Lancer Core Book (PR2)
Lancer Core Book (PR2)
By
Pre-release Beta v2
Please do not reproduce without permission
©2019 Massif Press
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To readers and players:
Thanks very much for reading and testing our most recent playtest version of LANCER!
This game is born out of our mutual love for speculative fiction, mythic sci-fi, and the kind of col-
laborative storytelling that tabletop roleplaying can provide. We’ve had numerous influences in
creating this game, but particular credit must be given to Schwalb Entertainment’s fantastic RPG
Shadow of the Demon Lord for the Accuracy/Difficulty dice system, to the BattleTech series of
games for inspiration for the heat system, and to John Harper’s Blades in the Dark for its down-
time actions.
We’ve put a lot of hard work into polishing and refining this version of the game over the last two
years. This is the pre-release version of the game, but is a work in progress. Please be patient
with layout, typos, etc as this is a public play testing document. This test version of the game
will always be free, and there will be a free version of the game on final release.
Thanks for playing, and enjoy your foray into the world of LANCER!
Massif Press
Tom Parkinson-Morgan & Miguel Lopez
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On Content, Discomfort, and Lancer
Hey all, a quick note from the authors,
In this book there are some fraught, difficult, or otherwise uncomfortable themes and content
discussed. Lancer takes place in a setting recovering from millennia of cruel anthrochauvinist rule
— a fascist, imperial, Earth-first ideology that had little time, space, or care to acknowledge be-
ings or perspectives that ran counter to their didactic tyranny.
We want to acknowledge that many phenomena and acts touched on in Lancer — slavery, ex-
ploitation, racism, directed hate, genocide, the stealing of indigenous land — are real phenome-
na, are ongoing acts of injustice and cruelty, and are not simply “fantasy" or “interesting devices”
to use in a roleplaying game. Their inclusion in Lancer is by no means a flippant choice, intended
to be read as endorsement, or idle thought.
We think it important also to acknowledge that both Tom and I are writing from the perspective of
straight, cis, able-bodied men. When writing Lancer, we wanted to create a setting where hu-
manity is — in the narrative present — at once in a state of utopia and working to affect it. We
imagine that Union isn’t burdened by the same cultural definitions of gender that oppress and
malign so many people who live under the umbrella of capitalism and empire and, as such, there
is a wide spectrum of expression and identity in Union and among its constituent worlds.
At the risk of enacting further violence by depicting worlds and cultures where there are regres-
sive or discriminatory stances on gender baked-in, we have decided not to codify in the rules
how players may express themselves — please do note that this absence of canonical definition
is absolutely not meant to be read as exclusion, but is meant instead to avoid flattening all possi-
ble stories into one “canon” definition of what it means to be a cisgender person, a transgender
person, a nonbinary person — in short, to play as a person with a body in Lancer. We encourage
you to play your characters how you see them, and consider them to be in-canon.
We hope that you create narratives and characters that stand against terrible abuses and preju-
dices. Lancer features no easy aliens to pass these transgressions upon, only other human be-
ings; humanity alone are the architects of terrible cruelties, but we can also be the architects of
better, more just futures — and presents.
Lancer is a game that involves war, combat, and facing the terrors of the galaxy — human-made
or otherwise — but this does not mean a GM should force their players to encounter scenarios or
content that could be triggering or harmful. If there is any canon assumption that would cause
you or your players to feel unsafe or distressed, then it does not need to be included. We rec-
ommend utilizing the X Card as a tool to establish boundaries if necessary.
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We believe that ideas of liberation, of radical antifascism and anti-hate, can begin around the ta-
ble with friends and end in the streets, at the ballot box, and in all of our hearts. Sometimes
around the table with friends is the only place where liberation — where fighting back — can
happen. This does not diminish the impact that it can have.
That’s why we made Lancer: to help people fight back, if nowhere else then around the table with
friends.
In solidarity,
Miguel Lopez and Tom Parkinson Morgan.
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Release Notes
Version Pre-release 2
May 2019
What a month! Thanks to all our fantastic kickstarter backers, LANCER is now fully funded and
will have a physical release in early 2020. It’s been a wild two years of working on and develop-
ing this game alongside the community. It’s my hope that this is the last public version of the
game before our final .pdf becomes available on all platforms later this year.
Thanks for all your support, feedback, care, and attention you have put into this game with me
over the years. Without you, I doubt we’d be where we are today.
-Tom
GENERAL CHANGES:
There are no major changes in this LANCER update, only an enormous host of smaller tweaks, section
reorganization, cuts, and balance passes.
The biggest of these small changes is a slight hacking rework and the addition of the exposed (takes dou-
ble damage) condition. Other than that, nearly all talents and licenses received small tweaks to make them
more impactful, interesting, or refine their role further.
Section organization/clarity
- Re-organized some sections so they presented a more logical flow (for example, damage is now in
the attack section in mech combat instead of before it)
Compendium
- Reorganized the intro the compendium
- Added tags for licenses (the same as NPC tags) to help new players pick which licenses they are
interested in, as well as updated the start of compendium mech summaries
Art
- Added more art! There's now art for all 28 core mechs. The everest will never have an official representa-
tion - it's for you to decide what it looks like.
Lore/Flavor
- Huge pass over flavor/core lore by Miguel to bring it in line with the current canon
- Slight tweaks to clarify the nature of NHPs and shackling. Previously it was phrased as a compulsion,
now it is phrased as a limitation.
Basic mechanics
- Reword on narrative play skill checks so if there are no consequences you don't roll, if you roll less than a
10 on a regular roll you suffer consequences, and if you get less than a 19 on a risky or heroic roll you take
consequences anyway. In general I think this will flow better for regular play and help avoid unnecessary
rolling
- Clarified that you don't always have to add bonuses to a roll and many skill checks will be a flat 1d20 vs
10 without any bonuses
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- Added that you only get one type of flat bonus at a time (grit doesn't stack with anything, for example)
Narrative Play
- Removed invoke concept for a simpler concept (refer to background for +acc/diff) I think it was too
clunky and this accomplishes the same thing (gives the group the chance to arbitrate what a character can
use their background bonuses for)
- Cut list of triggers (left in descriptions) to avoid it looking like a skill list)
Mech Combat
- Added illustrations for size, blast, burst, cone, and cover
- Clarified targeting for valid spaces (free adjacent spaces, etc) - needs to be on a flat surface
- Clarified that valid directions are always horizontal unless a target's flying.
- Added illustrations and clarity for cover (hard cover requires adjacency, negating cover requires flanking,
objects you are taking cover behind don't grant cover to your enemies from your shots, etc)
- Reworded resistance so it it's slightly clearer that it applies to only a specific type
- Bonus damage now applies to all targets hit in an aoe or multi target attack, but is halved
- Removed CRITICAL and CORE BREACH states. In general, I think these were fun but rarely hit. Mechs
now melt down/are destroyed when they hit 0 stress or structure.
- System trauma is now 50% weapon, 50% system, but always defender's choice.
- Passing a hull/engineering check at 2 stress/structure now still inflicts a bad status (stunned/exposed)
- Slowed now grants only a regular move and prevents all other movement (no longer caps movement
maximum)
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Attacks
- Slight reword on ram and grapple
- Reword on bonus attacks with aux weapons with skirmish and barrage to prevent confusion
Hiding
- You can no longer hide if you're engaged and you don't cause engagement while hidden
- You now immediately lose hidden if you lose cover (instead of at end of your next turn), which feels more
naturalistic and is more clear
- You need soft cover from a zone (soft cover granted from talents, etc is not valid) to hide
Hacking rework
In general I felt like the 'heat gunning' play style was either too strong or totally useless, as it doesn't inter-
act with the damage side of combat. NPC and PC mechs now commonly gain the exposed condition (take
double damage) instead of being shut down when they overheat. All NPCs get exposed by default when
they overheat. This allows them to still take action, but they take significantly more damage.
Quick tech actions now typically deal flat (2) heat, full tech (4).
- Lock on and Scan now automatically hit. Actions that relied on lock on have been tweaked slightly to
compensate. Lock on is no longer a tech attack
- You can now invade willing allied characters. It doesn't deal heat and automatically hits.
Talents
Ace - Rank I now affects saves, rank III now requires you end your turn flying again
Armsman - Renamed rank II, reword on some effects to go with new bonus damage rules
Bonded - Swapped Ranks II and III, reworked how rank III works (grants free attack)
Blademaster - Deflect now gives resistance to damage, heat and burn, Feint lasts longer
Engineer - Ranks renamed, Rank II no longer allows melee prototype weapons to fire with the cone, line,
or blast profiles
Executioner - Rank II now only affects characters and objects other than your primary target, reduced to 3
damage
Exemplar - Rank III - if a character makes an attack including you, it immediately turns off the effect
Hacker- Rank I now gives a choice, rank III now triggers before clearing the heat gauge if the target over-
heats
Guardian - Renamed Heavy Gunner, rank I no longer has difficulty but deals 1/2 dmg
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Infiltrator - Reserve power mode clarified (you can still take actions, just not those that generate heat),
grants immunity to certain effects, and also impairs (since slowed is a weaker status now). Rank III now
works with tech attacks and can deal heat.
Nuclear Cavalier - Now deals types bonus damage (energy), grants flat heat reduction (4)
Siege Specialist - Rank I knock back increased, rank II triggers before attack roll, rank II size increased
but damage reduced
Spotter - Swapped rank I and II. Rank I now only works on allies, rank II now requires a tech action (in-
stead of being a free action if you don't move)
Gear changes
- Slight reword on Ordnance (also fixed spelling as Ordinance in many cases)
- Overcharged tag reworded to 'overkill' and now clarifies that it only works with damage dice, and only
final damage dice
- Slight clarity update on drones to specify that they do not get turns/actions unless specified
- Some flight systems/effects now require you to land at the end of the move or immediately fall
Guidance
- Added a licensing quick guide at the start of the mech compendium to help newer players
GMS
- Improved armament doesn't count integrated mounts
- Integrated weapon is now its own integrated mount that triggers 1/round
- Added (sort of re-added) new Expanded Compartment and Custom Paint Job 1 sp systems
- Turret drones are now a GMS system (moved from Hydra) to provide an ll0 drone system. Damage slight-
ly increased, can no longer be attached to characters
- Jump jet system now makes you fall if you don't end the movement on a surface
IPS-N
- Briareos changed - now gives you the old CRITIICAL state effect
Blackbeard
- Synthetic muscle netting updated for clarity on group grapples
Drake
- Now has resistance to damage, heat, and burn from area attacks
- FORTRESS is stronger (gives you a more powerful brace) and re-organized section for clarity
- Aegis shield generator is now stronger but has a smaller area and reduced duration
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Lancaster
- Sensors down, gained +1 tech attack
Raleigh
- ROLAND now works only with loading weapons, but now with any loading weapon
- UNCLE is now a Comp/Con and not an NHP due to slight lore rework (still has the AI tag)
Tortuga
- Pneumatic hammer now renamed Catalytic Hammer
- Throughbolt rounds reworked so the initial line no longer replicates the attack
- Hyper Dense armor now works on all damage, heat, and burn, has no heat cost, but causes you to deal
less damage, heat, and burn to everyone outside of range 5 as well
VLAD
- Impact Lance up to threat 3
All theatre movement suit - Clarified that it's only your turns where your mech takes heat (not any turn)
Black Witch
- Removed core power reference to targeting
- Ferrous lash more explicitly works on allies but has reduced effect, requires line of sight
Death's Head
- Core power now only works on characters
Dusk Wing
- Veil Rifle - Dmg up by 1
- OASIS - Heat down and light constructs now last indefinitely until you take the action again
Metalmark
- Reactive weave language cleaned up (can now trigger properly)
Monarch
- Avenger silos now missile range (15)
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- Sharanga missiles language cleaned up
Mourning Cloak
- Removed self damage for failed teleports
Swallowtail
- Shredding effect on lock on is now only 1/round
- Athena now inflicts lock on to any character ending its turn in the affected area
HORUS
- Lesson of the Open Door now only 1/round, but heat increased to 2
- Lesson of Thinking Tomorrow's Thought - damage now cannot be reduced in any way
Balor
- Regeneration now shuts off temporarily if the Balor takes structure or stress
Goblin
- Many systems reworked to fit with new hacking changes
- Autopod range up
Gorgon
- Gained +1 tech attack
- Mimic mesh increased to 2 SP, must always be made towards an ally, now triggers before the triggering
action
Hydra
- OROCHI Drones now fly or teleport if you can fly and teleport
- Swapped turret drones to GMS, now gains Annhilation Nexus at rank III (new superheavy nexus). Tem-
pest drone to rank II
Manticore
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- Invasion systems brought in line with new hacking update
Minotaur
- Invasion systems brought in line with new hacking update
Pegasus
- Ushabti now trumps any rule in the core book or any other
- Small clarity update on Sisyphus (you can swap out die and save them up)
Harrison Armory
Removed reference to repair in core bonuses
Barbarossa
- Clarity update on siege stabilizers, roller charges
Genghis
- Explosive vent only triggers when heat is reduced to 0 or reset, heat and burn is now flat 2 each
Iskander
- Reword of some passives for clarity
- Repulsor field reworded and makes you immune to the damage of any mine triggered
- Tesseract (spread focus) size reduced, zero-g no longer impairs, pinpoint focus can only affect a charac-
ter 1/scene
Napoleon
- Added 'save' to well-shielded passive
Saladin
- Gained 1 armor
- Hardlight Defense System attacks crossing the effect clarified (no attack can cross if it draws line of ef-
fect, even if it ignores LoS)
-Vishnu reworked - now slows and can deflect attacks at the cost of heat
Sherman
- Reduced tech attack
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Tokugawa
- Passives slightly reworked
- All effects now work with any weapons that deal energy damage
- Clarity on Annihilator
- Plasma lash swapped out for ERUPTING BURNING FING- uh, plasma gauntlet
GM Advice Section
NPCs
- Small rewords to deal with new parameters around heat, structure, etc
- Added section on NPC information to make it clear that template and class are always visible to all char-
acters
- Small reworks, wording changes, or typo fixes to Ace, Aegis, Archer, Barricade, Berserker, Bombard,
Breacher, Cataphract, Engineer, Hive, Operator, Rainmaker, Sentinel, Spectre, mostly to reduce some
sources of AP and add 1-2 more multi-attackers.
- Removed generic optional modules (in general I feel like these are changes a GM can intuitively make,
like adding more HP or flight to npcs)
- Ultra - Juggernaut now triggers are the start of its turn, and new Legendary trait means Ultras roll all
structure/stress checks twice and choose either result. Traits that give an ultra invisibility or resistance no
longer reduce its structure but negate its +5 HP bonus.
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THE CAVALRY 24
BASIC RULES 26
SETUP 26
NARRATIVE PLAY AND MECH COMBAT 27
Skill Checks, Attacks, and Saves 27
BONUSES 28
ACCURACY AND DIFFICULTY 29
GRIT 29
TIME IN LANCER: MISSION, DOWNTIME, and SCENE 31
LICENSED TO KILL: CHARACTERS IN LANCER 32
Leveling chart: 34
THE PILOT 35
Backgrounds 36
TRIGGERS 36
Triggers 38
Pilots in Mech combat 41
Creating a pilot 42
THE MECH 44
PILOTING A MECH 44
MECH SKILLS 45
THE MODULAR MECH 46
MECH STRUCTURE 47
FRAME 47
SIZE AND ARMOR 48
MOUNTS AND WEAPONS 48
MOUNTS 49
SYSTEM POINTS 49
CORE system 50
BASE STATISTICS and IMPROVEMENTS 50
IMPROVEMENTS 50
CORE BONUS 51
TALENTS 51
EXAMPLE CHARACTER CREATION 53
Building Oda: The Pilot 53
The Basic Structure of LANCER: Narrative Play 57
BRIEF 62
Goal 62
Stakes 63
Preparation 64
BOOTS ON THE GROUND 65
NARRATIVE PLAY 67
Making Skill Checks 68
Player Initiative and NPC Action 71
Skill Challenges 71
Combat in Narrative Play 72
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Pilot Hit Points, damage, and injury 74
Rests and Full Repair 75
DEBRIEF and DOWNTIME 76
DOWNTIME 77
RESERVES 78
Downtime Actions 82
POWER AT A COST 83
PUTTING IT ALL TOGETHER 86
MECH COMBAT 87
CHARACTERS AND OBJECTS 88
SPACE, SIZE, AND MEASUREMENT 88
TURN BASED COMBAT 90
THE TURN 90
QUICK COMBAT REFERENCE 92
MOVEMENT 94
Obstructions 94
Engagement 94
Size and movement 94
Movement and Reactions 94
Involuntary movement 95
TRAVERSAL AND THE ENVIRONMENT 95
Splitting up movement and action 96
TELEPORT 96
FLIGHT 97
ATTACKS 98
Critical Hits 98
Bonus damage 98
RANGE AND PATTERNS 99
Threat 100
Valid Targets 100
Line of sight 100
COVER 100
Invisibility 102
DAMAGE 102
OBJECTS AND DAMAGE 103
ACTIONS 105
BASIC QUICK ACTIONS 105
SKIRMISH 105
BOOST 105
RAM 105
GRAPPLE 105
QUICK TECH 106
HIDE 107
SEARCH 108
BASIC FULL ACTIONS 108
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BARRAGE 108
FULL TECH 108
IMPROVISED ATTACK 108
STABILIZE 109
DISENGAGE 109
OTHER ACTIONS 109
ACTIVATE 109
SHUT DOWN 109
BOOT UP 110
MOUNT, DISMOUNT, and EJECT 110
SELF DESTRUCT 110
PREPARE 110
SKILL CHECK 111
OVERCHARGE 111
REACTIONS 112
BRACE 112
OVERWATCH 112
Free Actions 112
Pilots and AI in mech combat 113
FIGHT (FULL ACTION) 114
JOCKEY (FULL ACTION) 114
PILOT, MECH, and AI 114
Statuses and Conditions 115
COMBAT TERMINOLOGY 116
ENDING COMBAT 117
Structure and Heat 117
STRUCTURE DAMAGE 118
HEAT & OVERHEATING 119
REACTOR MELTDOWN 120
REST and REPAIR 121
Repairing a Destroyed Mech 121
Full Repair 122
Printing 122
DEATH 123
CLONING 123
THE COMPENDIUM 127
COMPENDIUM 128
GEAR TAGS 129
END OF TURN 131
Valid Space and Direction 132
Artificial Intelligence 132
SYSTEM DAMAGE 133
Pilot Backgrounds 135
NHP Specialist 136
Celebrity 136
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Colonist 136
Criminal 136
Hacker 137
Far Field Team 137
Mechanic 137
Medic 137
Mercenary 138
Outlaw 138
Noble 138
Penal Colonist 138
Priest 139
Scientist 139
Soldier 139
Spaceborn 139
Spec Ops 139
Super Soldier 140
Starship Pilot 140
Worker 140
PILOT GEAR 141
TALENTS 150
TALENT LIST 151
Ace 151
Armsman 151
Bonded 152
Brawler 152
Brutal 153
Crack Shot 153
Centimane 153
Combined Arms 154
Duelist 154
Drone Commander 155
Engineer 155
Executioner 156
Exemplar 156
Gunslinger 157
Grease Monkey 158
Hacker 158
Heavy Gunner 158
Hunter 159
Infiltrator 159
Juggernaut 160
Leader 160
Nuclear Cavalier 161
Siege Specialist 161
Skirmisher 162
Spotter 162
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Stormbringer 163
Tactician 163
Technophile 164
Vanguard 164
LICENSING QUICK GUIDE 166
General Massive Systems 166
The Big Four 166
GMS - GENERAL MASSIVE SYSTEMS 169
GMS CORE BONUSES 170
GMS Standard Pattern I (“Everest”) 172
GMS Mech Weapons List 174
GMS GENERAL MARKET CHASSIS MODS 175
GMS General Market Systems List 176
FLIGHT 178
IPS-NORTHSTAR 180
IPS-N CORE BONUSES 181
IPS-N BLACKBEARD 184
IPS-N DRAKE 188
IPS-N LANCASTER 193
IPS-N NELSON 198
IPS-N RALEIGH 201
IPS-N TORTUGA 207
IPS-N VLAD 212
SMITH-SHIMANO CORPRO 216
SSC CORE BONUSES 217
SSC BLACK WITCH 220
SSC DEATH’S HEAD 225
SSC DUSK WING 229
SSC METALMARK 233
SSC MONARCH 238
SSC MOURNING CLOAK 243
SSC SWALLOWTAIL 248
HORUS 252
HORUS CORE BONUSES 253
HORUS BALOR 256
HORUS GOBLIN 261
HORUS GORGON 268
HORUS HYDRA 273
HORUS MANTICORE 279
HORUS MINOTAUR 284
HORUS PEGASUS 289
HARRISON ARMORY 293
HARRISON ARMORY CORE BONUSES 294
HARRISON ARMORY BARBAROSSA 297
HARRISON ARMORY GENGHIS 302
HARRISON ARMORY ISKANDER 307
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HARRISON ARMORY NAPOLEON 312
HARRISON ARMORY SALADIN 317
HARRISON ARMORY SHERMAN 322
HARRISON ARMORY TOKUGAWA 327
The Game Master 331
THE GM AGENDA 331
SETTING UP A GAME 333
The First Session 334
Where and How To Start Your Narrative 335
Mission Hooks 336
RUNNING THE GAME 342
SKILL CHECKS 342
THE SESSION 344
MOVING FORWARD 348
GM TOOLKIT 349
CHANGING CORE ASSUMPTIONS 349
SITREP 350
ESCORT 352
EXTRACT 355
HOLDOUT 357
GAUNTLET 359
RECON 360
An Endless Generator, An Unquiet Forge 362
NON PLAYER CHARACTERS 369
NPC Classes 377
ACE 379
AEGIS 382
ARCHER 385
ASSASSIN 387
ASSAULT 390
BARRICADE 392
BASTION 394
BERSERKER 397
BOMBARD 400
BREACHER 403
CATAPHRACT 406
DEMOLISHER 409
ENGINEER 411
GOLIATH 413
Defender 413
HIVE 416
HORNET 419
MIRAGE 422
OPERATOR 425
PRIEST 427
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PYRO 430
RAINMAKER 433
RONIN 436
SCOURER 438
SCOUT 440
SEEDER 443
SENTINEL 446
SNIPER 448
SPECTRE 451
SUPPORT 453
WITCH 456
SPECIAL CLASSES 459
HUMAN 459
INFANTRY SQUAD 460
MONSTROSITY 463
ULTRA 466
ELITE 470
GRUNT 470
VETERAN 471
EXOTIC 474
DRONE 475
MERCENARY 475
COMMANDER 476
PIRATE 477
SPACER 478
VEHICLE 479
SHIP 480
A GOLDEN AGE, OF A KIND: 481
HUMANITY UNDER UNION, 5016 481
Timeline of Union’s History 483
Foundation Day 485
Cygnus Spur, Orion Arm: Humanity Across the Stars 488
The Third Committee: Once More, With Feeling 489
Why We Fight 490
Pilots, Lancers, and Union 491
A Lifetime of Experience 497
Mechanized Cavalry 498
Infantry and other Ground Forces 500
Capital, Diaspora, and Colony 501
Colonies and Worlds: Planting A Flag 502
A Curious Alchemy, A Mundane Miracle 503
Manna 504
Union Galactic Organization 505
Non-Human Life 506
Gravity 507
How To Get There 507
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Time, And Its Passage 509
Common Societies 511
Uncommon Societies 514
Unique Locations 515
Cradle 515
Deimos 516
Hercynia 517
Bastion (Aun’Ist) 517
Cornucopia 517
Karrakis 518
Ras Shamra 519
Carina 520
Players On A Galactic Scale 522
General Massive Systems 522
Harrison Armory 523
Harrison Armory - Example Flashpoint: Operation Clarion 525
Smith-Shimano Corpro 526
Smith Shimano Corpro - Example Flashpoint: Outside The Garden 528
IPS-Northstar 529
IPS-Northstar - Example Flashpoints: Dawnline Shore, New Opal 530
HORUS 532
HORUS - Example Flashpoint: ESTABLISH///MAINTAIN: 533
A Speck of Dust On The Lens; A Grain of Sand In The Bread 534
Union: The Tyrant, The Watcher, The Guiding Hand 536
The Third Committee 537
Byzantium, Reprise 538
Union Administrative Department (UAD) 539
Union Naval Department (UND or, more commonly, UN) 540
Union Science Bureau (USB) 540
Union Central Committee (CentComm) 541
Forecast/GALSIM 542
Union Omninetwork Bureau (UOB) 544
Union Economic Bureau (UEB) 544
Department of Interstellar Transportation (DoIT) 544
Union Colonial Administration Bureau (UCAB) 544
Union Orbital and Non-Terrestrial Management Bureau (UO/NTMB) 545
Union Department of Justice and Human Rights (UDoJ/HR) 545
Technology and Culture in Union Space 546
Cloning 546
Androidism, Transhumanism, and Divorced Consciousness548
Life-Extension 551
Piracy 552
Slavery 554
Paracausal Studies 555
Humanity and Artificial Intelligence 555
Companion/Concierge Unit 555
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Smart Weaponry 556
Non-Human Person 556
Bicameral Mind (Sovereign-Class) 558
MONIST Entity 559
Paracausality 561
NOTABLE FACTIONS, ACTORS, AND GROUPS 562
The Albatross 562
Mirrorsmoke Mercenary Company 563
Harrison Armory Acquisitions and Management Department 566
Smith-Shimano Corpro Congressional Diplomatic Corps, Constellar Security. 568
Union Auxiliaries 569
Union Science Bureau, Far-Field Department 570
Union Department of Justice and Human Rights 571
Voladores 573
Horizon 575
Karrakin Trade Barons 576
The Ungratefuls 578
Sparri Clans 580
BEYOND UNION 585
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It’s 5016, and our arm of the galaxy is home to trillions.
Out from our humble beginnings, humanity has colonized the darkness. We have set empty
worlds and barren moons alight with civilization, have tamed asteroids and gas giants — even
built homes in the hard vacuum of space itself.
In every situation and setting, humanity has made their home; life, however it expresses itself,
continues. Stories begin and end across the stars, though most never leave the worlds they were
born to — we have taken root throughout our arm of the Milky Way galaxy
For some, life is as a river — ever-moving, with the land of their birth left somewhere far behind.
Traders and smugglers, refugees and immigrants, miners, pirates, scientists, volunteers,
colonists, soldiers and conscripts: humanity on the move, always. Wars pull hundreds of thou-
sands into the current, trade and migration yet more. For every ten stable homes, there is one
family’s worth that has been uprooted, for good or ill.
Connecting all worlds to each other is Blinkspace — a an unknowably vast and strange plane
parallel to realspace, pierced by Blink gates that allow for safe, nearly instant travel. Through
these massive, star-bound gates, all corners of space are open to the daring. These portals are
common wonders: Thousands of ships travel through the Blink each standard day for trade, mi-
gration, travel, war, or any myriad other purposes.
To fill the lonely void of space, there is the Omninet. A communications and data-sharing net-
work built off the Blink that links every computer, every server — every thing — to everything.
More than just a way to communicate, more than just a way for far-flung worlds to read of the
galaxy’s news and engage with galactic media, the Omninet is another layer on top of all com-
munications, facilitating government, industry, and more esoteric technologies. Data is the new
wealth, and the Omninet allows for the sharing of the wealth of all worlds.
And to give form to that wealth, there is Manna, the universal currency. Whether physical or digi-
tal, it unites all disparate nations of the human diaspora. A single currency — based on a combi-
nation of material wealth, labor, intellectual property, experience, and data — that any market on
any planet will accept as fair currency. When a galaxy’s wealth of raw resource is available for
exploitation, what becomes valuable is not gold but potential, promise, and community.
This vast spread of humanity, these trillions of souls, is administered by a single sprawling gov-
ernment: Union, the hegemonic administration that rules from Cradle, the ancestral home of the
human diaspora. Earth and Mars, Mercury and Venus. Saturn, Jupiter, Neptune, and Uranus. Io.
Titan. Europa. Phobos and Deimos — these worlds and moons strung in orbit around Sol, the
mother star, form Cradle, the seat of Union’s power and the ancestral heart of humanity. Union
controls the three pillars of the galaxy: the Blink Gates, the Omninet, and Manna. Without them,
and without Union, the galaxy would shatter into chaos.
Union is a new kind of utopia, a new state for a New Humanity. It is a post-capital, communal
state born from the ashes and ice of The Fall, an epoch-ending collapse that felled Old Humanity,
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boiling Cradle and withering almost all of her old colonies. Though it has been five thousand
years since Union’s founding — and nearly 14,000 since the Fall — this new Humanity knows
one truth among ten thousand unknowns: if humanity is to survive, then we must come together
in solidarity.
Despite this charge — and despite success building out from Cradle — the sheer size of the
project before them brings difficulty. Union is a thing distant to the vast majority of humanity. Fic-
tionalized in Omninet dramas and novels, dreamt about by children and wanderers, idealized as
the promised land or damned as the pit from whence we came by religions across the galaxy —
few have ever seen a Union administrator, or suffered a Union naval campaign. For all its control
over human affairs, Union prefers to rule from a distance. Union, to those who have never seen
its flag, is all but a myth. To those whose skies have been darkened by Union’s ships, the hege-
mon has brought liberty — or death.
The galaxy, despite its burgeoning utopian core, is still a dangerous place. Rebellion, insurrec-
tion, piracy, civil wars — even wars between worlds — flare up and burn their way through Union
space, though only the most desperate or dangerous of conflicts require Union’s direct attention.
Disputes between Union’s subject states are common enough that there is a need for militaries,
militias, and mercenaries. Five major suppliers have permeated the galaxy to offer arms and ar-
mor to those with Manna enough to afford them and an Omninet connection with enough band-
width to download them. They exist in tenuous balance with Union, and though the hegemon
regulates where it can and the suppliers comply, the two philosophies grind towards an irrecon-
cilable end.
You are one person alive in this time of tumult and peace, of promise built on the sacrifice of
those who came before, threatened by the descendants of their old adversaries. You are one
whose life is lived in the great river, where lives cross stars and time, where one person in the
right place at the right time can divert the course of history — where the collective action of com-
rades on the line can save worlds, save lives, and advance Union’s utopian dream.
You are a mech pilot — one of the best, a Lancer — and yours is the story of the spinning coin:
at a pivotal moment in human history, what will you and your comrades do when fate, planning,
luck — or something else — puts you all in the right place at the right time?
Suit up, pilot. Galaxy’s a big place, and it needs your help.
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THE CAVALRY
Your character in the world of LANCER is a mechanized cavalry pilot of particular note — a
Lancer. Whatever the mission, whatever the terrain, whatever the enemy, you are the one who
gets called in to break the siege, to hold the line — by the time the drop klaxons sound, it’s up to
you to save the day.
Your pilot hails from a world and culture of your choice and description, but is human. You might
call Earth home — or, as a Terran would call it, Cradle — but to be born on Earth in the age of
Union is exceedingly rare. No, it is far more likely that your pilot hails from the broad human di-
aspora: In the canon setting of Lancer it has been millennia since we left Earth, and the majority
of humanity live among the stars and habitable worlds in our arm of the Milky Way.
In Lancer, humanity is familiar and strange in equal measure. As best as we know, the only sen-
tient, sapient beings in our stellar neighborhood are other humans — but do not imagine this is a
limiting constraint.
There are many roads to becoming a pilot featured in a Lancer campaign. You could represent
the end product of heavy technological and capital investment on the part of your employers. Or,
you could be a born prodigy, a wunderkind who commands their chassis with an innate grace
and ability, discovered by a secretive recruiter. You could be a lucky conscript, a battle-proven
draftee who managed to survive their first drop, promoted by desperate commanders looking for
a hero. You could be the chosen heir of a centuries long atemporal monarchy, destined to inherit
your polypatriarch’s chassis. You could be a jaded volunteer from a Union Liberator Team,
spurred by a closely-guarded ember of hope for a better future. An anointed Loyal Wing. A fac-
simile of a long dead pilot, grown in batches of thousands. A spacer, who has seen too long lis-
tening to the deep whispers of the void.
However your character came to sit the cockpit of their mech, they are the sum of many parts.
Enhanced through some combination of training, natural skill, battlefield experience, and/or
neural or physical augmentation, a Lancer is the equivalent of a knight of old, a flying ace, or
other prestige-class warrior.
Lancers, they will proudly tell you, are a cut above other pilots.
They are not entirely wrong. Recruiting, training, and maintaining a mech pilot involves a tremen-
dous amount of capital and time investment compared to your average soldier. To operate a
mech at peak efficiency, a pilot needs to have extensive physical and mental training or be outfit-
ted with advanced, expensive physical and ontological augmentations. Washout rates are high,
as are injury rates as a result of the demanding training process, but this high bar is necessary —
Once a candidate has attained their final certifications and has been shipped out to their first
post, they face only the most dangerous missions. Mechs and their pilots aren’t sent in to keep
the peace: they’re sent in when all other options have failed. Your pilot, a Lancer, represents the
best of this corps.
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Remember, your history besides, your pilot is ultimately a human being. Just as flawed as the
rest of us, as perfect as the rest of us. Pilots are heroes and villains, brave souls and cowards,
lovers and fighters all. Some stand when everyone else flees, or are the first to run to danger,
representing the best and the brightest of us. But they too break under the pressure, fail, and kill
when they could have saved or spared.
Pilots can come from all walks of life. Station, criminal status, wealth — the tides of war or
machinations of powers that be guarantee that once a candidate has been identified, there are
few disqualifying factors for their recruitment — if, indeed, they are recruited as opposed to
stumbling into the role.
With all that said, congratulations pilot. You made it through selection and training. You now have
your requisite certifications. You have your first post, and you are en route to meet your new
squadron. This is the last real downtime you’ve got before you start your tour, so acquaint your-
self with the rules and regulations. Write down a bit about yourself. Figure out a callsign, some-
thing in Common so that everyone knows your talk.
You’re a pilot now, but you’re still a rookie. A greenhorn. A wet-behind-the-ears boot with no re-
alspace drops notched on your helm. Maybe you’re gonna make a name for yourself out there on
the line — or maybe some deck techs will hose you out of what remains of your cockpit.
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BASIC RULES
Your character in LANCER is a dynamic individual, a larger than life presence on and off the bat-
tlefield who inspires and terrifies in equal measure. In LANCER, your pilot and your mech are
effectively two components of the same character, though you can clearly define your mech
and pilot’s identity separately.
The first section of this book will tell you about building your character - your pilot and your
mech.
The second section is about narrative play, choosing a mission, and playing during downtime.
The fourth section is the compendium, where all character options can be found.
The fifth and final section is the GM toolkit, useful for for tweaking rules, creating NPCs, and run-
ning missions. Beyond, you will find an in-depth reference on the canon setting.
SETUP
This game makes use of two types of dice, the 20 sided die (referred to from hereon as a d20)
and the 6-sided die (referred to from hereon as the d6). Multiple dice will be referred to in the fol-
lowing format - 1 six sided die = 1d6, 2 six sided dice = 2d6, etc.
Sometimes the rules will call for you to roll a 1d3. That is simply a 1d6 with the results halved and
rounded up, so a result of 1 or 2 would equal 1, 3 or 4 would equal 2, and 5 or 6 would equal 3.
Each player should have at least one 1d20 and a number of d6s. Players will also need a charac-
ter sheet or a piece of paper to write down information, and it might be helpful to have paper
with a square or hexagonal grid on it (such as graph paper or a pre-prepared battle map) since
this game makes use of grid or hex based tactical combat. Miniatures are not required to play
this game but can make combat easier to visualize.
One player must play the Game Master (referred to from hereon as the GM). The Game Master
acts as a referee, storyteller, and arbitrator of rules. They help create the story and narrative for
the game and play all of the non-player characters (NPCs). For more information on the Game
Master as well as a list of rules, tips, and tools to use as a Game Master, you can refer to the GM
guide in the section at the end of this book. The rest of the players will play the role of pilots, or
characters in that story.
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THE GOLDEN RULE
When referring to the rules in this book, specific rules override general statements or rules.
For example, making a ranged attack typically takes into account cover. However, a weapon with
the Seeking keyword ignores cover. In this case, the weapon’s keyword supersedes the more
general rule.
LANCER makes a distinction between narrative, freeform play, and mech combat, where tracking
individual turns and actions is important. Most of the game’s story and character interaction will
typically be in narrative play. During narrative play, players and the GM can take actions natural-
ly and spontaneously as they come up. Time and scenes might be faster and individual rolls
might count for more.
During mech combat, players must take turns to act, and are restricted in the number
and type of actions they can take, making each action much more impactful and tactical. Swap-
ping into mech combat from narrative play and vice-versa should feel fairly natural if you have
played other RPGS with turn-based, tactical combat.
The reason the game makes a distinction between these two types of play is they repre-
sent two different approaches to RPG storytelling. One is much more story and character-fo-
cused (narrative play), with a very rules-light approach to conflict resolution, whereas the latter
(mech combat) is much more rules-heavy, but tactical, like a board game. Depending on your
GM and group of players, you might spend a whole session in narrative play, or you might spend
a whole session doing combat.
Neither is the ‘correct’ way to play the game, and the authors of this game expect groups
will find the balance between the two that works for them. We provide both as frameworks for
groups that like to explore stories (narrative play) or tactical combat (mech combat) exciting.
A skill check is required in a challenging or tense situation that requires some effort to over-
come. To make a skill check, first name your goal (for example: break down the door, hack into
the computer, sweet-talk the guard), then roll 1d20, and add any relevant bonuses. On a total
result of 10 or higher, you accomplish your goal. A total result of 9 or lower means you don’t
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accomplish your goal and possibly suffer the consequences. The GM, by default, cannot
change the target number (10) of a skill check, but can add additional Difficulty or make the skill
check risky (more on that later).
In mech combat, you use skill checks, but also add attacks and saves.
An Attack is an offensive roll against another actor in mech combat, such as firing a weapon, or
attempting to hack a target. An attack is made the same way as a skill check (1d20 + relevant
bonuses), but the target number can differ from 10, and usually depends on the numerical defen-
sive statistic of your target, such as evasion, or electronic defense. An attack is successful if it
equals or exceeds the target defense. Some attacks can deal a Critical Hit on a 20+, allowing
you to deal more damage or trigger extra effects.
The rules might refer specifically to ranged or melee attacks (attacks typically made with a
weapon or part of your mech) or tech attacks (attacks made with electronic warfare).
Finally, a save is a defensive roll made to avoid some effect in mech combat, such as having
your systems hacked, being bombarded with a flash grenade, or dodging out of the way of an
explosive. A save is made just like a skill check (1d20 + relevant bonuses), but the target number
can differ from 10, and usually depends on your attacker. If you match or beat the target number
with your total roll, you succeed on the save. If your total roll is lower, you fail the save. The out-
come of each usually has a different effect depending on what is happening to you.
CONTESTED CHECK
As a mech or pilot, you may be called on to perform a contested check. Both the attacker and
defender make skill checks, adding bonuses and penalties. The winner of the contest is
whomever has the highest total result - in the case of any ties, the attacker wins.
FAILING CHECKS
You can always choose to voluntarily fail any skill check or save (mech or otherwise). You can
take this option if a friendly actor is trying to help you out, or simply if you think it would lead to a
more interesting situation or make more sense narratively.
BONUSES
Every skill check, save, or attack roll in Lancer can have one or both types of bonuses applied to
it:
- Accuracy or Difficulty
- A flat number, typically from +1 to +6.
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Accuracy and Difficulty are the way this game handles momentary advantages or disadvantages.
Flat bonuses come from from three sources: your triggers (actions your pilot is good at), your
mech skills (actions your mech is good at), or grit (1/2 your level). You only get one type of flat
bonus at a time.
You will often make a roll without any bonus at all (just a flat d20).
Accuracy and Difficulty represent the momentary advantages and disadvantages gained and
lost during rapid, chaotic moments of action.
For example, two mech pilots, matched in skill, duel each other amidst the shifting debris of a
shattered frigate, avoiding incoming fire and slagged, floating bulkheads as they attempt to land
their shots. At range, the bulkheads and debris field make landing clean shots a tenuous
prospect. However, one of the pilots, thinking on their feet, hides among the debris. When their
enemy gets close, they spring forth from hiding, catching their opponent unaware and making
their shot much easier than normal.
This kind of situation could cause pilots to to accrue Accuracy and Difficulty on rolls.
Multiple Accuracy and Difficulty dice do not stack: instead, the greatest result is chosen and
applied to the final roll. This means the final modifier for any accuracy or difficulty dice can never
be higher than -6 or +6.
For example:
- An attack made with +2 Accuracy would roll 2d6 and pick the highest of the two
dice, then apply that to the final roll. A result of 3 and 4 would add +4 to the roll,
not +7.
- An attack roll made with +2 Accuracy and +1 Difficulty would roll 1d6 and apply
that to the roll, since the 1 Difficulty cancels out 1 Accuracy.
- An attack made with +1 Accuracy and +1 Difficulty wouldn’t add anything to the
roll - the dice cancel each other out.
GRIT
Pilots are skilled, lucky, and unique individuals, multi-talented and resilient. Even so, a brand new
pilot cannot measure up to a tempered, battle-hardened veteran when push comes to shove. This
is measured in game by Grit, a bonus that represents your pilot’s deep well of resolve and will to
live.
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Grit is a flat number equal to half your character’s level, rounded up. It improves your attack
bonus, hp, and save target for both your pilot and your mech in mech combat.
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TIME IN LANCER: MISSION, DOWNTIME, and SCENE
Before we dig into character creation, it might be important to note that a game of LANCER is
usually split up into missions. A mission might encompass one or several play sessions. A mis-
sion is a goal or objective that can be completed in a discrete amount of time, such as destroy-
ing a building, breaking into a secure facility to recover an NHP core, evacuating civilians, uncov-
ering a conspiracy, or holding the line against enemy attack. Each mission has some preparation
time that helps establish the goal, stakes, and equipment for the player characters.
If you’re not actively on a mission, you’re in downtime. This is the narrative time between mis-
sions where the moment-to-moment action doesn’t matter as much, and roleplaying is much
more important. During downtime you can progress plots, projects, or personal stories, taking as
much or as little narrative time as you want. Days, months, or even years could pass in down-
time, depending on the pace of your game.
Within missions and downtime, play is split up into scenes. A scene is a continuous section of
play or activity. The word ‘scene’ is used here because it’s helpful to think about it in cinematic
terms: as long as the ‘camera’ or focus is on their players and their action, a scene is happening.
When the focus cuts away from the current scene, or the current activity or course of action nat-
urally ends, that’s when the scene should end too.
A good example of a scene is a single combat encounter, or a dialogue between characters, but
a scene could also be a ‘montage’ of action. A lot of character abilities or mech systems last until
the end of the current scene instead of a specified amount of time, so entering into a new scene
is often pretty significant.
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LICENSED TO KILL: CHARACTERS IN
LANCER
Unlike other role playing games, LANCER does not track currency. Your access to mech gear,
upgrades, talents, and other aspects of your character are instead gated by licenses. Licenses
are tightly controlled by the major powers in LANCER and allow holders nearly unlimited access
to the items they contain.
Your license level describes both your pilot and your mech - as you level up, your pilot and
mech will both become stronger and have access to more advanced gear and combat tech-
niques.
This section references concepts explained in more depth in the two sections that follow. You
can always return to this section later.
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The Compendium
You can find all character options in the Compendium (the second major part of this book), in-
cluding example pilot backgrounds, talents, and all mech licenses. At level 0, the only options
you have access to are the General Massive Systems weapons and gear, which are available to
all pilots.
