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Prototype Pattern Groups 1.6

Prototype Pattern Groups is a third-party supplement for the Lancer RPG, introducing twelve experimental NPC classes, various NPC templates, and optional rules to enhance gameplay. It includes detailed descriptions of new classes like Anchor, Capacitor, and Ghost, along with their mechanics and tactics. The document is not an official product and is published under the Lancer Third Party License, with contributions from the Lancer community and acknowledgments to various individuals for their support and ideas.

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0% found this document useful (0 votes)
92 views26 pages

Prototype Pattern Groups 1.6

Prototype Pattern Groups is a third-party supplement for the Lancer RPG, introducing twelve experimental NPC classes, various NPC templates, and optional rules to enhance gameplay. It includes detailed descriptions of new classes like Anchor, Capacitor, and Ghost, along with their mechanics and tactics. The document is not an official product and is published under the Lancer Third Party License, with contributions from the Lancer community and acknowledgments to various individuals for their support and ideas.

Uploaded by

RoReK
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PROTOTYPE

PATTERN
GROUPS
Experimental NPC mechs for the Lancer RPG
By Michael Prijatelj
PROTOTYPE
PATTERN GROUPS
Version 1.6

Writing, Editing, & Layout by

Michael Prijatelj

Cover Art

Original image by Tithi Luadthong on Shutterstock

Template used

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

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.

Prototype Pattern Groups is not an official Lancer product;


it is a third party work, and is not affiliated with Massif Press.
Prototype Pattern Groups is published via the Lancer Third Party License.

Prototype Pattern Groups © 2024 by Michael Prijatelj.

Lancer is copyright Massif Press.

[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.

To provide feedback on this supplement, please visit


this Google Form to detail your experience!

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

CORE STATS CORE STATS CORE STATS


HP: 20 Armor: 2 HP: 25 Armor: 2 HP: 30 Armor: 2
Evasion: 6 E-Defense: 8 Evasion: 6 E-Defense: 8 Evasion: 6 E-Defense: 8
Speed: 3 Size: 3 Speed: 3 Size: 3 Speed: 3 Size: 3
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14 Heat Cap: 8 Save Target: 16
Sensors: 8 Sensors: 8 Sensors: 8

TACTICS OPTIONAL SYSTEMS


The Anchor positions itself in a location where REALITY ANCHOR Trait
LODESTONE interferes with enemy artillery. Its GRAVITY All characters affected by LODESTONE gain
CANNON disrupts advancing enemies. The Anchor may IMMUNITY to INTANGIBLE. In addition, they may target
be durable, but it’s slow, easy to hit, and is susceptible and affect INTANGIBLE characters and objects, and
to KNOCKBACK and similar forced movement. they may be targeted and affected by INTANGIBLE
characters. Lastly, allies in line of sight treat spaces
BASE SYSTEMS in LODESTONE’s area as valid destinations for
teleportation, which cannot be redirected.
Lodestone
System, Shield, 2 (Self), Quick Action OMNINET GROUNDING Trait
The Anchor becomes SLOWED and creates a 3 Allies affected by LODESTONE are not valid targets
area of gravitomagnetic interference. While active, for tech actions made from outside its area.
hostile characters in the area are SLOWED and
cannot teleport into or out of the area. Lastly, allies Newtonian Amplifier
in the area are not valid targets for ranged attacks System, Recharge 6+, Full Action
made from outside the area. Other characters with The Anchor creates a 8 path of gravitic energy.
LODESTONE are unaffected by this system. All characters within the path or above it must pass
a HULL save or first be IMMOBILIZED until the end of
These effects last the end of the Anchor’s next turn, their next turn and then knocked PRONE.
until it uses this system again, or until it’s STUNNED,
overheated, or destroyed.
Magnetic Reversal
System, Shield, Recharge 4+, Reaction
Gravity Cannon Trigger: An allied character in the Anchor’s
Heavy Cannon, Arcing, +1/+2/+3, +1 SENSORS takes damage from a ranged attack.
[ 5 or 8][3/4/5 ] Effect: The allied character gains RESISTANCE to
On Attack: Choose to either Attract or Repulse. all damage from the attack, and the attacker must
pass a HULL save or be pushed 3 spaces away
On Hit: The target is pulled 3 spaces directly from their target and knocked PRONE.
towards the Anchor (Attract) or pushed 3 spaces
directly away from the Anchor (Repulse) until they Null-Grav Motivator
hit an obstruction. If the target collides with an System, Recharge 5+, Quick Tech
obstruction or mech, they stop moving and must The Anchor creates three 1 areas in SENSORS
pass a HULL save or be knocked PRONE. extending 6 spaces high. These areas become
zero-g areas that last until the Anchor uses this
SIEGE ARMOR Trait system again. Characters within the areas upon
The Anchor has RESISTANCE to all damage from their creation must pass an AGILITY save or be
attacks that originate beyond 3. IMPAIRED until the end of their next turn.

