Prototype Pattern Groups 1.6
Prototype Pattern Groups 1.6
PATTERN
GROUPS
Experimental NPC mechs for the Lancer RPG
By Michael Prijatelj
PROTOTYPE
PATTERN GROUPS
Version 1.6
Michael Prijatelj
Cover Art
Template used
Special Thanks to
Massif Press for the use of the Lancer setting and system,
Reconus for insightful feedback and encouragement,
TheWaterDragonfr for countless ideas and refinements,
Acatalepsy for the “Aid” optional rule,
Kai Tave for the idea of class-specific Veteran features in his NPC Rebake,
Stormtalus for inspiration of the “One Reactor Stress” optional rule,
the welcoming and creative Lancer community at Pilot NET,
and my lovely wife for her design consultation and unending support.
[2]
CONTENTS
INTRODUCTION 4
NPC CLASSES 5
ANCHOR 5
CAPACITOR 6
GHOST 7
HATCHET 8
KNIGHT 9
MESMERIST 10
NAPALM 11
OCCULTIST 12
PRISM 13
TORRENT 14
VULTURE 15
ZEALOT 16
NPC TEMPLATES 17
ANOMALY 17
BRIGAND 20
BRISK 21
TEMPERED 21
ULTRA 21
VETERAN 22
APPENDICES 23
APPENDIX A: OPTIONAL RULES 23
APPENDIX B: FAQ 26
[3]
INTRODUCTION
OVERVIEW
Prototype Pattern Groups is a third-party supplement
for Lancer that introduces a dozen experimental NPC
classes, several variant NPC templates, and a collec-
tion of optional rules to tweak the default Lancer com-
bat experience. The GM-facing NPC rules from the
paid Lancer Core Book and the INTANGIBLE status from
the Karrakin Trade Baronies (accessible in the free
LCP data under “Demo”) are required for effective use
of this document. Brief descriptions of each new class
and template are listed below.
NPC CLASSES
Enormous mech that attracts ranged attacks to itself and
Anchor Defender/Controller
manipulates gravity to protect its allies.
Invigorating mech that dispenses damage and shielding alike with
Capacitor Support/Artillery
its oversized lightning cannon.
A tricky and slippery mech that possesses allies to grant them
Ghost Support/Defender
INTANGIBLE, requiring unconventional approaches to engage.
Nimble thrown weapon specialist that keeps its foes just outside of
Hatchet Striker/Controller
arms’ reach.
Valiant champion that challenges foes to duels while exposing
Knight Defender/Support
them to allied fire.
Hypnotic tech-oriented frontline mech that demands the attention
Mesmerist Defender/Controller
of all hostiles nearby.
Scorched-earth backline mech that lays down broad swaths of
Napalm Artillery/Controller
flammable, adhesive gel.
Ruthless drone-fielding mech that sacrifices its flock to subdue
Occultist Controller/Support
foes and bolster allies.
Avant-garde mech using holographic technology to threaten
Prism Defender/Artillery
opponents from two places at once.
Inexorable tide of quick-hardening greywash that wallops
Torrent Controller/Striker
opponents across the battlefield.
Scavenger capable of repurposing battlefield wrecks into a variety
Vulture Support
of utility items.
Fervent force multiplier that leads from the front, empowering its
Zealot Support/Striker
allies with passionate zeal.
NPC TEMPLATES
Bizarre entities with inexplicable powers, akin to the Exotic template (Lancer, p. 327) and
Anomaly
capable of radically warping reality in myriad ways.
Jury-rigged mech template that builds off of the Pirate template (Lancer, p. 328) by shifting
Brigand
focus away from raw damage and towards unusual (and unethical) battlefield tactics.
Brisk Optional template to increase the SPEED of slow NPCs.
Tempered Optional template for NPCs with more than 1 STRESS when using the RECHARGE HEAT rule.
An extension of the existing ULTRA template (Lancer, p. 330) with class-specific optional
Ultra
features for the NPCs introduced in this supplement.
An extension of the existing VETERAN template (Lancer, p. 332) with class-specific optional
Veteran
features for the NPCs introduced in this supplement.
