---
# System prepended metadata

title: Lancer Combat Cheatsheet
tags: [Lancer, Player Resource, TTRPG]

---

# 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