[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

CORE STATS CORE STATS CORE STATS


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

TACTICS PURIFYING LIGHTNING Trait


The Capacitor dispenses OVERSHIELD from the back- Allies affected by the MARATHON ARQUEBUS may
lines with its oversized MARATHON ARQUEBUS and de- clear up to one condition.
ters hostile attacks with ARC FEEDBACK. Despite the
OVERSHIELD it can gain from RECIPROCITY, the fragile Deflecting Shot
Capacitor relies upon distance to stay alive. Trait, Recharge 5+, Reaction
Trigger: An allied character that can be targeted by
the MARATHON ARQUEBUS is hit by an attack.
BASE SYSTEMS Effect: The Capacitor first SKIRMISHES with the
Marathon Arquebus MARATHON ARQUEBUS, dealing half damage, ,
Heavy Cannon, Arcing, Overshield, Shield,
or to all targets. The triggering allied character
+1/+2/+3, +1 [ 15][4/6/8 ]
must be included in the attack’s area.
Allied characters in the affected area are not
attacked, but instead gain OVERSHIELD 2/3/4.
Cyclic Discharge
System, Recharge 5+, Quick Action
Arc Feedback The Capacitor loses all OVERSHIELD and cannot
System, Overshield, Shield, Recharge 4+, gain more until the start of its next turn. Its next
Quick Tech
weapon attack deals bonus damage equal to
An allied character within SENSORS gains
OVERSHIELD 4/6/8. A hostile character that causes the OVERSHIELD lost, and all targets hit by the attack
the target to lose this OVERSHIELD must pass an are IMPAIRED until the end of their next turn.
ENGINEERING save or become SHREDDED until the
end of their next turn and take 2/4/6 . Amplifier Drone
System, Drone, Overshield, Limited 2,
RECIPROCITY Trait, Overshield Quick Action
The Capacitor deploys with OVERSHIELD 2/4/6. Amplifier Drone (Size 1/2, HP 5/8/10, Evasion 10,
Whenever it grants OVERSHIELD to another E-Defense 10, Tags: Drone, Overshield)
character, it gains the same amount of OVERSHIELD.
This drone can be deployed to a space within
SENSORS and line of sight. While deployed, it
OPTIONAL SYSTEMS projects a 2 electrified area. Allied characters in
Quickening Bolt the area that gain any OVERSHIELD increase the
System, Overshield, Shield, Recharge 5+, amount gained by +2. Hostile characters that enter
Quick Tech the area or end their turn there receive LOCK ON
Choose one character within SENSORS. The target and cease to be INVISIBLE or HIDDEN.
gains OVERSHIELD 4/6/8. Until the target loses all
OVERSHIELD, they may BOOST 1/round as a free
action.

[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

CORE STATS CORE STATS CORE STATS


HP: 4 Armor: 0 HP: 6 Armor: 0 HP: 8 Armor: 0
Evasion: 8 E-Defense: 8 Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12
Speed: 6 Size: 1 Speed: 6 Size: 1 Speed: 6 Size: 1
Heat Cap: 6 Save Target: 10 Heat Cap: 7 Save Target: 12 Heat Cap: 8 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS GHASTLY VIGOR Trait


Ghosts bond with an ally to grant them INTANGIBLE. Gain BOLSTER (Lancer, p. 69) as an option for
PHASE SHIFT allows allies to act and traverse the battle- QUICK TECH. Tech attacks against targets
field without fear of reprisal. This comes at a cost: BOLSTERED by this character receive +1 .
QUANTUM BOND is susceptible to conditions and forced
movement, and the Ghost is frail without it. OPTIONAL SYSTEMS
Superimpose Firmament
BASE SYSTEMS System, Recharge 6+, Full Action
PHASE SHIFT Trait The Ghost projects a 2 area of Firmament
This character is INTANGIBLE before its first turn and energy. All tangible characters, objects, terrain, and
during its turns. While INTANGIBLE, they can target sitrep objectives are INTANGIBLE while within the
and affect tangible characters and objects, but only area (so INTANGIBLE characters can interact with
deal half damage, , or to all targets. sitrep objectives within and tangible ones cannot).
The area lasts until the end of the Ghost’s next turn.
Quantum Bond
System, Quick Action String Theory Marionette
The Ghost bonds with one tangible adjacent allied System, Quick Tech
character, becoming INTANGIBLE and sharing one of A character bonded with the Ghost may SKIRMISH
the target’s spaces. The bonded target may take or use the QUICK TECH action as a reaction,
1 as a protocol to gain the Ghost’s PHASE SHIFT dealing half damage, , or to all targets.
feature until the end of the turn. However, if either
bonded character takes or a condition, the Wavefunction Collapse
other character takes the same amount of and Trait, Reaction, 1/round
receives that condition for the same duration. Trigger: A hostile action is taken against a
character bonded with the Ghost.
While bonded, the Ghost moves with the bonded Effect: The Ghost may first use PARADOX STATE.
target’s voluntary movement. The bond ends if
the Ghost uses this system again, no longer shares SPECTRAL FLIGHT Trait
a space with the bonded target, or is STUNNED, Characters affected by PHASE SHIFT may treat all of
JAMMED, overheated, or destroyed. their movement as flying.

Paradox State Split Timestream


System, 1 (Self), Quick Tech Trait, Reaction, 1/scene
The next time a hostile action is taken against a Trigger: A character bonded with the Ghost would
character bonded with the Ghost, roll 1d6: On a take structure damage or stress.
4+, the target is INTANGIBLE during the action. This Effect: The triggering character instead regains all
effect does not stack with INVISIBLE. HP and clears all , and the Ghost takes the
structure damage or stress instead.

[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

CORE STATS CORE STATS CORE STATS


HP: 18 Armor: 1 HP: 21 Armor: 1 HP: 24 Armor: 1
Evasion: 10 E-Defense: 7 Evasion: 12 E-Defense: 7 Evasion: 14 E-Defense: 7
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 14 Heat Cap: 6 Save Target: 16
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS Plasma Knife


Hatchet mechs are skirmishers, preparing a stinging Auxiliary Melee, AP, Thrown 5, +2/+4/+6
CLEAVING RETRIEVAL with a variety of hobbling THROWN [ 1][3/4/5 ]
weapons. Once they retrieve their weapon, they use When retrieving this weapon, CLEAVING
FLIP KICK to reset their position and restart pressure. RETRIEVAL’s damage becomes AP.
SLOWED and IMMOBILIZED hold their mobility in check.
Rocket Bola
BASE SYSTEMS Auxiliary Melee, Smart, Thrown 10,
Monomolecular Throwing Axe +1/+2/+3 [ 1][2/3/4 ]
Main Melee, Thrown 5, +1/+2/+3 On Hit: If the attacker is not ENGAGED, the target
[ 1][3/4/5 ] must pass a HULL save or be IMMOBILIZED until the
If the attacker is not ENGAGED, this weapon deals end of their next turn.
double damage (excluding bonus damage), and the
target is SLOWED until the end of their next turn. Reckless Dive
Trait, Recharge 5+, Reaction
Cleaving Retrieval Trigger: A ranged or THROWN melee attack hits the
Trait, Quick Action Hatchet.
Retrieve a THROWN weapon not used to attack this Effect: The Hatchet interrupts the attack, moves up
turn, regardless of RANGE. If the weapon was to its SPEED directly towards the attacker, and
adjacent to the Hatchet, it may immediately force makes an attack against them. If this attack hits, the
one adjacent character to pass an AGILITY save or Hatchet gains RESISTANCE to all damage from the
be pushed 2 spaces away from the Hatchet and triggering attack.
take 4 . On a success, the target takes half
damage and isn’t pushed. Return to Sender
Trait, Reaction, 1/round
FLIP KICK Trait, 1/round Trigger: A character targets the Hatchet with an
After the Hatchet retrieves a THROWN weapon, it action with the THROWN, ARCING, SEEKING, or
may fly up to 3 spaces in any direction, ignoring GRENADE tag.
engagement and reactions. Effect: Roll 1d6. On a 4+, the action is negated.
The Hatchet then copies the negated action,
targeting the triggering character and with an attack
OPTIONAL SYSTEMS bonus of +2/+4/+6 and its own SAVE TARGET.
Whirlwind Kick
System, Recharge 5+, Quick Action If the action would have affected an area, the area
Adjacent hostile characters must pass a HULL save of the copied action must include the triggering
or be pushed 2 spaces away from the Hatchet and character. The copied action ignores any range
be IMPAIRED until the end of their next turn. restrictions upon the original action.