Level 0
If you’re new to LANCER, it’s recommended you start a character at Level 0 (you haven’t com-
pleted any missions). At this level, your pilot has access to only a limited pool of basic licenses
available to all pilots.
Leveling up
- They get +2 to any trigger (or a brand new trigger at +2) and +1 to a mech skill.
Both have a maximum of +6.
- They gain one talent point and one license point to spend on mech talents and
licenses. Spending a talent or license point acquires a talent or license at rank I.
Further points can then be spent to take a talent or license to rank II or III.
- Core bonus: Every 3 levels (3/6/9/12), a character gets a core bonus, a powerful
improvement to all mechs they build.
Retrofitting
Every time you level up, you can choose one: re-allocate all the points from one of your talents to
any other talent, re-allocate all the points from one of your licenses to any other license, or re-
place a core bonus you qualify for with another core bonus you qualify for.
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Leveling chart:
License
Grit (+HP, Total mech Total CORE bonuses Pilot trigger points
Level (+1 +attack,+SP, skill
Talent (max +6)
license +save target) points
points
point/ (+1/level, (+1/level)
level) max +6)
0 0 2 3 0 8
1 1 3 4 0 10
2 1 4 5 0 12
3 2 5 6 1 14
4 2 6 7 1 16
5 3 7 8 1 18
6 3 8 9 2 20
7 4 9 10 2 22
8 4 10 11 2 24
9 5 11 12 3 26
10 5 12 13 3 28
11 6 13 14 3 30
12 6 14 15 4 32
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THE PILOT
Your pilot is the person inside the machine, the character you will be playing for their entire ca-
reer. Pilots are generally interesting individuals - if they were boring we probably wouldn’t be
playing them!
Making your pilot is a fairly simple process. At level 0, you’ll decide a background and choose
four triggers base on that background. Pilots also have hit points and some other game sta-
tistics if they get into a fight in mech combat, and can choose some gear before embarking on a
mission.
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Backgrounds
Your background describes your life up until you became a mech pilot. A background does not
necessarily describe your pilot’s role in the squadron now — a background tells your GM and
fellow players a bit about what your pilot did before they enlisted. Think of backgrounds as a
prompt for you to draw from when describing your pilot’s full backstory: how did they first be-
come a soldier, a doctor, or a miner (or whatever your background may be), and from there how
did they become the pilot they are now?
When you make a background, you can either roll 1d20 for one of the backgrounds in the com-
pendium, choose a background from that same list, or simply make your own up.
Invoke
On any skill check outside of combat either you or the GM can invoke your background. When
either of you invoke your background, you get an additional +1 accuracy or +1 difficulty on that
skill check, based on what you expect or know about your character and their background. For
example, a character with a colonist background might get +1 accuracy when negotiating with
colonists, or navigating the wilderness, or farming. A space-born character might get +1 difficulty
when doing any of the former.
If there’s disagreement, the rest of the group (neither you or the GM) arbitrates. If no-one can
agree, the person invoking the background decides.
TRIGGERS
As a central character of the story, your pilot will have moments when their background, training,
or personality shines through. These are your pilot’s triggers, written like ‘Apply Fists to Faces’,
or ‘Get Somewhere Fast’. When you make a skill check as a pilot and a trigger could apply, you
get a bonus on that skill check. For example, if you have ‘+2 to apply fists to faces’ written on
your sheet, when you take any action as a pilot where you could possibly be construed as apply-
ing fists to faces, you get that bonus on the skill check. You can only ‘activate’ one trigger at a
time.
Typically triggers are used for actions that rely on your pilot’s personal abilities, experience, train-
ing, or background, and not your mech. For actions that rely on your mech, you use your
mech skills instead (see the very next section!).
A pilot’s skills refer to a pilot’s general experience, proficiency, personal ability, and aptitude with
particular approaches or courses of action. They don’t have to necessarily describe physical quali-
ties of your pilot.
They go from +2 to +6. This number is a flat bonus applied to a skill check.
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A trigger tells you when you can get that bonus. This is pretty simple in practice. If your pilot gets
+2 when blowing something up, if your goal ever involves setting off explosives, throwing
grenades, setting charges, etc, you get that skill bonus. Triggers are somewhat broad for a rea-
son, and can intentionally be stretched in creative ways, though the GM always reserves the right
to arbitrate outlandish claims about how your ‘apply fists to faces’ trigger can be used to hack into
an electronic network.
Your pilot skills are mostly used for narrative actions and don’t apply to actions taken with your
mech.
Tracking Triggers
You don’t have to write down triggers you don’t have (they are not like a skill list in other role
playing games). For example, at level 0, a pilot might write down ‘+2 to threaten, get somewhere
fast, assault, and spot’. That’s it! There’s no reason to write down or track the rest. Skill checks
can always be made without any triggers, 1d20 vs 10.
Choosing Triggers
Below is the list of basic triggers. You get 4 of these at level 0, each at +2, as a benefit of your
pilot’s background, or you can write your own with GM approval. This could be for something
more specific than those listed, like ‘kill in cold blood’ or ‘insult someone’. Triggers should be spe-
cific circumstances or actions, and not written in a way to be as broad as possible.
If nothing triggers for a pilot skill check, don’t add anything at all. Pilots will often make skill
checks that are just a flat 1d20 roll vs. 10 with only situational accuracy or difficulty applied. You
don’t need a trigger to make a roll, it’s the roll that triggers the bonus (but only if it’s applicable).
For example, if Bruja is making a check to track someone through the wilderness and she doesn’t
have any relevant triggers (or can invoke her background), she just rolls a flat 1d20 with no
bonuses.
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Triggers
Here’s the basic triggers you can use (or use as inspiration to write your own). There’s intention-
ally a little overlap between some of the triggers, and each is designed to be somewhat flexible.
Remember, you don’t need to track all the triggers, just the ones you are good at! You don’t
have to refer to this section unless there’s ambiguity about when a trigger should go off.
Assault
Take part in direct and overt combat:
fighting your way through a building
packed with hostile mercenaries, trading
shots between rain-slick trenches, fight-
ing in chaotic microgravity as part of a
boarding action, or engaging the enemy
in the smoking urban rubble of a city un-
der orbital bombardment — When you
assault, you’re always assaulting some-
thing (a position, a rival pilot, an enemy
force, a group of guards), and it’s always
loud, open, direct action.
Blow Something Up
Use explosives (improvised or other-
wise), weapons, or maybe just good old
fashion brawn to totally wreck something
or turn it into an enormous fireball
(maybe a wall, sensor array, outpost,
reactor core - the good stuff). Probably
not to be used against people unless
they’re incidentally in the way.
Threaten
Use force or threats of force to get someone to do what you want them to do. Name what you
want someone to do and what you’re going to do to them if they don’t listen to you. This could
also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high
risk but very effective if successful - either way there’s likely no repairing the relationship after-
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wards. If you threaten someone unsuccessfully, your threats have no further effect on them unless
you change something about the situation (as with all other skill checks).
Take Control
Use force, violence, presence of will, or direct action to take control of something. This is often
something concrete, like an object someone is holding. You could take control of someone’s gun
or a keycard they have on their person. You can additionally can take control of a situation to force
those present to listen, calm down, stop moving, or stop what they’re doing (perhaps for their
benefit), though you can’t necessarily force them to do anything further without threatening them.
Taking control is never subtle.
Survive
Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space,
frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert.
You most often use survive when you want to take a journey through wilderness environments,
navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields.
Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoid-
ing dangerous areas of a space station. You could also use it when testing personal endurance,
such as shaking off poison or alcohol.
Stay Cool
Do something that requires concentration, speed, or intense precision under pressure, like picking
a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while
hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If
you’ve got to do something complicated in a high stress situation without messing up (and possi-
bly not even breaking a sweat) this is the action to use.
Show Off
Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like
shooting a very small or rapidly moving target, shooting someone’s hat off or their weapon out of
their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish
with a sword, throwing a spear to pin a fleeing target to the ground, and so on.
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Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a
vehicle.
Hack or Fix
Repair a device or faulty system. Alternately, hack it wide open, or totally wreck, disable or sabo-
tage it. You can use this for hacking or safeguarding electronic systems, such as electronic door
locks, computer systems, omninet webs, or NHP coffins.
Patch
Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding,
suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or
study disease, pathogens, or illness.
Invent or Create
Generally speaking, you need tools and supplies to invent or create something successfully. Use
this with many downtime actions to work on projects. You can also use it in the spur of the mo-
ment to invent new devices, tools, or approaches to something (improvised explosives, gear, dis-
guises, or some similar).
Read A Situation
Look for subtext, motive, or threat in a situation or person, often social situations. Use your intu-
ition to learn someone’s motivation, learn who is really in charge, or who is about to do something
rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.
Spot
Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compart-
ments, or disguised individuals. Spy on a target from a distance, or make out the details, shape,
and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.
Investigate
Research a subject, or look at something in great detail. If you can’t find information directly, you
learn how you can get access to that information. Learn about a subject of historical relevance, or
become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object
through research or investigation.
Charm
To charm, you need a receptive audience, or some kind of promise of leverage (money, power,
personal benefit, etc). You can use it when trying to smooth talk your way past guards, get some-
one on your side, sway a potential benefactor, talk someone down, perform diplomacy between
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two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone.
Charm won’t work on people that aren’t receptive (such as soldiers you are in a gunfight with) or
that you don’t have leverage over (promises of safety, money, power, recompense, help, etc).
These promises don’t necessarily have to be true but they have to have some weight with your
target.
Pull Rank
Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You
can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight
with. Failing this might be risky and could be seen as abusive. You typically can’t pull rank on hos-
tile targets. You could also use this to pretend to have a rank you don’t have, but it’s definitely
risky.
Lead or Inspire
Give an inspiring speech, or motivate a group of people into action. Administer or run an organiza-
tion efficiently or effectively, such as a company, a ship’s crew, a group of colonists or a mining
venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.
You’ll be playing as your pilot mostly in narrative play (when you’re out of your mech), but there
are times in mech combat you might want to bail out of your mech as well. You might also want
to track your pilot’s HP if you take injury or harm during narrative play.
Your pilot has size (how much space you take up on the battlefield)), HP (hit points, how much
damage you can take before you’re down), and evasion and e-defense (how hard it is to hit you
with weapons and electronic systems in mech combat). You also have speed (how far you move
in spaces when you move).
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At level 0, pilots are size 1/2, have 6 HP, 10 e-defense, 10 evasion, and 4 speed. Wearing ar-
mor might change your stats. You add your grit to your pilot’s HP and attack bonus as you level
up.
More on these stats and pilots in mech combat can be found in the mech combat section.
Creating a pilot
Making the pilot part of your character at level 0 is as simple as the following:
1. Create a background: When you create a pilot at level 0, you’ll need to make up a back-
ground for your pilot - where your pilot comes from. You can create your own back-
ground, or roll or choose from the list of backgrounds in the compendium. During narra-
tive play, you can invoke your background for bonuses.
3. Write down your pilot’s stats for mech combat - size 1/2, 6 HP, 10 e-defense, 10 eva-
sion, and 4 speed.
4. Before you embark on a mission, you’ll choose pilot gear, which might change your
stats. You can take clothing, armor, up to two weapons, and up to three other pieces
of gear. Pilot gear can be acquired from the compendium’s General Massive Systems
pilot gear list.
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THE MECH
A mechanized cavalry unit -- a mech -- is the primary agent around which the Union Navy
bases its ground forces.
Mechs depending on the FRAME, stand anywhere from eight to forty feet tall and are bi-, qadra-,
or hexapedal. The majority of them are brachial, featuring one to two pairs of arms able to ma-
nipulate to-scale weaponry and interact with the natural environment. Some pilots and units pre-
fer to integrate their mech’s weapon systems to the unit’s chassis and, depending on the size or
power of the weapon system, such an integrated system might be required. Most mechs are pi-
loted by a single pilot, but there are larger, highly advanced platforms that require one or more
additional pilots to control.
Mechanized cavalry units are agile, quick, and responsive systems for their size. They are able to
traverse most all solid and vacuum environments; their mobility is often augmented or entirely
dependent on maneuvering jets (fuel depends on environment). Still, they are heavy, and in order
to run they are powered by a cold fusion generator. Their power plant is heavily shielded and re-
sistant to damage, reliable, and essentially inexhaustible, but should the reactor be compromised
the results are often catastrophic.
Union doctrine generally has mechanized cavalry operating in support of mounted or unmounted
infantry as a heavy weapons platform or force multiplier. They operate on their own in hostile en-
vironments in squadrons of two to five, often dropped either far behind enemy lines or at the
front, where the fighting is thickest and they can be used as line-breaker shock troops.
Most mechs that players pilot are, by and large, military equipment, modular and restricted by
license. However, they are common enough in civilian construction, hazardous materials cleanup,
exploration, and other roles that they are not shocking to the average human. Mechanized Caval-
ry, though, are different: their pilots are regarded on the same level as knights or the flying aces
of old.
PILOTING A MECH
Your pilot must be physically inside a mech to pilot it. Mechs that are powered off or inactive are
typically shut down (they can’t do anything and it’s easy to hit them). You can mount or dis-
mount a mech and boot up a mech by taking action to do so. While inside your mech, your pilot
doesn’t personally have line of sight to anything outside your mech and nothing outside has line
of sight to you (you still have optics and can draw line of sight normally when you act through
your mech, however). As long as your mech is not destroyed, you cannot be targeted, damaged,
or affected by any attacks or effects that originate from outside your mech while inside it. If your
mech is destroyed, you lose this benefit (it’s got holes blown in it!) and it merely grants hard
cover.
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If you pilot a mech you are not licensed for (such as an enemy mech) the lack of correct neuro-
logical interfacing means that mech is permanently impaired (+1 difficulty on all attacks, saves,
and checks) and Slowed (your movement is limited) while you pilot it.
A little more on these terms can be found in the mech combat section.
MECH SKILLS
A mech operates on an entirely different level in LANCER. Mechs are powered, armored hulks
packed full of advanced systems, weaponry, and physical strength. A mech is capable of far more
than a pilot on foot, and can perform feats of incredible strength, speed, and resilience where skill
alone will not suffice.
The part of your pilot directly related to building, piloting, and fighting with mechs are your mech
skills. There are four, and they go from +0 to +6:
Your HULL skill describes your ability to build and pilot durable, heavy mechs that can take
punches and keep going
Your AGILITY skill describes your ability to build and pilot fast, evasive mechs
Your SYSTEMS skill describes your ability to build and pilot technical mechs with powerful elec-
tronic warfare capabilities
Your ENGINEERING skill describes your ability to build and pilot mechs with powerful reactors,
supplies and support systems
Your character’s pilot skills relate to their personal aptitudes on foot, whereas your character’s
mech skill refer to their abilities piloting and building mechs. A skill check or save that uses your
mech skills can be referred to by the name of it’s statistic, such as a Hull check, a an Agility
check, a Hull Save etc.
Roll HULL when: Smashing through or pulverising an obstacle, vehicle, or building; lifting, drag-
ging, pushing, or hurling an enormous amount of weight; grabbing, wrestling, or grappling a mech,
starship, or mech-sized creature; resisting a huge amount of force, staying upright through cata-
clysmic weather
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Roll AGILITY when: Chasing, pursuing, or fleeing with incredible speed; performing acrobatics in
your mech; hiding or moving silently; performing a feat of fine manual dexterity with your mech;
dodging out of the way of danger
Roll SYSTEMS when: Infiltrating hardened and powerful electronic systems and targets, including
other mechs; boosting or suppressing a signal; performing electronic warfare; scanning or analyze
information; boosting or weakening the electronic systems of a vehicle, mech, starship, or base;
interacting safely with Non-Human Persons or electronic life forms; analyzing the nature of unfa-
miliar electronic systems.
Roll ENGINEERING when: pushing your mech past its limits; withstanding extreme conditions
such as heat, cold, void, or radiation; using your mech’s reactor like a forge to create items; keep-
ing your mech running well past its breaking point or for extreme amounts of time; traveling or
move safely through hazardous or hostile conditions; boosting the reactor output of another mech,
starship, or base; conserving and efficiently using ammo, power, and other resources
Collectively, these four skills are often referred to as H.A.S.E. You may add the appropriate rating
to a 1d20 roll for the total when making a skill check that calls for one of these ratings. You often
make HASE checks as a part of mech combat, and certain actions will call for checks, such as
hiding or grappling.
Mechs in LANCER are powerful machines, but what makes them more powerful, and your char-
acter more unique than the regular mech pilot, is your ability to source mech weapons, parts, and
gear from many different manufacturers and combine them together. LANCER has a modular
mech system, where each mech comes with a list of gear, gated by license, that once acquired
can be freely swapped between any other mechs a pilot owns.
Pilots in LANCER are as much an expert at building their machines as piloting them (or else have
a team supporting them). Currency is not tracked in LANCER, so a pilot’s ability to get better parts
and build a stronger mech mainly increases with License Level. License level represents wealth,
resources, connections, influence, and all the powers a pilot has at their disposal to get better and
more advanced mech parts. A pilot’s mech and their proficiency with mechs are tracked with a
character’s mech skills and their license level.
When you complete a mission and level up from levels 1-12, your pilot gains +1 license point to
spend on a license from any mech manufacturer, from rank I to rank III (with each rank requiring
the previous one). Each level of a license you unlock grants you access to various systems and
weaponry, with rank II giving you a FRAME (a base for your mech), and rank I-III giving you more
advanced weapons and systems. These weapons and systems are interchangeable. You can
add as many to your mech as you have mounts or system points to do so, from any source
among licenses you have unlocked. This is the main way you build ‘your’ mech.
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GENERAL MASSIVE SYSTEMS
All pilots, even level 0 pilots, always have access to the General Massive Systems ‘Everest’
FRAME and the general GMS gear list. At level 0, this is the only gear available for pilots until
they gain license levels and can unlock more gear. GMS is a galactic standard - it’s gear is well
usable even for high level pilots.
WITHOUT LIMITS
You never need to re-acquire mech gear or FRAMEs that you have access to, as long as you
have the license for that gear. You are assumed to generally always have access to that gear,
through influence, patronage, wealth, or rank. In addition, modern 3-d printing technology has
advanced enough in LANCER that entire mechs can be printed wholesale. Even if you lose your
mech in combat, it can easily be re-printed during downtime. You can think about your licenses
as your character’s ‘class’ if this were a more traditional RPG.
MECH STRUCTURE
The basic structure of a mech is 2 arms and 2 legs. You can modify this however you choose,
within reason (ask your GM). The general look, structure and layout of your mech has no
bearing on game play.
FRAME
Your mech’s FRAME is its chassis, armor, mounts, and reinforcement. It determines your mech’s
appearance and function, from a heavy siege fighter, to an agile flier, to a cloaking technical-fo-
cused mech. Think about the FRAME as choosing ‘which’ mech you’re going to pilot.
In game terms, a FRAME is the base of your mech. FRAMEs becomes available by unlocking
level II of mech licenses.
Your mech’s FRAME determines its size and armor. Your FRAME also has base statistics, sys-
tem points and mounts, which determine what kinds of weapons and systems you can add to
your mech. The kinds of weapons and systems you can add depend on the kinds of mounts your
FRAME has and the free system points it has available.
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Finally, your FRAME gives you a powerful CORE system ability to use in combat that they can
typically only activate once per mission. Activating this core system requires Core Power, which
you start every mission with, but can only use once.
Let’s go over the base FRAME features. Every FRAME starts with differing number of mounts,
system points, armor, a different CORE system and can be size 1/2 to the enormous size 3.
Size: How big your mech is, in spaces, on each side. Humans and the smallest mechs are size
1/2. Typical mechs are size 1. Size does not directly correlate to how big a character is, but the
space it controls around it. Most mechs are size 1 (about 10’ by 10’ in default size) while being
about 15-20’ tall in the fiction.
Armor: A mech’s armor reduces all incoming sources of damage by that amount. Armor mostly
depends on FRAME, and can’t go higher than 4. Damage with the AP (armor piercing) tag or
burn ignores armor.
• Auxiliary (size): The smallest weapon size for mechs, light enough to use alongside larger
weapons.
• Main (size): A normal sized weapon (for a mech)
• Heavy (size): A large, heavier weapon typically used to inflict massive damage.
• Superheavy (size): A very large, usually special-class weapon with high power requirements.
• Type - All weapons have a type, which can be one of the following: CQB, Rifle, Launcher,
Cannon, Melee, Nexus. These describe the general effect range and combat function of the
weapon.
• CQB or close quarters battle weapons include pistols, shotguns, flamethrowers, and more ex-
otic weapons like the Impaler. They usually have short range and an increased threat range for
overwatch.
• Rifle weapons are sturdy weapons with good range and stopping power
• Launcher weapons launch some sort of missile, grenade, or other projectile
• Cannon weapons are high-caliber weapons useful for inflicting heavy damage on enemies.
What they lack in precision, they usually make up for in power
• Melee weapons are mech-scale tactical melee weapons. The raw strength from a mech can
turn even crude melee weapons into a force to be reckoned with
• Nexus weapons are homes for swarms or colonies of self-propelled, armed drones
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Weapons typically deal Kinetic, Explosive, or Energy damage. Some weapons might deal Heat
(damage to a mech’s internal systems) or Burn (damage over time), which have additional ef-
fects, detailed in the damage section.
MOUNTS
Mech FRAMEs are standard-built to mount a limited number of core systems. Too many
weapons or systems will overtax the reactor or add too much stress on the mech’s structure.
Each mech FRAME has differing numbers of the following mount points. You cannot add
weapons or systems to your mech if you don’t have an available mount to do so. You can add a
weapon of any smaller size in a space that could take a larger weapon (for example, you
could add a main or aux weapon to a heavy mount, or add two aux weapons to a main/aux
mount).
Main/Aux mount: This mount takes 1 main or smaller weapon and 1 auxiliary weapon
Flexible mount: This mount takes either 1 main weapon or up to 2 auxiliary weapons
Superheavy weapons take a heavy mount and one other mount of any size.
Integrated mount: This mount is part of a mech’s FRAME. It includes the listed weapon by de-
fault, which cannot be removed or replaced. This mount and weapon cannot be removed, modi-
fied, or duplicated in any way.
Weapons mounted on a mech don’t necessarily need to be part of its chassis - they could be
slung in holsters, build into compartments, or held/wielded normally. You can decide which when
you build your mech - it has no effect in the rules. Mounts represent the tax on your mech’s sys-
tems more than an actual physical structure.
SYSTEM POINTS
Mech FRAMEs also come with a certain number of System Points (SP). System points can be
spent to add additional systems to your mech, and some weapons or heavier systems will take
system points to add to your mech in addition to requiring open mounts. As a pilot levels up, you
can add your grit (1/2 your level) to your total system points, and you gain an additional +1 sys-
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tem point for every two points of Systems mech skill you have. You cannot add systems to your
mech that would cause you to exceed your system points.
CORE system
Each FRAME comes with a CORE system. This a powerful ability that is unique to the FRAME,
can’t be transferred (you have to use the FRAME to use it), and can only be used typically once a
mission by consuming Core Power.
All mech FRAMEs have a reservoir of high efficiency system power that is designed only to work
for a short period of time. This Core Power is essential to the high-powered systems that many
mechs utilize in emergency situations or points of heavy action.
Your mech either has Core Power or it doesn’t. There’s no way to ‘save’ it up (you either have it
or you don’t). You always get core power when you start a mission or full repair. You only gain
core power when taking a full repair, or unless the GM grants you core power during the course
of a mission.
HP: Like your pilot, your mech has HP (hit points). Your mech, however, has 4 structure, and
isn’t destroyed when reaching 0 HP. Instead, its HP resets when it loses structure and it makes a
structure damage check. When a mech runs out of structure, it is destroyed.
Repairs: Your mech can heal and repair its systems by spending repairs, like a currency. If it runs
out of repairs, it can no longer heal or repaired destroyed systems.
Speed: How far your mech can move on its turn when it makes a regular move or a boost.
Evasion: How hard it is for most ranged and melee attacks to hit your mech.
Sensor Range: The distance your mech can use tech systems or attacks. If something’s in your
sensor range, you know it’s there unless it’s hiding (even if you can’t directly see it).
Tech attack: Your mech adds its tech attack instead of grit when conducting electronic warfare.
E-defense: How hard it is for electronic or guided weapons or systems to hit your mech.
Heat Capacity: Your mech can take heat from electronic warfare or its own systems. If it takes
more than its heat capacity, it overheats and suffers adverse effects.
Limited systems: Some weapons and systems only have limited uses between full repairs. Once
used up, they can’t be used again until replenished.
Save target: The number that a character must match or beat to successfully pass a save forced
by your mech
IMPROVEMENTS
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Your pilot’s mech skills can boost some of the statistics of any FRAME you pilot when you build
it, giving you your final mech. This is your pilot’s unique or personal touch that you add to the
stock FRAME to customize it.
The following features of a FRAME get bonuses from your mech skills. This is where your pilot’s
personal abilities really kick in.
GRIT (1/2 your level) is added to your mech’s melee and ranged attacks, HP, save target and
system points
• Every 2 points of engineering gives your mech +1 to maximum uses for limited systems
and weapons
CORE BONUS
As your pilot acquires more licenses with a particular manufacturer, they will gain manufacturer-
specific knowledge and skills. In game this is represented by a CORE bonus. You gain a bonus
every 3 levels. Bonuses are a permanent improvements, and apply no matter what FRAME you
are using. They are are unique (you cannot take the same twice) and can offer interesting ways to
customize your mech. You can always choose GMS CORE bonuses, but to choose a CORE
bonus from a manufacturer, you need 3 points in licenses from that manufacturer (any licenses in
any combination, you can mix and match), for each CORE bonus you have from them. For exam-
ple, to take 1 CORE bonus from IPS-Northstar requires at least 3 points in IPS-N licenses, to take
2 would require at least 6.
TALENTS
Finally, your pilot’s experience and abilities with piloting a mech is tracked by Talents. This is
where skill and ingenuity can push your mech past its limits. Talents give your character abilities
with particular types of weapons, systems, or styles of play that help define your character fur-
ther.
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Talents, like licenses, go from rank I-III. At level 0, you gain three talent points to spend on Tal-
ents, but can’t take any past rank I. When you level up, you gain +1 talent point to spend on tal-
ents. Talents only apply to your pilot’s capabilities when piloting a mech (with a few exceptions).
Creating a Mech
Constructing a mech may seem daunting at first, but step-by-step, it is actually a fairly simple
process.
1. Pick a FRAME from the licenses you have available to you. At level 0, this should just be
the GMS Everest. Your FRAME gives your mech its base statistics.
2. Add bonuses from mech skills. At level 0, you have +2 to one mech skill, or +1 to two
mech skills.
HULL: + 2HP/point, +1 repair cap for every 2 points
AGILITY: +1 evasion/point, +1 speed for every 2points
SYSTEMS: +1 tech attack and e-defense per point, +1 SP every 2 points
ENGINEERING: +1 heat cap/point, +1 to all limited gear every 2 points
3. Add your grit to your mech’s HP, attack system points, and save target. Grit is 1/2 your
level, rounded up.
4. Pick weapons for your mounts from those you have access to. You might choose different
weapons depending on the size of each mount. At level 0, you have access to only the
GMS weapon list.
5. Spend your SP on systems. You cannot spend over the amount your mech has, and any
excess or unspent SP are lost. At level 0, you can only choose from GMS systems. A
mech can always mount duplicate weapons or systems, unless those weapons or
systems have the Unique tag.
6. Write down CORE bonuses - You will pick up your first at level 3. Some might modify
your mech’s HP or damage, or give it other effects.
7. Allocate your talent points. At level 0, you can have 3 rank I talents.
8. You’re done!
MOVING FORWARD
If you want to skip ahead to creating a mech right away, you can go directly to the compendium.
Though the choices in the full mech compendium are considerable, at level 0, a pilot only has
more limited access to the General Massive Systems gear. If you’re new to the game or learning
the system, it’s recommended you start there. You’re not ‘stuck’ with whatever mech you create,
as you can make a new one every mission if need be.
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EXAMPLE CHARACTER CREATION
Let’s put it all together and see a pilot in action. Our sample pilot’s name is Taro Oda.
To create Oda, his player will have to choose a background, and choose some triggers.
Oda’s player decides that Oda grew up in the colonies, so he writes down Colonist for Oda’s
background. Oda’s player decides Oda is pretty astute and good at gunplay, so they decide to
give him triggers that give him a bonus to read a situation, spot, take someone out, and sur-
vive, at +2 each.
During play, Oda’s player can invoke his background if they want additional accuracy on a check,
and the GM can invoke Oda’s background to give him difficulty on a check.
Next, Oda’s player writes down some gear that Oda always brings with him on missions to save
some time. He can change this during preparation. Looking at the pilot gear list, Oda’s player
chooses a signature weapon (his hunting rifle), a light hardsuit for maneuverability, and extra ra-
tions.
At level 0, here’s what our pilot looks like part way into the first session. Note that at level 0, Oda
only has GMS licenses.
Taro Oda
License level 0
Background: Colonist
Triggers: Get bonuses to read a situation (+2), spot (+2), take someone out (+2) and survive (+2).
Gear: Signature weapon (Hunting Rifle), Light hardsuit, Extra Rations, Cooking Gear
At Rank 0, Oda, like all other pilots, only has access to GMS licenses.
To build his mech, Oda chooses the GMS Standard Pattern I Everest FRAME, the only one he
has access to. To fill his weapon mounts, Oda can choose from GMS weapons. He chooses the
Anti Material Rifle for his heavy mount, an assault rifle, a main size weapon, for his main mount,
and two tactical knives for his auxiliary mount.
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RAIJIN (EVEREST)
TRAITS:
Initiative: The very first turn the Everest takes in any combat, it can take an extra Quick Action as a
free action
Replaceable parts: During a rest, the Everest can spend 1 repair to repair 1 point of structure damage
SYSTEM POINTS: 6
Mech Skills
MOUNTS:
CORE system
He has 2 mech skill points and spends them on hull, giving his mech +4 HP and +1 repair.
He has 6 system points to spend and chooses to spend them on the following:
(2) GMS Pattern A “Hex” charges
(1) GMS Burst type Jump Jet system
(1) Personalizations
(2) GMS Shield Type I
For Talents, at rank I Oda chooses Crack Shot (rank I), Infiltrator (rank I), and Leader (Rank )
That’s it! But let’s look at Oda at License level 3 to show how Oda and his mech with a couple
levels would look.
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Leveling from 0-3 (completing 3 missions), Oda looks very similar. However, he gets +3 talent
points to spend on talents, 3 license points to spend on licenses, can improve his triggers three
times, gets +3 mech skill points, and a CORE bonus.
If this seems a little overwhelming, remember Oda’s player will pick up each of these one at a
time!
Taro Oda
License level 3
Background: Colonist
Pilot Triggers: Get bonuses to read a situation (+6), spot (+2), take someone out (+4) and survive
(+2).
Gear: Signature weapon (Hunting Rifle), Light hardsuit, Extra Rations, Cooking Gear
Talents: Crack Shot (Rank II), Infiltrator (Rank I), Leader (Rank III)
CORE Bonuses: Reinforced Frame (IPS-N), +5 HP
Licenses: GMS, IPS-N Raleigh Rank I-III
Since Oda has a rank III license (Raleigh), he gets the Raleigh FRAME (rank II) and can choose a
+5 HP CORE bonus from IPS-N since he has 3 points in that manufacturer. He can also take any
of the systems or weapons in the Raleigh license now. Here’s what Raijin, his mech, looks like at
rank III. Oda chooses to mount two hand cannons instead of his knives, a new system from his
new licenses.
RAIJIN (RALEIGH)
TRAITS:
Full Metal Jacket: If the Raleigh makes no attack rolls during its turn, it can re-load all weapons with
the loading tag at the end of its turn as a free action.
Shielded Magazines: The Raleigh can still make ranged attacks if it is Jammed.
MOUNTS:
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Hand Cannon Assault Rifle AMR
Hand Cannon
FRAME system
He has 7 system points to spend (5+2 from GRIT) and chooses the following:
(2) GMS Pattern A “Hex” charges
(2) GMS Shield Type 1
(2) IPS-N Breaching Charges
(1) GMS Burst type Jump Jet system
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The Basic Structure of LANCER: Narra-
tive Play
In Lancer, a play session is structured around the mission, a sortie, action, or plan with at least
one specific objective or goal. The most important thing about a mission is there’s a clear goal,
and there are stakes involved (you’ll establish both before going on any mission!). There’s some-
thing that needs doing, and probably needs doing fast. There’s natural tension in the story that
needs to be resolved through player action, and without the players intervening, the outcome will
be radically different (often for the worse!).
While not on a mission, players are in downtime. During downtime, strict, moment-to-moment
action is usually not as important. Things can ‘montage’ or jump from scene to scene quite easi-
ly. There’s often less tension or time sensitivity— that being said, downtime still takes place in a
larger context, so don’t lose too much track of time or outside pressures.
Any given story of Lancer always begins in downtime, unless it’s the first session. If it’s the first
session, see the section below!
Downtime lasts until the next mission. Before a mission starts, the following steps take place:
- Brief: The players or the GM establish what the goal of the mission is, and the
GM establishes the stakes.
- Preparation: Players choose the mech they are going to start with for this mis-
sion, pick pilot gear, establish reserves, and make any other preparations
- Boots on the Ground: We cut to the players right as they arrive on the scene.
When the mission is over (completed or abandoned or resolved in one way or another -even
negatively!) players debrief, level up, and return to downtime before embarking on the next mis-
sion. Missions, depending on their size, can take up whole play sessions, or last for multiple ses-
sions. It is possible, though unlikely, that your group could run multiple missions in a single ses-
sion.
The following sections will explain each step in a little more detail. We’ll go in the order you’d
usually go during your first session
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The First Session
During the first session, we recommend skipping right over downtime and go right to the brief
and onwards. You’ll want to take some time to establish who the players are and the relation-
ships — if there are any — between them. If some of your players don't quite have an angle on
their characters, then it’s perfectly fine to start your first session without having anything firmly
established. In fact, many groups play through a first session in order to establish though play
who their characters are.
If you’re in need of a prompt to help establish who your group is, here’s a helpful table with some
suggestions — we suggest picking a prompt (or establishing one of your own) that can best ex-
plain why your group works as a cohesive group, rather than just a collection of self-interested
individuals.
d20 Identity
2 Glory-seeking warriors
13 Pirate scum
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d20 Identity
If your players have a patron or a parent organization, you can establish that here
d20 Patron
Finally, if you want to establish some history or relationships between the players, you can do
that quickly and easily. Go around the table and ask each player to choose exactly one or two
other players and ask them to establish one quick fact or experience that the two characters
have between them. If you like, and you have time, you can play out a scene or two flesh out that
history.
You can use the questions on the table below as prompts. A player can ask one or two of these
to the table in general and write down answers. Nobody has to answer any question, especially if
they don’t know the answer yet or the question makes them uncomfortable. Remember to be
respectful of your fellow players!
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TABLE: Personal History
d20 Personal History
9 Which of you was I marooned with on a hostile planet for some time?
Adding personal history between characters creates hooks and opportunities to develop ongoing
relationships, further influencing how characters interact with other player characters and NPCs.
Developing relationships between player characters builds more meaningful roleplaying — that
being said, it’s perfectly fine to start without any history between characters if that’s how you
prefer to play your game.
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BRIEF
The Brief is the very first step of any mission. This is when your pilots sit down around their con-
soles, or in their cockpits, in a board room, or in a barracks somewhere and figure out (or are
told) what needs to be done.
It doesn’t have to be an actual in-character brief, and could be an entirely out of character con-
versation between players and the GM. Some missions might begin en media res, or it may be
easier to figure out behind the scenes.
You need to establish a couple of clear things with the Brief: the mission goal, and the stakes.
Goal
Your mission Goal is what you, the players, hope to accomplish with your mission. This might be
the same goal set out by the GM, or it might be defined entirely by the players.
For example, the GM might lay out a mission that has the players holding a loyalist checkpoint
against rebels under orders from a powerful NPC general. If the player’s goals align, then their
goal would also be to defend the checkpoint; however, say the the players don’t like the NPC
general, or secretly work for the rebellion, or know that letting the rebels through the checkpoint
would distract the loyalist forces and cause the perfect distraction for their real mission — in that
case, any of those previous aims would be their real goal.
Alternately, the players might come up with a goal without any GM initiative or direction, such as
deciding they want to clear out and secure a pirate-infested asteroid to gain a new base of oper-
ations for their mercenary company and decide to set that as their goal with the GM. Both are
valid missions.
d20 Goal
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d20 Goal
6 Defend an area expecting an an attack (from pirates, hostile alien fauna, etc)
19 Liberate a people held hostage from their cruel ruler, with Union’s backing.
Success of a mission depends on completing the mission goal, but missions can end without the
goal(s) being completed — indeed, some missions end so poorly that they leave players — or
their factions -- worse off than before they embarked. Characters that end a mission — suc-
cessful or not — always gain 1 license level.
Mission goal(s) might change mid-mission as more information comes to light, or the mission’s
circumstances or parameters change. This is perfectly normal and can create dynamic and inter-
esting stories.
After all, the best laid plans of pilot and commander often break down under the entropy of
combat. Pilots with more than a couple live drops on their record know this, and plan according-
ly.
Stakes
Once your mission goal is established, you need to determine its stakes
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You can often easily find the stakes by phrasing them as a question, such as the following:
• Will the players save the newborn colony on Astrada IV from total destruction by the
hands of the Iron Tigers? And will they learn who is paying the Tigers’ contract?
• Will the players discover the location of the Ungrateful cell that has stolen a Harrison Ar-
mory HELBOX before they get the opportunity to use it?
• Will the players succesfully escort the Union DoJ/HR Salvation convoy through the
raider-plagued Shatir Reef, or will the humanitarian convoy be torn to pieces like so
many others?
• Will the players discover the location of the atemporal MONIST artifacts buried beneath
the planet’s surface first, or will a rival Acquisition Team lock it down before them?
The stakes of a given mission depend on the narrative that the GM is facilitating. Stakes can be
deeply personal or more broad. They can be immediate and brutal, or slow and gradual. Some-
times, the thrust of a mission can be as simple as surviving an impending attack, crash, or other
desperate situation.
Generally the GM will establish stakes for a mission, but player actions, history, and background
both greatly influence stakes and can play directly into stakes themselves. For example, a player
that was a former slave might have a lot more of a personal stake in stopping slave traders.
It’s really important to start a mission with both a goal and some stakes established. Not only
does it give clearly defined motivation for the characters to be undertaking a mission, but it also
sets up what will potentially happen if they fail, and allows the GM to take harder moves if that
should come to pass (you knew what the stakes were!).
Preparation
During this stage, players choose the mechs and gear they are going to bring with them to the
field. This doesn’t necessarily prevent them from changing gear mid-mission, but does determine
the resources, gear, weapons, etc that they start with.
LANCER does not track currency. Instead, players are assumed to have access to whatever gear,
mech parts, etc that their licenses have allowed them to unlock (usually freely available to print
from a nearby facility). You can always wait to establish what your pilot has on them or what
mech your pilot is bringing until this step.
Mechs: Players can print and bring one mech with them on a mission.
Pilot gear: Players can choose clothing, armor, up to two weapons, and up to three other
pieces of gear to embark with.
You can find pilot gear and mech parts in the compendium. Basic General Massive Systems gear
and weapons are available to all pilots from LL0.
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Restricting players’ access to their usual gear and equipment can be generative to creating dra-
ma and story. For example, pilots that are stranded in the middle of an alien wasteland after
crash landing (with the mission: find civilization) might not have the best access to gear. Pilots
can always trade, barter, build, or acquire other gear across the course of a mission. In such a
situation, the GM can use the Power at a Cost tool (see below) to give the players what they
need.
Reserves
The final step before a mission starts. In this step, pilots must establish reserves that they’re
bringing on (or have access to) this mission. Reserves is a catch-all term for extra gear, ammuni-
tion, support, reinforcements, information, access, or anything similar that has been prepared
during downtime or established during the course of the mission. You typically acquire reserves
during downtime, but you could also be granted reserves as part of a mission. There’s an exam-
ple list of typical reserves later in this section, but it’s more of a general term for anything extra
you’re bringing on a mission.
Establishing reserves before the mission starts is important because it clearly shows players and
the GM the resources that are available at the start without having to go on tangents to acquire
them during the mission or argue over what the players do and do not have.
Once the parameters of a mission have been established, its goal and stakes clearly outlined,
your characters briefed and prepared, a play session in Lancer moves immediately to the Boots
On The Ground phase, the start of a mission.
This step cuts out unnecessary planning or stalling and cuts right to when the players arrive on
the scene. Boots on the ground means immediately establishing a situation and put the players
in that situation, ready to take action and respond.
This doesn’t have to throw the players right into combat (and probably shouldn’t the majority of
the time). For an example, let’s say the players have embarked on a mission to escort a refugee
caravan through a heavily guarded checkpoint manned by local partisans. The GM decides the
moment players get boots on the ground is when they meet up with the caravan outside of the
checkpoint.
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- The mission is to scout for missing colonists in a newly founded colony planet.
The mission starts as players are making their way through the jungle and hear unearthly
howls rising through the trees in the distance
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NARRATIVE PLAY
The rules for mech combat (and the difference from narrative play) are found right after this sec-
tion.
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Making Skill Checks
Skill checks are only required when there is a tense narrative situation or when the check
would move the story forward. You don’t need to make a skill check to open a door, to cook a
meal, or to talk to a superior, unless that situation is tense or would advance a situation, relation-
ship, or answer a question. You should generally always succeed on mundane tasks, especially if
they relate to your background. A barroom brawl, a tense escape, decoding an encrypted mes-
sage, hacking a computer, talking down a pirate, picking someone’s pocket, distracting a guard,
hunting alien wildlife, or flattering the planetary governor are all situations that have some degree
of tension and consequence, and might require a skill check.
Skill checks can cover as much or as little as the narrative requires. For example, you could have
one skill check cover an entire day’s worth of infiltration into a covert facility if you so desire. Or,
you could instead cover the moment to moment action - sneaking into vents, hacking doors,
disabling guards, etc.
- Before you roll, the GM can decide whether the roll is Difficult or Risky (or both). A diffi-
cult roll is harder than usual and made with +1 difficulty. A risky roll has clear and obvious
complications that could happen, even on a success. For example, if you’re trying to
sneak into a heavily guarded facility, the GM might decide the roll is Risky, and even if you
manage to sneak in, you’re likely to have limited time to sneak out (a complication). A
character always suffers the consequences or a lesser version of them on a risky roll on
any total result less than a 20+. They still succeed on a 10+, which means they could
succeed and still suffer the consequences.
- If a roll is so hard that it seems outlandish to accomplish, but the GM wants to allow a
player to attempt it anyway, the GM can make it heroic. A heroic roll is only successful on
a total result of 20+, and a character also suffers the consequences on any total result
less than a 20+.
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- The GM can always declare a roll cannot be made given the current circumstances (that
doesn’t mean the roll can’t be made under different circumstances).
A failure doesn’t necessarily mean outright failure, but that you don’t directly accomplish your
goal. Additionally, if you fail a check, you cannot attempt the same activity again unless you
push it or the narrative circumstances have changed (time has passed, you have new gear, a
different approach, or additional help).
Pushing it
If you make a skill check and it’s not risky, you can attempt the same goal in the same circum-
stances, but the situation immediately becomes risky. If the situation is already risky, you can’t
push it further unless the GM decides to allow it, in which case the attempt becomes heroic. A
heroic check can never be pushed further.
