Maximum Threat
Maximum Threat
By
Spencer Moran
Cover Art
Zedrin (@ZedrinBot)
https://zedrin.carrd.co/
Art by
Mastahopo
https://twitter.com/Mastahopo
Template used
Lancer RPG Template by Michael Prijatelj, used under CC BY 4.0
Playtesting by
EMAngel2718, Theron Pierce, ZedrinBot, Mastahopo, Matthew “Fel” K, Salty Cupcake, Sane Alex
Special Thanks to
Massif Press for the use of the Lancer setting and system, the Lancer community at PilotNET, and Michael
Prijatelj who designed the template used for this supplement. A final thanks belongs to my players, without whom
this book would not be possible. Thank you for suffering through my terrible ideas.
The contents of this book, its cover, and all text and images contained therein, are not permitted to be used for the
training of AI or the training of any other algorithm or application under any circumstance.
MAXIMUM THREAT: A Lancer NPC Supplement is not an official Lancer product; it is a third party work, and is
not affiliated with Massif Press. MAXIMUM THREAT: A Lancer NPC Supplement is published via the Lancer
Third Party License.
[2]
CONTENTS
FOR GM EYES ONLY 5
OVERVIEW 5
[3]
NEW NPC TEMPLATES 31
REVENANT 31
COLOSSUS 32
BUDDY 32
RANGER 33
TURRET 34
HAUNT 34
FANATIC 35
SUPER 36
RETROFITTED 37
NEW SITREPS 38
SAFEGUARD 38
PAYLOAD 39
STRIKE 40
INTERCEPT 41
OUTRUN 42
RANDOMIZED TABLES 43
BATTLE HAZARDS 43
TERRAIN FEATURES 44
SITUATIONS 45
POSITIVE PERSONALITY TRAITS 46
NEUTRAL PERSONALITY TRAITS 47
MIXED PERSONALITY TRAITS 48
FIRST NAMES 49
SURNAMES 50
PROFESSIONS 51
NOTABLE FEATURES 52
EXAMPLE COMBATS 53
LOCKED AND LOADED 53
LL0 53
LL3 54
LL6 55
LL9 56
LL12 57
[4]
FOR GM EYES ONLY
OVERVIEW
WHAT THIS BOOK IS
This book is a third party supplement, intended on
expanding on the rules and structures of the LANCER
Core Rulebook to add even more variety to gameplay
and combat encounters. For this reason, this book
may be considered some fairly dry reading, however
the options and elements presented in this book are
thoroughly playtested, and may be slotted into any
campaign to add a fresh challenge for beginners and
veterans alike.
[5]
NEW PLAYER OPTIONS
UNMOUNTED COMBAT STRUCTURE AND CORE STRESS
The NPC mech has the same Structure and Stress
The base game of LANCER offers only a few that it had at the start of combat subtracting any
options for unmounted combat outside of a flavorful Structure or Stress damage the NPC suffered before
weapon and armor system to perhaps survive a the mech was commandeered. It cannot gain more.
round of mech combat, plus defined consequences
for daring to try. This strikes me as an odd contrast
given the narrative decision to define Pilots as TALENTS
larger-than-life characters who breeze through most The PC may use their Talents while piloting an NPC
narrative challenges with the ease of a cartoon Mech, however equipment provided by talents is
protagonist. unavailable to the PC while they are not piloting their
own mech.
In practice, players are often left sitting in their
destroyed mechs with nothing to do other than watch CORE BONUSES AND NPC TRAITS
as their fellow players try to mop up, or take the field The PC uses the traits provided by the NPC Class
themselves if the situation gets truly desperate, with instead of any Core Bonuses they may qualify for.
little space inbetween.
PILOTING NPC MECHS During a full repair, the PC may salvage the NPC
mech to convert it into a mech and loadout they are
Certain pieces of gear or special talents may allow a
PC the ability to hack open the cockpit of an enemy qualified for. This destroys the NPC mech.
mech and take it over. When a PC pilots an NPC
mech, the following rules apply: HIJACKING MECHS
If two pilots are in the same mech, they can fight for
MECH SKILLS control. While fighting for control, the affected mech
The PC uses their own mech skills in place of the is Slowed and Impaired, but otherwise acts
H.A.S.E. stats of the NPC Class. The remainder of normally. Each pilot controls the mech on their turn.
the NPC stat block remains unchanged, including
E-Defense, Evasion, Hit Points, and Save Target. Set out two six-sided dice with a facing value of one
to track PC and NPC progress. At the end of either
pilot’s turn, that pilot rolls 1d6. On a 1-3 add +1 to
WEAPONS, SYSTEMS, AND ACTIONS the NPC die, on a 4-6 add +1 to the PC die. The first
The PC uses pilot Grit in place of the attack bonus character to reach 4 on their die ejects the other to
for weapons, and their Systems score in place of the an adjacent space and the contest ends. During their
attack bonus for systems that make tech attacks. turn, Ultras may reroll once and choose either result.
[6]
Nanowire Snare Remote Override Module
Gear, Requires 2 gear slots Gear, Unique
A nanowire net reinforced for strength and linked A radio receiver paired with a special hardware fob
with a set of bulky magnetic disks. After deploying that can be inserted into your mech. While
this gear with a Full action to an adjacent space, installed, you can do either of the following while
the netting will automatically latch onto the first outside your mech:
non-biological character or object that becomes ● As a Protocol on your turn you may give
adjacent to it. The netting is industrial grade and control of your mech to an installed AI.
sufficient to lift heavy machinery. Mechs affected by ● As a Quick Action on your turn, you may
netting are Impaired until they remove the netting force your mech to shut down.
with a successful hull check. Once used, this gear
is expended. Powered Actuators
Gear, Unique, Requires Hardsuit
Portable Solar Panel Array An upgrade to the standard Hardsuit. A set of
Gear, powered actuators are built into the suit’s structure
A civilian grade, multipurpose solar panel array. It to help balance heavier loads and provide gait
comes with a battery and several attachment assistance. Properly braced, a pilot with this
points, allowing it to be affixed to either a hardsuit upgrade can lift upwards of three times their normal
or other surface to generate a low but constant flow carrying capacity, and can safely run faster in
of energy. The storage of the battery is enough to heavier armor.
run a hardsuit and its attachments for up to four
hours. The battery requires a day of direct, natural +1 to pilot speed while wearing a hardsuit.
light to recharge.
Flexsteel Reinforcement
Mobility Hardsuit Reserve Tank Gear, Unique, Requires Hardsuit
Gear, Unique, Requires Mobility Hardsuit Flexible plates of lightweight alloys that can be
An upgrade to the Mobility hardsuit which allows for adhered to a hardsuit’s vital areas to provide extra
uninterrupted flight capabilities at the cost of a protection from harm at the cost of mobility. The
slightly awkward change in center of gravity. plating can be detached at will, and adhered to
Pilots equipped with this upgrade no longer need to other objects if necessary to harden the object
land when they fly using the Mobility hardsuit. The against damage so long as the object is size ½ or
reserve tank has enough energy to power the smaller.
Mobility Hardsuit’s flight for up to one hour.
+1 to pilot armor and -1 to pilot speed while
Microfusion Generator wearing a hardsuit. If adhered to a small object, the
Gear, Requires 2 gear slots object instead takes damage like a character
A potent power generator, capable of powering a against effects that damage objects automatically.
small building using common starship fuels. When This gear is expended if applied to an object.
printed, it has enough fuel to run for up to a week of
uninterrupted use. EVA Thruster Pack
Gear, Unique, Requires Hardsuit
Big Red Barrel A large backpack with a set of integrated jets that
Gear, Requires 2 gear slots can be connected to a hardsuit’s internal power
Deployable Gear, Size ½, 5 HP, 5 EVA, 5 E-DEF supply to provide small jets of directional thrust
A large barrel branded with the Harrison Armory while maneuvering in low or no gravity
logo and a distinctive red paint scheme that can be environments. It comes in two variants, one for
deployed with a Quick Action. When destroyed, all vacuum propulsion, and one for underwater
characters within Burst 1 of the BRB must succeed exploration.
on an Agility save or take 6 Explosive damage, or
half on a successful save. Single use only. Floodlight Attachment
Gear, Unique
ICU Support Lattice A powerful, vacuum sealed floodlight that can
Gear, Unique provide useful light in a 30 meter, 120-degree cone.
A hardsuit upgrade that adds a suite of emergency
stabilization hardware at the cost of comfort. The The device comes with its own internal power
first time you would die from taking damage while supply, but can be attached to a hardsuit’s internal
Down and Out, you instead roll again on the Down power to extend its battery life. The battery lasts for
and Out table. Once used, this gear is expended. up to eight uninterrupted hours and recharges in 30
minutes when connected to a power source.
[7]
NEW TALENTS
SABOTEUR COMMANDO
The Saboteur specializes in disabling enemy mechs Mech Combat is an intrinsically deadly environment
in open combat, regardless of the danger posed by for a pilot to be in, but Commandos thrive in this
being exposed to weapons fire. environment, using a bevy of technology and pure
grit to do jobs that would kill lesser combatants.