[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

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 2 HP: 20 Armor: 2 HP: 25 Armor: 2
Evasion: 7 E-Defense: 7 Evasion: 8 E-Defense: 7 Evasion: 9 E-Defense: 7
Speed: 4 Size: 2 Speed: 4 Size: 2 Speed: 4 Size: 2
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 15 Heat Cap: 8 Save Target: 18
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Knight challenges an opponent to a COMPELLED Hero’s Banner
DUEL. However, this proves to be far from a fair fight, System, Deployable, Shield, Limited 1,
as CHAMPION’S GREATSWORD leaves the Knight’s oppo- Quick Action
nent vulnerable to outside interference and TEMPLAR’S Hero’s Banner (Size 1/2, HP 15/20/25, Evasion
SHIELD impedes their attacks. While durable, the Knight 10, E-Defense 10, Tags: Deployable, Shield)
is easy to hit with both weapons and tech attacks.
The Knight deploys a banner that projects a 3
BASE SYSTEMS area in an adjacent space. Allied characters within
Compelled Duel the area gain RESISTANCE to all damage. If this
System, Quick Tech banner is destroyed, allied characters in the area
A hostile character within SENSORS and line of sight are SHREDDED until the end of their next turn.
enters a duel with the Knight. While in the duel, the
target must make a SYSTEMS save at the start of SWEEPING BLOWS Trait
each of their turns. On a failure, until the start of the When attacking with the CHAMPION’S GREATSWORD,
target’s next turn, they receive +3 on all attacks the Knight may choose to attack in a 3 area.
that don’t include the Knight as a target, and they
cannot voluntarily move away from the Knight. Punishing Blow
Trait, Reaction, 1/round
The duel lasts until the end of the scene or until the Trigger: The Knight’s duel opponent uses a hostile
one of the opponents is destroyed. Each character action that does not include the Knight as a target.
cannot enter another duel until the end of this duel. Effect: The Knight SKIRMISHES the triggering
character, knocking them PRONE on a hit.
Champion’s Greatsword
Heavy Melee, Knockback 2, +1/+2/+3, +1 Second Wind
[ 2][5/7/9 ] System, Limited 1, Quick Action
The Knight regains half of its HP and clears one
On Hit: The target gains LOCK ON. If they are
condition. The Knight can take this action even if it
affected by COMPELLED DUEL, they are also
would be prevented from taking actions on its turn.
SHREDDED until the end of their next turn.

Templar’s Shield Mighty Throw


Trait, Recharge 5+, Quick Action
System, Shield, 2 (Self), Quick Action The Knight throws an adjacent character, pushing
The Knight raises a shield, gaining RESISTANCE to them away from the Knight and ignoring terrain and
all damage from its duel opponent until the end of obstructions. Allied characters are thrown up to 5
its next turn. spaces. Hostile characters must pass a HULL save
or be thrown up to 3 spaces and knocked PRONE.

[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

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 0 HP: 18 Armor: 0 HP: 21 Armor: 0
Evasion: 10 E-Defense: 12 Evasion: 12 E-Defense: 14 Evasion: 14 E-Defense: 16
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 8 Save Target: 10 Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


Mesmerists wrest their foes’ attention away from their DEATH BY GLAMOUR Trait
allies with MEMETIC MAGNETISM, relying upon illusory Whenever an attack destroys a mirror image, the
MIRROR IMAGES to avoid harm. They punish retreat via attacker takes 1/2/3 .
OVERWATCH with their CODESPIKE RAPIER. Despite their
evasiveness, Mesmerists are delicate in comparison to MOUNTEBANK’S JAUNT System, 1/round
other defenders should a blow land upon them. When the Mesmerist hits with a tech attack, it may
escape all grapples and teleport to a free space
BASE SYSTEMS adjacent to its target.
CENTER STAGE Trait
The Mesmerist cannot HIDE nor become HIDDEN. NARCISSUS Override
System, Recharge 5+, Full Tech, +1/+2/+3
MIRROR IMAGE Trait The Mesmerist makes a tech attack against a
When the Mesmerist hits with a tech attack, it character within SENSORS. On a hit, the target may
creates a mirror image that occupies its space (to only draw line of sight to the Mesmerist until they
a maximum of 3/4/5). The Mesmerist is INVISIBLE end their turn adjacent to the Mesmerist. On a miss,
while it has any mirror images. Each attack that the effect instead lasts until the end of the target’s
misses the Mesmerist destroys 1 mirror image. next turn.

Memetic Magnetism Metafold Riposte


System, Recharge 4+, Quick Tech, +1/+2/+3 System, Reaction, 1/scene
The Mesmerist makes a tech attack against each Trigger: An ally within SENSORS is attacked.
hostile character within 2/3/4. On a hit, until the Effect: The Mesmerist first swaps places with the
end of the target’s next turn, they take 2/3/4 after ally, each character teleporting to the other’s
performing a hostile action that doesn’t include the position. The Mesmerist may then use OVERWATCH
Mesmerist as a target. against the attacker. Afterwards, the Mesmerist
becomes the target of the attack, instead.
Codespike Rapier
Main Melee, Smart, +2/+4/+6 Hypnotic Attraction
[ 2][4/6/8 + 1/2/2 ] System, Recharge 4+, Quick Tech, +2/+4/+6
The Mesmerist makes a tech attack against a
On Hit: If the attack was made with OVERWATCH,
target within SENSORS. On a success, the target
the target becomes JAMMED until the end of their
moves its maximum SPEED towards the Mesmerist
next turn.
via the most efficient route possible. This
movement is involuntary, but provokes reactions
and ENGAGEMENT as normal.