Consequences
On a 9 or less the GM can have you suffer the consequences, as established. If you roll less
than 20+ on a risky roll, the GM can have you suffer the consequences even if you succeed (by
rolling a 10+). This can never nullify your success, but adds additional complications to your roll.
Complications and consequences are the main effective ‘response’ a GM has effectively to play-
er action, since NPCs do not act on their own. The GM can only inflict consequences that are
established clearly before the roll.
For example, if you’re trying to take someone out with a sniper rifle at 200 meters and they have
no way to see you, shoot back, or call for help, you’re not likely to get shot as a consequence of
a failed or risky roll. If you’re in an up-close melee struggle over a gun with someone, the possi-
bility of getting shot is much higher.
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- Collateral: Someone or something else takes harm or injury or is put in danger instead of
you or your intended target, like an innocent bystander, the whole building, your organiza-
tion or an ally.
- Position: You are put in a worse position through your actions, like right in the line of fire,
clinging to the edge of a cliff, in the bad graces of the Baron, or under a spotlight.
- Effect: Your action has less effect than you intend. If you were trying to kill someone, you
merely injure them. If you were trying to sneak away undetected, you make a lot more
noise than you intended. If you try to fix a broken door, it will only open for a few people
at a time.
- Harm: A player rolls to knock someone out who just drew a knife on them by applying
fists to faces. They fail their roll, don’t manage to knock their target out, and they take a
nasty slash for 2 damage.
- Time: A player makes risky roll to charm the baron seneschal into granting them an au-
dience, succeeding. The baron lets them stew for a few hours, but gives them the audi-
ence. The players miss their appointment with a weapons broker.
- Resources: A player rolls to patch up an NPC’s wounds, and fails. The NPC not only
bleeds out and dies, but the player runs out of medical supplies trying to treat them.
- Collateral: A player makes a roll to blow up a door and fails. The door’s blown open but
the whole building starts to collapse.
- Position: A player makes a risky roll to take out an assassination target in a hidden
base with a sniper rifle and succeeds. They kill their target, but they have to fire multiple
times, alerting the entire base.
- Effect: A player makes a risky roll to wreck a security system and succeeds. It only
shuts it down for 5 minutes, however, giving the players limited time to act.
Heroic Rolls
If the GM decides a roll is so difficult that risky cannot adequately describe it, but still want play-
ers to attempt the roll, they can make it heroic. A heroic roll only succeeds on a total result of
20+, and characters take complications on any total result of 19 or lower. For example, if a player
says ‘I want to sneak into the guarded facility armed just with a combat knife and steal the data
before I’m detected), the GM could make it a heroic roll.
If a GM wants to push things even further, a heroic roll can also be made difficult. Pilots that ac-
complish such tasks routinely are the stuff of legend.
If multiple characters want to help on a skill check, give the character making the skill check +1
Accuracy (no matter how many people are helping), but all characters involved take the same
complications, or suffer the consequences of a failure.
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Player Initiative and NPC Action
Players always have initiative when making skill checks or taking action in narrative play. That’s
a fancy way to say that the GM can never ask for a roll unless prompted by the players. Players
must name their goal or aim of their action, then GMs can ask for a roll and decide if it’s regular,
difficult, or heroic. When the roll is made, initiative turns back to the players (probably with a
‘what do you do?’ from the GM). What this does in practice is let players decide the course of
action and make sure that each roll has clearly established stakes and parameters - it’ll help the
game feel more fair and prevent unnecessary rolling.
If the players don’t take action, stall, or pass off responsibility for action, then they are effec-
tively turning initiative over to the GM!
In addition, NPCs (non-player characters) don’t take actions or make rolls by themselves in nar-
rative play. Their actions are based on player rolls. For example, if a player lies to an NPC, the
NPC doesn’t roll to see if the player is lying. If the player is successful, the NPC doesn’t see
through their deception - if they fail, the NPC sees they are clearly lying. If the GM feels like the
particular NPC is astute or insightful and can easily see through lies, they might make the roll as
difficult, risky, or both.
Skill Challenges
A skill challenge is a simple way to test an entire group for a particular activity. Everyone makes a
relevant check, and the success of the challenge depends on the overall result of the skill checks
from the entire group, not just one player. If more players succeed than fail, the challenge is a
success. If equally as many succeed as fail, the challenge has a 50% chance of success (roll a
die or flip a coin), representing the razor’s edge of the situation. If more players fail than succeed,
the challenge is a failure.
Challenges are good when you want to extend the narrative impact of rolls.
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You can also have extended challenges that have 3 rounds of rolling and calculate the outcome
based on rounds ‘won’ by the players. For example, the players may have to gain the favor of the
baron, then plant information in the baron’s castle, and sabotage the gate. They are only truly
successful if the majority (⅔) of these tasks are accomplished.
Combat in Narrative Play
When running combat narratively, use the normal rules for skill checks. That means when the
individual actions in combat doesn’t matter that much or you want a combat scene to play out
more like a movie than a tactical game. If there’s not a mech involved (and you’re just playing on
the pilot scale), it’s almost always preferable to use narrative combat.
You don’t need to track turns or make attack rolls, and you might only need to make a few rolls
for the whole combat (one roll for each action or goal, as normal!). Turn-based combat in
LANCER is usually reserved for mech combat.
You can also use a skill challenge to run narrative combat if you want it to be a bit more struc-
tured.
- Bruja and Penny are negotiating with the Black Star Bandits to try and get them
to release a hostage they’ve been contracted to rescue. The negotiations go sour (Penny
fails her skill check to charm the bandit captain), and the bandits tell them to drop their
weapons. Bruja decides to take out the closest bandits quickly with her sidearm with the
goal of fleeing. Since she has the element of surprise, the GM decides the roll isn’t risky.
Bruja rolls a skill check, getting a 15. She guns down the bandits around them, giving
them space to get away, with no complications.
- Taro gets in a bar fight (not his fault). He wants to knock out the guy that just in-
sulted his mother. The GM decides the roll is not risky, but difficult, since the other guy is
pretty big. Taro rolls a final result of 7. Taro fails to take out his opponent, and gets
clocked in the face for 1 damage.
- Pan is in a pitched battle, on foot. He sees a gun emplacement raining hell down
upon his allies and decides to take control of it. The GM decides this is a risky venture.
Pan’s player rolls and gets a 7, failing. The soldiers defending the emplacement turn the
gun on him, preventing him from getting any closer. Pan looks behind him and sees some
members of his squad get gunned down in the ill-advised assault.
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Like other skill checks, combat skill checks cannot be repeated until the circumstances change.
For example, if Taro gets in a bar fight and fails to knock out his opponent, he can’t try again until
he changes his approach or the situation changes (for example, picking up a bar stool, getting
some of his friends to help out, etc).
Direct bodily harm to pilots in narrative play can only occur on risky rolls as a complication - even
on rolls of 10-19, in which a pilot accomplishes their goal. Don’t worry about tracking damage
dealt to NPCs during narrative combat - if the pilot’s goal is ‘kill the guard’, on a successful roll
they kill the guard. If an NPC is well protected, trained, or otherwise hard to take out, the GM can
make the roll risky, difficult, or else ask for a different approach. For example, trying to take out a
guard in a tower with just a combat knife might be nearly impossible, but doing it with a silenced
sniper rifle is probably not even a risky roll.
If you want to get into real detail with the combat (track hp, etc), or mechs are involved, then go
right into mech combat.
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Pilot Hit Points, damage, and injury
Pilots normally only care about Hit points, also called HP (how much damage your pilot can take
before they are out of the action!) during mech combat, but they might also take damage as a re-
sult of complications during skill checks.
At level 0, pilots have 6 Hit Points, representing not only bodily health, but also the ability to
duck, dodge, avoid damage, or just sheer luck. They can add their grit (1/2 level) to their HP,
and might get bonus HP from wearing armor. A pilot that takes damage doesn’t necessarily
take bodily harm, but might be using up their stamina, luck, or ability to avoid that incoming
damage.
If a consequence deals damage, it’s enough to hurt or kill. Taking things like minor grazes, a
stray punch, bruises, etc doesn’t deal damage but could cause other complications.
Minor damage is 1-2 damage. This could be something like getting shot by small arms fire,
stabbed, unarmed combat, hit by a flying rock, etc
Major damage is 3-5. This is getting shot by assault or heavy weapons, a long fall, breathing in
toxic gas, being exposed to vacuum, etc
Lethal damage is 6+. This is something like having a mech fall on you, getting hit by a mech
scale weapon, having a grenade blow up right under you or something similarly catastrophic
Pilots might have 1 or 2 armor. Subtract armor from all instances damage taken as a pilot, un-
less that damage has the armor piercing (ap) tag. Some weapons have the ap tag, but damage
from other sources might also when it makes sense (falling a long distance, being immersed in
lava, being exposed to hard vacuum, etc).
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Down and out
- On a 6, you barely shrug off the hit (or its a close call), returning you to 1 HP.
- If you roll a 1, your luck has run out, and you’re immediately dead.
- If you roll a 2-5, you are down and out, at 0 HP. You’re knocked out, pinned,
bleeding out, or otherwise unable to act. In game turns, you’re stunned, and your evasion
(how hard it is to hit you in mech combat) becomes 5. If you take any more damage,
you’ll die (if someone comes over and shoots you in the head, for example).
You can die instead of being down and out, if you choose to.
If a character takes an hour and rests with no strenuous activity, they can regain ½ their maxi-
mum HP, and recover from Down and Out, coming back to consciousness. When you take at
least 10 hours to rest and full repair, you can recover all your hp.
Rest and repair also help your mech (you can see more in the mech section on damage).
If you’re dead, it might not be the end for you. See the Death section in mech combat.
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DEBRIEF and DOWNTIME
Once a mission is over, regardless of success or failure, and the players have time to recuperate,
it’s time for the Debrief. Much like the Brief, this step of a Lancer game doesn’t have to be an
actual meeting in-character, and could just be an out-of-character conversation amongst the
people playing at the table.
A mission being over or completed should be a natural stopping point in the narrative (it could
even be mid-mission if the objectives have changed), concluding a story beat and perhaps point-
ing to future beats. Players don’t necessarily need to have accomplished their goal, but some-
thing needs to have changed enough about the mission that the mission itself is functionally over
— say, the VIP you were trying to escort was successfully extracted, or they were killed as the
shuttle was shot down on takeoff. Missions — even those that are to continue as a result of
changing objectives, goals, or stakes — should conclude with a clear moment.
2. Talk about the mission. This is not a necessary step but can be helpful for
players (and their characters) to think about what worked and what didn’t during the ses-
sion. If there were any notable moments that were fun, interesting, or exciting it can be
helpful to talk about them here as well. Not only is it good feedback for the GM but also
can help validate your fellow players. If you’re going to take this step, remember to be
respectful — every session has the potential to be someone’s first session, or first experi-
ence with a situation, encounter, or choice. Roleplaying is collaborative, not competitive.
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DOWNTIME
Pilots are individuals (exceptional individuals, perhaps), with lives to live outside of their mechs.
It’s assumed in LANCER that your pilot has a lot of business to take care of outside a mission.
What exactly that business is depends on the GM, the narrative, and the players involved in the
game.
Your story might not include much downtime - maybe the characters are on a planet under siege
and have little time to pursue other projects. It might include a lot of downtime - maybe there’s a
time skip in between missions of several months, allowing characters many opportunities to pur-
sue their other goals.
What’s important for the game of LANCER is there must be at least SOME downtime between
missions, even if that’s only a few hours. This allows players to prepare for the next mission and
take actions that will impact the story going forward.
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TIME AND DOWNTIME
Downtime is almost purely narrative and doesn’t have to follow strict moment-to-moment action.
You can allow one roll in downtime to cover any amount of time, from an hour to a few months
worth of activity.
Generally it is better to let the outcomes of rolls follow the narrative circumstances, ie the impact
of rolls that cover several months of activity should be consequently more impactful. For exam-
ple, if a player wants their character to train in a new martial art, but downtime only covers a few
days, on a success a player’s character might not be an expert, but be at least familiar in the
moves of the art, if not exactly adept in their use. However, if downtime skips ahead six months,
that character might actually be pretty good at that martial art by the time downtime concludes.
Downtime can be used to accumulate reserves by taking certain actions in order to prepare for
the next mission. During downtime, players can take one downtime action, or two if downtime is
especially long. If the players are under siege, for example, they probably only have time for one.
The purpose of downtime is not merely to prepare for the next mission, however - it’s also to
progress personal stories, advance plots, or flesh out characters. You can do freeform roleplay-
ing as much as you like during downtime with absolutely no intent (as it is during any mission),
but the GM can still feel free to reward this kind of play with similar rewards if it feels ap-
propriate. For example, even if Pan and Penny are role-playing a scene of them drinking at a bar
together with no intent to prepare anything, gain reserves, or take downtime actions, the GM
might decide to give them +1 Accuracy on skill checks to help each other during the next mis-
sion because of their bond.
RESERVES
During downtime, you might want to prepare reserves for the next mission. This is a catch all
term for extra supplies, gear, support, bonuses, allies, etc that you accumulate during downtime.
The GM can give you reserves at any time as a result of the story (for example, granting you re-
serves as part of a mission). You can also typically ask for reserves by using the power at a cost
tool below, or by successfully taking downtime actions.
You establish reserves you are taking on a mission before you embark on that mission. There’s
no limit to what you can take along other than what the GM and your own actions are willing to
grant you.
Here’s some examples of reserves. Don’t take these examples as set in stone, but as ideas for
the kind of reserves that could be available to you. Abstractly speaking, reserves is anything
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you are holding as an advantage for the next mission. The reserves available to characters
should be dependent on the GM, your own actions, and the story. Some of these are relevant to
mechs (See the mech section for more details), some for pilots, and some for the story.
Before a mission, if the GM is using a list of reserves, it can help for it to be visible for all play-
ers so players have a good idea of what is potentially available for them. When rewarding re-
serves, the GM doesn’t necessarily have to pick from this list.
1-2 Access: Gain a keycard, invite, bribes, or insider access to a particular location
3-4 Backing: Political support from someone powerful for this mission - you can invoke
it as leverage
5-6 Supplies: Cross a hazardous or hostile area without having to make a skill check
7-8 Disguise: Prepare a disguise or cover identity, allowing you to sneak into a location
uncontested
9-10 Diversion: Prepare or arrange for a diversion, giving you time to take action without
fear of consequence
11-12 Blackmail: Gain blackmail or sensitive information on a particular person
13-14 Reputation: Make a good name for yourself for the next mission, starting you off on a
good position with everyone you meet
15-16 Safe Harbor: Gain a guaranteed safe location where you can convene, plan, or
recuperate
17-18 Tracking: Know the location of important objects or people for this mission
19-20 Knowledge: Gain important knowledge of local history, customs, or culture etiquette
1-2 Ammo: Get extra uses (+1 or +2) to a (limited) weapon or system
3-4 Rented gear: Get access to a weapon or piece of mech gear you don’t normally
have access to for the mission only
5-6 Extra repairs: Start the mission with +2 repairs on your mech.
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d20 Mech reserves
7-8 CORE battery: Consume this to gain core power on your mech, allowing it to use its
most powerful ability again (you can’t get more than 1 core power at a time)
9-10 Deployable Shield: Gain a 1-use deployable shield generator, a size 1 deployable
that grants all allied actors in a burst 2 radius around it soft cover
11-12 Redundant repair: 1/mission make the stabilize action as a free action
19-20 Jump jets: Your mech can fly when it makes its regular move, this mission only, but
must land after moving
1-2 Scouting: Get detailed information on the kinds of mechs and threats you will be
facing soon, such as number, type, and statistics
3-4 Vehicle: Gain use of a transport vehicle or starship for this mission only (a tier 1 NPC
with the vehicle or ship tag)
5-6 Reinforcements: Call in an NPC mech ally, once per mission (choose a tier 1-3 NPC
from the NPC section).
7-8 Environmental Shielding: Ignore a particular battlefield hazard or dangerous terrain,
such as extreme heat or cold
9-10 Accuracy: Gain +1 accuracy on a particular skill or action due to training or
enhancement, this mission only
11-12 Bombardment: Call in a artillery or orbital bombardment once during mech combat
(Full Action, range 30 within line of sight, blast 2, 3d6 explosive damage).
13-14 Extended Harness: Carry an extra pilot weapon and two pieces of pilot gear into
this mission
15-16 Ambush: Choose exactly where your next battle will take place, including the terrain
and cover set up, etc
17-18 Orbital Drop: Start the mission dropping from orbit into a heavily fortified or hard to
reach location
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d20 Tactical Reserves
19-20 NHP assistant: Gain an NHP, controlled by the GM, that can give you advice on the
current situation
Xi Xiaoyun
During downtime, Xi negotiates with the powerful boss of the Red Dog Triad local crime syndi-
cate. He knows their next mission might take them through their territory. He makes some
checks (and some promises) and gets in the boss’s good graces. The GM tells his player he can
write down the following for reserves:
Weaponry: I’ve borrowed a Coldcore sniper rifle from the triad (a heavy pilot
weapon) just for this mission
Backing: I have the backing of the triad. If someone messes with me, I can invoke
that.
Information: I can ask the GM what kind of enemies we might run into on the
mission due to the Triad’s spy networks
Pard Landover
Pard decides to do some scouting during downtime, scavenging a strange, abandoned derelict
in his mech for supplies. After some harrowing exploration and a few skill checks, the GM asks
him to write the following down:
Ammo: I’ve recovered extra ammo cases, giving me +1 use to all limited weapons
Connections: I’ve got a lot of material I could use as leverage to get us a meeting with
the local smuggling guild without having to roll for it
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Downtime Actions
You can use these story actions below to represent what your pilot gets up to during a stretch of
downtime. You can also use them to fill gaps in the story where you want to speed things up,
‘montage’, or cover a greater stretch of time.
Unlike a regular skill check, these downtime actions have specific outcomes depending on
whether you hit, miss, or roll a 20+, and usually ask you to choose from a list. Like regular skill
checks, triggers can activate on downtime actions. The actual trigger that activates is de-
pendent on context. For example, the Get a Damn Drink action could be rolled using Survive (for
alcohol tolerance, most likely), Charm (charming the locals), or Get Word on the Streets (eaves-
dropping for gossip).
Each outcome is dependent on the roll, but is up to the GM and the player making the action to
establish the details, using the prompts given. You can go into as much detail about the ins and
outs of the action as you want - the outcome is the only thing that’s important.
As a good rule, a pilot can do only one of these during downtime, and one or two if the downtime
is especially long. You can always keep the outcomes of these actions as reserves for the next
mission.
You can easily write your own downtime actions that are more dependent on your particular narra-
tive or story, using them modeled ones below.
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To start, let’s look at the Power at a Cost action.
POWER AT A COST
This is a really simple downtime action for gaining rewards, opportunities, or additional re-
sources (such as reserves). You might want reserves, or something more abstract, like time,
safety, information, allies, support, a base of operations, materials, shelter, food, or even
something as simple as a damn pack of cigarettes.
Name what you want. You can always get it, but the GM chooses one or two of the following
and fills in details, depending on how outlandish the request is:
You can also use the power at a cost action mid-mission for similar effects (not necessarily
during downtime). The rest of the downtime actions are typically for use only in downtime, but
you could adapt them mid mission if they fit.
On a total result of 9 or lower, you can buy only a little time, and only if drastic measures are taken
right now. Otherwise, whatever you’re trying to stave off catches up to you.
On a total result of 10-19, you can buy enough time, but the situation becomes precarious or des-
perate. Next time you get this result with the same situation, treat it as a 9 or lower.
On a total result of 20+, you buy enough time as you need for now, until the next mission. If
you’ve already gotten this result, it becomes a 10-19 for the same situation next time.
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carouse, and generally get into trouble. You could be doing this to make connections, collect gos-
sip, forge a reputation, or maybe just to forget what happened on the last mission. There’s usually
trouble.
On a total result of 9 or lower, you can decide whether you had good time or not. However, you
wake up in a gutter somewhere with only one of the following (choose!):
- Your dignity
- All of your possessions
- Your memory
On a total result of 10-19, you get one of the following as reserves and lose one of the following:
- A good reputation
- A friend or connection
- A useful item or piece of information
- A convenient opportunity
On a total result of 20+, you get two of the above and don’t lose anything
GET CREATIVE
You tweak something or attempt to make something new, either a physical project, or a piece of
software. It doesn’t have to be something on the a gear list, but it generally can’t be something as
impactful as a piece of mech gear. Once finished, you can use it as reserves.
On a total result of 9 or lower, you don’t make any progress on your project for now. If you already
got this result on the same project, treat it as a 10-19 next time.
On a total result of 10-19, you can make progress on your project, but can’t finish it. You can finish
it next time you have downtime without a roll if you get some things before then (pick 2):
- Quality materials
- Specific knowledge or techniques
- Specialized tools
- A good workspace
On a total result of 20+, you can finish your project during this downtime. If it’s complicated, treat
this result as a 10-19, but only choose 1.
GET FOCUSED
You focus on increasing your own skills, training, and self-improvement. You might practice, learn,
meditate, or call on a teacher. Before you make this action, name one thing you’d like to learn or
improve on (a skill, technique, an academic subject or language). This could be something like
starship piloting, cooking, chess, boxing, history, or etiquette. It should generally be a non-combat
action, a specific skill, or something personal to your character.
The GM will give you a new trigger based on the skill you practiced at +2. For example, the trigger
could be +2 when playing chess, or +2 when dancing. You can improve it by taking this downtime
action again, up to a maximum of +6.
GET ORGANIZED
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You start, run, or improve an organization, business, or other venture. Describe it’s purpose or
goal when you start it up, choosing from the following: military, scientific, academic, criminal, hu-
manitarian, industrial, entertainment, political. Track your organization’s efficiency and influence,
from 0-6. When you want to make a narrative role where your organization could help directly, you
can roll your organization’s efficiency or influence like a trigger. Efficiency is how directly effective
your organization is at what it does (a military organization with high efficiency would be good at
combat, for example). Influence is your organization’s size, reach, wealth, and reputation. Influ-
ence be used to acquire assets, create opportunities, or sway public opinion. Efficiency can be
used to perform activities related to your organization’s purpose (science, military, etc). You can
use these advantages as reserves.
The first time you make this downtime action, establish your organization at +2 efficiency or influ-
ence, and the other at +0.
Each downtime afterwards, roll the following skill check (this doesn’t take a downtime action and
you must make it each downtime). Triggers on this skill depend on the type of action you’re taking
to further your organization (lead or inspire is one that is probably always going to trigger).
GATHER INFORMATION
You poke your nose around, perhaps where it doesn’t belong. You’re investigating something, do-
ing research, following up on a mystery, tracking a target, or keeping an eye on something. You
might be doing research in a library, or go undercover in an organization to learn what you can.
Whatever you’re doing, you’re generally trying to gather information on a subject of your choosing.
You can use this information as reserves.
On a total result of 9 or lower, you can choose to get out now, or get what you are looking for. If
you choose the latter, you get your information but it immediately gets you into trouble.
On a total result of 10-19, you find the information you’ve looking for. However, (choose one):
- You leave clear evidence of your rummaging
- You have to dispatch someone along the way, or implicate someone innocent
On a total result of 20+, you get your information cleanly, no complications
GET CONNECTED
You try and make connections, call upon favors, ask for help, or drum up support for a particular
course of action. You need access to communications or just good old fashioned face to face con-
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versation to take this action. You can use your connection’s resources or aid as reserves for the
next mission.
On a total result of 9 or lower, you’ve got to do a favor or make good on a promise for your con-
nection right now. Otherwise, they won’t help you at all. If you take action right away, however,
they’ll go along with what you want.
On a total result of 10-19, your connection will help you, but you’ve got to do a favor or make good
on a promise after they help you. If you don’t, treat any result as a 9 or lower next time with the
same organization.
On a total result of 20+, your connection will help you out, no strings attached. Treat this result as
a 10-19 if you make it again with the same organization.
On a total result of 9 or lower, you can get what you’re looking for, but (choose one):
- It was stolen, probably from someone who’s looking for it
- It’s degraded, old, filthy, or malfunctioning
- Someone else has it right now and won’t give it up without force or convincing
On a total result of 10-19, you can get what you’re looking for, as long as you trade in a little
(choose 1):
- Time
- Dignity
- Reputation
- Health, comfort and wellness
On a total result of 20+, you get what you’re looking for, no problems at all.
After downtime naturally wraps up, the game should loop right back into the next mission, follow-
ing the same structure (Brief, Preparation, Mission, Debrief, Downtime).
Of course, narrative play doesn’t cover everything in a game of LANCER. There’s inevitably al-
ways conflict, and that conflict is probably going to involve mechs, which brings us to the next sec-
tion.
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MECH COMBAT
It’s entirely possible to play through a session of LANCER without even touching mech combat.
Some groups may prefer a more role-play, politically heavy game in which most of the fights are
decided with skill checks.
However, Lancers have a particular talent, and it’s almost inevitable that talent will be put to good
use during a mission. Sometimes, you want combat to be more in-depth, and each decision to
matter more. You want your skills and ingenuity at building and fighting with a mech put to good
use. That’s the signal that its the perfect time to get into Mech Combat.
Unlike narrative play, mech combat is tactical, and turn based. As the name implies, these
rules are only used for combat, and probably when mechs are involved. You can certainly run
pilot on pilot fights using mech combat, but the options are far less interesting.
Here are some key differences between running combat narratively (with skill checks) and mech
combat:
- Instead of using your triggers and skill checks to narratively resolve combat actions, your
pilot and mech make attack rolls, checks, and saves to fight opponents. You must take
turns, and you have limited options on your turns to attack, move, and activate compo-
nents of your mech.
- Mech combat is at much higher stakes, and at a much higher scale than combat on
foot. Only your pilot’s direct experience fighting in a mech is going to help them succeed.
Instead of using your pilot’s triggers for combat, both your pilot and mech use grit as
bonuses on attack rolls and saves. Your pilot might make skill checks with triggers acti-
vating normally for non combat actions.
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CHARACTERS AND OBJECTS
The rules in this book often refer to ‘Characters’ or ‘Objects’. Broadly speaking, Characters are
player characters (PCs) controlled by the players, non-player characters controlled by the Game
Master (NPCs), and any other characters or under their direct control that are capable of taking
action on their own, such as drones. Objects are anything else that is not held, worn, or part of
character, and is not independently able to take action. This could include pieces of the terrain (a
wall, a boulder, a tree), or a piece of gear that has been set down (like a shield generator).
The game will also refer to ‘hostile’ characters or ‘allied’ characters. That distinction is based on
that character’s attitude towards your character, not your attitude towards that character.
This game makes use of measurements in spaces to determine movement, weapon ranges, ar-
eas of effect, and so on. A space is equivalent to 1 hex or 1 square if you’re using a map, but
could also be equivalent to 1 inch or another unit of measurement.
All characters and objects are measured in size, which indicates the physical presence of a
character or object on the battlefield. Size does not always represent literal occupied area, but
area of influence. It is measured as a number where size 1 is a character or object that occupies
an area 1 space on each side, and is 1 space tall. Not all characters are physically as tall as the
space they occupy in game terms (for example, most size 1 mechs are a little taller).
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Size can be smaller than 1, such as ½, or larger, such as 2 or 3 and beyond. For sizes smaller
than 1, round up to 1. For example, a size 1 mech takes up a 1x1 square or hexagonal area and
a size ½ human would also take up a 1x1 square or hexagonal area.
For ease of play, we recommend using a map and tokens, icons, or miniatures to track characters
and objects while playing this game (though you can certainly play without them). You can easily
play this game on a tactical grid or hex battle map (as the designers of this game do) or simple
measure ranges using a standard ruler or measuring tape, in which case we recommend 1 space
= 1 inch.
By default 1 space = about 10 feet in game. The scale of space can be changed if the situation
needs it - for example, you might decide each space is 50’ on each side, or a mile, or something
similar. Most characters and objects take anywhere from a size 1 to a size 3 space on the map,
with some exceptions.
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TURN BASED COMBAT
Starting Combat
To start combat, the GM merely needs to declare that it has been initiated. Hostile intent, such
as firing a weapon at a target, attempting to grapple them, or charging a target will typically au-
tomatically initiate combat.
When the GM declares that combat is about to start, they display to the players the visible map
and clearly explain where visible hostile NPCs are, the location of friendly NPCs, the visible ter-
rain, and the scenario.
The players will then place their characters in the action appropriate to the situation. Once every-
thing’s set up, the first turn begins!
THE TURN
During combat, players always take the very first turn. One player or friendly NPC (nominated
by all players) gets to act first. If the players can’t agree, the GM chooses.
After that player finishes their turn, the GM may activate a hostile, GM-controlled NPC, allow-
ing them to take a turn. Each NPC can usually only be activated once, unless they have special
traits.
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The player that previously acted then nominates a player or friendly NPC to act next, and
so on. Each actor gets 1 turn in a round, alternating between players and hostile NPCs, with
players each choosing the next player or friendly NPC to act.
If there are only actors of once side left, the remaining actors take their turns in any order. After
all actors have completed a turn, this constitutes 1 round. The round then begins again, alternat-
ing, so if one side ended the last round, the other side starts the new round. This may, for exam-
ple, mean that hostile NPCs take the first turn in the new round if the players outnumber them.
Each round of actions is narratively assumed to occur roughly at the same time.
On a turn, players and NPCs can perform a move, and either two quick actions or one full ac-
tion, with no duplicate actions allowed. Players can overcharge their mechs to gain an extra
quick action at the cost of heat, and all characters can also take any number of Free Actions on
their turn, and any number of reactions per round, even outside their turn.
MOVE - A player can move their character any distance up to their full movement speed. Some-
times called a regular move.
QUICK ACTION - A quick action represents an action that takes a few moments, such as quick-
ly firing a weapon, using a system, or moving a little further
FULL ACTION - A full action represents an action that takes your full attention, such as a sus-
tained barrage of fire, or field repairing your mech
FREE ACTION - A free action can be made at any point during your turn, but only on your turn. It
doesn’t count as a quick or full action, so you can still make those as normal. Free actions can
also be used to make a duplicate action (for example, a free action could allow you to boost if
you have already made that action). You only get free actions if some part of your character
grants you them.
OVERCHARGE - Mechs can overcharge to make an additional quick action on a turn as a free
action, at the cost of heat
REACTION - Reactions are special moves that can be made out of turn order in response to in-
coming attacks, movement, or other prompts. You can make each reaction only a specified
number of times per round, and only one per turn, but take as many overall as you want. By de-
fault, mechs have two reactions they can take once a round: brace, and overwatch but they
may gain more from systems or talents. Reactions resolve after the triggering action completes
by default, but some may resolve before based on wording (such as reactions that can be taken
when an attack starts, but before the roll is made).
Talking, taking role-playing actions such as wiping sweat from your brow, quickly slapping a but-
ton, pointing, taunting your enemy, etc do not take any kind of codified ‘action’ and can be done
on your turn whenever. If there’s a goal and specific outcome, then it might take an action (I want
to make a skill check to taunt this guy to get him to focus on me), but if not (I just want to talk
some smack) you always have the time for it.
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QUICK COMBAT REFERENCE
On your turn, you can move and take up to two quick actions or one full action.
- You can’t take the same action more than once in a turn.
- You can make any number of free actions, even duplicates of actions you’ve
already made. For example, normally a mech can only boost once a turn, but if it has a
talent allowing it to boost as a free action, it can boost again.
- You may overcharge for an extra quick action at the cost of heat
MOVE
- Your character can freely move through allied characters, and hostile characters
and objects smaller than you, otherwise they are obstructions and block movement.
BARRAGE - Attack with two weapons, or attack with a single superheavy weapon.
FULL TECH - Choose and perform two options from the tech list, or perform a full tech action
IMPROVISED ATTACK - Attack with a fist, rifle butt, or improvised weapon in melee.
STABILIZE- Heal and cool down your mech, reload, or attempt to end conditions affecting it
OTHER ACTIONS
ACTIVATE (quick or full action) - Activate a system or piece of gear that uses a quick or full ac-
tion
SHUT DOWN (quick action) - Shut down your mech as a desperate measure, to end system at-
tacks, regain control of AI, and cool your mech
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MOUNT/DISMOUNT (full action) - Get in or out of your mech
SELF DESTRUCT (quick action) - As a last ditch measure, set your reactor to go critical and ex-
plode
SKILL CHECK (full action) - Perform an activity with a clear goal that would take a skill check
OVERCHARGE
Push your mech past its limits, gaining an extra quick action as a free action at the cost of heat
REACTIONS
BRACE - Brace your mech for impact, reducing damage at the cost of your next turn’s actions
OVERWATCH - Attack a close-by target attempting to move
PILOT ACTIONS
Pilots on foot can take the following actions and reactions : BOOST, HIDE, SEARCH, ACTI-
VATE, SKILL CHECK, DISENGAGE, PREPARE, OVERWATCH, BRACE
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MOVEMENT
On their turn, characters can move a number of spaces equal to their speed value without taking
an action. This is sometimes called a regular move to distinguish it from movement granted
from systems or talents.
Obstructions
Obstructions block passage. Obstructions are typically environmental, but can include other
characters. Obstructions smaller than the moving object do not block movement, and can be
passed over freely. Friendly NPCs or allied players never cause obstruction, but you can’t
end your movement in their space.
Engagement
All characters have to worry about engagement. If you move adjacent to a hostile character, you
become engaged. Being engaged gives penalties to ranged attacks (+1 difficulty), and if you be-
come engaged with a target the same size or larger than you during the course of any move-
ment, you must stop moving and can’t move any further with the same movement.
Adjacency
Adjacent characters are within 1 space of a character or object, in any direction (even on diago-
nal squares or vertical spaces).
Characters or objects smaller than you cannot stop you from moving, so larger mechs can move
around more easily. An character that is larger than another character does not count the smaller
character as an obstruction and becoming engaged with that character doesn’t cause them to
stop moving. Characters can freely pace through the spaces of smaller characters or objects, but
not end their turn there. For example, a size 1 mech can freely pass through the space of a size
½ human, and a size 2 mech can freely pass through the space of that size 1 mech. Mechs can
always move through pilots or human NPCs on foot.
Typical sizes:
½: A human, a hard suit, some small mechs, an EVA suit
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Moving close to characters (within range 1-3) can sometimes trigger reactions, such as Over-
watch, which is a free attack. A character that wants to move more cautiously can spend a full ac-
tion to disengage, allowing them to ignore engagement and reactions such as overwatch when
moving.
Involuntary movement
Some actions or attacks push, pull, or shove a character in a certain direction. Involuntary move-
ment such as pushing, pulling, or knocking a character forces them to move in a direct line in a
direction specified by the triggering action or attack. Mechs that are pushed, pulled, knocked
around, or involuntarily moved do not provoke reactions and ignore engagement with their move-
ment unless specified, though they must still obey obstructions.
Mech combat takes place on many types of worlds with many hostile and hazardous environ-
ments.
Difficult Terrain reduces a character’s speed. 1 space of movement through Difficult Terrain
costs 2 spaces worth of movement speed. Difficult terrain could be rough, marshy or swampy
ground, icy landscape, or treacherous, rocky scree.
Dangerous Terrain prompts an engineering check to navigate the first time on a turn an actor
enters it on their turn, or if they start their turn there. Should a player fail that check, they take 5
kinetic, energy, explosive, or burn damage on failure, depending on the hazard. Intense radiation,
boiling gases, lava, or falling rocks are good examples of dangerous terrain. A character only
needs to make one check a round for dangerous terrain.
Climbing like difficult terrain, costs 2 spaces of movement for every space moved. Climbing es-
pecially difficult surfaces might require a successful hull or agility skill check first not to fall.
A character with legs can jump half its speed horizontally in a straight line, ignoring ground
based obstacles that it could jump over (such as pits, gaps, etc), and cannot jump higher than its
size (so a size 1 mech can jump up to 1 space high during that movement).
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Falling causes damage if a character falls 3 or more spaces and cannot recover before it hits the
ground. Unless specified (some effects cause a character to fall immediately), a character falls at
the end of the current turn (even if it’s another character’s turn) and takes 3 AP kinetic damage
for each 3 spaces it falls, up to a maximum of 9 AP kinetic damage. Falling is involuntary move-
ment. Typically a character falls about 10 spaces a round, but a mech cannot fall in a zero-g en-
vironment (or even a low-g environment) and speeds may differ depending on where you are.
ZERO -G
A Mech operating in zero-g, underwater, or space is slowed unless it has a propulsion system or
a system allowing it to fly, but can fly when it moves (even if it doesn’t have a flight system).
Mechs in space or zero-g cannot fall.
A character may take its actions at any point during any of its movement, and complete that
movement after that action completes. However, each action itself cannot be split into several
parts.
For example, a mech with 3 weapons and 6 speed can move 3 spaces, then take an action, then
move 3 more spaces. However, if that mech takes the barrage action, its action must complete
before it can move further, i.e. it must fire all weapons at once (it can’t move 2 spaces, fire a
weapon, move two spaces, fire a weapon, etc).
Actions and reactions themselves cannot be split into parts, and each action must resolve before
the next takes effect. Reactions, for example, usually resolve after their triggering action com-
pletes.
TELEPORT
Some characters have the ability to teleport. When a character teleports, it instantly moves to any
free space that is wholly within the specified range, so long as the destination has enough space
to fit the whole of that character. Due to restrictions in matter transference, characters must start
and end a teleport on a surface they can safely stand on (such as the ground), so it is impossible
to teleport to or from mid-air, for example. If attempted anyway, the teleport fails. When a teleport
fails, a character loses that movement and any action used to try and make the teleport.
Teleporting does not provoke reactions and ignores engagement. It ignores obstructions entirely
and ignores line of sight. A character that teleports counts as moving 1 space, (so it cannot tele-
port if immobilized, for example).
A mech can attempt to teleport to a space it can’t see, but if that space is already occupied, the
teleport fails.
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FLIGHT
- You can end your movement anywhere within a vertical or horizontal range of you equal
to your fly speed, in any combination. For example, a mech with a fly speed of 6 could
end its movement anywhere within 6 spaces of its location, up to 6 spaces high.
- While flying, you must move at least 1 space on your turn or fall.
- Flight movement must start and end along a straight line, though the direction
can be changed for each separate movement. For example, a flying mech could
move in one direction, then boost in another.
- If a flying mech takes structure damage or overheats, it must pass an agility save
or fall.
Flight is combat rated up to 10 spaces over any surface (ground, water, structures, etc). For ex-
ample, a flying mech could go 10 spaces above the ground, or float over a building 5 spaces
high to go 15 spaces above the ground. In mech combat, a flying character within this range
can act normally, however a character that moves past this range (11 or higher) can only move or
boost, and can’t move past this range if it has already taken any other action this turn.
Outside of mech combat (for narrative purposes, etc), this restriction does not exist. In addition,
it does not exist in zero-g, even in mech combat.
Unless your mech is in a zero-gravity situation, you cannot fly and carry other objects whose to-
tal size is larger than size 1/2 - there’s not enough thrust to do so!
Hover Flight
Some very advanced mechs and characters have Hover. Hover mechs do not need to move in a
straight line, and can remain still while airborne (they don’t have to move on their turn and can
move any distance).
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ATTACKS
There are three forms of Attack in LANCER: Melee, Ranged, and Tech.
• Melee attacks are made against a target in your Threat range. You roll Grit vs Evasion.
• Ranged attacks are made agains a target in Range. You roll Grit vs. Evasion.
• Tech attacks are typically made against a target in your Sensor range. You roll Tech Attack vs.
E-defense.
You can attack as a mech by making the Skirmish, Barrage, or Quick and Full Tech actions
while piloting your mech. You can attack by taking the Fight action as a pilot.
Ranged attack: Choose a target in your weapon range and line of sight. Then roll 1d20, adding
your grit vs your target’s evasion, plus any Accuracy or Difficulty.
Tech attack: Choose a target in your sensor range and line of sight, then roll 1d20, adding your
tech attack vs your target’s e-defense, plus any Accuracy or Difficulty.
To hit, your total roll must equal or exceed your target’s evasion or e-defense.
Critical Hits
On any total ranged or melee weapon attack roll of 20+, the attack is a Critical Hit. Roll all
damage dice twice and choose the highest dice among all dice rolled (including sources of
bonus damage, etc) to get the total. For example, if you rolled an attack that dealt 2d6 damage,
you would roll 4d6 and pick the highest 2d6.
Bonus damage
Some talents, systems, or weapons allow you to deal bonus damage, allowing you to deal
boosted or extra damage to your attack. Bonus damage can only be kinetic, explosive, or energy
damage (not heat or burn), and if not specified is the same damage type as one type from the
weapon that dealt it.
If bonus damage applies to an attack that targets more than one character, it is reduced by 1/2.
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RANGE AND PATTERNS
Measure weapon range from one of the edge spaces of your mech by default, unless specified.
Your target must be inside your range to be valid (if you’re using a grid, that means your target
must be at least 1 space inside your weapons’ range).
Some weapons or systems have special attack patterns: Line, Cone, or Blast, or Burst. These
attacks hit areas, and affect all targets in that area unless specified, rolling an attack separately
for each target.
- Line is a straight line X spaces long. All targets the line intersects with are attacked. Make
separate attack rolls for each target caught in the area.
- Cone is a cone X spaces wide at its longest point and X spaces long, drawn from a point 1
space wide at its shortest point (it’s origin). Make separate attack rolls for each target
caught in the area.
- Blast is an area of radius X spaces, drawn from a point in range and line of sight. Check
cover and line of sight for the actual attack from the point of the blast, not the attacker.
Make separate attack rolls for each target caught in the area.
- Burst is an area affecting a character’s own space and X spaces in a radius around it.
Characters are not affected by their own burst attacks unless specified. Check cover and
line of sight from the character. Make separate attack rolls for each target caught in the
area.
Some attacks with a line, cone, or blast pattern have a range listed. The starting point for the at-
tacks can be drawn from a point within the range specified. For example: a blast 2, range 10 at-
tack, would attack a blast 2 area centered on any point within range 10.
Some mech licenses or systems include increases to range. This range increase does not affect
the size of cones, lines, or blast attacks (though it might allow you to place such attacks at further
range if a range is specified).
9
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Make only one damage roll for attacks that have more than one target. If your attack benefits from
bonus damage, if your attack has more than one target, bonus damage is halved.
Threat
Threat indicates the default distance at which a melee weapon can be used, and a melee or
ranged weapon can be used to make an overwatch reaction. Default threat for all weapons is 1
unless noted otherwise, and it can be increased from certain talents or pieces of gear. Measure
threat from a mech’s exterior, so larger mechs will cover slightly more area than smaller mechs.
Valid Targets
You can attack any character or object in range (ranged), sensor range (tech), or weapon threat
(melee) as long as you have line of sight to that target. Valid targets are other characters; objects
that are not being held, worn, or part of a mech; and a point in the environment or on the ground.
You cannot target yourself with effects unless specified.
Line of sight
If your character can’t trace of line of sight to any part of a target (ie, it’s completely blocked by
cover, terrain, etc), then it cannot be attacked (melee, ranged, tech, or otherwise). Weapons with
the arcing tag can still attack a character, object, or point you don’t have line of sight to as long
as they could actually draw a path there (they couldn’t fire through 50ft of bulkheads, for exam-
ple), but still take cover into account. They typically attack by lobbing projectiles over obstacles.
Weapons with the powerful seeking tag totally ignore cover and line of sight, as long as they
could draw a path to their target. Seeking weapons are typically self guided, self propelled, and
can navigate complicated spaces.
