En Combat

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LANCER:
ENHANCED COMBAT
By
Ralf Ziegler

Editor
Bethan Hopkins

Layout
Ralf Ziegler

Cover Art
Tom Finnbarr Carroll

Art
Drake Environmentals: https://twitter.com/butterbudd
Weapon Diagrams: Carcosa (antiprism on Discord)
Underwater, Construction, Supreme Leader, Behemoth: Norgad
Alt Frames: Francesco Silva
Small Mechs: nailmarco

Template
Lancer RPGTemplate by Michael Prijatelj, used under CC BY 4.0

Playtesting
The Interpoint Westmarches Server

Special Thanks to
Everyone playing and running games on Interpoint!

Lancer: Enhanced Combat is not an official Lancer product; it is a third-party work, and is not affiliated with
Massif Press. Lancer: Enhanced Combat is published via the Lancer Third Party License.

Lancer is copyright Massif Press (© 2019)

[2]
CONTENTS
LANCER: ENHANCED COMBAT 4
NEW RELATED GAME TERMS 4

SECTION 1 - SITREPS 5
HOW TO USE SITREPS 5

SECTION 2 - BONUS OBJECTIVES 27


WHAT ARE BONUS OBJECTIVES? 27

SECTION 3 - ENVIRONMENTAL EFFECTS 38


HOW TO UTILIZE ENVIRONMENTAL EFFECTS 38

SECTION 4 - LIQUIDS 50

SECTION 5 - SITREP SPECIFIC NPCs 51

SECTION 6 - BONUS OBJECTIVE NPCs 56

SECTION 7 - ADDITIONAL REGULAR NPCs 61

SECTION 8 - RESERVES 72

SECTION 9 - VARIANT FRAMES 77


IPS-N BLIGH 78
SSC OLEANDER 80
HA HABSBURG 82
HORUS SALAMANDER 84

[3]
LANCER: ENHANCED COMBAT
ABOUT THIS NEW RELATED GAME
SUPPLEMENT TERMS
Lancer: Enhanced Combat introduces several new
features to make combat in Lancer even more MISSION CRITICAL ENTITY
interesting and exciting. The supplement defines new Mission Critical Entities (MCEs) are neither Objects
game terms to streamline sitrep play, remixes old nor Characters, they are their own unique entities.
sitreps and introduces fifteen new ones to diversify the They do not interact with any effects that specify
way you experience Lancer combat. Objects or Characters. They are indestructible and
cannot be interacted with outside of the unique special
Additionally, it establishes two new concepts. Bonus rules outlined for them. MCEs do not block Line of
Objectives; optional secondary tasks that PCs can Sight, and Characters may freely move through them
undertake during combat to make things more but not end their movement inside of them.
dynamic and Environmental Effects, bringing combats
to unique locations across the galaxy, from erupting HOSTILES
volcanoes to alien hive hatcheries. Whenever a Bonus Objective, Environmental Effect or
Sitrep use the term “Hostiles”, that refers to a “hostile
Lancer: Enhanced Combat includes a variety of new non-drone character”.
NPCs and ideas for reserves, making it a great
addition to any Lancer GM’s library. Lastly, this SCORING CHARACTERS
supplement includes 4 new variant frames for players Some Sitreps use the term “scoring characters”.
to use. Those are the Characters significant enough to make
a difference in the heat of mech-on-mech combat.
Scoring Characters can gain Victory Points for their
own side during Sitreps.

All Hostiles are Scoring characters.


All PC Mech characters are Scoring Characters.
No other Characters are Scoring Characters.

PAYLOADS
Payloads are Size 1 Mission Critical Entities. 1/turn
when a PC performs their standard movement while
adjacent to a Payload, they may place that Payload in
a free and valid adjacent space at the end of that
movement. They may not interrupt the movement with
any other movements or actions and may not fly more
than 1 space above the surface during this movement.
A PC may not move a Payload if it has a Hostile
Scoring character adjacent to it. This is the ONLY way
Payloads can be moved.

ZONES
Zones are areas on the battlefield that can interact
with the sitrep or the Bonus Objective. Zones extend
10 spaces upward

[4]
SECTION 1 - SITREPS
HOW TO USE SITREPS SITREPS ROLL 1D20
Sitreps form an important part of Lancer combat,
1 Beacon Recon
preventing the game from devolving into boring
2 Behemoth Brawl
deathmatches. The sitreps outlined here force PCs
3 Breach and Clear
to move around the battlefield, make tactical choices
4 Clash of Titans
and coordinate to accomplish goals. This section
5 Control
includes five updated corebook sitreps, plus fifteen
new sitreps providing interesting scenarios for the 6 Demolition
PCs to tackle. From ambushing an armored convoy 7 Escort
to collecting resources from extraction points to 8 Extraction
building an easily defendable stronghold to weather
the enemy onslaught, you’ll find it all in these pages 9 Gauntlet
10 Holdout
Sitreps are essential elements of Lancer combat, 11 Infiltration
and when linked together, they form a mission. Don’t
be afraid to re-flavor sitreps to better fit the narrative 12 King of the Hill
of your mission! 13 Nexus Defense
14 Search and Rescue
While randomly determining sitreps for a mission
15 Siege
may not always be ideal, this section includes a
table to roll for random sitreps. Pre-determining 16 Signal Chase
sitreps and then coming up with a story to connect 17 Smash and Grab
them can be a potent way to create unique missions
18 Stockpile
for the PCs.
19 Supply Run
Each sitrep comes with a detailed description as well 20 Train Heist
as a “Complexity” rating. Complexity is a good
measure for both GMs and PCs, as it denotes how
easy a sitrep is to run and to play.
A WORD ON BATTLEFIELD SIZE
“Low Complexity” means that a sitrep is easy to Battlefield size can vary from combat to
understand and straightforward to navigate. It is very combat, and there are no hard rules on how
suitable for beginners of the system. large a battlefield should be. Common sense
suggests that a battlefield should not be smaller
“Medium Complexity” sitreps are a bit more than 20x20 and not be larger than 40x40. Size
challenging, more involved to run and require more can also depend on party composition, as
coordination from the PCs but are still easy to teams without much mobility may require
manage with a bit of Lancer experience. smaller battlefields for sitreps such as Escort or
Extraction. Don't be afraid of square maps
“High Complexity” sitreps are specialized and (despite the example diagrams all being
challenging. New rules are added, setup is required rectangular) which can shake things up a bit. In
and tactical coordination is a must to tackle them. general, you can’t go wrong with a battlefield
That does not mean that they are inherently more that is 20 spaces high and 30-35 spaces across,
difficult, just that they modify the game. They are especially for sitreps that are played
challenging for newcomers to the system though horizontally with the PCs starting on one side
with the right guidance an experienced GM could run and having to move across the field to
them for newcomers. accomplish their objective.

Some sitreps require specialized NPCs to be


played,.hese NPCs are described in detail in the
“Sitrep Specific NPCs”section. (page 51)

[5]
SITREP #1 - BEACON RECON - COMPLEXITY: MEDIUM

“Have we got a lock on the target location yet?” BEACONS


Hadrian asked calmly between two deep breaths. Beacons are Size 1 Mission Critical Entities. Each
Control Zone has a Beacon located in its center. The
“That’s what corporate is paying us for, Had.” PCs must ping all four Beacons on the battlefield.
Estrella rolled her eyes at the older pilot. “Were you The final Beacon turns the Control Zone it is located
listening at all during the briefing?” in into the active Control Zone.
“I’m just here to shoot people.” Hadrian grumbled Scoring PCs gain access to the “Ping Beacon” Quick
before lighting yet another stick of incense, part of Action.
his pre-combat routine. He was meditating in front of
his mech, a modified Zheng that had seen better
days.
Ping Beacon
Estrella made a face and spat, familiar with the Quick Action, 1/Round
Target a Beacon within half your Sensor range and
mech’s lackluster e-war capabilities and sensor
Line of Sight. Ping it.
range. Hadrian was right, it would be on her again.

Beacon Recon requires the PCs to ping 4 beacons ENEMY FORCES


in control zones and then defend the zone The GM should use enemy forces of similar size to
containing the last pinged Beacon. twice a normal combat encounter. Half of the enemy
forces should be held in reserve as reinforcements.
VICTORY CONDITIONS
● PC Victory: At the end of round 6 there are DEPLOYMENT
more Scoring PCs inside the active Control The GM deploys the Hostiles in the Enemy
Zone than there are Scoring Hostiles. Deployment Zone. PCs then deploy in the Player
Hostiles with multiple Structure count as 1 Deployment Zone. The terrain should favor neither
character per Structure remaining. side.
● Enemy Victory: At the end of round 6 there
are equal or fewer Scoring PCs inside the REINFORCEMENTS
active Control Zone than there are Scoring At the end of each round, the GM should deploy 1-2
Hostiles or there is no active Control Zone. Hostiles. They arrive from their own deployment
Hostiles with multiple Structure count as 1 zone. The last wave of reinforcement should arrive
character per Structure remaining. at the end of round 4. This wave can be a little larger
depending on the situation. (3 or 4 Hostiles) There
should be no more reinforcements at the end of
round 5.

[6]
SITREP #2 - BEHEMOTH BRAWL - COMPLEXITY: MEDIUM

“Captain on Bridge!” His crew replied as one, not just on the bridge but in
the engine room and auxiliary nodes as well.
The ensign’s whistle chimed as Captain Tolstoy The Saint took its first thundering step just as the
entered the bridge of the mobile fortress “Sainted hangar doors had opened. Santa Triana would fall
Iron”. and there was nothing Marshal Zubova could do
about it.
“At ease.” He ordered, as he connected to the
command chair that was overlooking the bridge from Behemoth Brawl is a sitrep in which PCs have a
its raised position, surveying the men and women limited time to defeat a Behemoth, a mech of
under his command, manning the Iron’s numerous massive proportions.
consoles.
VICTORY CONDITIONS
“Our orders are clear.” ● PC Victory: At the end of round 8 the
Behemoth is destroyed.
Tolstoy didn’t need to raise his voice; he knew his ● Enemy Victory: At the end of round 8 the
crew were listening even though they were occupied Behemoth is not destroyed or all PC mechs
with pre-launch preparations. have been destroyed.
“We are to take Santa Triana and breach the enemy
defenses, auxiliaries will follow us through and DEPLOYMENT
establish a beachhead. The Sainted Iron will be the The GM deploys the hostile Behemoth in the Enemy
hammer that will break the Marshalls' little rebellion.” Behemoth Zone.
PCs then deploy in the Player Deployment Zone.
“Fueling completed captain, systems nominal, The terrain should not favor either side. The
reactor output nominal, weapons nominal, actuators Behemoth is too large to benefit from almost all
nominal, compensators nominal, redundancies cover and will demolish all terrain it contacts.
green, we are cleared for launch.”
ENEMY FORCES
The voice of Hector, the on-board NHP chimed in as The GM deploys a single Ultra Behemoth (page 52)
Tolstoy had finished. with any configuration of Auxiliary Nodes.

“Iron Saint!”
REINFORCEMENTS
Tolstoy shouted, transmitting his voice to all decks. A Behemoth is designed to be a credible threat to an
entire group of PCs. There are no reinforcements.
“Ferrum Sanctus!”

[7]
SITREP #3 - BREACH AND CLEAR - COMPLEXITY: LOW

“Go, go, go!” ENEMY FORCES


The GM should use enemy forces of similar size up
Breach and Clear is a simple sitrep which emulates to twice a normal combat encounter. The enemy
hasty and frantic fighting past an enemy position. forces should be evenly divided into 4 parts, one
Players have to weigh eliminating the opposition assigned to each quadrant.
against making a quick exit by moving past them.

VICTORY CONDITIONS DEPLOYMENT


PCs start in the Player Deployment Zone. Enemies
● PC Victory: At the end of any round there start in the Enemy Deployment Zone. Whenever a
are more Scoring PCs inside Quadrant 4 new quadrant is revealed, the enemies assigned to
than there are Scoring Hostiles. Hostiles that quadrant are deployed in its Enemy Deployment
with multiple Structure count as 1 character Zone.
per Structure remaining.
● Enemy Victory: At the end of round 8 there Terrain should heavily favor the enemy, representing
are equal or fewer Scoring PCs inside that it is the PCs that are storming their fortified
Quadrant 4 than there are Scoring Hostiles. position.
Hostiles with multiple Structure count as 1
character per Structure remaining.
REINFORCEMENTS
This sitrep features no traditional reinforcements.
QUADRANTS Additional hostiles are deployed whenever the PCs
The Battlefield is divided into 4 equally large reveal a new quadrant.
quadrants. The first quadrant contains a Player
Deployment Zone and an Enemy Deployment Zone.
All other quadrants contain only an Enemy SINGULAR OBJECTIVE
Deployment Zone. At the start of the scene, only Due to the fragmented nature of its battlefield,
quadrant 1 is revealed to the PCs. All other Breach and Clear is incompatible with most
quadrants are hidden from the players and Bonus Objectives.
inaccessible to them. At the end of any round, if all
PCs are at least partially occupying the previous
quadrant, a new quadrant is revealed and becomes
accessible. All Hostiles are split up and evenly
divided among all quadrants.

[8]
SITREP #4 - CLASH OF TITANS - COMPLEXITY: MEDIUM

“Ignore the big one, the Saint will pick that one off THE TITANS
once we shut down their jamming signal. Their Each Titan is a Size 5 (Blast 2, Height 5) Mission
escort has priority!” Critical Entity.
Clash of Titans requires the PCs to focus their fire The PC’s Titan has 4 Structure while the enemy
intelligently to keep their own Titan alive while it is Titan has 4/5/6 Structure, depending on Tier.
engaging the enemy Titan in an epic set-piece At the end of each round, the enemy Titan will
battle. advance 5 spaces directly towards the PC’s Titan
and attack it, causing it to lose 1 Structure.
VICTORY CONDITIONS
● PC Victory: The enemy Titan is destroyed. Then the PC’s Titan will advance 5 spaces directly
● Enemy Victory: The PCs Titan is towards the enemy Titan. Once locked in the center
destroyed, or the enemy Titan is still alive by of the battlefield neither Titan will move. Characters
the end of round 8. occupying the area when a Titan ends its move are
pushed out of the way. All terrain that a Titan
DEPLOYMENT overlaps is destroyed.
Deploy the two Titans opposite of each other. Deploy
the initial Hostiles in the Enemy Deployment Zone. Hostiles are jamming the PC’s Titan. Assign each
The PCs then deploy in the Player Deployment Hostile an Attack or Defend token, the PC’s are
Zone. aware of which token is assigned to which Hostile.
Once destroyed, that token is assigned to the PC’s
Titan. The Titan may spend a Defend token to
REINFORCEMENTS negate the loss of 1 Structure. After moving, the
At the end of each round the GM should add 1-2 PC’s Titan may spend a single Attack token to cause
NPCs. They may arrive from either Ingress Zone. the enemy Titan to suffer 1 Structure damage.

ENEMY FORCES Beginning with round 7, the PC’s Titan may spend
The GM should use enemy forces of similar size to any amount of Attack tokens to deal that much
one-and-a-half combat encounters. Structure damage to the enemy Titan.
Two-thirds of the forces are deployed while the last Titans do not roll for Structure damage and are
third is held in reserve. destroyed when they reach 0 Structure.

[9]
SITREP #5 - CONTROL - COMPLEXITY: LOW

“Take time to deliberate, but when the time for action ENEMY FORCES:
comes, stop thinking and go in.” The GM should use enemy forces of similar size to a
normal combat encounter. The GM may want to
- Napoleon Bonaparte keep a small contingent of hostiles as additional
reinforcements (about a third of the size of the initial
Control is a classic sitrep in which both sides vie for force).
possession of 4 key positions on the battlefield.

VICTORY CONDITIONS DEPLOYMENT


The GM deploys the hostile characters in the Enemy
● PC Victory: At the end of round 6 the PCs Deployment Zone. Players then deploy in the Player
have a higher Victory Point total than the Deployment.
enemy. The Terrain should favor neither side in particular. If
● Enemy Victory: At the end of round 6 the you want this sitrep to represent one side attacking
PCs have an equal or lower Victory Point the other, the defending side should have a slight
total than the Enemy. advantage.

CONTROL ZONES & SCORING REINFORCEMENTS


The GM places 4 Control Zones evenly spread out At the end of each round, starting with round 2 or 3
on the battlefield. the GM may put in 1-2 NPCs. They arrive from their
At the end of each round, both sides (PCs and own deployment zone. There should be no more
Hostiles) can score points. reinforcements at the end of round 5.
If only one side has Scoring Characters inside a
Control Zone they ‘control’ that Zone and score a
Victory Point.
If Scoring Characters of both sides are inside a
Control Zone, that zone is contested and neither
side receives a Victory Point.
If one side Controls all 4 Control Zones, that side
receives 5 Victory Points instead of 4.

[10]
SITREP #6 - DEMOLITION - COMPLEXITY: LOW

The Baron’s supplies were well protected, hidden in ENEMY FORCES:


the dense jungles that surrounded the palace. The GM should use enemy forces similar to one and
a half times that of a normal combat encounter.
Echo squad had extracted the location of a nearby Two-thirds of the forces are deployed while the last
cache from the scout craft’s memory core and third is held in reserve.
intended to strike a devastating blow to the Baron’s
supply lines.
DEPLOYMENT
They would have to make it quick; their rendezvous The GM deploys the hostile characters in the Enemy
wouldn’t be waiting for them. Deployment Zone. Players then deploy in the Player
Deployment Zone.
Demolition is a sitrep in which the PCs must The 5 Size 3 Demolition Targets are spread out
annihilate enemy infrastructure to win. anywhere in the right half of the battlefield.
Terrain should favor the enemy forces somewhat,
seeing that they are defending their Demolition
VICTORY CONDITIONS Targets.
● PC Victory: The scene ends with a PC
victory at the end of any round in which all
Demolition Objectives are destroyed. REINFORCEMENTS
● Enemy Victory: At least one Demolition One-third of the Enemy Forces should be held in
Target is not destroyed by the end of round reserve; they may enter the battlefield from one of
8. the Ingress Zones at the end of any round.
Instead of deploying all of them in a single wave, the
GM should spread them out over multiple rounds
DEMOLITION TARGETS starting in rounds 2 or 3.
Demolition targets are unique NPCs used
exclusively for this sitrep. They are described on
page 51.

[11]
SITREP #7 - ESCORT - COMPLEXITY: LOW

The VIPs looked like a sorry bunch, not used to the THE PAYLOAD
cramped confines of the APC. Mason didn’t blame The Payload starts in the PC’s deployment zone.
them, until a week ago these people had been Once the Payload occupies a space inside the
civilians. Nurses, construction workers, Extraction Zone at the other end of the battlefield,
administrators, teachers. Now they shared an the scene immediately ends with a PC Victory.
identity. Refugees.

Mason and his team would do their best to protect ENEMY FORCES
these poor souls, frightened as they were. The The GM should use enemy forces similar to twice
whole world had gone to shit ever since the the size of a normal combat encounter. Half of this
Daughters of Synod had declared that the force should be kept in reserve as Reinforcements.
apocalypse was coming. That wouldn’t have been so
bad if they hadn't also moved heaven and earth, DEPLOYMENT
literally, to ensure that their prophecy was coming The GM deploys the Hostiles in the Enemy
true. Deployment Zone. PCs then deploy in the Player
Deployment Zone. The Terrain should favor neither
Mason looked at the shattered remains of the side.
world’s only moon, still sparkling in the atmosphere.
Those chunks would come down soon. They had to
get off-world and any Daughters that would stand in
REINFORCEMENTS
their way would get to experience the apocalypse a At the end of each round the GM should put in 1-2
little sooner than they had foreseen, Mason would NPCs. They arrive from any of the Ingress Zones.
make sure of that.
BATTLEFIELD SIZE
Escort requires the PCs to move across the When determining the length of the battlefield
battlefield while moving a mission-critical Payload for an Escort sitrep, take the speed as well as
with them. the mobility options of your players into
consideration. A standard escort sitrep is
VICTORY CONDITIONS around 30 to 35 spaces across.
● PC Victory: The scene ends with a PC
victory the moment the Payload is placed in
the extraction zone.
● Enemy Victory: The Payload is not
extracted by the end of round 8.

[12]
SITREP #8 - EXTRACTION - COMPLEXITY: MEDIUM

“This is a simple operation, people. We’ll hit them DEPLOYMENT


hard and fast and won’t allow them to mount a The GM deploys no hostile characters initially. If they
meaningful defense. Once we’ve entered the wish, they may put a small number of hostiles (2-3)
perimeter expect nearby hostiles to converge on our anywhere in the enemy deployment Zone. PCs then
location. Take them out where necessary but keep deploy in the Player Deployment Zone.
your eye on the ball. The prototype frame has
priority, extract it at all costs.”
REINFORCEMENTS
- Captain Montgomery, Briefing #35 - Haldos At the end of each Round the GM should put in 1-2
Raid NPCs. They arrive from any of the Ingress Zones. If
no initial Hostiles were deployed, the first wave
Extraction rewards fast-moving teams capable of should be larger (consisting of about 4 hostiles).
punching their way through the opposition to extract
a Payload safely.
BATTLEFIELD SIZE
VICTORY CONDITIONS When determining the length of the battlefield
● PC Victory: The scene ends with a PC for an Escort sitrep, take the speed as well as
victory the moment the Payload is placed in the mobility options of your players into
the extraction zone. consideration. A standard escort sitrep is
● Enemy Victory: The Payload is not around 30 to 35 spaces across.
extracted before the end of round 8.

THE PAYLOAD
The Payload starts in the Objective Zone. Once the
Payload occupies any space inside the Player
Deployment Zone the scene immediately ends with
a Player Victory.

ENEMY FORCES
The GM should use enemy forces similar to twice
the size of a normal combat encounter. Half of this
force should be kept in reserve as Reinforcements.

[13]
SITREP #9 - GAUNTLET - COMPLEXITY: LOW

“Storm their position. Leave none alive.”

– Koga “Thousand Thunder” Yamaguchi, ENEMY FORCES


Pardus Atrocity. The GM should use enemy forces one-and-a-half
times the size of a normal combat encounter.
Gauntlet is a straightforward sitrep in which the One-third is deployed initially with two-thirds being
PCs assault and occupy an enemy position. held as Reserves.

VICTORY CONDITIONS DEPLOYMENT


● PC Victory: At the end of round 6 there are The GM deploys a third of the enemy forces in the
more Scoring PCs inside the Control Zone Enemy Deployment Zone. Players then deploy in the
than there are Scoring Hostiles. Hostiles Player Deployment Zone. The Terrain should favor
with multiple Structure count as 1 character the enemy forces, they are dug in and the players
per Structure remaining. will need to storm their position.
● Enemy Victory: At the end of round 6 there
are equal or fewer Scoring PCs inside the REINFORCEMENTS
Control Zone than there are Scoring At the end of each round the GM should put in 1-3
Hostiles. Hostiles with multiple Structure NPCs. There should be no more reinforcements at
count as 1 character per Structure the end of round 5.
remaining.

[14]
SITREP #10 - HOLDOUT - COMPLEXITY: LOW

The generators for the shields would be the rebel's ENEMY FORCES:
first target, as disabling them would allow them to The GM should use enemy forces of similar size to
assault the capital directly. twice a normal combat encounter. Half of the
Hostiles should be held in reserve as
Multiple substations existed and each had been reinforcements.
reinforced with the Baron's personal guard, their
garishly painted mechs a stark contrast against the
urban drabness of the capital’s outskirts. DEPLOYMENT
The GM deploys the hostile characters in the Enemy
Their line had to hold if they wanted to retain any Deployment Zone. PCs then deploy in the Player
chance of squashing the Union-backed uprising. Deployment Zone / Control Zone. The Terrain should
Though none of them had voiced these thoughts, of heavily favor the players, they are defending a
course. Doubt was considered treason in the fortified position which should include a lot of
Baron's forces. So they waited, sweating in the HardCover.
mechs that would, unbeknownst to them, become
their coffins. REINFORCEMENTS
At the end of each round the GM should put in 1-2
Holdout is a straightforward sitrep in which the PCs Hostiles. They arrive from their own deployment
must defend a position from a surrounding force that zone. The last wave of Reinforcement should arrive
assaults them. at the end of round 4. This wave can be a little larger
depending on the situation. (3 or 4 Hostiles) There
VICTORY CONDITIONS should be no more reinforcements at the end of
● PC Victory: At the end of round 6 the round 5.
enemy scores less than 4 Victory Points.
● Enemy Victory: At the end of round 6 the
enemy scores 4 or more Victory Points.

