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Lancer RPG Mech Combat Cheat Sheet (DRAFT) by

A concise overview of mech combat in Lancer

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

What you can do on your turn

Standard Move
Move up to your speed. You can take an action mid-mo­vement, but you must fully resolve the action before finishing the move.
Action(s)
Take 1 full action or 2 quick actions (listed below)
Free Actions & Protocols
As many as you have available. Protocols are free actions, but must be activated at the start of your turn. Free Actions can be used to make duplicate actions
Reacti­on(s)
1 per turn, no limit per round
Overcharge
Take heat (1, 1d3, 1d6, 1d6+4) to gain 1 quick action as a free action. Heat cost only resets after a Full Repair. You can only overcharge 1x/turn
The same action cannot normally be taken more than once per turn.

Quick Techs

Bolster
Choose a character within sensors. They gain +2 Accuracy on their next Skill Check or Save before the end of their next turn.
Scan
Choose a character in Sensors and Line of Sight. You can ask the GM to answer one of the following questions:
-Your target’s weapons, systems, and full statistics (HP, SPEED, EVASION, ARMOR, MECH SKILLS, and so on).
-One piece of hidden inform­ation about the target, such as confid­ential cargo or data, current mission, the identity of the pilot, and so on.
-Generic or public inform­ation about the target that can be pulled from an info bank or records, such as the model number of a mech.
Lock On
Choose a target in Sensors and Line of Sight They gain the Lock On condition. Any character who attacks a target with Lock On can consume it to add +1 Accuracy to the attack
Invade
Make a Tech Attack roll against a target within Sensors and Line of Sight against the target's E-Defense. On a success, the target takes 2 heat and you can choose one Invasion option available to you.
All characters are able to use the Fragment Signal Invasion option:
-Fragment Signal. The target becomes Impaired and Slowed until the end of their next turn.

Structure Damage

5-6
Glancing Blow
Your mech is Impaired until the end of your next turn.
2-4
System Trauma
Roll 1d6. On a 1-3 one weapon mount of your choice is destroyed. On a 4-6, one system of your choice is destroyed.
1
Direct Hit
3+ remaining Structure: Your mech is Stunned until the end of your next turn.
2 remaining Structure: Roll a Hull check - on a success, your mech is Stunned until the end of your next turn. On a failure, your mech is destroyed.
1 remaining Structure: Your mech is destroyed
Multiple 1s
Crushing Hit
Your mech is destroyed
Roll 1d6 per missing structure. Keep the lowest result.

Overhe­ating Table

5-6
Emergency Shunt
Your mech is Impaired until the end of your next turn.
2-4
Destab­ilized Power Plant
Your mech is Exposed, taking double Kinetic, Explosive, and Energy damage until the status is cleared.
1
Meltdown
3+ remaining Stress: Your mech is Exposed
2 remaining Stress: Roll an Engine­ering check. On a success, your mech is Exposed. On a failure, it suffers a Reactor Meltdown in 1d6 of your turns. You can spend a Full Action to reroll the Engine­ering check.
1 remaining Stress: Your mech suffers a Meltdown at the end of your next turn
Multiple 1s
Irreve­rsible Meltdown
Your mech suffers a Meltdown at the end of your next turn
 

Quick Actions

Skirmish
Choose one weapon mount and make an attack against a valid target within range (or threat). Attacks with secondary Auxiliary weapons to not deal any bonus damage. You cannot Skirmish with Superheavy Weapons (unless explicitly stated).
Boost
Move at least 1 space, up to your Speed. Certain talents & systems only activate when you Boost (not during your standard move).
Quick Tech
Choose one of the following options:
-Bolster
-Scan
-Lock On
-Invade
Detailed explan­ations later
Ram
Make a Melee Attack against an adjacent character the same size or smaller. On a success, the target is knocked Prone and you can choose to knock them back 1 space directly away from you
Grapple
To grapple, make a melee attack against the target's Evasion. See full rules later
Hide
If you are not Engaged, not in enemy Line of Sight, and either suffic­iently obscured or Invisible, you can Hide as a quick action. Full rules later
Search
Choose a character within Sensors that you suspect is Hidden. Make a contested Sensors check against their Agility. If succes­sful, that character is no longer Hidden to any character