[4]
ANCHOR Defender/Controller
Fielding highly experimental gravitomagnetic LODESTONE technology, An-
chor-class mechs bend the trajectories of conventional arms away from
allies and towards themselves. Their tremendous bulk and sweeping
gravitic weaponry warp the battlefield around their dominating presence.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +2 Systems: +0 Hull: +4 Systems: +0 Hull: +6 Systems: +0
Agility: -2 Engineering: +1 Agility: -2 Engineering: +2 Agility: -2 Engineering: +3
[5]
CAPACITOR Support/Artillery
The fruits of SSC’s “Emperor” project eventually yielded the Capacitor-
class mech, a mass-production model refining the Marathon Arc into a
more cheaply-produced cannon. Capacitors freely convert between excess
shielding and lethal electricity. Oddly, Capacitor squadmates frequently
report moments of team synchronicity long after hostilities conclude.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +0 Systems: -2 Hull: +0 Systems: -2 Hull: +0 Systems: -2
Agility: +1 Engineering: +2 Agility: +2 Engineering: +4 Agility: +3 Engineering: +6
[6]
GHOSTSupport/Defender
Ghost pattern groups represent an emergent mech classification using
Aunic technology stolen during Boundary Garden skirmishes. The PG pos-
sesses very few offensive capabilities, but carries potent equipment to
shunt it and a paired mech partially into the Firmament.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -2 Systems: +1 Hull: -2 Systems: +2 Hull: -2 Systems: +3
Agility: +2 Engineering: +0 Agility: +4 Engineering: +0 Agility: +6 Engineering: +0
[7]
HATCHET Striker/Controller
Nimble, clever, and borderline reckless, Hatchet mechs sport a variety
of thrown weaponry and athletic enhancements. Detractors often claim
that the Hatchet’s hit-and-run tactics are needlessly risky compared to
conventional ranged weaponry. However, they often change their tune when
a tree-sized, razor-sharp axe embeds itself inches from their cockpit.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +1 Systems: +0 Hull: +2 Systems: +0 Hull: +3 Systems: +0
Agility: +2 Engineering: -2 Agility: +4 Engineering: -2 Agility: +6 Engineering: -2
[8]
KNIGHTDefender/Support
Knight pilots live for the thrill of battle. They engage high value tar-
gets in a compulsory duel, locking themselves in a fight to the death.
Their mighty blows leave their opponents open to supporting fire from
the Knight’s compatriots.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +2 Systems: +0 Hull: +4 Systems: +0 Hull: +6 Systems: +0
Agility: -2 Engineering: +1 Agility: -2 Engineering: +2 Agility: -2 Engineering: +3
[9]
MESMERIST Defender/Controller
The Mesmerist pattern group inverts the Gorgon PG’s BASILISK to become a
target from which opponents cannot look away. Entrancing targeting sys-
tems and sapient minds alike, a Mesmerist chassis enshrouds itself with
digital glamours to protect itself from more vulgar mechs. Those who at-
tempt to flee the show risk jabs from a paracode-laced rapier.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -2 Systems: +2 Hull: -2 Systems: +4 Hull: -2 Systems: +6
Agility: +1 Engineering: +0 Agility: +2 Engineering: +0 Agility: +3 Engineering: +0
[10]
NAPALM
Artillery/Controller
The next, horrifying step of the HA Genghis’s lineage. Napalm-pattern
chassis paint the battlefield with their namesake combustible, coating
unfortunate targets in a burning, viscid concoction. Numerous reports of
authoritarian groups fielding this pattern group have found their way to
the desks of Union’s DoJ/HR, much to the chagrin of Harrison Armory.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +1 Systems: -2 Hull: +2 Systems: -2 Hull: +3 Systems: -2
Agility: +0 Engineering: +2 Agility: +0 Engineering: +4 Agility: +0 Engineering: +6
[11]
OCCULTIST Controller/Support
Utilizing quick-printing drones and an outlawed branch of liturgicode,
Occultist pattern groups guide an unwitting “flock” of drones that they
sacrifice to fortify their allies or hobble their opponents. Especially
ruthless pilots may even turn this power upon low-performance allies.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -2 Systems: +1 Hull: -2 Systems: +2 Hull: -2 Systems: +3
Agility: +0 Engineering: +2 Agility: +0 Engineering: +4 Agility: +0 Engineering: +6
[12]
PRISM
Defender/Artillery
Through advanced OMNIGLASS technology, Prism-pattern mechs exploit a
holographic double to rapidly establish a defensive line. The double
acts as a temporary platform to deploy a variety of optical- and
steelglass-based weaponry alongside an aggressive e-war suite.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +0 Systems: +2 Hull: +0 Systems: +4 Hull: +0 Systems: +6
