard, invite, bribes or insider access to a particular location.
3-4 Backing Useful leverage through political support from a powerful figure. 5-6 Supplies Gear allowing easy
crossing of a hazardous or hostile area.
7-8 Disguise An effective disguise or cover identity, allowing uncontested access to a location. 9-10
Diversion A distraction that provides time to take action without fear of consequence. 11-12 Blackmail
Blackmail materials or sensitive information concerning a particular person. 13-14 Reputation A good
name in the mission area, prompting good first impressions with the locals. 15-16 Safe Harbor
Guaranteed safety for meeting, planning, or recuperating.
MECH EQUIPMENT AND GEAR ROLL 1D201-2 Ammo Extra uses (+1 or +2) of a LIMITED
weapon or system.
3-4 Rented gear Temporary access to a new weapon or piece of mech gear. 5-6
Extra repairs Supplies that give a mech +2 REPAIR CAP.
7-8 CORE battery An extra battery that allows a second use of a mech’s CORE SYSTEM.
9-10 Deployable shield A single-use deployable shield generator – a SIZE 1 deployable that grants soft
cover to all friendly characters in a BURST 2 radius.
11-12 Redundant repair The ability to STABILIZE as a free action once per mission.
15-16 Smart ammo All weapons of your choice can be fired as if they are SMART. 17-18 Boosted servos IMMUNITY to the SLOWED
condition.
19-20 Jump jets During this mission your mech can FLY when moving, but must end movement on land. SECTION 2 // Missions,
[51]
TACTICAL ADVANTAGES ROLL 1D20
1-2 Scouting Detailed information on the kinds of mechs and threats you will face on the mission, such as
number, type, and statistics.
3-4 Vehicle Use of a transport vehicle or starship (e.g., a TIER 1 NPC with the VEHICLE or SHIP template.
5-6 Reinforcements The ability to call in a friendly NPC mech of any Tier, once per mission.
9-10 Accuracy Training or enhancement that provides +1 ACCURACY to a particular mech skill or action for
the duration of this mission.
11-12 Bombardment The ability to call in artillery or orbital bombardment once during mech combat (full
action, RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage).
A custom harness that allows you to carry an extra pilot
13-14 Extended Harness weapon and two extra pieces of pilot gear for the duration of
this mission.
15-16 Ambush Intel that allows you to choose exactly where your next battle will take place, including the
layout of terrain and cover.
17-18 Orbital Drop The ability to start the mission by dropping from orbit into a heavily fortified or hard to
reach location.
19-20 NHP Assistant A non-human person (NHP) – an advanced artificial intelligence – controlled by the GM,
that can give you advice on the current situation.
Name what you want. You can definitely On 10–19, you buy enough time, but the
get it, but depending on the situation becomes precarious or
outlandishness of the request, the GM desperate. Next time you get this result for
chooses one or two: the same situation, treat it as 9 or less.
• It’s going to take a lot more time than On 20+, you buy as much time as you
you thought. • It’s going to be really damn need, until the next downtime session.
risky. Next time you get this result for the same
• You’ll have to have to give something up situation, treat it as 10–19.
or leave something behind (e.g., wealth,
resources, allies). • You’re going to piss GATHER INFORMATION
off someone or something important and When you GATHER INFORMATION, you poke
powerful. your nose around, perhaps where it
• Things are going to go wildly off-plan. • doesn’t belong, and invest‐ igate
You’ll need more information to proceed something – conducting research,
safely. • It’s going to fall apart damn soon. following up on a mystery, tracking a
• You’ll need more resources, but you target, or keeping an eye on something.
know where to find them. You might head to a library or go under‐
• You can get something almost right: a cover to learn what you can. Whatever it
lesser version, or less of it. involves, you’re trying to GATHER
INFORMATION on a subject of your choice.
This is a straightforward way to acquire You can use information gained as
RESERVES, opportunities, and additional RESERVES.
resources. You might want something
directly useful for a mission; some‐ thing Name your subject and method, and
more abstract, like time, safety, roll:
information, allies, or support; something
practical, like a base of operations, On 9 or less, choose one:
materials, shelter, or food; or, even some‐ • You get what you’re looking for, but it
thing as simple as a damn pack of gets you into trouble straight away.
cigarettes. • You get out now and avoid trouble.
BUY SOME TIME On 20+, you get what you’re looking for
When you BUY SOME TIME, you try to stave with no complications.
[53]
off a reck‐ oning, extend a window of
GET CREATIVE When you GET CREATIVE, you tweak something or try to
make something new – either a physical item, or a piece When you GET A DAMN DRINK, you blow off some steam, carouse,
of software. Once finished, you can use your new and generally get into trouble. You might be trying to make
creation as RESERVES. connections, collect gossip, forge a reputation, or even just to
forget what happened on the last mission. There’s usually
Describe your project and roll: trouble.
On 9 or less, you don’t make any progress on your
State your intention and roll:
project. Next time you get this result for the same
project, treat it as a 10–19. On 9 or less, decide whether you had good time or not; either
way, you wake up in a gutter somewhere with only one
On 10–19, you make progress on your project, but remaining:
don’t quite finish it. You can finish it during your next • Your dignity.
downtime without rolling, but choose the two things • All of your possessions.
you’re going to need: • Your memory.
• Quality materials.
• Specific knowledge or techniques. On 10–19, gain one as RESERVES and lose one: • A good
• Specialized tools. reputation.
• A good workspace. • A friend or connection.
• A useful item or piece of information.
On 20+, you finish your project before the next • A convenient opportunity.
mission. If it’s especially complex, treat this as 10–19,
but only choose one. On 20+, gain two from the 10–19 list as RESERVES and don’t lose
anything.