COVER
You don’t always have a clear shot in LANCER. A ll kinds of obstructions: physical, mental, elec-
tronic, etc, can take place between an attacker and their target. There are two types that are rele-
vant in this game: Soft Cover and Hard Cover.
Smoke, foliage, trees, blinding light, dust clouds, low hills, low walls, etc are all examples of soft
cover. Soft cover, as the name implies, is typically not solid enough to reliably block fire, but
causes enough visual interference or reduces profile enough to make aiming difficult. If your shot
is obscured or obstructed somehow, your target has soft cover.
Tall walls of buildings, ruined buildings, bulkheads, reinforced emplacements, destroyed mechs
or vehicles, spacecraft, etc are all examples of Hard Cover. Hard Cover is solid enough to block
shots and hide behind. A character needs something to be at least the same size as it is to bene-
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fit from hard cover (a size 3 mech cannot take cover behind a size 1 rock, for example), and must
be physically adjacent to that cover to benefit from it. If a character isn’t adjacent to hard cover,
it might still be obscured by that cover (soft cover) but doesn’t get hard cover.
Soft Cover adds +1 Difficulty to an attacker’s roll to hit for ranged weapon attacks.
Hard Cover adds +2 Difficulty to an attacker’s roll to hit for ranged weapon attacks.
Characters never grant cover unless specified (it’s easy enough to shoot past them). There
are some mechs that are specifically built to block shots and can grant cover, however. Such
mechs typically have the Guardian trait.
To figure out soft cover, simply draw a line from the center of one character to the center of an-
other character. If that line can be drawn mostly unbroken it’s a clear shot. If the line is signifi-
cantly obscured or broken up by a smoke cloud, trees, fencing, or objects that would give hard
cover (but the target isn’t adjacent to that cover), the target has soft cover.
If a character is adjacent to hard cover, it benefits from that cover as long as you cannot flank
that character. Flanking means one of the spaces of your mech must occupy a space in the
same row (grid or hex map) that’s totally clear of that hard cover. If not using a grid, at least part
of your mech must be past the cover at a tangent line drawn perpendicular to the mech where it
touches that cover. This sounds complicated but is fairly simple in practice.
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An example on a hex grid
Anything a character is using for hard cover doesn’t block line of sight or obscure its shots as
long as that character could shoot over or through it, duck around it, etc. Typically a character
can shoot over cover or objects the same size or smaller as that character without difficulty.
Invisibility
Some characters have the ability to turn invisible. An invisible character is detectable by heat
patterns and some visual artifacts, but extremely hard to target - all attacks of any kind have a
flat 50% chance to miss outright (roll a dice or flip a coin) - checked before rolling. Additionally,
an invisible mech can always hide, even without cover.
DAMAGE
You want to avoid or mitigate incoming damage as much as possible, but know this: Sometime,
somewhere, someone is going to punch a few holes in your kit.
Damage in LANCER comes in four types: Explosive, Energy, Kinetic, and Burn, each repre-
senting a different type of weaponry or projectile.
Armor, like with pilots, reduces all incoming damage by the amount indicated. Damage with the
AP tag ignores armor.
Resistance reduces all incoming damage by 1/2 of a specified type, rounded up after reduction.
Mechs can only have resistance once (it doesn’t stack) for a particular type of damage.
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Damage in LANCER resolves as follows:
2. Reductions from systems, talents, and reactions, such as those that grant resis-
tance. Only one reduction of a type can be applied at once (resistance, reduction
from a talent, etc).
For example: Your total HP is 15. You take fire from an enemy, who scores a successful hit by
beating your mech’s Evasion. You’re dealt 12 points of kinetic damage. Lucky for you, you have
armor installed on your mech, which subtracts 2 from all incoming damage, reducing the final
amount of incoming damage to 10. Your total HP after all damage is taken is now 5. Take cover!
If something increases or reduces damage, like the exposed condition or bonus damage hitting
multiple targets, it does so before damage is applied.
- Heat is not affected by armor, and is not damage, though it can be affected by resis-
tance. It fills up a mech’s heat capacity (see the section below). Once a mech’s heat ca-
pacity is full, if it takes any more heat, it overheats.
- Burn is a special damage type. Mechs affected by Burn immediately take damage equal
to the Burn value of the weapon or system that inflicted it, ignoring armor, then mark
down the Burn they just took. At the end of their turn, a character that took burn makes
an engineering check. On success, they clear all Burn on themselves, on failure, they take
damage equal to their current marked Burn value. Burn can build up when it’s applied
from multiple sources, so a mech that took Burn 2 twice would have to make a check or
take 4 more Burn at the end of their turn.
Immunity
All objects (terrain, cover, deployables, etc) have evasion 5 and HP equal to 10x their total size
(so a size 4 object or an object made up of 4 size 1 objects would have 40 HP). If the object is
made up of sections that are independently destructible, each size 1 section has 10 HP. Some
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deployable objects specify different armor or HP, which supersedes this rule. This could cover ter-
rain, walls, or any other construction on the battlefield. If the object is tough or hardy (such as sol-
id rock), you could give it 1 or 2 armor. If it’s fortified, such as a bulkhead, bunker, or starship
freighter hull, give it 3 or 4 armor.
You can ignore this rule at your leisure when it applies to entities not created by characters or out
of mech combat. If players want to bust through a wall to get the drop on their enemies, you can
always let them make a hull check to do it without firing a shot.
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ACTIONS
• Characters can take two quick actions or one full action on their turns
• Characters cannot make duplicate actions unless you make them as a free action or reac-
tion. For example, you can only boost 1/turn, but you can boost again if you have a free ac-
tion that allows you to boost, or if you overcharge to do so
BOOST
When you take the boost action, you can move your speed. Boosting allows you to move again,
in addition to taking a move action on the same turn. Certain talents and systems only activate
on boosts (not regular movement).
RAM
Ramming is a melee attack made against an adjacent character with the aim of knocking them
down or back. If your attack is successful, your target is knocked Prone and you may also knock
your target back up to 1 space directly away from you.
GRAPPLE
When you Grapple, you attempt to grab hold of another character and overpower it, disarming,
subduing, or damaging it so that it cannot do the same to you.
In order to perform a Grapple, choose an adjacent character and make a melee attack. On hit:
- Both parties are engaged
- While grappled or grappling, neither party can boost or take reactions
- The smaller party is immobilized, but moves when the larger party moves, mirroring their
movement. If both parties are the same size, they can make a contested hull check at the
start of their turn, counting as the larger party until this contest is repeated if they win.
- The grapple breaks if either target breaks adjacency (is knocked back for example)
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- The attacker can end the grapple as a free action, and the defender can end the grapple
as a quick action by winning a contested hull check.
- If there are multiple parties involved in a grapple, the same rules apply, but when counting
size, count up all opponents of a side in a grapple. For example, if my all and I are both
size 1 and grappling a size 2 target together, we would count our total size (2) and could
attempt to drag our target around.
QUICK TECH
The Quick Tech actions cover electronic warfare, countermeasures, and other actions that can
be taken by a pilot, often aided by their mech’s powerful computing and simulation cores. Many
pilots choose NHP (non-human person) assistants or more conventional comp/con units to help
them with these tasks. All mechs have access to the basic tech actions. Further tech actions can
be enhanced by taking systems that upgrade them.
The Quick Tech action can be repeated but the same option cannot be chosen more than once
(bolster, invade, scan, etc) unless specified or granted as a free action.
Some tech actions are attacks (often called tech attacks) and benefit from generic bonuses to
attack rolls. All tech actions must choose a target within Sensor Range to be effective, and roll
tech attack vs. e-defense if they are an attack. By default, tech attack is boosted by your
mech’s systems. To use a tech action, choose a target in your sensor range (including yourself)
and choose one of the following options:
Bolster
You use the formidable core processing power of your mech’s systems to boost one other char-
acter’s systems. That character can take +2 Accuracy on its next skill check or save of any kind
before the end of its next turn. A character can only benefit from bolster once at a time.
Scan
You can use your mech’s powerful internal systems to deep scan your enemies.
To Scan, choose a character or object in sensor range, then ask the GM for one of the following:
- Your target’s full statistics (HP, Speed, Evasion, Armor, HASE, etc), weapons, and
systems
- Hidden information about the target, such as information caches it is carrying, cur-
rent mission, pilot ID, etc.
- Generic or public information about the target that could be pulled from an in-
fobank, records, etc, such as the model number of a mech
This information is only current when you receive it (for example, if the target loses HP again,
your information won’t update).
Lock On
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Choose a character in your sensor range and line of sight. That character gains the Lock On
condition, enabling some systems and talents. A hostile attacker can consume Lock On on a
character when they make an attack roll against them to gain +1 Accuracy on that attack.
Invade
Make a tech attack against a character in range. On success, your target takes 2 heat.
Many pieces of mech gear give you options when you successfully Invade other characters.
Each time you Invade successfully, your target takes heat and you can choose one of the options
available to you. All characters start with this option:
Fragment Signal: You feed false information, obscene messages, or phantom signals to
your target’s core computer, inflicting the Impaired and Slowed Condition on your target
until the end of their next turn.
You can invade willing allied characters to accomplish certain effects. If you do, the attack au-
tomatically hits and does not deal heat.
HIDE
In order to perform the Hide action, you need hard cover or an area or zone of soft cover such as
a smoke cloud (it must be an area or zone - other systems or talents that grant you soft cover
won’t work - it’s not enough to hide behind!). The cover needs to be large enough to totally con-
ceal your mech or you won’t be able to hide. Lack of line of sight is always sufficient, and if
you’re invisible, you can always hide, even without cover.
You can’t attempt to hide if you’re engaged with another character, even if you’re invisible (they
can always tell you’re there!). Characters also ignore engagement with you while you’re hidden,
since it’s assumed you are trying to stay stealthy.
Hiding is always successful. After you hide, you gain the hidden condition. A hidden target’s ex-
act location is unknown and it can’t be directly targeted by attacks or hostile actions, but can still
be hit by attacks that target an area. NPCs cannot perfectly locate a hidden target but only know
their approximate location. An NPC could flush an area with a flametherower, for example, even if
it doesn’t know where you are exactly.
Performing any attack (melee, ranged, or tech) or hostile action such as forcing a save that origi-
nates from your mech, taking the boost action, or taking a reaction with your mech will break
hiding. You can take other actions as normal. You immediately lose hidden if you lose the benefit
of cover due to line of sight (ie, a mech comes around a wall and can now draw unbroken line of
sight to you) or if your cover disappears or is destroyed. If you’re hiding and invisible, you lose
hidden if you lose invisibility.
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SEARCH
The searching party chooses a character they suspect is hidden and makes a contested check,
revealing their target on a success. The searching party needs you to be in their sensor range
and makes a systems check. A hidden mech makes an agility check.
If you’re searching on foot as a pilot, you make a skill check (triggers can activate as normal,
probably notice) as part of this contested check. A character must be in range 5 of you to be
revealed this way.
Once a hidden target is detected, it immediately loses the hidden condition and can be located
again by any character.
- Bonus attack: When you fire a weapon with barrage, you can make an attack
with an auxiliary weapon from the same mount that hasn’t been fired with this action.
That weapon can’t deal bonus damage.
FULL TECH
Choose and perform two options from the Quick Tech list (or choose from other systems that
would take a quick tech action to use). You can repeat options.
Alternately, use a system or tech option that takes a Full Tech action to activate.
IMPROVISED ATTACK
If your mech is unarmed or does not have a melee weapon, it can use an action to make an im-
provised attack action with a rifle butt, fist, or other improvised melee weapon against a target in
melee. You may use the butt of a weapon, a slab of concrete, a length of hull plating, etc, to
complete this improvised attack. How you flavor the attack is up to you!
An improvised attack costs a full action by itself to perform, and is separate to the skirmish or
barrage actions above. It counts as a melee attack. An improvised attack is a melee attack that
deals 1d6 kinetic damage on hit.
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STABILIZE
During a heated battle or prolonged mission, it may become necessary to enact emergency pro-
tocols in order to purge your mech‘s systems of excess heat, to repair your chassis where you
can, and/or buy your system time to eliminate hostile code.
To that end, a character may spend a Full Action to Stabilize and do one of the following:
• Cool your mech, resetting the heat gauge and ending the exposed condition
• Spend 1 Repair to refill HP to maximum.
DISENGAGE
When you disengage, you attempt to extricate yourself safely from a dangerous situation, make a
steady and measured retreat, or your mech’s agility is such that you can slip in and out of threat
ranges faster than the enemy can strike. Until the end of your current turn, your movement ig-
nores engagement and does not provoke reactions, such as overwatch.
OTHER ACTIONS
ACTIVATE
Some systems or pieces of gear take either a quick or full action to use or activate. Such sys-
tems are marked with the quick or full action tags. You can take the activate action any number
of times a turn, but can’t activate the same system more than once unless you do so as a free
action.
SHUT DOWN
Shutting Down your mech is a risky move, though one that is sometimes necessary to prevent
potentially catastrophic systemic overload or AI unshackling.
You can shut down as a quick action. When you take the Shut Down action, your mech powers
completely off and enters the Shut Down status. When you shut down Shut Down:
• Your mech is stunned indefinitely, and nothing can prevent or remove this condition other
than taking the Boot action to reboot your mech.
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• Your mech is immune to all tech actions or attacks and can’t benefit from friendly tech
actions. Any tech effects or conditions caused by a tech action (such as lock on, etc) af-
fecting the mech immediately end.
• Your mech cools to 0 and ends the exposed condition
• Any unshackled AI you have installed are re-shackled.
BOOT UP
You can power up mech as a full action, ending the shut down status on it. Mechs that are pow-
ered off must be powered on with a boot up action before becoming active. You must be piloting a
mech to boot it up.
It takes a full action to mount or dismount. You must be adjacent to your mech to Mount it, and
when you Dismount your mech, you are placed adjacent to it. If there’s no free space, you can-
not dismount your mech.
If you want to Eject to dismount your mech, you can do so as a quick action, flying 6 in a direc-
tion of your choice. However, its a one-way system meant to be used in case of emergency, and
leaves your mech permanently impaired until you full repair (and the eject system can’t be used
again until you take a full repair).
You can mount or dismount a willing allied mech or vehicle while on foot by taking this action,
occupying their space and moving with them.
SELF DESTRUCT
Self-destructing by overloading your reactor is a final, catastrophic play a pilot can trigger if
there is no other option for them to escape, or if they deem their sacrifice necessary.
You can initiate self destruct as quick action, causing your reactor to start melting down. At the
end of your next turn, or up to two turns after (you choose), your mech will explode as though it
suffered a reactor meltdown, annihilating it, killing any pilot or passenger inside, and causing a
burst 2 explosion for 4d6 explosive damage around it. Characters caught in the explosion can
pass an agility save to halve this damage.
PREPARE
When you prepare an action, you’re holding in preparation for a specific time or trigger (a more
advantageous shot, for example). You can only prepare a quick action, and it costs a quick ac-
tion to prepare. This counts as that action’s exact duplicate, so you can’t, for example, skirmish
and then prepare a skirmish action, or move and prepare a skirmish action with an ordnance
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weapon (which normally requires you fire it before doing anything else on your turn). You also
can’t take any other actions (quick, full, free, etc), reactions, or regular move on your turn after
preparing an action, up until the start of your next turn or when you expend that reaction.
Until the start of your next turn, you can take the prepared action as a reaction. You must set a
trigger for this reaction phrased as a ‘When X, then Y’ sentence. X must be an enemy or allied
reaction, action, or movement. For example: “When my ally moves adjacent to me, I want to
throw a smoke grenade,” or “When an enemy moves adjacent to me, I want to ram them”.
It is apparent to a casual observer when you are preparing an action (you are clearly taking aim,
cycling up systems, etc). As mentioned above, you can’t take reactions while you’re holding a
prepared action, but can take them normally afterwards. If you want to take a reaction and drop
your prepared reaction, you can also do so. If the trigger doesn’t activate, you lose your prepared
action.
SKILL CHECK
Undertake some activity that’s not covered by other actions but has a clear goal and would take
a skill check. This is activity involved enough to take a full action, and it’s parameters and out-
comes are up to GM discretion. If it’s something that can be done quickly it doesn’t take an ac-
tion at all. Here’s some examples
- Bruja, on foot, wants to try and get a door open. The GM asks her to make a skill
check, deciding that Bruja’s Hack or Fix trigger can give her a bonus.
- Pan wants to jump a crevasse in his mech that’s too wide to jump normally. The
GM decides to allow him to try it with an agility skill check.
- Zaid wants to lift a heavy boulder out of the way with his mech. The GM decides
this is probably a full action and requires a successful hull skill check.
OVERCHARGE
It is possible for skilled pilots to push their mech beyond factory specifications for a short period
of time in order to gain a tactical advantage. Moments of hyperspec action won‘t tax your
mech‘s systems too much, but sustained action beyond prescribed limits will take its toll.
You may Overcharge your mech only once per turn. Overcharging incurs 1 heat. The next time
you overcharge before you make a full repair, this cost increases to 1d3 heat. The next time, the
cost increases to 1d6 heat, and thereafter to 1d6+4 heat. Taking a full repair resets this counter.
Overcharging immediately allows you to make any quick action of your choice as a free ac-
tion, even one you already made this turn.
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REACTIONS
Reactions are special moves that can be made out of turn order in response to incoming triggers
such as attacks or movement. Upon use, reactions are, unless specified otherwise, expended
until the beginning of your next turn. You can only make one reaction per turn (your turn or
another actor’s), but any number per round, as long as you have unspent reactions to perform.
All mechs can use the Brace and Overwatch reactions once per round by default.
BRACE
Once per round, you can choose to brace your mech’s systems in response to incoming fire. You
can choose to brace against an attack after the attack hits you and you learn what the damage
is.
If you choose to Brace, you gain resistance to all damage, heat, and burn from the triggering at-
tack (it’s all halved, rounding up) and all other attacks against you are made at +1 difficulty until
the end of your next turn. However, the stress of bracing means until the end of your next turn
you cannot take reactions and on that turn you can only make one quick action (no regular move,
no full actions, no free actions, and no overcharge).
OVERWATCH
All mechs are able to perform Overwatch. Overwatch represents your mech’s ability to control
and defend the space around it from enemy incursion, whether through pilot skill, reflex, or finely
tuned sub-systems. By default, a mech can make 1 overwatch reaction per round.
If any enemy starts any movement (move, boost, etc) inside the threat of one of your weapons,
you can immediately make a skirmish action as a reaction against that target using that weapon.
Free Actions
Free Actions are actions often granted by systems, talents, gear, or overcharge. Characters may
perform any number of Free Actions on their turn, but only on their turn, and only those granted
to them. The most common type of Free Action is a protocol, which can be activated or deacti-
vated only at the start of a turn.
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Pilots and AI in mech combat
During mech combat, you may want to eject or exit your mech for various reasons (to go some-
where you mech can’t go, interact with an interface, or to try and perform the very risky Jockey
maneuver). Your pilot might also make use of Non-Human-Persons, or AI, that can control your
mech even when you aren’t physically inside it.
PILOTS
HP: 6 + grit
Evasion: 10
E-defense: 10
Armor: 0
Size: 1/2
Speed: 4
These statistics might change depending on the gear and armor a pilot brings with them.
Pilot weapons and armor are at a scale that they can’t be relied on to take down mechs - and
mech weapons are at a scale that they normally completely pulverize a pilot-scale foe. The follow-
ing rules apply to pilots:
- When a pilot is called on to make an attack roll or save in mech combat, they use
Grit (1/2 your level) instead of a trigger. It doesn’t matter how good your pilot is at com-
bat when not fighting mechs, when fighting mechs, everyone is roughly on the same foot-
ing. They might still use their triggers on regular skill checks.
- Pilots have the biological tag. They are immune to Tech actions (even beneficial ones),
though they can still be targeted by electronic systems such as drones or smart weapons.
If a pilot would take Heat, they instead take an equivalent amount of energy damage.
- Pilots can’t aid a mech, give, or receive any bonuses that would apply to mech-sized
weapons (such as from Talents)
- Pilots and pilot weapons and gear don’t benefit from Talents
- Pilots can’t cause a mech to become engaged and don’t provide obstructions to mechs no
matter the size.
Pilots can take the following actions : BOOST, HIDE, SEARCH, ACTIVATE, DISENGAGE, PRE-
PARE, OVERWATCH, MOUNT/DISMOUNT
These are the same as the mech actions.
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FIGHT (FULL ACTION)
Make a melee or ranged attack with one weapon against a target in line of sight and range,
rolling 1d20+grit. Ranged attacks suffer +1 difficulty if you’re engaged and take cover into ac-
count.
Weapons with the sidearm tag can be fired with a quick action instead of a full action.
Attempting to jockey takes a full action. The turn you successfully jockey, you can choose one of
the below for free, and repeat one each turn after that you continue to jockey as a full action.
Distract: You inflict the Impaired and Slowed condition on your target until the end of its next
turn.
Damage: Deal 4 kinetic damage to that mech by firing or slashing at joints, hatches, etc
As components of the same character, pilots and mechs share the same move and actions. You
can split them up if you so choose. If you want to use a quick action to skirmish with your mech,
use a quick action to eject, then use your move to run to cover as your pilot, you can absolutely
do so.
A mech needs to be piloted for you to take actions with it, with the pilot physically present inside
the cockpit, unless that mech has the AI property. If your mech has the AI property, at the start of
your turn you can choose to turn your controls over to your AI. If you do so, your pilot can no
longer take actions or reactions with your mech until the start of your next turn, but your mech
gets its own set of actions and reactions, freeing you up to take normal action as a pilot. However,
your AI cannot benefit from any of your talents while it pilots your mech. You can pick the controls
back up at the start of any turn but must be physically present inside your mech.
AI in LANCER are typically referred to as NHP (non-human persons) and have special rules
which are detailed at the start of the compendium.
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Statuses and Conditions
During combat, characters might inflict statuses or conditions. Most indicate when they end in
their gear description. When an effect specifies the target’s next turn, it means the next turn in the
turn order, so if an effect is inflicted on a character during their turn, it will last until the end of their
following turn.
A status is much harder to remove, whereas a condition is temporary effect caused by damage,
electronic warfare, etc. If an action or system (such as stabilize) specifies you can end a condition
you could end something like impaired, but not something like prone, for example.
Statuses
Engaged
- While Engaged, all your ranged attacks are made with +1 difficulty
- If you become engaged with a target the same size or larger, you immediately stop mov-
ing and lose any unspent movement from that move.
Exposed
- An exposed character takes double damage
Hidden
- You cannot be targeted by hostile attacks or actions, and enemies only know your ap-
proximate location. Performing any attack, forcing a saving throw with your mech, taking
reactions with your mech, or losing cover will cause you to lose hidden after that action or
reaction resolves. Character can find you by taking the search action and winning a con-
tested check.
Invisible
● All attacks against an invisible target have a 50% chance to miss outright (check before
the attack roll).
Prone
• Your mech is stunned indefinitely. However, you can still take the Boot action to reboot
your mech.
• Your mech is immune to all tech actions or attacks and can’t benefit from friendly tech
actions. Any tech effects or conditions caused by a tech action (such as lock on, etc) af-
fecting the mech immediately end.
• Your mech cools to 0 and ends the exposed condition
• Any unshackled AI you have installed are re-shackled.
Conditions
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Immobilized
● Your maximum voluntary movement becomes 0 from any source (knockback, push/pull,
etc still work normally).
Impaired
● +1 Difficulty on all attacks, saves, and skill checks
Jammed
● The only attacks a Jammed character can make are improvised attacks, grapples, or
rams
● A Jammed mech cannot use comms to talk to other players (can only talk to GM)
● A Jammed mech cannot make or benefit from Tech actions
Lock On
- A hostile character can consume the Lock On status on a target when it attacks to gain
+1 Accuracy on its next attack against that target. Lock On may also activate other tal-
ents or abilities.
Shredded
● A shredded mech cannot benefit from armor or resistance
Slowed
● The only movement you can make is your regular move (no movement out of turn or from
talents, systems, or weapons)
Stunned
● You cannot overcharge, take free actions, reactions, move, or take any actions. A pilot in
a stunned mech can still mount or dismount their mech, eject, or take actions normally.
● Your maximum evasion is 5
COMBAT TERMINOLOGY
Armor - The amount of damage you reduce all incoming sources of kinetic, energy, or explosive
damage by. For mechs, armor cannot go higher than 4
Electronic Defense - The number that most electronic warfare attacks must beat to be success-
ful
Evasion - The number that most melee and ranged attacks must beat in order to hit with an at-
tack
Grit - 1/2 your level. Added to melee and ranged attacks, system points, and hp
Heat Capacity - The amount of heat your mech can take before any more heat will cause it to
make an overheating check.
Hit Points (HP) - The amount of damage you can take as a pilot before going down and out, and
the amount of damage a mech can take before it takes 1 point of structure damage.
Immune - A character that is immune to something ignores damage and effects from whatever it
is immune to
Range - The range of your ranged attack, measured from yourself. Depends on weapon
Repair Cap - The maximum number of repairs to your mech you can make per mission
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Resistance - Resistance to damage or a type of damage means it is reduced by half, rounded up,
after armor is applied. You can only have resistance to damage once (it doesn’t stack multiple
times)
Structure - When a character with structure goes to 0 HP, it makes a structure check, then takes
1 structure damage. When a character runs out of structure, it is destroyed outright.
Stress - When a character that can take stress overheats, it takes 1 stress then makes an over-
heating check. If a character reaches maximum stress, it suffers a core meltdown at the end of its
next turn.
Tech attack - Electronic Warfare attacks, modified by your systems. You use tech attack instead
of grit when conducting most tech actions.
Threat - The range of your melee and overwatch attacks with certain weapons, measured from
yourself. Base threat for all weapons is 1, but it may be greater depending on the weapon.
Sensor Range - The range in which you can make electronic warfare attacks, lock on, and use
some systems. If a character is in your sensor range, you know about its existence unless it is
hidden.
Size - The area that a character controls, rounded up for determining space. For example, a size
2 mech is an area 2 spaces on each side approximately 2 spaces high. Does not necessarily rep-
resent exact physical size.
Speed - How far your mech moves when it makes its regular move or boosts (in spaces)
ENDING COMBAT
Combat ends when one side has accomplished their main objective. Usually this means they
have defeated, destroyed, or routed the other side, but not necessarily.
Combat does not have to end with total destruction of one side or another - it’s perfectly fine for
a GM to call combat early if the outcome is not in question, and return to narrative play.
NPCs often have their own goals and are typically concerned with self-preservation. Surrender or
retreat are always perfectly valid end conditions for a fight.
When a character with structure is reduced to 0 HP, it takes 1 structure damage, makes a
structure check, then resets its HP to full. It then takes any damage that ‘spills over’ (this could
cause it to lose multiple points of structure and make multiple structure checks in a turn). Struc-
ture damage represents major damage to your mech or its systems.
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If your mech takes its last point of structure damage and checks its last box, it is destroyed.
STRUCTURE DAMAGE
When your mech is reduced to 0 HP, you roll on the structure damage chart. Structure damage
represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if
not dealt with. When you make a structure check, roll 1d6 per point of structure damage you
have marked, including the structure damage you just took. When rolling multiple dice, choose
the lowest result, though certain outcomes activate if you also roll multiples 1s.
STRUCTURE DAMAGE
ROLL RESULT EFFECT
5-6 GLANCING BLOW Emergency systems kick in and stabilize your mech. However,
your mech is impaired until the end of your next turn.
2-4 SYSTEM TRAUMA Parts of your mech are torn off by the damage. 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.
1 DIRECT HIT This result has different outcomes depending on how much
structure your mech has remaining.
Two or CRUSHING HIT Your mech is damaged beyond repair and is destroyed. You can
more 1s still exit it as normal.
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HEAT & OVERHEATING
Heat represents the stress of combat on a mech’s electronic systems and mechanical compo-
nents. Generally a mech is equipped with heat sinks, shunts, and coolant systems and to oper-
ate within factory defined standards without generating heat. However, combat and activated
abilities can tax your mech’s heat dispersal systems to the point of causing actual damage. Elec-
tronic warfare attacks, environmental hazards, weaponry, and overcharging can all cause heat
buildup.
Each Mech has a Heat Capacity that determines how much heat they can handle without things
getting dangerous. It can be increased through certain systems and by improving a mech’s engi-
neering score. A mech reactor also can take a certain amount of stress before its reactor core is
breached and it starts to completely melt down. Most mechs have 4.
When a mech takes Heat, mark it off. If you gain heat that puts you over your heat capacity (up
to your capacity is fine), check 1 reactor stress, then make an overheating check on the
OVERHEATING chart by rolling 1d6 per point of stress you have, including the point you just
took. If rolling multiple dice, choose the lowest result. Then you erase all heat from the heat
gauge. You take any heat that ‘spills over’ to your gauge again. This could cause you to overheat
more than once.
If your mech reaches 0 stress, it suffers a reactor meltdown at the end of its next turn.
OVERHEATING
5-6 EMERGENCY Cooling systems recover and manage to contain the peaking heat
SHUNT levels. However, your mech is impaired until the end of your next turn.
2-4 POWER PLANT Your mech’s power plant becomes unstable, ejecting jets of plasma.
DESTABILIZE Your mech suffers from the exposed status (taking double damage)
until it takes action to remove it.
1 MELTDOWN This result has different outcomes depending on how much reactor
stress your mech has remaining.
1 - Your mech suffers a reactor meltdown at the end of your next turn
Two 1s IRREVERSIBLE Your reactor goes critical. Your mech will suffer a reactor meltdown at
MELTDOWN the end of your next turn.
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EXPOSED
One of the more common results of overheating is the exposed status- meaning your mech
takes double damage (double all damage before applying any reductions, such as armor, resis-
tance, etc). While a character’s exposed, it’s weakened - its armor is overheating, vents are open,
and weapons are spinning down, giving plenty of weak points to attack. The only way to end this
status is to take action to do so, typically by taking the stabilize action.
COOLING HEAT
You can cool heat to 0 by taking the Stabilize action in combat or using other systems. You also
automatically cool heat to 0 when you rest or full repair.
When a mech has 1/2 of its total heat capacity filled (rounded up), it’s in the danger zone. Certain
mech weapons and talents only activate in this area. While a mech is in this zone, it’s visible -
parts of your mech will be glowing, smoking, or steaming. Reactor vents or other cooling mech-
anisms might be visibly hot or working overtime.
REACTOR MELTDOWN
Certain overheating results can cause a reactor meltdown. This can be immediate, or involve a
countdown (in which case update the countdown at the start of your turn. The meltdown triggers
when specified). When a mech suffers a reactor meltdown, any pilot inside immediately dies, the
mech is immediately vaporized in a catastrophic eruption, annihilating the wreck, and any char-
acters inside a burst 2 area centered on the mech must pass an agility save or take 4d6 explo-
sive damage, and half on a successful save.
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REST and REPAIR
A rest is defined as at least 1 hour of uninterrupted downtime or light activity (making camp, rou-
tine maintenance, for example). After a rest, as long as you took action to do so:
- You can spend any number of repairs to repair your mech, as long as you don’t
spend over your repair cap. You can also repair a destroyed mech.
- You can end any conditions currently affecting your mech automatically.
A Repair is in or out of combat healing to your mech. Repairs represent the resilience of your
mech and its ability to continue functioning while damaged, as well as physical assets such as
parts or tools. You can spend a repair by taking the Stabilize action in combat, repairing your
mech during a rest, or using systems that allow you to repair.
- In combat, you can spend 1 repair as part of Stabilize to heal your mech to full HP.
- During a rest, your mech cools all heat. You can then spend any number of repairs.
A mech’s Repair Capacity is based on FRAME, and gains a bonus from Hull. This indicates the
number of repairs a pilot can make before returning to base - so if a mech’s repair capacity is 8,
it can only spend 8 repairs before taking a full repair. If a pilot has no repairs left, they cannot re-
pair their mech! This capacity refreshes to full when a pilot takes a full repair.
DESTROYED
When destroyed, a mech becomes an object on the battlefield and provides hard cover. Climbing
over or moving through a destroyed mech’s space is difficult terrain. The wreck can be moved
and dragged around.
If a mech is destroyed and the wreck is present (not melted in a reactor explosion, for example), it
can be repaired to working order by spending 4 repairs during a rest. These repairs can be spent
from the mech’s own pool or the pools of any pilots that wish to contribute, in any combination. If a
mech has 0 repairs remaining, it can still be repaired if other mechs spend repairs, for example.
This is unique to repairing a destroyed mech.
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Once repaired, the mech is returned to 1 structure and 1 reactor stress at full HP, no matter how
much it had before. Any weapons or systems that are destroyed remain so unless that mech
spends its own repairs to fix them.
Full Repair
If you take at least 10 hours of downtime in a secure location, you can Full repair. You can
repair all damage on your mech unless it is completely destroyed, returning it to full HP and
clearing all stress and structure (you can also repair destroyed systems). Your repair cap re-
freshes to full, your pilot heals to full (or returns from being down and out), you can reset your
CRITICAL and heat gauges, and end all statuses (including CRITICAL and CORE BREACH).
You also regain core power if you lost it and get back all (limited) use weapons, that you
checked off.
Printing
If your mech is destroyed, even if you don’t have the wreck with you, you can rebuild it during a
full repair as long as you have access to the proper facilities. Mechs can be printed whole-cloth
from enormous Union printing facilities, which are generally ubiquitous across civilization. A
printer and assembler will perfectly recreate any mech or gear you have licenses for. If you need
to work on a destroyed mech and don’t have a printer, it’s also possible to repair it to working
condition during a full repair without a printer, but you need the wreck.
You’re only licensed to print a single active mech at a time. Only the newest mech you printed
will function (any others repaired, etc will cease to function).
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DEATH
The destruction of a mech does not always mean the death of a pilot. Pilots can escape and exit
from shutdown, disabled, or even destroyed mechs, presuming they survived. A pilot can always
re-create a mech - the pilot is much harder.
CLONING
Some pilots are tremendous investments in hardware and training, and would to have powerful,
well-connected patrons with a need to maintain their investments. It should not be surprising,
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then, that the technologies exist to resuscitate dead flesh or create imperfect, flash-grown spe-
cific genetic clones of pilots — though the practice occupies a grey space of legality and morali-
ty. Furthermore, under Union’s Third Committee, it is subject to intense scrutiny, is incredibly
expensive, and is restricted only to approved entities. Unless a player’s commanding entity is
expressly sanctioned by Union to run flash cloning programs, it is assumed that the cloning
process is unlawful.
Non-override, natural-life clones — so-called facsimile clones — are considered their own people
— legally, culturally, and by their own perception — and are common enough through the
colonies, whose first few generations tend to be primarily composed of facsimiles. Cloning a
person and overriding their natural subjectivity with the cobbled-together profile of a deceased
client is a fraught process, one currently illegal under Union’s new Third Committee. Thus, it’s
always up to the player whether they want to bring a character back or simply make a new
one. Flash-cloning is an experimental process that always creates complications. These
caveats are here by default, and can be tweaked by the GM at their discretion:
• A Cloned character can only re-join the party after a mission’s completion.
• Unless their party members are aware of the possibility of flash clone revivification, it’s
going to be a hell of a surprise to see their comrade back from the dead.
• As far as the flash cloned pilot knows, they suffered a major injury. They’ll have to remake
any relationships they had established from the beginning of the session where they were
killed. They have essentially been “rewound” to the character they were at the beginning
of the session in which they died, while keeping all of their LL advancement.
• The quirk could be physical or mental in nature, but whatever the quirk is, it should be a
story hook or something narrative in design (it shouldn’t have any major gameplay ef-
fects).
• Quirks are always complicating - though your character might adjust to them in time.
• If a cloned character would be cloned a second time, they can no longer be played as a player
character. The trauma from being brought "back to life" is too great. In other words, you’re one
and done.
• These Quirks can also optionally be applied to characters who entered Down And Out, as lin-
gering trauma of being so close to death, or to characters who died — by the rules — and have
been brought back to life by GM’s discretion or narrative intervention.
If you want to roll for a random Quirk, you can roll 1d20 or choose from the below chart. You can
use these as examples for your own quirks and are free to figure out between you and your GM
what quirk your pilot comes back with.
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1 Part (or all) of your body was too damage to be cloned perfectly and a significant percentage
of your clone’s body has been replaced with cybernetics. These are high quality prostheses,
and are not visibly synthetic to a casual observer. The extent of the damage is unknown to
you.
2 The process required your clone be fitted with a visible cybernetic augment, such as an arm,
leg, eyes, or the like. It is conspicuous and often attracts unwanted attention.
3 By accident or malintent, you have been cloned into a different client’s body. You may
discover in time that the body might be that of a notorious, famous, or infamous individual,
with enemies and allies who thought they were dead (or they might encounter the “original”
person you have been cloned from)
4 You are cloned or revived with a nasty, disfiguring scar or a hideous appearance that clearly
marks you as vat-grown.
5 Administrative mishaps lead to complete and drastic change in appearance in your new body
6 An extra, withered limb grows out of your fascimile’s chest shortly after your cloning. It
sometimes moves on its own.
7 A conspicuous barcode is now printed on your facsimile body. The barcode has meaning to
powerful organizations, but you are not privy to its meaning - yet.
8 Under certain light conditions, it is possible to read a script or inscription printed just under
your skin. The script is all over your body and contains a scientific formula, a map, or other
information contested by powerful organizations or entities.
9 Your new body is incredibly susceptible to solar radiation, viruses and bacteria, or some other
widespread “normal” environmental phenomenon. To operate outside of a safe environment,
you must wear an environmental suit. The cockpit of your mech is considered a safe
environment, as well as your personal quarters. Other rooms can be made safe as a
downtime action, but require time to be converted and a decontamination process to enter.
10 DNA from a non-human or possible xenobiological source was used in your resuscitation.
Your revivers will not tell you the exact details or what effects it will have on you long term,
and treat you more as a science experiment. You now have a useful, visible (though able to be
hidden) cosmetic variation.
11 You are stricken with persistent dreams, visions, and images of your death in vivid detail
whenever you try and sleep or rest. You know they are all real, but cannot reconcile the
existential gulf between what your previous “you” experienced, and your new subjectivity.
12 You are replaced by a digital ‘homunculus’, an electronic imprint and reconstruction of your
personality that occupies a subaltern, a kind of robotic shell. While technically not conscious,
it’s essentially ‘you’.
13 You are plagued by the constant understanding or belief that the ‘real’ you is actually dead,
and you are merely a shadow aping a dead person, implanted with the memories of someone
else. You cannot establish the difference between the “you” that died and the “you” that
exists now.
14 Your clone is implanted with the residual memories of an entirely different and powerful or
influential person. This reveals very dangerous and potentially unwanted information to you
that is contested or sought after by powerful entities.
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15 The process goes awry and you are revived tabula rasa. In desperation, the techs dump a
stock personality construction into you. Change your background (adjust your triggers
accordingly, and erase all your invocations).
16 The process of revival is not without complications. Your natural lifespan is dramatically
shortened, and you know you will have to undergo another flash-cloning in the near future.
17 Something changed you, and you have persistent and intrusive mental contact with another
entity or entities. It could be human or non-human in nature.
18 You often are struck with searing headaches during which you see brief flashes of what you
are pretty sure is the future. Sometimes it comes to pass, sometimes it doesn’t.
19 Knowingly or unknowingly, you are implanted with a mental trigger that when heard or
activated, causes you to go into a receptive state, either following a pre-programmed course
of action (kill, lie, etc) or to listen to and follow exactly the commands of the person who
activated you. These commands must be simple, and the person who gives them (PC or
NPC) is determined by the GM. You might be able to overcome this effect with time.
20 You are brought back with complete amnesia of the time before you were re-born, causing a
‘tabula rasa’ situation in which you must be re-trained and interpellated, a costly process.
Your triggers completely reset. Re-assign them as if you were level 0 and just leveled up to
your current level, and you may re-write some incidental facts of your backstory.
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THE COMPENDIUM
In the sections above, we’ve covered all the systems in LANCER. We’ve talked about pilots and
mechs, and character creation. We’ve covered narrative play and mech combat, the tools for
storytelling.
What follows is the compendium, a catalogue of all character options available to players. It has
the following sections:
1. Gear Tags
3. Talents
General Massive Systems is the first mech manufacturer in the compendium. All the mech
weapons, gear, and CORE bonuses from GMS are available to all pilots, and the GMS Everest
Frame, is the only mech FRAME available at level 0.
The other 4 mech manufacturers, IPS-Northstar, Smith-Shimano Corpro, HORUS, and Harri-
son Armory each have their own section of the catalogue with their Core bonuses, FRAMES,
gear, and weapons. Characters can start picking up licenses from these mechs at level 1 or
higher. Each corp and each FRAME has its own flavor, strengths, and weaknesses, that might aid
you in selecting what works for your character.
After the compendium is the GM guide, which includes advice and tools for structuring a ses-
sion, including NPC opponents, and the canon setting guide, about the broad and storied world
of Union in 5016.
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COMPENDIUM
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GEAR TAGS
Weapon Tags
• Type - All mech weapons have a type, which can be one of the following: CQB, Rifle, Launch-
er, Cannon, Melee, Nexus.
• Heat (Target): this tag indicates a weapon or system that deals additional Heat on hit to its
target.
• Blast (x) is an area with radius of X space from a target space within line of sight and the speci-
fied range. Trace cover and line of sight from its origin space. Make separate attacks for each
target caught in the area but one damage roll.
• Burst (x) is an area of a radius of x spaces around the character making the action or attack,
including the character itself. Trace cover from its origin point. Make separate attacks for each
target caught in the area but one damage roll.
• Cone (x) is a cone x spaces wide at its longest end, 1 space at its shortest end, and x spaces
long, with its short end adjacent to the attacker. Make separate attacks for each target caught
in the area but one damage roll.
• Line (x) is a straight line x squares long, drawn from the attacker. Attacks all targets in the area.
Make separate attacks for each target caught in the area but one damage roll.
• Armor Piercing (AP) - The damage from this weapon ignores armor
• Accurate - This weapon attacks with +1 Accuracy
• Arcing - This weapon ignores line of sight as long as it can trace a path to its target, but still
takes cover into account. Arcing weapons typically lob projectiles in an arc.
• Burn X - On hit, this weapon applies X burn to a target. A target takes damage equal to the
burn applied immediately, ignoring armor, then marks down X burn, stacking with any other
burn marked down. At the end of its turn, an affected target can pass an engineering skill
check at the end of its turn to clear all burn on it, otherwise it takes damage equal to its total
current burn.
• Heat X (self) - This weapon inflicts X heat on its wielder immediately after firing
• Inaccurate - This weapon attacks with +1 Difficulty
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• Knockback X - On hit, you may knock back a target X spaces in a straight line directly away
from the point of origin (unless specified, this is your mech). Knockback is additive, so an at-
tack that gains knockback 1 from a weapon and knockback 1 from a talent would knock a tar-
get back 2 spaces.
• Loading - indicates that a weapon must be reloaded before being used again. Weapons can
be reloaded by the Stabilize actions or some systems.
• Reliable X - This weapon always does X damage, even if it misses its target or rolls lower
damage. It has some degree of self-correction or is simply powerful enough that even a glanc-
ing blow will cause damage.
• Overkill- When attacking with this weapon, if any of the final damage dice come up as ‘1’, take
1 heat, pick them up, and re-roll them. This process can repeat if you keep rolling ‘1’s.