Agility: +1 Engineering: -2 Agility: +2 Engineering: -2 Agility: +3 Engineering: -2
[13]
TORRENT Controller/Striker
Union agents identify Torrent pattern groups by a roiling swarm of
nanites coalescing around a central control unit. These nanites propel
the Torrent across the battlefield, solidifying into concussive waves
that batter and toss opponents in its wake.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +2 Systems: +0 Hull: +4 Systems: +0 Hull: +6 Systems: +0
Agility: +1 Engineering: -2 Agility: +2 Engineering: -2 Agility: +3 Engineering: -2
[14]
VULTURE Support
One pilot’s wreck is another pilot’s windfall, a fact that Vulture pi-
lots know all too well. Vultures propel themselves across the battle-
field in clumsy leaps, autonomous manipulators extracting choice salvage
and jury-rigging a variety of useful equipment.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +1 Systems: +0 Hull: +2 Systems: +0 Hull: +3 Systems: +0
Agility: -2 Engineering: +2 Agility: -2 Engineering: +4 Agility: -2 Engineering: +6
[15]
ZEALOT Support/Striker
Zealot-class mechs exemplify “leading by example” through a frightening
disregard for their own self-preservation. Through esoteric liturgicode,
they twist and mold allies to lethal efficiency. Pilots often report
“blackouts” following the throes of Zealot-inspired ecstasy.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -2 Systems: +2 Hull: -2 Systems: +4 Hull: -2 Systems: +6
Agility: +0 Engineering: +1 Agility: +0 Engineering: +2 Agility: +0 Engineering: +3
[16]
Blinkspace Expulsion
ANOMALY
The galaxy is littered with beings that do
Trait, Recharge 6+, Full Tech
One character in SENSORS must pass an
ENGINEERING save or become INTANGIBLE until the
not conform to humanity’s interpretation of end of their next turn. On a success, they are
reality. While not all merit the categori- instead SLOWED and SHREDDED until the end of
zation of MONIST, these anomalies challenge their next turn.
what we understand about the very nature of
the universe. Bottom of the Well
Trait, Recharge 6+, Full Tech
Encountering one of these entities is often One character in SENSORS gains LOCK ON and
a life-changing experience in the worst of
must make a SYSTEMS save. On a success, the
ways. God help you if you do.
Anomaly chooses whether they are IMMOBILIZED,
Anomalies interact with the battlefield and their oppo- IMPAIRED, SHREDDED, or SLOWED until the end of
nents in uncanny ways. Their influence upon reality lin- the scene. On a failure, the Anomaly may instead
gers upon their targets, rewriting their victims’ very na- choose 2/3/4 options, and the target is also JAMMED
tures. Use this template to grant an NPC unconven- until the end of the scene.
tional controller-like abilities and unsettling effects that
require player adaptation to overcome. Forced Obsolescence
Trait, Recharge 5+, Quick Tech
TEMPLATE FEATURES The Anomaly forces a character in SENSORS to
>//[ERR: DATA NOT FOUND] Trait make an ENGINEERING save. On a failure, the
The Anomaly’s class and templates are not Anomaly chooses one of the target’s weapons.
revealed to players until they SCAN it. That weapon loses all tags and modifications, then
gains the INACCURATE and ORDNANCE tags. This
ANOMALY SYSTEMS AND TRAITS Trait feature can only affect a character 1/scene, and its
The Anomaly chooses one optional feature from the effect lasts until the target finishes a rest.
Anomaly Systems and Traits or Exotic Systems
and Traits (Lancer, p. 327). Process Drinker
Trait, Recharge 5+, Quick Tech, +1/+2/+3
The Anomaly makes a tech attack against a
ANOMALY SYSTEMS AND TRAITS character with SYSTEM POINTS (SP) within SENSORS.
¡@;!EXTR?UDE KNIFE On a hit, the target loses 1d3 SP. If this would
Auxiliary ???, AP, Reliable 1/2/3, leave the target over their SP capacity, they must
Seeking, Thrown ∞, +9999 [ 1][1/2/3 ] mark equipment with SP costs as disabled until
THERE ARE ALWAYS MORE [KNIVES] their new SP can accommodate the combined SP
of their remaining equipment. Disabled equipment
[HUNGER] cannot be ACTIVATED, its passive effects are
Superheavy Melee, +2/+4/+6 suppressed, and ongoing effects caused by that
[ 2][14/18/22 ] equipment immediately end. The target regains lost
On Hit: The target may choose to spend 1 REPAIR SP after completing a rest.
to take half damage from this attack.
Stolen Cycles
Feedback Lash Trait, Loading, Quick Tech, +2/+4/+6
Main Melee, AP, +1/+2/+3, +1 The Anomaly makes a tech attack against a
character that can OVERCHARGE in SENSORS. On a
[ 3][2 ]
hit, the Anomaly chooses an ally within SENSORS.