[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

CORE STATS CORE STATS CORE STATS


HP: 13 Armor: 2 HP: 17 Armor: 2 HP: 21 Armor: 2
Evasion: 8 E-Defense: 6 Evasion: 9 E-Defense: 6 Evasion: 10 E-Defense: 6
Speed: 3 Size: 2 Speed: 3 Size: 2 Speed: 3 Size: 2
Heat Cap: 12 Save Target: 13 Heat Cap: 12 Save Target: 15 Heat Cap: 12 Save Target: 17
Sensors: 15 Sensors: 15 Sensors: 15

TACTICS CORROSIVE GEL Trait


The Napalm lives to set the world on fire. Its Characters affected by ADHESIVE GEL are also
SALAMANDER THERMOBARIC CATAPULT covers the bat- SHREDDED until they clear all .
tlefield with flammable ADHESIVE GEL to apply move-
ment pressure with SLOWED and HP pressure with Firefly Drone
Burn. Despite its large HEAT CAP, the Napalm’s low E- System, Drone, Limited 2, Quick Action
DEFENSE renders it susceptible to control effects. Firefly Drone (Size 1/2, HP 5/8/10, Evasion 10,
E-Defense 10, Tags: Drone)
BASE SYSTEMS This drone can be deployed to a space within
Salamander Thermobaric Catapult SENSORS and line of sight. While deployed, hostile
Superheavy Cannon, Arcing, Ordnance, characters in 2 of the drone cannot draw line of
4 (Self), +2/+4/+6, +1 sight outside of the area. If the drone takes any ,
[ 15][ 5][2/3/4 + 5/7/9 ] it explodes and is destroyed; all characters in 2
This weapon attacks by drawing its LINE in any
must pass an AGILITY save or take 2/4/6 .
direction from a point within its RANGE. It calculates
cover and line of sight from the chosen point.
Incendiary Grenade
ADHESIVE GEL Trait System, Grenade, Limited 2, Quick Action
Characters who take any from the Napalm’s A 1 area in 5 is set on fire and becomes
abilities must pass an AGILITY save or be SLOWED difficult terrain until extinguished or until the end
until they clear all . of the scene. Characters that start their turn within
the area or move into it for the first time in a round
HEAT HAZE Trait must pass an ENGINEERING save or take 2/4/6 .
While in the DANGER ZONE, the Napalm benefits
from soft cover. Long-Burn Catalyst
System, Recharge 6+, Free Action
OPTIONAL SYSTEMS The area targeted by the SALAMANDER
THERMOBARIC CATAPULT is set on fire and
Smolder Charges becomes difficult terrain until extinguished, until
System, Recharge 4+, Free Action the end of the scene, or until this system is used
The area targeted by the SALAMANDER again. Characters that start their turn within the
THERMOBARIC CATAPULT becomes a smokescreen area or move into it for the first time in a round must
4 spaces high that provides soft cover against pass an ENGINEERING save or take 2 and
attacks made within or through it. Attacks affected
2/3/4 .
by this cover treat their target as INVISIBLE. The
area lasts until the start of the Napalm’s next turn.

[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

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 0 HP: 18 Armor: 0 HP: 21 Armor: 0
Evasion: 8 E-Defense: 10 Evasion: 10 E-Defense: 12 Evasion: 12 E-Defense: 14
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 14 Heat Cap: 6 Save Target: 16
Sensors: 8 Sensors: 8 Sensors: 8

TACTICS OPTIONAL SYSTEMS


Occultists lead a group of FLOCK DRONES to control a JEALOUS FLOCK Trait
wide area, using DIVINER’S DARTS against foes or While within the area created by a FLOCK DRONE,
empty spaces to guide their “followers.” The drones allied characters gain RESISTANCE to all damage,
provide a mild benefit, but once they reach the end of , and , and hostile characters are SHREDDED.
their usefulness, the Occultist activates REAP THE
CHAFF to cash out their true value. Lead Astray
System, Recharge 5+, Quick Tech, +2/+4/+6
BASE SYSTEMS Make a tech attack against a DRONE within
FLOCK Drones SENSORS. On a hit, the Occultist controls the target
System, Drone, Quick Action DRONE until the end of its next turn.
FLOCK Drone (Size 1/2, HP 1, Evasion 10,
E-Defense 10, Tags: Drone) Scapegoat
Trait, Reaction, 1/round
Upon activating this system or entering the scene, Trigger: An ally within the Occultist’s SENSORS and
the Occultist deploys 2 of these drones adjacent to 3 of a controlled DRONE or allied GRUNT is hit by
itself. While adjacent to at least one drone, allied an attack or fails a save against an effect.
characters gain soft cover and hostile characters Effect: The controlled DRONE or allied GRUNT
take 1 each time they take an action. Only 5 becomes the target of the attack or effect, instead.
drones may be deployed at a time.
HARVEST PYRES Trait
Diviner’s Darts When a controlled DRONE or allied GRUNT in
Auxiliary CQB, +2/+4/+6 | [ 5][3/4/5 ] SENSORS is destroyed, hostile characters within
This weapon can attack 1-2 targets at a time. 1 of the destroyed character must pass an
ENGINEERING save or take 1/2/3 and 2/4/6 .
On Attack: The Occultist may move a controlled
DRONE within SENSORS adjacent to each target. Call From Below
System, Drone, Limited 1, Full Action
Reap the Chaff MOLOCH Drone (Size 3, HP 20/25/30, Evasion 6,
System, Ordnance, Overshield, Shield, E-Defense 10, Tags: Drone)
Quick Tech
Target a controlled DRONE or allied GRUNT in As a full action, destroy a controlled DRONE or
SENSORS. Destroy them and apply these effects: allied GRUNT in SENSORS and deploy this drone in
• Allied characters adjacent to the target gain one of that character’s spaces. Hostile characters
OVERSHIELD 3/5/7 and clear one condition. that move into or start their turn within 3 of this
• Hostile characters adjacent to the target gain drone must pass a HULL save or be pulled adjacent
LOCK ON and must pass an AGILITY save or to the drone and become grappled by it.
become JAMMED until the end of their next turn.

