Show Menu
Cheatography

Lancer Combat Rules (PC) Cheat Sheet (DRAFT) by

quick sheet with lancer combat rules - for personal reference

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Full Actions

Barrage
Attack with two weapons, or one Superheavy weapon. You may also attack with an Auxiliary weapon on any mount that has fired. Superh­eavies can only be fired as part of a Barrage.
Disengage
Until the end of your turn, you ignore engagement and cannot provoke reactions via movement.
Full Tech
Choose two Quick Tech options, or a single Full Tech option. You can choose the same Quick Tech option twice.
Improvised Attack
Attack without a weapon; describe what you are attacking with, and then roll a Melee Attack against an adjacent target. They take 1d6 unless stated otherwise.
Stabilize
Choose between (1) clear all heat and the Exposed condition, or (2) mark 1 Repair to restore all HP. Additi­onally, choose one of (1) reload all Loading weapons, (2) clear any Burn affecting your mech, (3) clear one condition not caused by one of your systems, or (4) clear an adjacent charac­ter's condition that was not caused by one of their systems.
Mount/­Dis­mount
Mount or dismount your mech, or an adjacent allied mech. This is NOT jockeying.
Boot Up
Clear the Shut Down condition and restore your mech to functi­ona­lity.
Activate
Activate a system with a Full Action activation time.

Quick Actions

Boost
Move up to your speed (at least one space).
Grapple
Make a melee attack. On hit, target is Grappled. Grapple ends if (1) adjacency is broken, (2) the attacker uses a free action to end the grapple, or (3) the defender breaks free with a contested Hull check (quick action).
Hide
You ignore engagement and cannot be directly targeted by any hostile action. To hide, you must (1) not be Engaged, or (2) be outside of any enemies' line of sight, or be behind sufficient cover. Hard cover is often enough to Hide, but soft cover only qualifies if you fit entirely within it.
Quick Tech
Select a Quick Tech option from the Quick Tech list.
Ram
Make a melee attack against a target that is the same size or smaller than you. On hit, they are knocked Prone and you may choose to knock them back one space directly away from you.
Search
Choose a character within your sensors that you suspect is Hidden; make a Systems check against their Agility (or a contested skill check as a Pilot). On success, the target immedi­ately loses Hidden and can be found by any character.
Skirmish
Choose a target within your Range (or Threat) and make an attack with a mounted weapon. You may only choose one mount, but may fire an additional Auxiliary weapon on this mount. Superheavy weapons cannot be Skirmished with.
Prepare
Ready any other Quick Action and specify a trigger. Until the start of your next turn, you may activate this as a reaction to the trigger. For the purposes of actions you cannot take twice, Preparing counts as taking the action.
Eject
You are ejected from your mech and fly six spaces in a direction of your choice. Your mech is Impaired until you return to it. This is a single-use system, and you cannot Eject again until your next Full Repair.
Shut Down
Upon shutting down, (1) your heat is entirely cleared, (2) any cascading NHPs return to a normal state, (3) any statuses affecting the mech caused by tech actions immedi­ately end, (4) your mech gains immunity to all tech actions and attacks, including from allied charac­ters, (5) the mech is stunned indefi­nitely. The only way to remove this condition is to Boot Up the mech.
Self-D­estruct
After a self-d­estruct has been initiated, at the end of your next turn, your mech explodes; this explosion is Burst 2, and deals 4d6 blast damage to anyone in the range. Characters caught in it may make an Agility save for half damage.

Free Actions

Overcharge
Once per turn, you may make any action as a Free Action. The first time you do this, you take one heat. The second time, you take 1d3 heat. The third time, you take 1d6 heat. Each time after, you take 1d6+4 heat. A Full Repair resets this counter.

Reactions

Brace
1/round, when you are hit by an attack and damage has been rolled.
You gain resistance against all damage, burn and heat from the triggering attack, and until the end of your next turn, all attacks against you have +1 Diffic­ulty. You cannot take reactions until the end of your next turn, and on your next turn, you may only take one QuicK Action.
Overwatch
1/round, when a hostile character starts any movement inside the threat range of one of your weapons.
Immedi­ately use the relevant weapon to Skirmish against that character, before they move.

Conditions

Danger Zone
When a mech has filled in more than half of its heat, it is visibly in the Danger Zone.
Down and Out
When a pilot is uncons­cious and Stunned, they are Down and Out. If they take any more damage, they will die.
Engaged
Any character adjacent to a hostile character is Engaged. Ranged attacks gain +1 Diffic­ulty. Characters who become Engaged with targets of equal or greater size while moving immedi­ately stop moving and lose unused movement.
Exposed
All kinetic, explosive or energy damage taken is doubled. Clearable via Stabil­izing.
Hidden
Cannot be targeted by hostile attacks or actions, and enemies only know your approx­imate location. Lost when attacking, forcing saves, taking reactions, Boosting or losing cover.
Invisible
All attacks have a flat 50% chance to miss entirely. Additi­onally, they can always Hide.
Prone
Attacks against gain +1 Accuracy. Additi­onally, you are Slowed and count as moving in difficult terrain at all times. Can be removed by using their movement to stand up, which does not count as movement.
Shut Down
All heat is cleared, the Exposed status is removed, any cascading NHPs are restored to normal states, any statuses or conditions caused by tech actions are ended. Mech gains immunity to tech actions and attacks. Stunned indefi­nitely.
Immobi­lized
Cannot make voluntary movements.
Impaired
Gain +1 Difficulty on all attacks, saves and skill checks.
Jammed
You cannot commun­icate with other characters via comms. Cannot make attacks, other than improvised attacks, grappling or ramming. Cannot take reactions, or benefit from tech actions.
Lock On
Hostile characters may remove this condition. If they do, they gain +1 accuracy on their next attack against that character.
Shredded
Remove benefit from Armor and Resist­ance.
Slowed
May only make their standard move on their turn. No boosting or special movement.
Stunned
Cannot take any actions, move or Overch­arge. This includes free actions and reactions. Pilots can still Mount, Dismount or Eject from Stunned mechs. Stunned mechs have an Evasion cap of 5, and automa­tically fail Hull and Agility checks and saves.