I. BAG OF TRICKS
The amount of pilot gear you can carry increases by I. HEART OF IRON
2 and all of your limited explosive equipment gains 2 While outside of your mech, you may add your Grit
extra charges. Additionally, you have accuracy when to your Evasion and E-Defense up to a maximum of
you attempt to Jockey a mech. 20, and your total pilot hit points increases by 5.
Additionally, your pilot has resistance to kinetic,
energy, and explosive damage.
II. DETPACK RODEO
You can Mount your mech or use the Jockey pilot
action as a Quick Action on your turn. You also gain II. BLOOD AND GUTS
access to the following as options for the Jockey Whenever you would roll for Down and Out, you
action: may roll twice and take the better result. Additionally,
• ARMOR PEEL: Expend a charge from one of your when you start your turn while Down and Out and
explosives to force a Hull save from the mech are not dead, roll 1d6. On a 6 you restore 1 hit point
you are jockeying. On a failure, they become and regain consciousness.
Shredded until the end of their next turn.
JAM VENTS: Expend a charge from one of your
•
explosives to force an Engineering save from III. INDOMITABLE
the mech you are jockeying. On a failure, they Whenever you dismount your mech you gain a
become Exposed. personal shield. The shield absorbs all damage from
the first attack that hits you and then dissipates until
you use a quick action to refresh it.
III. BULL RIDER
You have hard cover in all directions while Jockeying
a mech. You also gain access to the following as OPERATIVE
options for the Jockey action: Operatives specialize in stealth, relying on
• EMP DETPACK: Expend 2 charges from one of specialized equipment to remain unseen in combat,
your explosives to force a Systems save from while painting targets for their allied forces.
the mech you are jockeying. On a failure, they
become Jammed until the end of their next turn.
Once this effect has triggered, they have I. COVER TO COVER
immunity to future attempts. When you are on foot as a pilot, you always count as
• SABOTAGE GYROS: Expend 2 charges from one of having Soft Cover while out in the open, and you
your explosives to force an Engineering save cannot be flanked by characters larger than you.
from the mech you are jockeying. On a failure,
they become Stunned until the end of their next II. CAMOUWEAVE
turn. Once this effect has triggered, they have As a Quick Action on your turn, your pilot may turn
immunity to future attempts. invisible. This lasts until you take any action other
• EJECT PILOT: 1/Scene you may make an than Move, Boost, or Hide.
Engineering save versus the save target of the
mech you are Jockeying. On a Success, roll
1d6. On a 6 the pilot of the mech you are III. PHONE IT IN
Jockeying is ejected to a position of their choice You may now use Lock On as a pilot with range 10.
within range 6 of your Jockey target. You may Alternatively, As a Full Action on your turn, your pilot
then climb inside and take control. can paint a target within Range 10 and line of sight.
Characters other than you that attack the painted
PILOT SAVE TARGET target have +1 Accuracy on the attack roll and deal
Remember that your Save Target while on foot an additional +1d6 bonus damage on a critical hit.
is 10 plus your Grit. This effect lasts until the start of your next turn.
[8]
FIELD MEDIC MARKSMAN
No fireteam is complete without a trained medical The Marksman’s creed is one shot one kill, though
expert. If you’re going to face mech-scale munitions that kind of feat gets harder when your target weighs
on foot, you’d better have them on speed dial. several tons.
[9]
END OF PLAYER SECTION
[10]
NEW NPC CLASSES
EXPANDED BESTIARY
The classes defined here should provide a wide
variety of new playstyles for you to challenge your
players with. They have all been extensively
playtested both alone and in combination with other,
more traditional NPCs.
Artillery
● Catapult - smart artillery support
Biological
● Specialist - grizzled soldier
Controller
● Curse - single-target debuffing
● Puppeteer - puppet user
● Warlock - pathing manipulation
● Zoner - physical area denial
Defender
● Arsonist - heat/energy defender
● Cannonade - anti-air defender
● Pawn - advancing shield wall
Striker
● Dragoon - flying melee attacker
● Fencer - skirmisher disabler
● Monk - single target disabler
● Ramshackle - variable combatant
Support
● Freezer - heat manipulation
● Logistic - ability reload/recharge
● Mirror - tech action reflection
● Shogun - action economy modifier
● Triage - status clearing
[11]
CATAPULT ARTILLERY
[12]
SPECIALIST BIOLOGICAL
Specialists are near fearless individuals who find themselves on the
battlefield, usually as special detachments of military operations or
the result of especially competent pilots climbing out of their mechs.
They carry a wide variety of combat focused equipment to help them
survive in a battlespace dominated by war machines.
TIER 1 TIER 2 TIER 3
TACTICS
Specialists attempt to stay out of harm's way while Ares 7 Battle Rifle
simultaneously performing actions appropriate to their Aux Rifle, +2/+4/+6
specialty. [Range 8][4 Kinetic damage]
At T2 this weapon fires twice
At T3 this weapon fires three times.
BASE SYSTEMS
ONLY MORTAL Trait SABOTEUR LOADOUT Trait
The Specialist is biological, has one structure and The Specialist gets HYENA charges, Mobility
one Stress and can’t gain more. Whenever the Hardsuit, and Hatchbreaker Shunt equipment. The
Specialist would gain structure from a template, it Specialist can Jockey as a Quick Action, following
gains +3 hp instead. Specialists cannot gain the PC rules for Jockeying.
systems or equipment from any template.
HYENA CHARGES Trait, Quick Action
LOADOUT Trait The Saboteur places a mine in an adjacent space
Choose a single Loadout from the Specialist as a Quick Action. The mine explodes when a
Optional Features. The specialist carries that hostile character becomes adjacent to it, dealing 5
equipment and can’t take more. At T3 it gains a AP Explosive damage to all characters within Blast
second loadout. 1 of the mine. The mine arms at the end of the turn.
While Jockeying, the Specialist can force its jockey
Signature Sidearm target to make a Hull save as a Quick Action. On a
Aux CQB +1/+2/+3 failure target takes 10 AP Explosive damage, or
[Range 3][3/3/4 Kinetic damage] half as much on a success.
At T2-T3 this weapon fires twice.
MOBILITY HARDSUIT Trait
OPTIONAL SYSTEMS The Specialist can fly when it moves or boosts and
COMMANDO LOADOUT Trait, Free Action can stand on any solid surface, even walls and
The Specialist gets the Mk6 Impact Shield, The ceilings. The Specialist gains +2 evasion and +1
Ares 7 battle rifle, and Heavy Battle Armor. speed.
[13]
OPERATIVE LOADOUT Trait
The Specialist gets Target Painting Module,
Covops Stealth Hardsuit, and Stealth Scanner
equipment.
Anti-Armor Rifle
Main Rifle, AP +2/+4/+6 +1 Accuracy
[Range 15][5/6/8 Kinetic damage]
On Critical Hit: This weapon deals an additional
+1d6 bonus damage.
RANGEFINDER Trait
The Specialist ignores cover so long as the target
is within line of sight.
LEGEND Trait
The Specialist can mix-and-match equipment from
each loadout, taking up to three unique elements at
T1-T2 or six at T3. The Specialist gains +5 HP, +2
Evasion, +2 E-Defense, and +1 Armor.
[14]
CURSE CONTROLLER
Curse-archetype mechs inflict debilitating statuses on their opponents
to weaken their combat effectiveness, and can use their opponent’s heat
against them.
[15]
PUPPETEER CONTROLLER
Puppeteer-archetype mechs employ a strange variety of systems that focus
more on crowd control, than direct damage. These mechs prove to be
especially dangerous when combined with striker and artillery elements.
[16]
WARLOCK CONTROLLER
[17]
ZONER CONTROLLER
TACTICS
Zoner mechs are attracted to choke points, where TERRAIN IMMUNITY Trait
their abilities will be most effective. This character is immune to dangerous or difficult
terrain.
BASE SYSTEMS OPTIONAL SYSTEMS
Slow Field
System, Quick Action Fire Hazard
The Zoner creates a Blast 2 area of Difficult Terrain System, Quick Action, E-DEF 10/12/14
in a free area within Sensors. The terrain lasts until The Zoner creates a blast 1 area of burning Terrain
the end of the scene. in a free area within Sensors. Characters that start
their turn in the area or enter it for the first time in a
round take 3/4/5 Burn damage. The Terrain lasts
Caltrops until the end of the scene or until a character
System, Quick Action, E-DEF 10/12/14 succeeds on a tech attack against it.
The Zoner creates a blast 1 area of explosive
caltrops in a free area within Sensors. Characters
that start their turn in the area or enter it for the first Shock Hazard
time in a round take 3/4/5 Explosive damage and System, Quick Action, E-DEF 10/12/14
are Slowed until the end of their next turn. The The Zoner creates a Line 4 area of electrified
Terrain lasts until the end of the scene or until a Terrain in a free area within Sensors. Characters
character succeeds on a tech attack against it. that start their turn in the area or enter it for the first
time in a round take 3/4/5 Energy damage and
become Impaired until the end of their next turn.