Your project doesn’t have to be something from the
gear list, but it usually can’t be as impactful as a piece You can only make this action where there’s actually a drink to
of mech gear. get (e.g., in a town, station, city, or some other populated area),
or some other kind of entertainment.
SECTION 3
MECH COMBAT
COMBAT BASICS 58 TURN-BASED
COMBAT 60 PILOTS IN MECH COMBAT
74 QUICK COMBAT REFERENCE 76
STATUSES AND CONDITIONS 77 WEAR
AND TEAR 80
COMBAT BASICS
CHARACTERS AND [58]
It’s entirely possible to play through a session of Lancer without
OBJECTS even touching a mech, let alone mech combat. Some groups
There are two kinds of entities that mechs are likely to prefer a game focused more on roleplaying and politics, in
interact with during combat: characters and objects. which most conflicts are decided with skill checks.
Broadly speaking, a character is anything capable of That said, lancers have a particular talent, and it’s one that’s
taking independent action. This includes player char‐ bound to come up during missions: fighting in mechs. Even if
acters (PCs) – the pilots and mechs controlled by the you’re playing a more narrative game, there are times you’ll find
players – and non-player characters (NPCs), which that you want combat to be more tactical, and for each decision
are controlled by the GM. As long as they can take to matter more; you’ll want to test out your ingenuity, and put
independent actions or reactions, non-sentient char‐ your mech-building and fighting skills to good use. That’s the
signal that it’s time for mech combat.
acters like drones and automated turrets can also be
characters.
Unlike narrative play, mech combat is tactical and turn-based.
It’s also primarily about mechs – you can certainly use the mech
Characters can be hostile or allied depending on
combat rules for fights between pilots, but the options are far
their attitude towards you (rather than your attitude to
less interesting.
them). You never count as an allied character to
yourself.
There are a couple of key differences between using the mech
combat rules to play out combat and playing it out narratively:
An object is anything that isn’t a character and that
isn’t held, worn, or otherwise part of a character. This
In mech combat, instead of using triggers and skill checks to
includes both terrain features (e.g., walls, boulders, determine the outcome of conflicts, you use attack rolls, mech
and trees) and pieces of gear that have been placed skill checks, and saves. Players take turns, and during their
down or deployed (e.g., shield generators and land‐ turns have access to specific types of actions.
mines).
The stakes of mech combat are much higher, and the scale
much larger. Whatever other skills your pilot has, it’s only their
experience fighting in a mech that will help them succeed.
Instead of getting bonuses from triggers, a pilot’s GRIT
determines their bonuses for attack rolls and saves.
S1 S2
S3
[59]
TURN-BASED COMBAT
TURNS AND ROUNDS Each character takes one turn per round unless they
Mech combat is separated into turns and rounds. otherwise specified. A round ends when every char‐
acter capable of taking a turn has taken a turn. STARTING COMBAT
To begin mech combat, the GM merely needs to declare it.
Turns represent activity, not the passing of time. Even
Hostile moves like firing at enemies, grappling, and charging are
though characters act in a certain order, the turns in usually enough to initiate combat.
each round are assumed to narratively occur at
roughly the same time. When the GM declares that combat is about to start, they show
the map to the players (at least the parts their pilots can see),
Players always get to act first. When mech combat explain the position of any visible NPCs or terrain features,
begins, the players agree on a player (or an allied and describe the situation. The players then place their
NPC) to take the first turn. If the players can’t agree characters on the map, wherever is appropriate, and the first
on someone, the GM chooses. turn begins.
[60]
SECTION 3 // Mech Combat
TYPES OF ACTIONS and take either two quick actions or one GET 1:
full action. The same action cannot be
Characters can choose between several
taken more than once per turn, except in
MOVE
different kinds of action, depending on
certain cases (e.g., special actions like PICK 1:
what they want to achieve. On their turn,
free actions and reactions). FULL
characters can make a standard move
REACTION character can take only one reaction per and talents grant additional reactions.
Reactions are special actions that can be turn (their turn or that of another Unless specified, reactions resolve after
made outside of the usual turn order as character), but there is no limit to how the action that triggers them. Some
responses to incoming attacks, enemy many reactions can be taken, overall. resolve beforehand under specific
movement, and other events. Each Mechs have two default reactions, each of triggers, such as when an attack is
reaction can only be used a certain which can be taken once per round – COMBAT BASED
number of times per round, and a BRACE and OVERWATCH – but some systems
TURN
FULL ACTION
Actions that require full attention (e.g.
firing a barrage, performing field repairs on
a mech).
FREE ACTION
Free actions are special actions granted
by character traits, like mech systems and
talents. Characters can take free actions
at any point during their turn, and they
don’t count toward the number of quick or
full actions they take. They can also be
used to take actions more than once per
turn. For example, if a character can
BOOST as a free action, they can do so
even if they have already used BOOST in
the same turn.
of someone’s eyes, slapping a button, and
taunting an enemy aren’t considered
SECTION 3 // Mech Combat
ENGAGEMENT If a character moves adjacent to a hostile character,
they both gain the ENGAGED status for as long as they can’t drag or lift anything above SIZE 1/2.
remain adjacent to one another. Ranged attacks
made by an ENGAGED character receive +1 . Addi‐
�
tionally, characters that become ENGAGED by targets of [62]
equal or greater SIZE during the course of a movement MOVEMENT
stop moving immediately and lose any unused
On their turn, characters can always move spaces equal to their
movement. After you have become ENGAGED with a char‐
SPEED, in addition to any other actions. This is called a standard
acter, you may make further move actions as normal and move to distinguish it from movement granted by systems or
moving into other adjacent spaces does not stop your talents.
movement, though beginning a move within that charac‐
ter's threat may provoke reactions such as OVERWATCH. A character only counts as moving if they move 1 or more
spaces.
