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Lancer Combat Cheatsheet

tags: Lancer TTRPG Player Resource

Combat Actions

  • Move

  • 2 Quick (→) or 1 Full (⥤) Action

    → Skirmish: Attack with 1 weapon*
    ⥤ Barrage: Attack with 2 weapons* OR 1 superheavy*
    *Also attack with Aux weapon in same mount
    → Ram: Melee attack: knocks Prone, pushes 1 space away

    → Grapple: Melee attack On hit:

    • Both mechs are Engaged, cannot Boost/⟳
    • Smaller mech is Immobilized and dragged
    • Contested Hull check to end/count as larger

    ⥤ Improvised Attack: Melee attack, 1d6 kinetic
    → Boost: Move again
    → Hide: If in Cover/concealment/invisible: gain Hidden
    ⥤ Disengage: Movements ignore Engaged and ⟳s
    → Quick Tech: Tech action vs target in sensor range:

    • Bolster: Target gains +2 Accuracy on next skill check or save before end of its next turn
    • Scan: Pick target in sensor range. Learn one:
      • Target’s full stats, weapons, and systems
      • Hidden information e.g. mech logs/pilot ID/mission
      • Generic or public information e.g. model #
    • Lock On: Choose a target and inflict Lock On
    • Invade: Tech attack deal 2 heat & invasion option:
    • Fragment Signal: Inflict Impaired and Slowed until the end of the target’s next turn

    ⥤ Full Tech: 2 Quick Techs or 1 Full Tech
    (→ or ⥤) Activate: Activate a System on your mech

    ⥤ Stabilize: Do both of the following:

    • Reset heat OR Spend 1 Repair to heal max HP
    • reload Loading tags OR end Burn OR end a condition

    → Search: Reveal Hidden in sensor range (SYS vs. AGI)
    → Shut Down, ⥤ Boot Up: Manage Shut Down status
    ⥤ Mount, ⥤ Dismount: get in/out of mech
    → Eject: pilot moves 6 spaces from mech, mech is Impaired
    → Self Destruct: 4d6 dmg burst 2 explosion after 0-2 turns
    → Skill Check: Do something not listed that requires a roll

  • 1 Reaction (⟳) per Turn
    ⟳ Overwatch: Skirmish a target within Threat of weapon

    ⟳ Brace [After damage is calculated]:

    • Halve incoming damage, heat, burn (round up)
    • Until end of next turn:
      +1 Difficulty on attacks against you
      Only one → next turn: no ⟳/Movement/⥤/Overcharge

    → Prepare: Prepare a non-duplicate → vs a trigger as ⟳

  • Overcharge: Spend heat for a free →

Statuses

  • Engaged
    • immediately stop moving and lose all unspent movement if equal or greater size
    • All ranged attacks are made with +1 Difficulty
  • Exposed
    • An exposed character takes double damage
  • Hidden
    • You cannot be targeted by hostile attacks or actions
    • Enemies only know your approximate location
    • Performing any attack, forcing a saving throw, taking reactions, or losing cover will end hidden
  • Invisible
    • All attacks against you have a 50% chance to miss
  • Prone
    • Attackers receive +1 Accuracy to attack you
    • You count as Slowed
    • Full movement to stand up, unless Immobilized
  • Shut Down
    • Mech is Stunned, but you can take Boot Up action
    • Mech cools to 0 and ends Exposed
    • Ignore tech actions or system attacks/effects
    • All onboard AIs are re-shackled

Conditions

  • Immobilized
    • Maximum voluntary movement becomes 0
    • knockback, push/pull, etc work normally
  • Impaired
    • +1 Difficulty on attacks, saves, and skill checks
  • Jammed
    • Can only Improvised Attack, Grapple, or Ram
    • Cannot use comms to talk to other players
    • Cannot make or benefit from Tech actions
    • Cannot take reactions ⟳
  • Lock On
    • A hostile actor can consume this status to gain +1 Accuracy on their next attack against you
    • Shredded
    • Ignore armor and resistance
  • Slowed
    • Can only make regular move
  • Stunned
    • Can’t Overcharge, take actions, reactions, or move
    • Can Mount, Dismount, Eject, or take pilot actions
    • Fail all Hull and Agility saves, max evasion is 5
  • Cover
    • Soft Cover imposes +1 Difficulty on Ranged attacks
    • Hard Cover imposes +2 Difficulty on Ranged attacks