Deny Passage The Terrain lasts until the end of the scene or until
System, Quick Action a character succeeds on a tech attack against it.
The Zoner becomes Immobilized and generates a
burst 3 shield until it is either destroyed, or chooses
PREPARED ALLIES Trait
to end the effect as a Protocol. Hostile characters
Characters allied to the Zoner are also immune to
outside the shield must succeed on a Hull save to
its terrain.
pass through the shield, and ranged attacks
against characters within the shield from outside
the shield have +2 Difficulty. Nudge Missile
Main Launcher, Arcing, +2/+4/+6
[Range 10][5 Kinetic damage]
Thumper On Hit: The target must succeed on a hull save or
Main Cannon, Knockback 3, +1/+2/+3 be pushed up to 3 spaces in a direction of the
[Range 15][5 Kinetic damage] Zoner’s choice.
On Critical Hit: The target must succeed on a hull
save or be knocked Prone.
[18]
ARSONIST Defender
Arsonist-archetype mechs are a blend of defender and controller.
Providing area denial through a unique mix of systems that can quickly
turn the battlefield into a raging inferno.
TIER 1 TIER 2 TIER 3
Autocooler
System
The Arsonist clears all heat at the start of its turn if
it has not moved since the start of its previous turn.
[19]
CANNONADE Defender
Cannonade-archetype mechs specialize in anti-ship warfare, and are often
converted into potent anti-air platforms for denying air power at range.
TIER 1 TIER 2 TIER 3
[20]
PAWN Defender
Pawn-archetype mechs are a unique blend of defender and striker, often
forming the vanguard of some forces. They charge as a unit into battle,
providing adjacent characters cover while simultaneously attacking
multiple opponents.
TIER 1 TIER 2 TIER 3
[21]
DRAGOON STRIKER
Mechs of the Dragoon-archetype specialize in assaulting airborne threats
in an unconventional fashion, using its boosters to rapidly close
distance to target. The extreme G-forces experienced by their operators
have also earned them a reputation for inducing g–LOC in rookie pilots.
TIER 1 TIER 2 TIER 3
[22]
FENCER STRIKER
Mechs of the Fencer-archetype share similarities to the Ronin, but with
a larger emphasis on disabling an opponent instead of outright
destroying them. They are often seen gliding across the battlefield,
using their accurate strikes to disable opponents in single combat
before darting back into cover.
TIER 1 TIER 2 TIER 3
[23]
MONK Striker
Monk-archetype mechs were a bit of an odd sight when they were first
spotted on the battlefield. Sporting only melee weapons one might easily
mistake them for easy opponents until the monk has the chance to close
in. Monks are rushdown strikers that specialize in focusing down a
single target, or inflicting harmful statuses on multiple opponents with
their rapid attacks.
TIER 1 TIER 2 TIER 3
[24]
RAMSHACKLE Striker
Ramshackle-archetype mechs are the penultimate Frankenmechs. They are
built from the ground up using a mix of equipment stolen or salvaged
from other archetypes. They are popular among pirates and poor colonies.
TIER 1 TIER 2 TIER 3
[25]
FREEZER SUPPORT
Specialized units of the Freezer-Archetype were developed for
battlefield support of frontline units, particularly those with high
firepower to heat ratios. Their ability to serve as remote heatsinks for
groups of mechs is underscored by a shared weakness. Their high heat
capacity often results in them going nova when destroyed, as runaway
heat catalyzes into a fearsome explosion.
TIER 1 TIER 2 TIER 3
[26]
LOGISTIC SUPPORT
An army’s effectiveness hinges on its ability to keep itself well
supplied. Logistic-archetype support units are designed to serve as
mobile supply depots for its allies, keeping their abilities fresh, and
their guns loaded.
TIER 1 TIER 2 TIER 3
[27]
MIRROR SUPPORT
Pure electronic countermeasure platforms are an unsurprisingly common
sight on the battlefield, due to the necessary evolution of hostile
effects slung in both directions. Mirror-Archetype mechs excel in
punishing E-War specialists by reflecting their weapons against them.
TIER 1 TIER 2 TIER 3
[28]
SHOGUN SUPPORT
Battlefield commanders are the heart of any regiment’s command and
control capability, and Shogun-archetype mechs are built to enable
unparalleled field control at the cost of offensive systems.
TIER 1 TIER 2 TIER 3
TACTICS
The Shogun frequently commands from the rear, Maneuver: Brace
using its abilities to command its allies. The Shogun Reaction, 1/round
is not a threat by itself, as it has no weapons or Trigger: An ally within Sensors and Line of Sight
systems capable of inflicting harm. takes damage from an attack.
Effect: The ally gains resistance to all damage,
BASE SYSTEMS heat, or burn from that attack.
COMMAND SPECIALIZATION Trait
The Shogun cannot take the Barrage or
Skirmish actions against hostile targets, or take OPTIONAL SYSTEMS
tech actions against hostile characters other than Maneuver: Reposition
the Lock-On tech action and Search. Reaction, 1/round
Trigger: A character within Line of Sight starts
MASTER TACTICIAN Trait their turn.
Characters within the Shogun’s Sensors may Effect: An ally within Sensors and Line of Sight
choose to spend the Shogun’s Reaction instead moves up to its speed ignoring reactions and
of their own when making Reactions. engagement. This movement does not provoke
reactions and ignores engagement.
COMMAND
Trait, Quick Action OR Full Action SPEED CHESS Trait
The Shogun orders an ally within sensors and 1/round the Shogun may use its Command as a
Line of Sight to immediately perform either a Reaction when an allied character ends their turn.
Quick Action (if spending a Quick Action), or a If they do so, Command counts as Recharge 4+
Full Action (if spending a Full Action) as a until it next recharges. Only Quick actions may be
Reaction. triggered by this trait.
[29]
TRIAGE SUPPORT
Dubbed mech medics by forces on the ground, Triage-archetype mechs are
typically deployed behind striker and defense types to prevent hostile
effects from taking root, with support systems for managing the various
problems encountered on the battlefield from both physical damage and
electronic countermeasures.
TIER 1 TIER 2 TIER 3
[30]
NEW NPC TEMPLATES
REVENANT
Whether through nature, clever engineering, or
WRECKAGE REVIVAL
When the Revenant is destroyed and leaves
wreckage, deduct any remaining damage from its
Trait
paracausal shenanigans, Revenants can take maximum HP and gain the special Lazarus
unbelievable amounts of punishment and keep Protocol Reaction. Whenever the Revenant’s
getting back up. wreckage takes damage, the Revenant’s
maximum hit points are reduced by the damage
taken. If the Revenant’s maximum hitpoints are
TEMPLATE FEATURES reduced to zero, it is destroyed entirely and
Lazarus Protocol removed from the battlefield. The wreckage
Reaction, 1/round counts as an object for the sake of weapons and
Trigger: An NPC can start a turn and the systems that affect objects.
Revenant’s wreckage still remains on the field
while it has an activation available.
Effect: At the start of its next turn: REVENANT OPTIONAL FEATURES
● The Revenant recovers HP up to its UNYIELDING LAZARUS Trait
current maximum, becomes permanently 1/scene, the Revenant’s Maximum HP is
Impaired, and can no longer make increased by 5/8/12 after destruction.
complex decisions or moral judgments.
● Roll 1d6. On a 1-3, the Revenant REACTOR BREACH TRAIT, FULL ACTION
permanently destroys a weapon of its If the Revenant’s Maximum HP is reduced to zero,
choice or a system if no weapons are it explodes, dealing 8/12/16 explosive damage in
available, on a 4-6 the Revenant a burst 2 radius or half as much damage on a
permanently destroys one system of its successful Agility save. The Revenant may also
choice or a weapon if no systems are activate this as a Full Action on its turn. Using this
available. feature removes the Revenant from the battlefield.
[31]
COLOSSUS
Extreme engineering projects, secret Corpro
CRUSHING GRASP Trait
Characters that are grappled by the Colossus that
are two or more sizes smaller than the Colossus
superweapons, biological megafauna, the list of take 4/6/8 Kinetic damage at the end of their turn.
these goes on and on, but the one thing they share
in common is this: Huge. TITAN ARMOR Trait
The Colossus gains an additional +2 base armor,
TEMPLATE FEATURES up to a maximum of 6.
MASSIVE SIZE Trait
The Colossus is Size 4 or greater, up to Size 7. FIELDING A COLOSSUS
Characters of larger size may be too heavily
armored to be damaged by conventional mech Colossus template characters make for
weapons. memorable ultra encounters against massive
opponents, whether they be megaprojects, secret
superweapons, or biological titans. Thematically
TITAN’S REACH
speaking you might only want to field one
The threat of all of the Colossus’ weapons
Colossus at a time to serve as a boss or super
increases by 2.
boss during a Campaign.
BUDDY
Choose up to one additional optional feature from
the Colossus Optional Features list per Tier.