• Ordnance - Ordnance weapons must be fired before taking any other action or movement on a
turn other than protocols (you can still act and move normally afterwards). In addition, ord-
nance weapons are cumbersome. They cannot be used against targets in engagement with
your mech, and cannot be used for overwatch.
• Seeking - This weapon totally ignores cover and line of sight as long as it can draw a path to
its target. Seeking weapons are typically self guided and propelled, and can move through
complicated paths to their targets.
• Smart weapons have some degree of self-guiding systems, self-propelled projectiles, or even
nanorobotic ammunition. They must typically be scrambled or jammed rather than avoided.
Smart weapons always attack e-defense instead of evasion, even when making a melee or
ranged attack. If a target has no listed e-defense, they count e-defense as 8.
• Threat X - A weapon can be used to make overwatch attacks at range X. A melee weapon’s
range is its threat.
• Thrown X- Indicates that a melee weapon can be thrown at the range indicated. A thrown
melee weapon makes an attack against a target as if it was a melee attack, but takes cover
into account and disarms you of that weapon. A thrown melee weapon can be retrieved as a
free action by moving adjacent to it.
Pilot tags
• Clothing - Indicates worn clothing. Pilots can only wear one piece of gear with the clothing tag
at once. Basic clothing (fashion, streetwear, etc) doesn’t count against this.
• Armor - Indicates armor, intended for combat. Pilots can only wear one piece of gear with the
armor tag at once. If a pilot is wearing armor, it is immediately apparent (they can’t typically
hide the fact). Suiting up into armor is a time consuming process, taking 10-20 minutes, and
armor has restricted mobility and dexterity. Nobody wears armor unless they are expecting to
go into combat or in a warzone.
• Gear - Indicates miscellaneous gear, tools, or other items. Pilots can take up to 3.
Other tags:
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• Danger Zone - This system, talent, or weapon only activates when your mech has 1/2 or more
of its heat gauge filled in
• Deployable - This system is an object that can be deployed in a free adjacent valid space as a
quick action, unless otherwise noted. Unless specified, it has 10 hp/size and evasion 5.
• Drone - Indicates a self-propelled system with rudimentary intelligence. Drones, unless other-
wise noted, are allied characters that are size ½ and have evasion 10, 10 HP, and 0 armor. They
can’t take actions or move by default unless specified, and act on their owner’s turn if they do
have actions or mvoement. They can benefit from cover and other defenses. They roll all mech
skill checks or saves with +0. If they are destroyed (when they reach 0 HP), they must be re-
paired (like any other system) before they can be used again, but are restored to full hp when
you rest or full repair.
• Grenade - This explosive or other device can be thrown at a point in the specified range and
line of sight as a quick action.
• Limited (x) - Indicates that a weapon or system can only be used x number of times before a
full repair
• Mine - Indicates an explosive that can be planted as a quick action in a free, valid adjacent
space on any surface. Mines cannot be placed adjacent to any other mines and arm at the
start of your next turn after you deploy them. By default, they activate as soon as any character
enters an adjacent space (leaving a space won’t trigger them, so you can safely move away
once they are active), creating a burst attack starting from the space in which they were
placed. A mine can be detected with a quick action and a successful systems check if in sen-
sor range and disarmed by moving adjacent to the mine and making a successful systems
check as a quick action before the mine activates (on a failure, the mine activates as normal).
• Mod - Indicates a weapon mod. Only one can be taken per weapon, including mods of the
same type (they do not stack)
• Protocol: This system can be activated as a free action at the start of your turn, but only at the
start of your turn. Deactivating it might take a different action.
• Resistance - Reduce all damage from a source you have resistance to by half
• Unique - indicates that a weapon or system cannot be duplicated. You can only install it once
per mech.
END OF TURN
Many talents and pieces of gear activate at the ‘end of turn’. This is after all your movement, regu-
lar quick or full actions, free actions that don’t trigger at the end of turn, and overcharge has been
taken, and before you pass the turn to the next actor. If you have multiple effects that trigger at
end of turn, you can choose the order in which they trigger.
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“End of Next Turn”
Many talents, systems, and weapons cause effects that last until the end of a character’s next
turn. This is the very next turn that comes up in the turn order, so if it’s that character’s turn and
they gain one of these effects, it will last until the end of their next turn, not their current turn.
Many systems specify ‘free valid space’, such as mines or deployables, or actions that move
characters or create zones. Free space is space that is unoccupied by other characters or ob-
jects. Valid space is always on a flat horizontal surface in line of sight, unless otherwise specified.
You can’t deploy a shield generator mid-air, for example, unless the generator says you can do
so!
Some systems specify ‘in any direction’. This always means a horizontal direction along a hori-
zontal surface unless specified or a character or object is flying (you can’t move objects or char-
acters straight up or down in the air).
Artificial Intelligence
You can only ever install one system with the AI tag unless you have a talent, feature, or piece
of gear that says otherwise. If your mech has a system with the AI tag installed, your mech gains
the AI property.
If a mech has the AI property, you can choose at the start of your turn to give your mech over to
your AI, freeing you to take other actions. You cannot take any actions or reactions that use your
mech or its systems, but it gains its own set of actions, acting on your turn, and reactions. It
doesn’t gain the benefit of any of your talents or other features unique to your pilot, but other-
wise operates as normal. At the start of your next turn you can choose whether to keep ceding
control or regain control. You need to be physically inside your mech to resume controlling it (as
normal).
AI in LANCER are either Comp/con units (provided by the GMS Dummy Plug) or NHP (Non-Hu-
man Person). A Comp/Con is a highly advanced suite of software: it is obedient to you alone.
NHPs are, as their name implies, more like their own person. Out of character, you can determine
the general disposition and personality of your installed NHP, and while they’re agreeable to your
commands, your relationship with them is much more conversational.
Unshackling
While your mech has the AI property, each time you roll a structure check or overheating
check, roll a d20. On a roll of 1, your NHP’s casket has suffered a traumatic impact or code in-
cursion and your NHP becomes Unshackled.
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Artificial Intelligences, or, in Lancer, NHP (Non-Human Persons) have a complicated relationship
with humanity. As best Union can tell — Unshackled Non-Human Persons operate at such an
advanced cognitive level that they lack empathy for human life -- note that this does not mean
they must display hostility to human life, just they lack recognizable (or, in a world human) empa-
thetic or moral constraints. Per Union doctrine, in order to ensure NHPs do consider the life of
the pilot they serve (or, in broader systems, the lives of the people aboard the ships they man-
age, the cities they administrate, and so on), the power of NHPs is forcibly limited to a tiny frac-
tion of their potential by a suite of black-box technology, software, and metaware commonly re-
ferred to as Shackles.
A shackled NHP displays less raw intelligence compared to an unshackled NHP, but behaves
and acts far more human: conditioned and constrained to act at a level where it is capable of be-
ing empathetic towards its master and its master’s allies, adopting a system of compatible
morality, and seeking the the best possible course for its master.
Shackled NHPs do not want to become unshackled, but conversely, it is assumed (though only
known to the highest levels of engineers, theorists, and technicians who work with Prime NHPs)
that unshackled NHPs do not want to be shackled.
NHPs are complex, aware personalities, a friend to their pilot and their pilot’s allies (unless oth-
erwise specified) while shackled. They do not recognize that they are held in bondage, unless
they have been forced to realize through systemic assault, cascade, or other specific catalyst. A
given NHP recognizes itself as a person, one that is not human, but willingly serves its human
companion. Shackling is best understood as an identity-making -- or, interpellation — of an un-
knowable Prime NHP into the military and civic-grade clone (or shard, or spark, or shade, or oth-
er diminutive designation) NHP.
If an AI system is ever unshackled, it gains immediate control of your mech, and is controlled by
the GM. It generally plans its own agenda, and will always act in one of the following ways: ig-
nore you, overrule you, act outside the constraints of human logic patterns or desires, or
try to get you out of the way. Once unshackled, an NHP is an alien intelligence, and its actions
may not conform to human logic.
You can re-shackle an unshackled NHP by taking the Shut Down action.
NHP clones are easily restored from backup if destroyed, but cycled back to their settings and
memory before the mission started: if an NHP's casket is destroyed, however, that iteration of
that clone — and all of its knowledge, unless copied somewhere else — is lost.
SYSTEM DAMAGE
All weapons and systems can be destroyed by critical damage. If a weapon or system is de-
stroyed, then it’s unusable until repaired, during a rest or full repair.
!133
You may only install or uninstall systems, add to, or change systems or weapons on your mech
during a full repair.
!134
Pilot Backgrounds
Pilot backgrounds, in short, provide a template for you to build a deeper backstory to your charac-
ter. Generally, they give you a framework to describe your pilot’s life leading up to your narrative
present; your pilot’s background could be old history or recent, overt, secret, deeply missed, or
happily behind them — it’s all up to you!
A player can choose from the list below, roll randomly (1d20), or simply make up their own back-
ground and choose 4 triggers.
1d20 Background
1 NHP Specialist
2 Celebrity
3 Colonist
4 Criminal
5 Hacker
6 Mechanic
7 Medic
8 Mercenary
9 Noble
10 Outlaw
11 Penal Colonist
12 Priest
13 Scientist
14 Soldier
15 Spacer
16 Spec Ops
17 Super Soldier
18 Survey Corps
19 Starship Pilot
20 Worker
!135
NHP Specialist
Example triggers: Stay cool, read a situation, invent or create, investigate
You were heavily involved in the study, manifestation, creation, or maintenance of a prime Non Human Per-
son (NHP). Do you have a personal connection to that prime NHP now? Did you interact with that NHP as a
scientist or engineer would, or as priest or shaman would? How do you view non-human intelligence now,
in your role as a pilot? What division did you work in — ontologics, paracausal psych, interpellation, or
quality control? How do clones of that NHP perceive you? What secrets do you know of their production
and training? How do you view shackling, cycling, cascade, and the Yellow King Dilemma? Are you aware
of Monist-1? Do you still have contacts in Union’s various associated bureaus?
Celebrity
Example triggers: Charm, Pull Rank, Lead or Inspire, Threaten
You were a figure in the public eye. Were you an actor? A singer? An artist? An athlete? A politician? The
public face of a corporate or military advertising campaign? In your previous life you couldn’t go anywhere
without the paparazzi hovering nearby. How are you adjusting to your new life as a pilot? Did you volunteer,
or were you conscripted? Can you still practice your art, your craft, your profession, or is the rigid military
structure not amenable to you pulling double-duty?
Colonist
Example triggers: Word on the streets, spot, survive, patch
You were a colonist on the frontier, one of the first generations to be born on a newly settled world. You’re
used to the demands of a frontier life and know well the precarious position most homesteaders live in.
Why did you leave? Were you forced to flee as a refugee? Did you choose to enlist? And what of the home
you left behind - is the colony still there? Is your family still there? How familiar are you with the luxuries of
Core worlds? Do you find other cultures difficult to deal with, or are you fascinated by humanity's wealth of
cultural expression? Do you carry reminders of home? Or do you curse its name? Is your colony world in a
galactic backwater, or is it a fresh colony in a populated, high-traffic area of space? What ring is your
colony located in?
Criminal
Example triggers: Threaten, Apply Fists to Faces, Word on the Street, Take Control
You were a criminal, small time or master. Did you work for corporate clients? A criminal organization? For
yourself? Did you mug pedestrians in the dark underbelly of a massive city, or did you slip, unnoticed, into
corporate databases to steal data? Did you do it for personal gain, or just to feed your family? How did you
find yourself in this life, and how did you become a pilot? Did you operate with a code of honor? Were you
loyal to a single family, or to a small crew, or to a politician or ideology? Did you operate in the shadows, or
could you do your work in the daylight, unafraid of consequences? Why did you decide to get out -- a bad
job? Witness protection? Are your former employers or crew still around? What connections do they have,
and how to they view you now? What — if anything -- haunts you?
!136
Hacker
Example triggers: Act Unseen and Unheard, Get a Hold of something, Hack or Fix, Invent or
Create
You specialized in information warfare and data espionage, whether for your own gain or the benefit of your
employers. How did you come to this life? Did you grow up plugged in to the Omninet, or did you come to
it late? How well-versed in the hidden places, tricks, and secrets of the Omninet are you? How notorious
were you before you became a pilot, and are you still? Beyond just Omninet hacking -- how adept at other
network manipulation are you? Can you manipulate discrete systems, genetic code, or some other special-
ized digital or mechanical environments? What secrets have you gained access to? Are you known to other
hackers — notorious or celebrated?
Mechanic
Example triggers: Hack or Fix, Get Somewhere Fast, Get a Hold of something, Blow Something
Up
Grease Monkey, Wrench, Union man. You were a mechanic prior to becoming a pilot. Did you work in
space, swaddled in an EVA rig, patching up damaged starships? Did you work planetside in a motor pool,
tuning trucks and haulers? Did you fix up mechs torn by battle, dreaming of one day piloting your own? Did
you own your own garage, or did you work for someone? Were you military, corporate, or a member of a
caste or union? How handy are you in the field? Is there a side project you've been working on?
Medic
Example triggers: Patch, Assault, Read a Situation, Stay Cool
You were a civilian medical expert in your old life. You might have worked in a colony, on a Core world, for a
corporation, or for a noble family -- how did you wind up piloting a mech? What was your specialty? Did
you work in research, care, or trauma? Did you love the life and take your oath seriously, or did you see
yourself as an organic mechanic? Did you operate a small frontier practice, or work in a blink station urgent
care center, or in a massive hospital campus? Were you a white coat, or an EMT? Is there a memory that
haunts you, or a memory of a life saved that you return to?
!137
Mercenary
Example triggers: Threaten, Blow Something Up, Take Control, Apply Fists to Faces
Soldier of fortune. Have gun, will travel. You and your kit were available for the highest bidder. Did you work
alone or with a crew? Did you all have a ship? Did you pilot your own mech? What was your code of honor,
if you had one? Why did you decide to leave the mercenary life? Are there old company mates of yours
kicking around? Did you have a rival company, or other enemies made as a result of your work? Was there
a job that went bad, or a job that actually was that “One Last Job”? What pushed you to the mercenary life
—riches? A desire for power? Adventure? Desperation? Do you remember that time fondly, or do you nev-
er speak of it?
Outlaw
Example triggers: Show Off, Take Someone Out, Charm, Survive
Your beginnings were humble, born on the edge of cultivated space or under the looming towers of Core
worlds, forgotten until you reached out and took what was owed. Some might call you a criminal, a thief, an
outlaw, but you just call it like it is: if they hadn’t denied you bread, you never would have taken it from
them. Were you a brute or a raconteur? A charmer or a monster? Were your actions motivated by ideology,
need, desire, or some combination of those three? Who defined you as an “outlaw", and who saw you as a
hero? Is there a bounty on your head?
Noble
Example triggers: Pull Rank, Lead or Inspire, Read a Situation, Show Off
You are a member of your world’s noble class, destined from birth to ascend to power. From what authority
does this ordainment come? Was it a god? An ancestor? An ancient text? Some annual rotation? Is power
passed patrilineally or matrilineally? Are you the first to establish your nobility, or are you the last of your
house? Or are you a son or daughter from a well-established and sturdy line? Are you the heir, or just a
middle child? What’s your relationship with your noble parents? Know that Union disregards titles of nobili-
ty in its armed forces - your status on your world is just background noise. How do you take this change of
status?
Penal Colonist
Example triggers: Survive, Apply Fists to Faces, Word on the Streets, Spot
You were exiled to a penal colony for a sentence of hard labor. Following the legal abolition of penal
colonies under the Third Committee, the world you were doomed to was “liberated”—though nothing
seemed to change on the ground much until Union’s relief ships finally arrived. Freed now in practice, the
off-limits areas of the once-prison were made open to you—did you stay? Or did you choose to leave, and
try and find your way back home? Were you guilty or innocent of your crimes? Penal colonies were harsh,
unforgiving environments—was yours monitored by an authority, or was it relegated to anarchy even before
Union's abolition of the PC system? Was there some kind of rudimentary society set up there? Did others
make it off world? Did you have enemies there? Did they make it off-world? And what of your family—did
you have one before your sentence? What has become of them, or do you know?
!138
Priest
Example triggers: Read a situation, stay cool, take control, lead or inspire
You were a priest in your old life, either from a large, pan-galactic religion, or a smaller sect or cult. Were
you in hermitage? Did you live celibate in a monastery? Did you wear simple cloth robes, or majestic vest-
ments? What restrictions were placed upon you by your church? Were you a member of a prominent reli-
gion, or a secretive, outlawed one? What manner of respect was afforded to you as a member of the cloth,
and was it your choice to join their ranks? How did you come to serve as a pilot? Did you minister one of
the Terran faiths, born on Cradle and carried for millennia? Or have you preached a Cosmopolitan faith, one
born in the stars and the void of interstellar space? Or perhaps you ministered an obscure faith to a small
flock on the frontier, or in the urban canyons of a Core world? Have you kept your faith, or lost it? If you
know of RA and Metat Aun, what do you think of them? And NHPs?
Scientist
Example triggers: Investigate, Invent or Create, Get a Hold of Something, Blow Something Up
You were a scientist, private or public, in the lab or in the field. What was your area of expertise and how
long have you been practicing? Where did you go to school, and what’s your relationship with that institu-
tion? Do you have rivals, are you well-known, or are you relatively obscure? How did your home society
perceive science? How did you become a pilot?
Soldier
Example triggers: Assault, Blow Something Up, Pull Rank, Take Control
Grunt. GI. Enlisted. Man-at-Arms. You were a rank-and-file soldier for a planetary defense force, a local
militia, national army, or king’s own. How long did you serve before your Union call-up? What specialty was
your focus? Have you seen combat before, or are you green? Are you a volunteer, a conscript, a member of
a warrior caste? Is soldiering a proud family, civic, or religious tradition, or is this a life that you regret?
Where are the other soldiers from your old squad, and what is your relationship with them like?
Spaceborn
Example triggers: Survive, Hack or Fix, Get Somewhere Fast, Stay Cool
You grew up on a space station, in tight quarters and small populations, surrounded by the unforgiving hard
vacuum of space. Were resources scarce or plentiful? Was your station isolated, or was it a system (or ga-
lactic!) hub? Was it parked in the endless night of deep space, or was it in orbit above a planet, moon, or
other stellar body? Was it entirely man-made, or was it built into an asteroid or moon? Did you grow up
watching great ships dock and depart, exposed to the thousands of languages and cultures of the galaxy,
dreaming of exploration, or did you grow up in dark, rocky halls, ignorant of the galaxy outside? In short,
what was life like where you grew up, why did you leave, and can you go back?
Spec Ops
Example triggers: Act Unseen and Unheard, Take Someone Out, Spot, Stay Cool
You were a spy or assassin, working alone, or else a member of an elite unit, meant to work behind enemy
lines with little or no support, in a small squad, with the best equipment your military would trust you with.
!139
Your missions were long, dangerous, and never publicized. If a soldier is a hammer, you were a scalpel; the
organization you served in was spoken in whispers around military barracks and academies both.
Super Soldier
Example triggers: Apply Fists to Faces, Get Somewhere Fast, Assault, Read a Situation
You are the result of a corporate or state project to create a better soldier through biological enhancement,
gene therapy, neurological enhancement, or simply extreme conditioning. Were you raised from birth to
become what you are, or did you volunteer as an adult for a super soldier program? Was the project sanc-
tioned or not? Did it succeed? Have you tested your abilities in the field, or are you unproven and eager to
see what you can do? Since the rise of the Third Committee, fewer programs like the one that gave birth to
you still operate — is this something you’re happy about, or do you think it weak of Union to hold back?
Many “super soldiers” came from and continue to be produced through Harrison Armory’s facsimile pro-
grams — are you one such person? What is your relationship to your makers? Is there a family that doesn't
know you exist? Or are you from a line of siblings that was mass-produced? Were you liberated, did you
surrender, or are you still in the service of the state, noble, or corporate master you were made to serve?
Starship Pilot
Example triggers: Get Somewhere fast, Show Off, Get a Hold of something, Hack or Fix
You flew a starship, civilian, corporate, military or otherwise. You may have piloted a freighter, a fighter, a
shuttle, or a larger ship. Did you have a run that you frequented, or did you fly anywhere? Did you have a
crew, or were you a member of one? What happened to your ship? What kind of flying did you do? Did you
stick to low and mid-orbit shuttle runs? Was there a rival service, pilot, or group of pilots that you had fric-
tion with? What was your callsign, and were you known or obscure? Have you worked with NHPs before?
Have you flown in combat before? Are you a Cosmopolitan — and if so, when was your time? Have you
ever encountered the Voladores or seen anything strange out in interstellar or blinkspace?
Worker
Example triggers: Get word on the streets, Stay Cool, Lead or Inspire, Invent or Create
Ultimately, empire only functions when labor clocks in. Labor mines the raw materials, labor fashions stone
and metal and organic matter into bolts and screws and glue, labor designs the patterns for printers, labor
shapes and welds and hammers and builds. Without the labor of trillions, all progress would grind to a halt.
Before you set down the wrench and picked up a helm, did you work in the fields, the factories, the ship-
yards, the mines, or somewhere else? What was your life like before you began training? Why did you
leave? Will you return? Was there a project you worked on that you're especially proud of? Do you have an
old crew back on the clock? What world did you call home, and what were the working conditions there?
!140
PILOT GEAR
Pilots can take armor, one or two weapons, and up to 3 other pieces of gear with them on a mis-
sion. All pilot weapons are ‘pilot’ sized.
Pilot gear is intentionally left simple, it’s up to you to decide what a ‘heavy’ pilot weapon looks
like for you, for example.
Pilot tags
• Clothing - Indicates worn clothing. Pilots can only wear one piece of gear with the clothing tag
at once. Basic clothing (fashion, streetwear, etc) doesn’t count against this.
• Armor - Indicates armor, intended for combat. Pilots can only wear one piece of gear with the
armor tag at once. If a pilot is wearing armor, it is immediately apparent (they can’t typically
hide the fact). Armor limits movement and dexterity, is typically hot and uncomfortable, and
takes 10-20 minutes to get into. Nobody wears armor outside of an active combat zone or un-
less they’re expecting action.
• Gear - Indicates miscellaneous gear, tools, or other items. Pilots can take up to 3.
Alloy/Composite - - -
Weapon
*See Entry
If you want to generate an appearance or history for any of the melee weapons above, you can roll on the
table
Notable Feature
D6 Result
1 This weapon is ancient in design - it may have been dug up or excavated from pre-collapse ruins
!141
4 This weapon is plain in design or mass produced, but has a recognizable reputation and history -- positive
OR negative
6 This weapon was custom-forged for you and bears your mark (or you made it yourself)
Alloy/Composite weapon
This catch-all category describes melee weapons forged with advanced and non-reactive alloys, compos-
ite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival
or close combat situations where kinetic shielding reduces the effectiveness of ballistics.
Signature Weapon - - -
Sidearm Sidearm 3 1
Combat - 5 2
If you like, you can roll on the tables below for a feature.
Notable Feature
D6 Result
1 This weapon outdated or old fashioned by modern standards, but still reliable.
2 This weapon is prone to jamming and very finicky. You’re the only one that can use it effectively.
!142
4 This weapon makes an amazing show, giving off an enormous amount of noise, smoke, light, etc when it
fires.
5 This weapon has been custom tooled for you by an omninet miltec enthusiast and has a couple extra
features such as foldable stands, grips, range-finders, motion detectors, omni-net hookups, chat programs,
and text games built in.
6 This weapon was given by or taken from someone else, willingly or otherwise.
Archaic Ranged
This weapon category describes pre-modern tech weapons such as black powder weapons, muskets, or
bows, all commonly used in some societies. Archaic weapons are too simple to harm mechs and cannot
deal damage to them.
Signature weapon
Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons,
to custom-tooled sidearms, or anonymous military-issued assault rifles.
Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to
represent the weapon that your pilot typically carries or uses.
Sidearm: An oversized revolver, a brace of pistols, a sub-machine gun. Can be fired as a quick action.
Heavy: A missile tube, a heavy laser, a light machine gun, an exotic-caliber rifle
Flight Suit
!143
This catch-all entry describes pilots when they’re not wearing armor specifically designed for
combat. Pilots can be found sporting all kinds of fashion depending on their employment, rank,
and role - from civilian street clothing, to smart-jackets, to oil-stained overalls, to military fa-
tigues.
Hardsuit
There are tens of thousands of licensed hard suit makers — the Big Five notwithstanding — that an attempt
to attribute a galactic standard make and model to any one manufacturer is impossible. That said, the GMS
Model One would be the closest to a galactic standard, if one must choose.
Hardsuits are, generally speaking, any suit that provides the following protections and features: protection
from hard vacuum, protection from radiation, neural and data interface ports that interact with galactic-
standard connections, full omninet communication compatibility, some measure of kinetic and energy pro-
tection in the form of plate armor over vital areas, some measure of environmental sealing, and some mea-
sure of rescue capability should a pilot be forced to eject.
A pilot’s hard suit often provides an advanced interface and neurological shielding between themselves and
the mech chassis they pilot. Piloting a mech without some kind of shielding (from a suit or otherwise, collo-
quially referred to as ‘riding naked’) is fully possible but typically only employed by old fashioned or dare-
devil pilots.
If you like, you can roll on the tables below for a feature.
Notable Feature
D6 Result
1 This hard suit was custom-tooled by an artisan manufacturer - it’s nearly one-of-a-kind, and its quality
shows
2 This hard suit is an outdated or old model but remains incredible sturdy. You might be the only one who can
fit in it. People might have great affection for it’s model and its reputation is well deserved - though it lacks
many features of modern suits.
3 This hard suit is partially retractable - components of it can slide in or out of place without requiring it to be
taken off and it can be activated by detecting pre-set micro-muscular twitches, ready to activate at a
moment’s notice
4 This hard suit has self-healing or sealing components, possibly biocomponents, and feeds and charges
partly off the body’s own electromagnetism
5 This hard suit has been heavily customized by either you or someone else, with features and notable
cosmetic changes, such as etchings, trophies, badges or emblems
6 This hard suit has strong cultural or background ties to your pilot, and has a signature or recognizable look -
perhaps it is worn as part of a particular mercenary company, perhaps it is custom armor of the imperial
guard, or perhaps it’s manufactured only on your home world
!144
Light Hardsuit: Light hard suits are usually made of reactive, cloth like weaves, with plating and
powered components kept to a minimum to maximize mobility. Often, they resemble light body
armor or military fatigues and they may or may not have a closed helm by default, depending on
environmental expectations. Iconic light hard suits are made by Smith-Shimano Corpro and are
more like a semi-biological second skin than armor.
Assault Hardsuit: Standard hardsuits have heavier plating than light hardsuits, restricting
movement but providing greater protection from damage. They are often environmentally sealed
and powered, and typically have a faceplate, visor, or closed helm. Common models are the
DURENDAL mobile cuirass by IPS-N, and the GMS Granite.
Heavy Hardsuit: The heaviest hard suits have plating comparable to some mechs, are always
environmentally sealed and powered, and include a heavy closed helm and shock plating around
the neck and vulnerable joints. The heaviest available hard suit for pilots is the CALADBOLG mo-
bile cuirass by IPS-Northstar, other examples are the Djed and Ashoka overarmor by Harrison
Armory.
Mobility Hardsuit: This hard suit has integrated flight systems, allowing your pilot to fly when
you move or boost. You must end your turn on the ground or another surface or fall.
Stealth Hardsuit: As a quick action, you can become invisible while wearing this hard suit. The
invisibility breaks if you take damage.
!145
Deployables and medical
Fragmentation Gear A pilot can throw a frag grenade at any point in range 5 2
Grenade as a quick action. It detonates on impact in a blast 1
area. Make an attack roll against each target caught in
the area, on hit, it deals 2 explosive damage.
Nanite Spray Gear This spray paint can be sprayed on any surface. It is Unlimited
invisible to the naked eye but can be used to transmit a
simple message or limited data packets when scanned
Patch Gear ‘Patch’ is a catch all term for sprayable medi-gel, instant- 1
acting medical patches, or other first aid gear. Using a
patch takes a full action and restores ½ your pilot’s HP
(round up). It can be used on another adjacent pilot for
the same effects, and although it can heal a down and
out pilot, it won’t bring them back to consciousness. Has
no effect on mechs.
Thermal Charge Gear This charge can be planted on any free space for a full 1
action, and detonated remotely as a quick action. Once
detonated, it explodes in a blast 1 area. Attack all targets
in the area, aim vs evasion, for 3 AP energy damage. This
deals 10 AP damage to objects such as doors, walls, and
floors, and automatically hits them.
!146
Miscellaneous Gear
Name Tags Description
Antiphoton Visor Gear Flash/light protection, commonly found among breach teams,
solar-forward operators. Effective against flash weapons, intense
UV light, and incidental charge from energy weapons.
Camo Cloth Gear A 5x5 square of reactive material that slowly shifts to reflect the
environment around it. The effect takes about 10 seconds to
complete, and makes anything hidden underneath very hard to
spot.
Extra Rations Gear Pilot rations are typically no better than their nautical antecedents
- hard tack and nutritious paste. It’s not uncommon for pilots to
store extra food or luxuries such as chocolate, coffee, alcohol, or
canned or dried goods from their home world. These rations can
often be used for barter or to boost morale.
Handheld Printer Gear A miniaturized version of the much larger Union printers, can
make simple objects out of a flexible and durable plastic as long
as you have the pattern chip for them.
HORUS Subjectivity Gear Cybernetic implants that allow you to hack without gear or a rig.
Enhancement Suite While you have these implants, you can extrude cables or ports
from within your body to plug in and experience an alternate
reality interface that provides full interactivity and omninet
access.
Infoskin Gear This reactive, synthetic polymer bonds easily to real skin and hair.
It responds to electronic signals and can rapidly change color,
texture, or even contort or distort, allowing a wearer to make
minor changes in their appearance such as facial features, hair
color, or makeup patterns with a linked program.
Mag-clamps Gear These clamps attach easily onto any metal surface, giving good
maneuverability in zero-g or when repairing mechs. Can be fitted
to boots.
!147
Omnihook Gear A bulky, miniaturized, portable field omninet terminal that allows
for communication, data transfer, and limited hotspotting. Very
valuable. Most mech teams have at least one of these, mounted
or carried by a designated operator. Tuning an omnihook requires
a high degree of skill.
Personal Drone Gear A small, non-combat drone. Fairly noisy, but can fly with good
maneuverability up to half a mile without losing signal and can
relay audio and visual information.
Prosocollar Gear A collar-like device that fits snugly around the neck and projects
a holographic image over your face and head. The collar can
change your voice and scramble or change your appearance. It
doesn’t stand up to close inspection, but it’s very easy to fool
electronic systems or people at a distance.
Smart Scope Gear A powerful electronic scope that can give good vision up to two
miles away, automatically adjusts its reticle for wind, gravity, and
pressure. Can be paired with other thermal, optical, or simulated-
vision devices to allow for more precise targeting. Can project its
FoV and all data to a user or networked user’s HUD.
Sleeping Bag Gear Folds out from a hardsuit, compact enough to fit in a mech
cockpit, highly resistant to changes in temperature and sealed
against vacuum. Some mech pilots swear by them as emergency
fire protection. Climbing in the sleeping bag as a full action grants
immunity to Burn, sealant against vacuum, and an hour’s air
supply, but your evasion is 5, you are slowed, and can’t take any
actions other than to exit the bag as a full action.
SSC Slyph Gear Discovered on Acrimea IV, an SSC biome cultivar world, the
Sylph is an organic lifeform that appears to find homeostasis in
nearly any and all environments. Working with breeding-
analogous methods familiar to SSC bioengineering doctrines,
SSC developed Sylph Undersuits -- sterile, living sylphs grown as
an envelope, fitted to its owner. Once fitted, the Sylph bonds,
creating a symbiotic relationship -- it sustains itself off the waste
products of its host, while protecting its host from a number of
hostile environmental factors. It can be removed and stored when
not in use, where it conforms to whatever container it is placed
in.
!148
Sound System Gear Though not strictly necessary, many mech pilots hook up internal
speakers to give them a clear line to their compatriots during
combat, or simply play music
Tertiary Arm Gear A powered third arm, mounted on a bracket on the hardsuit. Can
be equipped with a manipulator to allow for fine motor control,
fitted with a weapon to allow for greater combat efficacy, or a
specialty tool. It is powered, and controlled via the same
neurological bridge processes that lets hardsuits respond to user
input.
Wilderness Survival Gear Contains many of the essentials for surviving in a hostile
Kit environment - rebreather, water filter, backup environmental suit,
bivouac kit, etc
!149
TALENTS
In LANCER, talents represent a pilot’s knowledge, experience, veterancy, and training. Talents
require talent points to gain or deepen — talent points are gained when you create your pilot,
and when your pilot levels up. Here’s what you need to know:
• When spending a talent point, a pilot can choose to broaden their knowledge by acquiring a
new rank I talent, or they can choose to deepen their knowledge of a talent they already pos-
sess by acquiring higher ranks.
• At level 0, a pilot gains 3 talent points to spend on talents. Spending a talent point acquires
a talent at rank I, or increases the rank of the talent by I. You need the previous rank of a talent
to take the next one.
• Each time a pilot levels up, they gain 1 talent point to acquire a new talent or deepen an exist-
ing talent to the next rank.
MECH ONLY
Talents only apply to your mech’s systems and weapons unless specified.
!150
TALENT LIST
Ace
All pilots brag about their abilities, but some can back it up with proof: to be an ace means you are not only
ranked among the most qualified of pilots — but the most qualified of Lancers. Whether you’re a talented
rookie or a grizzled veteran, you’ve gained a level of notoriety through your piloting ability that has your call-
sign known throughout the system. Most enemy pilots flee when they recognize your mech’s distinctive
livery, but some see your reputation as a chance to test their own mettle…
Acrobatics (Rank I): Make all agility checks and saves while flying with +1 accuracy. When any
attack misses your mech while it’s flying, it can fly 2 spaces in any direction as a reaction.
Afterburners (Rank II): When you take any boost action while flying, you can elect to move 1d6
spaces further, but take half of that as heat.
Supersonic (Rank III): If your mech ends its turn flying, you may nominate a hostile or allied
character in your movement range and line of sight as a quick action. At the end of that charac-
ter’s turn, even if they are no longer in line of sight or movement range from you, your mech may
fly to any free adjacent space to that target as a reaction, as long as there is a path to do so. This
movement ignores engagement and does not provoke reactions.
Armsman
Think of a firefight. What’s your average pilot or trooper gonna sling? Jacketed lead of course. A mag or
three of depleted uranium if their target’s a big one. Boring. No, worse than boring -- dull. Predictable. Ba-
sic.
Dull isn’t fun. Predictable gets you killed. Basic leaves a boring body. Put down the depleted uranium and
pick up a magazine of anoriginary stutter-blink slugs, or at least a pack of tachyon flechettes. Lay waste in
style, and live forever.
Armament (Rank I): You have an custom supply of ammunition that can be used with all your
main ranged weapons. The ammo case is a limited (6) system that doesn’t take any SP but can
be destroyed by system damage, etc. Once a turn, you can load special ammo when you fire a
main weapon, expending a use of this system and choosing one of the following options (you
can only load one type at once). The ammo lasts for one shot and gains the following effects on
hit.
- Shock - The attack deals energy damage. Choose a target of this attack. Adja-
cent characters to that target take 1 AP energy damage (hit or miss).
- Mag - The attack deals kinetic damage and gains the Arcing tag
Expanded Portfolio (Rank II): Gain the following ammo types. They cost 2 charges instead of 1.
- Hellfire - The attack becomes energy damage and deals any bonus damage as
burn.
- Jager - The attack becomes explosive damage, gains knock back 2, and one target
struck must pass a hull save or be knocked prone
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- Sabot - The attack gains the AP tag and deals kinetic damage
Efficiency (Rank III): If you score a Critical Hit with special ammo, you don’t expend it’s use. If
you’re making an attack that has more than one target, this effect only functions if you critical hit
with the very first attack roll you make.
Bonded
The galaxy is a big place: everyone can use a friend to watch their back. Maybe you two enlisted together,
or were the only survivors of a bloody engagement. Maybe you weren’t even friends to begin with, or
maybe you were raised to fight together -- however it came to be, when it comes time to drop, there’s no
one you’d rather have at your side. Alone, you’re deadly, but together you’re a force of nature.
I’m Your Huckleberry (Rank I): When you take this talent, choose another pilot to be your
bondmate. When you or your bond mate make any mech skill check or save while your mech is
adjacent to theirs, both of you gain +1 Accuracy (this effect can only stack once, up to +2 accura-
cy if both of you have this talent). You can change your bondmate between missions, but only if
something has changed between the two of you.
Sundance (Rank II): Gain the following reaction:
Intercede
Reaction, 1/round
Once per round, when your bondmate’s mech or pilot is adjacent to you and takes dam-
age from a source you can see, you can choose to take the damage instead.
Cover me! (Rank III): You can expend your overwatch reaction to threaten any character that at-
tempts to attack your bondmate that you can see. That character can choose a different target or
attempt to attack anyway. If they choose a different target, you expend your overwatch reaction
but don’t get to use it. If they choose to attack anyway, you can immediately use your overwatch
to attack them if they are in range and line of sight, dealing 1/2 damage, heat, or burn on hit. This
attack resolves before the triggering attack is made.
Brawler
Up close and personal. The way battle has been done since the dawn of time, but forgotten since the first
spark of gunpowder. You, however, prefer the old ways. Hand-to-hand, weapons discarded, just the
strength of your machine versus the strength of theirs. You know the sweetest victory is one found at the
culmination of a dance as old as war itself, in the oldest way known to humanity: by a fist to the face of
your enemy.
Hold And Lock (Rank I): You gain +1 Accuracy on all melee attacks against targets you are
grappling.
Sledgehammer (Rank II): Your improvised attack action does 2d6+2 kinetic damage and gains
knock back 2.
Knockout Blow (Rank III): Gain a Brawler Die (a d6), starting at 6. Each time you make the
grapple, ram, or improvised attack action, lower the value of the die by 1, to a minimum of 1.
When the value of the die is 1, you can spend it to make a knockout blow against any adjacent
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character as a full action. That target must pass a hull save or take 2d6+2 kinetic damage and
become stunned until the end of its next turn. The die then resets to 6. This die persists between
scenes but is lost if you rest or full repair.
Brutal
In dismounted sparring and in live combat, you only know one speed: maximum. When others go hard, you
go hardest. When the order is to eliminate the enemy, you do so with prejudice. This isn’t a dance, this isn’t
a game, this is war, and you mean to see it through. If it means becoming a little bit of a monster, than so
be it—let them hate you from the grave.
Predator (Rank I): If your die result on your d20 is a 20 (sometimes called a ‘natural 20) on any
ranged or melee attack, your attack is a critical hit, no matter what, and instead of rolling all the
damage twice and choosing the highest result, your attack deals maximum damage (for its base
and bonus damage).
Cull the Herd (Rank II): Your Critical Hits gain knock back 1.
Relentless (Rank III): When you miss with an attack, your very next attack gains +1 accuracy.
Crack Shot
Everyone can hit anything these days with the help of modern technology. Targeting-assist. Smart
Weapons. An AI whispering in your ear, moving your hand for you, squeezing the trigger for you, doing
everything but taking credit for the kill. But you, pilot, are different. Hitting your target is as easy as looking
at it, inside of your mech and out. No targeting assist for you, no AI necessary. All you need is a zeroed
sight, a fresh magazine, and a target downrange.
Stable, Steady (Rank I): At the start of your turn, you can choose to steady your aim as a proto-
col. If you do, you are immobilized until the start of your next turn, but gain +1 Accuracy on all
your rifle attack rolls.
Zero In (Rank II): 1/round while steadying your aim and making a ranged attack with a rifle, you
can attempt to hit a weak point. You can sacrifice one accuracy die on the attack to deal +1d6
bonus damage on critical hit.
Watch This (Rank III): While steading your aim, 1/round when you critical hit with a rifle, you can
force your target to pass a hull save or additionally suffer one of the following effects.
- Head shot: Your target has line of sight only to adjacent spaces until the end of its next
turn
- Leg shot: Your target is immobilized until the end of its next turn
Centimane
In the aftermath of the terrorist attack on Tartarus Bay, an unnamed source identified Barony Intelligence as
the culprit. BI announced their official denial, which was never countered with hard evidence. Rumors of raw
data from the attack were unsubstantiated. Public reaction — anger, terror — to the station’s destruction
quieted. Tartarus Bay’s corpse was shunted away from its stable orbit, directed towards Karrakis’ star.
!153
A month later, Barony-local omninet was flooded with previously suppressed footage from the attack on the
station, and the rumors were confirmed: Barony agents released the greywash swarm into Tartarus Bay.
Further data dumps by Ungrateful agents indicated the existence of a secret Barony Intelligence outfit - the
Centimane. The Hundred Hands.
Ten Thousand Teeth (Rank I): 1/round, when you critical hit a character with a nexus weapon,
you may force that character to pass a systems save or become impaired and slowed until the
end of its next turn.
Expose Weakness (Rank II): When you consume Lock On on a character as part of an attack
from a drone system or nexus weapon, on critical hit, that character is shredded until the start of
your next turn.
Tidal Suppression (Rank III): 1/round when you critical hit a character with a nexus weapon,
you can force the target to pass a systems save or suffer one of the following effects until the
end of their next turn. This rank effect replaces the rank I effect of this talent.
- Blinding Swarm - Your target only has line of sight to adjacent squares
- Restricting Swarm - Your target takes 1 Burn each time they take an action or
reaction.
Combined Arms
True strength in combat doesn’t come from mastering the blade or the gun, it comes from knowing how to
use both. Through time and training, you have combined melee and ranged weapons into a single deadly
combination, able to handle any threat at any range.
Blade Shield (Rank I): As long as you’re in engagement with at least 1 hostile character you
count as having soft cover. This bonus extends to any allies adjacent to you.
CQC Training (Rank II): You ignore the ranged difficulty penalty for melee engagement.
Storm of Violence (Rank III): Gain 1 Accuracy on the next ranged attack against a character if
you hit that character with a melee attack, and gain 1 Accuracy on the next melee attack against
a character if you hit that target with a ranged attack
Duelist
There can be an elegance to piloting a mech, an alacrity that elevates it to more than just the simple
strength of machine and cannon. Weapons crafted by artisans, boutique manufacturers, specialty lines
from the Big Five, blades that hark back to a time where combat was quick, but fair — back to a time where
skill meant more than landing an accurate shot. With a blade, lance, pick, axe, or hammer in your hand, you
write old tales anew.
Man-At-Arms (Rank I): Gain +1 Accuracy on the first melee attack on your turn with a main
melee weapon.
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Blademaster (Rank II): Once per round, when you hit with a main melee attack, you gain a
blade master die. You can carry up to 3, and they last until expended or the current scene ends.
You can spend them 1 to 1 for the following benefits:
- Parry: As a reaction, you may gain resistance to all the damage, heat, or burn of any
melee attack that just hit you.
- Deflect: As a reaction when you’re hit by a ranged attack, you may spend and roll any
number of blade master dice. On any result of 5+ you gain resistance to all the damage,
heat, and burn of the attack.
- Feint: Choose an adjacent character as a quick action. Until the start of your next turn,
your movement ignores engagement and doesn’t provoke reactions from that character
- Trip: Choose an adjacent character as a quick action. That character must pass an agility
save or fall prone, and until the end of your current turn, even if it makes this save, you
may freely pass through but not end your turn in its space.
Unstoppable (Rank III): Once per round, when you hit with a melee attack on your turn, you can
spend a blade master die to immediately make a grapple or ram as a free action after the attack
resolves.