On Hit: After dealing damage, if the target has any
1/scene, the ally may OVERCHARGE using the
OVERSHIELD, this weapon deals AP equal to half target’s OVERCHARGE counter. This increases the
the target’s OVERSHIELD to them and their allies target’s counter, but the ally takes the . This may
within 3. affect a character only once per FULL REPAIR.
[17]
ASTRAL EJECTION Trait, Recharge 6+ HARBINGER Trait
When the Anomaly inflicts involuntary movement At the end of any round while the Anomaly is
upon a mech, it may force the mech’s pilot to make destroyed, it may choose to re-emerge from an
a GRIT save. On a failure, the pilot immediately allied mech, transfiguring them into itself and killing
DISMOUNTS their mech, becomes INTANGIBLE, and any pilot inside. The allied mech becomes a copy of
becomes the target of the involuntary movement the Anomaly with full HP, no HEAT, 1 STRUCTURE, 1
instead. The pilot remains INTANGIBLE until they end STRESS, and the same expended abilities (such as
their turn in the same space as their mech, which those with RECHARGE, LIMITED, or 1/SCENE tags).
causes them to immediately MOUNT it.
HELIOCIDE Trait
COUNTERFACTUALIZE Trait When the Anomaly is destroyed, it becomes an
On a critical hit, the target must make a save invulnerable star of the same SIZE, obliterating its
using a pilot trigger of their choice. On a failure, wreckage (if any). At the end of next round, the
they suffer the following effects: star explodes a 20 area. All characters in the
• Move all ranks from that trigger to a different area not in hard cover or behind a character the
trigger (chosen at random). This effect lasts same SIZE or larger as themselves must pass an
until the character uses the chosen trigger as AGILITY save or take 20/30/40 AP, half on
part of any downtime action. success. Each character can only be affected by
• The pilot takes AP damage equal to the ranks this trait 1/round.
in that trigger.
• If piloting a mech, the mech takes equal to LOCAL CLIMATE Trait
the ranks in that trigger. The Anomaly is surrounded by a 3 area under
the effect of one environmental hazard (Lancer,
Each character can be affected by this 1/scene. pp. 278–279), to which the Anomaly is IMMUNE.
[18]
Awakening Revisionist History
Trait, Full Action, 1/scene Trait, Full Action, 1/scene
The Anomaly targets a mech in SENSORS. Up to One character with a BACKGROUND within SENSORS
1/2/3 random systems without the AI tag installed become IMPAIRED and SLOWED and must make a
on the target become NHP systems, gaining the AI GRIT check as their past is rewritten. On a success,
tag and the ability to cascade. These may exceed the effect lasts until the end of their next turn. On a
the maximum number of AIs that can be installed failure, the effect lasts until the end of the scene,
on the mech, but while the mech exceeds its and they must change their BACKGROUND to a
maximum AIs, it has +1 on cascade rolls (to a different, random BACKGROUND. A character can be
minimum result of 1). These NHPs may be safely affected by this trait only 1/mission.
removed during a FULL REPAIR.
While the target’s BACKGROUND has changed, skill
Memory Leak checks they attempt that would have benefited from
Trait, Recharge 6+, Full Action their previous BACKGROUND gain +1 . This effect
A character in SENSORS must choose 1/2/3 of their ends after the target performs a downtime action
pilot talents. All ranks of the chosen talents cannot related to their former BACKGROUND. Alternatively,
be used until the pilot completes a rest. Any the target may accept their new BACKGROUND as
ongoing effects caused by the chosen talent their “true past,” keeping it but otherwise ending this
immediately end. A character can only be affected effect.
by this trait 1/scene.
Self-Mechanization
Mind Freak Trait, Recharge 6+, Full Action
Trait, Full Action, 1/scene The Anomaly chooses one piloted mech within
The Anomaly selects two players. Those players SENSORS. The pilot must make a contested GRIT
exchange control of all of their characters and check against the better of the mech’s SYSTEMS or
equipment, and they cannot communicate how to ENGINEERING. On a failure, the pilot and all other
play those characters. This effect lasts until the two occupants meld with the mech, unable to leave it by
characters share a meaningful bond in any scene, any means. If the mech is destroyed, all melded
as determined by the other players and the GM. occupants become DOWN AND OUT; if its wreckage
is destroyed, all occupants die. Success or fail, the
Realm Warp pilot and mech become IMPAIRED until they succeed
Trait, Quick Action on a GRIT check at the end of their turn. Extricating
The Anomaly creates two 1 areas in 20, then the mech’s occupants requires a downtime action.