[32]
SIDE BY SIDE
The Buddy receives +1 Accuracy on attacks,
checks, and saves when adjacent to their Pal. RANGER
Rangers usually have a special relationship with
BUDDY FEATURES Trait the terrain around them, often due to their long
The Buddy selects 1-2 features from the Buddy outings and assignments in the wilds. They are
Optional Features list. extremely familiar with the terrain, and in most
armed forces, make for excellent scouts.
BUDDY OPTIONAL FEATURES A Ranger is a character that specializes in guerilla
EXTROVERT Trait combat.
The Buddy can nominate up to two additional
allied characters as their Pal.
TEMPLATE FEATURES
WEATHER PROOFING Trait
YOU’RE NOT MY PAL, BUDDY Trait The Ranger ignores difficult terrain.
While the Buddy and Pal are within Range 5 of
each other, Hostile characters take +1 difficulty on
attacks and skill checks versus either character. PERCEPTIVE Trait
The Ranger has +1 accuracy on attempts to
Search for hidden characters.
NOT TODAY Trait
While the Buddy and Pal are adjacent to each
other, the Buddy can intercept an attack intended RANGER SYSTEMS Trait
for the Pal, taking the damage in its stead. The Ranger may select up to two optional
features from the Ranger Optional Features list.
Remember Me
Reaction, 1/scene RANGER OPTIONAL FEATURES
Trigger: The Buddy’s Pal is destroyed. TARGET ACQUISITION Trait
Effect: For the rest of the scene, the Buddy gets When the Ranger takes the Lock On action on a
+1 accuracy on all attacks, checks and saves and character, that character loses the effects of
all their weapons deal an additional +1d6 bonus Invisibility, and cannot hide as long as they have
damage. the Lock On condition.
[33]
TURRET
Turrets are pretty self-explanatory. They are often
CAMOUFLAGED
At the start of mech combat, the Turret starts
hidden, invisible, and unrevealed. The Turret
Trait
stationary defensive emplacements used by loses these conditions when it activates for the
practically all kinds of forces and come in a wide first time. An unrevealed turret may activate at
variety of applications and needs. In the age of the any time an NPC may take a turn. Unrevealed
mech, they are often easy targets, but their role in turrets are revealed by the search action.
trouble deterrence can’t be overstated.
FIELDING A TURRET
TEMPLATE FEATURES Turrets have drawbacks, and are best used to fill
TYPED Trait a support role on the battlefield. They do not
Select one type from the optional features list, typically make good solo units, and are often
either Fixed, Hover, or Railed. easy to destroy.
[34]
Phreak Expel Invaders
System, Full Tech, Recharge 6+ Reaction, 1/round
The Haunt forces a mech within Sensors to make Trigger: A hostile character ends its movement
a Systems save. On a failure, all of the NHPs inside the Fanatic’s Hold Objective.
installed on the mech enter cascade. Effect: The Fanatic immediately makes a tech
attack against the triggering opponent if they are
Pocket Dimension within sensors. On a success, the target takes 2
System, Quick Tech, Recharge 6+ heat and moves up to three spaces in a direction
The Haunt forces a mech within Range 3 to make of the Fanatic’s choice.
a Systems save. On a failure, that character
becomes Intangible until the end of its next turn. OBJECTIVE: DEFEND Trait
Only one character can be affected at a time. At the start of Combat the Fanatic designates a
Defense Target. The Fanatic gains the Body Block
CAPTIVE WORMHOLE Trait reaction and +5 HP. The target cannot be
The Haunt teleports when it moves or boosts. changed.
FANATIC
The Fanatic ignores the effects of Jammed when
performing its Objective.
[35]
SUPER
Supers are legends, characters with a reputation for changing the course
of a battle by their presence alone. A super is a character who
transcends the definition of skill, with abilities and performance
bordering on supernatural.
TEMPLATE FEATURES
SUPER SYSTEMS Trait PREDICTIVE ANALYSIS Trait
Take the Ultra template. In addition, select one The Range of all of the Super’s weapons is
option from the Super optional features list per increased by 2 when making Ranged attacks.
tier.
LOADED FOR BEAR Trait
HYPERCLOCKED Trait Select an additional trait from the Ultra Optional
The Super always acts first during the first round Features list.
of Mech Combat.
FORCE OPTIMIZATION Trait
EXTREME DURABILITY Trait The Super gains a single piece of equipment from
Any time the Super would roll a 1 for Stress and any class other than its own. It can use this piece
Structure checks, it automatically rolls a 2 instead. of equipment as a free action on its turn as long
as it only takes a Quick Action to activate.
UNFLINCHING GAUNTLET Trait
The Super takes one turn for every two hostile FRANKENMECH Trait
characters on the field. They regain spent The Super may freely swap any of its class
reactions each time they take a turn. This equipment, for any equipment from any other
replaces the Ultra’s Shock and Awe feature. class on a 1-to-1 basis.
[36]
RETROFITTED
Retrofitted mechs have had unsanctioned upgrades performed on them,
usually increasing their abilities, or pulling parts from other chassis
off of secondary markets. They add a degree of uncertainty to combat
through sheer variety.
TEMPLATE FEATURES
UNSANCTIONED UPGRADE Trait SUBSYSTEM FIREWALL Trait
Select one feature from the Retrofitted Optional This unit gains +2 E-Defense, up to a maximum of
Features list, plus one additional feature per Tier. 20.
[37]
NEW SITREPS
SAFEGUARD
[38]
PAYLOAD
[39]
STRIKE
[40]
INTERCEPT
FORCE RECOMMENDATIONS
Opfor must move quickly to keep pace with
the payloads they are protecting. Consider
taking forces with ways to stall the PCs, or are
fast enough to keep up.
[41]
OUTRUN
“Three. Two. One. GO!” In the event of a tie, the rightmost characters make
opposed Agility checks, rerolling ties. The side with
Outrun sitreps require PCs to fight with NPCs while the highest number is the victor.
they race toward a single objective.
PLAY SPACE
At the start of each round, all characters make an The play area should allow players enough space to
Agility check. On a failure, characters move six reasonably maneuver. 40x25 is usually enough space.
spaces to the left. Characters that are Slowed have
+1 difficulty on the check, characters that are
Immobilized automatically fail. If a character that fails VICTORY CONDITIONS
would occupy the space of another character, it • PC Victory: At the end of round 6, the PCs have
instead moves up or down such that it finds the next at least one character closer to the rightmost edge
closest space that is six spaces left from its starting of the play space than the enemy force.
position. If no such space exists, it passes through the • Enemy Victory: At the end of round 6, the enemy
character and stops on the next closest space on the force has at least one character closer to the
other side. The affected character chooses the end rightmost edge of the play space than the PCs
position. All characters always count as moving.
ENEMY FORCES
The play space has high speed obstacles represented The GM should prepare the regular amount of forces
as rows of various size that cover the entire map. At they normally would.
the end of a round, characters inside those rows must
succeed on an Agility save, or take 5 AP Kinetic
damage and become Slowed until the start of their
DEPLOYMENT
next turn. Static hazards, such as those from mines or Characters may deploy in any order. All players must
javelin rockets, trigger against the rightmost character be equally distant from the rightmost edge of the map.
on their row and are removed from play, or every
character in that row if it is a persistent effect such as REINFORCEMENTS
a cloud of nanites. In either case, the hazards are There are no reinforcements for this sitrep. Characters
removed from play at the end of each round. not present at the start of the match cannot keep up.
[42]
RANDOMIZED TABLES
BATTLE HAZARDS
ROLL 1D6
1-3 4-6
BATTLE HAZARDS ROLL 1D20 BATTLE HAZARDS ROLL 1D10
1-2 Explosive Objects. Size 1/2 10 HP 5 EVA, 5 1-2 Artillery Bombardment. At the start of each
E-DEF. Each explosive deals 5 damage in round, a Blast 2 area on the map is
Burst 1 when destroyed or half as much designated. At the start of the next round.
damage on a successful Agility save. Characters in the area take 15 AP Explosive
3-4 Spatial Rifts. Characters entering the space damage, or half the damage on a
take 3 Energy damage, and are teleported successful Agility save.
to another rift on the Battlefield. The rift 3-4 Nanomachine clouds. Blast 1 clouds of
chosen depends on the actor. If the nanomachines are scattered across the
movement is voluntary, the character battlefield. They provide soft cover in all
making the movement chooses. If the directions plus an additional effect
movement is involuntary, the source of the determined by the following roll table at the
involuntary movement chooses. start of combat.
5-6 Slippery Surfaces. Characters entering the ROLL 1D6
space must succeed on an Agility save or 1. Characters that enter the area or
fall prone. start their turn in the area for the
7-8 Crusher. Characters that enter or start their first time in a round take 3 Burn.
turn in the space must succeed on a Hull 2. Characters gain standing in the
check or become or take 5 Kinetic damage area gain Lock On.
and are Immobilized until the start of their 3. Characters standing in the area are
next turn. Impaired.