VICTORY POINTS
At the end of round 6 the enemy scores 1 Victory
Point for each hostile Scoring character at least
partially inside the Control Zone. Hostile Scoring
characters with multiple Structure score 1 Victory
Point for each Structure they have remaining.

[15]
SITREP #11 - INFILTRATION - COMPLEXITY: HIGH

Infiltration is a complex but rewarding sitrep in SPOTTING INFILTRATORS


which PCs must avoid being spotted while moving Hostile Scoring characters receive the following
up the field. actions:

VICTORY CONDITIONS Spot Hostile


● PC Victory: At the end of round 6 all PCs Quick Tech, 1/Round
are inside the enemy deployment Zone and This action may only be taken if this character has
the hostiles have scored fewer Victory not yet moved this turn. This character becomes
Points than the number of PCs. Immobilized until the end of its next turn. (Safely
● Enemy Victory: At the end of round 6 landing if they are flying.) Target a hostile Scoring
hostiles have scored Victory Points equal to character within Sensors and Line of Sight.
the number of PCs and/or not all PCs A target may not be chosen if one or more of the
occupy the enemy deployment zone. following conditions apply to it:
● They have not yet taken a turn during this
ENEMY FORCES scene.
The GM should use enemy forces of similar size to a ● They benefit from cover that is sufficient for
normal combat encounter. Some hostiles should be them to Hide in from this character’s
held as reinforcements. position.
● They are Invisible or Hidden.
DEPLOYMENT ● A Spot Hostile action is already ongoing
Hostile characters are deployed in the Enemy against them.
Deployment Zone, comprising the whole back third ● They have already been successfully
of the battlefield. spotted in this scene.
Players deploy in the Player Deployment Zones.
Terrain should be balanced, not favoring either party. At the end of this character's next turn, the hostiles
Alternatively, Terrain could favor the hostiles, gain 1 Victory Point.
representing their base of operations that needs to
be infiltrated. Investigate Body
In either case, there should be plenty of Soft and Full Action, Adjacent
Hard Cover for the PCs to sneak around in. While adjacent, this character may target the wreck
of an allied character destroyed by a hostile source
REINFORCEMENTS or a PC's wreck.
Any Reinforcements the GM may add enter from the At the end of this character's next turn, the hostiles
enemy ingress zone. gain 1 Victory Point. This character is
Immobilized until then. Each wreck can only
successfully be investigated once.

[16]
SITREP #12 - KING OF THE HILL - COMPLEXITY: LOW

Sparks flew as both forces met at the center of the


Janus Plateau. Chain axes roared, assault rifles spat DEPLOYMENT
deadly ammunition and coherent beams of light The GM deploys the enemy forces in the Enemy
streaked through the air, ionizing it in its wake. Deployment Zone. Players then deploy in the Player
Deployment Zone. The Terrain should favor the
The battle was fierce as the mechanized chassis enemy forces as they are dug in and the players will
engaged in a protracted close-range skirmish. need to storm their position.
Future generations would tell stories about this fight,
pivotal in the world’s history, shaping its course in a
few fateful minutes. REINFORCEMENTS
If the GM chooses to hold some Hostiles as
King of the Hill is an easy-to-understand sitrep reinforcements, they may have them enter the
where both sides clash over a tactical position in the battlefield at the end of any round from the Enemy
center of the battlefield. Deployment Zone. No reinforcements should arrive
at the end of round 5.
VICTORY CONDITIONS
● PC Victory: At the end of round 6 there are
more Scoring PCs inside the Control Zone
than there are Scoring Hostiles. Hostiles
with multiple Structure count as 1 character
per Structure remaining.
● Enemy Victory: At the end of round 6 there
are equal or fewer Scoring PCs inside the
Control Zone than there are Scoring
Hostiles. Hostiles with multiple Structure
count as 1 character per Structure
remaining.

ENEMY FORCES
The GM should use enemy forces of similar size to a
normal combat encounter. The GM may want to
keep a small contingent of hostiles as additional
reinforcements (about a third in size of the initial
force).

[17]
SITREP #13 - NEXUS DEFENSE - COMPLEXITY: HIGH

They barely had time to engage the autonomous ENEMY FORCES


printers and get the outpost up and running. Welders The GM should use enemy forces of similar size to
sparked, generators hummed and structures twice a normal combat encounter. They should keep
extruded at a steady pace. The fort took shape as half of them as reinforcements.
automatic turrets whirred to life. The local omni-net
came online, connecting them to their tactical grid.
The maps showed the enemy blips coming closer DEPLOYMENT
even as the liquid plastcrete hardened to form the The GM deploys the hostile characters in the Enemy
installation’s walls. They’d be ready, and not a Deployment Zone. Players then deploy in the Player
moment too soon. Deployment Zone.
The Terrain outside the PC’s deployment zone
Nexus Defense has the PCs establish an outpost should not favor either side. The Terrain inside the
and then defend it from hostiles trying to raze their PC’s deployment zone is set up by the PCs
Nexus, a central structure of import. according to “Establishing an Outpost”, there should
be no other terrain in the PC’s deployment zone.
VICTORY CONDITIONS
● PC Victory: The Nexus has not been REINFORCEMENTS
destroyed by the end of round 6. At the end of each Round the GM should put in 1-2
● Enemy Victory: The Nexus has been NPCs. There should be no more reinforcements at
destroyed before the end of round 6. the end of round 5.

THE NEXUS ESTABLISHING AN OUTPOST


The Nexus is a Size 4 Mission Critical Entity in the Before the scene starts the PCs may spend up to 5
center of the PC’s deployment zone. It is an supplies to establish their outpost. They may spend
Obstruction that blocks Line of Sight and can be 1 supply to place one of the following installations
scaled like normal terrain. anywhere in their deployment zone. Installations
Hostile Scoring characters gain the following may not be placed adjacent to the Nexus or another
system: Installation. The PCs may only place the same
installation up to its “Limit” value.
Demolition Charge
Full Action, Adjacent, Limited 1 INSTALLATIONS
Expend a charge while adjacent to the enemy Walls
Nexus to damage it. Once the Nexus has been Limit: 4
damaged four times it is destroyed. Place 2 Line 3 Height 1 Walls. They may be
While this System has Limited Charges remaining adjacent to each other.
this character is unable to Hide.

[18]
Coolant Vent Fortress
Limit: 2 Limit: 2
Place a Blast 1 height 3 area of Soft Cover. Place a Blast 1 Height 3 obstruction. PCs that end
Characters ending their turn inside the area clear 2 their turn adjacent to it receive 4 Overshield.
Heat.
Sentry Turret
Command Center Limit: 2
Limit: 1 Place a Blast 1 Height 1 obstruction. Place an
Place a Blast 1 Height 3 obstruction. 1/Round the indestructible GMS Turret Drone in its center. It
Command Center may cause a PC to re-roll an may perform its own reaction once each round.
attack, save, or check.
OPTIONAL RULE - SISTER
Grav-Shield Generator
Limit: 2 SITREPS
Place a 2x2 Height 2 obstruction. It creates a Burst Sitreps requiring the PCs to collect multiple
2 shield. PCs in the area benefit from Soft Cover. Payloads such as “Supply Run”, “Search and
Hostile characters treat the area as Difficult Rescue” or “Smash and Grab” can be played
Terrain. before this one. Consider giving the PCs in
this sitrep 1 supply for each Payload they
secured in the previous sitrep instead of 5.

[19]
SITREP #14 - SEARCH AND RESCUE - COMPLEXITY: MEDIUM

Their situation had become a nightmare. Rubble


littered the streets and the civilians were stuck in the
ENEMY FORCES:
bomb shelters that had protected them from the The GM should use enemy forces of similar size to a
onslaught of orbital bombardment. Getting their normal combat encounter. The GM may want to
shelter-pods to their evac-zones wouldn’t be easy. keep a small contingent of hostiles as additional
reinforcements (about a third in size of the initial
Search and Rescue is a fun sitrep that can be more force).
or less hectic depending on the randomly
determined Objective and Extraction Zones. Despite DEPLOYMENT
that, the sitrep should always be completable and The GM deploys the hostile characters in the Enemy
will have PCs on the edge of their seats whenever a Deployment Zone. Players then deploy in the Player
new Payload is deployed. Deployment Zone.
The Terrain should favor neither side in particular.
VICTORY CONDITIONS Due to the sheer amount of zones, don’t be afraid to
● PC Victory: The PCs accumulate 4 or more have some zones occupied by or on top of
Victory Points by the end of round 6. Obstructions.
● Enemy Victory: The PCs have not
accumulated 4 Victory Points by the end of REINFORCEMENTS
round 6. At the end of each round, starting with round 2 or 3
the GM may put in 1-2 NPCs. They arrive from their
SEARCH AND RESCUE deployment zone. There should be no more
The GM places 6 Objective Zones and 6 Extraction reinforcements at the end of round 5.
Zones on the battlefield. They should be evenly
interspersed with each other. At the start of each
round, the GM randomly determines an Objective
and Extraction Zone. A Payload is placed in the
center of the determined Objective Zone and the
zone is removed from the battlefield. The Payload
has to be extracted from the corresponding
Extraction Zone. This Extraction Zone can no longer
be randomly determined for the rest of the scene.
Whenever a Payload is placed inside its
corresponding Extraction Zone the PCs gain 1
Victory Point and the Zone and the Payload are
removed from the battlefield.

[20]
SITREP #15 - SIEGE - COMPLEXITY: MEDIUM

“The compound is well defended. With CONTROL ZONES


access ports to the bunker complex here, Begin with 4 Control Zones under enemy control.
here, here and here.” PCs gain the following Protocol.
Capture Control Zone
The map fuzzed and flickered as the captain Protocol
dragged her finger through the projection. This protocol can only be used if you are at least
partially occupying a Control Zone. You may not
“The Marauders have fortified their position perform this action if there are more scoring hostile
and begun calling in reinforcements from characters inside this Control Zone than there are
off-world. This mission will be time-sensitive. scoring PC characters.
We must get this over and done with before Take control of this Control Zone. Once a zone is
their dropships make planetfall.” under PC control, hostiles can’t regain control of it.

Her stern gaze lingered on each of them, they ENEMY FORCES


weren’t the best in the company, but they were the The GM should use enemy forces similar to one and
ones that had survived this far into the campaign. a half times that of a normal combat encounter.
They would get this done. Two-thirds of the forces are deployed with the
remaining held in reserve.
“Let’s show those pirates Aternian
hospitality.”
DEPLOYMENT
In Siege, the PCs must storm a fortified area and The GM deploys the hostiles in the Enemy
capture key positions to drive back the enemy. Deployment Zone. PCs then deploy in the Player
Deployment Zone. The hostiles should have a strong
defensive advantage with a lot of Hard Cover. This
VICTORY CONDITIONS is their stronghold, and the battlefield should be set
● PC Victory: The scene ends if the PCs up to represent that.
have 3 zones under control by the end of
round 6, or at the end of any round in which
they control all zones. REINFORCEMENTS
● Enemy Victory: At least 2 Control Zones One-third of the Enemy Forces should be held in
are still under Enemy control at the end of reserve; they may enter the battlefield from one or
round 6. both Ingress Zones at the end of any round. Instead
of deploying all of them in a single wave, the GM
should spread them out over multiple rounds starting
on rounds 3 or 4.

[21]
SITREP #16 - SIGNAL CHASE - COMPLEXITY: MEDIUM

“We can’t hold the satellite steady Echo-3. You'll ENEMY FORCES
have to move with the signal and intercept the The GM should use enemy forces of similar size to a
package, Oracle out.” normal combat encounter.
“We have to … what?!”
DEPLOYMENT
“Yeah, this one is going to be rough. Try to focus, The GM deploys the Hostiles in the Enemy
Rookie.” Deployment Zone. PCs then deploy in the Control
Zone. The Terrain should favor neither side.
Signal Chase requires the PCs to chase a moving
control zone and score 4 victory points. REINFORCEMENTS
Any reinforcements the GM may add enter from the
VICTORY CONDITIONS Enemy Deployment Zone. Reinforcements are
● PC Victory: At the end of round 6 the PCs added BEFORE the Control Zone moves.
have accumulated 4 or more Victory Points.
● Enemy Victory: At the end of round 6 the
PCs have accumulated fewer than 4 Victory
Points.

THE CONTROL ZONE


At the start of each round, including the first round,
the Control Zone that PCs start in moves 3d6
spaces in a straight line in a random direction. If this
would cause the zone to leave the battlefield it
instead stops at the edge. The movement is then
re-rolled until the Zone can complete one entire
movement without leaving the battlefield.
At the end of each round, PCs score 1 Victory Point
if there are more scoring PC characters than scoring
hostile characters inside the Control Zone.

[22]
SITREP #17 - SMASH AND GRAB - COMPLEXITY: MEDIUM

“The enemy is using an unknown prototype fuel cell ENEMY FORCES


that gives them extended operational time and an The GM should use enemy forces similar to one and
edge over our forces. The commander wants you to a half times that of a normal combat encounter.
retrieve some prototypes for analysis, this is a Two-thirds of the forces are deployed with the
seek-and-destroy assignment. Any questions?” remaining held in reserve. The GM should be careful
not to deploy too many melee NPCs as that may
- Briefing #294 Marik Offensive make the Sitrep too easy.
Smash and Grab requires PCs to destroy hostiles
and collect valuable parts that they drop in a central DEPLOYMENT
position. The GM deploys the hostile characters in the Enemy
Deployment Zone. Players then deploy in the Player
Deployment Zone. The Terrain should favor neither
VICTORY CONDITIONS side.
● PC Victory: At the end of round 6 there are
as many or more Payloads inside the
Extraction Zone as PCs participating in the REINFORCEMENTS
scene. At the end of each round the GM should put in 1-2
● Enemy Victory: At the end of round 6 there NPCs. They arrive from their own deployment zone.
are fewer Payloads inside the Extraction
Zone as PCs participating in the scene.

PAYLOADS
Whenever a hostile scoring character is destroyed,
the PC that performed the kill may place a Payload
in a free adjacent space to the destroyed character,
representing intel or other supplies.

[23]
SITREP #18 - STOCKPILE - COMPLEXITY: HIGH

“Get those cells loaded damn it! If we don’t


speed up Barbarossa’s charging cycle, we’ll
be beaten to the punch!” STOCKPILE & SUPPLIES
Place 4 Blast 1 Extractor Zones on the Battlefield. At
Wolfcaller glanced across the battlefield, frowning. It the start of each round roll 1d4 and place a Payload
looked like their opposition had the same idea as in the center of the corresponding Extractor Zone. If
they swarmed the city looking for power cells. This a zone already has a Payload inside of it, re-roll. If
would be a close one and they might not make it all zones have Payloads inside of them no new
home this time. Payload is placed.
Payloads in this sitrep may also be moved by
Stockpile is a hectic sitrep in which both sides hostile Scoring characters (in the same manner as
scramble to secure Payloads and feed them into PCs and with the same restrictions). At the end of
their own Stockpile, attempting to intercept each each round, Scoring characters adjacent to their
other while doing so. own Stockpile automatically load all Payloads
adjacent to themselves into their Stockpile, as long
as there are no hostile characters adjacent to the
VICTORY CONDITIONS Payload. This removes the Payload from the
● PC Victory: The PC’s Stockpile has equal battlefield.
or more than the number of Payloads
loaded than the enemy Stockpile by the end
of round 6.
ENEMY FORCES
● Enemy Victory: The PC’s Stockpile has The GM should use enemy forces of similar size to a
fewer Payloads loaded than the enemy normal combat encounter.
Stockpile by the end of round 6.
DEPLOYMENT
Place a single Size 3 Stockpile in each, the PC and
Enemy Deployment Zone. It is a Mission Critical
Entity. Stockpiles can be shield-generators that need
to be powered up, field cannons in need of
ammunition, trucks needing to be fueled up or any
number of things. Hostile characters are deployed in
the Enemy Deployment Zone. Players deploy in the
Player Deployment Zones. Terrain should be
balanced, not favoring either side.

REINFORCEMENTS
Any Reinforcements added by the GM enter from
the Enemy Deployment Zone.

[24]
SITREP #19 - SUPPLY RUN - COMPLEXITY: HIGH

The Extractors were happily rumbling away, each SUPPLY EXTRACTION


mining cycle unearthing, smelting and packaging the Place 3 Blast 1 Extractor Zones on the battlefield.
excavated ore into usable raw materials. Place a Control Node in the center of the Collection
Zone, it is a Size 1 Mission Critical Entity.
The subterranean activity had however attracted Characters adjacent to the Control Node may
unwanted attention. Mole Toads did not take kindly perform the following Quick Action:
to this kind of disturbance and their indignant
croaking could already be heard from the far end of
the canyon.
Extract Supplies
Quick Action, Adjacent
You may only perform this action while adjacent to
Morrison and his men remained mounted up, ready
the Control Node. Choose an Extractor Zone that
for another long shift under this world’s scorching
contains no Payload. Place a Payload in the
binary suns.
center of the Extractor Zone or as close as
possible.
Supply Run challenges PCs, who must coordinate
between creating Payloads, carrying them to the
collection zone and fending off assailants, all at the ENEMY FORCES
same time. The GM should use enemy forces of similar size to a
normal combat encounter. They may prepare a small
VICTORY CONDITIONS wave of Reinforcements that arrive late in the game.
● PC Victory: At the end of round 6 there are
an equal number or more Payloads inside DEPLOYMENT
the Collection Zone as PCs participating in The GM deploys the hostile characters in the Enemy
the scene. Deployment Zone. PCs then deploy in the Player
● Enemy Victory: At the end of round 6 there Deployment Zone. The Center of the PC’s
are fewer Payloads inside the Collection deployment Zone contains the Collection Zone.
Zone as PCs participating in the scene. The Terrain should not favor either side, the
Extractor Zones should be in no-man’s land. If the
GM wishes the PC’s Deployment Zone may
represent an outpost or base and be a bit fortified to
the PC’s benefit.

REINFORCEMENTS
If the GM decides to prepare a small contingent of
reinforcements they will appear late to the fight,
round 3 or 4.

[25]
SITREP #20 - TRAIN HEIST - COMPLEXITY: MEDIUM

The convoy was bound for central Drunya and was THE TRAIN
making its way across the countryside at a The Train is a unique NPC described on page 55.
break-neck speed. Its mechanized escort was The Train is unable to move on its own and its end
struggling to keep up, repeatedly having to redline of round movement counts as Involuntary - this
their reactors to keep pace in the rough terrain of the movement cannot be stopped for any reason. The
badlands. Train will obliterate all obstacles in its path to
complete its movement. The Train can NEVER leave
The ambush had been carefully crafted, automated the tracks and its movement cannot be interrupted or
turrets, concealed behind rock formations. The stopped by ANY means.
supplies the convoy carried would never arrive in
New Genova, Marcus and his team would make
sure of that. The city would starve. ENEMY FORCES
The GM should use enemy forces of similar size to a
Train Heist represents the PCs ambushing an normal combat encounter. The enemy forces contain
armored and armed transport carrying something of a Train which is a unique NPC described on page
value. 55.

VICTORY CONDITIONS DEPLOYMENT


● PC Victory: The Train is destroyed and at The Train deploys on one side of the battlefield. At
the end of round 6 there are more Scoring the end of each round, it moves in a straight line to
PC characters adjacent to its Wreck than its next stop. It should move a number of spaces so
Scoring hostile characters. Hostiles with that it leaves the battlefield at the end of round 6.
multiple Structure count as 1 Scoring Hostiles are deployed in the Enemy Deployment
character per Structure remaining. Zones and should be equally divided between both.
● Enemy Victory: The Train leaves the PCs deploy in the Player Deployment Zones. They
battlefield via the extraction zone at the end may split up or deploy in the same zone as they see
of round 6. fit.
Terrain should be balanced, representing any stretch
of the convoy’s route. Alternatively, it could benefit
the ambushing players.

REINFORCEMENTS
Any reinforcements the GM may add enter either
from the Enemy Deployment Zone or deploy
adjacent to the Train.

[26]
SECTION 2 - BONUS OBJECTIVES
WHAT ARE BONUS OBJECTIVES? BONUS OBJECTIVES ROLL 1D20
Bonus Objectives represent additional tasks that a 1 Scout Craft
group of PCs can undertake during a combat 2 Ready for Pickup
encounter. These additional objectives are optional 3 Terminals
and are applied in addition to a Sitrep. If the PCs 4 Power Surge
successfully complete a Bonus Objective, they should 5 Down to the Wire
receive a reward. If they fail, they should not face any
repercussions, emphasizing that the completion of 6 Extraction Beacon
Bonus Objectives is optional. 7 Faint Trace
8 Running Mech
GMs may pick thematic Bonus Objectives or randomly
9 Contract Killer
determine one. Not every scene should have Bonus
Objectives applied but they can make combat more 10 Quadrants
interesting. 11 Scrambling Beacons
12 Tireless Bombardment
This chapter contains a list of 20 Bonus Objectives
that you can integrate into your Lancer games. 13 Graviton Engine
Besides the rules necessary to run them, each has a 14 Tip of the Spear
small section on how to best integrate them 15 Thermal Scan
narratively, which rewards they could give and what
challenges they provide for PCs The best way to 16 Thrill of the Kill
integrate Bonus Objectives into your game is to 17 Trailblazers
include one per two-three combat scenes that you 18 Stand Defiant
have prepared for a mission. This gives PCs a fun
19 Detour
diversion without overwhelming them with additional
objectives. 20 Decapitation Move

[27]
BONUS OBJECTIVE #1 - BONUS OBJECTIVE #2 -
SCOUT CRAFT READY FOR PICKUP
The Scout Craft Objective can represent a surprise Ready for Pickup is a straightforward Bonus
reconnaissance flight that aims to collect information Objective which involves moving Payloads to their
on PCs movements and actions. It rewards PCs that designated extraction zones. To make the objective
are able to get past Hidden and Invisibility; be that more interesting and challenging consider placing
via a high Systems stat, area of effect attacks or the Extraction Zones closer to the PCs deployment
other means. While melee-oriented PCs may not be zone than the Payloads, requiring the PCs to
able to interact much with this Objective, it gives the backtrack to extract them.
ranged elements of the group time to shine. Rewards for completing this objective can be very
Consider keeping this Bonus Objective secret until straightforward as well. Perhaps the Payloads
the Scout Craft appears on the battlefield to really contain additional gear or other resources for the
surprise the PCs. PCs to collect for themselves or whoever tasked
them with retrieving them.
Destroying the Scout Craft could grant several
benefits for the PCs. Perhaps they can retrieve the OBJECTIVE RULES
craft’s memory core, gaining information on the The GM places Blast 1 Extraction Zones equal to
enemy’s movements in the area. Alternatively, half the number of PCs on the Battlefield. Place a
destroying the craft could make the enemies more Payload 8 spaces away from each zone's center.
susceptible to an ambush in the upcoming Once a Payload enters the Extraction Zone it is
encounters, be they narrative or combat. As with all safely extracted, and the Extraction Zone
Bonus Objectives, you should try to avoid attaching disappears.
a penalty to not shooting down the Scout Craft, as
doing so could turn the Objective from a fun optional OBJECTIVE SUCCESS
endeavor into a hectic chore for the players. All Payloads are safely extracted before the end of
round 6.
OBJECTIVE RULES
A Scout Craft NPC (page 56) arrives and begins to OBJECTIVE FAILURE
scan the battlefield. At the end of round 2, it appears One or more Payloads are not extracted by the end
from the center of a battlefield edge chosen by the of round 6.
GM. At the end of each round, including the round it
appeared, it moves towards the opposite table edge
on the most direct route possible. It moves a number
of spaces equal to the amount it needs to reach the Evacuating the medical supplies was a difficult task
opposite edge at the end of round 4. Whenever the considering the state of New Lorenza, with high
Scout Craft completes a movement, it automatically velocity shells flying everywhere and the dull thud of
Hides. explosions providing a constant reminder of just how
hot this conflict had become.
OBJECTIVE SUCCESS
The scout craft is destroyed before it escapes. While Raul’s squad was nominally tasked with
holding the fortified position, he would be damned if
OBJECTIVE FAILURE he wasn’t extracting the medical supplies that had
The scout craft reaches the opposite table edge at been left behind when the civilians had fled the city.
the end of round 4 and escapes.
His Saladin’s shield sprayed sparks as he deflected
yet another shell aimed at him and his prize, things
would get a lot worse before they got better, both for
Echo squad was undertaking a covert demolition Raul’s squad and New Lorenza.
mission behind enemy lines with the express
objective of taking out the Baron’s printing facilities
and creating a diversion for the main force, allowing
it to strike at the heart of the enemies’ encampment.