chooses one of the following:
• Swap the positions of all objects and terrain Singularity Generator
within the areas, teleporting them to the Trait, Deployable, Full Action, 1/scene
other’s spaces or, if those spaces are occupied, The Anomaly creates a SIZE 1 indestructible
as close as possible. miniature black hole in an adjacent space and
• Create dangerous terrain of a random chooses a direction. At the end of each round, the
damage type in the areas. These areas last black hole moves 4 spaces in a straight line in that
indefinitely or until this option is chosen again. direction, and all characters on the battlefield are
• Create impenetrable fog in the areas. pulled a number of spaces towards the black hole
Characters at least partially within one of the equal to 4 minus the character’s SIZE. The black
areas cannot draw line of sight outside of that hole inflicts 100 AP to objects or terrain it collides
area, and characters outside the areas cannot with. Characters that collide with the black hole
draw line of sight inside. These areas last must pass a HULL save or lose 1 STRUCTURE, or be
indefinitely or until this option is chosen again. reduced to 1 HP on a success.
[19]
Commandeer
BRIGAND
As long as capital remains essential to
System, Recharge 4+, Quick Tech
The Brigand targets one hostile DEPLOYABLE or
DRONE. Until the end of the scene, the Brigand is
survival, there will be those who turn to treated as the controller of the target DEPLOYABLE
dubious techniques to wrest it from those or DRONE. Attacks, checks, and saves made or
unprepared to protect it. Some rely upon forced by the DRONE use the original controller’s
brute force, while others instead leverage statistics. DRONES cannot be recalled while affected
unconventional methods to exploit their by this system.
marks’ vulnerabilities.
The original controller can regain control and end
Brigands are a variant of the Pirate template (Lancer, this effect with a successful SYSTEMS check as a
p. 328). It trades raw damage in exchange for additional quick action while the affected DEPLOYABLE or
underhanded tactics and unexpected vectors of attack. DRONE is within their SENSORS and line of sight.
Brigands aim to leave opponents vulnerable to follow-
up from teammates, though their “improvisational” ap-
proach to mech-building leaves them vulnerable in turn.
Grav Amp
System, Recharge 5+, Quick Tech, +1/+2/+3
The Brigand makes a tech attack against a
TEMPLATE FEATURES character in SENSORS. On a hit, the target is
DIRTY FIGHTING Trait knocked PRONE and takes AP damage equal to
On a critical hit, the Brigand’s target must pass a their remaining REPAIRS.
HULL save or be knocked PRONE.
JAIL//BREAK
JURY-RIGGED Trait System, Limited 1, Full Tech
The Brigand gains +1 on all checks and saves The Brigand targets one hostile mech with the AI
for one mech skill (chosen at creation): HULL, tag within SENSORS. That mech must succeed on a
AGILITY, SYSTEMS, or ENGINEERING. SYSTEMS save or have all their installed AIS enter
cascade. AIs immune to cascade are unaffected.
BRIGAND SYSTEMS AND TRAITS Trait
When choosing optional systems, the Brigand can Lockout
also choose from the Brigand Systems and Traits System, Recharge 6+, Full Tech
and Pirate Systems and Traits (Lancer, p. 328). The Brigand forces a hostile mech within SENSORS
to make a SYSTEMS or ENGINEERING save (target’s
BRIGAND SYSTEMS AND TRAITS choice). On a failure, the Brigand disables up to
FINISHING BLOW Trait 1/2/3 of the target’s systems until the end of the
The Brigand deals +3 bonus damage against scene. Disabled equipment cannot be ACTIVATED,
PRONE targets. its passive effects are suppressed, and ongoing
effects caused by that equipment immediately end.
SURGEKILLER Trait
The Brigand’s critical hits deal 2 against targets The target may end this effect with a successful
with at least 1 CP. SYSTEMS or ENGINEERING check as a full action.
[20]
HATCHET
BRISK
Some Lancer NPC classes possess abysmal SPEED.
Hurricane of Steel
System, Limited 1, Full Action
The Hatchet may make one THROWN weapon
As a result, they may struggle to get to a fight without attack against each hostile character in RANGE of its
assistance, especially if deployed as REINFORCEMENTS. THROWN weapons, without needing to retrieve each
The Brisk template is intended to alleviate this issue. weapon. Each attack creates a copy of the weapon
that lands adjacent to the target’s space.