MOVEMENT AND REACTIONS
Starting movement within THREAT of another character, Characters can move into any adjacent space, even diagonally,
typically 1-3, can trigger reactions such as OVER‐ as long as the space isn’t occupied by an obstruction (and is
� one that they would be able to move in – characters can't move
WATCH. Characters that want to move more cautiously straight up unless they can fly, for example). There are several
can DISENGAGE as a full action, allowing them to ignore factors that can affect movement, which are detailed here.
reactions and engagement when moving.
SPLITTING UP MOVEMENT AND ACTION
INVOLUNTARY MOVEMENT Any time characters voluntarily move, whether it’s a standard
When characters are pushed, pulled, or knocked in move or something else, they can split up their movement with
certain directions, it is called involuntary movement. any actions; however, when they do this, any non-movement
Involuntary movement forces the affected character actions they take must fully resolve before they continue
to move in a straight line, in a specified direction. moving. For example, a mech with 6 SPEED could move 4
When moving involuntarily, mechs do not provoke spaces, BARRAGE, and then move two more spaces; however, it
reactions or engagement unless specified otherwise would need to complete the full BARRAGE action – firing with two
but are still blocked by obstructions. mounts – before moving those final 2 spaces. It couldn’t fire
one mount, move two spaces, and then fire another mount.
DIFFICULT/DANGEROUS TERRAIN
Mech combat takes place on many types of worlds in ADJACENCY
countless hostile and hazardous environments. Difficult Characters are considered adjacent to another char‐ acter or
terrain can be anything from rough, marshy, or swampy object when they are within one space of it in any direction –
ground, through to icy landscapes, and treacherous, even diagonal and vertical.
rocky scree. All movement through difficult terrain is at
half speed – each space of difficult terrain they move OBSTRUCTION
into is equivalent to two spaces of movement. An obstruction is anything that blocks passage, preventing
movement into its space entirely. Obstruc‐ tions are typically
When characters end their turn in dangerous terrain environmental but other characters can also be obstructions.
or move into it for the first time in a round, they must Characters are obstructed by any solid objects or characters
make an ENGINEERING check. On a failure, they take that are the same SIZE as them or larger.
5 damage – kinetic , energy , explosive , or
� � �
Characters can freely pass through spaces occupied by
burn , depending on the hazard. Each character
� obstructions smaller than them, including other charac‐ ters;
only needs to make one such check per round. however, they can’t end a movement in a space that is
Intense radiation, boiling gases, lava, and falling rocks occupied by another character or object unless specified. This
are all examples of dangerous terrain. means that a SIZE 2 mech, for example, could move through the
space of a SIZE 1 mech or object, but could not finish its move
in the same space.
LIFTING AND DRAGGING
Mechs can drag characters or objects up to twice their Allied characters never cause obstruction, but char‐ acters still
SIZE but are SLOWED while doing so. They can also lift can’t end moves in their space. Additionally, mechs can always
characters or objects of equal or lesser SIZE overhead move through spaces occupied by unmounted humans.
but are IMMOBILIZED while doing so. While dragging or
lifting, characters can’t take reactions. The same rules
apply to pilots and other characters on foot, but they SECTION 3 // Mech Combat
JUMPING AND CLIMBING its starting location, up to a maximum of 6 TELEPORTATION
spaces high.
Characters with legs can jump instead of Some characters can teleport, instantly
their standard move. They may jump moving to any free space within a
Flight movement must follow a straight
horizontally, moving half their speed in a specified range. They must start and end a
line; however, if a character takes
straight line and ignoring obstruc‐ tions at teleport on a surface they can normally
additional movement actions, such as
ground level that they could jump over move on; for example, a character that
BOOST, these can be used to move in a
(such as pits or gaps), or they may can can’t fly can’t teleport mid-air.
different direction.
jump vertically, moving 1 space adjacent
and moving up by spaces equivalent to Teleportation ignores obstructions, does
When flying, characters ignore
their SIZE. For example, a SIZE 1 mech not require line of sight, ignores
obstructions as long as it is physically
could jump up to 1 space high, and 1 engagement, and does not provoke
possible for them to do so – they couldn’t,
space over. Characters that jump and end reactions; however, it still counts as
for instance, move through a gap smaller
the jump mid air auto‐ matically fall at the movement and so is affected by
than their mech. Flying characters also
end of the move (see below). conditions like IMMOBILIZED. A teleporting
have IMMUNITY to PRONE.
character counts as moving 1 space, no
Like moving through difficult terrain, Flying also comes with some risks: matter how far they travel.
characters climb at half their usual SPEED –
each space moved is equi‐ valent to • When flying, characters must move at Characters can attempt to teleport to
moving 2 spaces normally. A successful least 1 space on their turn or begin falling.spaces they can’t see, but if a space is
HULL or AGILITY check might be required to • Flying characters begin falling if they already occupied, the teleport fails.
climb particularly difficult surfaces without become IMMOBILIZED, STUNNED, or otherwise
falling. can’t move. • Flying characters that take
structure damage or stress must
succeed on an AGILITY save or begin
FALLING
falling.
Characters take damage when they fall
three or more spaces and cannot recover SECTION 3 // Mech Combat
During mech combat, characters that fly
before hitting the ground. In standard MOVEMENT
too high above the battlefield can only
circumstances, characters fall 10 spaces
take certain actions. Flying characters
per round, but mechs can’t fall in zero-g or
must remain no more than 10 spaces
low-g environments, and falling speeds
over any surface (e.g., ground, water,
may differ depending on the location.
struc‐ tures) to act normally. For instance,
a flying mech could move 10 spaces
Unless specified otherwise, characters
start to fall at the end of the current turn, above the ground or float 10 spaces
of their turns above a building five spaces high – a total
and fall at the end of each of 15 spaces above the ground – and still
thereafter. They take 3 AP (armor
� act. Charac‐ ters cannot move beyond
piercing) for every three spaces fallen, to a this distance if they have already taken an
of 9 AP. action in the same turn; if they do move
maximum � more than 10 spaces above the battlefield,
they can only move and BOOST, and
Falling is a type of involuntary
cannot take reactions until they start their
movement.
turn below that ceiling.