While their approach had not been noticed by the


outpost’s watch towers a chance encounter with a
remote-controlled scout drone would end up
jeopardizing Echo squad’s mission, sending the
operatives into a hasty scramble to eliminate the
craft before it could relay important positional data to
the Baron.

[28]
BONUS OBJECTIVE #3 - BONUS OBJECTIVE #4 -
TERMINALS POWER SURGE
Terminals reward PCs with high mobility and mechs Power Surge encourages PCs to Overcharge, so
with the Manipulator system. Straightforward in this Bonus objective becomes more risky the later in
nature, activating the terminals shouldn’t be too hard a mission it is placed, as PCs are likely to have
but will make the PCs juggle their limited action pool overcharged several times by that point. Narratively,
between attacking the enemy and completing this the objective could represent machinery that the
objective. Consider placing terminals in inconvenient PCs must activate by diverting some of their mech’s
spots to make things more challenging for the PCs, power into them. Or maybe they are thermal
i.e. out in the open to deny anyone who activates a detectors that can pick up on power spikes occurring
terminal cover or on top of large structures, requiring in the vicinity. Having something “activate” that will
climbing or flying to reach them. help the PCs in future endeavors can be a good way
to include this Bonus Objective in games.
OBJECTIVE RULES
The GM places terminals equal to the number of OBJECTIVE RULES
players anywhere on the battlefield, at least 6 The GM places a number of Blast 1 Zones equal to
spaces away from each other and at least 10 spaces the number of players plus one anywhere on the
away from the PCs deployment zone. Terminals are battlefield. Each zone must be at least 8 spaces
size 1/2 Mission Critical Entities. Unless there is a away from all other zones. The zones are power
hostile character adjacent to a terminal they can be conduits that are activated whenever a PC performs
activated as a Quick Action while adjacent. Mechs an Overcharge while occupying the zone.
with the Manipulator system may activate a Terminal
as a Free Action. Each Character may only activate OBJECTIVE SUCCESS
1 Terminal per round. All power conduits are activated by the end of round
6.
OBJECTIVE SUCCESS
All terminals are activated by the end of round 6. OBJECTIVE FAILURE
One or more power conduits are not activated by the
OBJECTIVE FAILURE end of round 6.
One or more terminals are not activated by the end
of round 6.

“Get in, kickstart the generators, get rid of the


opposition, get out. No heroics this time.”
The vault itself was well protected and, disconnected
from the local Omninet, unhackable. Loraine Deacon - General Manson, Briefing 254-8
and her “Maulers” were determined to not leave its
contents behind. The Luxor Museum was renowned
for its prized artifacts and presented a prime target
for the mercenaries. All the Maulers had to do was to
get past the meter-thick titanium bulkhead.

While the museum was in no position to defend itself


against a coordinated attack by mechanized chassis
the vault’s door nevertheless had to be accessed via
the security terminals located on the premises.

[29]
BONUS OBJECTIVE #5 - BONUS OBJECTIVE #6 -
DOWN TO THE WIRE EXTRACTION BEACON
Down to the wire is a very evocative Bonus Extraction Beacon puts a strong emphasis on
Objective. Narratively, there can be a myriad of teamwork and coordination. The PC designated to
reasons for the PCs having to defuse a bomb while carry the beacon will have very serious penalties
also concentrating on their main Objective. Perhaps attached to them while they are carrying it. The
terrorists or ruthless military elements are involved? carrier will have to weigh covering the distance to
The exploding bomb deals a good amount of the Objectives against their ability to participate in
damage, so PCs that fail to defuse the bomb should the combat. Other PCs can help the carrier out by
not stick around for too long. Should the bomb go using abilities that force involuntary movement.
off, the PCs may be able to use it to their advantage Potential rewards for completing the objective are
by forcing hostiles into the blast zone. wide-ranging. Perhaps the PCs are extracting
When it comes to rewards for defusing the bomb, military equipment or valuable goods for their clients.
perhaps the PCs are saving supplies that were
about to be blown up or maybe they are saving the OBJECTIVE RULES
lives of VIPs that will help them going forward in their The GM places a Payload in the enemy Deployment
campaign? Zone. One of the PCs starts the combat with an
Extraction Beacon, PCs may choose which of them
OBJECTIVE RULES carries the Beacon. While carrying the Extraction
The GM places a bomb anywhere exactly 14 spaces Beacon they are Slowed and may only perform a
away from the Player deployment zone. The bomb is single Quick Action and not Overcharge.
a Size 1 Mission Critical Entity. As a Protocol the PC that carries the Extraction
A character adjacent to the bomb may spend a Beacon may place it in a Free Adjacent space.
Quick Action to attempt to defuse it. They then roll
1d6. It is a size 1 Mission Critical Entity. Whenever the
First defusal attempt: Bomb is defused on a result Payload is placed adjacent to the Beacon it is safely
of 6 or higher. extracted. It and the Beacon are removed from the
Second defusal attempt: Bomb is defused on a battlefield.
result of 5 or higher.
Third defusal attempt: Bomb is automatically OBJECTIVE SUCCESS
defused. The Payload is safely extracted before the end of
Only 1 defusal attempt can be made each round, round 6.
regardless of which character attempts it.. At the end
of round 4, the bomb explodes in a Burst 3 explosion OBJECTIVE FAILURE
dealing 3d6 Explosive damage and automatically The Payload is not extracted by the end of round 6.
destroying all terrain in the area.

OBJECTIVE SUCCESS
The bomb is safely defused. The client had paid them to smash through the
enemy lines, but he had also promised them extra
OBJECTIVE FAILURE for the recovery of a certain container full of…
The bomb exploded. “something”.

At first, Aaron Dawson had wondered what was so


important that their client would alter their mission
Delta Four: “Command, the device has three wires, I parameters and send them after it. After seeing his
repeat, THREE wires.” Everest weighed down by the large extraction drone
the client had provided Aaron had stopped
Loyalist Command: “Affirmative Delta Four, wondering about that. Instead, he was now
cut the one leading to the deuterium core.” wondering how he would make it through the day in
one piece.
Delta Four: “Command, the device has two cores,
set in tandem, what do I do?”

Loyalist Command: “…you pray, Elaine.”

- Recorded communication in the aftermath of the


Delarosa incident.

[30]
BONUS OBJECTIVE #7 - BONUS OBJECTIVE #8 - RUNNING
FAINT TRACE MECH
Faint Trace is an ideal way to allow your PCs to Running mech is a Bonus Objective that lets one of
gather some additional resources. Perhaps they are the PCs shine and feel special. It rewards the PC
fighting in a spaceport with multiple cargo containers with the most mobility in its build. The designated
they can open? Maybe they are boarding a ship that runner should be protected by their team, and they
is carrying something valuable? Your imagination is should cover them while they undertake their journey
the limit here. through all the waypoints.

The Bonus Objective itself is straightforward, the Narratively, the PCs could be attempting to smuggle
PCs will have to maneuver across the battlefield and something past enemy lines, they could be engaged
use their bare hands or sensors to find the correct in a deadly race or time trial for a gladiatorial bout.
container that holds their prize. If you like, you could Maybe the runner is equipped with additional
even fill every container with something that the PCs scanning equipment and must collect readings of
can use, perhaps lesser versions of what they are designated areas on the battlefield.
looking for.
OBJECTIVE RULES
OBJECTIVE RULES The GM places 4 Blast 1 zones labeled 1-4 on the
The GM places a number of containers anywhere on battlefield, they are waypoints.
the battlefield equal to the number of PCs plus two.
Place them at least 5 spaces away from another Waypoint 1 must be placed exactly 6 spaces away
container and at least 10 spaces away from the from the player deployment zone.
player deployment zone. Containers are size 1
Mission Critical Entities. Waypoint 2 must be placed exactly 6 spaces away
Secretly note down which container holds what the from waypoint 1.
PCs are looking for. While adjacent to a container a
PC may take a Quick Action to open it. The Waypoint 3 must be placed exactly 6 spaces away
container either contains what they are looking for or from waypoint 2.
is empty. Players may Scan containers, revealing
whether the container is holding what they are Waypoint 4 must be placed exactly 6 spaces away
looking for or not. from waypoint 3.

OBJECTIVE SUCCESS The PCs designate one player as the "runner". If the
The PCs open the container that holds what they are runner ends their turn occupying a waypoint, it is
looking for before the end of round 6. cleared. The runner must do this in order i.e., they
must clear waypoint 1 before waypoint 2.
OBJECTIVE FAILURE
The PCs do not open the correct container before OBJECTIVE SUCCESS
the end of round 6. The runner has cleared all waypoints by the end of
round 6.

OBJECTIVE FAILURE
The carrier had been shot down over the southern The runner has not cleared all waypoints by the end
desert. Now it was their job to sift through the of round 6.
wreckage. Needle in a haystack was easy enough.
The real problem was, they weren’t the only ones
looking.
Smuggling is a dangerous job in the sublevels of the
Helena Spires, yet daring mech pilots are willing to
give it their all to transport their less-than-legal
packages from one gang to the other. Always
seeking to evade high-spire law enforcement patrols,
these daredevils rely on speed and mobility to
accomplish their tasks. Combined with their intimate
knowledge of the spire this has led to high-octane
chases where any wrong step could be the last one.

[31]
BONUS OBJECTIVE #9 - BONUS OBJECTIVE #10 -
CONTRACT KILLER QUADRANTS
One of the PCs is being hunted by an incredibly The Quadrants Objective is designed to keep the
skilled mech-killer. Perhaps they have made the PCs on their toes as they have to keep mobile and
wrong enemies, perhaps the opposition is just flexible if they wish to complete the Objective. PCs
stepping up their game with outside help. This are merely required to end one of their turns inside
Bonus Objective can be tackled in many ways, the the correct zone, which means that the opposition
PCs can overwhelm and destroy the contract killer, will have less opportunity to stop the PCs.
or the target can do its best to run and hide until the Depending on the sitrep played, this Bonus
end of round 3 at which point the killer will escape Objective can be quite difficult to accomplish, so
the scene. Alternatively, the target could “fall on the make sure PCs know that there is no shame in
sword” and quickly take the structure damage to get abandoning a Bonus Objective if circumstances
the contract killer off the board. make it too difficult.
Succeeding in this Bonus Objective could give the Narratively, the Objectives could represent a sudden
PCs intel on their enemies, thanks to information shift in the tide of battle. Perhaps command has
gained from the killer’s mech. Perhaps they could called in and requires the PCs to regroup? Perhaps
acquire some exotic gear should they manage to a dropship has landed in one of the quadrants and
destroy this dangerous adversary. Maybe the killer the PCs need to get to it?
adheres to a chivalrous code and will support the
PCs in an upcoming encounter should their quarry OBJECTIVE RULES
survive their initial engagement. The GM evenly divides the battlefield into 4
quadrants. Place a Blast 3 Zone centered in each
OBJECTIVE RULES quadrant. randomly determine a zone at the start of
The hostile force contains a Contract Killer NPC round 3.
(page 57), who should replace one of the other
NPCs. They have been hired to hunt down one of OBJECTIVE SUCCESS
the players, randomly chosen after deployment but At the end of round 4 all PCs have ended at least
before the first round. one of their turns inside the determined zone.
While the contract killer is on the battlefield their
target is Immune to all damage, heat and effects OBJECTIVE FAILURE
from hostile characters that aren’t the contract killer. At the end of round 4 one or more PCs have not
ended one of their turns inside the determined zone.
The hunt ends at the end of round 3, when the
contract killer is destroyed or when their target loses
a structure.
“Command should make up its damn mind.”
Whenever the hunt ends the contract killer is
removed from the battlefield, they escape back into – Theodore “River King” Palmer
the shadows.

OBJECTIVE SUCCESS
The contract killer is destroyed, or the killer’s target
has not lost a Structure by the end of round 3.

OBJECTIVE FAILURE
The contract killer’s target has lost a Structure
before the end of round 3.

“Why are you after me? How did you find me?”

“Because someone paid me to. And I’m the


best at what I do.”

- Laura “Turnip” McKellen to Marcus “Bloodhound”


Marakov

[32]
BONUS OBJECTIVE #11 - BONUS OBJECTIVE #12 -
SCRAMBLING BEACONS TIRELESS BOMBARDMENT
Scrambling Beacons is a Bonus Objective which Warfare is dangerous, bullets fly at high speeds, the
restricts the PCs ability to operate. PCs will have to clash of swords and, of course, the rumbling blasts
decide whether they want to divide their attention of artillery impact all around. Tireless Bombardment
between the hostiles and the beacons or whether puts the PCs directly into that situation with a
they wish to outmaneuver them. PCs specialized in high-caliber artillery piece shelling them relentlessly
melee combat may have more difficulties with the on the approach. The artillery emplacement is an
beacons and this could promote a greater degree of evocative set piece that the PCs can rally around
teamwork as ranged elements take out beacons so demolishing in creative ways.
that melee elements can do their job. Destroying the artillery emplacement could make
Narratively, it could be that the enemy is bringing out things easier for the PCs allies in the region who
these beacons to disrupt communications in the now no longer have to fear being bombarded.
area. Should the PCs succeed in completing this Perhaps the PCs can repair the emplacement and
Objective they could clear these communication receive artillery support in one of their upcoming
jams out, granting them intel-based benefits for combats.
upcoming scenes.
OBJECTIVE RULES
OBJECTIVE RULES Place an Artillery Emplacement (page 60) in the
The GM places a number of Scrambling Beacons Hostile deployment zone.
equal to the number of PCs +2 anywhere on the
map, at least 5 spaces away from another beacon. OBJECTIVE SUCCESS
The Artillery Emplacement is destroyed by the end
Beacons are Size 1 Objects with Evasion and of round 6.
E-Defense 5 and 10 HP.
OBJECTIVE FAILURE
Beacons project a Burst 2 aura of static. PCs in the The Artillery Emplacement is not destroyed by the
area gain +1 Difficulty on attacks, saves, and end of round 6.
checks. Hostile characters are not affected.

OBJECTIVE SUCCESS
All beacons are destroyed by the end of round 6. “We could see the thing from a mile away, spewing
smoke and hatred in our direction. We had started
OBJECTIVE FAILURE calling it “Thor” a week ago, when we were first
At least 1 beacon remains intact by the end of round deployed in the theater.
6.
Employing an evasive pattern epsilon, we
approached Thor with afterburners engaged,
evading the heated plasma explosions that it sent
“…approaching!” *BZZT* “Repeat, we’re being…” our way. We were 1 click away when Thor got
*CHHHHHHH* “… come in we’re in need of …” Charlie, he disappeared in a flash, no chance to
*BRRRRRRRRRRrrrrrrrrrr* “… no no no nO NO!” eject.
*ZZzzzzzzzzzTTTTTT*
We paid Thor back for Charlie approximately 10
minutes later, and didn't give the bastards that
crewed it a chance to eject either.”

- Agatha “Tomahawk” Brown, from her


memoirs “A Merc’s Life for Me”.

[33]
BONUS OBJECTIVE #13 - BONUS OBJECTIVE #14 -
GRAVITON ENGINE TIP OF THE SPEAR
The enemy is deploying a graviton engine, an Tip of the Spear requires the PCs to stick close
advanced device of immense power used to deny a together and advance as one cohesive unit, evoking
large area from any assailants. The graviton engine a sense of a close-knit military squad on the prowl.
slows advancing PCs to a crawl, making it harder for PCs will have to adjust their speed to their slowest
them to move up the field. Deactivating the engine, member or otherwise help them out with additional
which only affects the PCs and their allies, can be a movement. This Bonus Objective leaves the PCs
difficult task that will force the PCs to become especially vulnerable to area of effect attacks, so if
creative. Involuntary Movement, Ignoring Difficult you want to make it harder on them consider adding
Terrain, high base Speed or even Flight can all be something like a Bombard to keep the PCs
used to get to the engine in time. sweating.
Shutting off the device could have wide-ranging Narratively it is not hard to imagine the PCs being
implications for the surrounding area, making required to advance as a cohesive unit through
movements easier and perhaps allowing incoming hostile territory, smashing through the opposition
supplies to be moved faster. and creating an opening for other forces to follow.
Rewards could range from access to abilities that
OBJECTIVE RULES emphasize teamwork to support from units that
The GM deploys a Size 3 Mission Critical Entity, the follow in the PC's wake.
graviton engine, at least 10 Spaces away from the
PC’s deployment zone. OBJECTIVE RULES
While within range 5 of the Graviton Engine, PCs At the start of each round the PCs collectively place
and their allies: a Blast 3 waypoint anywhere on the battlefield. It
● Have the Slowed condition. may not overlap with the previous waypoint. The
● Treat all spaces as Difficult Terrain. previous waypoint then disappears. If any PC does
● Are pushed 2 spaces directly away from the not end their turn at least partially occupying the
graviton engine at the end of their turn, waypoint no further waypoints are placed for the rest
ignoring Difficult Terrain. of the scene.
The graviton engine can be shut down as a Full
Action while adjacent, immediately ending the OBJECTIVE SUCCESS
above effects. There is a waypoint at the end of round 6. Remove
it, no further waypoints are placed.
OBJECTIVE SUCCESS
The graviton engine is shut down by the end of OBJECTIVE FAILURE
round 6. There is no waypoint at the end of round 6.

OBJECTIVE FAILURE
The graviton engine is not shut down by the end of
round 6. The Baron’s Personal Guard is drawn from the best
of the realm’s pilots, and they are rightfully respected
and feared amongst the lord’s subjects. Advancing
as one in their fierce red livery, they smash through
Jack sipped from his can of beer as he leaned back any opposition like a cannon through a wet paper
against the leg of his mech, glancing at the crate bag.
being loaded onto the APC’s flatbed.
Acting as one, the Guard has left countless
“I have no idea who supplied the thing, boss adversaries in their wake, ensuring the continued
just wants us to deploy it in the canyon and stability of the Baron’s holdings despite those who
defend it, it's ‘sposed to keep the enemy out. would oppose him.
Things a GRAVITON ENGINE or some
such, increases local g times a hundred, ‘s
selective, so we shouldn’t be affected.
Those Alterian dogs however…”

Jack showed a dirty smile as he crushed the beer


can slowly with his fist, before letting it fall to the
ground of the hangar bay.

[34]
BONUS OBJECTIVE #15 - BONUS OBJECTIVE #16 -
THERMAL SCAN THRILL OF THE KILL
Thermal Scan restricts when PCs can and cannot Thrill of the Kill tests PCs ability to focus fire and to
Overcharge. They must, at times, weigh the optimal formulate a coherent battleplan when engaging the
play against completing the Bonus Objective. enemy. To make things easier on them, the
Staying stealthy can be important at many points designated NPC becomes unable to run away from
during a mission and doing so could have several the fight, though they may still take the Hide action.
benefits. The PCs could sneak past the enemy in the If you wish to increase the difficulty of this Objective,
next combat or gain a different bonus because they consider including multiple multi-Structure NPCs in
remained undetected on the approach. the opfor, making it more likely for one of these
sturdier NPCs to be chosen as the next target.
OBJECTIVE RULES Successfully carrying out this Objective means that
At the start of each round the GM rolls 1d6. the PCs have managed to take down quite a few
1-3 The battlefield is under surveillance by a priority targets. This could mean that the enemy in
powerful thermo-optic satellite or similar device. the area will be weakened because some of their
4-6 The coast is clear. key elements have been destroyed.
The PCs are aware of this.
OBJECTIVE RULES
OBJECTIVE SUCCESS At the start of round 1, randomly determine a hostile
At the end of round 6 the PCs never performed an non-Grunt NPC. If the designated NPC is destroyed,
Overcharge while under surveillance. a new NPC is randomly designated at the start of the
next round. This repeats until 4 NPCs have been
OBJECTIVE FAILURE designated. Designated NPCs are unable to move
At the end of round 6 one or more PCs away from the PC closest to them but may still move
Overcharged during a round in which they were towards them.
under surveillance.
OBJECTIVE SUCCESS
At the end of round 6 all 4 designated NPCs have
been destroyed.
While Echo squad had managed to dispose of the
scout craft that had nearly spoiled their assignment, OBJECTIVE FAILURE
they had not yet made it past all of the Baron’s At the end of round 6 less than 4 designated NPCs
surveillance devices. have been destroyed.

The Baleful Eye, the Baron’s supreme intelligence


satellite, had become aware of the unaccounted-for
scout and was now pointing its heat-sensitive “Command suspects that the following targets are in
scanner arrays at Echo squad’s location. your operational theater. We will mark them on your
mech’s HUD should they show up. Terminating
With a semi-regular imaging refresh rate of 15 these key elements is designated objective BETA,
seconds the operatives could only exert their mechs don’t go out of your way to pursue them, objective
sporadically, lest the Baleful Eye relay their position ALPHA has priority. Despite that, each confirmed kill
to the Baron’s forces. on targets here will save us a headache later. Do
your best.”

– Briefing 248-K-Pine Haven Insurgency

[35]
BONUS OBJECTIVE #17 - BONUS OBJECTIVE #18 -
TRAILBLAZERS STAND DEFIANT
Trailblazers is an objective that requires the PCs to Stand Defiant puts the spotlight on a single PC in the
mind their positioning as they advance up the field. group. This Objective rewards PCs that have sturdy
The objective allows for the team to split up and and tanky builds. The objective can also be used to
tackle the sitrep as they see fit, giving them freedom force the attention of all hostiles away from allies.
and flexibility while still putting serious restrictions on Teams with a lot of control options will have an
the team’s movements. Like the objective “Tip of the easier time completing this objective as shutting
Spear”, Trailblazers will cause the PCs to advance in down the hostiles will make it easier on the PC that
an orderly and coordinated fashion. The PCs may is standing defiant. Narratively, Stand Defiant can be
wish to stick to pre-arranged teams when tackling a potent distraction maneuver that focuses the
the objective. As a reward for completing the enemy’s attention on a single entity. Successfully
objective, the PCs could receive reserves that completing the Objectives could give the PCs an
emphasize teamwork. edge by having the enemy distracted in future
encounters. Alternatively, the enemy’s morale could
OBJECTIVE RULES be seriously affected after attempting, and failing, to
Each round, the first half of the PCs that take their bring down a single hostile mech.
turn in the round automatically become trailblazers.
The other half of the PCs must attempt to end their OBJECTIVE RULES
turn in range 2 of any trailblazer. PCs are in The GM places a Blast 1 zone in the center of the
formation at the end of a round if all non-trailblazers battlefield. Whenever the PC going first in a round at
have ended their turn within range 2 of any least partially occupies this area, they may activate it
trailblazer. as a Free Action at the end of their turn to stand
defiant. A PC may only stand defiant on rounds 2
OBJECTIVE SUCCESS and 3.
At the end of round 6 the PCs have kept Formation While standing defiant the character loses and can't
during each round. benefit from Hidden, Invisible, and Intangible.
While standing defiant they can't move or be moved
OBJECTIVE FAILURE for any reason.
At the end of round 6 the PCs have not kept Standing defiant ends when the PC takes Structure
formation each round. damage or at the end of the current round.

