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A guide on the rules of Lancer, the mecha TTRPG.

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

Standard Rolls

Success on 10+
Success on [Defensive Stat]+
Success on [Save Target]+
Two characters roll, higher result succeeds; attacker wins ties
These are made with 1d20 + [Statistic Bonus]. A roll can only have one Statistic Bonus.

Accuracy & Difficulty

Accuracy (+)
Roll 1d6 per (+), add highest result to roll.
Difficulty (-)
Roll 1d6 per (-), subtract highest result to roll.
(+) and (-) cancel each other on a 1:1 basis.

Pilot Backgr­ounds, Skill Triggers, and Mech Skills

If it would apply to a check, gain (+).
Skill Triggers
These provide a Statistic Bonus on checks related to them.
Mech Skills
These provide a Statistic Bonus on checks and related actions. (H.A.S.E)
Triggers never apply to attack rolls, saves, or any rolls other than skill checks. Mech Skills are used instead of Triggers when you make skill checks that directly utilize a Mech.

Available Actions

On each turn, you may:
Move: Move up to Speed
Take either: 1 Full Action -or- 2 Quick Actions
Free Actions: May take any number
Reaction: 1/turn. See Reactions.
Overcharge: Optional, take extra quick action for some amount of Heat. (1, 1d3, 1d6, 1d6+4)
The same action cannot be taken more than once per turn, except in certain cases (e.g., special actions like free actions and reacti­ons).

Pilots in Mech Combat

Unmounted characters make all attacks and saves by adding GRIT to the roll instead of using their triggers.
Unmounted characters have the BIOLOGICAL tag. They have IMMUNITY to all tech actions (even beneficial ones) except LOCK ON and SCAN, although they can be targeted by electronic systems such as drones and smart weapons. If a BIOLOGICAL character would take heat, they instead take an equivalent amount of energy damage.
Unmounted characters can’t aid mechs, benefit from talents, or give or receive any bonuses that apply to mech-scale weapons.
Pilots don’t cause mechs to become ENGAGED and don’t count as obstru­ctions to mechs, no matter their SIZE.

AI and Mechs

Mechs can only have one system with the AI tag installed at a time. If a mech has the AI tag, its player can choose to give control of the mech to the AI as a protocol, freeing the pilot to take other actions. The pilot can’t use the mech to take any actions or reactions until they take control again, but the AI gains its own set of actions and reactions. The AI acts on the same turn as the pilot. AIs don’t benefit from the pilot’s talents or other features, but otherwise operate as normal. At the start of the player’s subsequent turns, control can be returned to the pilot as long as they are physically inside their mech.
Except for some limited systems – like comp/cons – any time a mech with the AI tag makes a structure damage or overhe­ating check, roll 1d20. On a 1, the NHP’s casket has suffered a traumatic impact or code incursion and the NHP enters cascade.
NHPs in cascade can be stabilized by a pilot choosing to SHUT DOWN their mech, returning them to their base state. This is the only action a pilot in a cascading mech can take.
When an NHP begins to cascade, they immedi­ately take over the mech and become an NPC under the control of the GM.


Standard Damage
Kinetic, Explosive, and Energy.
Ignores Armor and instead of dealing damage increases the target's Heat.
Immedi­ately causes damage that ignores Armor. At the end of the target's turn, they make an Engine­ering check or take that burn again. Success clears all burn. Multiple sources of burn are cumula­tive, but all resolve with the same roll.
Each point of Armor reduces incoming damage by 1. Armor never goes above 4.
Reduces all damage of a type or source by half.
All damage and Effects of a type or source are ignored.
If an attack that targets more than one character deals bonus damage, the bonus damage is halved.
Resistance applies after Armor.


Unless specified otherwise, all objects (including terrain, cover, buildings, and deployable items) have 5 EVASION and 10 HP/SIZE.

Typical Sizes

Humans, some small mechs, extrav­ehi­cular activity (EVA) suits.
Standard mechs.
Tanks, vehicles ( e.g. APCs or constr­uction vehicles), heavy mechs.
Siege mechs, large or heavy vehicles.
Titanic mechs, flyers.

Stress Damage

Emergency Shunt
Your mech is impaired until the end of your next turn.
Power Plant Destab­ilize
Your mech suffers from the exposed status (taking double damage) until it takes action to remove it.
This result has different outcomes depending on how much reactor stress your mech has remaining.
3+ - Your mech immedi­ately suffers from the exposed condition until it takes action to remove it.
2 - Your mech must pass a engine­ering check or suffer a reactor meltdown at the end of 1d6 turns after this one (rolled by the GM). You can reverse it by taking a full action and repeating this check. Even on a successful check, your mech suffers from the exposed condition until it takes action to remove it.
1 or lower - Your mech suffers a reactor meltdown at the end of your next turn.
Multiple 1's
Irreve­rsible Meltdown
Your reactor goes critical. Your mech will suffer a reactor meltdown at the end of your next turn.