GRAVITY This restriction does not exist in zero-g
Mechs operating underwater, in zero-g, or and outside of mech combat.
in space are SLOWED unless they have a
propulsion or flight system; however, CARRYING OBJECTS AND FLIGHT
they can’t fall and can fly when moving Except in zero-g environments, mechs
regardless of whether they have a flight cannot carry characters or objects with a
system. total SIZE larger than SIZE 1/2 while flying –
there’s just not enough thrust!
FLIGHT
Some characters can fly for either all or HOVER FLIGHT
part of their movement. Flying characters Some very advanced mechs can hover.
can move vertically and horizontally up to Hovering characters do not need to move
their SPEED. For example, a mech with a in a straight line, and can remain
flight system and 6 SPEED could end its stationary while airborne without falling.
movement anywhere within six spaces of
[63]
ATTACKS RANGE AND PATTERNS
RANGE is measured from any edge of the attacking
Mechs attack using the SKIRMISH, BARRAGE, QUICK TECH, FULL �
TECH, and IMPROVISED ATTACK actions. Characters on foot character, unless specified otherwise. Targets must be inside
attack using the FIGHT action. Whichever action is taken, the RANGE to be valid targets. On a grid, that means targets must
details of attacks are determined by the weapons or systems be at least 1 space inside a char‐ acter’s RANGE to be
that are used. attacked.
CONE 3
CONE 3 SECTION 3 // Mech Combat
MOVEMENT
BLAST 1
RANGE 3
BURST 1
VALID TARGETS
The following are valid targets for attacks
and effects: BURST 1
• other characters;
Hard cover includes ruined buildings, tall P
[65] walls, bulk‐ heads, reinforced
COVER emplacements, and destroyed mechs and
On the battlefield, all sorts of obstructions vehicles. Hard cover is solid enough to
– physical, mental, electronic, and others – block shots and hide behind, and adds
can separate an attacker from their target. +2 to any
The two that matter most are soft cover � ranged attacks. Characters
and hard cover. only benefit from hard cover if they are
adjacent to whatever they’re using
Soft cover includes smoke, foliage, trees,
blinding light, dust clouds, low hills, and
low walls. As the name implies, soft cover
isn’t solid enough to reliably block enemy SOFT
fire, but it does cause visual interference
R
or profile reduction sufficient to make
COVER
aiming difficult. Any time a target is
obscured or obstructed somehow, it has
soft cover, adding +1 to any ranged HARD
�
attacks. COVER
GM G
The Minotaur (M) has soft cover from the Raleigh (R)
thanks to the forest it stands next to.
L
The buildings (hard cover) are obstructing the Raleigh’s
line of
sight to Any line from the Blackbeard (B) to the Lancaster
the (L) would cross the white line marking out the
Goblin Lancaster’s point of contact with the cover, so the
(G), but Lancaster gets full hard cover bonus against the
as the Blackbeard’s attacks. That’s not true for the Genghis
Goblin (G)’s position, so the Genghis is flanking the Lancaster.
isn’t
adjacent Characters can shoot over cover or objects smaller or
to it, it’s the same SIZE as themselves without difficulty.
only
granting
soft
cover.
The [66]
Pegasus (P), on the other hand, is adjacent to the for cover and are the same SIZE or smaller. A SIZE 3 mech
buildings and so gets the full hard cover bonus against couldn’t get hard cover while hiding behind a SIZE 1 rock, for
the Raleigh’s attacks. example. If a character is obscured by hard cover but isn’t
adjacent, they don’t get hard cover; however, they might still
get soft cover.
Characters can only benefit from one type of cover at a time –
their benefits don’t stack.
Unless specified, characters never grant cover to objects or
other characters. Some mechs, however, are specifically built to
block enemy fire and can grant cover; these mechs typically
B
have the GUARDIAN trait.
CHECKING FOR COVER between one of the spaces occupied by the attacker and one
To determine if a character has soft cover, simply draw a line occupied by the target.
from the center of one character to the center of another. If
If you aren’t using a grid or hex map, draw a straight line where
a line can be drawn mostly unbroken, it’s a clear shot and
the target touches the hard cover, as in the figure below. If the
neither character has soft cover. If the line is significantly
attacker is over this line, fully or partially, the target does not
obstructed or is broken up by smoke, trees, or fences the target
benefit from hard cover.
has soft cover. Targets also have soft cover if they are
obstructed by objects that would give hard cover, but which If a character in hard cover could shoot over, through, or
they aren’t adjacent to. around the source of their cover, the cover does not block their
line of sight or obscure their attacks.
If a character is adjacent to hard cover, they benefit from that
cover against all characters – except for char‐ acters that flank
them. When using a hex or grid map, targets are flanked if it is
possible to draw a line that is totally clear of hard cover SECTION 3 // Mech Combat
Let’s say your mech has a total HP of 15. by two separate 2 attacks first takes 4
HARM An enemy shoots at you and scores a
�
damage (2 from each attack),
�
DAMAGE successful hit by beating your mech’s then marks
Every pilot hopes to avoid as much enemy E VASION on an attack roll. Thanks to down 4 burn (again, 2 from each attack).
another good roll, their cannon is going to At the end of their turn, that character
fire as possible, but they know this truth: check, failing and
sooner or later someone’s going to punch deal 12 makes an ENGI‐ NEERING
a few holes in your kit. � damage; luckily for you, you’ve taking an additional 4
installed armor on your mech. Your armor
� damage. Next
subtracts two from all incoming damage, another 2 turn, the same character gets hit by
There are four types of damage pilots attack. They take 2
need to reckon
with: explosive ,
� reducing the incoming damage to 10. � �
You’re left with only 5 HP – take cover! damage, then
energy , kinetic , and burn , each mark the extra burn down
� � �
representing a different sort of weapon (now it’s 6!). At the end of their turn, they
As another example, an attacker fires at
or target, dealing 5 damage. must succeed on another ENGINEERING
projectile. an EXPOSED � check or take 6 more damage.