OBJECTIVE SUCCESS
A PC stood defiant and did not lose any structure.
Gold-8: “Gold-9, falling in on your position. In
3…2…1… CLEAR! Go, go, go!” OBJECTIVE FAILURE
No PC stood defiant, or a PC stood defiant and lost
Gold-9: “Gold-8, I got your back, CLEAR! structure.
Six o’clock, CLEAR! Hostiles located on
therm-scan. Sublevel C, deploy charges in
600, MARK.”
The Barbarossa dragged itself into position, right in
Gold-8: “Punching through. BRACE! Detonating!” – front of the encampment. Its Apocalypse Rail was
Static – “Cover me, deploying RPG.” damaged beyond repair, and this was the best use
for the mech now. It stood tall, arms outstretched as
Gold-9: “Roger, deploying enclave, if to invite them to take their best shot, blaring a horn
gathering targeting data, gathering, to ensure that it had everyone’s undivided attention.
gathering, FIRE! RPG GO!”
The shells came soon after, sparking harmlessly off
- Members of Union-Gold during the coordinated the mech’s armored plating. They were still shooting
attack on Irving’s Mire. when the saboteurs blew the encampment’s main
reactor, having made use of the distraction. The
Barbarossa still stood, bathed in the orange light of
the fires, arms outstretched as if to mock them.

[36]
BONUS OBJECTIVE #19 - BONUS OBJECTIVE #20 -
DETOUR DECAPITATION MOVE
Detour represents a mini-Escort sitrep integrated Decapitation Move is incredibly straightforward and
into a different sitrep and gives the PCs something represents the PCs going after the enemy’s
to rally around while they advance up the field. If leadership. This commander prefers to lead from the
combined with a regular Escort or Extraction sitrep back and isn’t much of a fighter, choosing to direct
the Bonus Objective acts as “checkpoints” to pass forces from a safe distance. While the Commander
the Payload through. Narratively these could be is unable to take the hide action, nothing is stopping
zones the Payload needs to interact with, perhaps it from keeping its distance, forcing the PCs to hunt it
areas to scan. down. If you want to make it harder on the PCs you
could consider giving the commander a bodyguard
Potential rewards for completing this objective could of sorts. Bastions are ideal for this.
have to do with gathered data or the cargo PCs are Completing this Bonus Objective could seriously
transporting could be useful to them down the line. harm the enemy’s morale or send their command
structure into disarray, making them more
OBJECTIVE RULES susceptible to attacks in the future.
The GM places a Payload in the player deployment
zone and places 2 Blast 1 checkpoints on the OBJECTIVE RULES
battlefield, one exactly 15 spaces from the player's The Enemy force contains a single Supreme Leader
deployment zone, the other exactly 15 spaces away NPC. See (page 58)
from the first checkpoint.
OBJECTIVE SUCCESS
Whenever the Payload is placed inside a checkpoint The supreme leader has been destroyed by the end
by the PCs, the checkpoint is cleared and of round 6.
disappears. The GM may decide that the
checkpoints must be cleared in a specific order. OBJECTIVE FAILURE
The supreme leader has not been destroyed by the
If the current Sitrep is Escort or Extraction, the GM end of round 6.
may choose to have that sitrep’s Payload clear
waypoints. In that case, no additional Payload is
placed.
This was their chance to win this war. The Baron’s
OBJECTIVE SUCCESS right-hand man, General Tanzito had been seen on
At the end of round 6 both checkpoints have been the southern front amongst the Baron’s Own,
cleared. directing the defense of the outer palace. Echo
squad was ready to turn the tide of this battle in one
OBJECTIVE FAILURE swift decapitating strike.
At the end of round 6 at least one checkpoint has not
been cleared.

They had been lugging around the scanning


equipment for three days now. This was going to be
their last stop. The swamps were calm, a mild
breeze shaking the reeds.

Murdock didn’t mind an easy job for a change, taking


readings from gaseous anomalies. The eggheads he
was hired to protect were still nervous about the
“Crokodon” a ferocious aquatic predator native to
these swamps. So far Murdock hadn’t spotted any
and even if one should show up, his trusty
Decksweeper shotgun would take care of it…

[37]
SECTION 3 - ENVIRONMENTAL EFFECTS
HOW TO UTILIZE ENVIRONMENTAL EFFECTS ROLL 1D20
ENVIRONMENTAL EFFECTS 1 Pitch Black
The universe is a vast and diverse place. Mech 2 Eruption
combat in Lancer could take place anywhere, and 3 Strong Winds
compiled here is a list of environmental effects that 4 Irradiated Ash
you may apply to your missions to represent 5 Heroic Adversaries
interesting planets and biomes. From vast deserts 6 Crumbling Environment
that clog up a mech’s servos to harshly irradiated
wastelands, these effects are a prime opportunity to 7 Choking Miasma
add flavor and mechanical depth to your combat 8 It Lurks Below
encounters. 9 Hatchery
10 Power Stations
When applying an environmental effect, inform the
PCs beforehand so they can adequately equip 11 Surprise Attack
themselves for the environment - as some could be 12 Sand Trap
quite difficult to deal with depending on a PC's build. 13 Steam Vents
Additionally, it usually makes sense for PCs to know
where they are going to be engaging in mech 14 Sub Zero
combat. 15 Sinkholes
16 Apocalyptic Tempest
A GM does not have to reveal a mission’s
17 Deep Sea
environmental effect if your PCs will enjoy the
surprise and challenge! 18 Acidic Rain
19 War in Orbit
20 Metavault

[38]
ENVIRONMENTAL EFFECT #1 - ENVIRONMENTAL EFFECT #2 -
PITCH BLACK ERUPTION
While darkness isn’t much of a hindrance in mech Pools of liquid bubble and boil all over the battlefield,
combat thanks to infra-red and thermal sensors, they could be lava, acid, mud or a plethora of other
circumstances may impair or outright disable these liquids making movement difficult and, at times,
measures, making it necessary for combatants to hazardous. Depending on their contents Characters
rely on more primitive measures to spot the will have to evaluate the risk of moving close to such
opposition. Electromagnetic storms on a night-world, a pool as it could randomly expand to engulf them at
anomalous radiation in a cave system or active a moment’s notice.
jamming aboard a defunct space station could all be The Eruption environmental effect doesn’t have to
great scenarios to implement this environmental be naturally occurring, perhaps the PCs have
effect. entered some kind of industrial facility with vats of
The effect forces PCs to work together in creating liquid that are boiling over in some kind of chemical
line of sight by supporting each other with their flood reaction.
lights. While arcing and seeking weaponry can
penetrate the darkness on account of not needing SPECIAL RULES
line of sight, other long-range builds may need the The GM places a number of Blast 1 pools of a
assistance of their allies to be fully effective. Liquid (page 50) of their choice anywhere on the
battlefield.
SPECIAL RULES At the end of each round the GM rolls a 1d6 for each
The Battlefield is swathed in pitch darkness - pool. Depending on their size one of the following
perhaps it is night, perhaps vision is obscured by effects is applied:
other means - so all characters suffer from the
Darkness condition which can never be cleared: Blast 1 Pool:
1-3: Nothing Happens
DARKNESS 4-6: The Pool expands to Blast 2
This character may only draw Line of Sight to
spaces within Range 5. Blast 2 Pool:
1-3: The Pool shrinks to Blast 1
Mech characters gain the "Floodlight" Free Action. 4-6: The Pool expands to Blast 3

Floodlight Blast 3 Pool:


Free Action, Cone 5 1-3: The Pool shrinks to Blast 2
At the end of your turn you may place a Cone 5 4-6: Nothing happens.
area of Light. It lasts until the start of your next turn
and moves when you move, not changing
orientation. While it is active all characters ignore
their Darkness condition when drawing Line of The fighting was most fierce at the foot of Mt. Seller.
Sight to you as well as to all spaces inside the Both sides had to tread carefully, lest their machines
Cone. would be engulfed in the boiling lava pools. Mechs
that were critically damaged and lost their footing
would be lost as the pools began to erupt.

Turmoil-1: “I don’t know about this Louis, I can’t see The environment claimed as many lives that day as
anything down here…” the fighting did.

Turmoil-2: “It’s why they’re hiding down here,


the ferrus-veins down here mess with the
equipment.”

Turmoil-1: “Doesn’t mean I like command sending is


down here unsup--- *CHHHHHHH*”

Turmoil-2: “Turmoil-1, come in. McKenzie,


do you copy? McKenzie?”

[39]
ENVIRONMENTAL EFFECT #3 - ENVIRONMENTAL EFFECT #4 -
STRONG WINDS IRRADIATED ASH
Winds of great magnitude are commonplace on This environment is hostile to all life. Perhaps a
many worlds in the galaxy, with velocities high great nuclear calamity transformed this area, or
enough to pick up even a mechanized chassis and perhaps it was always this irradiated. Whatever the
throw it around like a ragdoll. cause, anything that touches the irradiated ash that
comprises most of this world’s surface will decay
Strong winds reward clever positioning to get the and perish at an alarming rate. Islands of relative
most out of the free repositioning at the end of each safety dot the landscape, perhaps man-made,
round, utilizing terrain to stop movement to gain perhaps naturally occurring. Mechs must carefully
positional advantages or to mitigate the damage the navigate around these areas if they wish to make it
push could do to positioning. out intact.

Strong winds are a very basic environmental effect SPECIAL RULES


that is simple to use and provides a flavorful The GM places a number of Blast 1-3 templates (or
environment. otherwise designated areas) spread out on the
If “wind” isn’t a fitting flavor, consider perhaps a battlefield; their combined size should be roughly
strong magnetic field. equal to one-third to half the battlefield.

SPECIAL RULES These areas represent areas of safety. Made from


At the start of the scene the GM chooses or concrete, raised rock or purified soil. All other
randomly determines a battlefield edge. At the end spaces on the battlefield are irradiated ash.
of each round, after scoring potential victory points,
all characters are pushed 3 spaces towards that Characters that end their turn at least partially
edge. occupying irradiated ash take 2 Heat.

“Keep your footing down there. If you need to brace The survivors of the crash stumbled from what was
against terrain or structure, do so. I’m not losing one left of the frigate. They had been lucky to crash on
of you to the winds.” this world. The world itself had not been blessed by
their sudden arrival, the ship had carved the dense
– Commander Eisner, the Arkos conflict, Briefing jungle apart, leaving burning soil and radiation in its
259 wake.

They had to move fast before the breached reactor


would lead to bigger problems, each step through
the newly created wasteland boiling the paint from
their mechs.

[40]
ENVIRONMENTAL EFFECT #5 - ENVIRONMENTAL EFFECT #6 -
HEROIC ADVERSARIES CRUMBLING ENVIRONMENT
Zealots, fanatics, true believers, those fighting for a Warfare, especially at mech scale, leaves behind
righteous cause, copious amounts of combat ruins. These dangerously unstable structures could
stims… There are many reasons an adversary may collapse at any moment, burying unfortunate
go above and beyond to oppose PCs. With any NPC bystanders beneath tons of rubble. Perhaps instead
becoming capable of doubling their output, target of ruins, combat is taking place on a planet with
priority becomes very important. The GM meanwhile dangerously unstable rock formations, porous from
must carefully consider which NPC to “promote” to centuries of erosion.
create the most interesting situation. Don’t be afraid Crumbling Environment rewards characters for
to upgrade an NPC for narrative reasons, perhaps performing creative maneuvers that involve
they performed well so far during the combat, involuntary movement. Get ready to see mechs
perhaps they failed spectacularly and deserve the being smashed into terrain repeatedly, even
upgrade to try again? leveling the battlefield entirely throughout a combat.
Heroic adversaries are a fun way to make the NPCs
opposing the PCs more flavorful and to add another SPECIAL RULES
mechanical layer to them. Rock formations and Buildings in this area are
crumbling or in bad disrepair, any impact could
SPECIAL RULES topple them.
1/Scene at the start of any round, the GM may apply
the Elite Template to any non-Grunt NPC that Whenever a character's involuntary movement
started the scene with no more than 1 Structure. The moves them into a space with an Obstruction, that
chosen NPC immediately gains +1 Structure and Obstruction is destroyed. If an Obstruction is the
Stress, and will start taking 2 turns instead of 1 same size or larger than the character, it stops the
starting this round. The NPC keeps their current HP involuntary movement. If a character's involuntary
and Heat. movement is stopped this way, they take 3
Armor-Piercing Kinetic damage.

Enzo’s mech was damaged. ‘Lancers’, they had


called themselves. He spat blood. His friends and The city had seen better days, another monument to
comrades were dead, mercilessly slaughtered by the Baron’s cruelty. Echo squad carefully stalked the
these mercenaries from off-world. abandoned alleyways and blown-out buildings,
always careful not to disturb anything.
What made a Lancer so special anyway?
The wrong move could collapse the destabilized
“Lancer scum.” He snarled the words. infrastructure, burying their mechs and ending their
Enzo didn’t care anymore as he redlined his own reconnaissance mission early.
machine, even if he were to survive this battle, the
ruptured reactor’s radiation would claim him now.
But not fast enough. Not before he’d get back at
them.
He struck the first one to the ground as it rounded
the corner.

What made them so special anyway?

His thermal lance screamed as it drilled a coherent


beam of light right through the Everest’s cockpit.

He felt like everything was moving in slow motion as


he reeled around to punch the second one.
His frame’s fist was caught easily by the Blackbeard
that was facing him now. Tears of frustration ran
down Enzo’s face before a hammer blow flattened
his cockpit, ending him in an instant.

What made them so damn special anyway!?!

[41]
ENVIRONMENTAL EFFECT #7 - ENVIRONMENTAL EFFECT #8 -
CHOKING MIASMA IT LURKS BELOW
Clouds of dense smog, caustic spores, or banks of A great and terrible being lurks underground,
electro-static smog, choking miasma is clouding the perhaps multiple critters that free themselves from
battlefield. While the miasma is so thick that it underground to grasp their prey. Perhaps it is an
provides superior cover for those who venture inside artificial security system that grasps intruders with
it, it also clouds a mech’s sensors completely, mechanical tentacles?
leaving pilots blind while they occupy the area. It Lurks Below can be chaotic and violent as
Characters will have to weigh the benefit of receiving characters on both sides are grasped by flailing
Hard Cover against the limitation of being unable to appendages.
see outside the miasma. Miasma will give melee This is a potent centerpiece environmental effect
combatants great opportunities on the approach as that is guaranteed to make for memorable combat.
they hop from cloud to cloud to engage the enemy. For It Lurks Below to work with the enemy, you may
Choking Miasma will severely change up the choose to have it only go after the PCs, not forcing
approach to any combat it is included in. its check on the enemy.

SPECIAL RULES SPECIAL RULES


The GM places a number of Blast 1 and Blast 2 The GM places a number of Blast 1 areas anywhere
areas on the battlefield. Characters at least partially on the battlefield, they are openings from which it
occupying these areas gain Hard Cover but are grasps with its appendages.
unable to draw Line of Sight outside the area.
At the end of each round, the closest character
within Range 5 of an opening must perform an
Agility Check. If two characters are the same
“I don’t trust these mushrooms, are you sure they distance away the GM chooses the target.
are safe?”
On a success, they evade the thing that lurks below.
“I wouldn’t go outside and breathe their
spores but as it stands, they are the best On a failure, they are grasped by a flailing
form of cover we can get on this rock.” appendage. They are removed from the battlefield
and immediately placed in the center of the
– Fireteam Zeta-12, Malus Campaign opening, or as close as possible, where they are
Immobilized. The opening is then removed.
The GM places an appendage next to them.

Appendages are Size 1 Objects with 8 Evasion and


E-Defense and 5 HP.

The character remains Immobilized and unable to


move for any reason until the appendage is
destroyed, which is the only way to clear the
Immobilized.

While Immobilized by an appendage the character


takes 5 Kinetic damage at the start of their turn.

“You don’t understand, it was there. It looked at me


as it took my mech, it stared directly at me, as if, as
if, it understood. It was toying with me, its great
tentacles writhing, great teeth in the shadows.

My Comp/Con took over and cut us free, it’s the only


reason why I made it out. But. this maw in the
darkness. I can still see it when I close my eyes,
yawning, hungry, it's… it’s after me.”

– Maxwell “Burgundy” Jones – Debriefing, Sokolov’s


Reach incident.

[42]
ENVIRONMENTAL EFFECT #9 ENVIRONMENTAL EFFECT #10
HATCHERY POWER STATIONS
Raiding the hive of an alien life form is a classic Interacting with infrastructure on the battlefield can
trope in science fiction. Hatchery is an ideal way to be a good way to make combat memorable. Power
represent that in Lancer combat. The PCs could Stations allows characters to hook into the power
explore tight corridors looking to destroy eggs before supply of the region to empower their systems and
they can hatch into aggressive alien life forms. weapons. When including this environmental effect,
you should include a few NPCs that deal energy
If the biological angle isn’t for you, consider damage such as Scourers or Operators.
replacing “Eggs” with inert-appearing subalterns or
mechs which could go haywire from the slightest If infrastructure isn’t what you are looking for in your
disturbance and go after the players. combat, you could re-flavor Power Conduits as
destroyed mechs which still have some reactor juice
If you want the enemy to be on the same side as the left.
hatching monstrosities, you can always consider
having them only go after the PCs. In that case, only Destroying conduits before the enemy has a chance
the PCs presence would cause an egg to hatch. to hook in is equally interesting for both sides,
alternatively waiting for an enemy to be hooked in
SPECIAL RULES and then blowing the conduit for damage is also a
The GM places a number of Eggs on the Battlefield. valid strategy.

They are Size 1 Objects and have 5 Evasion and SPECIAL RULES
E-Defense and 10 HP. Place a number of Power Stations on the battlefield.

At the end of each round if there is one or more Power Stations are Size 2 Objects with 5 Evasion
characters within Range 5 of an egg the GM rolls and E-Defense and 10 HP. Whenever a Power
1d6. Station is destroyed it violently explodes, dealing
2d6 Armor-Piercing Explosive damage in a Burst
On a 5+ the egg hatches and is replaced by a 2 area or half as much on a successful Agility
Monstrosity Grunt NPC. The Grunt immediately Check.
takes its turn and must move as close as possible
and attack the closest visible non-monstrosity Mech Characters gain the following Quick Action:
character. From then on forward they take their turn
after all other characters have activated and must Jack Into Powergrid
repeat this behavior. Quick Action
You may only perform this action while adjacent to
They never count towards any Objectives and are a Power Station in order to hook into it.
ignored to determine which side is going first in a
round. While hooked in your weapon attacks that deal
Energy damage deal +3 bonus damage.
At the end of round 5, all unhatched eggs
automatically hatch. When Overcharging you gain Resistance to Heat
caused by the Overcharge.

You cease to be hooked into the power grid


“Careful now, I’m detecting heat signatures from whenever they lose adjacency to the Power
these eggs. I don’t want any more of these things Station.
crawling over us.”

– Dillan “Hawk” Hawking, Tartarus Company


“Many power stations that are still intact utilize
omni-jacks, allowing our mechs to easily supplement
their own reactor output with an external source. Use
them while they’re still intact but don’t linger too long,
people. These things are volatile, and you don’t want
to be hooked in when one of those stations blows.”

– General Myers – briefing, Delarosa incident

[43]
ENVIRONMENTAL EFFECT #11 ENVIRONMENTAL EFFECT #13
SURPRISE ATTACK SAND TRAP
Sometimes enemies sneak up on the PCs, Alien worlds with fine desert sands could be
Opportunities for this scenario occurring are virtually potentially fatal for a mech’s delicate servos,
limitless; subterranean assault, blinkspace incursion, grinding them to shreds if overexerted. Perhaps the
atmospheric entry … enemies could suddenly arrive sand is magnetic and actively attracted to a frame?
from anywhere. The Surprise Attack environmental Whatever the explanation, moving too fast is
effect represents this, allowing the GM to dump dangerous on this world and characters must
NPCs anywhere on the battlefield. The PCs will be evaluate if getting into an optimal position is worth
aware of where they come from one round in taking the 4 AP damage.
advance, letting them plan around the incoming When putting together NPCs for this effect, be
reinforcements while still scrambling for good mindful of including fast NPCs as they may be
positioning. uniquely hindered by this environment.
Keep in mind that once the Blast 2 ingress zone is
placed any reinforcements must come from there SPECIAL RULES
that round. Mech characters that move more than 5 spaces
during a turn take 4 Armor-Piercing Kinetic
SPECIAL RULES damage at the end of the turn as sand clogs up and
1/Scene, at the start of any round, the GM may damages their servos.
place a Blast 2 Ingress Zone anywhere on the
battlefield.
It could be a tunnel entrance, a teleportation field, an
airdrop zone, or any other means of entering the They had tried to cover their mech’s joints with tarps
battlefield. to prevent the worst of it but it was a useless effort.
Reinforcements that arrive at the end of this round Warning lights flashed in each of their cockpits with
must arrive from this special Ingress Zone; the zone each step, their frame’s legs sinking into the
is then removed. impossibly fine desert sand. They would need to
re-print their mech’s limbs after this one, no way
around it. Moving at top speed was out of the
question, it would shred their internals entirely and
The rebels had been working for weeks on their leave them stranded in the harsh sun.
tunnel system, utilizing the tools once handed to
them by their oppressors for mining purposes. They
were ready, having undermined important military ENVIRONMENTAL EFFECT #14
bases, centers of commerce and culture. Tonight, it ACIDIC RAIN
would all come tumbling down. Acidic Rain can be a devastating environmental
effect for heavily-armored characters as the caustic
ENVIRONMENTAL EFFECT #12 liquid could negate their heavy armor plating at any
moment. PCs will be rewarded by running frames
SUB ZERO that have no inherent armor value, such as the
Sub Zero lets PCs show off their mech-building Everest. Informing them about this effect beforehand
prowess as it is an environmental effect that can be so they can switch frames before the mission can be
entirely negated by equipping the right gear. a good idea.
Systems like the Type-3 Projected shield or When putting together the opfor you should include
long-range weapons with a small heat cost will keep armored NPCs, as this will make the PCs look
the PCs warmed up and moving unhindered. forward to the occasional showers of acid rain,
instead of dreading them because they are the only
NPCs meanwhile will have to pay a heat tax each ones that brought armor.
turn if they wish to move quickly, allowing for the
PCs to overheat them more readily. SPECIAL RULES
At the start of each round roll 1d6. On a 6 all
SPECIAL RULES weapons and damaging effects become
Characters suffer the Slowed condition at the start Armor-Piercing until the end of the round.
of their turn.
This lasts until they take any Heat. NPCs may take 2
Heat as a Protocol
“I shouldn’t have bothered repainting this thing…”
“Hank, I’m cold.” - Ira “War Bunny” Zenya – Pacification of
Tropin-4
– Rufus Albarn, Strikov Campaign

[44]
ENVIRONMENTAL EFFECT #15 ENVIRONMENTAL EFFECT #17
STEAM VENTS DEEP SEA
Steam Vents provide dynamic zones of cover as Deep Sea provides an environmental condition to
well as a mild hazard for both PCs and NPCs, simulate combat on the bottom of an ocean without
making an interesting twist in combat. Steam Vents granting every character involved the ability to fly,
could be naturally occurring or industrial in nature. which can quickly become chaotic on the tabletop.
Steam Vents will make characters evaluate where This version of underwater combat is more akin to a
they wish to move and if the potential of having Soft slow “moonwalk” where mechs still sink to the
Cover is worth taking 2 Heat. ground but behave much more weightlessly, able to
jump higher in the environment. EVA systems are
SPECIAL RULES still a requirement in this environment to ensure
The GM places a number of Steam Vents on the freedom of movement, but Difficult Terrain can be
battlefield, perhaps they are geysers or mechanical circumvented by other means, too such as Bulwark
vents for some great machinery. Mods or Kai Bioplating, granting more options to
Steam Vents occupy a single space, it remains a make a mech underwater capable.
Free Space.
At the start of each round, the GM rolls 1d6 for each SPECIAL RULES
vent, on a 4+ the Vent produces a Burst 3 steam These rules replace the usual rules for Zero-G
explosion. combat when underwater.
Characters caught in the area when it erupts take 2
Heat. Characters without EVA or similar propulsion
The steam cloud remains in play until the end of the systems move as if in Difficult Terrain.
round and provides Soft Cover to characters at
least partially occupying it. Characters that jump horizontally may also move
upwards up to half their speed.

All characters are Immune to fall damage.