9-10 Plasma Coils. Large energy generating coils 4. Characters standing in the area
are present. Characters that become have +1 accuracy on Engineering
adjacent to a coil must succeed on an checks to clear burn.
Engineering check or become Jammed until 5. Characters Outside the cloud
the end of their next turn. cannot draw line of sight to
11-12 Minefield. A Seeder was through here characters inside the cloud and vice
recently and left presents for everyone. versa.
Scatter random Seeder mines across the 6. Characters that enter the cloud or
field. The level of the mines depends on the start their turn inside the cloud for
LL of the players. the first time in a round lose 2 heat.
13-14 Thumpers. Tempest drones are scattered 5-6 Defense Lasers. Line 5 areas of hazardous
across the map which are hostile to both terrain are on the battlefield. Characters
sides. who enter the terrain take 5 energy
15-16 Hostile Control Zone. PCs standing in a damage.
control zone must make an appropriate 7-8 Sticky Bombs. Characters who travel over
save or suffer a negative status or condition. marked locations pick up a mine that
17-18 Viral Pylons. Several objects on the explodes the next time that character
battlefield invade random characters within becomes adjacent to another character,
range 5 at the end of the Round. Only one dealing 5 AP Explosive damage to both
character is affected per pylon. The pylons characters.
have a Systems score of 1/2/3. 9-10 Disintegration field. Several Blast 1 areas of
19-20 Deep Mud. Characters that do not move on the map will force characters who enter the
their turn are Immobilized until they area or start their turn in the area for the first
succeed on a Hull check at the start of their time in a round to make an Engineering
turn. save or become Exposed.
[43]
TERRAIN FEATURES
ROLL 1D6
1-3 4-6
TERRAIN FEATURES ROLL 1D20 TERRAIN FEATURES ROLL 1D20
1 Lookout towers are present on this battlefield, 11 There is some kind of ancient door on the
Each tower has 20 HP, 5 Evasion, and 5 battlefield. It is impervious to all harm and will
E-Defense and is Height 4. Size 1 mechs can only open if certain conditions are met.
enter the towers to gain hard cover in all 12 The terrain is a cliffside. NPCs spawn on top
directions. and fire down at the Players. Characters
2 A massive spire dominates the center of this standing on top of the cliff each get +1
map, a size 3 area that is positioned at height accuracy against characters standing at lower
10. There is a series of steppes leading to the elevations. The cliff is height 5.
top each, 1-2 hex below the last. 13 A Deep pit dominates the center of this area.
3 Combat takes place on top of a large flying PCs and NPCs spawn across from each other
ship. Non-flying characters that enter spaces on the walls of the pit. The walls of the area
with no solid ground must succeed on an are each height 8, and slope sharply
agility check or be removed from play. downward.
Success moves the character adjacent to the 14 The area is an abandoned colony settlement
nearest solid surface. from a previous failed colony. There are
4 Conveyor Belts are present on the map. rundown buildings everywhere that collapse
Characters that end their turn on one of the easily and provide hard cover. Completely
belts are involuntarily moved x-spaces along destroyed buildings leave difficult terrain.
the belt. 15 The area is a quarry. There is a large, circular
5 A flash printer is present on the battlefield. ramp spiraling down to the bottom in the
RPV units will emerge from the printer at the center of the map. Industrial equipment is
start of every round until the printer is everywhere and can be used for hard cover.
destroyed. The Printer is Size 4 and has 40 16 The area is an arena. Battle hazards are
HP. scattered across the field as well as mech
6 Steam vents are present on the battlefield that scale melee weapons. There is a crowd
block line of sight for attacks crossing through watching from behind a shield, and cameras
them. fly around the arena taking in the action.
7 Weapon mounts are present on the battlefield. 17 There are ancient buildings here left from an
Characters adjacent to a mount may choose old, failed society. The buildings are made
to become immobilized to increase the range from stone huts, but seem to have value to
of their Ranged attacks by +2, and gain +1 anthropologists from the area.
Accuracy on their attacks. The Mounts have 18 Combat takes place in a partially submerged
10 HP. cavern filled with icy water. While in the water,
8 The area was the site of an intense battle in characters lose 2 heat at the start of their turn.
the recent past. Wrecks are strewn about the 19 Combat takes place in the undercity of a
battlefield. After combat, players may restore massive Ecumenopolis. Civilians are taking
2 repairs with a successful skill check. shelter on the battlefield.
9 The terrain is a series of rolling embankments 20 A hostile megafauna has taken residence in a
and trenches. The trenches have pockets that cave in a nearby wall, and will actively attack
can fit size 3 mechs. any character to get too close to it. The Fauna
10 The area has a number of supports that hold is Size 4 and has a Threat of 3.
up a building. Destroying half of the supports
will bring down the building on top of all
characters in its space, dealing 10 Kinetic
damage to them, and Immobilizing them until
they make a successful Hull Check. The
supports are objects with 10 HP.
[44]
SITUATIONS
ROLL 1D20
1 The PCs have been ambushed by a group of enemy forces. NPCs act first in the first round of combat.
2 The PCs mechs have been sabotaged prior to the start of combat Impaired, and must succeed on a
Systems or Engineering check as a protocol on their turn to clear it.
3 Players have attackers initiative and may freely deploy anywhere on the edge of the map after the NPCs
are revealed.
4 Players have defenders advantage and may freely deploy anywhere on the map before the NPCs are
revealed.
5 The PCs are late to the party. Control objectives start with two points in the NPCs favor.
6 A third neutral force hostile to all parties is on the battlefield. The neutral force acts at the end of the
round and does not count toward objectives.
7 Bystanders are on the battlefield. They are neutral Human NPCs with no weapons and no optional
features. All bystanders move at the end of the round and complicate the battlefield.
8 A movie is being filmed here. The cameramech is completely unresponsive and is flying around taking
closeups of the action. The opposing force seems to ignore them. The cameramech actively positions
itself between enemies to foul AOE attacks.
9 The battlefield is actively falling. Characters are weightless. At the end of Round 8, all characters not
extracted are destroyed.
10 An NPC on the map is holding a group of civilians hostage. Players will need to eliminate it first to save
the civilians.
11 Nearby buildings are occupied with innocents who will be killed if the buildings are destroyed.
12 There are crates of supplies on the field. Players can recover a cache of reserves if the supplies survive
combat.
13 Combat takes place on a farm. The farm owners have asked that you move along the ground as little as
possible to avoid damaging their unharvested crops.
14 A pack of wild carnivores have cornered a group of colonists and will devour them within 2 rounds of
combat if not driven off. This is in addition to the enemy force.
15 Reality seems to have taken a U-turn in this region, and all characters now move at 8 minus their Speed,
minimum of 2.
16 The enemy force is attempting to assassinate a well-defended target, and will take pot shots at the VIP if
they have the opportunity.
17 Two neutral groups are simultaneously duking it out near the edge of the map while the PCs are dealing
with the enemy force.
18 People are betting on the outcome of the combat.
19 There are unmounted, fully operational mechs nearby, ripe for the taking.
20 All mechs on the field have entered some kind of hazardous obliterative zone. All characters are
Exposed, and cannot lose the condition by any means including immunity to the Exposed status.