The target has RESIS‐ TANCE to and has 2 �
� Fortunately they
pass, clearing all burn.
ARMOR AND RESISTANCE Armor. EXPOSED doubles the incoming
ARMOR reduces all incoming damage from damage to 10, minus the 2 Armor means
a single source by an amount equal to its the target takes 8 damage, which is
HEAT
from 1–4; however, AP � Heat is a special type of harm that
rating, which goes halved to 4 �
weapons and burn damage � by their RESISTANCE. doesn’t count
� ignore as damage and ignores
ARMOR altogether. BURN A RMOR , although it can be affected by
Pilots need to worry about more than just RESISTANCE. It represents damage to a
on the battlefield. Some mech's internal systems and reactor. It's
Characters with RESISTANCE to a specific bullet holes
type of damage reduce all incoming weapons deal burn most often inflicted by electronic warfare,
damage of that type by half. Characters � (damage over time). but is often generated by a mech’s own
can only have RESISTANCE once per type of Burn might represent flames, searing systems. A mech that takes heat marks it
damage – it doesn’t stack. plasma, acid or something more insidious, on their sheet. When it reaches its HEAT
like a swarm of greywash nanites. CAP, any additional heat causes it to
overheat. Overheating is discussed in
CALCULATING DAMAGE When characters take
�
, it has two effects: more detail on p. 81.
After an attacker has successfully rolled
first, they immediately take damage,
an attack, the total damage is calculated � If a character without a HEAT CAP (such as
in the following order: ignoring ARMOR, BIOLOGICAL characters and DRONES) would
and then they mark down take an equivalent
take heat, they instead
the burn they just took on their sheet. At
1. The attacker rolls damage, and applies
the end of their turn, characters with burn amount of energy� damage.
any relevant reductions or increases (such
marked must roll an ENGINEERING check. On
as the doubling from the Exposed status). a success, they clear all burn currently
2. The target’s ARMOR is subtracted from wise, they take damage BONUS DAMAGE
the total. 3. Any other deductions from the marked; other‐ � Some talents, systems, and weapons deal
defender are subtracted from the equal to the amount of bonus damage. Bonus damage can only
burn currently
remaining damage. This includes ranged attacks, and is
marked. apply to melee or
reductions from RESISTANCE, and any only ever kinetic , explos‐ ive , or
relevant systems, talents, or reactions. Burn from additional sources adds to the � �
burn, so a character that is hit energy damage (not burn or
4. Remaining damage is subtracted from total marked � �
the target’s HP.
heat ). damage is halved.
� If no type is specified, bonus [67]
kinetic damage, or
damage defaults to �
the attacker can choose a type
from one of
the same types as the weapon that dealt
it.
ACTIONS [68]
This section describes the different actions available IMMUNITY
to characters, and how they work. While pilots can Some characters and objects have IMMUNITY, and can’t be
take several of these actions, most of them are affected by certain damage types, attacks, or effects. IMMUNITY
specifically relevant to mechs and mech combat. goes beyond simply ignoring damage – effects or actions that a
character has IMMUNITY to are completely ignored, and may as
Characters can take two quick actions or one full well have failed or not having taken place at all. For example, a
action on their turn. character with IMMUNITY to burn doesn’t take any burn from
attacks and never counts as having taken burn for the purposes
Characters cannot perform the same action more than of any other effects. Likewise, a character with IMMUNITY to
once in a turn, except as a free action or reaction. For damage never takes damage (even 0 damage), and a character
example, characters can only BOOST once per turn by with IMMUNITY to tech attacks can’t be affected by any tech
default, but some systems or talents might grant a attacks.
second BOOST as a free action; alternatively, a character
could also OVERCHARGE to get a second BOOST. OBJECTS AND DAMAGE
Unless specified otherwise, all objects (including terrain, cover,
ACTION RESOLUTION buildings, and deployable items) have 5 EVASION and 10 HP/SIZE.
If there's any uncertainty about when certain actions or
This means that a SIZE 4 object has 40 HP. If an object is more
effects take place or resolve, effects caused by other usefully thought of as a group of multiple sections, each SIZE 1
characters always resolve first during a character’s turn. section is independently destroyable and has 10 HP. If an
For example, a character starts their turn in a zone object is especially tough or hardy, like solid rock, it might have
created by another character that causes them to take 1–2 ARMOR; if it’s fortified, like a bulkhead, bunker, or starship
damage – this resolves before any other effects take hull, it might even have 3–4 ARMOR.
place. Otherwise, characters can always choose the
resolution order of actions or effects that they take on The GM may waive this rule outside of mech combat or when it
their turn (for example if they have two effects that trigger applies to objects not created by charac‐ ters (such as the
at the start of their turn, they can choose which resolve environment). For instance, if a group of players want to bust
first). If there’s any additional clarity needed, the GM adju‐ through a wall in their mechs to surprise their enemies, the GM
dicates. might decide that they just need to make a HULL check.