Structure Damage

Glancing Blow
your mech is impaired until the end of your next turn.
System Trauma
Roll a d6. On a 1-3, all the weapons on one mount are destroyed. On a 4-6, a system is destroyed. You choose what’s destroyed, but systems or weapons with the limited tag and no charges left are not valid. If there’s nothing left of one result, it becomes the other. If there’s absolutely nothing left to destroy, this result becomes DIRECT HIT instead.
Direct Hit
This result has different outcomes depending on how much structure your mech has remaining.
3+ - Your mech is stunned until the end of your next turn.
2 - Your mech must pass a hull save or be destroyed .Even on a successful check, your mech is stunned until the end of your next turn.
1 or lower - Your mech is destroyed .
Multiple 1's
Crushing Hit
Your mech is damaged beyond repair and is destroyed . You can still exit it as normal.

Downtime Actions

Buy Some Time
Try and stave off some reckoning, extend your window of opport­unity, or merely buy more time and breathing room for you and your group to act.
Gather Information
Invest­igate, do research, follow up on a mystery, track a target, or keep an eye on something.
Get a Damn Drink
Blow off some steam, carouse, and generally get into trouble.
Get Connected
Make connec­tions, call upon favors, ask for help, or drum up support for a particular course of action.
Get Creative
Tweak something or attempt to make something new, either a physical project, or a piece of software.
Get Focused
Practice, learn, meditate, or call on a teacher.
Get Organized
Start, run, or improve an organi­zation, business, or other venture.
Power at a Cost
Gain rewards, opport­uni­ties, or additional resources (such as reserves).
Scrounge and Barter
Try and get your hands on some gear or asset for your group.
Please reference pg.53 of the rule book for further inform­ation.

Full Actions

Attack with two weapons, or one superheavy weapon. You may also attack with an AUXILIARY weapon on each mount that was fired, so long as the AUXILIARY weapon hasn’t yet been fired this action. These AUXILIARY weapons don’t deal bonus damage.
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 a single system or tech option that requires FULL TECH to activate. If you choose two QUICK TECH options, you can choose the same option multiple times.
Improvised Attack
Make a melee attack against an adjacent target. On a success, they take 1d6 Kinetic.
Heal and recover your mech. See Stabilize Chart.
Boot Up
Clear Shut Down.
Skill Check
Make a Skill Check.
Climb in or out of the mech. You must be adjacent to Mount. If there are no free spaces adjacent you cannot Dismount.
Use a system that requires a Full Action
You can ACTIVATE any number of times a turn but can’t
ACTIVATE the same system more than once unless you
can do so as a free action.

Quick Actions

Move at least 1 space, up to your Speed.
Make a melee attack, on hit characters become engaged. Neither can boost or take reactions. The smaller character becomes Immobi­lized but moves when the larger party moves mirroring their movement. Same size characters make a contested Hull check, winner is larger this turn.
Must not be Engaged, and either out of line of sight, obscured, or invisible. Gain the Hidden status. You lose Hidden if any of the criteria are not met, or make any hostile action, reaction, or Boost.
You may Bolster, Scan, Lock on, or Invade. See Quick Tech Actions.
Make a melee attack on an adjacent target the same size or smaller than you. Target is knocked prone and may be knocked back one space directly away.
Choose a target within Sensors that you think is Hidden and make a contested Systems check against their Agility. That target immedi­ately loses Hidden.
Choose a weapon and a valid target within Range or Threat then make an attack. You may also attack with a different AUXILIARY weapon on the same mount. That weapon doesn’t deal bonus damage. SUPERHEAVY weapons are too cumbersome to use in a SKIRMISH, and can only be fired as part of a BARRAGE.
Fly 6 spaces in the direction of your choice. Your mech becomes Impaired. This cannot be undone until a Full Repair.
Prepare another quick action to activate on a trigger. When triggered, you can take this action as a reaction.
Shut Down
Mech gains Shut Down. See Statuses.
Initiate Reactor Meltdown. At the end of your next turn, or at the end of one of your turns within the following two rounds (your choice), your mech explodes as though it suffered a reactor meltdown.
Use a system that requires a Quick Action.
You can ACTIVATE any number of times a turn but can’t
ACTIVATE the same system more than once unless you
can do so as a free action.