[45]
POSITIVE PERSONALITY TRAITS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Agreeable 1 Organized 1 Selfless
2 Athletic 2 Patient 2 Respectful
3 Capable 3 Peaceful 3 Resourceful
4 Charismatic 4 Modest 4 Scrupulous
5 Clear-headed 5 Level-headed 5 Sociable
6 Confident 6 Patriotic 6 Skilled
7 Cooperative 7 Realistic 7 Shrew
8 Brave 8 Reflective 8 Simple
9 Decisive 9 Relaxed 9 Intelligent
10 Dedicated 10 Methodical 10 Stoic
11 Enthusiastic 11 Mature 11 Sympathetic
12 Farsighted 12 Loyal 12 Tolerant
13 Focused 13 Leaderly 13 Studious
14 Gallant 14 Knowledgeable 14 Sporting
15 Generous 15 Kind 15 Self-styled
16 Gracious 16 Protective 16 Suave
17 Heroic 17 Punctual 17 Trusting
18 Incisive 18 Sagely 18 Well-rounded
19 Independent 19 Rustic 19 Wize
20 Optimistic 20 Romantic 20 Upright
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Witty 1-2 Honest 1-2 Brilliant
3-4 Strong 3-4 Honorable 3-4 Adventurous
5-6 Mindful 5-6 Idealistic 5-6 Active
7-8 Tractable 7-8 Hardworking 7-8 Accessible
9-10 Stable 9-10 Healthy 9-10 Attractive
11-12 Sophisticated 11-12 Vivacious 11-12 Balanced
13-14 Observant 13-14 Good-natured 13-14 Benevolent
15-16 Reflective 15-16 Genuine 15-16 Calm
17-18 Relaxed 17-18 Gentle 17-18 Colorful
19-20 Methodical 19-20 Dignified 19-20 Anticipative
[46]
NEUTRAL PERSONALITY TRAITS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Feminine 1 Distracted 1 Placid
2 Masculine 2 Impassive 2 Mellow
3 Absentminded 3 Modern 3 Irreverent
4 Bemused 4 Ordinary 4 Reverent
5 Casual 5 Old-fashioned 5 Formal
6 Authoritarian 6 Quiet 6 Determined
7 Ambitious 7 Religious 7 Contradictory
8 Aroused 8 Restrained 8 Hypnotic
9 Effeminate 9 Sarcastic 9 Hurried
10 Emotional 10 Solitary 10 Frugal
11 Folksy 11 Stolid 11 Physical
12 Guileless 12 Tough 12 Private
13 Iconoclastic 13 Unambitious 13 Maternal
14 Idiosyncratic 14 Skeptical 14 Soft
15 Intense 15 Proud 15 Stern
16 Invisible 16 Progressive 16 Strict
17 Glamorous 17 Questioning 17 Unaggressive
18 Driven 18 Whimsical 18 Aggressive
19 Busy 19 Unhurried 19 Unceremonious
20 Professional 20 Outspoken 20 Uninhibited
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Unreligious 1-2 Dry 1-2 Familial
3-4 Self-conscious 3-4 Enigmatic 3-4 Cute
5-6 Horny 5-6 Freewheeling 5-6 Circumspect
7-8 Stylish 7-8 Intense 7-8 Dominating
9-10 Shameless 9-10 Smooth 9-10 Impassive
11-12 Political 11-12 Undemanding 11-12 Mystical
13-14 Impressionable 13-14 Sentimental 13-14 Noncompetitive
15-16 Ascetic 15-16 Conservative 15-16 Noncommittal
17-18 Cerebral 17-18 Chummy 17-18 Obedient
19-20 Scatterbrained 19-20 Dogmatic 19-20 Tired
[47]
MIXED PERSONALITY TRAITS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Abrasive 1 Repressed 1 Unrealistic
2 Bizarre 2 Scornful 2 Vapid
3 Careless 3 Shortsighted 3 Vain
4 Bewildered 4 Shallow 4 Weak-willed
5 Conceited 5 Deceitful 5 Crazy
6 Condescending 6 Quirky 6 Unctuous
7 Cowardly 7 Secretive 7 Callous
8 Rebellious 8 Self-Indulgent 8 Greedy
9 Disrespectful 9 Selfish 9 Miserable
10 Disillusioned 10 Shy 10 Messy
11 Deluded 11 Pompous 11 Melancholic
12 Difficult 12 Spiteful 12 Lazy
13 Decadent 13 Stupid 13 Inhibited
14 Meddlesome 14 Stubborn 14 Rude
15 Ignorant 15 Uncooperative 15 Uncaring
16 Obstinate 16 Treacherous 16 Obnoxious
17 Insecure 17 Timid 17 Opinionated
18 Mannerless 18 Superficial 18 Outrageous
19 Misguided 19 Superstitious 19 Angry
20 Sadistic 20 Trendy 20 Wrathful
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Paranoid 1-2 Gullible 1-2 Fiery
3-4 Mistaken 3-4 Fixed 3-4 Distractible
5-6 Miserly 5-6 Forgetful 5-6 Egocentric
7-8 Malicious 7-8 Flamboyant 7-8 Envious
9-10 Irritable 9-10 Grand 9-10 Extreme
11-12 Irresponsible 11-12 Clumsy 11-12 Fatalistic
13-14 Irrational 13-14 Hedonistic 13-14 Fearful
15-16 Narrow-minded 15-16 Hesitant 15-16 Gloomy
17-18 Narcissistic 17-18 Impulsive 17-18 Disloyal
19-20 Boring 19-20 Inconsiderate 19-20 Destructive
[48]
FIRST NAMES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Idir 1 Kwame 1 Akoni
2 Destiny 2 Sebastian 2 Makani
3 Jamarie 3 Reiner 3 Chiumbo
4 Lucas 4 Delaney 4 Siddharth
5 Yin 5 Lotte 5 Kabir
6 Famke 6 Harper 6 Dalton
7 Charlie 7 Kiefer 7 Koi
8 Keegan 8 Imamu 8 Molly
9 Aart 9 He 9 Divyansh
10 Chima 10 Thalia 10 Frederic
11 Jean 11 Jameson 11 Aditya
12 Joylyn 12 Magdalen 12 Jiu
13 Francine 13 Margarethe 13 Blake
14 Xiulan 14 Leon 14 Aya
15 Aubrey 15 Hiddie 15 Nala
16 Guy 16 Pierre 16 Wei
17 Matthias 17 Autumn 17 Jondi
18 Alle 18 Omari 18 Millie
19 Zuri 19 Athanasios 19 Gage
20 Clay 20 Hailama 20 Ada
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Nnamdi 1-2 Sigmund 1-2 Sophia
3-4 Raphael 3-4 Thea 3-4 Adami
5-6 Noah 5-6 Camille 5-6 Vassilia
7-8 Ciji 7-8 Osiris 7-8 Cormac
9-10 Naia 9-10 Fatima 9-10 Faraji
11-12 Aiguo 11-12 Dainen 11-12 Shannon
13-14 Jason 13-14 Juli 13-14 Ella
15-16 Arthur 15-16 Lars 15-16 Edoardo
17-18 Benjamin 17-18 Huang 17-18 Hadiza
19-20 Advik 19-20 Krishna 19-20 Phoebe
[49]
SURNAMES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Patel 1 Richmond 1 Abebe
2 Le 2 Andrade 2 Wu
3 Esparza 3 Suleymanova 3 Nwachukwu
4 Ellison 4 Kefala 4 Tsoy
5 McConnell 5 Azhar 5 Popoola
6 Farmer 6 Kireeva 6 Papazoglou
7 Graves 7 Herrera 7 Temitope
8 Xiong 8 Law 8 Yang
9 Moyer 9 Sakellariou 9 Hummel
10 Rose 10 Viktorovich 10 Mmeremikwu
11 Ochoa 11 Ishizawa 11 Nikiforova
12 Villareal 12 Berry 12 Zivai
13 Russo 13 Samsuddin 13 Andrikopoulos
14 Beard 14 Tarasov 14 Borja
15 Hahn 15 Akita 15 Okoye
16 Duran 16 Tsiaras 16 Hawkins
17 Batley 17 Spadlo 17 Takahata
18 Love 18 Abott 18 Dyomina
19 Marsh 19 Sexton 19 Witte
20 Cain 20 Leonteva 20 Parisis
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Cherkasov 1-2 Cabeza 1-2 Nnadi
3-4 Liong 3-4 Bao 3-4 Ko
5-6 van der Lee 5-6 Permyakova 5-6 Soltani
7-8 Onai 7-8 Baig 7-8 Ilyin
9-10 Dimitropoulou 9-10 Akkermans 9-10 Jha
11-12 Olatunji 11-12 Mun 11-12 van Eck
13-14 Yaacob 13-14 Dawood 13-14 Tan
15-16 Koshelev 15-16 Mimura 15-16 bin Khalid
17-18 Hosono 17-18 Shubin 17-18 Junejo
19-20 Aris 19-20 Beumer 19-20 Beltran
[50]
PROFESSIONS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Starship Engineer 1 Movie Director 1 Union Soldier
2 Information Broker 2 Hairdresser 2 Karrakin Noble
3 Farmer 3 Plumber 3 Landlord