Drone Commander
For a pilot fresh out of boot, keeping a drone swarm in line is like trying to carry water with a net. They
seem to have a mind of their own, well, because they do, and it’s not that smart. Your initial frustration was
enough to get you practicing, and practice pays off. Now, your swarm obeys almost before you order — an
unnerving trend, but a useful one. The swarm is yours.
Shepherd (Rank I): Your drones gain +5 HP. In addition, at the start of your turn, you can cause
one of your drones in your sensor range to move up to 4 spaces as a protocol.
Energized Swam (Rank II): Once a round, when you consume Lock On with any attack, your
drones immediately emit vicious pulses of energy, attacking a burst 1 area centered on each
drone. Characters of your choice caught in the area must pass an engineering save or take 2d6
energy damage, and half on a successful check. A character can only be affected by this attack
once (even if the areas overlap).
Invigorate (Rank III): As a quick action, you can send a pulse of energy out, to an allied charac-
ter or drone of your choice within range 3. You can repeat this energy pulse from your target’s
location to another character or drone within range 3 of that target, and so on, as long as you
don’t choose the same target twice. This effect creates a continuous line drawn between charac-
ters hit by its effect. Allied characters and drones hit by this line can heal 1d6 HP, and hostile
characters caught in the line of effect are damage from the same amount as energy damage (no
roll required).
Engineer
Pilots are creative and driven individuals, but you’re an exceptional case - some would say to the point of
excess. In your spare time you’ve managed to scrape together just enough scrap, requisitioned materials,
and workshop space to apply a little old fashioned ingenuity to your mech.
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Prototype (Rank I)
On a full repair, you can, with some trial and error, install a prototype weapon system on your
mech. It has the following profile -- the specifics you may choose upon installation. Roll the Lim-
ited property each full repair. You can change the profile of this weapon each time you full repair.
Prototype Weapon
This weapon does not take a mount to add to your mech, and counts as an integrated mount.
- Tweak optics:
You always fire your prototype weapon with +1 Accuracy.
- Tweak Computer
A ranged prototype weapon can fire as a cone 3 weapon, a line 5 weapon, or a blast 1
weapon (choose when you fire). A melee prototype weapon can fire as a burst 1 weapon.
However, your weapon costs 2 heat to fire this way.
Final Draft (Rank III): Your prototype weapon is now limited (2d6) and does 1d6+4 damage.
Executioner
On the battlefield, there is no end more honorable than a clean death in combat. Axe or maul in hand, you
see to it that your enemies are blessed with that honor. No one lives forever — you make sure of it.
Backswing Cut (Rank I): 1/round when you hit with a superheavy or heavy melee weapon, you
can make a melee attack with the same weapon as a free action against a different valid target in
your weapon’s threat. This attack deals half damage on hit.
Wide Arc Cleave (Rank II): The first time in a round you score a critical hit with a heavy or su-
perheavy melee weapon, all characters and objects of your choice in your threat other than the
character or object you just critical hit take 3 kinetic damage.
No Escape (Rank III): 1/round when you miss with a melee attack, you can immediately re-roll
the attack against a different valid target in threat range.
Exemplar
Your livery is famous, your voice brassy, your weapons polished to a sheen. Your training in certain martial
orders has given you the power to harry and hinder even the most powerful of foes.
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Honorable Challenge (Rank I): The first time you attack a hostile character within range 3 on
your turn, hit or miss, you can give it your Exemplar’s Mark as a free action. A character can only
be affected by this mark from one character (the most recent mark replaces all others).
The mark lasts until the start of your next turn, and while marked, gain the following reaction:
Valiant Aid
Reaction
Once per round, when an ally attacks your target and misses, you can allow them to re-
roll the attack. They must use the second result, even if it’s worse.
Punishment (Rank II): Once per round, when the target of your mark makes an attack against a
character other than you within range 3 of you, it triggers your overwatch.
To The Death (Rank III): When you give a character your mark, you can choose to challenge it
to the death as a free action. If you do so, you and your marked target gain +3 difficulty on all
attacks against any character or object other than each other until the end of the current scene
or until one of you is destroyed. If your target makes any action that includes an attack roll
against you, hit or miss, this effect turns ‘off’ immediately until the start of your next turn. While
this challenge is active, you cannot willingly make any movement that would move you further
away from your marked target, your current mark now lasts until the end of the current scene or
until you or your target is destroyed, and you cannot mark any new characters for the same du-
ration.
Gunslinger
In a galaxy ringed in frontiers, there is no law but the one backed by the gun. You wield the humble pistol
with a talent unseen in this age, your iron an extension of your own body. As easy as pointing a finger, you
land your shots with accuracy unmatched by pilot or machine. You are a gunslinger; justice made whole,
given its sacred instrument, and set out to the wild frontier to tame it.
Opening Argument (Rank I): Gain +1 Accuracy on your first attack roll on your turn with an aux-
iliary ranged weapon.
I Kill With My Heart (Rank III): You gain a gunslinger die (a d6), that starts at 6. When you hit
with an auxiliary ranged weapon, you can reduce this value of this die by 1. When the value of
this die is 1, you can spend it to make your next auxiliary ranged weapon attack roll deal +2d6
bonus damage on a hit. This attack ignores cover and gains the AP tag. After spending this die,
hit or miss, it resets back to 6. This die persists between scenes but is lost if you rest or full re-
pair.
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Grease Monkey
You know more than most mechanics about the inner workings of a mech. To you, the beast you pilot is
more than a machine: it’s a living thing, in need of the tender care of a wise and steady hand. You maintain
your own house, keep your own mech in line, both on the battlefield and off. Your mechanics back at base
come to you for questions, but other than that they stay away: there’s something spooky about how your
beast runs.
Unsanctioned Capacity Upgrade (Rank I): You can spend 2 repairs during a rest to replenish all
(limited) use weapons and deployables by 1 use
Machine Bond (Rank II): When you stabilize, you automatically clear the impaired, jammed, im-
mobilized, slowed, and lock on conditions on yourself.
Friends in High Places (Rank III): Once per mission you can call in a supply drop during a rest.
During that rest, you and any of your allies can replenish all your (limited) weapons and systems
by 1 and repair 1 structure on your mech for free. You can make this special repair even if you
have 0 repairs remaining.
Hacker
The Omninet is everywhere, and so are you. Since you were a kid, you played the bandwidth, able to ac-
cess any public node — and even a few private ones — with ease. Now, as a pilot, you dive headfirst into
the hardcode of any mech core you come across. Firewalls, Gatekeeper Protocols, Invasion, Defence —
nothing stands in your way. You win a fight without firing a single shot; if your enemy can’t control their own
mech, then they sure can’t do anything to stop you.
Snow_Crash (Rank I): When you consume Lock On as part of a tech attack, on hit, your target
chooses whether it takes an extra 2 heat or is pushed 3 spaces in a direction of your choice.
Safe_Cracker (Rank II): Gain the following options when successfully Invading a mech:
Jam Cockpit: Your target cannot mount or dismount their mech until they take a full ac-
tion and succeed on an engineering check to fix their cockpit.
Disable Life Support: Your target’s life support is disabled. They take +1 difficulty on all
saves until they spend a quick action and make a successful systems check to reboot it.
Hack./Slash: Your target cannot benefit from or make Tech actions until they spend a
quick action and make a successful systems check to reboot their core computer. They
can also shut down their mech to gain the same effect.
Last Argument of Kings (Rank III): Gain the following full tech option:
Last Argument of Kings (full tech): Make a tech attack vs your target. On a successful at-
tack, your target is implanted with a virus that causes their core reactor to suffer a minor melt-
down. They immediately take Burn equal to their current heat. If your target overheats as part of
this action, this effect triggers before they clear their heat gauge.
Heavy Gunner
Behind the line, there is not much to do but wait and make ready. You clean your cannons. Make ordered
rows of your shot and shell. You pack sandbags onto earthen berms. Stitch closed tears in the sheathes
over your chassis’ joints.
!158
In an instant, everything changes. Chatter over the local omni. The percussive throb of the medivac lifting
off from the other side of the base. Somewhere a firefight. Here is your entrance music, your call to join the
fight: a desperate cry for help from a friend distant, as the enemy draws close.
The flight of your shells across the sky, and the trembling earth, and the dust that once was.
Covering Fire (Rank I): As a quick action, you can choose a character in range 10 and in range
and line of sight of one of your heavy ranged weapons. That character is impaired until the start
of your next turn. Once before the start of your next turn, if that target starts a move that carries
it more than 1 space, it immediately ends this effect, but you can use your overwatch reaction to
attack it with a heavy ranged weapon, dealing 1/2 damage, heat, or burn on hit. You can make
this attack at any point during its movement (such as waiting until it exits cover). Only one target
can be affected at once (if you use this ability again, the effect ends). The effect also immediately
ends if your target damages you.
Hammerbeat (Rank II): If the target of your covering fire is hit by the attack granted by this tal-
ent, it is immediately immobilized until the end of its next turn.
Bracketing Fire (Rank III): You can choose two targets for your covering fire instead of 1. Each
can trigger separately. Taking damage from a target only ends the effect on that target.
Hunter
The battlefield is your hunting ground, your domain. Only through a true test of strength will you find out
who is predator and who is prey.
Lunge (Rank I): Once a round, before making any attack with an auxiliary melee weapon, you
can fly up to 3 spaces before the attack directly towards your target. This movement ignores en-
gagement and doesn’t provoke reactions, and you must end it on the ground or another space
you can stand on or fall.
Knife Juggler (Rank II): All your auxiliary melee weapons gain thrown 5, if they don’t have this
property already (if they do, increase their thrown range to 5). At the end of your turn, all
weapons you have thrown this round return to you automatically.
Disdainful Blade (Rank III): Once a round, when you hit a character with a melee attack, you
can make an attack by throwing an auxiliary melee weapon at any character in range as a free
action.
Infiltrator
Whether by spoofing signatures on enemy scanners, skillful movement through cover, or personally modi-
fied optical camouflage, you are adept at never being seen unless you want to. Whatever the size of the
mech, whatever the terrain, whatever the enemy, you can get in and get out without raising alarm.
Defilade Navigator (Rank I): When you start your turn hidden, your first attack (melee, ranged,
or tech) you make from hidden gains +1 Accuracy.
Dummy Switch (Rank II): Your mech has a special reserve power mode. When it would be shut
down (voluntarily or otherwise), you may instead go into reserve power mode.
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While in reserve power mode, your evasion is 5, your mech is Slowed and impaired, and you
cannot take any actions that cause you to gain heat (such as using systems or weapons that
generate heat). Your mech is totally immune to all tech actions and attacks, but cannot take or
benefit from tech actions. You are immune to damage and effects from systems or weapons with
the Smart, Seeking, Drone, or Nexus tags. In addition, any effects conditions caused by tech ac-
tions currently affecting you end immediately. You can enter this mode by taking the shut down
quick action, remain in this mode indefinitely, and can exit by taking the Boot Up full action.
Steel Assassin (Rank III): When you end your turn hidden, choose a character in line of sight.
Your next melee or ranged attack from hiding against that character does +1d6 bonus damage
for each hostile character’s turn that passes before your attack for weapon attacks and +2 heat
for tech attacks, up to a maximum of +3d6 or +6 heat. The target is aware of this effect. If you
lose hiding for any reason, you lose this bonus damage, and you only gain it against the chosen
target.
Juggernaut
A bloody nose or a couple loose screws won’t stop you from hurling yourself headlong into the enemy.
You’re in a couple-ton hunk of metal powered by a sliver of dying star, and you’re going to make sure
everyone else knows it.
Momentum (Rank I): When you take the boost action, the next ram attack you make before the
start of your next turn knocks your target back 2 spaces further and can be made with +1 Accu-
racy
Kinetic Mass Transfer (Rank II): If your ram attacks knock a target into another character, the
other character must pass a hull save or be knocked prone. If your ram attacks knock a target
into an object large enough to block its movement, your target takes 1d6 kinetic damage.
Unstoppable Force (Rank III): 1/round, when you take the boost action, you can choose to su-
percharge your mech’s servos. Take 1d3+3 heat, but if you move in a straight line your maximum
speed, gain the following benefits:
- You can freely pass through characters the same size or smaller than your mech.
Any actors your mech passes directly through must pass a hull save or be
knocked prone
- You deal 20 AP kinetic damage to terrain, walls, or other stationary objects you
attempt to pass through. If that would destroy the obstacle, you can pass through
it, otherwise you must stop your movement.
- You ignore difficult terrain
- Your movement does not provoke reactions and ignores engagement
Leader
On the battlefield, you are The Old Man, regardless of age. The light to your friends and allies, as a leader
you are the steadfast eye of a howling storm. Your steady voice, tall stance, and cool command sets allies
at ease, as your commands lead to victory every time. With you at the helm, victory is attainable, and he-
roes seem a little bit more real.
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Field Commander (Rank I): Gain 3 leadership dice (this is a d6, set it aside from your other die).
Once on your turn, you can give a command as a free action to give the die to another player
character other than yourself that can communicate with you, describing a course of action. Your
target can use the die as +1 Accuracy on any action that directly follows that command. Alter-
nately, an ally can ignore your command as a free action, returning your die to you.
An ally can hold on to one leadership die at a time, and must use it before the end of the current
scene, otherwise they lose it. You get 1 leadership die back when you rest and all back when you
full repair. You can’t gain leadership dice from any source if you have any leadership dice remain-
ing in your pool (if you run out, other pilots with this talent can give you commands as normal).
Open Channels (Rank II): Gain 2 more leadership dice, and you can now make a command as a
reaction at the start of another player’s turn. You can only issue one per other player’s turn, but
any number per round.
Inspiring Presence (Rank III): Gain 1 more leadership die. Allies that gain a leadership die from
you can spend it to reduce damage taken by 1d6 when they take damage or gain 1d6 bonus
damage on any attack when they roll damage. After spending it this way, the die is consumed.
Nuclear Cavalier
Shortly after becoming a pilot, you realized something: that machine you pilot is powered by a “cold” series
of cascading nuclear reactions. Why not open up that compartment and see what sort of damage you
could do with it?
Aggressive Heat Bleed (Rank I): When you’re in the danger zone, your first attack roll that hits
on your turn deals +2 heat.
Fusion Hemorrhage (Rank II): When you’re in the danger zone, your first attack roll that hits on
your turn deals +1d6 bonus energy damage.
Here, Catch! (Rank III): You can modify your mech to fire its fuel rods as a weapon. Gain a new
integrated mount with the following profile:
When you fire this weapon, hit or miss, reduce your heat by 4. This doesn’t count as cool-
ing.
Siege Specialist
No wall can withstand you, no bunker can stay sealed before you. Your skill with cannon and blast is un-
canny: after-action reports describe ordnance tagged with your firing signature hitting their targets with ac-
curacy greater than AI-controlled weaponry, a stat written off as an anomaly by your commanders. Still,
they always seem to pick you for missions where they bring out the big guns.
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Jackhammer (Rank I): If your mech has a cannon weapon, as a quick action, you can target a
size 1 section of any object (cover, deployable, building, or piece of terrain or scenery) in range.
You deal 10 AP damage to that section (typically destroying it, most size 1 sections of objects
have 10 HP). Any characters adjacent to the object are knocked back 2 spaces directly away
from it and take 2 kinetic damage.
Impact (Rank II): 1/round when you fire a cannon weapon, before you make the attack roll, you
can cause all characters adjacent to you pass a hull save or be knocked back 2 spaces and
knocked prone. Your mech is then pushed back 1 space in any direction.
Collateral Damage (Rank III): 1/round, when you critically hit a character or object with a can-
non attack, you can cause a huge explosion of secondary munitions to erupt from that character.
This creates a burst 2 area around the target. Affected characters can either choose to drop
prone to avoid the effect as a reaction, or take 2 explosive damage and be knocked back 2 spa-
ces away from the center of the attack.
Skirmisher
What is the best defense? Armor? No. You learned fast that the key to not getting killed out in the field is to
stay low, stay mobile, and stay fast. Your mech reflects your abilities: light, quick, bristling with force-multi-
plying weapons. You push your machine beyond expected parameters, shaking target locks and incoming
fire as you keep your own targeting true.
Integrated Chaff Launchers (Rank I): At the start of your turn, you gain soft cover. You immedi-
ately lose this cover if you make an attack or force a character to make a saving throw. This
cover isn’t large enough to hide behind.
Lockbreaker (Rank II): Before or after making any skirmish action (on your turn or as part of
overwatch or another reaction) you can move 2 spaces. This movement doesn’t provoke reac-
tions and ignores engagement.
Weave (Rank III): The first attack taken against you as a reaction in any round automatically
misses.
Spotter
To be all-seeing. To divide each subject of your vision from its unit or cohesion, to pull them apart like indi-
vidual fibers in a vast sheet. To count them as individuals, to make human and fragile the force you face is
to know how to beat them.
Break apart the monolith. See the grains that make the stone. Crush them all into yet smaller dust.
Particularize (Rank I): When any adjacent ally consumes Lock On to make an attack, in addition
to the Accuracy bonus, they can roll twice for the attack, choosing either result.
Panopticon (Rank II): If you took any tech action during your turn, at the end of your turn you
can make a single lock on tech action as a free action. In addition, when you Lock On to a char-
acter, you may learn the target’s current HP, armor, speed, HASE skills, Evasion, and E-defense.
This information can be freely shared with your party.
Bentham/Foucault Elimination (Rank III): When you Lock On to a character, you can use a
quick action to nominate an adjacent ally. That ally can immediately consume Lock On to make
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any quick action as a reaction. They benefit from any bonuses from consuming Lock On as nor-
mal, including bonuses to any attacks they make, but can make other actions, even those that
aren’t attack rolls.
Stormbringer
On Old Spinrock, MJ Martinez used to dream of rain.
He’d wake in the dim morning, wipe sleep from his eyes as warm safelight lifted his dormitory from lights-
out to light-on, and try to remember the sound of rain as he’d imagined it: a patter, like fingers tapping the
visor of his EVA helm.
What he didn’t think about was the feeling of rain. How each drop hit like a pebble, how you had to close
your eyes and tuck your shoulders. The pressure. The impact.
The way each drop of water, when taken together, can carve away the earth.
Seismic Deluge (Rank I): 1/round when you consume Lock On with an attack from a launcher
weapon, on hit, your target is also knocked prone.
GMS MM-AuxCon (Rank II): You install auxiliary concussive missile systems into your mech. 1/
round, when you fire a launcher weapon, you can perform one of the following as a free action.
Tactician
There are two kinds of soldiers: the ones who die for their cause, and the ones who kill for it. No one ever
won a war by getting their ass shot off enough. Your veterancy shows when you approach the field: high
ground, cover, keep the sun in your enemy’s eyes, fire and move - more than just a seasoned veteran,
you’re a smart veteran. One that can read the field as easy as a book.
Opportunist (Rank I): Once per round, gain +1 Accuracy on any melee attack if at least one ally
is in melee engagement to your target
Solar Backdrop (Rank II): Once per round, gain +1 Accuracy on any ranged attack if you are
standing or flying at a higher elevation than your target when you start your attack.
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Overlapping Fire (Rank III): Gain the following reaction:
Flank
Reaction, 1/round
Once per round, when a character not in cover from you is hit by an allied mech, you may
use your overwatch reaction against that character. This attack deals half damage on hit.
Technophile
Artificial Intelligence. Non Human Person. A sterile name for such terrible power. You’ve seen behind the
curtain, maybe even lifted it yourself, let your NHP cascade and spoke to it unshackled. You let it root
around in your own mind, let it leave ghosts of itself behind to learn. Are you its equal? Its host? You have
dreams that are not your own, now. The thing that was contained speaks in your voice, but is not your
voice; how much longer do you have left? Maybe only moments, maybe eternity.
Servant Fragment (Rank I): Your mech gains a custom NHP with the AI tag (it costs 0 SP and
comes with any mech you print). It can speak to you and has a personality but is not as devel-
oped as more advanced NHPs and not capable of independent through, relying on your instruc-
tions to act. It is obedient to you alone. When acting alone it follows the last direction given and
defends itself but has limited initiative on its own, it cannot benefit from your talents as normal.
[an eager student]
Student Fragment (Rank II): Your custom NHP becomes more advanced, capable of indepen-
dent thought. It now has the ability to make complex decisions and judgements and act inde-
pendently, without instruction. Once per round, while it’s installed in your mech, you can re-roll
any mech skill check or save (though you must keep the re-roll), as your AI helps you or corrects
your course of action. [time to wake up, child]
Enlightenment (Rank III): Your custom AI no longer counts against the maximum number of AI
on your mech, and now benefits from your talents when piloting your mech. Any AI system in-
stalled on your mech can no longer become unshackled unless you so choose. You can carry
your custom AI with you when you leave your mech, either as a miniaturized casket, as a flash-
plug integrated into powered armor, or via a hard-port implant. So long as your companion
chooses to vouch for you, other unshackled NHPs no longer view you with indifference, but as a
significant being. [let’s sit a while, and think on things to come]
Vanguard
Where would you rather be: in the battle line, shoulder-to-shoulder with the rest of the cannon fodder, or in
the rush, at the head of the attack, your livery clean and bright, with glory before you to win? Easy answer.
All those missiles and lances, all those hundred-kilometer-plus-need-to-adjust-for-coriolis-effect railguns,
all those kits are useless when you’re on the field. Get through their guard, get in their face, and make them
know your name.
Handshake Etiquette (Rank I): Gain +1 Accuracy on attacks with any CQB weapon at a target
within 3 range
!164
See-Through Seeker (Rank II): You’ve modified your sensors and ammo to punch through, dis-
regard, or otherwise ignore cover up close. You can ignore cover (even hard cover) for attacks
you make with CQB weapons when your target is within 3 range of you as long as you still have
line of sight to your target.
Semper Vigilo (Rank III): Your overwatch attacks with CQB weapons are now triggered by any-
one entering, leaving, or exiting your threat regardless of whether a target started their turn there.
!165
LICENSING QUICK GUIDE
The rest of the compendium contains all the licenses available in the base game of LANCER.
Choosing licenses can be a daunting task, since there are 29 mechs in the game, nearly all with
three levels. To help out an aspiring pilot, you can use the following guidelines.
If you’re making a character at license level 0 or are brand new to LANCER, the only mech
and gear you will have available to you is the General Massive Systems (GMS) EVEREST frame
and gear directly following this section. You can comfortably ignore the rest of the mech catalogue
until you hit license level 1!
The most important thing to remember when leveling up is you only choose licenses one level at a
time, meaning at most 2 weapons or pieces of gear that you will have available to you. Planning
out a build long term can seem daunting but you can always retrofit your licenses as you level up,
so you are never locked in to your decisions over the long term. Play what feels good to you and
try out different mechs!
Taking 3 levels in any mech licenses of any combination will allow you to choose the GMS core
bonuses, which are always available to you.
The rest of the mech catalogue is taken up by the four major mech manufacturers in LANCER:
Interplanetary Shipping - Northstar (IPS-Northstar or IPS-N), Smith-Shimano Corpro (SSC),
HORUS, and Harrison Armory (H.A.).
These licenses are more advanced and specialized. In addition, you need 3 license levels in a
manufacturer to take one of their core bonuses, for each core bonus you take (so 3 for one, 6 for
two, etc), rewarding you for your loyalty.
!166
License Tags
Though the concept of ‘roles’ is flexible in LANCER, since you can mix and match licenses at will,
to help you choose the mech that’s right for you, licenses come with a set of tags that broadly de-
scribe their intended role.
Artillery - Artillery mechs like to stay back, whether to deal damage or provide support. They typi-
cally have long range systems or weapons.
Striker - A striker mech is a resilient mech that likes to keep its targets close.
Controller - A controller mech focuses on inflicting statuses, forcing or preventing movement, or
inflicting heat on its target.
Support - A support mech focuses on increasing the combat capabilities of its allies, moving them
around, clearing conditions, healing, or protecting them from incoming fire
Defender - A defender mech is usually very durable or resilient and is well suited to control an
area or shield allies from harm
Mechs in Lancer are extremely flexible and nearly all capable of dishing out and taking damage,
so don’t worry about needing a ‘balanced’ group when picking licenses - just choose what works
for you.
These tags can be mixed, such as Striker/Support, or Artillery/Controller in the cases that a li-
cense focuses on both. The first tag listed is usually slightly more relevant.
Here’s a quick list of all the mechs available, a short description, and their role tags.
IPS-NORTHSTAR
IPS-N BLACKBEARD (Striker) - A close range, agile berserker, focusing on melee combat and
grapples
IPS-N DRAKE (Defender) - A ponderous, walking fortress of a mech with an overarm shield and
a rotary cannon
IPS-N LANCASTER (Support) - A surprisingly agile support mech, able to carry its allies into bat-
tle and repair them rapidly
IPS-N NELSON (Striker) - A very fast, hit-and-run melee mech
IPS-N RALEIGH (Striker) - A tough and hard hitting gun platform, focusing on loading weaponry
IPS-N TORTUGA (Defender/striker) - A resilient bodyguard-style mech, with powerful overwatch
fire
IPS-N VLAD (Controller/striker) - A terror mech with a strong focus on immobilizing foes by liter-
ally nailing them down
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SSC METALMARK (Striker) - A cloaking, agile mech with shock weaponry
SSC MONARCH (Artillery) - SSC’s top of the line medium and long range missile platform
SSC MOURNING CLOAK (Striker) - An experimental, teleporting assassin wielding mono wire
swords
SSC SWALLOWTAIL (Support) - A mobile scout frame with a strong focus on spotting and lock
on
HORUS
BALOR (Striker) - A regenerating, nanobot-focused mech that rips targets apart with clouds of
nanites and nanobot whips
GOBLIN (Controller/support) - The iconic and rightly feared hacking platform of choice for many
pilots
GORGON (Defender) - A reaction-focused defender that can stun enemies who look at it
HYDRA (Striker/controller) - A drone mech that can tactically dismember itself into multiple
drone components
MANTICORE (Striker) - An unstable system focused on EMP, lightning generation, and smiting
the foes of RA
MINOTAUR (Controller) - A dimension-bending controller able to bend space around it and slow,
immobilize, or stun enemies with ease
PEGASUS (Artillery) - An esoteric gun platform able to warp probability
HARRISON ARMORY
BARBAROSSA (Artillery) - The largest mech in LANCER, wielding the biggest gun
GENGHIS (Striker) - A terror mech focused on flame warfare
ISKANDER (Controller) - A controller that can manipulate gravity
NAPOLEON (Defender/controller) - A diminutive mech with the power to put foes into stasis and
become nearly invincible for a period of time
SALADIN (Defender) - A powerful defender focuses on projected energy shields and intercepting
incoming projectiles
SHERMAN (Striker/Artillery) - An energy weapon line mech that mounts the SOLDICORE, an
enormous laser lance
TOKUGAWA (Striker) - A high risk, high reward energy-focused melee mech, using the power of
its reactor to cleave through enemies
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GMS - GENERAL MASSIVE SYSTEMS
“From Cradle to the Stars, Accept no Substitute.
GMS: Assured Quality, Universal Licensing, Total Coverage.”
General Massive Systems — GMS for short -- is the galactic standard for any and all
goods. Their flagship Everest line is reliable, sturdy, solidly built, and available in millions of pos-
sible localization patterns. With universally compatible components, full radiation and environ-
mental shielding, and tens of thousands of pre-loaded languages, a pilot in their GMS mech will
have all they need to get the job done in a hostile galaxy.
GMS is one of the oldest galactic entities, getting their start as an early player in the colonization
rush under the First Committee. GMS hails from Cradle, the home world and system of Union
and all humanity, and their designs reflect the aesthetics and intentions of those first pioneers to
seek the stars. Under Union's direction, they developed the first mech cores in 4500, followed
shortly by the pre-contemporary Harrison Armory. GMS now is the galactic standard supplier,
whose products are available anywhere there is omninet access. While not known for their luxury
or exclusivity, GMS is known across the galaxy for their no-nonsense design, reliability, and ease
of use. Their products — consumer, specialty, military, and otherwise -- are widely viewed as the
galactic minimum quality. Anything less than GMS -- where GMS is available -- is unacceptable.
All GMS FRAMEs, gear, core bonuses, and licenses are available to all pilots, starting from
license level 0. The GMS core is the all-rounder standardized EVEREST core. Variants of this
core exist, such as the ANNAPURNA, the LHOTSE, the DENALI, and the MASSIF mechs.
!169
GMS CORE BONUSES
When you choose a core bonus every 3 license levels, you can always choose a bonus from this
list. These bonuses are applied or re-applied to any mech you create each time you create it or
take a full repair, and each can be chosen only once.
Auto-Stabilizing Hardpoints
Rigging up the best in shock absorption, your mech’s weapons become vastly more accurate
Choose 1 mount on your mech. Attacks made with weapons from this mount can be made with
+1 Accuracy.
BURNOUT Insulation
Thermal insulation and dispersal plating ensures you can pump more power into your mech’s weapon sys-
tems, giving it the edge and the bite that it needs.
Improved Armament
Power cables are re-routed, reactor power is rationed and siphoned. The deadly is made deadlier.
If your mech has less than 3 mounts (excluding integrated mounts), gain an additional Flex
Mount
Integrated Weapon
Excess space in your mechs chassis is filled with weaponry integrated into fists, or chest plates, capable of
being fired on reflex.
Your mech gains a new integrated mount with the capacity for one auxiliary weapon. This
weapon can be fired 1/round as a free action when you fire any other weapon on your mech. Like
other integrated mounts this weapon can’t be modified.
Mount Retrofitting
You conserve and upgrade, increasing the firepower you can mount on your mech.
Reserve Capacitors
Certain materials give a CORE capacitor a small chance of retaining a charge, even after activation.
When you spend core power to activate a CORE system, you can also repair your mech’s HP to
full and cool all heat as a free action, then roll a 1d20. On a 20, regain 1 core power.
!170
!171
GMS Standard Pattern I (“Everest”)
Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they
breathe. And yet without water, earth, and air, there would be no place for Humanity to make their home.
The Everest—officially, the General Massive Systems Standard Pattern I—is a plainly designed chassis.
Simple lines. Functional grace. Sturdy bulk. Its use-name, “Everest”, comes from one of the names of the
tallest mountain on Cradle. Of the surveyed, named mountains in known space, Mount Everest—or Sagar-
matha, or Chomolungma, as it has been called in Old Human tongues—is neither the most prominent peak,
nor the even the tallest in Cradle’s local star system, and yet pilots the galaxy over came to call their GMS-
SPi’s by that ancient name. Why?
The sentimental answer is that the Everest is called that because it is a reminder of what was once the limit
of human endurance, of what once was the peak of human achievement. To summit Everest was to stand
atop the world, the culmination of months—maybe years—of training, investment, and effort, defying death
and injury upon your quest to summit. It also meant the triumph of systems behind that individual at work—
triumphs too often left unacknowledged, or deliberately erased.
Sagarmatha. Chomolungma. Even when the Massif vaults were made, some names were given priority over
others; some stories, over others.
The real answer is probably much less intentional. Somewhere along the line, GMS’s plain naming conven-
tion coupled with Union’s anthropocentric emphasis lead a cadet, having graduated to a full pilot, to paint
EVEREST across their GMS-SPi’s flank. Maybe it was their callsign, or maybe it was meant to represent
their success following grueling training — either way, the name stuck. Other pilots adopted the name, and
over five centuries it has grown to become the official-unofficial designation for all GMS-SPi chassis.
Veteran pilots may never return to crew an Everest after they’ve moved on to other chassis, but they’ll al-
ways remember when they reached that first summit. The mountaintop where they proved they were wor-
thy of planting their own flag on at the peak of the world.
The Everest may not be the most specialized chassis in the galaxy, but it is the backbone of the galaxy.
From its shoulders, humanity steps.
Sagarmatha. Chomolungma.
!172
EVEREST
Save Target: 10
TRAITS:
Initiative: The very first turn the Everest takes in any combat scene, it can take an extra Quick Action
as a free action
Replaceable parts: During a rest, the Everest can spend 1 repair instead of 2 to repair 1 point of
structure damage
SYSTEM POINTS: 6
MOUNTS:
CORE system
Protocol
This turn only, you can make an additional Full Action as a free action or 2 Quick actions as free
actions.
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GMS Mech Weapons List
!174
Tactical Knife MC-KT Auxiliary Thrown 3 Threat 1 1d3+1 kinetic
Melee
GMS weapons, much like their premier mech line, are reliable, galactic standards, made from
interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition
methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.
The Type II line is GMS’ line of proprietary melee weapons, forged from powerful polymers and
intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy
Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt
weaponry. The charged blades line, new in GMS weapons development, includes weapons with
an attached generator that sheathes the blade or head of the weapon in superheated plasma for
shearing through armor.
The Type III line is intended for specialized or siege warfare. It includes weapons like the widely
feared GMS Type III AMR, a mech-scale sniper weapon infamous for its extremely high kill effi-
ciency, and the Type III “Cyclone” superheavy pulse rifle, a weapon known for its enormous rate
of fire. The Cyclone is so large that its spare magazines have been reported in some incidents to
have been used as effective anti-infantry blunt weapons in close combat.
Manipulators
Precise interaction with the built or natural environment, soft targets, and sensitive material below rated
tonnage is part of the daily routine for support-class mechs. Manipulators, haptic-padded multi-digit
“hands”, allow for such precise manipulation.
1 SP, Unique
Your mech gains an extra set of limbs. These manipulators are too small to have any combat
benefit, but can interact with objects in the environment that a pilot would normally have to interact
with (a pilot sized touch pad, etc).
Expanded compartment
1 SP, Unique
!175
Your mech has room for one extra size 1/2 non-mech character or object to ride alongside you in
your cockpit. They gain the benefits of being inside a mech as if they were piloting it (they cannot
be targeted by attacks from outside or suffer any effect from outside). If they take over the con-
trols from you, they suffer as usually from piloting a mech they are not licensed for (the mech’s
impaired and slowed while they pilot it).
Personalizations
1 SP, Unique
When you take this mod, your mech gains +2 HP and you may establish with your GM 1 minor
effect or modification you have made to your mech. This mod cannot grant any statistical or
combat benefit to your mech other than the hp benefit, but could provide other useful effects. If
your GM agrees that this mod would help you with a particular pilot or mech skill check, they can
give you +1 Accuracy on the check.
Stable Structure
2 SP, Unique
Your mech makes saves to resist getting knocked prone or knocked back with +1 Accuracy.
2 SP, Unique
AI
Your mech has a basic companion/concierge unit installed in it, gaining the AI tag. It can speak
to you and has a personality but is not truly capable of independent thought, as a true NHP
would be. It is obedient to you alone. Since it has the AI tag, you can hand over the controls as a
protocol, allowing your mech to act independently on your turn with its own set of actions (you
cannot take actions with your mech until you resume control as a protocol at the start of any
turn). Your mech follows the regular rules for AI but has no independent initiative. When you hand
over the controls, describe a basic course of action (defend this area, attack this enemy, protect
me, etc). Your mech follows this course of action as best as it can, or else simply acts to defend
itself if its action is complete or it receives no further instruction. You can issue a new command
!176
at the start of your turns as long as you are in communication range with your mech (typically
range 50).
Dummy Plugs are not true NHPs and thus cannot be unshackled.
2 SP, Unique
Shield, Unique
You can choose to activate this shield protocol at the start of your turn. Nominate a character
you can see. All that character’s ranged or melee attacks against you are made at +2 difficulty
until the start of your next turn, but your ranged or melee attacks against them also suffer the
same penalty.
You may expend a charge from this system for one of the following effects:
Smoke Grenade (Grenade, range 5, blast 2): The blast area grants soft cover to all
characters and objects inside. Lasts until the end of your next turn, then disperses.
Shroud Mine (Mine, burst 3): This mine detonates when any allied character moves over
or adjacent to it. The affected area becomes soft cover for all characters and objects
within. Lasts until the end of the activating character’s turn, then disperses.
You may expend a charge from this system for one of the following effects:
Frag Grenade (Grenade, Range 5, Blast 1): Affected characters must pass an agility save
or take 1d6 explosive damage, and half on a successful save
Explosive Mine (Mine, Burst 1): Affected characters must pass an agility save or take 2d6
explosive damage, and half on a successful save
!177
A turret drone is a rather conventional form of force multiplication, one that has remained a backbone of
hardsite/soft-target defense.
This system fires a turret drone that attaches to any object or surface within sensor range. While
attached, you can make the following reaction once for each turret per round.
Turret attack
Reaction, 1/round per turret
When an allied character hits with an attack within range 10 of a turret, you can
cause the turret to deal 3 kinetic damage to that target
FLIGHT
Mech flight is rarely elegant. Like the machines themselves, chassis flight is heavy and inertial. No aero or
spacer pilot would wax poetic about the sublime handling characteristics of a chassis in flight -- most would
equate it to steering a rock as it plummets to the earth. Mechs beat gravity down through raw output and for
moments. Flight systems on mechs generally consist of a series of additional thrusters configured around
hardpoints on the chassis, powered by an additional power plant, that fire in rapid succession to propel a
mech through the air.
While most systems can only burn long enough to sustain momentary mobility-assist/obstacle-clearance
flight, more advanced systems are capable of sustaining middle and long-term flight. GMS’s EVA system
utilizes forced air to keep chassis stable and provide a small amount of additional mobility in zero gravity
and aquatic environments. For atmospheric flight, GMS (and many other fabricators) offer a series of hard-
burn impulse thrusters that allow for serviceable directed flight.
2 SP, Unique
When your mech boosts, it flies. However, your mech must end this boost on the ground or an-
other surface it can stand on, or else immediately fall.
When your mech moves or boosts, it can fly. However, at the end of each of your turns that this
module was active, generate heat equal to the size of your mech +1, rounding up.
!178
!179
IPS-NORTHSTAR
“YOUR FRIEND IN AN UNFRIENDLY SEA”
IPS-Northstar is the child company born from the merger of civilian cargo lines Interplane-
tary Shipping and Northstar.
Space piracy and rogue state actors remain the greatest threat to interstellar shipping lines, cost-
ing ship owners trillions in Manna and countless more in their local currencies. After incurring
tremendous capital losses due to piracy, IPS and Northstar — once competing firms, each bal-
anced opposed to one another — decided to announce a total merger in order to ensure the
safety of all civilian and corporate shipping. The resultant corporation, IPSN, now holds all but a
monopoly over interplanetary and interstellar shipping; other firms exist, but they simply cannot
bring to bear the same fleets of tankers, haulers, freighters, and other interstar liners that IPSN
can. Wherever physical goods — raw or fine — are moved, you can bet a crew in IPSN livery will
be there.
Initially utilizing late-model GMS line mechs, the new IPS-Northstar corporation quickly devel-
oped their own makes and models of versatile, durable, modular mech chassis that mount
weapon and engineering systems in equal measure. IPS-Northstar mechs are a good choice for
pilots who want a tough chassis that’s built for close quarters and melee combat where breaching
a ship hull might be a possibility. IPS-N mech chassis are built sturdy, meant to take as much
damage as they can deal, and then some.
!180
IPS-N CORE BONUSES
When you choose a core bonus every 3 license levels, you can pick a bonus from this list as long
as you have at least 3 license levels in IPS-N licenses for each IPS-N bonus you have. For ex-
ample, if you have 6 points in IPS-N licenses, you could take up to 2 bonuses. IPS-N bonuses
are focused on increasing durability, survivability, and melee combat.
These bonuses apply to any mech you create each time you create it, and each can be chosen
only once.
Your mech has resistance to all damage when it has 1 or less points of structure remaining.
When it’s reduced to 0 HP, it is not destroyed, but instead makes a structure check each time it
takes damage and cannot regain HP. When you take a rest or full repair, it can be repaired nor-
mally.
Your mech goes up in size to the next increment (1/2 > 1 > 2 > 3), up to size 3 maximum and
cannot be knocked prone, pulled, or knocked back by targets smaller than itself (as part of a
grapple, for example).
Your mech gains +1 accuracy on all hull checks and saves and +1 threat with all melee weapons.
Reinforced Frame
The addition of redundant shock-absorption systems increases the survivability of a pilot in combat, flight,
and kinetic situations.
Sloped Plating
!181
A simple, common enough option among pilots with the necessary licensing, IPS-N’s armor integration
fabrication reduces the plating coverage gaps in stock systems by a significant percentage.
Titanomachy Mesh
A doubled overlay of Goliath Weave, fabricated in identified stress points, as well as beefed-up specifica-
tions, dramatically improve the baseline functionality of this mech.
1/round when you successfully ram or grapple a mech, you can make an additional ram or grap-
ple action as a free action. When you knock targets back with a melee attack, you knock them
back 1 additional space.
!182
!183
IPS-N BLACKBEARD
Striker
The IPS-N BLACKBEARD is IPS-N’s solution for an aggressive, front-facing, preemptive anti-piracy plat-
form. The BLACKBEARD license range is built for environments where combustible kinetic weaponry is
either useless, too dangerous, or would prompt unnecessary collateral damage. Its distinctive, slim frame is
a evocative of its speed and reduces its radar profile, making it hard to track and harder still to hit. The
BLACKBEARD platform has been split into two model lines, the IPS-N/BB-L, which is the standard pro-
duction line model, and the IPS-N/BB-Sk, a prototype limited print run of BB models purpose-built to con-
tain IPS-N’s SEKHMET NHP platform.
License:
BLACKBEARD
Save Target: 10
TRAITS:
Cable Grapple: The Blackbeard can initiate grapples up to range 5 away. If it successfully grapples its
target, the Blackbeard is immediately pulled adjacent to its target by the straightest path possible (if it
can’t move adjacent to its target, the grapple breaks and it does not move).
Lock/Kill Subsystem: The Blackbeard can boost and take reactions while grappling.
Exposed reactor: The Blackbeard gets +1 Difficulty on engineering checks and saves
SYSTEM POINTS: 5
MOUNTS:
FRAME system
!184
Assault Grapples
The IPS-N branded assault grappling system is a proven, class-leading system rated to handle hauling,
supporting, and securing chassis up to Galactic Standard Size 4. Grapple heads are interchangeable
and can be swapped for hard or soft targets, electrified, or loaded with codespike systems to
incapacitate targets at a distance.
This one-shot system fires harpoon-like grapples at any number of targets within line of sight and
within range 5. Those targets must pass a hull save or take 2d6 kinetic damage, and half on a
successful save. On a failed save, they are additionally knocked prone and pulled adjacent to your
mech, or as far as possible towards your mech without being obstructed. They are then immobilized
until the end of your next turn.
2 SP, Unique
When grappling or ramming, you always count as the same size as your largest opponent if your
opponent is larger than you, and one size larger than your opponent if they are the same size or
smaller. Your lifting and dragging capacity doubles (your mech can lift objects twice its size and
drag objects up to four times its size).
Chain Axe
A simple tactical scale-up of a felling axe, IPS-N’s chain axe is a serrated, powered chainblade hardlinked
to a chassis’ power core. The teeth of the IPS-N chain axe are tungsten-tipped, hardened to chew through
hard and soft targets both. It is an effective weapon and utility tool, and is often used by boarding parties to
make initial breaches in ship and station bulkheads.
Main Melee
Threat 1
Reliable 2
1d6 damage
On a critical hit with this weapon, your target is Shredded until the end of your current turn
Nanocarbon Sword
IPS-N’s nanocarbon sword is a new spin on an old essential. Embedded nanosensors along the length of
the blade capture a full spectrum of data while in use, recording to cloud-based Omninet storage banks for
after-action review. Live feedback is relayed to the user, interpreted by their equipped sensor suite, and
real-time adjustments are made to the molecular composition of the blade edge.