“Careful people, these exhaust ports blow off
superheated steam. Blue team bungled the recon, Whenever a character is reduced below half their
so we don’t have the intel on timings. Stay sharp, maximum HP they must succeed on a Hull Check
steer clear of the vents and if you need to get close or become Impaired until the end of their next turn,
to one use the steam for cover. Let’s do better than due to explosive decompression.
blue team out there.”

– Ignaz “Thor” Lawrence – Sansa Incident


“I’m telling you, I hate underwater ops, worse than
ENVIRONMENTAL EFFECT #16 open space if you ask me.”
SINKHOLES – Gordon “Scholar” Meyers
Sinkholes represent areas on the battlefield that,
sometimes, could collapse, causing anyone in the
vicinity problems. The chance of a sinkhole
triggering is rather small so perhaps taking the risk is
worth it to get into an advantageous position.

SPECIAL RULES
The GM places a number of Blast 2 and Blast 1
sinkholes on the battlefield, they are areas of ground
that could collapse at any moment.
Whenever a character enters an area for the first
time in a round, they must roll 1d6.
On a 6 the ground collapses violently. All characters
in the area are knocked Prone.

“Careful where you step, the last flash flood


seriously compromised the ground’s integrity. Don’t
trust your eyes, trust your sensors.”

– Tau Leader – The Ornville Massacre

[45]
ENVIRONMENTAL EFFECT #18 ENVIRONMENTAL EFFECT #19
APOCALYPTIC TEMPEST WAR IN ORBIT
Apocalyptic Tempest is a harrowing environmental Conflict that requires the intervention of Lancers can
effect for anyone relying on ranged attacks, making be large-scale with orbital fleet engagements warring
melee combatants shine. As opposed to the for void supremacy. Both sides will have the chance
Darkness environmental effect there are no ways to call in orbital strikes on enemy positions,
around it. This effect should be used extremely devastating the landscape in the process. Tied up in
sparingly for that reason. a fierce space battle, it’ll be difficult to accurately
direct these strikes while also engaging the enemy.
SPECIAL RULES War in Orbit is a great environmental effect to depict
A terrible storm is raging on the battlefield, vastly a larger battle that encompasses more than just the
decreasing the efficacy of ranged weapons. Visibility theater the PCs operate in, giving a real sense of
is poor, beams are distorted, and trajectories are scale as lance strikes obliterate the environment
severely thrown off, making ranged combat a around them.
nightmare.
SPECIAL RULES
All ranged weapons have their Range and Threat At the start of each round, the PCs collectively and
reduced by half. the GM perform a roll-off using a d6. Whoever rolled
higher gets to deploy an orbital Lance Strike, on a tie
Line weapons have their Line reduced by half. no Lance Strike is deployed.

Cone weapons are reduced by 1 increment. Cone 7 DEPLOY LANCE STRIKE


becomes Cone 5 and Cone 5 becomes Cone 3. Place a Blast 2 targeting beam anywhere on the
Cone 3 is unaffected. battlefield, everyone is aware of its position. At the
end of the round a Lance Strike will devastate the
Burst weapons have their Burst reduced by 1 to a area.
minimum of 1.
Terrain in the area is automatically destroyed.

Characters in the area must make an Agility


It was as if the planet itself had turned against them, check or take 8/10/12 Energy damage or half as
lightning struck the base repeatedly and the winds much on a success.
were strong enough to topple their supply trucks. The area becomes a burning crater for the rest of
the scene.
The Thurians couldn’t have picked a better time to Characters that enter the area for the first time in a
attack, the outpost’s guns would be useless in this round or start their turn inside of it take 2 Burn.
weather. By the looks of it the Thurians had outfitted
their mechs entirely with close combat armaments. If the winner of the roll-off rolled a 6, the Lance
They had counted on the storm to come and had Strike hits immediately after putting down the
prepared for it. targeting beam instead of at the end of the round.

Outpost “Beta 25-G” was lost before the Thurians


had fired their first shot.

“Negative Echo squad, we have our hands full with


the Baron’s battlegroup, coordinates received, we’ll
take the shot when we can… no promises. Sorry.
Over.”

– Carrier Command to Echo team, Polarian


Insurgency

[46]
ENVIRONMENTAL EFFECT #20 Result 4 - Vertigo
All characters permanently float exactly 10 spaces
META VAULT above the ground during this round. Their altitude
The Meta Vault is an extremely rare and dangerous can’t change. At the end of the round they
environment. Constantly shifting, it will throw GMs harmlessly land.
and PCs for a loop as the very fabric of reality bends
and shifts uncontrollably. This environmental effect is Result 5 - Chosen One
a great addition for sitreps just before an Eidolon Randomly determine 1 Scoring character on the
fight (Wallflower page 198). You could even add this battlefield. They take an additional turn this round.
environment to the Eidolon fight itself, making the
fight even more challenging and unpredictable. Result 6 - Infinite Corridors
The GM places 3 Size 1 portals anywhere on the
SPECIAL RULES battlefield. Then the PCs collectively place 3 Size 1
At the start of each round roll 1d6. On a 5+ you then portals. 1/round, a character entering the space of a
roll 1d20 and apply the corresponding effect to all portal may immediately Teleport adjacent to any
characters on the battlefield. Effects last until the other portal on the battlefield. All portals are
end of the round. removed at the end of the round.

EFFECT ROLL 1D20 Result 7 - Shattered Images


Replace each scoring character with an imperfect
1 I’ve Been Here Before
facsimile. Imperfect facsimiles are scoring
2 Temporal Eb
characters identical to the character they are
3 Temporal Surge
replacing except they have 1 HP and 20 Evasion.
4 Vertigo
Whenever an imperfect facsimile is destroyed they
5 Chosen One
are removed from the battlefield. Mark down the
6 Infinite Corridors position at which they were destroyed. At the end of
7 Shattered Images the round, after any potential sitrep scoring, all
8 Otherworldly Momentum imperfect facsimiles are replaced with their
corresponding character or return to the position
9 Decay where their facsimile was destroyed. Characters that
10 Mayhem have not yet taken a turn this round then each take a
11 A Better Future turn, before the round ends in the usual turn order.
12 Order Result 8 - Otherworldly Momentum
13 Phase Shift PCs collectively and GM alternate choosing a
14 Fraying Causality Scoring character on the battlefield until all
characters have been chosen. Chosen characters
15 Unnatural Confinement
are immediately pushed 5 spaces in a straight line. If
16 Delayed Demise that causes them to collide with another character or
17 Crawling Chaos piece of terrain they take 4/6/8 Kinetic damage and
18 Mesmerized are knocked Prone.
19 Inverted Vaultscape Result 9 - Decay
20 Power Coalescing All characters become Shredded until the end of the
round.

Result 10 - Mayhem
Result 1 - I’ve Been Here Before Until the end of the round, characters can not be
At the start of each character’s turn mark down their reduced below 1 HP. All damage is doubled this
current position. At the end of their turn they are round.
Teleported back to that position (or as close as
possible). Result 11 - A Better Future
Until the end of the round, characters are unable to
Result 2 - Temporal Eb perform attacks.
All characters become Slowed until the end of the
round. Result 12 - Order
D20s are not rolled this round. All instances of a d20
Result 3 - Temporal Surge are instead substituted with a result of 10.
All characters may, 1/round, Boost as a Free
Action.

[47]
Result 13 - Phase Shift
The GM chooses half the scoring PC characters.
The PCs then choose half of the scoring hostile “RETREAT!” Arlow screamed into the squad line as
characters. All other characters become Intangible the fractal forms moved away from his position, each
until the end of the round. step in the opposite direction bringing them,
impossibly, closer towards him. Their bladed arms,
Result 14 - Fraying Causality mathematically perfect, poised to strike.
Until the end of the round, whenever a character
takes damage they roll 1d6. On a 6 they do not take Now Arlow was a boy on the lap of his father.
the damage and regain an equal amount of HP
instead. Now Arlow experienced his first kiss.

Result 15 - Unnatural Confinement Now Arlow was graduating from the academy.
All characters expel a Burst 4 bubble of reality; this
area does not move with them. Any spaces outside Now Arlow is inside the Metavault, torn apart by the
these areas are treated as indestructible infinitely very geometry surrounding him.
high Obstructions, blocking Line of Sight, abilities
and effects. Now Arlow will die.

Result 16 - Delayed Demise Now Arlow had been married.


Characters at 0 HP are not destroyed until the end of
this round. Characters postpone rolling Structure Now Arlow will have retired.
and Stress checks until the end of this round.
Now Arlow’s children will have been burying him.
Result 17 - The Sleeper Stirs
All characters are Knocked Prone and take 4 AP Now… no. No, hold on, wait. That was then. This,
Kinetic damage. THIS is now.

Result 18 - Mesmerized Now Arlow’s boosters kick into overdrive. Now


Place a Size 1 mesmerizing vortex in the center of Arlow’s charged blade slices through crystalline
the battlefield; it lasts until the end of the round. formulae trying to end him. Now Arlow is sprinting up
Characters may not voluntarily move away from the the non-euclidean walls, evading blasts of searing
vortex. energy.

Result 19 - Inverted Vaultscape Each second he fights returns the future to him,
Until the end of the round all terrain on the battlefield each movement delaying the inevitable. Now Arlow
is replaced with holes that are a number of spaces sees. Now Arlow understands. Now Arlow perceives
deep equal to the height of the replaced terrain. the web of causality. This has happened before.
Characters standing on top of the terrain when it is Many times.
inverted take the appropriate amount of fall damage.
At the end of the round characters inside a hole are Now Arlow takes the “head” off of one of them. Now
placed in the appropriate space occupying the Arlow smashes through their ranks, his Everest
terrain. straining to make it to the exit, the bright crack in the
vast wall looming ahead.
Result 20 - Power Coalescing
Place a Size 3 nova in the center of the battlefield. Now Arlow stands in front of the hole in reality. His
Record the value of all self-inflicted Heat generated Everest an overgrown and silent gravemarker. A
this round. At the end of the round the nova rotting skeleton inside the cockpit, clutching the
detonates in a Burst the size equal to the controls.
accumulated Heat. Characters inside the area must
make an Engineering check. On a failure, they take
damage equal to the accumulated Heat or half as
much on a successful check.

[48]
[49]
SECTION 4 - LIQUIDS
Liquids on the battlefield can create areas which ELECTRIFIED LIQUID
have different effects on those who step in them. Electrified Liquid is Difficult Terrain unless a
Some liquids have special rules pertaining to character has an EVA module, Jump Jets, Flight
characters entering them for the first time in a round Pack or similar propulsion system equipped.
or starting their turn in them. Characters can only be 1/round characters that start their turn in
affected by a liquid’s special effects 1/round. Liquids Electrified Liquid or enter it for the first time in a
can be used to supplement regular terrain on the round take 3 Energy damage and become
battlefield. Lava, for example, is a great way to make Impaired until the end of their next turn.
a mission in a volcanic area come alive.
MUD
WATER Characters that start their turn in mud gain the
Water is Difficult Terrain unless a character has Slowed condition until the end of their next turn.
an EVA module, Jump Jets, Flight Pack or similar If they are already Slowed by this effect they
propulsion system equipped. It has no further instead become Immobilized until the end of the
special rules. current turn.

INDUSTRIAL SLUDGE
LAVA
Industrial Sludge is Difficult Terrain unless a
Lava is Difficult Terrain unless a character has an
character has an EVA module, Jump Jets, Flight
EVA module, Jump Jets, Flight Pack or similar
Pack or similar propulsion system equipped.
propulsion system equipped.
Whenever a character occupying a space of
1/round, characters that start their turn in lava or
Industrial Sludge takes damage from any source
enter it for the first time in a round take 4 Burn and
besides Industrial Sludge, they also take 1
2 Heat.
Armor-Piercing Energy damage as the sludge
seeps into their mech’s damaged areas.
ACID
Acid is Difficult Terrain unless a character has an
FUEL
EVA module, Jump Jets, Flight Pack or similar
Fuel is Difficult Terrain unless a character has an
propulsion system equipped.
EVA module, Jump Jets, Flight Pack or similar
1/round, characters that start their turn in acid or
propulsion system equipped.
enter it for the first time in a round take 2 Burn and
The first time in a round a character occupying a
become Shredded until the end of their next turn.
space of fuel takes any amount of Burn, the entire
area of fuel is ignited. This also occurs if a space
ICY WATER
of fuel is affected by an attack or ability that causes
Icy Water is Difficult Terrain unless a character
Burn.
has an EVA module, Jump Jets, Flight Pack or
The fuel is immediately set ablaze and all
similar propulsion system equipped.
characters in the area take 4 Burn.
1/round, characters that start their turn in ice water
Characters that enter the area for the first time this
or enter it for the first time in a round clear 2 Heat
round take 4 Burn.
and become Slowed until the end of their next
At the end of the current round the area of fuel is
turn.
removed, consumed in the blaze
ICE
Ice is Difficult Terrain.
Characters that begin any non-teleport involuntary
movement (knockback, push, pull, etc.) on ice
extend that involuntary movement by 2 spaces in
the same direction.
At the end of any such movement, they must
perform an Agility check or be knocked Prone.

[50]
SECTION 5 - SITREP SPECIFIC NPCS
This section contains the rules for NPCs that are
used for specific Sitreps outlined in the chapter
“Sitreps” (page 5). These NPCs should not be used
outside of the specific sitreps, as they would serve
little purpose due to their restrictive and highly
specialized nature.

DEMOLITION TARGET
Sitrep Specific Defender
The Demolition Target is part of the Demolition Sitrep described on page 11.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +0 Systems: +0 Hull: +0 Systems: +0 Hull: +0 Systems: +0
Agility: +0 Engineering: +0 Agility: +0 Engineering: +0 Agility: +0 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 0 HP: 20 Armor: 0 HP: 25 Armor: 0
Evasion: 5 E-Defense: 5 Evasion: 5 E-Defense: 5 Evasion: 5 E-Defense: 5
Speed: 0 Size: 3 Speed: 0 Size: 3 Speed: 0 Size: 3
Heat Cap: - Save Target: 0 Heat Cap: - Save Target: 0 Heat Cap: - Save Target: 0
Sensors: 0 Sensors: 0 Sensors: 0

BASE SYSTEMS OPTIONAL SYSTEMS


INERT Trait FORTIFIED Trait
Demolition Targets are characters but don’t take The Demolition Target receives +1 Armor.
turns and don't cause Engagement.
They are Immune to all movement, conditions and IMPENETRABLE Trait
statuses except for Lock On. You may only choose this Optional if the Demolition
The Demolition Target is not a Scoring character. Target has the Fortified Trait.
The Demolition Target receives a further +1 Armor.
INFLAMMABLE Trait
The Demolition Target clears all Burn immediately SIEGE ARMOR Trait
after the initial damage has been dealt. The Demolition Target has Resistance to all
damage from attacks that originate beyond range
3.

WATCHPOST Trait
At the start of each round the Demolition Target
applies Lock On to the closest hostile character.

COMMAND CENTER Trait


Allied characters in range 3 of this Demolition
Target may re-roll Saves and Checks.

[51]
BEHEMOTH
Sitrep Specific Artillery
Lumbering mountains of interlocking titanium plates shaking the earth with each
thunderous step and spewing fire and death in every direction. The Behemoth is one of
the largest self-propelled land units one can encounter on a battlefield, and the
rarest, for the construction costs of such a frame are tremendous. These mechs,
cyclopean and monolithic, are usually crewed by multiple personnel, a necessity to
keep its various upscaled systems monitored. Behemoths are well armed, usually
equipped with hull mounted Auxiliary Nodes that enhance the effectiveness of the
Behemoth exponentially, covering its blindspots with overlapping fields of fire or
providing valuable support systems. While it is true that oversized mechs can come in
various shapes and forms, only the largest deserve the title "Behemoth".

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +4 Systems: +1 Hull: +5 Systems: +2 Hull: +6 Systems: +3
Agility: -3 Engineering: +5 Agility: -3 Engineering: +5 Agility: -3 Engineering: +5

CORE STATS CORE STATS CORE STATS


HP: 25(+5) Armor: 1 HP: 30(+5) Armor: 1 HP: 35(+5) Armor: 1
Evasion: 6 E-Defense: 10 Evasion: 6 E-Defense: 12 Evasion: 6 E-Defense: 14
Speed: 3 Size: 5 Speed: 5 Size: 5 Speed: 5 Size: 5
Heat Cap: 10 Save Target: 11 Heat Cap: 10 Save Target: 13 Heat Cap: 10 Save Target: 15
Sensors: 15 Sensors: 15 Sensors: 15

TACTICS BEHEMOTH Trait


Behemoths are designed to be threatening single The following rules apply to the Behemoth:
NPCs that an entire scene is built around. Behemoths ● It is Size 5, it occupies the space of a Blast 2
provide a powerful "boss" enemy that can present a template and has a height of 5 spaces.
challenging encounter for a whole group of Lancers. ● It is unable to Boost.
The Behemoth should only be used in the “Behemoth ● It has Immunity to Prone, Intangible and all
Brawl” Sitrep. (page 7) involuntary movement.
● It ignores Difficult Terrain and automatically
destroys all terrain it moves over or into.
BASE SYSTEMS ● It can never Hide or be Invisible.
Integrated Launch Tubes ● It does not cause or suffer from Engagement.
Superheavy Launcher, Arcing, Knockback 1 ● Characters may occupy the same space as the
+2/+4/+6, [Range 15][4/6/8 Explosive] Behemoth.
This weapon attacks every hostile character within ● It must take 1 Behemoth optional per Tier.
Range.
HARDPOINTS Trait
Titanic Stomping The Behemoth possesses Hardpoints equal to the
Superheavy Melee, +2/+4/+6, +1 Difficulty number of PCs. Hardpoints are fixed single space
[Burst 1][8/10/12 Explosive]
points on the Behemoth. They cover the entire
This weapon only affects hostile characters. Hit or
height of the Behemoth vertically.
miss, all hostile characters are pushed out of this
Characters may not occupy the spaces of a
attack’s Burst, even through Hardpoint spaces,
Hardpoint.
after the attack is resolved.
If the Behemoth moves and a character occupies
the space of a Hardpoint that character is pushed
ULTRA Trait out of the way until they no longer occupy a
The Behemoth must be equipped with the Ultra Hardpoint.
Template (stat changes are already included in the
above profile) but may not take any Ultra optionals.

[52]
AUXILIARY NODES Trait AUXILIARY NODE TRAITS
Each Hardpoint on the Behemoth comes with an
Auxiliary Node which permanently occupies it.
Gun Emplacement
Superheavy Rifle, Reliable 3/4/5,
Auxiliary Nodes are chosen from the Auxiliary +1/+2/+3, [Range 10][5/7/9 Kinetic]
Nodes section This node comes equipped with a machine gun.

Auxiliary Nodes: Point Defense


● Are independent characters and take a single Superheavy CQB, +2/+4/+6,
turn each round independent of the Behemoth. [Range 5] [Threat 3] [6/8/10 Kinetic]
● Share the Behemoth’s stats except they have This node comes equipped with a point defense
15/18/21 HP and no Heat Cap. weapon. This node can Overwatch unlimited times
● Attacks and effects that affect more than a single per round.
target deal half damage to Auxiliary Nodes.
● Move with the Behemoth when it moves and Hunter Killer Missile Launcher
have Immunity to all other forms of movement, Superheavy Launcher, Smart, Seeking,
Prone. +0/+0/+0, [Range 15] [8/10/12 Energy]
● Do not cause or suffer from Engagement. This node comes equipped with a Hunter Killer
● Do not benefit from any NPC templates applied Missile Launcher. This Weapon’s damage can’t be
reduced in any way – by Armor, Resistance, or
to the Behemoth.
otherwise.
● Have a single Structure and no Stress.
● Can Overwatch with Superheavy weapons.
● Are destroyed when the Behemoth is.
Artillery Emplacement
Superheavy Cannon, Arcing, Inaccurate,
● Automatically clear Intangible at the end of their +2/+4/+6, [Range 20] [Blast 2]
turns. [6/8/10 Explosive]
This node comes equipped with an artillery
Each Auxiliary Node comes equipped with a single emplacement
Auxiliary Node Trait determining its type.
Hacking Node
Integrated Auto Repair Auxiliary Node
System, Limited 1 This node comes equipped with a hacking module.
When the Behemoth Stabilizes it may spend any This node makes Tech Attacks at +1 Accuracy.
number of charges to return that many destroyed When it uses the Full Tech action it may Invade
Auxiliary Nodes with full HP. twice.
If a previously destroyed Auxiliary Node hasn't
taken a turn this round, it may take its turn as Flight Deck
normal. Each destroyed Auxiliary Node may only Auxiliary Node
be returned once per scene. As a Full Action this node must create an Ace
Whenever the Behemoth takes Structure or Stress NPC with the Grunt template in a free adjacent
damage this system gains 1 charge. space. It may not take any other actions. It may
only have a single Grunt in play. The Grunt
REDUNDANT SYSTEMS Trait immediately takes its turn and proceeds to take its
The Behemoth starts each scene with Overshield following turns during this node’s turn. If this Node
equal to the number of Auxiliary Nodes it is destroyed, the Grunt begins taking independent
possesses. At the start of each of its turns, it gains turns (starting in the next round if the Grunt already
Overshield equal to the number of intact Auxiliary activated this round).
Nodes it possesses. The Behemoth's Structure or
Stress can never be reduced below the amount of Shield Generator
intact Auxiliary Nodes it possesses. If it would take Auxiliary Node
damage or Heat that would bring its Structure or This node comes equipped with a shield generator.
Stress below the amount of its intact Nodes, it While this node is intact the Behemoth and all
instead remains at 1 HP or maximum Heat. If the non-Shield Generator nodes have Resistance to
Behemoth regains any Auxiliary Nodes it does not all damage. As a Full Action, this node may clear
regain Structure or Stress but is unable to lose any all Burn from the Behemoth and all nodes,
more until the appropriate amount of Nodes are including itself.
destroyed.

[53]
OPTIONAL SYSTEMS
Doomsday Missile Ship Class Projected Shield
System, Full Action, Limited 1 System, Full Action
Spend a charge to target a Blast 3 area in Range Place two Line 4 shields anywhere completely
20. Characters in the area take Explosive damage within range 3. They are 6 spaces high. The
equal to 2/3/4 times the amount of rounds the shields destroy all terrain they intersect but may not
Behemoth has participated in the scene. They take overlap characters.
half damage on a successful Agility save. Terrain The Behemoth has Resistance to damage from
in the area is automatically destroyed. non-arcing or seeking attacks passing through a
shield. Characters may freely pass through the
shield but take 4/6/8 Burn when they enter or start
Tractor Shredder their turn inside the shield for the first time in a
System, Full Action round.
Target a character in Line of Sight, further than 7
The shields last until the Behemoth moves or takes
spaces away. They become Immobilized. this action again.
At the end of the Behemoth's turns, the character is
pulled 3 spaces towards the Behemoth. If they Multi Scanner
contact terrain, that terrain is destroyed. If they System, Full Action
contact a character, that character is pushed out of Apply Lock On to all hostile characters, even if
the way on the most direct route possible. When they are Hidden. While they have Lock On, they
they become adjacent to the Behemoth, they suffer lose Invisible and Hidden and can't gain either
1 Structure damage and this effect ends. effect.
This effect also ends if the target or the Behemoth
moves, including involuntary movement, except for SUPREME LORD OF WAR Trait
movement caused by this system. This system can The first time it would be destroyed the Behemoth
only affect one character at a time. Affected is instead set to 1 Structure and Stress, regains all
characters may perform a Hull save as a Full HP, and clears all Heat.
Action to end this effect. The Immobilized
condition can only be cleared via the ways outlined
in this system.