TEMPLATE FEATURES
Until the end of the Hatchet’s next turn, it may take
YOU’RE TOO SLOW Trait
a second full action to teleport adjacent to one of
This template may only be taken by an NPC with
its THROWN weapons, then retrieve all its THROWN
less than 3 SPEED. This NPC’s SPEED becomes 3.
weapons. All hostile characters adjacent to a
retrieved weapon must make an AGILITY save or be
ULTRA
opponent. The Knight and its duel opponent cannot
leave the area and are INTANGIBLE while inside it.
NPCs with the ULTRA template (Lancer, p. 330) may The area lasts until the seal is destroyed, the duel
take an optional feature specific to their class. ends, or until the Knight is overheated. The Knight
takes 1 when it ends its turn in the area.
ANCHOR
TECTONIC WAVE Trait MESMERIST
The GRAVITY CANNON may attack in a 7 or 10 DIMENSIONAL RAID Trait
area. Upon attacking with the GRAVITY CANNON, the If a character takes from MEMETIC MAGNETISM,
Anchor may create up to 3 pieces of SIZE 1 terrain the Mesmerist may teleport to a space adjacent to
or 1 piece of SIZE 2 terrain in the attack’s area. them and attack them with OVERWATCH.
CAPACITOR NAPALM
Thunderfall SKYBURNER Trait
System, Recharge 6+, Free Action When attacking with the SALAMANDER
The area targeted by the MARATHON ARQUEBUS and THERMOBARIC CATAPULT, the Napalm may instead
all adjacent spaces are marked for thunderfall; at draw two 5 areas anywhere in its RANGE.
the end of the next round, the marked area Targets within both areas are only attacked once.
detonates. Hostile characters in the detonation gain
LOCK ON and must pass an AGILITY save or take OCCULTIST
8/12/16 , half on success. Allied characters in the Greater Good
detonation gain OVERSHIELD 4/6/8. System, Full Action, 1/scene
The Occultist destroys one non-GRUNT ally in
GHOST SENSORS with only 1 STRUCTURE, and a different
COHERENT ENTANGLEMENT Trait ally in SENSORS regains all HP, clears all and
PARADOX STATE instead lasts until the start of the conditions, and gains the ELITE template.
Ghost’s next turn and affects every hostile action is
taken against a character bonded with the Ghost.
[21]
PRISM GHOST
Flashbang Projector Maxwell’s Daemon
System, Recharge 5+, Reaction, 1/round Trait, Reaction, 1/round
Trigger: An attack hits the Prism through a Trigger: The Ghost or a bonded ally gains .
projector. Effect: Reduce the gained to 0.
Effect: The Prism attacks with the DIFFRACTION
BEAM through the same projector; the triggering
character must be included in the attack. HATCHET
Afterwards, the projector is destroyed. PULL THE SNARE Trait
When using CLEAVING RETRIEVAL, all characters in
a between the Hatchet and its retrieved weapon
TORRENT must make an AGILITY save or be knocked PRONE.
SPLIT THE SEA Trait, 3/scene
This trait replaces SHOCK AND AWE. After the
Torrent takes STRUCTURE damage, it reduces any KNIGHT
excess damage to HP to 0, and it may create a VALOR Trait
copy of itself that may act this round. Each copy When the Knight uses COMPELLED DUEL, it may
takes its own turn, but the original and all copies choose an additional target to duel. It may use
share the same pool of STRUCTURE, STRESS, HP, COMPELLED DUEL again so long as it has no more
HEAT, and expendable abilities (such as those with than two duel opponents.
RECHARGE, LIMITED, 1/ROUND, or 1/SCENE tags).
MESMERIST
VULTURE HALL OF MIRRORS Trait
RAPID REFABRICATION Trait While the Mesmerist has any mirror images, allied
The Vulture may use “MAGPIE” SUBROUTINES as a characters in 2 are INVISIBLE. Each attack that
full action and choose a second option to destroy. misses an affected ally destroys 1 mirror image.
If it does, it may choose a second benefit, targeting
the same character or a different one. NAPALM
REACTOR ACCELERANT Trait
ZEALOT Targets affected by ADHESIVE GEL take 1 each
UNDYING FAITH Trait time they fail an ENGINEERING check to clear .
Allies affected by ZEAL that would be destroyed are
instead reduced to 1 STRUCTURE and 1 HP.
OCCULTIST
DOUBLING SEASON Trait
VETERAN
NPCs with the VETERAN template (Lancer, p. 332) may
REAP THE CHAFF may destroy two targets at a time.
If it does, the Occultist may deploy 1 FLOCK DRONE
adjacent to itself as a free action.