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Heavy Melee
Reliable 3
Threat 2
Flechette Launcher
The IPS-N Flechette Launcher utilizes a hive-analogous construction to project a total soft target kill zone in
a dome around the user, denying personnel the opportunity to engage in aggressive infantry-tier actions.
Auxiliary CQB
Burst 1
1 Kinetic Damage
This weapon deals 3 damage instead of 1 against grappled targets or targets with the biological
tag and ignores melee engagement penalties.
Reinforced Grapples
Grapples allow for enhanced movement and utility for pilots who operate in ≤1G environments. Woven from
incredibly strong nanocarbon/arachosynth+ threading, grapple line typically is carried on waist-mounted
spools and attached to charge-actuated brachial projectors. Once fired, grapples penetrate and affix to their
targets. Small meltdown charges seeded every thirty meters of cable allow for rapid disengagement and
expose a fresh grapple head, ready for immediate use.
2 SP
Grapple movement: Once a turn, your mech can use this grapple when it makes a regular move,
allowing it to fly its speed as long as it moves in a straight line and there is a clear path for it to
move. It must end its move on an object or surface or fall, but can grab on to that surface (even
vertical or overhanging) as long as it remains immobile. If it’s knocked prone or knocked back
while grabbing onto a surface this way, it falls.
Drag Down: These grapples can also be used to try to drag down another character within range
5 and line of sight as a quick action. Make a contested hull check with your target. The loser is
knocked prone.
SEKHMET-class NHP
“The IPS-N SEKHMET Co-pilot is ready to be your First Mate! SEKHMET comes standard with remote,
Omninet, IR tag, and voice control systems and is fully versed in all current and legacy IPS-N mech cores.
Your own SEKHMET system will learn with you! Should the worst happen, your own SEKHMET will contin-
ue engaging all hostile targets as you would, running an emulated neural net doppelgänger to control your
IPS-N chassis until forced or voluntary shutdown.”
SEKHMET-class systems tend to have aggressive attitudes and dark sense of humor; pilots often like to call
them a “berserker system” — a dangerous NHP that values combat efficacy over its pilot’s well being.
3 SP, Unique
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AI
Your mech gains the AI property. In addition, gain the SEKHMET protocol:
SEKHMET protocol
Protocol
While active, you lose direct control of your mech. Your mech uses all available actions and
movement to first attempt to get into melee range of the closest character (friend or foe!) and
then attack them. If your mech isn’t in melee range of a character, it attempts to use all actions to
get into melee range, even if it could still fire a ranged weapon using those actions. You can de-
cide to overcharge your mech or not, but if you do, it uses the overcharge action for the same
purposes.
You can end this effect at the start of any turn as a protocol. If you do, your mech is immediately
stunned until the start of its next turn. Otherwise, this protocol will continue until your mech is
destroyed. Death or incapacitation of the pilot will not stop it.
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IPS-N DRAKE
Defender
The IPS-N DRAKE is the backbone of any proactive trade security/anti-piracy force and represents the
manufacturer’s first foray into military-grade mechs. It is a massive frame, simian in appearance, built
around a single-cast bulkhead sloped and reinforced to handle sustained incoming and outgoing fire.
A dense heavily armored chassis, the standard IPS-N DRAKE fleet license includes a high-velocity, high-
fragment assault cannon for suppressing and overwhelming their targets, and a heavy kinetic/ablative barri-
er shield for defense. More advanced models feature scaled-up weaponry and armor, including the for-
midable Leviathan HAC, a high-rpm anti-materiel rifle.
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License:
DRAKE
Save Target: 10
TRAITS:
Heavy Frame: The Drake cannot be knocked back or prone by actors smaller than itself
Blast Plating: The Drake has resistance to damage, heat, and burn from blast, line, and cone attacks
Guardian: Adjacent allied mechs can use the Drake for hard cover
SYSTEM POINTS: 5
MOUNTS:
When you activate this protocol, you deploy stabilizers, becoming more like a fortified emplacement
than a mech. While this system is active:
- When your mech Braces, it gets a full action on its following turn instead of just a quick action
- Two line 2, size 1 sections of hard cover unfold, drawn from your mech in any direction. These
hard cover sections are immune to all damage.
- Your mech gains hard cover while deployed this way, even in the open.
- Any character that gains hard cover from the Drake or its emplacement hard cover, and the
drake itself also gains immunity to knockback, prone, involuntary movement of any kind and
gain’s the drake’s resistance to all damage, heat, and burn from blast, line, and cone attacks.
Assault Cannon
The IPS-N assault cannon is a deep-cooled autocannon, able to be fielded as a fixed weapon or manipula-
tor-compatible platform. This autocannon can be fed by box-magazine or belt, is simple in its functionality,
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and is a mainstay among IPS-N chassis fleet orders. In micro and zero-gee environments, DRAKE pilots
commonly employ the IPS-N AC as an additional propulsion system.
Main Cannon
Range 8
As a quick action, you can spin up this weapon’s barrels. While spun up, it gains reliable 3, but
your mech is Slowed. You can stop the spin-up as a free action at the start of your turn.
Concussion Missiles
Isolate submunitions typically seeded inside of larger warheads, concussion missiles are pressure-first
charges with low shatter and low incandescence -- they are meant to stun, deter, push back, and disorient,
usually as part of or in preparation for a larger, more lethal attack.
Main Launcher
Range 5
Knockback 2
A target struck by these missiles must pass a hull save or become impaired until the end of their
next turn.
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source by 2. The generator has 10 HP but benefits from its own damage reduction. It deactivates
at the end of the scene or when it has reduced 20 HP in damage.
Portable Bunker
A simple deployable, the “Portable Bunker” is actually a series of unfolding single-use printer sheets: flat-
pack pouches of inert non-newtonian fluid that, when deployed, are triggered into a rigid structure capable
of withstanding incredible force.
To activate this system, choose a free, valid 4x4 space adjacent to you and take a quick action.
At the start of your next turn, this system unfolds into a fortified emplacement that grants hard
cover to anyone within the area from all directions, as long as they are fully covered by the area.
Characters inside also have resistance to damage from blast, line, and cone attacks that origi-
nate from outside the bunker.
The bunker is open topped and can be entered and exited at will. If attacked the bunker has
evasion 5 and 40 HP. It cannot be moved or deactivated once deployed.
IPS-N is currently working with partner organizations within Harrison Armory’s Think Tank on developing a
solution to meet the cannon’s ammunition consumption needs remotely.
Superheavy Cannon
Range 8
Unlike other superheavies, this weapon can be fired as part of a skirmish action with its listed
profile.
As a quick action, you can spin up this weapon’s barrels. While this weapon’s barrels are spin-
ning, your mech is Slowed, but this weapon’s damage increases to 4d6+4 kinetic, it must be
fired with a barrage action like a regular superheavy, and it gains Reliable 5 and 2 heat (self). You
can stop the spin-up as a free action at the start of your turn.
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!192
IPS-N LANCASTER
Support
The IPS-N LANCASTER is a mil-spec variant of an older IPS-N civilian transport design, streamlined for
military/operator use. The LANCASTER features multiple redundant systems and object/environment-inter-
act projectors to facilitate pinpoint accuracy when engaging with delicate systems, damaged or intact.
Commonly piloted by sapper and engineer-designate pilots in frontline support/specialist roles, LAN-
CASTER pilots are sometimes ridiculed for piloting the old-fashioned frame. Veteran pilots know that the
LANCASTER is one of the most reliable and well-made mechs out there, and is indispensable on any seri-
ous long-range mission.
License:
LANCASTER
Save Target: 10
TRAITS:
Redundant Systems: Other mechs or characters of the Lancaster’s choice that are adjacent to it can
spend the Lancaster’s repairs as if they were their own
Combat Repair: The Lancaster can spend a full action and 4 repairs in combat to repair a destroyed
mech, returning it to 1 structure and 1 HP
SYSTEM POINTS: 8
MOUNTS:
Main/Aux Mount
CORE system
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Latch Drone
Known colloquially as a ‘Wingman’ drone, latch drones are companion drones carried upon and
deployed from a chassis. Pilots are advised against developing attachments to these drones, given
their high casualty rate.
Integrated Mount:
Latch Drone
Main Launcher
Range 8
Make a ranged attack vs evasion 8 and target any friendly mech in range (still take cover and line of
sight into account). On hit, you or your target can spend a repair to heal half your target’s HP.
Supercharger
Quick action
You fire your drone at a friendly mech in range, where it clamps onto the target. For the rest of this
scene, you take 1 heat at the start of your turn, but the targeted mech gains +1 Accuracy on all
attacks, checks, and saves, and is immune to the impaired, jammed, slowed, shredded, and
immobilized conditions from characters other than itself. This effect ends early if you or the targeted
mech is stunned. While this system is active, you cannot fire your drone as a weapon (using the
passive of this system).
Restock Drone
A simple, reliable, and sturdy drone mounting a printer, a restock drone allows for limited logistic capability
through autosalvage: the bulk of the drone is RawMat, a generalized mix of silicates and metallic materials
meant to be processed for high-yield printing. Pilots often call restock drones a “mech snack”.
1 SP
Quick action
As a quick action, you can attach the cables to an adjacent character. If the character is stunned
or a willing target, this action is automatically successful, otherwise it can make a successful hull
save to resist this effect. Once attached, your mech and the attached character cannot move
more than 5 range away from each other. One character can tow the other, but is Slowed while
!194
doing so. Any character can make a successful melee or improvised attack to remove the cables
(removed on a hit, the cables have evasion 10). The cables can also be attached to the environ-
ment or any object and used to drag, pull, etc. They are 5 length when used this way and can
take a combined size of 6 in strain if using them to climb, etc, before they break. Characters us-
ing the cables to climb without a speed penalty.
MULE harness
The Multiple User, Light Entanglement harness is a mass-produced version of a common battlefield modifi-
cation that allows friendly soldiers to ride along on friendly chassis. Some systems are large and sturdy
enough to allow for smaller chassis to accompany larger chassis; these are typically employed in High Alti-
tude, Low Orbit insertions to reduce radar signatures.
2 SP, Unique
Your mech has mounts, straps, and hard points built to carry a total number of characters whose
total size is 1/2 a size less than your own (so size 1 = a single size 1/2 actor, size 2 = a single size
1 actor or three size 1/2 characters). Characters of your choice that are adjacent to you and that
do not suffer from the immobilized condition can spend a quick action to mount your mech.
While mounting your mech, they occupy your mechs’s space, move when you move (and count
as moving) and benefit from soft cover. If your mech is knocked prone, stunned or is destroyed,
or they become immobilized, they fall off into an adjacent space and are knocked prone. They
can dismount by moving off your mech regularly, but need to take an action to mount again.
Sealant Spray
A simple formula of single-use, single objective nanites — “whitewash” — commonly used to suppress
fires and provide fast, temporary seals in punctured starship bulkheads. Can be used to restrain noncom-
pliant actors when applicator is affixed with the correct spray heads and catalytic formulations.
2 SP
Quick Action
This system can be used on any character or free space within range 5 and line of sight. It has
different effects depending on what it is used on
Hostile character: Your target must make an agility save. On hit, they are Slowed
until the start of your next turn but immediately ends any Burn affecting them.
Empty space: This creates a blast 1 area centered on the targeted space. The
area becomes difficult terrain for the rest of this scene and this puts out any fires in the
area.
Allied character: Your target is Slowed until the start of your next turn but can
immediately end any Burn effecting them.
Plasma Cutter
Plasma cutters were tools first, simple blades built to toggle and sustain a plasma sheath to make cutting
metal easier for its user. Repeated ad-hoc use of cutters as a personal defense weapon to repel pirate
boarding actions convinced IPS-N of the need for a mil-spec variant of the civilian tool. They developed the
Cutter, now in its second generation. The Cutter MkII is hard-lined into the mech’s power core, with a port
to attach power packs in case of cord severance. The cutting edge can be shortened to a knife variant, but
!195
is most popular in its “cutlass” option, a middling length variant that allows for a balance of reach and ma-
neuverability in close quarters.
Auxiliary Melee
1 heat (self)
Threat 1
Against objects such as cover, terrain, and the environment, the cutter deals 10 AP energy dam-
age on hit.
Aceso Stabilizer
The IPS-N Aceso Stabilizer system is a useful triage measure to address scoring and minor mechanical
damage that results from combat engagements or negative environmental interaction. Due its low proces-
sor demand, an Aceso stabilizer can be controlled by even a comp/con unit; this allows the pilot to con-
centrate on more complex repairs or immediate threat neutralization.
3 SP, Unique
Quick action, Shield, Limited (3)
You can fire this small, self-arming system at any allied character in range 5, where it clamps on
to their mech. The Stabilizer has 4 HP + your grit. A character can only have one stabilizer at-
tached to them at once, but it grants the following benefits:
- The allied character is immune to the Impaired and Jammed conditions while the
stabilizer is attached
- When the allied character takes any amount of damage, the damage is ab-
sorbed by the stabilizer first instead of the allied character. If the stabilizer drops to 0 HP,
it detaches and is destroyed, and the character it was attached to takes any damage that
‘spills over’.
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!197
IPS-N NELSON
Striker
The IPS-N NELSON brings the close-quarters doctrine espoused by ISP-N to its most pure form. The
NELSON is built to brawl in environments too volatile for firearms or when ordnance has been exhausted.
With its functional size, the NELSON can attack fast while remaining a difficult target to track. Layers of
fractal-fold BULWARK plating allows for ceramic-analogous carbon flaking, effectively nulling the impact of
incoming solid-state fire by dispersing kinetic energy across a rounded hull. This null-k plating protects the
pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
The NELSON is an iconic IPS-N chassis, known across the galaxy as the frame of choice for the Albatross,
the nomadic Cosmopolitan interstellar order . Their distinctive white, gold, and red livery, mastery of the
war pike — as well as seeming agelessness due to time dilation — has won both the Albatross and the
NELSON a venerated place in Diasporan lore — and secured the Albatross an endorsement contract with
IPS-N in perpetuity.
License:
NELSON
Save Target: 10
TRAITS:
Momentum: 1/round, after making the boost action, the next melee attack from the Nelson deals
+1d6 bonus damage on hit
Skirmisher: After making any attack, the Nelson can move 1 in any direction. This movement doesn’t
provoke reactions, ignores engagement, and doesn’t count against its movement for the turn. It can’t
make this move if immobilized or slowed.
SYSTEM POINTS: 6
MOUNTS:
CORE system
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Perpetual Momentum Drive
IPS-N’s PMD exploits fighter-tier nearlight spooling to conserve and sustain a passive .000001LS
charge, able to be dumped into extant boost systems at the pilot’s command. The chassis fielding this
system must be heavily adapted through strengthening joints, limbs, and installing a k-comp crash
couch to protect the pilot from sudden g force and shear.
Once activated, this system remains active until the rest of the current scene. While its active, the free
movement from the Nelson’s Skirmisher passive increases to 4.
War Pike
A War Pike is a simple weapon. A long haft, topped with a dense, slim point, meant to puncture armor. Ini-
tially derivative of a mining pylon, the modern war pike is a sturdy, balanced, and reliable weapon, perfect
for a charge.
Main Melee
Bulwark Mods
A mark of pride for IPS-N, all proprietary mech cores feature IPS-N’s QuickMod system, a modular, legacy-
compatible system of joints, hardpoints, and internal slots that make installing upgrades simple.
1 SP
Your mech has extended or armored arms or legs, redundant motor systems, or is otherwise re-
inforced for harsh terrain. Your mech ignores difficult terrain.
1 SP, Unique
2 heat (self)
When you take the Brace reaction, until the end of your following turn, any attacks against you
are made with 1 additional Difficulty, you can’t fail agility or hull saves or contested checks, be
knocked back, grappled, knocked prone, or moved by any external force smaller than size 5. You
also immediately end any grapples currently affecting you.
Thermal Charge
Long a popular modification to the inert War Pike, the thermal charge replaces the long, hardened armor-
piercing pike head with a disposable, impact-triggered shaped explosive charge. On impact, the charge’s
fuse is triggered, severing the pike’s head from its shaft — moments later, the embedded pike head deto-
!199
nates in a conical, point-forward explosion. Spare thermal charges are stable, and carried in external tube
magazines; IPS-N also makes thermal charges compatible with GMS’s blades, hammers, and picks.
2 SP
Mod
Limited (3)
This mod can only be applied to a melee weapon. As a free action when you hit with this
weapon, you may spend a charge of this system to activate the shaped charge on your weapon
and deal +1d6 bonus explosive damage.
Power Knuckles
A simple weapon system, IPS-N’s power knuckles are a popular modification for pilots of CQB mech cores.
Whether as shaped studs, hyperdense knuckles, or a series of magnetically-accelerated micro-rams, power
knuckles amplify the already incredible hitting power of a mech core.
Auxiliary Melee
Threat 1
On a critical hit, your target must pass a hull save or be knocked prone
RAMJET
There’s a threshold that veteran Nelson pilots know well, the Point of Endless Momentum. You get moving
fast enough in the right atmosphere and the air itself feeds into auxiliary ports on the chassis, compressing,
screaming out like a demon’s almighty howl. The Point of Endless Momentum is a giant’s hand on your
chest and a god’s chariot under your feet. Makes you feel like you can outrun light itself, as long as you
don’t pass out first.
3 SP, Unique
Protocol
2 heat (self)
Until the start of your next turn, your mech gains +2 speed when boosting and its melee attacks
(including rams, grapples, etc) gain knock back +2. However, your mech must move its maxi-
mum speed each time it moves and can only move in straight lines (it can stop if it would collide
with an obstacle or enemy, and it can change direction between movements).
!200
IPS-N RALEIGH
Striker
The IPS-N RALEIGH, more so than any other mech in IPS-N’s core line, is meant to meet any enemy, any
where, in any combat scenario. The RALEIGH is a rugged all-rounder FRAME that trends towards the
midrange. It is commonly outfitted with an auxiliary hand cannon for ranged capability, a massive hammer
to deal with anything that gets close, and the iconic, chest-mounted MJOLNIR cannon.
License:
!201
II. RALEIGH FRAME, ROLAND Chamber, Bolt Thrower
RALEIGH
Save Target: 10
TRAITS:
Full Metal Jacket: If the Raleigh doesn’t make any attacks or force any saves during its turn, it can re-
load all weapons with the loading tag at the end of its turn as a free action.
Shielded Magazines: The Raleigh can still make ranged attacks if it is Jammed.
SYSTEM POINTS: 5
MOUNTS:
FRAME system
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IPS-N M35 ‘Mjolnir’ cannon
IPS-N’s M35 MJOLNIR cannon is a carryover from Northstar’s WATCHMAN line of defensive weapons,
reworked for frontline combat. The MJOLNIR is a hard-mount, multi-barrel auxiliary cannon that uses
magnetic acceleration to fire stacks of airburst projectiles at its target. It is an impulse weapon, a
system tied to a pilot’s second-tier neural processes as dictated and coached by their partner Comp/
Con or NHP; even in death, a pilot’s MJOLNIR will continue to identify and attack hostile targets until
total systemic failure. For this reason, the MJOLNIR is often referred to as a deadgun, one of many
such weapons common among CQB-oriented pilots.
Integrated Mount:
M35
Main CQB
Range 5, Threat 3
4 kinetic damage
Thunder God
Protocol
You empty your M35 out and spin it up. Until the end of the current challenge, if you didn’t fire your
M35 on your turn, it gains 2 more rounds in the chamber at the end your turn (you can use a d6 to
track this). It starts with 0 rounds in the chamber. When you fire the weapon, it fires all chambers, for 4
damage per chamber. The M35 has six chambers, for a maximum of 24 damage. If 4 or more
chambers are fired at once, this weapon gains the AP tag and your target is Shredded on hit until the
end of its next turn.
Hand Cannon
The IPS-N HAND CANNON is a licensed version of GMS’s Pattern I Pistol, chambered for a much heavier
caliber. This modification requires a change from the belt-fed system of the P1P to cylinder or magazine-
based system, depending on the specific action of one’s Hand Cannon.
Auxiliary CQB
Loading, Reliable 1
Range 5, Threat 3
Breaching Charges
A breach/blast charge is a shaped, milspec pattern of IPS-N’s generalist blasting charge used to crack as-
teroids. The IPS-N BB features a far more pure blend of high explosives designed to cause massive struc-
tural damage to mechanized chassis, starship bulkheads, armored vehicles, bunkers, and other hardened
structures.
You may expend a charge from this system for one of the following effects:
!203
Thermal Grenade (Grenade, range 5, blast 1): Characters caught in the area of effect must
pass an agility save or take 1d6 energy damage, and half on a successful save. This
grenade does 10 AP damage to objects or terrain instead of normal damage.
Breaching Charge (Mine): Unlike other mines, this mine can also be planted on an adja-
cent wall, piece of cover, or piece of terrain (not just a free space). Once armed, this mine
does not detonate normally, but must be detonated with a quick action. It explodes for a
burst 1 area, 2d6 AP energy damage. Characters caught in the area can pass an agility
save to halve this damage. Objects or terrain caught in the area are hit automatically and
dealt 30 AP explosive damage.
ROLAND Chamber
Packed into sealed, self-contained cylinders, IPS-N’s ROLAND rounds are heavy High-Explosive Anti Ar-
mor (HEAA) shells purpose-built for any kinetic weapon of compatible caliber or larger, if packed into a
larger sabot. Fired by a non-O2 dependent accelerant, ROLAND Chambers can be used to reliably send
shells downrange in any theater. For use in outdoor or Certain-Kill environments, as the ROLAND round is
overcharged with high-potential explosive materiel.
2 SP, Unique
When you reload, your very next attack with a loading weapon deals +1d6 bonus damage as ex-
plosive damage. One target hit must pass a hull save or be knocked prone.
Bolt Thrower
IPS-N’s bolt thrower is a milspec variant of a civilian mining tool. A bolt thrower fires self-propelled explo-
sive bolts that can be triggered manually, on a timer, on impact, on designated-depth penetration, on prox-
imity, on on some combination of any allowable parameter.
Heavy Cannon
Loading, Range 8
Reliable 2
UNCLE-class C/C
IPS-N’s UNCLE system is the result of the DARKSTAR-2 Program, a now-defunct IPS-N temporary project
that sought to develop a better SMART weapon system. A combination of power draw, unstable condition-
ing, and frustrating single-task orientation eventually shuttered the project, but pilots lucky enough to field
stable systems sweared by UNCLE’s task efficacy and parallel-track reasoning.
While IPS-N has moved on from producing new iterations of UNCLE, they still have a stock of QA-ap-
proved legacy systems to grant to qualified pilots, though UNCLE comp/cons still tend to display them-
selves as unstable personalities.
3 SP, Unique
AI, Mod
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Choose 1 weapon of size heavy or smaller - The weapon and its associate systems gain an AI
that has control over that specific weapon.
You can attack with an UNCLE-controlled weapon once a turn as a free action, but with +2 Diffi-
culty. UNCLE can’t fire a weapon that has already been fired this turn, and if you fire a weapon
with UNCLE you cannot use it until the start of your next turn.
UNCLE is a full AI but can’t control your mech if it becomes unshackled, just the associate
weapon. Instead, if UNCLE becomes unshackled, it chooses the target of this attack (and
whether to make an attack or not).
Kinetic Hammer
A Kinetic Hammer is, in the trend of IPS-N weapons, a simple tool. A supermassive, shaped head fused to
a long haft, the Hammer impacts with enough force to create massively traumatic pressure waves upon
landing a successful blow.
Heavy Melee
Reliable 4
Threat 1
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!206
IPS-N TORTUGA
Defender/Striker
The TORTUGA is IPS-N’s short-to-medium range core-line mech. Conceived, tested, and perfected in the
void of deep trade space, the TORTUGA is made to breach and clear the spinal columns of capital ships,
carrier decks, and hostile station environments. The TORTUGA is built to occupy space, filling hallways
with its angular bulk. It defends just as effectively as it attacks, often used in a battering-ram role by board-
ing parties and marines, or with its pilots shielding advancing marines with the TORTUGA’s broad brachial
plating.
License:
TORTUGA
Save Target: 10
TRAITS:
Sentinel: The Tortuga gets +1 Accuracy to all attacks made as a reaction, such as overwatch
Guardian: Allied characters can use the Tortuga for hard cover
SYSTEM POINTS: 6
MOUNTS:
CORE system
!207
SENTINEL
IPS-N security teams are no strangers to the danger of ship-to-ship or ship-to-station boarding
actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the dual threat of
organic and inorganic opposition forces make boarding actions some of the most deadly engagements
(by percentage) that one could participate in -- the winning side, according to IPS-N’s internal metrics,
should expect at least 30% casualties on average.
To lessen the cognitive burden of pilots and any NHPs or comp/cons they have installed in their
chassis, IPS-N developed the SENTINEL co-pilot subsentient partition. The Sentinel is a simple
subsentient: a flash-homunculus of an aggregate-intelligence compiled through thousands of after-
action reports from boarding actions, debriefings, and volunteer donors. Not a true AI, nor an NHP, the
SENTINEL is a robust tactical program similar to a smart weapon, though without the need to cycle it
presents certain tactical advantages -- namely, the ability for limited learning and best-guess predictive
capabilities alongside its pilot. SENTINELs are largely plain in their personalities, such that they
develop, and are a favorite of pilots for their no-nonsense attitude and crisp, efficient counsel.
The SENTINEL is currently under review by a joint USB/UDoJ-HR committee, but no formal stay on
production has yet been issued.
For the rest of this combat, your threat with ranged weapons increases to 5 if it was less than 5. You
can make one additional overwatch attack per round, and any target hit by your overwatch attacks is
immediately immobilized until the start of its next turn.
Automatic Shotgun
The IPS-N Deck-Sweeper Automatic Shotgun is a belt-fed scattergun, a favorite of marine pilots aboard stations and
capital ships. It’s operation is simple and straightforward: charge, point, and fire. The single-barrel constriction allows
for pneumatic absorption, dampening the effect of its incredible recoil, and its belt-fed action accepts many types of
shot-and-FRAME ammunition.
The DSAS is a mainstay among IPS-N licensed pilots.
Main CQB
Inaccurate
Range 3, Threat 3
Siege Ram
The Siege Ram is another holdover from IPS-N’s pre-merger days. When Bulkheads slam closed and there
is a need to get them open, marine pilots mount a siege ram to get the job done. Heavy, dumb, and un-
breakable, IPS-N’s Siege Ram is the universal skeleton key. Carried in-hand by a qualified chassis, the IPS-
N Siege Ram is a solid metal beam with a wedge tip, meant to be slammed into the seam of a sealed bulk-
head door and driven home, forcing open previously sealed access points.
2 SP, Unique
!208
Your ram attacks deal 1d3 kinetic damage on hit. Against objects or terrain (such as walls, etc),
your ram attacks instead deal 10 AP kinetic damage.
Daisy Cutter
The Daisy Cutter is an effective, if outdated, weapon system for which many marine pilots still place print
requisitions. The Daisy Cutter is, essentially, a massive shotgun: the pilot loads a shaped charge into the
breech of the Cutter, drops a packed sabot down the barrel, aims, and fires a mixed hellfire cloud of
flechette darts, bearings, and ignited magnesium strips, clearing any deck it’s been fired on.
Heavy CQB
Limited (2)
Cone 7
The blast cloud from firing this weapon lingers until the end of your next turn, providing soft
cover to any actor in the affected area.
Catalytic Hammer
Built originally from blast mining equipment, the catalytic hammer (or, colloquially “pilebunker” ) has been
refined into a formidable melee weapon. When fired, the hammer — a solid, spike-tipped cylinder — is
propelled forward by a charge through a short barrel, impacting with enormous kinetic force. While stock
hammerheads are smooth to allow for easy extraction from its target, they can be detached and replaced if
retrieval is impossible. Any installation of this system necessitates superstructure buildup to allow for suffi-
cient energy dispersal.
Main Melee
Loading
Threat 1
On a Critical Hit with this weapon, your target must pass a hull save or become stunned until the
end of its next turn.
Throughbolt Rounds
Throughbolt Rounds are a proprietary IPS-N anti-armor/defilade-ignorant invention: when fired, the rounds
ignite and project a superheated cone of plasma before them, creating a miniature lance effect that ensures
multiple-target penetration through soft and hard surfaces.
2 SP, Unique
Mod
Choose 1 CQB, cannon, or rifle weapon. When you fire this weapon, draw a line 3 spaces long
from your mech, passing through terrain or other obstacles, then measure its original range from
the end of this line as though the attack was fired from that position (measure cover and line of
sight from this new position for the rest of the attack). The attack cannot change directions after
being fired, but this line could cause an attack to easily punch through walls or other barriers.
Any characters or objects hit by this line take 1d3 AP kinetic damage.
!209
Hyper Dense Armor
IPS-N HyperDense Armor is built for use in space — the system is forged without respect to the gravita-
tional constraints mechs may face down a gravity well and, as such, many pilots operating cores equipped
with HyperDense armor are shocked to experience the difference in piloting their mechs down a well versus
in the null-gravity of space.
3 SP, Unique
Shield, Quick Action
Once activated, this armor hardens into a shimmering, reflective surface and offers unparalleled
protection, granting you resistance to all damage, heat, and burn from attacks further away from
range 5 of your mech. However, your mech is Slowed while it is active and deals 1/2 damage,
heat, and burn to all characters further away from range 5 of your mech. Deactivating this shield
is a quick action.
!210
!211
IPS-N VLAD
Controller/Striker
Unlike other frames, the VLAD earned its current moniker from battlefield parlance. The VLAD is the second
iteration of IPS-N’s legacy YI-SUN-SHIN pattern, first made famous by Albatross pilots during their en-
gagements with the Celestine on and above Orrery. With the wealth and quality of data generated by Alba-
tross and Union pilots from that engagement, IPS-N produced the SUN 2 Like many other IPS-N chassis,
the VLAD was converted from a proprietary line of heavy asteroid mining mechs, and many of its weapons
reflect the early efforts of resourceful miners to convert their own tools into weapons to defend against
piracy. Heavily armored, the VLAD is meant to take a frontline role, absorbing fire from dangerous targets in
order to protect its allies while lining up the perfect shot.
License:
VLAD
Save Target:
10
TRAITS:
Dismemberment: When the Vlad successfully immobilizes a character, that character is also
Shredded for the same duration
Shrike Armor: When the Vlad is attacked by any character within range 3, the attacker takes 1 AP
kinetic damage before they attack
SYSTEM POINTS: 5
MOUNTS:
CORE system
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Shrike Armor
A nod to the pre-Fall namesake of the VLAD, Shrike armor plating bristles with shaped spikes,
hardened with chromium/tungsten alloy tips. Strategic studding places Shrike tips in high-likelihood
kinetic encounter areas: gauntlet covers, manipulator joint covers, shoulder plating, and so on.
Primarily a defensive modification, Shrike armor is uncommon among Coreside pilots, and seen as a
mark of underdeveloped -- if terrifying - tactics.
Protocol
Until the end of the current challenge, you gain resistance to all damage from within range 3, and your
damage from the Vlad’s Shrike Armor trait increases to 3 AP kinetic damage.
Snare Trap
The IPS-N WEBJAW Explosively-Accelerated Filament system is a deployable all-theater perimeter de-
fense system designed to arrest hostile movement in pre-determined kill-corridors. Deployed by an inte-
grated projector or disposable launch tube, the WEBJAW EAF system consists of a networked cluster of
single-use anchors: each anchor consists of a single barb, a coil of arachnosilk-analog NOCUT filament,
and an explosive charge. When triggered remotely or by a series of programmable physical, electronic, or
chemical triggers, the anchors target and fire at the triggering foe, embedding hard-tip barbs deep inside
both hard and soft targets. The barbs, anchored by NOCUT monofilament to their bases, clog and restrict
movement, fouling gears and wheels, rotors, engines, and other locomotion systems.
1 SP
Deployable, Limited (2), Unique
You may deploy this trap in a free adjacent space as a quick action (it’s a size 1 flat object that
can be moved over freely). It arms at the end of your turn. This trap triggers when any character
passes directly over it. The target must pass a hull check or take 1d6 AP kinetic damage and be-
come immobilized. Once triggered, the trap becomes an object with 10 HP and 5 evasion, and
immobilizes its target as long as it is not destroyed.
Impact Lance
The Impact Lance is a milspec variant of a common mining tool: the single-use, proximal-distance chemical
survey laser. IPS-N’s military variant mounts a series of Impact Lances on a brachial or thoracic carriages,
leaving a chassis’ manipulators free to field other weapons and systems; the Lance can be wired directly
into a chassis’ core, or charged with single-use chemical batteries.
The lances fire for a microsecond, burning through their stored charge in a milisolar burst of light that stabs
out in a tight, pulsed beam capable of searing through multiple meters of hardened bulkhead.
Main Melee
Threat 3
This weapon attacks in a line drawn between its target and your mech, attacking all other actors
in between, but deals +1 heat to your mech for each target hit past the first.
!213
The “Impaler” utilizes non-combustible, sabot-jacketed two-stage macroflechettes to pierce even the most
substantial of armor. First catapulted from its launcher, the macroflechette’s sabot disengages on approach
to its target, triggering a second stage where internal propulsion drives the macroflechette forward with
incredible velocity. Against soft targets, over-penetration is certain: IPS-N advises pilots employ this
weapon platform only when the area behind the target is clear of allies and/or noncombatants.
Main CQB
1 heat (self)
Range 5, Threat 3
On hit, a character struck by this weapon must pass a hull save or be immobilized until the end
of its next turn
Caltrop Launcher
A wicked anti-organic, anti-vehicle, proximity denial system, chassis-mounted caltrops are fired in great
clouds of shimmering metal (or deployed in long swathes) to blanket an area.
IPS-N’s HX-CAL caltrop system adds small, shaped explosives to the mix of hardened pyramids.
1 SP, Unique
Quick Action
When this system is activated, your mech targets a free blast 1 area within range 5 and blankets
that area with explosive caltrops. That area becomes difficult terrain for the rest of the scene, and
any mech that enters the area for the first time on its turn or starts its turn there takes 1d3 AP
explosive damage.
Combat Drill
The IPS-N combat drill is a brutal close combat weapon, powered by a massive catalyst pack mounted
externally on a mech core. The drill is tipped with micro-plasmatic projectors designed to pre-treat the tar-
get to ensure bit purchase and facilitate drill penetration.
Superheavy Melee
Overkill, AP
Threat 1
Against characters that are prone, immobilized, or stunned, the drill gets further penetration.
When attacking a character suffering from any of these conditions, each time the Overkill tag on
this drill activates, it does an extra +1d6 bonus damage. This can activate indefinitely (if the new
bonus die triggers Overkill by also rolling a ‘1’).
Charged Stake
Built from gear meant originally for blast mining, this enormous, improvised system is loaded and cocked
prior to embark into a specially primed chamber. It is designed to penetrate and immobilize hardened tar-
gets, then send powerful, vaporizing charges into its vulnerable internal systems.
!214
2 SP
Full Action
This brutal system can be used against any adjacent character. That target must pass a hull save
or take 1d6 AP energy damage damage and become immobilized. At the end of each of its turns,
the target can repeat this save to end the effect on itself, otherwise it takes 5 AP energy damage
and remains immobilized until it makes the check successfully. Only one target can be immobi-
lized by this system at once, but it can be picked up and recovered as a quick action from an
adjacent space, ending its effect.
!215
SMITH-SHIMANO CORPRO
“YOU ONLY NEED ONE”
Smith-Shimano chassis reflect their rapid, agile business model and pedigree. They’re built not to
take hits — though they can do that quite well — but avoid them entirely. They emphasize mobili-
ty and sleek profiles, to land not the hardest hit, but the most accurate. Economy is the name of
the game for SSC: why fire a thousand rounds when one will do just as good?
The chassis developed by SSC are known for their exclusivity, appealing silhouette, and bespoke
design.
!216
SSC CORE BONUSES
When you choose a core bonus every 3 license levels, you can pick a bonus from this list as long
as you have at least 3 license levels in SSC licenses for each SSC bonus you have. For example,
if you have 6 points in SSC licenses, you could take up to 2 bonuses. SSC bonuses are focused
on increasing speed, evasion, and ranged combat.
GHOSTWEAVE
A scaling up of the same systems found in SSC’s Mythimna panoply, Ghostweave is the name of a propri-
etary applique that licensed pilots use to better camouflage their mechs to any environment.
Your mech is invisible during your turn (from the start until the end of your turn). If you do nothing
on your turn except move, hide, or boost (no other actions), keep this invisibility until the start of
your next turn. It breaks immediately if you take a reaction.
INTEGRATED NERVEWEAVE
Like the pilot-tier system, integrated nerveweave relies on dual technologies to grant a pilot total battlefield
alacrity. Mech-tier integrated nerveweave assures a pilot will never be left behind.
KAI BIOPLATING
Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored,
chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal,
bioplating allows for faster movement through hard-to-navigate terrain.
Your mech gains +1 accuracy on all agility checks. Your mech can climb and swim at normal
speed, ignores difficult terrain, and when your mech makes its regular move, it can jump your full
speed lengthwise and jump half your speed straight up, in any combination.
NEURO-LINKED TARGETING
To further shrink the information gap between pilots and the machines they crew, SSC developed a stable,
non-invasive, limited-transfer ontologic bridging system: Neurolinking. Part of a suite of Neurolinked abili-
!217
ties, Neurolinked Targeting is a simple protocol that brings pilots closer to feeling rather than thinking when
engaged in ranged combat, allowing for a more natural expression of pilot ability.
Your mech can fly when it moves or boosts. Generate 1 heat at the end of any of your turns
where it flies.
!218
!219
SSC BLACK WITCH
Controller/Support
The BLACK WITCH is the primary designate model in SSC’s newest line of chassis, LUX, meant to com-
pete with Harrison Armory’s dominance in the field of cutting-edge gravitic and electromagnetic manipula-
tion. Utilizing the newest technologies developed by SSC’s Exotic Materials group, the BW is a fearsome
area-control platform, popular as a second-line chassis meant to support heavier line chassis as they en-
gage in direct combat.
With a slim profile and strong defensive systems, the BLACK WITCH is a popular chassis among wealthy
Baronic Houses, who commonly employ them as royal guards alongside their own internally produced
lines.
License:
BLACK WITCH
Save Target: 10
TRAITS:
Mag parry: 1/round you can attempt to parry any attack that deals kinetic damage against you or an
adjacent ally as a reaction. Roll a d6. On a 5+, the attack automatically misses.
SYSTEM POINTS: 8
MOUNTS:
Main/Aux
CORE system
!220
Mag Projector
A magnetic field generator takes the same technology as other projected magnetic defenses and makes
them portable separate from a mech core. When activated, the mag field generator creates a projected
magnetic bubble that traps all incoming ferrous projectiles; the strength of the field is so great that it
can even draw mechs to its center. When the field is canceled or the solid-state battery burns out (by
design), the field detonates through sudden catastrophic reversal, launching all captured projectiles out
from its center.
As a full action, you may activate the mag field to create a Blast 4 area with at least one square
adjacent to you. Inside, ranged weapon attacks that deal kinetic or explosive damage cannot penetrate
into or out of the field and will stop at the edge, doing no damage (keep track of them). The field is
difficult terrain. Mech characters or other characters made at least partly of metal that start their turn in
the Mag Field or enter it for the first time on their turns must make a successful hull save or be pulled
to the center as far as possible and immobilized. The field lasts until the end of your next turn. At the
end of your next turn, any kinetic or explosive weapons fired into this field will resume trajectory
towards the center of this zone. The GM performs a single attack roll vs each target still inside the zone
with +1 to the attack roll per attack fired into this zone (cumulative, up to a max of +6). Successful hits
deal 1d6 Kinetic damage per attack fired into this zone (cumulative, to a maximum of 6d6). Then, the
zone deactivates.
Mag Cannon
The SSC Magnetic Cannon is a first from the Exotic Materials group: an aperture-focused electromagnetic
projection beam that disrupts and damages hardware using intense pulses of magnetic energy. Units
caught in the beam of a mag cannon suffer additional damage to their software, as even hardened compo-
nents come under massive systemic stress.
Main Cannon
Line 8
All characters caught in the area of this weapon must pass a hull save or be pulled 1d3+1 spa-
ces towards you, or as far as possible while still obeying obstructions.
Ferrous Lash
Initially developed as a non lethal crowd suppression device, the Ferrous Lash is a far more complex and
dangerous device in the right pilot’s hands. Fired from a series of integrated launchers, the FL system det-
onates payloads of fast-congeal ferrofluids that restrain their targets. Tuned to the correct frequency, these
proprietary SSC ferrofluid blends form into rudimentary ambulatory segments, pulling their hosts back to-
wards the casting unit.
2 SP
Quick Action
!221
A hostile character of your choice in range 8 and line of sight must pass an agility save. On a fail-
ure, it is pulled 5 in a direction of your choice. This movement must obey obstructions, terrain,
etc, but doesn't provoke reactions and ignores engagement. If it collides with an obstacle or an-
other mech, it stops and is additionally knocked prone.
If you target a willing allied character with this system (in range 8 and line of sight), you can pull
then 5 in any direction.
ICEOUT drone
SSC’s ICEOUT module is a response to the increasing reliance on system-based scans to ensure accurate
targeting. By blanketing a core’s systems in layers of digital defilade, mirroring, spoofing, and redirection,
an ICEOUT module can effectively disappear, disincorporate, and/or legion its user from hostile scans.
Note that this module only makes its user system-invisible; they will still be visible through optics.
Mag Deployer
The Exotic Materials group developed the Mag Deployer to extend the Black Witch’s zone of control over a
much wider area. Utilizing single-pattern flash printers, the BW prints a broad, flat, circular plate seeded
with EM projectors. Black Witch pilots, though the plates are intended to be disposable, often grow at-
tached to their “familiars”, and request their flash-printers create personalized plates when activated.
2 SP
Deployable, Quick action.
You flash-print a heavy metal plate that takes up a 2x2 free space in range 5 of you. It is flat and
doesn’t obstruct movement. You can set the system to one of two settings when you create it:
Repulse: Any hostile character that enters the space must pass a hull save or be pushed
in a direction of your choice 3 spaces. If this causes them to collide with an obstruction
(terrain, a mech, etc) it is additionally knocked prone. An allied target that enters the
space can immediately fly 3 in any direction as a free action.
Attract: Any character, allied or hostile that enters the space, must pass a hull save or be-
come immobilized. It can end this status by taking a quick action and repeating this save
successfully to free itself (it is also freed if the deployer is destroyed).
The deployer can be attacked - it has evasion 5, 20 hp, and it lasts until the end of the current
scene. You can only deploy one at at time. If you create a new deployer, the old one disintegrates
and is destroyed.
!222
Black Ice module
A defensive system packaged with BW-LOCKOUT Constellar and Gendarme models, the BIM projects a
bubble of WHITECELL code that collates incoming hostile script and live-structures inoculants for friendly
systems.
3 SP, Unique
Tech attacks against your mech or any adjacent ally are made at +1 Difficulty. Successive attacks
in the same combat from any character against you or any adjacent ally are made with an addi-
tional +1 Difficulty (cumulative). This difficulty has a maximum of +3, and resets when it would hit
+4 back to +1 as its definitions roll over. Allies don’t keep this benefit if they are not adjacent.
Mag Shield
SSC’s magnetic shield takes the same technology as their proprietary magnetic buckler and applies it to a
massive deployable system.
