En Combat
En Combat
En Combat
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.
[2]
CONTENTS
LANCER: ENHANCED COMBAT 4
NEW RELATED GAME TERMS 4
SECTION 1 - SITREPS 5
HOW TO USE SITREPS 5
SECTION 4 - LIQUIDS 50
SECTION 8 - RESERVES 72
[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.
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.
[5]
SITREP #1 - BEACON RECON - COMPLEXITY: MEDIUM
[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
[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.
[10]
SITREP #6 - DEMOLITION - COMPLEXITY: LOW
[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
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
[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
[16]
SITREP #12 - KING OF THE HILL - COMPLEXITY: LOW
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
[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
[20]
SITREP #15 - SIEGE - COMPLEXITY: MEDIUM
[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.
[22]
SITREP #17 - SMASH AND GRAB - COMPLEXITY: MEDIUM
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
REINFORCEMENTS
Any Reinforcements added by the GM enter from
the Enemy Deployment Zone.
[24]
SITREP #19 - SUPPLY RUN - COMPLEXITY: HIGH
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.
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.
[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.
[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”.
[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?”
[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.”
[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…”
[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.
[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.
[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
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.
[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.
“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.
[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.
[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.
[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.
[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.
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.
[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.
[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.
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 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
WATCHPOST Trait
At the start of each round the Demolition Target
applies Lock On to the closest hostile character.
[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".
[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.
[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
[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
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
[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
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.
[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
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.
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.
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.
[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.
[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.
[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.
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.
[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
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
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.
[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
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.
[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.
[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.
[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.
[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.
[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”.
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.
[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.
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.”
[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.
[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.
[84]
[85]
[86]