CAPACITOR VULTURE
HIGH VOLTAGE Trait, Overshield GRAPPLESCRAPPER System
The Capacitor may use ARC FEEDBACK as a full The Vulture may use “MAGPIE” SUBROUTINES upon
action. If it does, the OVERSHIELD granted and wreckages, weapons, and systems in 5.
damage dealt both double.
ZEALOT
FERVENT RETRIBUTION Trait
A hostile character that damages an ally affected by
ZEAL takes 1/2/3 .
[22]
APPENDIX A:
OPTIONAL RULES
The following are optional house rules to tweak Lancer OBJECT HANDLING
combat. They are not necessary to use the NPCs in this This set of optional rules refines the default rules for
supplement, but may enhance their use. In general, lifting and dragging objects. Under LIFTING AND
each of these rules can be used standalone, but some DRAGGING (Lancer, p. 62), add the following sentence
of these optional rules may interact with the others. to the start of the first paragraph:
[23]
OVERCHARGE REROLLS STRUCTURE, STRESS, & RESTS
Sometimes, default OVERCHARGE can lead to incredibly SYSTEM TRAUMA STRUCTURE DAMAGE
explosive rounds or cause decision paralysis over When a character takes structure damage, instead of
whether to OVERCHARGE (and how) or not. This alter- making a structure damage check, the affected char-
native rule is intended to streamline rounds by shifting acter chooses to either be DAZED until the end of their
OVERCHARGE’s power away from action quantity to- next turn, or to suffer the System Trauma effect from
wards action quality. the STRUCTURE DAMAGE TABLE (Lancer, p. 80).
For this optional rule, replace the second paragraph of ONE REACTOR STRESS FOR ALL
OVERCHARGE (Lancer, p. 73) with the following: All characters with a HEAT CAP – PC or NPC – only
have 1 STRESS and cannot gain more. When a charac-
“After you make an attack roll, skill check, or save and ter would take that would put them over their HEAT
know the result, you can OVERCHARGE your mech, al- CAP, they become EXPOSED and OVERHEATED. Any
lowing you to reroll the attack roll, skill check, or save
they take beyond their HEAT CAP is instead taken as
once and use the new result. This free action can be
energy damage that cannot be reduced.
taken even when it is not your turn.”
EXTRA REPAIRS
Additionally, replace the last sentence with:
For Lancer tables that struggle with REPAIRS (or just
filled with frames with low REPAIR CAPS), consider per-
“You take this heat after the action resolves. A rest manently granting an EXTRA REPAIRS reserve (Lancer,
reduces this counter by one step; spending 1 repair p. 51). This can grant some extra breathing room to
during a rest completely resets this counter. In addi- frames with otherwise poor longevity, such as the
tion, a FULL REPAIR resets this counter.” ATLAS, KOBOLD, and DEATH’S HEAD.
REPLACEABLE PARTS
While resting, when this mech spends a REPAIR,
they may also regain full HP without spending an
additional REPAIR.
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MISCELLANEOUS NPC RULES
ALLIED ARCING BRISK NPCS
This optional rule revises the ARCING tag (Lancer, p. NPCs with a SPEED stat lower than 3 often struggle to
105) to require an allied “spotter” to circumvent line of get to where they are needed on the map. For these
sight requirements. Change ARCING to the following: sorts of NPCs, consider raising their SPEED to 3 to pre-
serve their slowness without relegating them to the
“This weapon can be fired over obstacles, usually by sidelines. The Brisk template can quickly apply this
lobbing a projectile in an arc. Attacks made with this change in Comp/Con.
weapon don’t require you to have line of sight, as long
as the target is within line of sight of an allied charac- RECHARGE HEAT
ter and it’s possible to trace a path from you to the If an NPC has a heat cap, all of its abilities with the
target; however, they are still affected by cover.” RECHARGE X+ tag gain the HEAT (SELF) X tag if it didn’t
already have the tag. The value of HEAT (SELF) X is 1
OPT-IN OVERKILL if the RECHARGE X+ value is 4+ or 5+ and 2 if it is 6+.
This change makes OVERKILL (Lancer, p. 105) an opt- This rule is intended to provide more opportunities for
in ability and consolidates the heat generated to a sin- PCs to pressure NPCs through inflicting heat. Consider
gle amount for the purposes of RESISTANCE to . Re- using the Tempered template on NPCs with 2 or more
place the text of the OVERKILL tag with: STRESS if this rule leaves them too vulnerable.