Quick Tech Actions

To BOLSTER, choose a character within SENSORS. They receive two (+) on the next skill check or save they make between now and the end of their next turn. Characters can only benefit from one BOLSTER at a time.
To SCAN, choose a character or object within SENSORS and line of sight, then ask the GM for either your target's full statis­tics, one piece of hidden inform­ation, or a piece of generic inform­ation about the target. Inform­ation gathered is only current at the time of the Scan.
Lock On
choose a character within SENSORS and line of sight. They gain the LOCK ON condition. Any character making an attack against a character with LOCK ON may choose to gain 1 (+) on that attack and then clear the LOCK ON condition after that attack resolves.
Make a tech attack against a character within SENSORS and line of sight. On a success, your target takes 2 Heat and you choose one of the INVASION options available to you. You can also INVADE willing allied characters to create certain effects. If your target is willing and allied, you are automa­tically succes­sful, it doesn’t count as an attack, and your target doesn’t take any heat.
FRAGMENT SIGNAL. You feed false inform­ation,
obscene messages, or phantom signals to your
target’s computing core. They become IMPAIRED and
SLOWED until the end of their next turn.


1/round. Trigger: You are hit by an attack and damage has been rolled.
Effect: You gain Resistance to all damage from that attack, all other attacks against you are made with an additional (-), you cannot take reactions until the end of your next turn. On your next turn, you can only take one Quick Action and no other actions of any type.
1/round. Trigger: hostile character starts any movement (including BOOST and other actions) inside one of your weapons’ THREAT.
Effect: Immedi­ately use that weapon to Skirmish against that character as a reaction before they move.

Special Pilot Actions

Full Action. Make a melee or ranged attack.
Full Action. Must be adjacent to a mech. Make a Contested roll using Grit against the mech's Hull. You climb onto the mech and choose one of the following:
-The mech becomes Impaired and Slowed until the end of its next turn
-Deal 2 Heat to the mech.
-Deal 4 kinetic damage to the mech. You may continue to choose options as Full Actions as long as you don't stop jockeying.
Quick Action. Make a Loading weapon usable again
Pilots can take the following actions, using the same
rules as mechs: BOOST, HIDE, SEARCH, ACTIVATE,


Half-speed horizontal distance, "­siz­e"-speed diagonal.
Half-s­peed. Hull or Agility Check may be required.
Objects of equal or lesser SIZE overhead but are IMMOBI­LIZED while doing so. Can't take reactions.
Objects up to twice their SIZE but are SLOWED while doing so. Can't take reactions.
Fall 10 spaces­/round. Take 3 Kinetic AP for every 3 spaces fallen (max 9)
Involuntary Movement
Does not provoke reactions or engagement unless specified otherwise but are still blocked by obstru­ctions.
Mechs operating underw­ater, in zero-g, or in space are SLOWED unless they have a propulsion or flight system; however, they can’t fall and can fly when moving regardless of whether they have a flight system.
Can be split up between actions. Characters can move through smaller obstru­ctions or enemies, or any ally, but can't end in those spaces.


Flying characters can move vertically and horizo­ntally up to their SPEED
Flight movement must follow a straight line; however, if a character takes additional movement actions, such as BOOST, these can be used to move in a different direction
Flying characters also have IMMUNITY to PRONE
When flying, characters must move at least 1 space on their turn or begin falling.
Flying characters begin falling if they become IMMOBI­LIZED, STUNNED, or otherwise can’t move.
Flying characters that take structure damage or stress must succeed on an AGILITY save or begin falling.
Flying characters must remain no more than 10 spaces over any surface (e.g., ground, water, struct­ures) to act normally. If exceeded, they can only move and boost and can't take reactions.
characters do not need to move in a straight line, and
can remain stationary while airborne without falling


Target within Threat, 1d20 + Grit, meet or beat target's Evasion. Ignores cover.
Target within Range, 1d20 + Grit, meet or beat target's Evasion.
Target within Sensors, 1d20 + Tech Attack, meet or beat target's E-Defense. Ignores cover.
Critical Hits
A 20+ on a melee or ranged attack, all damage dice are rolled twice (including bonus damage) and the highest result from each source of damage is used.
Unless specified, all attacks must be made on a target that is within line of sight.


If a character moves adjacent to a hostile character, they both gain the ENGAGED status for as long as they remain adjacent to one another. Ranged attacks made by an ENGAGED character gain 1 (-). Additi­onally, characters that become ENGAGED by targets of equal or greater SIZE during the course of a movement stop moving immedi­ately and lose any unused movement.
Cannot be targeted by hostile actions, don't cause engage­ment, and enemies only know their approx­imate location.
All attacks against you have a 50% chance to miss. You may always Hide.
You are Slowed. All attacks against you gain 1 (+)
Danger Zone
Mech Only. When they have half or more of their total Heat.
Mech Only. Take double kinetic, explosive, or energy damage.
Shut Down
Mech Only. Clear all heat, remove Exposed, cascading NHPs return to normal, statuses caused by tech actions immedi­ately end, gain immunity to all tech actions, and the mech is stunned until it ceases to be Shut Down.
Down and Out
Pilot Only. You are unconcious and stunned. Any more damage suffered kills the pilot.