END OF TURN
Effects and activities that take place at the end of a
character’s turn occur after any standard moves and
actions (including free actions and overcharge) have
resolved, but before the next character starts their
turn. If a character is using multiple effects that trigger
at the end of their turn, their player chooses the order
in which they trigger.
• either character breaks adjacency, such You cease to be HIDDEN if you make an
as if they are knocked back by another attack (melee, ranged, or tech) or if your
effect; mech takes a hostile action (such as
• the attacker chooses to end the grapple forcing a target to make a save). Using
as a free action; BOOST or taking reactions with your mech
• The defender breaks free by succeeding also causes you to lose HIDDEN. Other
on a contested HULL check as a quick actions can be taken as normal.
action.
You also immediately lose HIDDEN if your
If a GRAPPLE involves more than two cover disap‐ pears or is destroyed, or if
characters, the same rules apply, but you lose cover due to line of sight (e.g., if
when counting SIZE, add together the SIZE a mech jumps over a wall and can now
of all characters on each side. For draw unbroken line of sight to you). If
example, if two SIZE 1 allied characters are you’re hiding while INVISIBLE, you lose
grappling a single SIZE 2 enemy, the allied HIDDEN when you cease to be INVISIBLE
characters count as a combined SIZE 2 unless you are in cover.
and can try to drag their foe around.
QUICK TECH
HIDE When you use QUICK TECH, you engage in
When you HIDE, you obscure the position electronic warfare, countermeasures, and
of your mech in order to reposition, avoid other technical actions, often aided by a
incoming fire, repair, or ambush. mech’s powerful computing and
simulation cores.
To HIDE, you must not be ENGAGED and you
must either be outside of any enemies’ Each time you take this action, you
computing core. They become IMPAIRED
[69] [70] and SLOWED until the end of their next turn.
Scan
You can also INVADE willing allied
When you SCAN, you use your mech’s characters to create certain effects. If your
powerful sensors to perform a deep scan target is willing and allied, you are
on an enemy. automatically successful, it doesn’t count
To SCAN, choose a character or object as an attack, and your target doesn’t take
within SENSORS and line of sight, then ask any heat.
the GM for one of the following pieces of
information, which they must answer
honestly:
• Your target’s weapons, systems, and full
statistics (HP, SPEED, EVASION, ARMOR,
MECH SKILLS, and so on). SECTION 3 // Mech Combat
• One piece of hidden information about RAM
the target, such as confidential cargo or When you RAM, you make a melee attack
data, current mission, the identity of the with the aim of knocking a target down or
pilot, and so on. back.
• Generic or public information about the
target that can be pulled from an info bank To RAM, make a melee attack against an
or records, such as the model number of a adjacent character the same SIZE or
mech. smaller than you. On a success, your
Any information gathered is only current at target is knocked PRONE and you may also
the time of the SCAN – if the target later choose to knock them back by one space,
takes damage, for instance, you don’t directly away from you.
receive an update.
SEARCH
Lock On When you SEARCH, you attempt to identify
hidden characters. To SEARCH in a mech,
When you LOCK ON, you digitally mark a choose a character within your SENSORS
target, lighting them up for your that you suspect is HIDDEN and make a
teammates’ targeting systems and contested SYSTEMS check against their
exposing weak points. AGILITY.
To LOCK ON, choose a character within
SENSORS and line of sight. They gain the To SEARCH as a pilot on foot, make a
LOCK ON condition. Any character making contested skill check, adding bonuses
character with LOCK ON from triggers as normal. This can be used
an attack against a
to reveal characters within RANGE 5.
may choose to gain +1
� on that attack
and then clear the LOCK ON condition after Once a HIDDEN character has been found
that attack resolves. This is called using SEARCH, they immediately lose
consuming LOCK ON. HIDDEN and can be located again by any
character.
Invade
SKIRMISH
When you INVADE, you mount a direct When you SKIRMISH, you attack with a
electronic attack against a target. To single weapon.
INVADE, make a tech attack against a
character within SENSORS and line of sight. To SKIRMISH, choose a weapon and a valid
On a success, your target takes 2 and target within RANGE (or THREAT) then make
�
you an attack.
choose one of the INVASION options
available to you. FRAGMENT SIGNAL is • In addition to your primary attack, you
available to all characters, and additional may also attack with a different AUXILIARY
options are granted by certain systems weapon on the same mount. That weapon
and equipment with the INVADE tag. doesn’t deal bonus damage.
FRAGMENT SIGNAL. You feed false • SUPERHEAVY weapons are too
information, obscene messages, or cumbersome to use in a SKIRMISH, and can
phantom signals to your target’s only be fired as part of a BARRAGE.
FULL ACTIONS To STABILIZE, choose one of the following: your next FULL REPAIR.
BARRAGE • Cool your mech, clearing all heat and
When you BARRAGE, you attack with two EXPOSED. • Mark 1 REPAIR to restore all HP.
PREPARE (QUICK)
weapons, or with one SUPERHEAVY weapon. Additionally, choose one of the following:
When you PREPARE, you get ready to take
an action at a specific time or when a
To BARRAGE, choose your weapons and • Reload all LOADING weapons.
specific condition is met (a more
either one target or different targets – • Clear any burn ( ) currently affecting
within range – then make an attack with your mech.
� advantageous shot, for example).
each weapon. • Clear a condition that wasn’t
As a quick action, you can PREPARE any
caused by one of your own systems,
other quick action and specify a trigger.
• In addition to your primary attacks, you talents, etc.
Until the start of your next turn, when it is
may also attack with an AUXILIARY weapon • Clear an adjacent allied character’s
triggered, you can take this action as a
on each mount that was fired, so long as condition that wasn’t caused by one of
reaction.
the AUXILIARY weapon hasn’t yet been fired their own systems, talents, etc.
this action. These AUXILIARY weapons don’t
deal bonus damage.