[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

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 1 HP: 18 Armor: 1 HP: 21 Armor: 1
Evasion: 10 E-Defense: 7 Evasion: 12 E-Defense: 8 Evasion: 14 E-Defense: 9
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 7 Save Target: 10 Heat Cap: 7 Save Target: 12 Heat Cap: 7 Save Target: 14
Sensors: 15 Sensors: 15 Sensors: 15

TACTICS OPTIONAL SYSTEMS


Prisms deploy a durable hologram through a PRISMATIC MOBILE PROJECTORS Trait
PROJECTOR to hold ground, flank, and draw attention. The Prism may spend any amount of its voluntary
DIFFRACTION BEAM attacks in a unique pattern, and movement to move a projector the same number
REFRACTING ARMOR frustrates opposing artillery. The of spaces. This movement triggers engagement
Prism’s weak hacking defenses and subpar heat ca- and reactions as if the Prism were moving.
pacity offset its flexibility.
OMNIGLASS Barrier
BASE SYSTEMS System, Deployable, Shield, Limited 1,
Prismatic Projector Quick Action
As a quick action, deploy two sections of hard
System, 2 (Self), Quick Tech
cover ( 3, Size 2, 10/15/20 HP) within 3. Tech
Place an untargetable holographic projector in a
attacks and SEEKING do not ignore this cover.
free space within SENSORS. The Prism is treated as
occupying a projector’s space for all purposes,
including RANGE, THREAT, SENSORS, line of sight, Shardsplitter Shotgun
adjacency, engagement, contesting objectives, and Main CQB, Smart, +1/+2/+3
being affected by abilities. The Prism gains [ 5][ 3][4/6/8 ]
RESISTANCE to all damage, , and inflicted The Prism may OVERWATCH with this weapon when
through a projector. hostile characters enter or leave spaces within its
THREAT, regardless where their movement began.
If the Prism would have more than 1 projector, it
must destroy any beyond that limit. Projectors last Scintillating Gleam
until the end of the scene, or until the Prism is System, Recharge 5+, Quick Tech
STUNNED, JAMMED, overheated, or destroyed. The Prism creates a 3 area of glittering light until
the end of its next turn. Hostile characters cannot
Diffraction Beam draw line of sight to any character, object, or space
Heavy Rifle, +1/+2/+3, +1 in the area besides the Prism.
[ 10 or 2][5/7/9 ]
On Hit: The target can only draw line of sight to the Shattered Glass
Prism until the end of their next turn. System, Reaction, 1/scene
Trigger: The Prism or an allied character in 5 is
This weapon only targets hostile characters. attacked while a projector exists.
Attacks made through a projector gain AP. Effect: The Prism first destroys a projector and
teleports the triggering character to a space it
REFRACTING ARMOR Trait occupied. Regardless of RANGE or line of sight, the
Attacks targeting characters, objects, or spaces Prism becomes the new target of the attack as if it
within 3 of the Prism lose the benefit of SEEKING. were targeted through a projector. Afterwards, the
attacker is IMPAIRED until the end of their next turn.

[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

CORE STATS CORE STATS CORE STATS


HP: 20 Armor: 0 HP: 24 Armor: 0 HP: 28 Armor: 0
Evasion: 8 E-Defense: 6 Evasion: 10 E-Defense: 7 Evasion: 12 E-Defense: 8
Speed: 5 Size: 2 Speed: 5 Size: 2 Speed: 5 Size: 2
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 14 Heat Cap: 6 Save Target: 16
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Torrent mechs are bruisers that specialize in taking Scalding Greywash
control of objectives. They STORM SURGE towards a tar- System, Recharge 5+, Quick Action
get location and push away opposing forces with Hostile characters in a 3 area must pass an
WAVEBREAKER, enhanced by UNDERTOW. In spite of AGILITY save or take 3/4/5 and become IMPAIRED
their KNOCKBACK effects, Torrents struggle at holding until the end of their next turn.
objectives and prove easy to overheat.
WASH AWAY Trait
BASE SYSTEMS Against PRONE characters, the Torrent may inflict
AMORPHOUS Trait KNOCKBACK in any direction.
The Torrent always has soft cover, and it ignores
difficult terrain and engagement. Other characters Roil
can move through and end their turns in the System, Recharge 5+, Quick Action
Torrent’s spaces, and long as it occupies at least Hostile characters in a 2 area must pass a HULL
1 free space, it can end its turn overlapping save or be knocked PRONE and pushed 2 spaces
obstructions, cover, or other characters. away from the Torrent. The affected area then
becomes difficult terrain for the rest of the scene.
UNDERTOW Trait
Involuntary movement caused by the Torrent
Crashing Tsunami
ignores difficult terrain. Hostile characters that
Heavy Melee, Knockback 5, Loading,
collide with an obstruction or mech due to this
movement immediately stop moving and must pass
+1/+2/+3 [ 5][6/8/10 ]
a HULL save or be knocked PRONE. This weapon must inflict KNOCKBACK. The Torrent
pushes itself to a space within the affected area. If
the Torrent inflicts PRONE, reload this weapon.
Wavebreaker
Main Melee, Knockback 3, Smart, +1/+2/+3
[ 1 or 3][4/6/8 ] Drown in Nanites
Trait, Full Action
This weapon must inflict KNOCKBACK. The Torrent
An adjacent character must make an AGILITY save;
pushes itself to a space within the affected area.
larger targets always succeed. On a success, they
are SLOWED and IMPAIRED until the end of their next
Storm Surge turn. On a failure, the target occupies the Torrent’s
System, Recharge 5+, Quick Action space and is engulfed and until they pass a HULL
The Torrent pushes itself 10 spaces in a straight save as a full action, they stop occupying the
line, ignoring obstructions. Hostile characters that Torrent’s space, the Torrent is JAMMED, STUNNED,
the Torrent passes through must make a HULL save overheated, or destroyed, or the Torrent uses this
or be pushed to a space adjacent to the Torrent at action again. While engulfed, the target is JAMMED
the end of its movement. and IMMOBILIZED and moves with the Torrent.