Cannot make voluntary movements
Recieve 1 (-) on all attacks, saves, and skill checks.
Can't talk to others, make attacks other than Improvised Attack, Grapple, and Ram, can't take reactions, and can't benefit from tech actions.
Lock On
Hostile characters can choose to consume Lock On to either gain 1 (+) on their next attack roll or activate a talent or system.
No longer benefit from Armor or Resist­ance.
Can only move their Standard Move. Can't boost or make any special moves from talents, systems, or weapons.
STUNNED mechs cannot OVERCH­ARGE, move, or take any actions – including free actions and reactions. Pilots can still MOUNT, DISMOUNT, or EJECT from STUNNED mechs, and can take actions normally. STUNNED mechs have a maximum of 5 EVASION, and automa­tically fail all HULL and AGILITY checks and saves.


Rest: Requires 1 hour of uninte­rrupted downtime. The following occurs. Spend Repairs for additional effects:
Clear all Heat
Clear all mech statuses and conditions
Restore half pilot HP and clear Down and Out
1 Repair: Restore full HP or repair a destroyed weapon or system
2 Repairs: Restore 1 Structure or 1 Stress
4 Repairs: Repair a destroyed mech (with wreckage). Once repaired, it is set to 1 Structure, 1 Stress, and full HP. These repairs may be contri­buted by other mechs.
Full Repair: Requires 10 hours of downtime. The following occurs.
Restore all pilot HP and clear Down and Out
Restore mech to full HPO, Stress, and Structure as long as it's intact or wreckage is available
Clear all statuses and conditions
Recover Core Points
Reset Overcharge counter
Regain all Repairs and Limited equipment uses
If facilities are available, print a new mech instead


Move at half-speed
When characters end their turn in dangerous terrain or move into it for the first time in a round, they must make an ENGINE­ERING check. On a failure, they take 5 damage. Each character only needs to make one such check per round.


Any time a target is obscured or obstructed somehow, it has soft cover, adding (-) to any ranged attacks.
Any time a target is adjacent to something solid enough to block shots and is of equal or smaller size, add two (-) to any ranged attacks.
Determine cover by drawing a line from the center
of one of the attacker’s occupied spaces to the
center of one of the target’s occupied spaces.
The attacker has LoS if they can at least see part of the targeted space. Unless specified, characters never grant cover to objects or other charac­ters. Characters can only benefit from one type of cover at a time -- their benefits don't stack.

Reserves - Resources

A keycard, invite, bribes or insider access to a particular location.
Useful leverage through political support from a powerful figure.
Gear allowing easy crossing of a hazardous or hostile area.
An effective disguise or cover identity, allowing uncont­ested access to a location.
A distra­ction that provides time to take action without fear of conseq­uence.
Blackmail materials or sensitive inform­ation concerning a particular person.
A good name in the mission area, prompting good first impres­sions with the locals.
Safe Harbor
Guaranteed safety for meeting, planning, or recupe­rating.
Details on the location of important objects or people.
An unders­tanding of local history, customs, culture, or etiquette.

Reserves - Mech

Extra uses (+1 or +2) of a LIMITED weapon or system
Rented gear
Temporary access to a new weapon or piece of mech gear.
Extra repairs
Supplies that give a mech +2 REPAIR CAP.
CORE battery
An extra battery that allows a second use of a mech’s CORE SYSTEM.
Deployable shield
A single-use deployable shield generator – a SIZE 1 deployable that grants soft cover to all friendly characters in a BURST 2 radius.
Redundant repair
The ability to STABILIZE as a free action once per mission.
Systems reinforcement
+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINE­ERING.
Smart ammo
All weapons of your choice can be fired as if they are SMART.
Boosted servos
IMMUNITY to the SLOWED condition.
Jump jets
During this mission your mech can FLY when moving, but must end movement on land.

Reserves - Tactical

Detailed inform­ation on the kinds of mechs and threats you will face on the mission, such as number, type, and statis­tics.
Use of a transport vehicle or starship (e.g., a TIER 1 NPC with the VEHICLE or SHIP template.
The ability to call in a friendly NPC mech of any Tier, once per mission.
Enviro­nmental shielding
Equipment that allows you to ignore a particular battle­field hazard or dangerous terrain, such as extreme heat or cold.
Training or enhanc­ement that provides +1 ACCURACY to a particular mech skill or action for the duration of this mission.
The ability to call in artillery or orbital bombar­dment once during mech combat (full action, RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage).
Extended Harness
A custom harness that allows you to carry an extra pilot weapon and two extra pieces of pilot gear for the duration of this mission.
Intel that allows you to choose exactly where your next battle will take place, including the layout of terrain and cover.
Orbital Drop
The ability to start the mission by dropping from orbit into a heavily fortified or hard to reach location.
NHP Assistant
A non-human person (NHP) – an advanced artificial intell­igence – controlled by the GM, that can give you advice on the current situation.