OTHER ACTIONS SECTION 3 // Mech Combat
• SUPERHEAVY weapons can only be fired as
ACTIVATE (QUICK OR FULL)
part of a BARRAGE.
When you ACTIVATE, you use a system or ACTIONS
piece of gear that requires either a quick
DISENGAGE
or full action. These systems have the
When you DISENGAGE, you attempt to
QUICK ACTION or FULL ACTION tags. You can
extricate yourself safely from a dangerous
ACTIVATE any number of times a turn but
situation, make a steady and measured
can’t ACTIVATE the same system more than
retreat, or rely on your mech’s agility to
once unless you can do so as a free
slip in and out of threat ranges faster than
action.
an enemy can strike.
BOOT UP (FULL)
Until the end of your current turn, you
You can BOOT UP a mech that you are
ignore engage‐ ment and your movement
piloting as a full action, clearing SHUT
does not provoke reactions.
DOWN and restoring your mech to a
powered state.
FULL TECH
When you use FULL TECH, you perform
MOUNT, DISMOUNT, AND EJECT
multiple tech actions or a single, more
(QUICK OR FULL)
complex action.
When you MOUNT or DISMOUNT, you climb
onto or off of a mech. Mounting and
To use FULL TECH, choose two QUICK TECH dismounting are the preferred terms
options or a single system or tech option
among most pilots. You don’t “get in” or
that requires FULL TECH to activate. If you
“climb aboard” – you mount. You’re the
choose two QUICK TECH options, you can
cavalry, after all.
choose the same option multiple times.
You can MOUNT or DISMOUNT as a full
IMPROVISED ATTACK
action. You must be adjacent your mech
When you make an IMPROVISED ATTACK, you
to MOUNT. Likewise, when you DISMOUNT,
attack with a rifle butt, fist, or another
you are placed in an adjacent space – if
improvised melee weapon. You can use
there are no free spaces, you cannot
anything from the butt of a weapon to a
DISMOUNT.
slab of concrete or a length of hull plating
– the flavor of the attack is up to you!
Additionally, you can also MOUNT or
DISMOUNT willing allied mechs or vehicles.
To make an IMPROVISED ATTACK, make a
When you do so, move into the same
melee attack against an adjacent target.
1d6 . space and then move with them.
On a success, they take �
You can also EJECT as a quick action,
STABILIZE flying 6 spaces in the direction of your
When you STABILIZE, you enact emergency choice; however, this is a single-use
protocols to purge your mech’s systems system for emergency use only – it leaves
of excess heat, repair your chassis where your mech IMPAIRED. Your mech remains
you can, or eliminate hostile code. IMPAIRED and you cannot EJECT again until
[71]
SHUT DOWN (QUICK)
When you SHUT DOWN, your mech powers completely
[72]
The trigger for your prepared action must be phrased as “When
off and enters a rest state. It’s always risky to do in the
X, then Y,” where X is a reaction, action or move taken by a
field, but it’s sometimes necessary to prevent a cata‐
hostile or allied character and Y is your action. For example,
strophic systems overload or an NHP cascading.
“when an allied character moves adjacent to me, I want to
You can SHUT DOWN your mech as a quick action. Your throw a smoke grenade,” or “when a hostile character
mech takes the SHUT DOWN status, with these effects: moves adjacent to me, I want to ram them”.
• all heat is cleared, as is EXPOSED; Your preparation counts as taking the action, so it follows all
• any cascading NHPs return to a normal state; usual restrictions on that action and on taking multiple actions.
• any statuses or conditions affecting the mech You can’t, for example, SKIRMISH and then prepare to SKIRMISH
caused by tech actions, such as LOCK ON, again; you also can’t move and then PREPARE to SKIRMISH with an
immediately end; ORDNANCE weapon, which normally needs to be fired before
• the mech gains IMMUNITY to all tech actions and moving or doing anything else on your turn. Additionally, after
attacks, including any from allied characters; you PREPARE an action, you can’t move or take any other actions
• the mech is STUNNED indefinitely. Nothing can or reactions until the start of your next turn or until your action
prevent this condition, and it remains until the has been triggered, whichever comes first.
mech ceases to be SHUT DOWN.
Although you can’t take reactions while holding a prepared
The only way to remove the SHUT DOWN status is to
action, you can take them normally after it has been triggered.
BOOT UP the mech.
You can also drop your prepared action, allowing you to take
reactions as usual. If the trigger condition isn’t met, you lose
SKILL CHECK (FULL)
your prepared action.
When you make a SKILL CHECK, you undertake an
activity that isn’t covered by other actions but has a
When you PREPARE, it is visible to casual observers (e.g., you
clear goal and is sufficiently complex to require a roll.
clearly take aim or cycle up systems).
The parameters and outcomes of SKILL CHECKS are up
to the GM, but they must be involved enough to SELF-DESTRUCT (QUICK)
require a full action. If you want to do something that When you SELF-DESTRUCT, you overload your mech’s reactor in
can be done quickly, no action is required. a final, catastrophic play if there’s no other option for escape or
you deem your sacrifice necessary.
Examples of SKILL CHECKS:
You can SELF-DESTRUCT as a quick action, initiating a reactor
• Bruja, on foot, wants to open a locked door. The meltdown. At the end of your next turn, or at the end of one of
GM asks her to make a SKILL CHECK and decides your turns within the following two rounds (your choice), your
that Bruja can get a bonus from her ‘Hack or Fix’ mech explodes as though it suffered a reactor meltdown. The
trigger. explosion annihil‐ ates your mech, killing anyone inside and
• Pan wants to jump a crevasse in his mech that’s causing a BURST 2 explosion that deals 4d6 explosive damage.
wider than he can normally manage. The GM Characters caught in the explosion that succeed on an AGILITY
decides to allow him to try it with AGILITY. save take half of this damage.