[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

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 2 HP: 15 Armor: 2 HP: 18 Armor: 2
Evasion: 8 E-Defense: 6 Evasion: 10 E-Defense: 7 Evasion: 12 E-Defense: 8
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 8 Save Target: 10 Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14
Sensors: 8 Sensors: 8 Sensors: 8

TACTICS OPTIONAL SYSTEMS


Vultures position themselves near allied strikers, grant- TRASH TO TREASURE Trait
ing staying power with “MAGPIE” SUBROUTINES and ob- “MAGPIE” SUBROUTINES gains an additional option
structing vision with “DANDELION” PHOSPHORUS when it destroys a wreckage:
CANNON. They take cover next to wreckages before • Gain a weapon or system owned by the
dismantling them for useful materials and fleeing back wreckage’s original character. It gains
to safer ground. Though hardy for support mechs, Vul- LIMITED 1, replacing any other value of LIMITED.
tures struggle against melee and hacker opponents.
JUMPSTART Trait
BASE SYSTEMS The target of “MAGPIE” SUBROUTINES may
immediately recharge 1/2/3 weapons or systems.
“Magpie” Subroutines
Trait, 2 (Self), Quick Action
Opportunistic Salvage
Destroy one of the following:
System, Reaction, 1/round
• An adjacent wreckage. Trigger: A DRONE or DEPLOYABLE is destroyed
• A weapon or system equipped by the Vulture.
within 5.
• A weapon or system equipped by a willing
Effect: Immediately use “MAGPIE” SUBROUTINES,
adjacent character.
without needing to destroy a wreckage, weapon, or
The Vulture or a character in 5 then gains one of
system.
the following benefits:
• RECHARGE one weapon, system, or trait.
• Repair one destroyed weapon or system. Magnet Bomb
• All LIMITED weapons and systems regain 1 use. System, Limited 2, Grenade, Quick Action
• Gain OVERSHIELD 4/6/8 and clear 1 condition. Characters in a 1 area in 5 gain LOCK ON and
must make an AGILITY save. On a failure, all
“CONDOR” JET PROPULSION WINGS System weapon attacks made against them gain SEEKING
The Vulture can fly whenever it moves or BOOSTS. until the end of their next turn, and they take
It must land at the end of its turn or begin falling. 4/6/8 , half on success.

“Dandelion” Phosphorus Cannon “Carcass” Bunker


Main Cannon, Limited 2, +1/+2/+3 System, Deployable, Limited 1,
[ 5][4/6/8 ] Quick Action
On Attack: The area affected by this weapon “Carcass” Bunker (Size 4, HP 15/20/25, Evasion
provides soft cover until the end of the Vulture’s 5, E-Defense 5, Tags: Deployable)
next turn. Characters at least partly within this cover
cannot draw line of sight outside of its area. Destroy an adjacent wreckage to deploy this
bunker in a 2 area centered upon it. Characters
completely within the affected area gain hard cover
against all attacks made from outside the bunker.

[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

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 0 HP: 15 Armor: 0 HP: 18 Armor: 0
Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12 Evasion: 14 E-Defense: 14
Speed: 5 Size: 1/2 Speed: 5 Size: 1/2 Speed: 5 Size: 1/2
Heat Cap: 10 Save Target: 10 Heat Cap: 10 Save Target: 12 Heat Cap: 10 Save Target: 14
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Zealots lead from the front, their ZEAL empowering al- BLAZING FERVOR Trait
lies to storm enemy fortifications, expose hostiles’ vul- Allies affected by ZEAL deal an additional 1 on
nerabilities, and endure incoming punishment. How- successful weapon attacks.
ever, the Zealot itself is frail, its range is short, and the
JAMMED condition disables most of its kit. Flagellant’s Cleansing
System, Recharge 6+, Full Tech
BASE SYSTEMS The Zealot clears up to one condition on each ally
Zeal affected by ZEAL. The Zealot gains each condition
Trait, Overshield, 2 (Self), Protocol cleared until the end of its next turn.
The Zealot emanates an area of fervent energy,
affecting characters in SENSORS and line of sight: Rally the Righteous
• Hostile characters with any lose INVISIBLE System, Overshield, Shield, Recharge 5+,
and HIDDEN and can’t regain either in the area.
Quick Tech
Allies affected by ZEAL clear SLOWED and stand up
• Allies ignore engagement and reactions, and
from PRONE, then move up to 2 spaces in a
their weapon attacks gain KNOCKBACK 1 and
direction of their choice. They then gain
AP against targets in the area.
OVERSHIELD 2/3/4.
• Upon activation, the Zealot gains OVERSHIELD
equal to the number of allies in the area.
This area lasts until the start of the Zealot’s first turn Brand the Heretic
each round or until the Zealot is STUNNED, JAMMED, System, Overshield, Recharge 4+,
overheated, or destroyed. Quick Tech, +1/+2/+3
The Zealot makes a tech attack against a
character within SENSORS. On a hit, the target gains
Emberlight Nexus LOCK ON. When an ally consumes this LOCK ON,
Main Nexus, Smart, +2/+4/+6 they gain OVERSHIELD 4/6/8, and any damage they
[ 5][1/2/3 ] deal to the target for the rest of the turn cannot be
This weapon ignores INVISIBLE and doesn’t affect reduced in any way.
allied characters.
MARTYRDOM Trait, Overshield
Fanatical Charge When the Zealot would take structure damage or
System, Overshield, Shield, Recharge 6+, be destroyed, it first grants OVERSHIELD 2/3/4 to
Quick Tech each ally affected by ZEAL and inflicts 2/3/4 on
The Zealot flies up to its SPEED. Allies within ZEAL’s each hostile character within the area of ZEAL.
area at any point during this movement may move
up to their SPEED +2 as a reaction, ignoring
engagement and reactions. Allies that end this
movement in ZEAL’s area gain OVERSHIELD 2/3/4.

[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.