Reactions

Reaction
Trigger
Effect
Overwatch
A hostile character starts any movement (including BOOST and other actions) inside one of your weapons’ Threat.
Trigger Overwatch, immedi­ately using that weapon to Skirmish against that character as a reaction, before they move.
Brace
You are hit by an attack and damage has been rolled.
-You count as having Resistance to all damage, burn, and heat from the triggering attack.
-Until the end of your next turn, all other attacks against you are made at +1 Difficulty.
-Due to the stress of bracing, you cannot take reactions until the end of your next turn and on that turn, you can only take one quick action – you cannot Overch­arge, Move normally, take Full Actions, or take Free Actions.
You can only take one reaction per turn – your turn or other charac­ters’ turns – but you can take any number of reactions per round. Unless specified otherwise, once you take a reaction you cannot take it again until the beginning of your next turn

Conditions

Immobi­lized
You cannot take any voluntary movements. Involu­ntary movements are unaffected
Impaired
You receive +1 Difficulty on all attacks, saves, and skill checks
Jammed
Jammed characters can't:
-Use comms to commun­icate,
-Make attacks (other than Improvised Attack, Grapple, or Ram),
-Take Reactions or benefit from tech actions
Lock On
Hostile characters can consume Lock On to gain +1 Accuracy on their next attack
Shredded
Shredded characters don't benefit from Armor or Resistance.
Slowed
The only movement Slowed characters can only make is their Standard Movement. They cannot Boost, or benefit from any movement from talents, systems, or weapons.
Stunned
You cannot Move, Overch­arge, or take any actions. Pilots can still Mount, Dismount, or Eject normally.
While Stunned, your mech has 5 Evasion and automa­tically fails Hull and Agility saves.
 

Full Actions

Barrage
Attack with two weapon mounts or one Superheavy weapon. Each weapon can have a different target if desired. When attacking with a secondary Auxiliary weapon on the same mount, do not apply any Bonus Damage
Disengage
Until the end of your current turn, you ignore Engagement and your movement does not provoke Reactions
Full Tech
Choose two Quick Tech options, or one system that requires a Full Tech to activate. If you choose two Quick Techs, you can repeat the same option multiple times.
Improvised Attack
Make a melee attack. On a success, they take 1d6 Kinetic damage
Stabilize
Choose one of the following two options:
-Clear all heat and the Exposed condition
-Spend 1 Repair to restore all HP
Additionally, choose another one of the following options:
-Reload all Loading Weapons
-Clear any Burn affecting your mech
-Clear one condition not caused by your own systems
-Clear one condition affecting an ally not caused by one of their own systems

Other Actions

Activate (Quick or Full)
Activate a system or piece of gear. This can be done more than once per turn, but you can't activate the same system more than once per turn (unless it's a part of a free action)
Prepare (Quick)
Use one Quick Action to prepare any other Quick Action and specify a trigger. When that trigger occurs, you can perform the prepared Quick Action as a Reaction. This still obeys the limit on taking repeated actions. You cannot Move or take any other Actions or Reactions until your action has been triggered (or if you forfeit the prepared action)..
Mount, Dismount, and Eject (Quick or Full)
Mount or Dismount as a full action. You can Eject as a quick action flying 6 spaces in any direction, however your mech is Impaired and you cannot Eject again until your next Full Repair.
Boot Up (Full)
Power on your mech, clearing Shut Down
Shut Down (Quick)
Your mech gains the Shut Down status, with the following effects:
-All heat and the Exposed condition are cleared
-Any cascading NHP returns to a normal state
-Any status­es/­con­ditions caused by Tech Actions are cleared
-The mech gains immunity to tech actions and tech attacks from all sources
-The mech is Stunned. This can't be prevented or cleared until the mech is Booted Up
Self Destruct (Quick)
Initiate a reactor meltdown. At the end of your next turn (or at the end of one of your turns in the next 2 rounds) your mech explodes.
The explosion destroys your mech killing anyone inside. Characters in a Burst 2 area must make an Agility Save. It deals 4d6 Explosive damage on a failed save, or half on a success.

Statuses