• Zaid wants to lift a heavy boulder with his mech, to
clear a passage. The GM decides this is probably a
full action and requires a SKILL CHECK with HULL.
Brace
Reaction, 1/round
Trigger: You are hit by an attack and
damage has been rolled. [73]
PILOTS IN MECH COMBAT
FIGHTING ON THE GROUND
On foot, pilots can rapidly find themselves out of their
depth: not only are pilot-scale weapons too small to
reliably take down mechs, but mech weapons are
heavy enough to completely pulverize anything
smaller than another mech.
PILOT ACTIONS
Actions taken by pilots draw from the same pool – one
standard move and two quick actions, or one full
action – as actions taken by their mech. You can split
your actions between pilot and mech if you so choose.
You could, for instance, take a quick action to SKIRMISH
with your mech, take a quick action to EJECT, and then
use your move to run to cover on foot.
Pilots can take the following actions, using the same rules
as mechs: BOOST, HIDE, SEARCH, ACTIVATE, SKILL CHECK,
DISENGAGE, PREPARE, MOUNT. Pilots can OVERWATCH, and
use the FIGHT action (below) when they do so.
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During mech combat, pilots might leave their mechs for all kinds of reasons – to go somewhere their mech can’t go, interact
with a computer terminal, or even attempt to climb an enemy mech. Sometimes, pilots use non-human persons (NHPs) or
comp/cons – complex artificial intelligences – to control their mech when they aren’t in the cockpit.
PILOTING MECHS
Unless specified, a pilot must be physically inside a mech to control it, and can MOUNT, DISMOUNT, or BOOT UP a mech. A
powered-off mech always has the SHUT DOWN status – inactive mechs can’t do anything and make for easy targets.
While inside their mech, your pilot doesn’t have line of sight to anything outside the mech and nothing outside has line of sight
to them. This means that, as long as your mech is intact and your pilot is in the cockpit, they can’t be targeted, damaged, or
affected by anyone or anything outside the mech. If the mech does get destroyed, this benefit is lost – it’s got holes blown in it!
– and the wreck merely grants hard cover.
If your character pilots a mech they aren’t licensed for, such as an enemy mech, the absence of the correct neurological
(giving +1 on all attacks, saves, and
interfaces reduces its effective‐ ness. While piloting an unlicensed mech, it is IMPAIRED �
checks), and
SLOWED, which reduces its movement speed.
PILOT STATISTICS
In mech combat, pilots have the following default statistics:
HP: 6 + GRIT
Evasion: 10
E-Defense: 10
Size: 1/2
Speed: 4
Armor: 0
These statistics can change depending on a pilot’s gear. SECTION 3 // Mech Combat
JOCKEY (FULL ACTION) SLOWED until the end of its next turn. autonomously.
When you JOCKEY, you aggressively attack • SHRED: Deal 2 heat� to the mech by
an enemy mech while on foot. It cannot be ripping at If a mech has the AI tag, its pilot can
emphasized enough how foolhardy and wiring, paneling, and so on. choose to turn over control to the AI as a
• D : Deal 4 kinetic damage to the
dangerous this is. AMAGE
� protocol. The pilot cannot take any
mech actions or reactions with the mech until
by attacking joints, hatches, and so
To JOCKEY, you must be adjacent to a on. the start of their next turn, but the mech
mech. As a full action, make a contested gets its own set of actions and reactions.
skill check against the mech, using GRIT On each of your subsequent turns, you AIs don’t benefit from any pilot talents
(or a relevant trigger, at the GM’s can continue to choose from the options while controlling a mech.
discretion). The mech contests with HULL. above as full actions, as long as you
On a success, you manage to climb onto don't stop jockeying (or get thrown off). The pilot can act independently until they
the mech, sharing its space and moving pick the controls back up. They can do
with it. The mech can attempt to shake RELOAD (QUICK ACTION) this as a protocol, as long as they are
you off by succeeding on another When you RELOAD, you reload one Pilot physically present inside the mech.
contested skill check as a full action; Weapon with the LOADING tag, making it
alternatively, you can jump off as part of usable again. AIs in Lancer are typically referred to as
your movement on your turn. NHPs and follow special rules, detailed in
NON-HUMAN PERSONS
the Compendium (p. 107).
In normal circumstances, a pilot needs to
When you successfully JOCKEY, choose
be physic‐ ally present inside the cockpit
one of the following options:
for a mech to take actions. Mechs with the
• DISTRACT: The mech is IMPAIRED and
AI tag, however, have some ability to act
SECTION 3 // Mech Combat
NHPS IN [75]
COMBAT
PILOTS AND
MECH
REACTIONS
• BRACE: Get ready for impact, reducing damage [76]
at the cost of next turn’s actions. STANDARD MOVE
• OVERWATCH: Attack a nearby target if they attempt • Move up to your Speed in any direction. ▪ If your character
to move. moves adjacent to a hostile character, they become ENGAGED. If
that
OVERCHARGE character is the same SIZE or larger than them, they must stop
• Push a mech past its limits, gaining an extra moving.
quick action as a free action at the cost of heat. ▪ Your character can freely move through allied characters, and
• Heat taken: 1, 1d3, 1d6, then 1d6+4 according smaller hostile characters or objects. Other characters and
to uses since last Full Repair. objects are obstructions, which block movement.
CONDITIONS
Parts of your mech are torn off by the damage. Roll 1d6. On a
1–3, all weapons on one mount of your choice are destroyed;
on a 4–6, a system of your choice is destroyed. LIMITED systems
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Multiple 1s Crushing Hit Your mech is damaged beyond repair
– it is destroyed. You may still exit it as normal.