Memento Culpa Time Stop


Main Memetic, Smart, +1/+2/+3 Trait, Reaction, 1/scene
[ 5][1/2/3 ] Trigger: A character ends their turn.
On Hit: The target cannot voluntarily move closer Effect: The Anomaly stops time, immediately taking
to the Anomaly until the end of their next turn. an additional turn that doesn’t count against its
turns per round. During this turn, other characters
How could you leave them behind? They were your cannot act, the Anomaly is IMMUNE to all external
friends. Run away, just like you did that day. effects, and all characters are IMMUNE to the
Anomaly’s actions and abilities.

[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.

DOPPELGÄNGER Trait MASS INVERSION Trait


This replaces >//[ERR: DATA NOT FOUND]. The The Anomaly is SIZE 1/2. While it is on the
Anomaly appears to have the same class, template, battlefield, smaller characters are treated as larger
SIZE, and appearance as another allied mech until a characters and vice versa (e.g., SIZE 1/2 is treated
character SCANS it. This otherwise does not affect as larger than SIZE 1, and SIZE 3 is treated as
its actual statistics or abilities. smaller than SIZE 2).

DUST AND ECHOES Trait METAFOLD HANGAR Trait


When the Anomaly is destroyed, it creates an Spaces adjacent to the Anomaly may be treated as
INTANGIBLE soul 1d6+3 spaces away in a random an INGRESS ZONE for deploying REINFORCEMENTS.
direction. This soul has 3/4/5 HP, EVASION 8, E-
DEFENSE 8, and SPEED 3. At the end of each round, SPATIAL REND Trait
it loses 1 HP and moves up to its SPEED towards While the Anomaly is on the battlefield, when a
the nearest wreckage. If it ends its movement hostile character teleports, that character takes
within a wreckage, the wreckage absorbs the soul 1/2/3 AP and 1 .
and reanimates as the mech it was before it was
destroyed with 1 STRUCTURE, 1 STRESS, and full HP, When the Anomaly inflicts involuntary movement,
except it has the ANOMALY template and this trait. it may treat that movement as teleportation.
ELEVATOR CLIP Trait SYMPATHETIC RESONANCE Trait
The Anomaly cannot leave the ground. It instantly
The Anomaly deals half damage, , and on
climbs to the top of objects or terrain without
all abilities and attacks that affect a single target,
expending movement, and immediately descends
to the ground without taking damage when falling. but all of the target’s allied characters within 3
take the same damage, , and .
ENTROPIC CORROSION Trait
On a critical hit, the Anomaly may force the target Animate Ammunition
to pass an ENGINEERING save or lose 2d3 ARMOR, Trait, Recharge 6+, Quick Action
half on success. This can cause the target to have Weapon attacks made within the Anomaly’s
negative ARMOR. Therefore, incoming damage SENSORS gain the SMART tag if they lacked the tag
increases by the negative ARMOR value instead. or lose the SMART tag if they already had it. All tech
The AP tag does not affect targets with negative attacks made in the area target EVASION instead of
ARMOR. The target can end this effect by E-DEFENSE. This effect lasts until the end of the
STABILIZING and choosing to restore HP. Anomaly’s next turn.

[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.

Retroactive Vendetta The Anomaly is IMMUNE to the black hole’s effects.


Trait, Limited 1, Full Action The black hole lasts until the end of the scene or
Choose 1 hostile character and 1 allied until another black hole is deployed.
character. The Anomaly rewrites history such that
the ally becomes the sworn nemesis of the hostile Soul Split
character. The ally gains the ELITE template if it Trait, Recharge 5+, Quick Action
previously lacked it and gains +1 on all attacks, The Anomaly chooses an allied mech without the
checks, and saves against their nemesis. GRUNT template in 10. The target gains the
GRUNT template, setting each of its HP,
STRUCTURE, and STRESS to 1. The Anomaly then
creates 1/2/3 copies of the character in free spaces
within 3 of the target (or as close as possible).
The copies may act this round.

[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.

VANDALIZE Trait Rescind


If the Brigand inflicts structure damage, it may System, Limited 1, Full Tech
choose for its target to suffer System Trauma The Brigand rescinds 1 license rank of a hostile
instead of the result of its structure damage character in SENSORS. While the target carries
check. If so, the Brigand chooses if a system or equipment tied to that license rank, they count as
weapon mount is destroyed, as well as which one. piloting an unlicensed mech (Lancer, p.74). An
affected mech can jettison any piece of equipment
Enforce Limiters as a quick action, rendering it unusable until it is
System, Recharge 5+, Quick Tech retrieved and reattached during a rest.
The Brigand enforces reactor limiters on one hostile
mech in SENSORS that can OVERCHARGE. The target Otherwise, this effect lasts until the target finishes a
must pass an ENGINEERING save or become rest or succeeds on a SYSTEMS check as a full
OVERHEATED (CONDITIONS & STATUSES, APPENDIX action to re-validate their licenses.
A) until they remove the limiters with a successful
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

TEMPERED pushed 2 spaces in any direction and take


6/8/10 . On a success, the target takes half
damage and isn’t pushed.
The Tempered template is intended for use with the
RECHARGE HEAT optional rule. If NPCs with more than KNIGHT
one STRESS are left too vulnerable to HEAT effects due
to this rule, this template will lightly bump their HEAT Evergaol
CAPS to make the additional HEAT manageable. System, Deployable, Limited 1,
Quick Action
Gaol Seal (Size 1/2, HP 15/20/25, Evasion 5, E-
TEMPLATE FEATURES Defense 8, Tags: Deployable)
TEMPERED REACTOR Trait
This template may only be taken by an NPC with The Knight deploys a gaol seal to a free space in
more than 1 STRESS. Gain +2 HEAT CAP. 3. The seal creates a 4 area that must
completely contain both the Knight and its duel

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.

take an optional feature specific to their class. PRISM


DOUBLE VISION Trait
ANCHOR The Prism may have 2 projectors at a time and
SLINGSHOT Trait place 2 projectors for each use of PRISMATIC
While LODESTONE is active, allied characters may PROJECTION.
target the Anchor with ranged weapons as if
attacking it (excluding , , , or weapons). TORRENT
The Anchor redirects the attack against a new PRIMORDIAL SEA Trait
target of the attacker’s choice in 10, resolving The Torrent becomes SIZE 3, and its weapons gain
the attack as if it originated from the Anchor. KNOCKBACK 1.