[54]
TRAIN
Sitrep Specific Defender
The Train is the central part of the Trainheist Sitrep described on page 26.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +4 Systems: +1 Hull: +5 Systems: +1 Hull: +6 Systems: +1
Agility: -2 Engineering: +0 Agility: -2 Engineering: +1 Agility: -2 Engineering: +2

CORE STATS CORE STATS CORE STATS


HP: 25 Armor: 0 HP: 30 Armor: 0 HP: 35 Armor: 0
Evasion: 6 E-Defense: 6 Evasion: 6 E-Defense: 6 Evasion: 6 E-Defense: 6
Speed: X Size: 3 Speed: X Size: 3 Speed: X Size: 3
Heat Cap: 10 Save Target: 10 Heat Cap: 10 Save Target: 12 Heat Cap: 10 Save Target: 14
Sensors: 15 Sensors: 15 Sensors: 15

BASE SYSTEMS ON RAILS Trait


The Train is unable to move except via the
Slinger Cannon Crushing Speed trait.
Main Cannon, Arcing, Reliable 3/4/5,
+1/+2/+3, [Range 10][5/7/10 Kinetic] The Train is Immune to Involuntary Movement
caused by other characters. It can never be forced
Emergency Shield Generator to leave its route.
System, Quick Action, Recharge 6+ Whenever the Train moves it is Immune to
This system remains active until the start of the Engagement and Reactions. Its movement cannot
Train’s next turn. While active, the Train has be stopped by ANY means.
Resistance to all damage.
CRUSHING SPEED Trait
ENGINE OF DEATH Trait At the end of the round, the Train moves a number
The Train takes two separate turns each round. It of spaces along its predetermined route so that it
has +3 Structure and Stress. The Train rolls twice leaves the battlefield at the end of round 6.
The Train will run over characters and objects in its
on Structure Damage and Overheating checks and
path during its end of round movement.
chooses either result. The Train cannot be further
Objects are automatically destroyed while
modified with templates. characters (hostile and allied) must make an
At the start of the Train’s turn, it clears one Agility save or take 10/15/20 Armor-Piercing
condition. At the end of its turn, it repairs one Kinetic damage and be pushed out of the way and
destroyed weapon or system. knocked Prone.
Spaces adjacent to the Train count as an Ingress On a successful save, they take half damage and
Zone for NPCs as long as the Train is not remain standing but are still pushed out of the way.
destroyed.

[55]
SECTION 6 - BONUS OBJECTIVE NPCS
This section contains the rules for NPCs that are
used for specific Bonus Objectives outlined in the
chapter “Bonus Objectives” (page 27). These
specific NPCs should not be used outside of their
outlined Bonus Objectives due to their restrictive and
highly specialized nature.

SCOUT CRAFT
Objective Specific Support
The Scout Craft is part of the “Scout Craft” Bonus Objective described on
page 28
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -2 Systems: +3 Hull: -2 Systems: +3 Hull: -2 Systems: +3
Agility: +3 Engineering: +0 Agility: +3 Engineering: +0 Agility: +3 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 8 Armor: 0 HP: 8 Armor: 0 HP: 8 Armor: 0
Evasion: 12 E-Defense: 12 Evasion: 15 E-Defense: 15 Evasion: 18 E-Defense: 18
Speed: X Size: 1/2 Speed: X Size: 1/2 Speed: X Size: 1/2
Heat Cap: 6 Save Target: 10 Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 14
Sensors: 20 Sensors: 20 Sensors: 20

BASE SYSTEMS
SCOUT CRAFT Trait
The Scout Craft can only be included for the “Scout
Craft” Bonus Objective. It takes no turns and must
follow the special rules outlined by the Bonus
Objective.

AIRBORNE Trait
The Scout Craft can fly. It is immune to involuntary
movement and Immobilized. The Scout Craft
permanently hovers 6 spaces above any surface.

STEALTHY Trait
The Scout Craft is permanently Invisible. After it
completes a movement, it becomes HIdden.

[56]
CONTRACT KILLER
Objective Specific Striker
The Contract Killer is part of the “Contract Killer” Bonus Objective
described on page 32.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +1 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: +1 Engineering: +1 Agility: +2 Engineering: +2 Agility: +3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 1 HP: 18 Armor: 1 HP: 21 Armor: 1
Evasion: 8 E-Defense: 8 Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 8 Save Target: 11 Heat Cap: 8 Save Target: 13 Heat Cap: 8 Save Target: 15
Sensors: 10 Sensors: 10 Sensors: 10

BASE SYSTEMS Devana Class NHP


“Mauler” Carbine System, AI, Limited 1
Heavy Rifle, Reliable 2/3/4, +1/+2/+3 The Contract Killer may spend a charge at any
[Range 10][6/8/10 Kinetic] time to activate this system and gain one of the
This Weapon’s damage can’t be reduced in any following effects:
way - by Armor, Resistance, or otherwise. ● Before making an attack it may declare that the
attack automatically hits.
● Before making a Save or Check it may declare
Hunting Knife that it automatically succeeds.
Auxiliary Melee, Thrown 5, +2/+4/+6, ● It may immediately clear a Status or Condition
[Threat 1][5/6/7 Kinetic]
affecting it.
This Weapon’s damage can’t be reduced in any
way - by Armor, Resistance, or otherwise.
Specter Charges
COME TO COLLECT Trait System, Quick Action, Limited 1
The Contract Killer can only be included via the The Contract Killer throws a Specter Charge to a
“Contract Killer” Bonus Objective. The Objective space within Range 5 where it creates a Blast 1
randomly determines a PC as the killer’s target. area of concealing smoke; it lasts until the end of
The Contract Killer has +1 Accuracy on all attacks the Contract Killer’s next turn. If the Contract Killer
against their target as well as Accuracy on all ends its turn inside the smoke, it immediately
saves and checks forced by that target. becomes Invisible and Hidden until it makes an
The Contract Killer ignores the Invisible and attack or leaves the area.
Hidden conditions on their target.
Disruptor Grenade
APEX PREDATOR Trait System, Quick Action, Limited 1
The Contract Killer takes two separate turns each The Contract Killer throws a Disruptor Grenade to a
round. It has +2 Structure and Stress. The Contract space within Range 5 where it explodes in a Blast
Killer cannot be further modified with templates. 2 area of static. Characters in the area become
Slowed and must perform a System Save or
Shrug It Off become Jammed. Both conditions last until the
Reaction, 1/round end of the character’s next turn.
Trigger: The Contract Killer takes damage from
any source. Mutilator Missiles
Effect: The Contract Killer gains Resistance to the System, Quick Action, Limited 1
damage. The Contract Killer launches a Line 8 volley of
Mutilator Missiles. All affected characters must
succeed an Agility save or take 6/8/10 Burn. On a
successful save, they take half Burn.

[57]
SUPREME LEADER
Objective Specific Support
The Supreme Leader is part of the “Decapitation Move” Bonus Objective
described on page 37.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +1 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: +1 Engineering: +1 Agility: +2 Engineering: +2 Agility: +3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 50 Armor: 1 HP: 55 Armor: 1 HP: 60 Armor: 1
Evasion: 8 E-Defense: 8 Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 8 Save Target: 10 Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

BASE SYSTEMS
SUPREME LEADER Trait
The Supreme Leader can only be included via the
“Decapitation Move” Bonus Objective. The
Supreme Leader is not a Scoring Character.

Shrug It Off
Reaction, 1/round
Trigger: The Supreme Leader takes damage from
any source.
Effect: The Supreme Leader gains Resistance to
the damage.

ABOVE SUCH TRIVIAL MATTERS Trait


The only attack the Supreme Leader can perform is
Ram. The Supreme Leader cannot take the Hide
action.

ONWARDS! Trait, Quick Action


Choose an allied character in sensors and Line of
Sight, they may immediately Boost.

TO VICTORY! Trait, Quick Action


Choose an allied character in Sensors and Line of
Sight. They gain +1 Accuracy on all attacks until
the end of their next turn.

[58]
[59]
ARTILLERY
EMPLACEMENT
Objective Specific Artillery
The Artillery Emplacement is part of the “Tireless Bombardment” Bonus Objective
described on page 33.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +0 Systems: +0 Hull: +0 Systems: +0 Hull: +0 Systems: +0
Agility: +0 Engineering: +0 Agility: +0 Engineering: +0 Agility: +0 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 40 Armor: 0 HP: 50 Armor: 0 HP: 60 Armor: 0
Evasion: 5 E-Defense: 5 Evasion: 5 E-Defense: 5 Evasion: 5 E-Defense: 5
Speed: 0 Size: 3 Speed: 0 Size: 3 Speed: 0 Size: 3
Heat Cap: - Save Target: 0 Heat Cap: 0 Save Target: 0 Heat Cap: 0 Save Target: 0
Sensors: 0 Sensors: 0 Sensors: 0

VASE SYSTEMS
INERT Trait
Artillery Emplacements are characters but don’t
take turns and don't cause Engagement. They are
Immune to all movement, conditions and statuses
except for Lock On. The Artillery Emplacement is
not considered a Scoring character.

FLAME RETARDANT Trait


The Artillery Emplacement clears all Burn
immediately after the initial damage has been dealt.

FIRE! Trait
At the end of each round the Artillery Emplacement
shoots at a randomly determined PC character on
the battlefield. It does not require Line of Sight and
has infinite range.
Place a Blast 2 explosion on the target. The Blast
then deviates and moves 1d6 spaces in a randomly
determined direction, determining its final position.
Characters in the area suffer 6/8/10 Explosive
damage.
All terrain in the area is automatically destroyed, if
the blast would hit the Artillery Emplacement it
does not fire.

[60]
SECTION 7 - ADDITIONAL REGULAR NPCS

AMPLIFIER
Support
The miniscule Amplifier flits across the battlefield at breakneck speeds. Equipped with a specialized energy
siphon, its task is clear: gather energy from the enemy to dispense to its allies, increasing their power. Once
soaked in stolen power the Amplifier becomes most dangerous, capable of disintegrating its motive appendages
and permanently combining with an ally, granting them even greater power as well as its signature energy siphon
ability.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -3 Systems: +2 Hull: -3 Systems: +3 Hull: -3 Systems: +4
Agility: +3 Engineering: +1 Agility: +4 Engineering: +1 Agility: +5 Engineering: +1

CORE STATS CORE STATS CORE STATS


HP: 8 Armor: 0 HP: 8 Armor: 0 HP: 8 Armor: 0
Evasion: 14 E-Defense: 10 Evasion: 16 E-Defense: 12 Evasion: 18 E-Defense: 14
Speed: 6 Size: 1/2 Speed: 6 Size: 1/2 Speed: 6 Size: 1/2
Heat Cap: 5 Save Target: 10 Heat Cap: 5 Save Target: 12 Heat Cap: 5 Save Target: 14
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS
The Amplifier operates in one of two modes. If it has Enhance
no Overshield it must venture into the fray and System, Quick Action
collect some using its close-range Drain Beam. An allied character within Sensors gains
Once it has gathered Overshield it becomes a Overshield in the same amount as the current
prime target for the players, attempting to remove Overshield of the Amplifier. The Amplifier loses all
the Overshield before it can pass it on. Overshield.

BASE SYSTEMS OPTIONAL SYSTEMS


Drain Beam IMPROVED ENHANCE Trait
Main CQB, +2/+4/+6, +1 Accuracy The Amplifier may target two allies with Enhance
[Range 5] [1/2/3 Energy] instead of one.
After successfully attacking a hostile character this
character gains 4/5/6 Overshield. INVIGORATING AMPLIFICATION Trait
When the Amplifier uses Amplify, the targeted
character may immediately take an additional turn
Amplify in that round.
System, Full Action
The Amplifier may only take this action if it currently
CQB EXPERT Trait
has Overshield. Target an allied character in
The Drain Beam becomes Threat 3.
Sensors. The Amplifier is removed from the
battlefield, permanently combining with the target
for the rest of the scene. The target receives Increase Output
Overshield equal to the Overshield on the System, Quick Action, Recharge 5+
Amplifier and gains +1 Accuracy on all Attacks, The Amplifier doubles its current Overshield. It
Saves and Checks while it has any Overshield. may not exceed 8/10/12 Overshield.
Additionally, it gains the "Drain Beam" Weapon. A
character may only be amplified 1/scene. Evasive Action
Reaction, 1/round
SSC Half-Suite Trigger: The Amplifier loses all Overshield.
System Effect: The Amplifier may immediately move up to
The Amplifier may Hover, but never more than 3 its speed, ignoring Engagement and Reactions.
spaces above any surface.

[61]
BRUTE
Biological
Brutes are hulking biological weapons, often created from modified megafauna, but sometimes even human
subjects. Bloated to staggering proportions by growth stims and steroids, these slave beasts are often seen in
arena fights where their aggression is put on display for the benefit of the masses. The Brute’s shriveled mind is
kept in check by an inhibitor chip implanted in its cerebellum, effectively turning it into an obedient flesh construct.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +4 Systems: -2 Hull: +5 Systems: -1 Hull: +6 Systems: +0
Agility: -1 Engineering: +0 Agility: -1 Engineering: +0 Agility: -1 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 25 Armor: 0 HP: 30 Armor: 0 HP: 35 Armor: 0
Evasion: 6 E-Defense: 8 Evasion: 8 E-Defense: 8 Evasion: 8 E-Defense: 8
Speed: 3 Size: 2 Speed: 3 Size: 2 Speed: 3 Size: 2
Heat Cap: - Save Target: 11 Heat Cap: - Save Target: 13 Heat Cap: - Save Target: 15
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Thanks to its hurl ability the Brute can easily be used Overhead Smash
to throw any plan into complete disarray and do a System, Full Action, Recharge 5+
healthy amount of damage while doing so. While Adjacent Character must perform a Hull save or
Brutes have a large amount of HP, they have no take 10/14/18 Kinetic damage and be knocked
armor and are vulnerable to focus fire. Should a Prone. On a success ,they take half damage and
Brute expire, the players get to take it over and send remain standing.
it against the enemy, giving them a taste of their own
medicine. Grafted Weapon
Heavy CQB, +1/+2/+3, [Range 8] [Threat 3]
BASE SYSTEMS [4/6/8 Kinetic]
Meaty Fist When it is not the Brute’s turn, this weapon gains
Heavy Melee, +1/+2/+3, [Threat 1] +1 Accuracy.
[6/8/10 Kinetic]
On Hit: Target becomes Grappled. Stim Pump
System, Protocol, Recharge 4+
HURL Trait, Quick Action As a Protocol, the Brute may choose one of the
The Brute may only take this action if it is Grappling following bonuses, they last until the start of its next
a character its own size or smaller. The character is turn.
pushed 5 spaces away from the Brute. If it collides AGGRON: The Brute may Barrage using its Meaty
with another character or piece of terrain it is Fists, making two attacks instead of one.
knocked Prone. TANKIN: Whenever the Brute is hit by an attack,
roll a d6. On a 5+ the Brute gains Resistance to all
PAIN RESPONSE Trait
resulting damage.
The first time each round the Brute takes damage
FERALAN: The Brute’s Speed is doubled.
insufficient to destroy it, it may immediately perform
any Quick Action, even if it is not its turn and
RETRIBUTION Trait
ignoring the restriction against taking duplicate
Whenever the Brute takes damage, their next
actions.
attack deals +2/3/4 bonus damage. This bonus
INHIBITOR CHIP Trait stacks up to +8. Bonuses are lost when the Brute
The Brute is not immune to Tech Actions and attacks, or at the end of their next turn.
Attacks despite being Biological. When the Brute
is destroyed it first moves up to 5 spaces and SAVAGE Trait
performs a single attack using its Meaty Fist. It is When the Brute is destroyed it may perform a
Immune to damage during this time and all System Check. On a success, the Brute moves
grapples affecting it end. The direction and target and chooses targets as per “Inhibitor Chip” instead
are chosen by the closest player character. of the closest player character.

[62]
CRUSADER
Support
Crusader Mechs are often focal points of head-on assaults, marching at the forefront of a spear-tip and keeping
the morale of their allies high. Often those piloting crusaders are charismatic leaders, local heroes and well-loved
individuals. Their mere presence can inspire those around them to fight past the physical limitations of their
machines. This effect is often supplemented by a surge of released network-scrubbers that purge and reset allied
systems, letting them operate at peak capacity even in the deepest heat of battle.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: -2 Hull: +3 Systems: -2 Hull: +4 Systems: -2
Agility: +0 Engineering: +0 Agility: +0 Engineering: +0 Agility: +9 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 20 Armor: 2 HP: 22 Armor: 2 HP: 24 Armor: 2
Evasion: 8 E-Defense: 8 Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12
Speed: 4 Size: 2 Speed: 4 Size: 2 Speed: 4 Size: 2
Heat Cap: 5 Save Target: 11 Heat Cap: 6 Save Target: 13 Heat Cap: 7 Save Target: 15
Sensors: 3 Sensors: 3 Sensors: 3

TACTICS OPTIONAL SYSTEMS


Crusader Mechs are capable support mechs that HEROIC CHARGE Trait, Recharge 6+
help to keep other mechs operating at 100%. Where When the Crusader activates Inspiring Aura it and
other Support class mechs are unable to actively affected allied characters may immediately Boost
contribute to a fight, the Crusader's Longsword towards the enemy character closest to them.
should not be underestimated, especially by grouped
hostiles. Crusaders can make a potent centerpiece SHAKING BELLOW Trait, Recharge 6+
for a small force, shutting down a plethora of dirty When the Crusader uses Inspiring Aura hostile
tricks that their enemies may throw at them. characters in the Crusader's Sensor Range must
perform a Hull save or be knocked Prone.
BASE SYSTEMS
ENTRENCHED Trait
Longsword The Crusader has Immunity to involuntary
Heavy Melee, +2/+4/+6, [Threat 3] movement forced by hostile characters.
[5/6/7 Kinetic]
Whenever this weapon is used to attack it may
make a secondary attack against a different Deathcounter
character within Threat. System, Shield
The first time the Crusader is successfully hit by a
ranged or melee attack each round, all damage is
Inspiring Aura reduced to 0.
System, Quick Action
The Crusader may activate Inspiring Aura as a
Quick Action. While within the Crusader's Sensor Tower Shield
Range, allied characters become Immune to Heavy Melee, +1/+2/+3, [Threat 1]
Prone, Slowed, Immobilized, Impaired, Jammed [3/4/5 Kinetic]
and Stunned and immediately clear these effects While this weapon is not destroyed the Crusader
so long as they aren't self-inflicted. Inspiring Aura gains +1 Armor and adjacent allied characters may
lasts until the end of the Crusaders next turn. use the Crusader for Hardcover.

RALLYING CRY Trait, Recharge 6+, Quick


Action
This Quick Action can only be used while Inspiring
Aura is active, allied characters also gain
Resistance to all damage while affected by
Inspiring Aura.

[63]
EXECUTIONER
Controller
The Executioner archetype often comes into play when grand statements need to be made. Archaic and imposing
in their design, these dreadful mechs inexorably advance towards their target. Once a victim is grasped in the
Executioner's sharpened talons it begins to bring its oversized blade to bear, carving into them like a roasted
avian. Brutal and gruesome in everything it does, an executioner-style mech is a psychological weapon more than
a physical one, inspiring terror in anyone who witnesses its horrific displays.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +4 Systems: -2 Hull: +5 Systems: -2 Hull: +6 Systems: -2
Agility: +0 Engineering: +1 Agility: +0 Engineering: +2 Agility: +0 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 2 HP: 18 Armor: 2 HP: 21 Armor: 2
Evasion: 8 E-Defense: 8 Evasion: 10 E-Defense: 8 Evasion: 12 E-Defense: 8
Speed: 4 Size: 2 Speed: 4 Size: 2 Speed: 4 Size: 2
Heat Cap: 8 Save Target: 10 Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS
Executioners excel at isolating a single target and OPTIONAL SYSTEMS
finishing off damaged enemies. Their aura of dread Meathook
means that hostiles have a hard time coming to Main Cannon, +1/+2/+3,
grappled allies' aid while the Executioner's imposing [Range 5] [3/4/5 Kinetic]
Trait makes it exceedingly difficult to escape their On Hit: Target must perform a contested Hull
grasp. Picking Executioners off at Range after they check. If the Executioner wins, they are pulled
have grappled someone is paramount, lest they adjacent to the Executioner (or as close as
execute them on their next turn. possible). If they are pulled adjacent to the
Executioner they become grappled.
BASE SYSTEMS
Executioner’s Blade Gutpunch
Superheavy Melee, AP, +2/+4/+6, Main Melee, +0, [Threat 1] [-]
[Threat 1] [X Kinetic] This weapon can only be used against characters
This weapon can only attack characters grappled the Executioner is grappling.
by the Executioner and only if the Executioner is in On Hit: Target becomes Jammed until the end of
control of the grapple. It deals damage equal to half their next turn.
the target’s maximum HP.
FROZEN IN FEAR Trait
MECH CATCHER Trait Whenever the Executioner causes a hostile
The Executioner gains +1 Accuracy to Grapple character to receive Structure damage all hostile
and +1 Accuracy when attacking targets Grappled characters in Line of Sight must perform a
by it. It counts as Size 3 while Grappling. Systems save. On a failure, they become
Immobilized until the end of their next turn.
ONTO THE SCAFFOLD Trait
While the Executioner is in control of a Grapple: Execution At All Costs
● It gains Hard Cover. System, Shield
● While within the Executioner’s sensors, hostile While grappling, the Executioner gains Resistance
characters are Slowed. to all damage.
● The grappled character becomes Immune to all
involuntary movement not caused by the Cast In The Name Of God
Executioner. System
The Executioner’s Blade deals damage equal to
the target’s maximum HP instead.

[64]
FORTRESS
Defender
Fortresses are a relatively recent development in mechanized warfare, siege operations and perimeter
fortification. Colossal chassis outfitted with hardened armor plating, these mechs drag themselves into position on
vestigial legs before ramming massive pneumatic spikes into the ground. Once immovably secured, a fortress will
project advanced military-grade hard-light cover, transforming its surroundings into an easy-to-defend position.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +4 Systems: +1 Hull: +5 Systems: +2 Hull: +6 Systems: +3
Agility: -3 Engineering: +1 Agility: -3 Engineering: +2 Agility: -3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 20 Armor: 0 HP: 25 Armor: 0 HP: 30 Armor: 0
Evasion: 6 E-Defense: 6 Evasion: 6 E-Defense: 6 Evasion: 6 E-Defense: 6
Speed: 2 Size: 3 Speed: 2 Size: 3 Speed: 2 Size: 3
Heat Cap: 10 Save Target: 10 Heat Cap: 10 Save Target: 12 Heat Cap: 10 Save Target: 14
Sensors: 20 Sensors: 20 Sensors: 20

TACTICS SIEGE ARMOR Trait


A Fortress can be the centerpiece of a defensive The Fortress has Resistance to all damage from
effort, creating Hard Cover for its allies as well as attacks that originate beyond range 3.
giving artillery mechs a convenient vantage point.
OPTIONAL SYSTEMS
BASE SYSTEMS Launch Deck
System, Protocol
Mortar Array When a character leaves the Fortress as a
Main Cannon, Arcing, Loading, Protocol they may Fly 6 spaces. They must end
Knockback 2, +1/+2/+3, this movement on a solid surface or begin falling.
[Range 20] [Blast 2] [3/5/7 Explosive]
Allied adjacent characters may use a Quick Action MAGNA FORTIFICATIONS Trait
to Reload this weapon. Deployment creates 4 sections of Hard Cover
instead of 2.
DEPLOYMENT Trait, Quick Actiont
The Fortress gains +2/3/4 Armor. It becomes Targeting Array
Immobilized for the rest of the scene and immune System
to Prone and involuntary movement. Deploy 2 Characters occupying the Ramparts gain +1
indestructible Line 3 sections of Size 1 Hard Accuracy on attacks.
Cover anywhere in free and valid spaces
completely in range 3. They persist until the Integrated Auto Loaders
Fortress is destroyed. Once deployed the Fortress System, Quick Action
remains deployed for the rest of the scene and it An adjacent allied character may reload all their
cannot take this action again. weapons.

RAMPARTS Trait ORBITAL DROP Trait


The Fortress is able to contain a single allied The Fortress (and any characters inside it) is not
character of smaller size. An adjacent allied deployed on the battlefield. Instead, mark a Blast 3
character may spend a Quick Action to enter the zone anywhere on the battlefield and assign it a
Fortress. Once inside they share the Fortress' number. All characters are aware of this zone and
spaces and benefit from Hard Cover, gain number. At the end of the round corresponding to
Resistance to all damage and become Immune to the number, all terrain in the zone is destroyed, and
all Involuntary Movement. all characters are pushed out of the zone, even if
They may leave the Fortress as a Protocol, they would be Immune to involuntary movement
placing themselves in a free adjacent space. If the Characters must take a Hull save or take 5/8/11
fortress is destroyed they are placed adjacent to Explosive damage or half as much on a successful
the wreck. An allied character may begin combat save. The Fortress is then placed in the center of
inside the fortress. the zone.