4 Infosec Specialist 4 Mech Tech 4 Slumlord
5 IT Professional 5 Ship Captain 5 Mobster
6 Bureaucrat 6 Ship Officer 6 Mob Boss
7 Sanitation Engineer 7 Ship Cremate 7 Petty Criminal
8 Consumer Mechanic 8 Teamster 8 Professional Burglar
9 Civil Engineer 9 Author 9 Assassin
10 Software Developer 10 Cartoonist 10 Influencer
11 Construction Worker 11 Grunt Soldier 11 Columnist
12 Architect 12 Veteran 12 Magazine Editor
13 Union Administrator 13 Mech Jockey 13 Scholar
14 Producer 14 Aerospace pilot 14 Educator
15 Corpro Middle Manager 15 Asteroid Miner 15 Professor
16 Mascot 16 Work Overseer 16 Doctor
17 Chef 17 Contractor 17 Physician
18 Line Cook 18 Fashion Designer 18 Surgeon
19 Small Business Owner 19 Software Architect 19 Cybernetics Specialist
20 Sportsball player 20 Corpo Executive 20 Famous Actor
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Laborer 1-2 Video Editor 1-2 Journalist
3-4 Celebrity 3-4 Politician 3-4 Entrepreneur
5-6 Office Worker 5-6 Civil Servant 5-6 Philanthropist
7-8 Salesperson 7-8 Accountant 7-8 Fixer
9-10 Retail Employee 9-10 Militia Member 9-10 Thug
11-12 Animator 11-12 Musician 11-12 Ganger
13-14 D-list Actor 13-14 Music Producer 13-14 Fence
15-16 Veterinarian 15-16 DJ 15-16 Firefighter
17-18 B-List Actor 17-18 Speciologist 17-18 Detective
19-20 Voice Actor 19-20 Lancer 19-20 Pirate
[51]
NOTABLE FEATURES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 False Eye 1 Constantly distracted, has 1 Wears some professional
2 Extensive Cybernetic trouble focusing on you equipment or gear
Enhancements 2 Radiates sleaze 2 Omninet junkie
3 Vocal Tic 3 Seems awestruck by you 3 Constantly references memes
4 Speech Impediment 4 Is your biggest fan no one understands
4 Seems distressed about
5 Wearing headphones 5 Would rather be literally something
6 Nervous twitch anywhere else 5 Disheveled appearance
6 Has a limp or favors a limb
7 Jumps at shadows 6 Wears a protective helmet
7 Has a cane or crutches
8 Constantly spins an object 7 Wears a sports jersey
around their fingers. 8 Wheelchair, or other assistive
equipment 8 Carries a beverage
9 Can’t sit or stand still
9 Walking stick 9 Looks sour or grumpy
10 Extensive body modifications
10 Speaks in rhyme 10 Is waiting impatiently for
11 Appears to have undergone someone or something
extreme gene treatment. Has 11 Seems to always carry a
Clipboard somewhere on their 11 Has a tattoo in an unusual,
animal ears, tail, etc. visible place
12 Seems to have a pet nearby person
12 Is constantly checking a watch 12 Carries a firearm or weapon
at all times. on their person
13 Carries a totem or religious or other timepiece
13 Wears a locket with a photo of 13 Is holding the raw materials
symbol to some kind of project
14 Has a service animal someone important to them
14 Dark stains on clothes 14 Is moving, using, or operating
15 Fancy clothing heavy machinery
15 Has an obsession with an 15 Corpo attire
16 Military uniform ancient fad
16 Speaks uncomfortably fast 16 Was previously having an
17 Deaf, uses sign language
argument with an unseen party
18 Ocular implants 17 Doesn’t finish sentences 17 Garish clothing
19 Constantly dirty 18 Risque clothing 18 Nearly completely artificial
20 Wears headphones with music 19 Seems to be into you 19 Has a robotic assistant
loud enough to be externally 20 Actively avoids eye contact 20 Absentmindedly taps a surface
audible
with a hand or foot
4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Is not paying attention 1-2 Is trying to sell something 1-2 Has perfect teeth
3-4 Glued to a handheld 3-4 Running an obvious con 3-4 Has a crooked smile
5-6 Is out with their partner 5-6 Handing out pamphlets 5-6 Is currently naked
7-8 Mechanics Overalls 7-8 Blind 7-8 Has a recent injury
9-10 Carries a ball 9-10 Is an NHP Projection 9-10 Black-eye or other bruises
11-12 Is reading a book 11-12 Follows a cult 11-12 Bodybuilder
13-14 Has a noticeable scar 13-14 Lazy eye 13-14 Underfed, gaunt
15-16 Wears gang symbols 15-16 Cleft lip 15-16 Obsessed with cleaning
17-18 Moves with unusual grace 17-18 Has superhuman reflexes 17-18 Can’t keep a straight face
19-20 Moves or speaks slowly 19-20 Smokes 19-20 Laughs at their own jokes
[52]
EXAMPLE COMBATS
LOCKED AND LOADED SITREP: Intercept (p. 40)
The combats listed in this section are tuned to
demonstrate various synergies between classes OBJECTIVES: 2 Payloads (Size 2, 20 HP)
both inside this book and in the Lancer Core ENEMY FORCES
Rulebook, and are balanced for groups of three to FOR 3 PCS: 2x T1 FENCER
five players at different tiers. 1x T1 CURSE (Sloth Virus)
FOR 4 PCS: +1x T1 RAMSHACKLE B (Archer, FOR 5 PCS: +4x T1 GRUNT BERSERKER
Light Machine Gun, Impending
Threat, -4 Heat Cap) SITREP: Payload (p. 38)
OBJECTIVES: 1 Payloads (Size 4, 40 HP)
FOR 5 PCS: +4x T1 GRUNT ASSAULT ENEMY FORCES
FOR 3 PCS: 2x T1 RONIN
SITREP: Strike (p. 39) 1x T1 MIRROR
OBJECTIVES: 2 Objects (Size 2, 20 HP) 2x T1 BERSERKER
ENEMY FORCES
FOR 3 PCS: 1x T1 ZONER FOR 4 PCS: +1x T1 BARRICADE (Extrudite)
1x T1 LOGISTIC
2x T1 ASSAULT (High Impact FOR 5 PCS: +4x T1 GRUNT ASSAULT
Rounds) REINFORCEMENTS
FOR 3 PCS: +4x T1 GRUNT ASSAULT
FOR 4 PCS: +4x T1 GRUNT RONIN
FOR 4 PCS: +1x T1 SCOUT (Expose Weakness)
FOR 5 PCS: +1x T1 ASSAULT
Add FANATIC to ASSAULT, (Defend, FOR 5 PCS: +4x T1 GRUNT BERSERKER
Body Block)
REINFORCEMENTS
FOR 3+ PCS: Prepared Force x2
[53]
LL3
SITREP: Extraction (Lancer, p. 270) SITREP: Skirmish
OBJECTIVE: Extract the VIP, (Size 1/2, 10 HP) OBJECTIVE: Destroy the Ultra
FOR 4 PCS: +2x T1 SENTINEL (Punisher Ammo) FOR 5 PCS: Add (Automated Repair Bay) to all
TURRET units.
FOR 5 PCS: +1x T1 WITCH
Add ELITE to CATAPULT
SITREP: Holdout (Lancer, p. 272)
OBJECTIVE: Survive
REINFORCEMENTS
FOR 3 PCS: 8x T1 RONIN GRUNTS
ENEMY FORCES
1x T1 SENTINEL (Punisher Ammo)
FOR 3 PCS: 2x T1 CATAPULT (Flash Drone)
2x T1 SCOURER (Pulse Laser)
FOR 4 PCS: +1x T1 SENTINEL (Punisher Ammo)
2x T1 PYRO (Siege Armor)
FOR 5 PCS: +2x T1 ASSAULT
FOR 4 PCS: +1x T1 WITCH (Pain Transference)
+1x T1 CURSE (Reactor Flash)
SITREP: Skirmish
OBJECTIVE: Destroy Enemy Forces FOR 5 PCS: +2x T1 ASSAULT
[54]
LL6
SITREP: Skirmish SITREP: Skirmish
OBJECTIVES: Eliminate all forces other than the OBJECTIVE: Eliminate all enemy forces.