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:

ACTIONS “As a quick action, a character may start to handle


AID an adjacent object or willing character by lifting or
Add a new quick action, AID. When you AID, you assist dragging them. A character may choose to stop han-
a mech so it can STABILIZE more easily. Choose an ad- dling an object as a free action.”
jacent character. On their next turn, they may STABILIZE
as a quick action. They can choose to take this action Add the following paragraph to LIFTING AND DRAGGING:
even if they normally would not be able to take actions
(for example, by being affected by the STUNNED condi- “If a character starts to handle an object handled by
tion). a hostile character, the object does not move until it
is only handled by characters allied with each other.
ONCE PER SCENE BRACE If a character handling an object is involuntarily
Replace the BRACE reaction (Lancer, p. 73) with: moved such that they are no longer adjacent to the
object, they cease to handle the object. As a quick
action, a handler may roll a single HULL check. All
Brace hostile handlers must succeed on a contested HULL
Reaction, 1/scene check or cease to handle the object.”
Trigger: You take damage, , or from a
source other than yourself.
To prevent unhealthy edge cases, the rules for Flight
Effect: You gain RESISTANCE to all damage, ,
and Teleportation must be modified. Under CARRYING
and from the triggering source. OBJECTS AND FLIGHT (Lancer, p. 63), add the following
sentence to the end of the paragraph:
Abilities that would normally reduce the sacrificed ac-
tions of the original version of BRACE instead grant an
“Outside of zero-g environments, when carrying a
additional use of BRACE in the scene in which they are
character or handling an object while flying, a mech
active. This includes the Drake’s FORTRESS PROTOCOL
cannot fly higher than 1 space over any surface.”
(Lancer, p. 133), and Sagarmatha’s HEROISM (No
Room for a Wallflower: Act 1, p. 183). This does not
apply to abilities that simply improve Brace, like Nelson Under TELEPORTATION (Lancer, p. 63), add the follow-
II’s ARMOR-LOCK PLATING (Lancer, p. 142), Metalmark ing sentence to the end of the second paragraph:
I’s REACTIVE WEAVE (Lancer, p. 174), or Napoleon’s
FLASH AEGIS (Lancer, p. 238). “If a character teleports, they stop grappling any char-
acters or handling any objects prior to teleporting.”
AREA SEARCH
Revise the SEARCH action (Lancer, p. 70) to detect any For both the ESCORT and EXTRACTION sitreps (Lancer,
HIDDEN characters within SENSORS: pp. 269–270), under OBJECTIVE, replace everything af-
ter the third sentence with the following:
“When you SEARCH, you attempt to identify hidden
characters. To SEARCH in a mech, make a SYSTEMS “The Objective can be lifted and dragged like any
contested by the AGILITY checks of all HIDDEN char- other object.”
acters within SENSORS.
For the few PC abilities able to move objects, consider
“To SEARCH as a pilot on foot, make a contested skill having them inflict 1 AP damage to the object for each
check, adding bonuses from triggers as normal. This space it moves to dissuade abuse of those effects.
can be used to reveal characters within RANGE 5.
For tables more accustomed to “actionless” objectives,
“Any HIDDEN character who loses the contested consider changing the action to handle into a protocol
check immediately loses HIDDEN and can be located or free action (even one that could be done on another
again by any character.” character’s turn).

[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.

CONDITIONS & STATUSES FORGIVING REPAIRS


DAZED (CONDITION) This rule is intended to be used alongside SYSTEM
Due to the force of a particularly powerful attack or ef- TRAUMA STRUCTURE DAMAGE, ONE REACTOR STRESS
fect, a DAZED character cannot take reactions and can FOR ALL, and OVERCHARGE REROLLS, but can be used
only take one quick action – they cannot move nor- standalone. It’s intended to simplify repairing multi-
mally, take full actions, or take free actions. weapon mounts, reduce REPAIR pressure on frames
with low REPAIR CAPS, and grant more cushion after
OVERHEATED (STATUS) suffering System Trauma.
Mechs become OVERHEATED when their reactor begins
emergency venting protocols, locking down the mech's Under REPAIRS AND REST (Lancer, p. 82), adjust the
ability to generate heat. When a mech would become REPAIRS costs as follows:
EXPOSED by overheating, they additionally become
OVERHEATED. An OVERHEATED mech cannot take any • 1 REPAIR: Restore full HP, restore 1 STRUCTURE or
actions or activate abilities that would inflict heat upon 1 STRESS, reset the OVERCHARGE counter, repair a
themselves, including using OVERCHARGE and activat- destroyed system, repair all destroyed weapons
ing systems with the HEAT X (SELF) tag. Weapons with and any mods on a single mount, or repair a
the OVERKILL tag instead lose the tag while single SUPERHEAVY weapon and its mod (if any).
OVERHEATED. A mech can clear OVERHEATED by taking • 4 REPAIRS: Repair a destroyed mech (see next
the STABILIZE action. column).
In addition, all mechs with the REPLACEABLE PARTS trait
replace it with the following:

REPLACEABLE PARTS
While resting, when this mech spends a REPAIR,
they may also regain full HP without spending an
additional REPAIR.

[24]
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:

“This weapon has a limited form of self-guidance and


internal propulsion, allowing it to follow complicated
paths to targets with prominent heat signatures. As a
result, this weapon ignores cover and doesn’t require
line of sight as long as its target is in the DANGER ZONE
and it’s possible to draw a path to the target.”

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.

Simply having additional AI systems, like one gained


by THE LESSON OF SHAPING (Lancer, p. 191), will not
stop a cascade on its own. Instead, the pilot may retry
the SYSTEMS check for control once for each additional
copilot in the mech (such as non-cascading AI systems
or passengers in an EXPANDED COMPARTMENT), repre-
senting a team effort to maintain mech control.

As before, a pilot can SHUT DOWN their mech to end a


cascade, but if they are not in currently in control of
their mech, they will need to pass an ENGINEERING
check to successfully SHUT DOWN the mech.

[25]
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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