[65]
LEGIONNAIRES
Striker
Legionnaire classification mechs are the cheapest combat frames available to commanders. Equipped with the
most basic gear, the pilots operating these machines quickly learn to rely on each other rather than their sub-par
kit. Operating in tightly-knit units, Legionnaires have been known to occasionally punch above their weight class,
bringing down frames that are better equipped and much more expensive. Despite these rare feats of coordinated
teamwork, a commander fielding Legionnaires does so for the obvious reasons, boots on the ground and
bolstered ranks.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +0 Systems: +0 Hull: +1 Systems: +1 Hull: +2 Systems: +2
Agility: +0 Engineering: +0 Agility: +1 Engineering: +1 Agility: +2 Engineering: +2

CORE STATS CORE STATS CORE STATS


HP: 4 Armor: 0 HP: 5 Armor: 0 HP: 6 Armor: 0
Evasion: 7 E-Defense: 7 Evasion: 9 E-Defense: 9 Evasion: 11 E-Defense: 11
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 2 Save Target: 10 Heat Cap: 2 Save Target: 10 Heat Cap: 2 Save Target: 10
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS
Legionnaires provide an alternative to Grunts, giving OPTIONAL SYSTEMS
a more coherent feel for "fodder" mechs without RANKING OFFICER Trait
overwhelming the players in damage, heat or While within the Sensor Range of an NPC with the
activations. A single Unit of Legionnaires provides Commander Template, all Legionnaires in this Unit
the average damage of a single Striker NPC while gain +1 Accuracy on attacks, checks and saves.
covering a larger area of the battlefield.
LINE FORMATION Trait
BASE SYSTEMS While adjacent to a character of the same Unit, this
Carbine With Bayonet character has Resistance to damage and its
Main Rifle, +1/+2/+3, ranged attacks ignore Cover.
[Range 10] [Threat 1] [2/3/4 Kinetic]
This weapon can be used either as a Ranged or BAYONET CHARGE Trait
Melee weapon. If used as a Melee weapon it gains 1/Scene you may declare at the start of the Unit's
Armor-Piercing. turn that it is performing a Bayonet Charge. All
characters in the Unit may only Boost this turn.
LEGION Trait After they complete a Boost they may make a
Legionnaires always deploy in groups of 4, called melee attack against an adjacent character using
Units. All characters in a Unit take their turn at the their Carbine with Bayonet.
same time, starting and ending a turn
simultaneously. Each Character in the Unit has to SUPPORT WEAPON Trait
completely resolve all its own actions before A single character in the Unit carries a support
another Legionnaire. Each Legionnaire may only weapon.
perform a single Quick Action and only perform Support Weapon
Boost, Skirmish, and Overwatch. Legionnaires Heavy Launcher, AP, Ordnance,
may never be Grunts, Elites, Commanders, Reliable 2/3/4, +1/+2/+3,
Veterans or Ultras. [Range 15] [4/5/6 Explosive]
COHESION Trait COMMANDOS Trait
At the start of the Unit's turn, any Legionnaires that Legionnaires may perform the Lock On Quick
are not within the Sensor Range of at least one Tech Action. 1/Scene at the start of the Unit’s turn,
other Legionnaire of the same Unit become all characters in the Unit may become Invisible until
Jammed until the end of their turn. This does not the start of the Unit's next turn.
apply if the Unit only contains one Legionnaire.

[66]
MORNINGSTAR
Controller
The Morningstar is less a manufactured frame and more of a gambit screaming with desperation. Primarily utilized
by insurrectionist groups and controlled remotely, mechs of the Morningstar configuration are often just
weaponized reactors on legs. Once maneuvered into position, they will begin venting the heat at their core
indiscriminately into the landscape. Tackling a Morningstar is dangerous, requiring a remote shutdown of its
reactor, lest excessive damage to its frame leads to a nuclear chain reaction that obliterates anything in a
considerable radius.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +0 Hull: +2 Systems: +0 Hull: +3 Systems: +0
Agility: -2 Engineering: +2 Agility: -1 Engineering: +2 Agility: +0 Engineering: +2

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 3 HP: 15 Armor: 3 HP: 20 Armor: 3
Evasion: 7 E-Defense: 8 Evasion: 7 E-Defense: 10 Evasion: 7 E-Defense: 12
Speed: 3 Size: 2 Speed: 3 Size: 2 Speed: 3 Size: 2
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 15 Heat Cap: 6 Save Target: 18
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS
Morningstars are bulky mechs that excel at Expose Core
demanding attention, denying areas, and storming System, Full Action
fortified positions. Their extreme sturdiness and the The Morningstar opens the blast plating to its
threat of high damage upon death require reactor. Characters in a Burst 3 take 4/6/8 Burn
coordinated hacking to shut down their explosion, or and 2/4/6 Heat or half as much on a successful
very high-damage ranged attacks to bring it down. Engineering save.
Once among a group of enemies, the Morningstar
can usually vent Heat and Burn onto multiple OPTIONAL SYSTEMS
hostiles. Be careful about positioning its allies The Button
around it, since the Morningstar can be as
System, Protocol
dangerous to them as it is to enemies. If it is not Exposed, the Morningstar automatically
detonates at the end of the next round as per Last
BASE SYSTEMS Judgment.
SIEGE ARMOR Trait
The Morningstar has Resistance to all damage INSULATED Trait
from attacks that originate beyond range 3. The Morningstar has Immunity to Burn.

LAST JUDGMENT Trait UNSHIELDED REACTOR Trait


Whenever the Morningstar is destroyed, if it was Characters that start their turn adjacent to the
not Exposed or wasn’t destroyed by a Tech Morningstar or become adjacent to the Morningstar
Action, it explodes in a Burst 3 nuclear fireball. for the first time on their turn take 2/3/4 Heat.
Characters in the area receive 15/20/25
Armor-Piercing Explosive damage or half as Glimpse the Reactor
much on a successful Engineering save. The System, Quick Action, Recharge 6+
Morningstar does not leave behind a wreck if Last As a Quick Action, unleash a Cone 7 reactor flare.
Judgment triggers. Hostile characters must make a Systems save. On
a failure affected characters only have Line of Sight
FAULTY VENTS Trait to adjacent spaces until the end of their next turn.
The Morningstar can never clear Exposed.
DIRTY BOMB Trait
ENTRENCHED Trait After Last Judgment triggers, the Burst remains in
The Morningstar has Immunity to involuntary play for the rest of the scene. Characters in the
movement forced by hostile characters. area gain Soft Cover. Characters starting in or
entering the zone for the first time in a round take 3
Burn.

[67]
NECROMANCER
Striker
The Necromancer pattern group (PG) is a relatively rare PG that sports the cutting edge of nanite technology. In
the field, these specialized nanites surround the Necromancer like a choking miasma. Dubbed "Lazarus Swarms”
their prime directive is to convert mechs that have fallen in battle into simple-minded yet effective attack drones.
The Necromancer is terrible to behold as it violently twists and wrenches the metal and internals of fallen allies
into new shapes so they may better serve it in battle.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -1 Systems: +2 Hull: -1 Systems: +3 Hull: -1 Systems: +4
Agility: +1 Engineering: +1 Agility: +2 Engineering: +1 Agility: +3 Engineering: +1

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 0 HP: 14 Armor: 0 HP: 16 Armor: 0
Evasion: 8 E-Defense: 10 Evasion: 10 E-Defense: 13 Evasion: 12 E-Defense: 16
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 5 Save Target: 10 Heat Cap: 5 Save Target: 12 Heat Cap: 5 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS
Necromancers excel at stalking the mid-field, where AURA OF DECAY Trait
they are relatively safe thanks to their abilities. Once While within range 2 of the Necromancer, hostile
fighting has started and wrecks created, the characters are Shredded.
Necromancer can shift to a more active role.
Serve.
Reaction, 1/round
BASE SYSTEMS Trigger: The Necromancer is hit by a ranged or
Lazarus Nexus melee attack while within range 3 of an allied
Main Nexus, Smart, Seeking, +1/+2/+3, character (including Thrall Drones).
[Range 10] [3/5/7 Energy] Effect: The allied character is hit instead, suffering
When this attack hits an allied character that is all damage and effects.
below half their maximum HP they lose 1 Structure.
Whenever this attack destroys a character that
would leave a wreck, they instead leave behind a OPTIONAL SYSTEMS
number of Thrall Drones equal to their size. ARMORED THRALLS Trait
Thralls created by this Necromancer have
1 Armor.
Create Thralls
System, Quick Action DEATH’S GRASP Trait
Target a wreck within Sensors. Place a number of
Whenever a Thrall hits an attack it also
Thrall Drones (Size 1/2 - 4/5/6 HP 6/8/10
automatically Grapples the target.
Evasion/E-Defense - 3 Speed) equal to the size of
the wreck adjacent to it, then remove the wreck.
ETERNAL SERVANT Trait
(minimum of 1 Thrall) A Necromancer can never
Whenever a character is destroyed due to “Serve.”
create more than 3 Thralls per round, regardless of
they do not leave a wreck but instead a number of
which of its abilities it used to create them.
Thralls equal to their size. Characters that don't
At the end of the Necromancer's turn, Thralls it
leave a wreck don't create Thralls.
created take their turn one by one. Unless adjacent
to one, Thralls must always move their full speed
towards the closest hostile character. Each Thrall Command the Horde
has a single Quick Action which it must use to System, Quick Action
either Boost or Melee Attack. (Threat 1, To Hit: Any Thralls in the Necromancer’s sensor range
+1/2/3 - Damage: 4/5/6 Kinetic ) In addition, immediately Boost.
Thralls may Overwatch but can take no other
actions and don't leave wrecks. Whenever the Mass Resurrection
Necromancer is destroyed, so are all Thralls it System, Full Action
created. The Necromancer may use “Create Thralls” as a
Full Action, targeting up to three wrecks (instead
of one).

[68]
NOSFERATU
Striker
Nosferatu classification frames are extremely specialized mechs, so much so that a mere 3 manufacturers
produce them. Equipped with advanced Void-Core Reactors, a Nosferatu's energy signature is extremely hard to
pick up, making them ideal for covert missions and infiltration assignments.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -2 Systems: -1 Hull: -2 Systems: -1 Hull: -2 Systems: -1
Agility: +2 Engineering: +4 Agility: +3 Engineering: +5 Agility: +4 Engineering: +6

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 0 HP: 10 Armor: 0 HP: 10 Armor: 0
Evasion: 10 E-Defense: 8 Evasion: 13 E-Defense: 8 Evasion: 16 E-Defense: 8
Speed: 6 Size: 1 Speed: 6 Size: 1 Speed: 6 Size: 1
Heat Cap: 10 Save Target: 10 Heat Cap: 10 Save Target: 12 Heat Cap: 10 Save Target: 14
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS TWITCH MOVEMENT Trait


Nosferatu are swift and dangerous Strikers which Whenever the Nosferatu is missed by an attack it
excel at hunting down enemies that rely on massive may immediately move 2 spaces. It ignores
heat build-up. Their innate Invisibility and Twitch Engagement and Reactions as part of this
Movement traits allow them to close distances movement.
relatively safely. Once exposed, the Nosferatu
becomes even more dangerous offensively while OPTIONAL SYSTEMS
losing much of its defensive potential. UNSHIELDED REACTOR Trait
Characters that start their turn adjacent to the
BASE SYSTEMS Nosferatu or become adjacent to the Nosferatu for
The Bite the first time on their turn take 2/3/4 Heat.
Main Melee, AP, +1/+2/+3, +1 Accuracy
[Threat 1] [2/3/4 Kinetic] STEAM JETS Trait
On Hit: Hostile character clears all Heat, this attack The Nosferatu can Hover while Exposed.
deals bonus damage equal to the Heat cleared.
The Nosferatu gains Overshield and Heat in the The Curse
same amount. System, Limited 1
Spend a charge after hitting a hostile character with
Superheated Talons The Bite. Until the end of the scene, the character
Main Melee, AP, +2/+4/+6, is Jammed while not in the Danger Zone. They
[Threat 1] [10/12/14 Energy] may clear this effect by performing an Engineering
This weapon can only be used if the Nosferatu is check as a Full Action.
Exposed.
Screech
FEEDING FRENZY Trait System, Full Action, Recharge 6+
Whenever the Nosferatu becomes Impaired as a The Nosferatu may let loose a horrible screech in a
result of losing Stress, it may choose to become Cone 5 area. Characters in the area must make a
Exposed instead. System save or become Jammed until the end of
While Exposed: their next turn. On a success they are Impaired
● The Nosferatu gains +1 Accuracy on all attacks, instead.
saves and checks.
● While it has Overshield it has Resistance to all Heat Seeking
damage. Reaction, 1/round
● It ignores Engagement and Reactions Trigger: A hostile character enters the Danger
whenever it moves. Zone.
Effect: The Nosferatu may immediately Boost
PATIENT PREDATOR Trait towards them.
While not Exposed the Nosferatu is Invisible.

[69]
PHANTASM
Artillery
Phantasm classification mechs utilize schools of powerful nano reflex swarms to generate holographic decoys,
saturating a designated area with real-time rendered softlight decoys. Opponents of the Phantasm, unable to
adequately resolve their targeting solutions unless their sensors are backed by tremendous processing power,
often find themselves outnumbered at least five to one, struggling to adequately address the amount of targets
their systems register. All the while the Phantasm slips in and out from between its decoys, utilizing its powerful
Prism Rifle to strike from amongst legions of itself. Repositioning and relocating after each shot, the Phantasm’s
name is well-earned.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -2 Systems: +3 Hull: -1 Systems: +4 Hull: 0 Systems: +5
Agility: +3 Engineering: -1 Agility: +4 Engineering: +0 Agility: +5 Engineering: +1

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 0 HP: 12 Armor: 0 HP: 14 Armor: 0
Evasion: 8 E-Defense: 10 Evasion: 10 E-Defense: 13 Evasion: 12 E-Defense: 16
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 14 Heat Cap: 6 Save Target: 16
Sensors: 15 Sensors: 15 Sensors: 15

TACTICS REPLENISH NUMBERS Trait, Quick Action


Despite their average defensive stats, Phantasms The Phantasm creates a Hologram within Sensors
are hard to take out thanks to their Holo Decoy and Line of Sight.
ability. Their Prism Rifle, a powerful Line weapon,
coupled with their ability to extend their Prism Rifle HOLO DECOYS Trait
via their Holograms means that they should always Before making an attack against the Phantasm,
be on the lookout to maximize the number of targets. characters must first make a Systems save. If
Phantasms are a near-constant threat that will keep successful the attack occurs as normal. On a
their enemies on their toes. failure the Phantasm takes the place of one of its
Holograms within its Sensors, if able, Teleporting.
This counts as involuntary movement. If it does,
BASE SYSTEMS the Hologram is destroyed, the attack misses and
Prism Rifle the Phantasm gains Immunity to all damage and
Main Rifle, +2/+4/+6, +1 Accuracy, effects of the attack.
[Line 10], [5/7/9 Energy]
Refract Beam
Generate Decoys System
System, Full Action Whenever the Prism Rifle reaches a Hologram, the
The Phantasm creates 4 Size 1 Holograms Line stops there. You may then draw a new Line 10
anywhere within Sensors and Line of Sight in free from the Hologram’s position in any direction,
and valid spaces. Holograms are objects with 1 HP continuing the attack. Cover is determined from
and the same Evasion and E-Defense as the that spot. The new Line can reach other Holograms
Phantasm that created them. Holograms can be and extend itself that way. Characters cannot be hit
destroyed by attacking or Scanning them. by the attack more than once. No Hologram may
Holograms grant Soft Cover. Characters may be used to extend the attack more than once.
occupy the same space as holograms. All its
Holograms are destroyed if the Phantasm is
destroyed. While the Phantasm has any Holograms
on the battlefield it cannot take this action again.

[70]
OPTIONAL SYSTEMS Falsify Target
HOLO LEGION Trait Reaction, 1/round, Recharge 6+
Generate Decoys creates 6 Holograms instead of Trigger: A character, allied or hostile, within range
4. 5 of a Hologram is targeted by an attack or action.
Effect: Destroy the Hologram, the character gains
SEARING BEAM Trait Immunity to all damage and effects of the attack or
The Prism Rifle deals Burn instead of Energy action.
damage.
Reposition
DISTORTION FIELDS Trait System, Protocol
Hostile characters that enter the Space of a The Phantasm swaps places with a Hologram,
Hologram destroy it. The character must then teleporting. The Hologram takes the Phantasm's
perform a Systems save or become Jammed until place and the Phantasm takes the Hologram's
the end of their next turn. place or is placed as close as possible. This counts
as involuntary movement.

[71]
SECTION 8 - RESERVES
The reserves listed here are one-time-use
PREPARED TRAPS RESERVE #8
equipment, abilities and effects that GMs may give
Quick Action
their players as the result of downtime actions or as
As a Quick Action you may place a Blast 2 trap
a reward for completing bonus objectives. Effects
anywhere within Sensors. The area becomes
listed here are varied and not all will make sense for
Difficult Terrain until the end of the scene. Hostile
all PC builds, so rolling from them may not be ideal.
characters in the area must perform an Agility save
Treat this list as a library from which to pull
or become Immobilized until the end of their next
interesting effects.
turn.
All Reserves may only be utilized 1/mission and are
REACTOR CAPACITY UPGRADE RESERVE #9
lost after the mission has ended. PCs should not be
Declare before rolling Heat for Overcharge. The
able to “hoard” reserves.
heat resulting from the Overcharge is treated as 0.
KINETIC BOMBARDMENT RESERVE #1 ADVANCED ALLOY LASSO RESERVE #10
Declare a piece of terrain anywhere on the
Quick Action
battlefield at the start of any round - it is destroyed Choose a character in Range 5. They are pushed
by precision bombardment. directly towards you, as close as possible.
CAUSTIC AMMUNITION RESERVE #2 QUICK DRAW RESERVE #11
Declare after rolling for damage on an attack. Half Full Action
the attack’s damage is applied as Burn instead of Choose a character in Range 5 that has an intact
its regular damage type. Ranged Weapon. Both you and the character
choose one of your Ranged Weapons and attack
COPERNICUS SCOUT DRONE RESERVE #3 each other with it, even if they would normally be
Protocol out of range. The attacks deal no damage or
Apply the Lock On condition to all hostile effects, instead, whichever character rolled the
characters on the battlefield. higher attack roll inflicts 1 Structure damage on the
other character.
FINISHING MOVE RESERVE #4
After hitting with an Improvised attack you may MYSTERY GRENADE RESERVE #12
declare that you use a finishing move instead of Quick Action
applying damage. If the target is at or below half As a Quick Action you may conjure up a random
HP they are reduced to 0 HP. Grenade from published Lancer content. You may
then immediately throw it as per its outlined rules.
TAG TEAM RESERVE #5 If you do not it is lost.
Declare after finishing your turn. Instead of a
hostile character, an allied character that has not FERAL FORM RESERVE #13
yet taken their turn this round takes their turn. Protocol
Until the end of this turn:
FORCE CAGE RESERVE #6 - You may, 1/turn, Boost as a Free Action.
FREE ACTION - You may not perform Ranged or Tech Attacks.
Place a Blast 3 force field on the battlefield so that - Your Improvised Attacks become Quick
it completely overlaps yourself and a hostile Actions and always critically hit.
character. All other characters are pushed out of
the area on the most direct route possible. The SUPERCHARGED LEG SERVOS RESERVE #14
Force Cage is impenetrable; no character or effect Quick Action
can cross its boundary. The force field lasts until As a Quick Action you may leap up to 6 spaces,
either you or your target are destroyed. counting as flying. You must end this movement on
solid ground or begin falling. You are Immune to
“LAST CHANCE” SHIELDING RESERVE #7 Reactions and Engagement during this
Reaction movement.
As a Reaction to taking damage or failing a check
or save, you may reduce the damage to 0 or treat SILENCERS RESERVE #15
the check or save as a success instead. Declare before making an attack while you are
Hidden. The attack does not cause you to lose
Hidden.

[72]
THERMAL OPTICS RESERVE #16 SNIFFER MODULE RESERVE #28
Protocol After hitting an Invade you may cause the Invade
Your attacks ignore Invisible until the end of the to deal +3 Heat.
turn.
COVERT INFILTRATION RESERVE #29
UNSANCTIONED REACTOR RESERVE #17 Full Action
You may Overcharge a second time in a single You may Teleport up to 20 spaces. Create a Burst
turn. 1 area of Soft Cover that lasts until the end of your
next turn. Become Hidden. Your turn Immediately
OVERBEARING PRESENCE RESERVE #18 ends.
Use after forcing a character to perform a save but
before any dice are rolled. The character DISRUPTOR BEAM RESERVE #30
automatically fails the save. After Locking On to a hostile character you may
force them to perform a system save. On a failure,
SUPERIOR LEADERSHIP RESERVE #19 they become Jammed until the end of their next
Before an allied character in Line of SIght rolls turn. On a success they become Impaired for the
1d20, you may substitute that roll for a natural 20. same duration.

WITH ME! RESERVE #20 FEEDBACK LOOP RESERVE #31


Reaction After hitting with an attack you may take any
Trigger: An allied character in range 5 takes amount of damage that can’t be reduced so long
damage from an attack. as it doesn’t structure you. Your attack deals that
Effect: Push the character directly towards you much bonus damage.
until they are adjacent. If they become adjacent
they gain Resistance to the damage from the “LOCK PICK” - PATTERN NUKE RESERVE #32
attack. Full Action
The “Lock Pick” Pattern Nuke flies 10 spaces
STANCE OF STONE RESERVE #21 before impacting in a Blast 3 radius. Characters
Protocol inside the Blast must make an engineering save.
You become Immobilized until the start of your On a failure they take 8 Burn and become
next turn. Gain Resistance to all damage and Exposed until the end of their next turn.
become Immune to involuntary movement for the On a success they take 4 Burn and are not
same duration. Exposed. All Terrain in the area is destroyed.

RELIABLE MACHINE RESERVE #22 EXCESSIVE POWERFEED RESERVE #33


You may choose to use this reserve before you roll After hitting an attack that deals any amount of
Structure damage. Roll the Structure damage Energy damage you may double the resulting
check twice and pick either result. damage. If you do, you lose 1 Stress after the
attack is resolved.
IN THE ZONE RESERVE #23
Until the end of the turn, all your Melee attacks CRUSH PUNCH RESERVE #34
automatically hit but can’t critically hit. After ramming a character you may deal 6 Kinetic
damage to them and force them to explode in a
HEAD TAKER RESERVE #24 Burst 2 area. Characters other than you in the area
After hitting with a melee attack you may cause the are knocked Prone.
target to become Shredded until the end of their
next turn. ADVANCED POSITION RESERVE #35
Use this reserve at the start of a scene. You may
CYBERMANCER MODULE RESERVE #25 begin the scene up to 5 spaces outside your
After hitting with an Invade you may apply a deployment zone.
second Invade effect to your target. It must be
different from the first. REACTOR KILLER VIRUS RESERVE #36
Instead of choosing an Invade option you may
SHRAPNEL ROUNDS RESERVE #26 choose for your target to take Heat equal to their
Your next non-cone, non-line ranged attack Heat Cap +1.
becomes Blast 1. If it is already Blast or Burst,
increase its Blast or Burst by 1. QUANTUM DESTABILIZER RESERVE #37
Protocol
RADAR DISH ARRAY RESERVE #27 Until the end of your next turn you may Teleport 3
Protocol spaces whenever you take damage.
Increase your Sensors by 5 until the end of the
turn.