“When rolling damage with this weapon, you may re- WEAKER NPC INVADES
roll any damage dice that land on 1. Additional 1s may This rule is intended for use with ONE REACTOR STRESS
continue to be rerolled. After damage is applied, the FOR ALL, but can also be used on its own to dissuade
attacker takes equal to the number of dice re- overuse of NPCs’ Quick Tech: Invade action. Under
rolled.” QUICK ACTIONS: QUICK TECH: INVADE (Lancer, p. 280),
reduce the inflicted to 1 .
HEAT SEEKING
This optional rule curtails the power of the SEEKING tag
(Lancer, p. 105) by requiring prospective targets to be
in the DANGER ZONE. Change SEEKING to the following:
CONTESTED CASCADE
If an AI would enter cascade, instead of immediately
taking over the mech, the mech’s pilot must pass a
SYSTEMS check at the start of each of their turns to
maintain control of the mech. On a failure, the cascad-
ing AI takes control of the mech, as normal, until the
start of the mech’s next turn.
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APPENDIX B:
FAQ
This section covers some frequently asked questions TORRENT
regarding this supplement’s rules interactions. On WAVEBREAKER and CRASHING TSUNAMI, what does
“This weapon must inflict KNOCKBACK” mean?
Does it bypass HEAVY FRAME? By Lancer’s default
NPC CLASSES rules, an attacker can choose whether or not to inflict
NAPALM KNOCKBACK on a successful attack. WAVEBREAKER’s
Can the conditions inflicted by ADHESIVE GEL and and CRASHING TSUNAMI’s effect simply means that the
CORROSIVE GEL be cleared without clearing ? Torrent must choose to inflict KNOCKBACK on a hit with
Yes: The conditions inflicted by ADHESIVE GEL and its weapons. This does not bypass HEAVY FRAME or
CORROSIVE GEL simply have a unique duration and are similar traits that reduce or prevent KNOCKBACK.
not immediately re-applied when cleared while the
persists.
NPC TEMPLATES
BRIGAND
OCCULTIST
If the original controller of a DRONE targeted by
What happens to an Occultist’s DRONES after it is
COMMANDEER suffers System Trauma, is the DRONE
destroyed? The drones are also destroyed.
a valid choice? Yes: COMMANDEER changes who con-
trols the drone, but not who the owner is (a.k.a., who
While using Diviner’s Darts, can I only move has actually installed the drone on their mech). There-
FLOCK Drones adjacent to enemies? No: Like any fore, the owner/original controller may choose to de-
weapon, you can target characters, objects, or spaces stroy the drone when affected by System Trauma.
with an attack. To move the Occultist’s drones adjacent
to an ally or to any arbitrary space, simply select the
desired space to attack. The “On Attack” effect will trig- OPTIONAL RULES
ger regardless of hit or miss. ONE REACTOR STRESS FOR ALL
How does the Heat converted to energy damage in-
PRISM teract with EXPOSED and RESISTANCE? Treat this like
Can a Prism be affected twice by an ability that can two sequential instances of “damage” (even though
target multiple characters (e.g., SHARANGA MISSILES HEAT isn’t technically damage). The first instance is the
from MONARCH I, or areas of effect like those caused HEAT: It is affected by RESISTANCE to as normal.
by a MISSILE RACK)? No. Think of the Prism’s projector- The second instance is the conversion to energy dam-
occupied spaces like the multiple spaces occupied by age: This is doubled by EXPOSED, but cannot be re-
a SIZE 2 or larger character; targeting two spaces of the duced by ARMOR or RESISTANCE.
same character does not allow it to be affected twice by
an ability. With that said, an ability that would target the For example: A MANTICORE (Lancer, p. 210) is at its
Prism at both its true location and its projected location maximum HEAT CAP. It has RESISTANCE to from its
would bypass the projection’s RESISTANCE. activated core system and RESISTANCE to from
SLAG CARAPACE. It receives an additional 4 :
What happens when a Prism uses a BURST ability?
It draws the BURST around all spaces adjacent to
1. This 4 is reduced to 2 from the Manticore’s
spaces it occupies; this means that the BURST sur-
rounds both its true location and its projector’s location. RESISTANCE to . Upon receiving this 2 , it im-
mediately becomes EXPOSED and OVERHEATED.
2. The 2 is then converted into 2 that cannot
What happens if the Prism is subjected to involun-
tary movement through its projector? The Prism will be reduced.
be subjected to those actions at its true location in the 3. This damage is then doubled to 4 by EXPOSED.
same direction it would have been moved if it were in- It is unaffected by ARMOR and RESISTANCE to .
stead at its projected location. So if the Prism is 4. The Manticore thus marks 4 damage total.
RAMMED 1 space to the right through its projector, the
Prism at its true location would be pushed 1 space to
the right, while the projector itself would not move.
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