Shogun, OR Eliminate the
Shogun. ENEMY FORCES
FOR 3 PCS: 1x T2 BUDDY ASSAULT ELITE
ENEMY FORCES (Extrovert, You’re not my Pal
FOR 3 PCS: 1x T2 SHOGUN ULTRA (Speed Buddy,Underslung Grenade
Chess, Master Stroke, Fortress, Launcher, Auto-Targeting)
Sight, Limitless) 1x T2 RETROFITTED ARCHER PAL
2x T2 DEMOLISHER (Kinetic (Covering Fire, Structure
Compensation) Hardening, Armor Hardening)
1x T2 ARCHER (Hail of Fire) 1x T2 RETROFITTED WITCH PAL
(Structure Hardening, Structural
FOR 4 PCS: +1x T2 DEMOLISHER (Kinetic Overhaul, Dark Cloud)
Compensation)
+1x T2 ARCHER (Hail of Fire) FOR 4 PCS: +1 T2 RETROFITTED DRAGOON PAL
(Structure Hardening, Structural
FOR 5 PCS: +1x T2 DEMOLISHER (Kinetic Overhaul, Dual Jethro
Compensation) Submachineguns)
+1x T2 MIRROR (System Crash) Add VETERAN to ASSAULT (Limitless)
[55]
LL9 SITREP: Skirmish
SITREP: Payload ( p. 38) OBJECTIVE: Destroy the Super
OBJECTIVE: 1 Payload (Size 3, 30 HP)
ENEMY FORCES
ENEMY FORCES FOR 3-5 PCS: 1x T2 DEMOLISHER SUPER
FOR 3 PCS: 1x T3 SNIPER (Concussion Missiles,
2x T2 ASSAULTS (Underslung Kinetic Compensation
Grenade Launcher) Broad-Sweep Haft
2x T2 BARRICADES (Titan-Snare Sap
Drone) Hover Propulsion,
1x T3 ELITE LOGISTIC (Autoloader, Lead the Charge,
Armor Pack, Service Station) Supreme Melee,
Loaded for Bear (Fortress),
FOR 4 PCS: +2x T2 BERSERKERS (Retribution) Force Optimization (Rainmaker
Missile Pods),
FOR 5 PCS: +1x T3 HIVE (Grind-Maniple) Gravity Maul)
FOR 4 PCS: +1x T3 SCOURER (Melt) FOR 4 PCS: +1x T2 SPECIALISTS (Saboteur)
+1x T2 SPECIALISTS (Operative)
FOR 5 PCS: +1x T3 PUPPETEER
FOR 5 PCS: +1x T2 SPECIALISTS (Commando)
+1x T2 SPECIALISTS (Marksman)
[56]
LL12
SITREP: Skirmish SITREP: Skirmish
OBJECTIVE: Destroy all enemies OBJECTIVE: Destroy the Ultra
ENEMY FORCES
FOR 3+ PCS: 1x T3 DRAGOON SUPER ENEMY FORCES
(Dual Jethro Submachineguns, FOR 3-5 PCS: 1x T3 REVENANT GOLIATH ULTRA
After Image, All-Theater Upgrade, (Unyielding Lazarus, System
Instant Reflex, Chaff Launchers), Fuzzing, Repulsion Field, Ravager
Ultra:{ Turret, Superior Targeting, Pin,
Supreme Melee, Crushing Embrace, Power
Devastator, Knuckle, Retribution)
Lead The Charge
}, REINFORCEMENTS
Super:{ FOR 3 PCS: +4x T3 SCOURER GRUNTS (Melt)
Phase Change: Ace:{
Strafe, FOR 4 PCS: +4x T3 DEMOLISHER GRUNTS
Chaff Launchers, +4x T3 BERSERKER GRUNTS
Missile Swarm,
Rapid Response, FOR 5 PCS: +4x T3 PYRO GRUNTS
Bombing Bay (Explosive Jet)
},
Hypervigilance,
SITREP: Intercept (p, 39)
Precognitive Instinct
ENVIRONMENT: Zero G (Lancer, p. 63)
})
OBJECTIVES: Destroy all Payloads (Size 4,
REINFORCEMENTS
40HP)
FOR 3+ PCS: 1x T3 SPECIALIST SUPER (PILOT)
SPECIAL: All enemies can fly
(Commando, Saboteur, Legend)
ENEMY FORCES
SITREP: Skirmish FOR 3 PCS: 1x T3 ELITE CATAPULT (Speed
ENVIRONMENT: Zero G (Lancer, p. 63) Loader, Remote Triage)
1x T3 FREEZER
ENEMY FORCES 2x T3 DRAGOON (Chaff Launchers,
FOR 3 PCS: 3x T3 ELITE CANNONADE (Anti-Ship After-Image, Instant Reflex)
Charge Rail, Air Warden System,
Wide-Eye Targeting System, FOR 4 PCS: +1x T3 WARLOCK (Displacement
Flotsam Proximity Mine) Beam, Sabotage Munitions)
2x T3 DRAGOON (Dual Jethro
Submachineguns, Instant Reflex) FOR 5 PCS: +1x T3 WITCH (Chain)
[57]
OTHER MODES OF PLAY
POINT SKIRMISH LANSIM
Point Skirmish is a friendly sparring match between Lansim is a no-stakes game where you can test
GMs. It is fought entirely with NPCs using the NPC builds and gain experience outside of a proper
rules for combat. campaign. It is valuable for both players and GMs,
as it allows both parties to learn what works in
POINT SKIRMISH RULES practice, instead of what works in theory.
Both sides have a point allocation of either 10, 20, or
30 points, agreed upon by both players. Points are It requires very little setup on the part of the GM
spent to purchase NPCs, Features, and Templates outside of preparing a single combat.
as listed in the Unit Costs table below.
A game of LANSIM usually runs about 2-3 hours for
Each player prepares two sets of forces. Both a single combat with five experienced players and
players are aware of the unit composition of each an experienced GM.
force including classes, templates, and point values.
The players then decide who will be the Attacker,
and who will be the Defender. The Attacker selects LANSIM RULES
their force first, and the Defender chooses one of Before the game:
their forces to oppose it. After this, evenly divide the 1. DETERMINE LICENSE LEVEL
battlefield. The Defender then deploys first, choosing License levels range from LL0 to LL12. Higher levels
one half of the battlefield and the Attacker deploys determine things like skills and abilities, grit, and
second. other beneficial effects. For people starting out, I
recommend running a LL0 match, before moving
At the start of combat, the Attacker moves first, and onto a LL3 match and higher. About LL6 is where
then play continues, alternating between sides as builds tend to click, so run that if you feel that your
per the rules in the Lancer Core Rulebook. players are comfortable with it.
At the end of Round 8, players tally up their score 2. SELECT NPCS BASED ON LICENSE LEVEL
totals. A player scores a number of points for each NPCs have three tiers that correlate roughly to the
unit destroyed based on the unit’s point value. For LL of the players:
partially damaged units that survive combat, the ● T1: LL0-4
opposing player may tally one point for each ● T2: LL5-8
structure and stress damage dealt, up to the unit’s ● T3: LL9-12
value. In the case of a draw, the Attacker wins. Once done, decide the battlefield layout and you are
good to go.
[58]
MISCELLANEOUS Q&A
YOUR TALENTS ARE DUMB BECAUSE TALENTS CANNOT BE USED OUTSIDE OF A MECH.
Ordinarily yes, you would be correct. However, in the section on Talents on page 35 of the Core Rulebook there is
the clause “With a few exceptions”. These talents lean heavily into that clause. It is also why the talents focus on
things you do to either support mechs, support humans, or use equipment to do either. You still can’t wrestle a
mech to save your life, but things like Commando assume that the person has very special equipment that helps
them survive. In the end, it’s your table. You are the arbiter of what is or is not allowed for your games.
INTANGIBLE?
Intangibility is a status that was added with the addition of the Calendula frame in the official supplement, Field
Guide: The Karrakin Trade Baronies. The exact text reprinted below is a mechanic, and is therefore covered
under the Lancer Third Party License.
STATUS: INTANGIBLE
“Intangible characters can move through obstructions such as characters or terrain but not end their turns in them.
They, their actions, and any effects they own or control can only affect other Intangible characters and objects.
Tangible characters can move through Intangible characters and objects but not end their turns inside their
spaces and can’t affect them in any way. Intangible characters cannot capture points or count for zones (for
sitreps) and don’t count as adjacent to tangible characters.
Effects that are already active on a character when they become Intangible, such as statuses, remain active, but
effects that require an ongoing Interaction between two characters or objects (like traps or force fields) end. If a
mech becomes Intangible, its pilot remains Intangible for the same duration.” - Field Guide: The Karrakin Trade
Baronies p.138 https://massif-press.itch.io/field-guide-the-karrakin-trade-baronies
[59]
WHERE DO I DEPLOY IN POINT SKIRMISH?
Anywhere in your half of the battlefield. This gives you the option to deploy snipers in the back, heavy hitters up
front, or any number of different positions.
Standard units are each worth one point base cost. Templates are added on top of these units, meaning each
template adds to the value of that template on top of the base cost. This means a Tier 1 Elite costs minimum 3
points, a Tier 1 Ultra costs minimum 5 points, and so on. So if I were to say, build a Tier 2 Elite with two optional
features the breakdown would be this:
1 - Base cost
+2 - Elite template
+1 - Optional feature 1
+1 - Optional feature 2
+2 - Upgrade Tier one level.
Total 7 points.
Yikes! That's pretty expensive! You may notice that the cost for taking a non-grunt template is not included here.
This is intended as a catch-all for other template classes that do not add structure or extremely powerful features.
Generally speaking, template costs are intended to be exclusive. Any template that qualifies for more than one
category, will cost the most expensive category it qualifies for, hence the differentiation between templates with
Structure versus something like an Ultra which also has a Structure bonus.
Let’s try another one. This time we will make a Tier 3 Super with the Retrofitted template and a few other bells and
whistles:
1 - Base cost
+2 - Retrofitted template (it has the option to increase structure)
+8 - Super Template
+1 - Optional feature 1
+1 - Optional feature 2
+1 - Template feature 1
+1 - Template feature 2
+2 - Upgrade Tier one level
+2 - Upgrade Tier one more level
Total 19 points.
As you can see, the units can get very expensive very fast. This encourages forces to choose between a lot of
cheaper units that do not perform as well but cost less and have more action economy, or a mixed force with
some units that are high value targets but perform better overall. Since both players know which units are worth
what, they can plan their strategy around prioritizing those targets.
[60]
HOW DOES THE REVENANT’S LAZARUS PROTOCOL WORK? WHEN CAN I ACTIVATE IT?
Lazarus protocol can be activated any time an NPC can start a turn, provided that the Revenant still has
activations remaining (i.e. it can still take a turn.)
HOW OFTEN DOES THE DAMAGE FROM THE ARSONIST’S WILDFIRE SWARM TRIGGER?
A character can only be affected by the fires once per round for all fires, either at the start of their turn, or when
they move into it.
HOW MUCH DOES A RAMSHACKLE COST FOR POINT SKIRMISH? WHAT ABOUT EQUIPMENT THAT
IS SWAPPED?
One point. The equipment swap is part of its base features, if you are referring to the LCP, it had to be structured
that way due to some restriction. Taking one of its other optional features will still cost you a point, however.
[61]