[73]
GRAVITON THRUST RESERVE #38 AUXILIARY FLIGHT PACK RESERVE #49
Before making a Melee attack, you may pull the Protocol
target 3 spaces towards you. Until the end of your next turn you can Fly and
Hover.
OVERLOAD RESERVE #39
Protocol BURST FLASH RESERVE #50
Until the end of the turn, all Heat you inflict with Quick Action
Tech Attacks also deals that much Energy Create a Burst 3 flash of light. Hostile characters in
damage. the area become Impaired and may only draw Line
of Sight to adjacent spaces. These effects last until
SMART SCOPE RESERVE #40 the end of their next turn.
Use this reserve when performing a ranged attack
against a target beyond range 12. The attack PILOTING MASTERCLASS RESERVE #51
gains +1 Accuracy. Protocol
Until the end of this turn:
VACUUM BOMB RESERVE #41 - Your first melee attack critically hits if it hits.
Quick Action, Grenade - Your first ranged attack ignores cover.
Throw a Vacuum Bomb to a space within range 5 - Your first Invade automatically hits.
where it explodes in a Blast 2 vortex. Characters
in the area are pushed towards the center (or as CRYO BEAM RESERVE #52
close as possible) and then knocked Prone. Quick Action
Target a character in range 5. The target becomes
DREAD REPUTATION RESERVE #42 Immobilized until the end of their next turn.
Use this reserve when you destroy a hostile
character. Hostile characters within range 5 of you CHAINSAW ATTACHMENT RESERVE #53
become Impaired until the end of their next turn. Quick Action
Target an adjacent character. They become
BEAST TAMER RESERVE #43 Shredded until the end of their next turn and take
Use this reserve at the start of a round. Place an 1d6 Kinetic damage.
allied Monstrosity NPC within your sensors and
adjacent to a piece of terrain. It takes its turn in the MALWARE RETOUR RESERVE #54
usual turn order this round. As a Reaction to being missed by a Tech Attack
you may inflict all attack effects on the attacker
CORE SURGE BOOSTER RESERVE #44 instead.
When you use your Core Power you may also
perform any Quick Action as a Free Action. SCRAP CONVERTER RESERVE #55
Quick Action
ABLATIVE APPENDAGE RESERVE #45 Target an adjacent wreck and destroy it. You gain 2
Use when you suffer Structure damage to ignore repair cap.
the result of the Structure damage. You become
Slowed for the rest of the scene. ONE LAST RIDE RESERVE #56
You may activate this reserve when your mech is
TOTAL SMART SUITE RESERVE #46 destroyed. Until the end of your next turn you
Quick Action become Immune to all damage and effects, at
Perform the Bolster, Invade and Lock On Tech which point your mech is destroyed.
Actions. The Invade must choose the Fragment
SIgnal option. SWITCHAROO BLINK DEVICE RESERVE #57
Quick Action
ENHANCED AMMUNITION RESERVE #47 Target an allied character in sensors. Switch
Use this reserve before making a weapon attack. places with them.
The attack deals +1d6 bonus damage but the
weapon is unloaded as if it had the Loading tag. LANCE STRIKE RESERVE #58
Full Action
SUICIDE DRONES RESERVE #48 Target a Blast 2 area anywhere within sensors.
Quick Action Characters in the area must perform an Agility
Target up to three characters in your sensors. They save or take 2d6 Energy damage. Destroying all
and characters adjacent to them take 4 Explosive terrain in the area. The area remains in play for the
damage. rest of the scene as Soft Cover.

REPULSOR FIELD RESERVE #59


Free Action
Push all adjacent characters 3 spaces away from
yourself.

[74]
AUTOMATED REPAIR DRONES RESERVE #60 WHITE-NOISE SCRAMBLER RESERVE #69
You regain 1 Structure damage at no cost during a Full Action
rest. All hostile characters on the Battlefield become
Impaired until the end of their next turn.
CONTRABAND AMMUNITION RESERVE #61
Use this reserve before making an attack with a GIVE ME THAT FOR A SECOND RESERVE #70
ranged weapon. The weapon gains Accurate, Use this reserve when Skirmishing or Barraging
Armor-Piercing, Overkill and Knockback 2. while adjacent to an allied character. You may
attack with one of their weapons instead of your
HYPER-SPEED JETS RESERVE #62 own. The chosen weapon is treated as if it is a part
You may use this reserve after moving 6 spaces in of your mech.
a straight line. Move another 8 spaces in the same
direction, ignoring Engagement and Reactions.
FIGHTER SUPPORT RESERVE #71
Quick Action
Characters you pass through during this
Draw a Line 10 anywhere on the battlefield. Fighter
movement are knocked Prone. Terrain you contact
jets will fly in and strafe that area. Characters in
takes 30 AP Explosive damage.
the area must succeed an agility save or take 2d6
Energy damage or half as much on a successful
PRISON BUBBLE RESERVE #63
save. Characters may choose to drop Prone
Quick Action
before making the save to avoid all resulting
Target a character in sensors and place a Burst 1
damage.
prison field on them. The field lasts until the end of
their next turn. They may not leave the field for any OATHKEEPER RESERVE #72
reason. Protocol
Swear an oath to slay the target character in line of
MODULAR OUTPOST RESERVE #64 sight. You gain +1 Accuracy on attacks against
Full Action them. If your target did not suffer structure damage
You may place 3 of the following in free and valid by the end of the turn you become Jammed until
spaces anywhere in your sensors. the end of your next turn (also you are shamed.)
- 3x Size 1 pieces of Hard Cover.
- 2x Size 2 pieces of Hard Cover. DUELING SOFTWARE RESERVE #73
- 1x Size 3 piece of Hard Cover. Choose one as a Reaction:
They have 5 Evasion and HP equal to 10 times - After being hit by a melee attack, declare that the
their size. attack was a miss.
- Before making a melee attack, declare that the
I MUST GO ALL OUT RESERVE #65 attack is an automatic hit.
Protocol
After your current turn, immediately take an SUPERIOR BRACE RESERVE #74
additional turn. Your mech suffers a reactor Use this reserve when you Brace. You gain
meltdown at the end of that turn. Resistance to all damage or Heat until the end of
your next turn.
AGGRESSIVE MULTI-LOCK RESERVE #66
Use this reserve when you Invade a hostile BARRIER FIELD COILS RESERVE #75
character. Instead of applying a normal Invade Protocol
option, they receive Lock On. You may then Gain Overshield equal to the amount of HP you
repeat the Invade using this Invade option against are missing. It lasts until the start of your next turn.
a different target in sensors. Each character may
only be targeted by this Invade option once. SHIELDING CHARGE RESERVE #76
Quick Action, Grenade
MILITIA SUPPORT RESERVE #67 Throw this grenade to a space within range 5
Use this reserve at the start of a round. Place an where it explodes in a Blast 2 forcefield.
allied Squad NPC anywhere on the battlefield Characters in the area receive 4+Grit Overshield.
adjacent to a piece of terrain. It takes its turn in the
TELESCOPIC ARMS RESERVE #77
usual turn order this round.
Protocol
Your melee weapons gain +3 Threat until the end
BLINK SHIFTER RESERVE #68 of the turn.
Quick Action
Target a character in sensors. They must perform PRESSURE WAVE RESERVE #78
an agility save or be removed from the battlefield Quick Action
until the end of their next turn at which point they You create a Cone 5 shockwave. Characters in the
return to their previous position (or as close as area are knocked back 2 spaces and must perform
possible). a Hull save or be knocked Prone.

[75]
THE HIGHEST BIDDER RESERVE #79
Quick Action ASSAULT EJECTION RESERVE #90
Target a hostile character in sensors. They must Use this reserve when you eject from your mech.
immediately Skirmish with a weapon of your Target a mech character in range 6 and fire
choice targeting a character of your choice. yourself at them. You automatically begin
jockeying.
BROADSIDE RESERVE #80
Use this reserve when you Barrage. Choose up to AUXILIARY FAILSAVES RESERVE #91
two adjacent allied characters. They may Use this reserve after you suffer Structure or
immediately Skirmish as a Reaction. Stress damage. Your result is treated as 1
category higher. I.e. a System Trauma would be
REACTIVE SCRAMBLER RESERVE #81 treated as a Glancing Blow. Has no effect if you
Use this reserve when a hostile character arrives rolled the highest category.
on the battlefield as part of reinforcements. They
become Jammed until the end of their next turn. CORPSE EXPLOSION RESERVE #92
Use this reserve when you destroy an enemy
LASER GUIDANCE RESERVE #82 character. They explode in a Burst 2 storm of
Use this reserve after consuming Lock On with an shrapnel. Characters caught in the area (other
attack. The attack is considered a critical hit, if it than you) take 2d6 Kinetic damage.
hits, and its damage can’t be reduced in any way.
HOSTAGE SHIELD RESERVE #93
Y5K RESERVE #83 Use this reserve when you are hit by a Ranged
Full Action Attack while grappling a character. The character
Target a hostile character in sensors. They you are grappling is hit instead, suffering all
become Slowed, Impaired, Shredded, damage and effects.
Immobilized, Stunned and Jammed. All
conditions last until the end of their next turn. ADDITIONAL REACTOR CORE RESERVE #94
Use this reserve during a rest. Your Overcharge
10000 PUNCHES RESERVE #84 counter resets to 0.
Use this reserve before performing an Improvised
Attack. If the attack hits you may perform an SUBSTITUTED CORE RESERVE #95
additional Improvised attack. This continues until Before the mission begins you may replace your
you either miss or your target loses Structure. mech’s Core Power with the Core Power of a
different mech. (Randomly determine / your choice
FULL RANGE CONCEALMENT RESERVE #85 of a mech you could print, at GM’s discretion.)
Protocol
Until the start of your next turn you and allied
UNDERSLUNG FLAMER RESERVE #96
Quick Action
characters benefit from Hard Cover.
Expel a Cone 5 jet of napalm. Characters in the
area take 4 Burn.
SUPREME PAINTJOB RESERVE #86
Use this reserve when you would suffer Structure OVERCLOCKED SYSTEMS RESERVE #97
damage. You do not suffer Structure damage and Your mech gains +3 SP for the duration of the
instead remain at 1 HP. mission.
SNIPER SUPPORT RESERVE #87 SUPERIOR STABILIZE RESERVE #98
Quick Action Use this reserve when you Stabilize. You may
Target a character in your sensors that has the apply all available Stabilize options instead of
Lock On condition. A sniper takes a shot at the choosing.
designated target dealing 3d6 Kinetic damage.
This action consumes the target’s Lock On. NANO REPAIR CLOUD RESERVE #99
Quick Action
TALENTED RESERVE #88 Expel a Burst 3 cloud of repair nanites. All allied
Use this reserve to immediately perform a Quick characters in the area clear all conditions that were
Action granted to you by one of your Talents. not self-inflicted and regain 8 HP.

SMARTCORE INTEGRATION RESERVE #89 FASTBALL RESERVE #100


Protocol Quick Action
All of your weapons gain Seeking until the end of Target an adjacent allied character your size or
the turn. smaller. They may immediately Fly 8 spaces
ignoring Reactions and Engagement.

[76]
SECTION 9 - VARIANT FRAMES
This section of the book includes player-facing
content, specifically 4 variant frames (one for each
Manufacturer). OLEANDER
(DEATH’S HEAD VARIANT)
The Death’s Head can be found in the “Lancer
ACQUIRING VARIANT FRAMES Core Rulebook”.
If players want their characters to acquire these
variant FRAMES, they can be taken as alternatives The Oleander is a high-tech sniper mech that
to the original FRAMES when a pilot reaches rank II specializes in high accuracy and outfitting its heavy
in the license for that mech. They function as usual and superheavy weapons with unique properties.
but with slightly different traits and CORE The draw of the Oleander is the amount of
SYSTEMS. When a character reaches rank II in the interesting weapon interactions it brings to the table.
relevant license, they can choose to retain the It could, for example, create a Railgun without
standard FRAME or swap to the variant version. The Ordnance or Heat cost, making the weapon very
two are mutually exclusive - if you take the HA appealing to use. Such combinations make the
Habsburg cannot use the standard Saladin. Only the Oleander a very unique weapons platform.
Frame changes, all other gear for the license
remains the same, including the gear for rank II.
Whenever a character increases their LL, they can HABSBURG
swap out one variant Frame for the base version, or (SALADIN VARIANT)
vice versa. They can do this multiple times for the The Saladin can be found in the “Lancer Core
same license if their LL keeps increasing. Rulebook”.

New Variant Frames: The Habsburg is the Saladin’s predecessor, an


- IPS-N Bligh (IPS-N Kidd) obsolete and deprecated model that yet sees some
- SSC Oleander (SSC Death’s Head) battlefield use. The Habsburg can passively reduce
- HA Habsburg (HA Saladin) damage to allies that stick close to it. The mech also
- HORUS Salamander (HORUS Kobold) sports specialized deployable E-R-Pylons, which
allow the frame to deploy shields from anywhere on
TAG: EFFICIENT the battlefield, not just its own position. The
Efficient: At the end of any scene in which this Habsburg excels in a defensive support role and can
system is used, you regain 1 CP. be a great asset for any team.

BLIGH SALAMANDER
(KIDD VARIANT) (KOBOLD VARIANT)
The Kidd can be found in the supplement “No The Kobold can be found in the supplement “Long
Room For A Wallflower (Part 1)”. Rim”.

The Bligh is a sturdy IPS-N drone controller The Salamander excels at crowd control, generating
deploying its armed SWABBER Drones at a steady areas of threat and applying Burn over a wide area.
pace. These drones can be used to swarm and While not great at single target removal, it shines
overwhelm the enemy while the Bligh hangs back when covering large areas in explosives and making
and supports its drones or allies. Support talents the enemy think twice about where and how they
such as Spotter, Drone Commander and Field position. Its core power is uniquely powerful and
Analysis go very well with the Bligh as it can use synergizes well with its various abilities while also
these abilities on its drones and allied mechs alike. providing a good source of on-demand damage.
The Kidd and Hydra license meanwhile sport a
plethora of systems that make the Bligh shine.
Omnibus plates can be used to increase the Blast of
Cannon Swabbers, while the Blackspot Targeting
Laser is a great addition to set targets up for your
drones to tear into.

[77]
IPS-N
BLIGH
Support / Striker
Kidd variant - can be taken at rank II of the Kidd license instead of the base Frame.
The Bligh didn’t originally start its life as a mechanized chassis but
as an autonomous drone control and print platform installed on ships to
control the swarms of SWABBER Drones working the decks. It is only in
recent times, with the advent of the Kidd that these independent support
systems were married on a mobile frame to give them mobility and be
deployed in the field.

CORE STATS CORE SYSTEM


Size: 2 Save Target: 10 SCHEDULE-3 C.R.E.W. PRINTER
Armor: 1 Sensors: 8 The MT-34 SWABBER Drone is utilized aboard
HULL SYSTEMS many IPS-N merchantmen. Able to carry out
HP: 8 E-Defense: 8 simple manual labor tasks reliably, the
Repair Cap: 6 Tech Attack: +0 bipedal SWABBER shines when connected to a
AGILITY SP: 8 central command nexus and provided with
Evasion: 8 ENGINEERING dedicated combat smartware. Equipped with
Speed: 4 Heat Cap: 6 omni-jack grade-2 manipulators the SWABBER
can carry a variety of dedicated weapons and
TRAITS is best used as a quick to deploy and
SHEPHERD FIELD efficient anti-boarding response measure.
Drones, Deployables and Objects adjacent to the Cheap to produce and versatile to boot the
Bligh have Resistance to all damage. SWABBER is the subaltern of choice for any
captain worth their salt.
NO QUARTER
SWABBER Drones
During its turn, when the Bligh performs a Tech
System, Drone
Action that targets an allied character or deploys a
Your mech comes with an integrated printer
non-Drone Deployable it may choose up to two
capable of deploying Swabber Drones. At the end
Swabber Drones in sensors. They immediately
of your turn, as a Free Action, you may deploy one
attack with one of their equipped weapons.
Swabber Drone in a free adjacent space. You may
The Drones count as the attacker for all intents and
have up to 4 Swabber drones at a time. You may
purposes but add your Grit to the attack roll. Each
recall any Swabber drone in sensors as a Quick
Swabber Drone may only attack 1/round.
Action, removing it from the battlefied.

SWABBER WEAPONS Swabber Drones come equipped with all three


(The Bligh may not use these weapons) Swabber Weapons.
Swabber Sword
Drone Melee Weapon, AP Swabber Drones are Size 1/2 and have 5 HP, 1
Threat 1, 3 Energy Armor and integrated EVA Modules. They share
your Speed, Evasion and E-Defense. Swabber
Swabber Rifle Drones are capable of independently moving up to
Drone Ranged Weapon, Reliable 1 their speed during your turn.
Range 8, 3 Kinetic
Swabber Drones may not perform Reactions.
Swabber Cannon Swabber Drones disintegrate at the end of each
Drone Ranged Weapon, Arcing, Knockback 1 combat.
Range 8, Blast 1, 2 Explosive
All Hands on Deck!
MOUNTS Active (1CP), Protocol, Efficient
MAIN You may immediately deploy up to two Swabber
MOUNT Drones.

[78]
[79]
SSC
OLEANDER Artillery
Death’s Head variant - can be taken at rank II of the Death’s Head license instead of the
base Frame.
The Oleander is not readily available for open licensing. It is an
active-field test prototype frame / hybridized chassis, halfway between
the Lux Iconic and Bella Ciao line. Cutting edge and difficult to
control, the Oleander is meant to become SSC’s next-generation product.
Lancers in the position to pilot these advanced frames are few and far
between, hand-chosen by SSC administrators. While initial experience
reports are promising, much work is yet to be done before the
Noctis-Plus line will bear fruit for the company.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10 MODULAR ARMAMENT ASSEMBLY
Armor: 0 Sensors: 15 The M.A.A is SSC’s latest foray into
HULL SYSTEMS advanced theoretical weapons manufacturing
HP: 8 E-Defense: 8 and design. Much like the Oleander it is
Repair Cap: 2 Tech Attack: +1 installed in, it is an active-field test
AGILITY SP: 6 system that is currently too power-hungry
Evasion: 10 ENGINEERING to be deployed perpetually by the chassis
Speed: 5 Heat Cap: 6 housing it. Licensed pilots are encouraged
to experiment and cycle through the
TRAITS provided configurations to provide diverse
KILLSHOT in-the-field data compilations to the SSC
1/round as a Quick Action the Oleander may gain proprietors.
+5 on its next ranged attack roll before the end of PERFECTED ASSEMBLY
the turn. Your Heavy ranged weapon gains one of the
following effects. You may choose a different effect
CHASSIS INTEGRATION when you Rest:
The Oleander ignores the Ordnance tag.
Auxiliary-Rails
PRECISION INSTRUMENT Knockback 2 and “On Crit: Target is knocked
The Oleander’s Heavy ranged weapon can’t be Prone.”
fired more than 1/turn.
Clairvoyant-Targeting
MOUNTS Seeking.
MAIN HEAVY
MOUNT MOUNT Absolute-0-Module
After the attack is resolved you clear 2 Heat.

Recoil-Stabilizers
Critical Hits apply on attack rolls of 18 or higher
instead of 20.

Penetrator-Subroutines
“On Crit: This attack’s damage can’t be reduced in
any way.”

ALL SYSTEMS GO! FIRE!


Active (1CP), Protocol, Efficient
Until the end of the turn your Heavy ranged
weapon has all effects of Perfected Assembly
applied to it.

[80]
[81]
HA
HABSBURG Defender
Saladin variant - can be taken at rank II of the Saladin license instead of the base Frame.
The Habsburg is a somewhat obscure Harrison Armory frame, often
forgotten by most Lancers. An older frame, only slightly younger than
the Mk1 “Worldkiller”, the Habsburg was the line of mechanized chassis
that eventually developed into the famous “Saladin”. Though it sports
many similar defensive systems to the Saladin, the technology utilized
in the Habsburg is much more crude and unrefined than one would expect
from a contemporary Harrison Armory frame.

CORE STATS CORE SYSTEM


Size: 2 Save Target: 10 EISEN-RELAY-EMITTERS
Armor: 2 Sensors: 8 The Eisen Shield represents a semi-abandoned
HULL SYSTEMS dead end in the application of localized
HP: 8 E-Defense: 8 forcefield technology, deemed too
Repair Cap: 4 Tech Attack: -2 power-hungry and too short-ranged. The
AGILITY SP: 7 introduction of the proprietary HA-Relay
Evasion: 6 ENGINEERING Emitters has since given the deprecated
Speed: 3 Heat Cap: 8 Eisen Shield a new lease on life. Sturdy
emitter-pylons directly launched from the
TRAITS chassis solve the limited coverage problem
of the original Eisen Shield, while
EISEN SHIELD integrated solidcore batteries satisfy
The Habsburg reduces all damage from hostile energy demands more than adequately.
sources by 1. Allied characters adjacent to either it
or its E-R-Pylons also benefit from this effect.
E-R-Pylons
System, Deployable, Limited 3
Pylon (Size 1, 10 HP, Armor 2, Evasion 5, Tags:
HEAVY FRAME
Deployable)
The Habsburg can’t be pushed, pulled, knocked
Prone, or knocked back by smaller characters.
As a Quick Action you may expend a charge to
deploy an E-R-Pylon to any free and valid space
GUARDIAN
within sensors. The pylon anchors to the ground
Adjacent allied characters can use this mech as
and becomes unable to be moved by any means.
Hard Cover.
Whenever you activate a system with the Shield
MOUNTS tag, that does not cause you to become Slowed,
MAIN you may measure its range from any pylon within
MOUNT sensors instead.

If a shield deployed via the pylon would cause you


to become Immobilized you do not become
Immobilized. Shields with a duration (such as until
the end of next turn or until deactivated) deployed
via a pylon immediately deactivate when the pylon
is destroyed.

The Situation is Catastrophic but not


Serious
Active (1CP), Protocol, Efficient
Until the end of your next turn Eisen Shield reduces
all damage from hostile sources by 2 instead.

[82]
[83]
HORUS
SALAMANDER Controller
Kobold variant - can be taken at rank II of the Kobold license instead of the base Frame.
A close relative and mutation of the K-PG, the S-PG was born in the same
environment that birthed the Kobold. Considerably larger than its
cousin, this guerilla specialist excels in creating I.E.D.s from nearly
any fissile materials commonly found in the mines, forges and printers,
even capable of re-constituting a mech’s reactor waste material into
powerful explosive charges. Easily hidden, these “Slag Bombs”, as
Karrakin security forces were soon to call them, are capable of
incinerating their close surroundings in an instant. When properly
supported by a group of K-PG frames the Salamander becomes a terrifying
force multiplier as it sets up Slag Bombs that are easily detonated by
the smaller mechs. While the exact mechanisms behind the mutation of a
K-PG into a S-PG are unknown, experts in the field of Pattern Group
research suggest that the Salamander represents an evolved, mature form
that all K-PGs reach given time. While verification of this theory
remains outstanding, it may have staggering implications regarding the
underlying nature of the liturgicode responsible for the K-PG.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 11 VOLATILE POLYMERS
Armor: 1 Sensors: 8 By aerosolizing potent accelerants and
HULL SYSTEMS dispersing them in close-range vicinity, the
HP: 8 E-Defense: 10 Salamander unleashes an all-consuming
Repair Cap: 3 Tech Attack: +1 firestorm that eats through flesh and steel
AGILITY SP: 6 alike.
Evasion: 7 ENGINEERING
Speed: 4 Heat Cap: 5 SLAG BOMBS
Slag Bombs are Size 1 Terrain Objects with
TRAITS Evasion 5 and 10 HP. Slag Bombs arm at the end
REACTOR WASTE EXTRACTION of the turn in which they are created. When an
1/round when the Salamander successfully hits a armed Slag Bomb is destroyed, it detonates in a
hostile character with a Tech Attack it may place a Burst 2 explosion dealing 4 Burn to characters
Slag Bomb in a free and valid space within range 3 caught in the area or half as much on a successful
of the target. Engineering save.

EMERGENCY SLAG EJECTION Slag Breath


Whenever the Salamander loses Structure or Active (1CP), Full Action, Efficient
Stress, it may place a Slag Bomb in a free and You expel a large amount of volatile slag causing a
valid space within range 3. Blast 2 explosion within range 8. Characters in the
area take 6 Burn or half as much on a successful
INSULATED Engineering save. Objects and Terrain in the area
The Salamander has Immunity to Burn. automatically take 10 AP Energy damage.
After this action has been resolved you may place
3 Slag Bombs in free and valid spaces in the
MOUNTS affected area.
FLEX MAIN
MOUNT MOUNT

[84]
[85]
[86]

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