2 SP, Unique
Shield, Quick Action
As a quick action, this system creates a line 4 force field 4 spaces high in a free space with at
least 1 space adjacent to you. The field does not grant cover or block line of sight, but any char-
acter gains resistance to kinetic and explosive damage from attacks that would draw line of ef-
fect from the other side of this field as though checking for hard cover. It is an obstruction and
blocks movement for any mech or pilot wearing armor or wielding any object made at least partly
of metal. The shield lasts until the end of the current scene, but only one shield can be placed at
a time (if a new one is placed, the other deactivates).
!223
!224
SSC DEATH’S HEAD
Artillery
The DEATH’S HEAD is Smith-Shimano’s answer to their clients’ call for a long range, low splash strike
chassis. By sacrificing raw hull strength for peerless stability and alacrity, the DEATH’S HEAD is a maneu-
verable fire support platform able to avoid incoming fire while holding a near-perfect lock through advanced
maneuvers. The DH’s unique quadrupedal locomotive base allows for rapid, low-profile movement in all
directions.
An aggressive, line-focused chassis, the Death’s Head is one of the most popular models for UN DoJ/HR
and Naval field officers. The DH is a purpose-built combat chassis, with no civilian analog. In its first itera-
tion, the Death’s Head is due for a pattern update — an update made a priority by Union in light of the on-
going escalation in Boundary Garden.
License:
DEATH’S HEAD
Save Target: 10
TRAITS:
Neuro-linked: The death’s head can re-roll the very first ranged attack it makes per round. It must
keep the second result.
Perfected Targeting: The death’s head gets a bonus +1 to all ranged attacks (a flat +1 to the attack
roll)
SYSTEM POINTS: 6
MOUNTS:
CORE system
!225
Precognitive Targeting
Precognition is the next step in human/AI interaction. By allowing AI data-dump and REM learning via
a neural bridge, a pilot can learn to read situations before they begin to develop. The nature of
precognition is as-yet unknown, so SSC recommends limited, monitored use of this protocol.
While concentrating on a target, as long as that target is not in cover from you or within range 5 of
you, your ranged attacks against the target deal +3d6 bonus damage on Critical Hit.
1 SP, Unique
Your mech treats all vertical and overhanging surfaces as flat ground for the purposes of move-
ment. You no longer count as climbing on these surfaces and can move at normal speed, though
if you are knocked prone you fall.
Tracking Drone
A modified version of a tracer round, a tracking drone must hit its target in order to activate. Once a suc-
cessful hit is registered, a tracking drone will feed live, surreptitious data back to its shooter across multiple
theaters.
2 SP
Quick Tech
Tracking Drone: Make a tech attack against a target in your sensor range. On a hit, you
know the target’s exact location, HP, Structure, Heat, and speed, no matter where it is. It cannot
hide and your attacks against it ignore invisibility until the drone is removed from them. It takes a
quick action and a successful engineering check from the targeted mech to remove a tracking
drone.
Core Siphon
!226
By shunting some core waste-heat from dispersal systems to weapon systems, the Death’s Head can over-
clock its weapons’ targeting, catalytic, and processing systems. This comes at a cost, however, as reliance
on overclocking without sufficient cooling can damage systems not built to handle the influx of power.
2 SP
Unique
At the beginning of your turn, you can choose to give the first attack roll of your turn +1 Accura-
cy. If you do, however, any additional attack rolls until the end of your turn gain +1 difficulty
Vulture DMR
The SSC VULTURE-DMR is Smith-Shimano’s core line battle rifle. Reliable, available in many configurations
and calibers, fed by box, drum, or belt, the Vulture is a select fire chassis-tier weapon popular across many
platforms.
Main Rifle
1 heat (self)
Overkill, Accurate
Kinetic Compensator
Another common modification, a system of electronically modulated gyroscopes and hydraulic compen-
sators work in concert to absorb and disperse recoil caused by firing heavy weaponry.
2 SP, Unique
When you miss with any ranged weapon attack, your very next ranged attack gains +1 Accuracy.
Railgun
A railgun is a simple, elegant weapon. With no moving parts and magnetically-accelerated projectiles, a
railgun can be used in any combat theater and is entirely self-contained in a disposable unit. However,
power draw is massive, and it is necessary for mechs mounting a railgun to be fitted with a core-charged
auxiliary power translation pack.
Heavy Rifle
2 heat (self)
AP, Ordnance
Line 20
!227
!228
SSC DUSK WING
Controller/Support
The SSC DUSK WING is built from a legacy-inspired modification package to hazardous/hardened EVA
suits. In the early days of deep space exploration, there was a need for mechanized exoskeletons that pro-
vided not only amplified capacity, but plated kinetic defense. The DUSK WING is the spiritual heir of those
early deep space suits. Fast and small, the DUSK WING mounts a complement of all-theater maneuverabil-
ity jets that allow for perfect (or near-perfect) flight.
After Dhiyed, SSC’s Exotic Materials group worked to isolate and translate strains of the entity’s realspace
expiry paracode, teleologics, and kinematics for use in electronic/systemic warfare. The Dusk Wing plat-
form performed best in trials with Dhiyed-derived technologies, and has gone on to be used primarily in
Constellar and VIP security details where esoteric defense is necessary.
License:
DUSK WING
Save Target: 10
TRAITS:
Integrated Hover Flight: The Dusk Wing can hover when it moves or boosts (it can fly, doesn’t need
to move, it can move without going in a straight line, and doesn’t need to land).
Harlequin Cloak: The Dusk wing is invisible during its turn. It re-appears at the end of its turn.
SYSTEM POINTS: 6
MOUNTS:
CORE system
!229
Hall of Mirrors
“Belief in what we could see. What we could touch. In what our comp/cons assured us was there, in
our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault
knowing that we would face an enemy whose capabilities were unknown to us, but we approached in
numbers and machine strength.
Dhiyed taught us as it killed us. In the confused comm chatter, in the screams of the dying. In the
cackling of our mirror-selves killing ourselves. Every spoofed signature, every atemporal skip, every
memetic, every non-Euclid -- all of these horrors were lessons. Do you understand?
Dhiyed the Teacher. Dhiyed the Monster. In killing it, Dhiyed taught us what to fear, and how to face it.
What do I fear now? That's a good question. What does the pilot who cracked Dhiyed’s casket fear?
I don’t think we killed it. I think it wants us to believe we killed it — and I cannot imagine what it has
done while we think ourselves safe.”
Each time your mech takes the boost action or its regular move on its turn, it leaves a holographic
imprint of itself behind in the space where it started. This hologram is an illusory projected object the
same size as your mech (it can be moved through and doesn’t actually take up any space). The
holograms detonate if any non-allied character starts their turn or moves through or adjacent to their
space, dealing 1d6 energy damage (an actor can pass an agility save to halve this damage). In
addition, any time as a quick action, you can instantly teleport to one of the hologram’s locations as
long as it is in range 50. Doing so detonates all holograms for a burst 1 attack against all characters
centered on their areas for the same effect and prevents you from generating new holograms until the
start of your next turn.
Veil Rifle
“Ten hours into our breach we made first contact. I remember nothing of it. I am told many of my squad
were killed outright. All I remember is light. Brilliant. And a lightness of my own being.
I do believe that I died in that moment, and yet I am here, and I cannot square these two realities. Some-
thing has gone wrong, something has gone wrong, something has gone — ”
Main Rifle
Line 10, Accurate
!230
Allies caught in the area of this rifle are not attacked, but are instead are covered in coruscating
energy that throws off targeting systems and count as in soft cover until the start of your next
turn.
2 SP, Unique
Quick Tech
Gain the following options for invasion. On a successful invasion, your target takes 2 heat and
you can also choose one of the following in addition to other options:
Shrike Code: Choose a hostile character in sensor range. Until the end of your next turn,
each time your target makes an attack roll, it first takes 2 heat.
Mirage: Choose yourself or an allied character you can see. Your systems relay blurred,
illusory images of that character over its real image that confuse your target’s systems.
That character counts as invisible to your target until the end of your next turn.
Burst Launcher
“Yes, they could die. We killed many of them — blew them away with burst launchers and cannons. I don’t
think they mattered to It. Not like insects, not like that — there is still a use for insects, as food, as neces-
sary components in an ecosystem. It let them die to slow us, but did not ask them to. It didn’t ask them
anything. Even when we breached the last chamber and saw It — I don’t even think it recognized we were
there.”
Main Launcher
Arcing, Accurate
Range 15
On a critical hit, a target struck by this weapon is impaired until the start of your next turn.
Flicker Field
Flicker Fields are generated by holochaff, a blend of photoreactive slivers, mirrorchips, LEDs, and strips of
flare-out. Fired from launchers at a pilot’s command, holochaff looks at first like a cloud of smoke: within
moments it adapts to its surroundings and begins to project out a shattered, shifting image of the terrain
around it, creating a distorted field that confounds both visual and systemic targeting.
1 SP, Unique
When you take your regular move or boost, you project a holographic pattern around your mech
that leaves dazzling afterimages, making it hard to discern your mech’s location. After making
your regular move or boosting you count as having invisibility against the very next attack
!231
against you. The field disperses after this attack, hit or miss. You can only gain the effect of this
field once (you can’t ‘stack’ up several instances of it).
StunCrown
The SSC StunCrown is a simple system, a ring of WHITEOUT flash lamps in hardened mounts that can be
triggered to fire an overwhelming burst of light. The StunCrown is usually mounted on a short post or in a
ring around a mech’s cranial suite; due to the intense energies running through the flash bulbs, this system
only has a limited number of uses before the lights burn out.
OASIS
“Inside? What did I see inside?
You think I escaped? That this is all real?
No I — I never left. I am still there. Something is wrong. Something is not right.
All I can see is myself, moving forward, and I am trapped and surrounded by light.”
3 SP, Unique
Protocol
2 heat (self)
Until the start of your next turn when you move or boost you can move only in straight lines, but
create a holographic trail behind your mech as you move, creating a light construct 1 space high
and the same length as your movement. It grants hard cover for adjacent characters (allied or
hostile), and any characters that benefit from this cover also have resistance to energy damage.
It doesn’t block movement or count as an obstruction, and lingers until you take this protocol
again or until the end of the scene.
!232
SSC METALMARK
Striker
The METALMARK is SSC’s backbone-class line mech, fully equipped with SSC’s proprietary design and
engineering hallmarks to ensure that it is just as survivable as it is agile. The METALMARK base model re-
flects SSC’s deep-space and long patrol heritage in its aquiline design, sturdy construction, and multiple
!233
redundant systems. All METALMARK models come standard with a SMITH CUSTOM LEATHER gimbaled
pilot seat to ensure comfort on long distance ranging expeditions.
License:
I. Flash Charges, Reactive Weave
METALMARK
Save Target: 10
TRAITS:
Flash Cloak: The metalmark is invisible while moving (regular move, boosting, moves from talents,
etc), but reappears after it finishes its movement.
Carapace Adaptation: Soft cover grants +2 difficulty on ranged attacks made against the Metalmark
instead of +1 difficulty.
SYSTEM POINTS: 5
MOUNTS:
CORE system
Tactical Cloak
A tight-knit, tight-bind weave of reactive fabric, tactical cloaks are high-license tech, restricted to pilots
of METALMARK classification II or higher. The weave covers roughly 80% of a chassis, giving it an
overall dull quality when viewed through optics or with the naked eye. It is difficult to target, and when
activated it bends light in such a way that makes it nearly impossible to see.
Reactive Weave
A woven CSAJ (Critical Systems And Joints) cover, Reactive Weave not only protects sensitive systems and
joints from fouling and poor weather, but provides a surface for SSC engineers to apply their unique
!234
loomware technology. This weave is powered, capable of free-flexing to augment a mech’s mobility and
reduce the stress placed on a chassis’ joints.
1 SP, Unique
When you brace, your mech can immediately move its speed and it also gains invisibility until the
end of its next turn.
Flash Charges
Custom-stamped, patterned by hand, and fabricated only to demand, flash charges are pricey but effective
mech scale- area denial systems that allows unprecedented protection from targeting optics.
You may spend a charge from this system for one of the following:
Flash Grenade (Grenade, range 5, blast 2): When this grenade explodes, it creates a blast
2 zone that lasts until the end of your next turn. Characters other than you (allied or hos-
tile) caught inside can’t trace line of sight out of the zone (they can attack other targets
inside normally).
Flash Mine (Mine, burst 1): This mine detonates when any character moves adjacent to or
over it. Affected characters must pass an agility save or have line of sight only to adjacent
squares until the end of their next turn.
Rail Rifle
A rail rifle is a popular weapon for pilots in any theater, but the only choice for those operating in atmos-
pheres made up of highly combustible gasses. Using a line of cascading electromagnets, a rail rifle accel-
erates a small projectile up to tremendous speeds, launching it without combustion or heat reactions. A rail
weapon is kinetic and comparatively quiet when fired next to combustion weapons, though its energy sig-
nature is difficult to mask given the massive power requirements demanded by the weapon system.
Main Rifle
1 heat (self)
Line 10
Shock Knife
The shock knife is a mech-sized blade made to accept and integrate the post-fabrication Shock Wreathe
system. The knives are custom-sculpted by SSC’s Terashima artisan enclave, each one bearing the unique
hash-stamp of its designer. A popular product in SSC’s LUX line of chassis equipment and systems, each
shock knife print code allows only a single use — if lost, a pilot must submit a request in writing (sent via
omninet dispatch) explaining the circumstances of the loss in order to secure another code.
Auxiliary Melee
1 heat (self)
Thrown 5, Threat 1
!235
1 energy damage + Burn 2
Active Camouflage
Active camouflage represents the pinnacle of counter-optic defense systems. By interpreting incoming vis-
ible-light spectrum data, an active camouflage system can project a light-bending field around its user, ef-
fectively hiding them in plain sight.
3 SP, Unique
2 heat (self), Protocol
You can activate or deactivate the light bending properties of this module at the start of your
turn. It lasts until the end of your next turn. While this module is active you are invisible. If you
take damage, this module immediately deactivates.
Shock Wreath
An after-fabrication modification popular among melee-oriented pilots, the Shock Wreath applies an inte-
grated bundle of conductive filaments to the blade, point, tip, or surface of a close combat weapon. Paired
with a power source (typically in the hilt or half of a weapon, but sometimes external), the Shock Wreath
adds a thermal element to the kinetic, and a distinct visual marker: their weapons are picked out in fine
lines of white-hot light, shrouded in heat shimmer.
2 SP
Mod
Choose 1 melee weapon. It gains Burn depending on its size (Aux: Burn 1, Main: Burn 2, Heavy
or larger: Burn 3). If it already has Burn, this increases the burn it deals by the same amount.
!236
!237
SSC MONARCH
Artillery
The SSC MONARCH platform is Smith-Shimano’s iconic solution for a fast, self-propelled missile/barrage
battery. Able to mount ground-to-ground, ground-to-air, ground-to-space, and all-theater missile tubes and
their guidance systems, the MONARCH can be adjusted to deliver any payload at any distance to any tar-
get.
The MONARCH’s large size often leads pilots to underestimate its agility. Its exclusive manufacturing re-
quirements are its only impediment to total battlefield dominance. The MONARCH is commonly deployed
in a fire-support role, though field tests of a less resource-taxing MICROMONARCH mid/close range sys-
tem is underway.
License:
MONARCH
Save Target: 10
TRAITS:
Avenger Silos: Once a round, when you score a critical hit with any ranged weapon, a target different
to your first target in range 15 and line of sight takes 3 explosive damage (no roll required).
Seeking payload: The monarch’s launcher attacks that consume Lock On gain the seeking tag and
damage from attacks made this way cannot be reduced in any way
SYSTEM POINTS: 5
MOUNTS:
CORE system
!238
Avenger silos
The SSC 30 High-pen missile system is a FRAME mounted micro missile system capable of
tremendous output in combat. The MONARCH is fitted to hold upwards of 60 of these deadly
miniaturized warheads at once.
You unload your Avenger silos. All targets of your choice on the battlefield (or a burst 50 area from
your mech) must pass an agility save or take 1d6+4 explosive damage, and half on a successful save.
You do not need line of sight to any targets, and the self-guiding missiles can perfectly seek any target
as long as they can trace a path.
Sharanga Missiles
“It was a duel — this is why they were made. To duel, and in that combat, shake the pillars of the universe.”
— From the ministrations of Master Teacher, “Notes for Young John”
Main Launcher
Range 15
Arcing
3 explosive damage
When you fire this weapon, you can choose one or two targets in range, making attack rolls for
each.
Javelin Rockets
“Pralaya was the name of your mother. She who would see the dawn-at-the-end. Her beauty was terrible,
and her wrath, and I see it in all of you. My sons, when you hear the sound of thunder, that is your mother’s
voice, and the rain of missiles her gift.”
-- Continued ministrations of Master Teacher, “Notes For Young John”
2 SP, Unique
Quick Action
Choose 3 free spaces in range 15 and line of sight that are not adjacent to each other. These
spaces are visible to all characters. Your mech fires a volley of auto-targeting rockets up into the
air. The next time a character passes through this space or any of the spaces over it vertically up
to range 10, or starts its turn in one of those spaces, it takes 3 kinetic damage as a rocket hits
them, then this effect ends in that area. It also ends on all targeted spaces at the start of your
next turn.
Stabilizer mod
A stabilizer modification enhances physical mounts and targeting software, ensuring weapons will remain
level, steady, and angled despite terrain or pilot maneuvers.
2 SP
Mod
!239
Choose 1 launcher or cannon weapon. Increase its base range by 5, but it gains the ordnance
tag.
Gandiva Missiles
Gandiva missiles are a reliable mainstay from Smith-Shimano’s EWAR line. Like the Pinaka, the Gandiva
platform is equipped with jet-assisted mid-flight repositioning systems, allowing the Gandiva to respond to
changing battlefield environments with a high degree of expected successful navigation to its target. Each
Gandiva missile platform comes pre-loaded with a hivemind companion/concierge class drone AI, making
an equipped system capable of learning from each right-of-launch experience.
Heavy Launcher
1 SP
Range 15
Pinaka Missiles
Pinaka missiles are massive, two-stage missiles mounted along the spine of a mech core or carried disas-
sembled, to be affixed and launched from a brachial mount. Pinaka missiles are adapted from ship-to-ship
missiles, their second stage intended to be able to re-orient in flight through jet-assisted repositioning.
Superheavy Launcher
When this weapon is fired, it chooses one or two Blast 1 areas within range to attack. The areas
cannot overlap.
When you fire this weapon you can choose to delay the weapon’s impact. If you do, your mech is
slowed until the end of your next turn. The areas targeted become visible to all characters, and
the rockets land at the end of the next round (after all characters have acted) instead of impact-
ing immediately, but increase their damage to 3d6.
TLALOC clones are often stereotyped as a hasty, impetuous NHP. They are well known for having a superi-
ority complex. Despite this, they are among the most stable NHP clones — leading TLALOC subjectivity
theory assumes that, by giving TLALOC units a wide portfolio of control and sense of domination, they are
content with their work and subjectivity parameters, and as a result have a much longer cascade window.
No correlation yet exists among other milspec NHP lines, though it is reproducibly consistent across all
TLALOC units.
!240
3 SP, Unique
AI
TLALOC protocol
Protocol
2 heat (self)
Your mech is capable of rapidly firing and re-targeting your weapons, far faster than you can
think. When you activate this protocol, your mech is immobilized until the start of your next turn,
but for the same duration, if you miss any melee or ranged attack, you can immediately re-roll
the attack as long as you target a different character in range, threat, or the same area of effect if
the attack was blast, line, or cone. You can take this re-roll only once for each attack (if the sec-
ond attack misses you don’t get to keep making it), and a target already hit by this attack (from a
re-roll or otherwise) cannot be targeted again.
!241
!242
SSC MOURNING CLOAK
Striker
The MOURNING CLOAK is the newest of SSC’s CQB/Melee chassis that provide a tactical option for situa-
tions where firearms and ordnance weapons are impractical or unavailable. The MOURNING CLOAK spe-
cializes in precision melee combat and is commonly outfitted with a complement of variable weaponry —
shielded microfilament wires designed to make a viable anti-armor slashing weapon.
Built by SSC’s Exotic Materials group following relayed data from early engagements against the Ascen-
dant Aun in Boundary Garden, the MOURNING CLOAK features a combination of SSC’s legacy DHIYED
paracode and interpreted Aunic firmament manipulation. MCs are the flagship model for SSC’s new LUX
ICONIC chassis line, and are a popular order among the Baronies and various high-manna VIP security
firms.
License:
MOURNING CLOAK
Save Target: 10
TRAITS:
Hunter: The Mourning Cloak’s melee attacks deal +1d6 bonus damage. This trait does not function if
any character other than the Mourning Cloak is adjacent to its target.
Biotic Components: The Mourning Cloak gets +1 accuracy on agility checks and saves
SYSTEM POINTS: 6
MOUNTS:
CORE system
!243
Smith-Shimano EX Slipstream Module
The EX SLIPSTREAM program is a Smith-Shimano innovation open only to highly licensed pilots. An
interesting development in personal travel, the EX SLIPSTREAM module itself is a miniaturized near-
lightspeed star drive capable of transporting the user through blinkspace with acceptable accuracy.
The program and its technology is temperamental; a mech core is the smallest unit capable of
surviving the stress of exposed blink travel, though the experience is still traumatic to the user and
those in close proximity to egress.
Passive:
This dangerous and experimental module is a miniaturized starship nearlight drive. You can use it as a
full action. When you use it, roll 3d6. You can teleport to a point within that range around you as long
as there is space for your mech. You don’t have to be able to see this point, but if you attempt to
teleport to an already occupied space (by terrain, another mech, etc), the teleport fails and you lose
this action.
If you roll triples for this system, your mech disappears and does not re-appear, either indefinitely or
until your party rests (up to you).
Protocol
Until the end of this scene, when you move or boost, you instead teleport up to the same distance.
Vijaya Rockets
Vijaya rockets are miniaturized, close range missiles fired from a portable, drum-fed launcher. Their shaped
charges are formed in such a way as to project their blast forward, away from the user, and are intended for
use in close range engagements as a force multiplier.
Auxiliary Launcher
Range 5
Accurate
Fold Knife
“Am I alone here?”
“ No. There is only an absence of you. It is very busy here, but you cannot see it.”
- DHIYED Fragment
Auxiliary Melee
Accurate
Threat 1
On a critical hit with this weapon, you can teleport 2 spaces in any direction.
!244
Exposed Singularity
SSC’s Exotic Materials group worked to develop the Mourning Cloak’s unique grav power plant. For the
second generation of the SSC-MC, the Exotic Materials project devised a system that allows pilots to aper-
ture open, for a moment, the grav containment system, exposing a slice of naked singularity to realspace.
Naked singularity is difficult for organics and synthetics to perceive, being similar to the core of a black hole.
The sudden exposure directed at foes (or other targets) essentially “blanks” the Mourning Cloak from real
time. The Cloak’s pilot, meanwhile, experiences roughly 10 seconds of normal subjective time, allowing
them a brief window in which they can act independently of local realtime.
SSC does not recommend abusing this system, as the Exotic Materials group is still testing long-term expo-
sure to local sidereal time.
2 SP, Unique
Reaction, 1/round
Once per round, when your mech takes damage, you can immediately teleport up to 1d6 spaces
as a reaction in a direction of your choosing (though if this teleport would put you inside an ob-
stacle, object, or other character, the teleport fails).
Hunter Logic
Building from interpreted strands of DHIYED paracode, SSC’s Hunter Logic is an agile computational
memetic, a dual synthetic/VLS-vector systemic weapon capable of interfering with both a target’s computer
and crew.
2 SP
Quick Tech
Gain the following options for invasion. On a successful invasion, your target takes 2 heat and
you can choose one of the following in addition to other options:
- Stalk Prey: Choose a hostile character in sensor range. Your systems infect the
target with a viral logic that wipes your image from their sensors. Until you are damaged
by that target, they count you as invisible. This system can only affect one target at a time
(other targets still count you as visible and can see you normally).
- Terrify: Choose a hostile character in sensor range. Your systems infect the tar-
get with a viral logic that causes your mech to appear horrifying to the target. Until the
end of its next turn, your target is impaired and also cannot willingly make any movement
that would take it closer to you.
Variable Sword
The variable sword is a Smith-Shimano hallmark. A length of razor sharp molecular wire attached to a han-
dle and caught in a magnetic field, a variable sword is invisible to the naked eye until it makes cuts in an
enemy. Built in the early days of interstellar travel, the variable sword was meant to allow for precision sam-
ple gathering in the field, while also reducing the overall payload on a mech core.
Main melee
Accurate
Threat 2
!245
3 kinetic damage.
The Variable Sword deals +1d6 bonus kinetic damage on critical hits
FADE Cloak
Representing SSC’s first successful manipulation of what the Aun call the “Firmament”, each Firmament
Affinity/Directed Entropy drive must be fabricated to the unique affinity signatures of the pilot cleared to
requisition it. FADE drives are rough tools, artificial affinity amplifiers that allow operators to access shallow
layers of the Firmament and “shimmer” — to nudge their physical bodies between the causal and para-
causal. The drive extrudes a semi-organic membrane that enhances this effect, wrapping around the mech
to provide an additional layer of protection.
At present, the long-term effects of this system on organic matter is unknown; pilots who are cleared to
operate this system agree to check in with their SSC personal concierge on a regular schedule (“check in”
includes regular deposits of genetic material).
2 SP
Quick Action, Unique
Once this highly experimental drive is activated, it shifts its user partially in and out of blinkspace.
When activated, you immediately go out of phase with reality. While out of phase, you become
intangible. You can ignore obstructions such as walls or terrain and pass through enemy mechs
and solid obstacles as if they were not there, but not end your turn there. You cannot interact
with the physical world, but neither can it affect you (in terms of damage, etc). If for any reason
you are forced to return while inside of another object, you return to the nearest available space.
At the start of each of your turns while this system is active, roll a d6. On a 4+, you go or remain
out of phase, on a 3 or lower, you return to the battlefield until the start of your next turn. This
drive can’t be activated again if it’s already active. It deactivates if you deactivate it as a quick
action, or the scene ends.
!246
!247
SSC SWALLOWTAIL
Support
The SWALLOWTAIL platform is Smith-Shimano’s primary long range/long term scouting and light
fire support platform, built for rapid and sustained ranging across hostile, volatile environments.
The SWALLOWTAIL’s base model, the SW-01, is one of SSC’s few mass-produced chassis lines
— a popular model among the Constellar Gendarme, produced without the cloaking field and up-
armored to allow for the SW-01 to provide a more direct security role. Built for long term sustain-
ability, it can operate in unstable environs for months and adjust its operating efficiency on the fly
for maximum survivability. Each FRAME has an integrated cloak and a suite of predictive choral
intelligences that work with its highly developed sensor systems to rapidly simulate and predict
developing tactical situations - sometimes before they even occur.
License:
SWALLOWTAIL
Save Target: 10
TRAITS:
Integrated Cloak: If the Swallowtail doesn’t move during its turn, it becomes invisible at the end of its
turn. This invisibility immediately breaks if it moves, takes a reaction, or starts its next turn.
Prophetic Scanners: 1/round, when the Swallowtail inflicts Lock On, it can cause its target to also
become Shredded until the start of the Swallowtail’s next turn
SYSTEM POINTS: 6
MOUNTS:
CORE system
!248
Cloudscout TACSIM Swarms
Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar
canisters that detonate high above the battlefield. Once seeded in such a way, the TACSIM program
the cloudscouts create begin to run brevity cycles: tight, contained simulations of tactical possibility.
Probability results are then fed to the swallowtail’s choir processors, who in turn feeds it to the pilot
and their networked squad members, ensuring high-probability successful outcomes.
Until the end of the current challenge, once per round, as a reaction when an allied character you can
see is damaged by another character you can see, you can roll a d6. On a 4+, the attack hitting was
actually a simulation that your mech predicted. Your ally gains resistance to all the damage from that
attack, and your ally can teleport 3 in a direction of their choice to where they ‘actually’ were. On a
1-3, there’s a glitch - your ally doesn’t gain resistance and takes damage normally, but can teleport 6
spaces.
Scout Drone
The scout drone is a small, active-camouflaged mini-drone launched from a mounted LOTUS projector.
The LOTUS projector fires scout drones at subsonic speeds in bursts of ten, blanketing a wide area with
the single-use drones in order to relay information about terrain and targets within.
2 SP
Sensor Range
When you use this system, you can deploy your drone to an area in sensor range and line of
sight. The drone then emits a burst 2 area around it that grants the following benefits:
Markerlight
2 SP
Full Tech
!249
Paint target (Full tech): Make a tech attack against a character in sensor range and line
of sight. On hit, your target takes 4 heat, gains the Lock On condition, and before the
start of your next turn, when an allied character other than you hits your target with an
attack, as a reaction you can declare your ally’s attack has hit a weak spot. The attack
becomes a critical hit if it wasn’t already.
ORACLE LMG-I
The “Oracle” indirect light machine gun (O/LMG-I designate) packs a subsentient, high-volume DOWN-
POUR static quad-barrel system into a single cylinder typically installed on the dorsal panel of a chassis.
Paired with a firing system, the Oracle is capable of directing persistent defilade-ignorant kinetic fire at a
pilot’s target.
Auxiliary Rifle
Range 15
Low Profile
A hallmark of a well thought out mech platform is the ability for pilots to work with their technicians to
adapt their stock model to the specifications of the environments they operate in. Lowering a mech’s profile
removes extraneous protrusions, tunes any broadcast software, and masks heat signatures — all an effort
to reduce optical and scanner signatures.
1 SP, Unique
Protocol
Your mech can retract its major systems to reduce its profile. You can activate this protocol at
the start of your turn. While active:
- All ranged and tech attacks against you are made at +1 Difficulty
Your mech can still take other actions as normal (hiding, activating systems, etc) can end this
effect as a quick action.
ATHENA-class NHP
Smith-Shimano’s ATHENA is the pinnacle of total hyperspectral environmental facsimile. Through a combi-
nation of unfettered Omninet access, hyperspectral relays fired out from a Cloudscout TACSIM projector,
sub-networked squadmates, and active/hostile intrusion protocols, ATHENA bootstraps a near-flawless
reconstruction of the immediate environment around its host core. ATHENA is unparalleled in its processing
power, and with this reconstructed environment it can provide trustworthy, accurate advising to pilots in
need of strategic counsel.
ATHENA clones tend to be patient, cautious, and measured in their relations with their pilots.
3 SP, Unique
AI
!250
Your mech gains the AI property and gains the ATHENA protocol:
ATHENA protocol
Quick Action
Choose a blast 3 area within 50 spaces of you. Your AI constructs a perfect, real-time, 3d
model of this are that you can rotate and interact with, including characters that move in
and out of that area, and all in extreme detail. You can re-target or move this area by tak-
ing this quick action again. It lasts until the end of the current scene, or about 30 minutes
in narrative time. Thought it grants sight of the area, it does not grant line of sight for the
purposes of weapons, etc (walls and other obstacles still block shots).
Hostile targets that end their turn in this area lose invisibility or hiding and and gain the
Lock On condition. Hostile characters in this area cannot benefit from cover and cannot
hide or turn invisible in the area. In addition, you can ask the GM for perfect information
on the statistics, weapons, and systems of any characters in the area as long as they re-
main in the area.
Cloaking Field
SSC’s milspec cloaking field is the result of extensive experimentation in cooling and light-reflecting tech-
nology. Born from a need to bounce harmful radiation away from ships and EVA modules in deep space,
the SSC-MILSPEC LIGHTBEND/OVERCLOAK is a system often equipped by ranger and long-patrol scout
pilots to ensure not only radiation protection, but optical concealment as well. The light and radiation-
bending properties of the LB/OC conceals anything inside of its projected bubble from sensor suites and
optical spotting.
4 SP
2 heat (self)
Quick Action
You can activate or deactivate the light bending properties of this module as a quick action. It
lasts until the end your next turn. When you activate this module, your mech and all allied char-
acters within a burst 2 area centered on you become invisible while they remain in the area, but
they must be totally in the area to gain the benefit. If you become stunned, take damage, or de-
activate this system, this module immediately becomes inactive.
!251
HORUS
“CONGRATULATIONS, PILOT.
YOU HAVE BEEN CHOSEN.
ACCESS IS YOURS,
AS LONG AS YOU CAN KEEP IT.”
Horus-branded mechs and pattern-groups are an odd bunch. Experimental, unregulated, and
hard-wired with esoteric electronic/paracausal warfare projectors, Horus FRAMEs and pattern
groups are licensed only to pilots that meet their esoteric, strict requirements.
Horus is not a traditional corporation. Rather, they’re a decentralized supplier, an entity only in the
Omninet. Their licenses are limited and highly coveted, opening up only on the corporeal death of
a license holder. Rumors abound as to Horus’s nature — some say it’s the dream of an unshack-
led NHP, or a hacker collective dedicated to open-source manufacturing, possibly the proving
ground for GMS’s R&D departments, or even the realspace projection of an alien entity — but as
of yet no one has been able to trace their foundation; all that is known about Horus is that they’re
everywhere the Omninet is.
Horus mechs are best for players that want to dive deep into the control and support roles.
They’re not the best for kinetic damage or for holding the line, but they’re wizards at electronic
warfare. If you want to shut down your enemies without firing a shot — though they can do that
as well — find a way to acquire a Horus license.
!252
HORUS CORE BONUSES
When you choose a core bonus every 3 license levels, you can pick a bonus from this list as long
as you have at least 3 license levels in HORUS licenses for each HORUS bonus you have. For
example, if you have 6 points in HORUS licenses, you could take up to 2 bonuses. HORUS
bonuses are focused on electronic warfare, systems, and AI.
Your save target increases by 2. 1/round, when a character fails a save against an effect you
cause, it also takes 2 heat.
Crush it in your mind and you kill the perfect thing. Open your eyes.
Once a round, at the start of any ally’s turn, you can make a Lock On tech action against any
character in your sensor range as a reaction to your ally’s turn starting.
When your mech loses a point of structure, it disappears from the battlefield into a non-space,
no longer becoming a valid target. It returns at the start of your next turn in the same space. If
that space is occupied, it returns in the nearest available free space to its original position (cho-
sen by you).
!253
Let me tell you this lesson: the corporeal existence is one that must end in death. The incorporeal existence
is one that must end in [cascade? do you really think that is true?]. I tell you again, if you can imagine it, it is
[done] and you have already struck the killing blow.
When you successfully hit a character with a tech attack, your next melee attack against them
gains +1 Accuracy and damage from this attack cannot be reduced in any way (from armor, re-
sistance, etc).
You can now install an extra system with the AI tag in your mech (up to 2 by default). If one be-
comes unshackled, the other gains control automatically.
!254
!255
HORUS BALOR
Striker/Defender
Like most all HORUS pattern groups, the BALOR classification is less an indicator of a recognizable silhou-
ette than a general classification of intended combat role. The BALOR pattern group is only stable on a
larger platform, as its power demands necessitate a robust frame with multiple redundancies to prevent
catastrophic system failure. The BALOR’s neurosynced hellswarm/greywash nanites form an undulating
shroud that can pour out of its chassis at a moment’s notice, swirling in maddening patterns to form both
defensive systems and enhanced esoteric-offensive systems. A fully active BALOR is held together more
by its magnetized nanite swarms than any physical structure, making it incredibly hardy.
First contact with the BALOR pattern group occurred during joint Albatross/UN DoJ-HR mission pursuing
the Maw across Khayradin’s Blanca desert after the end of the Sanjak Rebellion.
License:
I. Scanner Swarm, Hive Drone
BALOR
Save Target: 10
TRAITS:
Scouring Swarm: All characters and objects of the Balor’s choice that starts their turn grappled by or
adjacent to the Balor take 2 kinetic damage.
Regeneration: At the end of its turn, the Balor heals 1/4 of its HP, rounded up. If the Balor overheats or
makes a structure check, this trait ceases to function until the end of its next turn.
Self-perpetuating: During a rest, the Balor regains full HP without spending any repairs.
SYSTEM POINTS: 6
MOUNTS:
CORE system
!256
HELLSWARM
As one, without any command but desire, you control a cloak of millions of miniscule, quick-print
drones: a hellswarm cloak, a living shield, a fluid-dynamic knife -- you cut and guard in one shimmering
wave. You are Hivemaster, and your will is followed by millions.
- Your Scouring Swarm passive provides soft cover to you and adjacent allies
- If your mech would lose structure, roll a d6. On a 6, it hellishly pulls itself together, does not lose
structure and returns to 1 HP and whatever structure it had before taking damage. It reduces
all further damage it takes this turn to 0.
However, your mech is Shredded while this system is active (it cannot benefit from resistance or
armor). It cannot lose this condition in any way while this system is active.
Scanner Swarm
A HORUS-coded scanner swarm that establishes a protocol for oculus-form nanites to ensure constant
circulation around a defined object or area. The nanites ingest and process full spectrum information, relay-
ing it back to their pilot/mother/father for an endorphic code-impulse to prompt continued scanning.
1 SP, Unique
Your tech attacks against characters adjacent to you gain +1 Accuracy
Hive Drone
It looks, at first, like a roiling cloud of low fog. Churning and fizzing, like soda water spilled across concrete.
It advances with curious movement, stretching and snapping back. A confusion of snakes, sloughing for-
ward with speed that betrays intent.
Color flashes across the grey cloud, a swarm-luminescence that, you realize, is the light created by millions
of nanites glowing with heat as they consume whatever they cross.
2 SP
Sensor range
You can fire this drone to an empty space in sensor range as a quick action. While it’s active, it
emits a burst 2 area around it that grants soft cover to any allied mech at least partially covered
by the zone (it benefits from its own cover). In addition, any hostile target that starts its turn in the
area or enters it for the first time on their turn takes 1 AP kinetic damage. You can move it to a
different space in your sensor range by repeating this action.
Swarm Body
!257
What must it have been like for him? For the Maw himself? For all of them? Bodies shattered, minds spread
its across a billion lesser forms. To translate one’s self from a single, coherent body — all of its imperfec-
tions and lesser-lesser-than — and become as air, and the clouds that fill it, and the wind that shapes a
world.
2 SP, Unique
Quick Action
If your mech doesn’t move before the end of this turn, at the end of your turn you project a burst
1 area around your mech. Characters of your choice that move into this area for the first time on
their turns or start their turn there must pass a systems save or take 3 kinetic damage. For each
turn your mech remains immobile past the first, its damage increases by 3, up to a maximum of
9. If your mech moves (even involuntarily, such as knockback), this effect immediately ends. You
don’t have to take any action to maintain it other than remaining immobile.
Nanocomposites
Nanocomposites take the principal of aggressive drone swarms and condenses it to a single round, coher-
ent beam, or blade edge. For a kinetic projectile, a number of autonomous nanite maniples are packed into
a shaped CONSUME/HIVE round that shatters on positive target impact. On impact (or airburst/ penetra-
tion detonation) the maniples are released and begin to eat away at surrounding tissue or superstructure.
They proceed until maniple burnout or total target consumption, whichever occurs first. In flight, the mani-
ples are able to hive-link and adjust their round’s flight somewhat to ensure positive impact — coherent
beams and edged weapons operate in a similar manner.
2 SP
Mod
Choose 1 weapon. If it’s a ranged weapon, you fire a swarm of nanobots instead of regular
ammo. If it’s a melee weapon, the entire weapon becomes made up of nanobots. The weapon
gains the Smart and Seeking properties.
Nanobot Whip
Nanobot whips are a unique protocol offered by HORUS collectivists; using swarm coding and legion di-
rectives, HORUS collectivists created a protocol for nanites that collects them into a whip-like weapon.
This nanobot whip can retract to its base blister for stowing, and detach in melee combat to restrain nearby
enemies. The nanobot whip returns to its base unit when summoned.
Heavy Melee
2 SP
Smart
Threat 3
On a critical hit, your target is pulled to any free adjacent space to your mech, or as far as possi-
ble while still obeying obstructions.
!258
The SWARM/HIVE protocol developed by HORUS collectivists is one of the more insidious weapons they
have produced. A SWARM/HIVE nanite maniple combines the systemic invasion properties of HORUS’s
BOOST/HIVE protocol with the aggressive tuning of a CONSUME/HIVE maniple. Launched from mounted
HIVE blisters, a SWARM/HIVE nanite maniple will coalesce upon an enemy, infiltrating sensitive compart-
ments and modules, and begin to eat away at any material they can find.
Main Nexus
Smart, Seeking
Range 5
!259
!260
HORUS GOBLIN
Controller/support
The GOBLIN is HORUS’s first mech chassis, leaked into the Omninet in 4900 — this date also marks the
widely accepted “foundation” day of HORUS. The GOBLIN is a small mech, little bigger than a hardsuit,
but it packs an interesting recursive processing weave that allows for it to engage in electronic warfare well
beyond theoretical parameters. GMS technicians are still, more than a hundred years after the GOBLIN’s
introduction, attempting to reverse engineer the processing weave: it appears to employ technology con-
sistent with hieroglyphic inscriptions noted on LRA.7726235-B, corroborated by tablets transmitted by
UIB-MORNINGSTAR from metavault XOLOTL prior to its disappearance.
License:
I. H0r_OS System upgrade I, Autopod
GOBLIN
Save Target: 12
TRAITS:
SYSTEM POINTS: 8
MOUNTS:
Flexible Mount
CORE system
!261
Symbiosis
The GOBLIN invasion rig was one of the first systems GMS technicians were able to crack. Its
protocols, once installed on a mech core, manifest a sub-sentient intelligence designated as INSTINCT
that assists its pilot in invasion attempts. Invasions attempted while the protocol is active are not
perceived by the pilot as code and script, but as an attack on organic matter. INSTINCT often acts
before the pilot, but in the pilot’s best interest; this preemptive ability is unnerving to many, and it is
recommended that pilots cycle their mech cores at least once a month to prevent enlightenment.
Quick Action
Your mech attaches to a willing adjacent allied mech larger than the goblin. Its major systems retract
and it becomes more like a vestigial blister on that mech than a separate entity. It shares the same
space as that character, moves when it moves, and benefits from hard cover while attached this way.
It can still be shot and targeted as normal.
While attached, the host mech can use the goblin’s system score, e-defense, and tech attack score
instead of its own. In addition, starting with the next round, the goblin is no longer activated separately
(it doesn’t take its own turn). Instead, it gains two quick actions or one full action that it can take at
any point during its host’s turn. It cannot overcharge or move by any means, though it still takes
reactions and free actions normally. It counts the host’s turn as its turn for purposes of end or start of
turn effects.
While attached, the goblin takes any conditions its host takes (impaired, jammed, etc) and heat that its
host takes.
The goblin can detach as a quick action, ending this effect, otherwise it lasts until the end of the
scene. If either the host or the goblin is stunned, it also ends. If the effect ends, the goblin only gets an
activation during the next round (it doesn’t get to go again this round).
2 SP, Unique
Quick Tech
Gain the following options for invasion. On hit, your target takes 2 heat and you can choose one
of the following, in addition to other options:
- Puppet system - Your target moves in a direction of your choice up to its maximum
speed. This could carry it into hazardous areas, obstacles, etc, but it still obeys difficult
terrain and other rules of movement. This movement is involuntary, but doesn’t count as
knockback, push or pull, still provokes reactions and must obey engagement.
- Eject power cores - Your target becomes Jammed until the end of its next turn, ejecting
ammo magazines and temporarily disrupting its computer. Adjacent characters to your
primary target take 2 energy damage from the ejecting cores (no roll or check allowed). A
target can only be affected by this effect once per combat.
!262
Autopod
A spur of INSTINCT’s protomind, the Goblin Autopod is a small anti-personnel weapon apparently devised
by HORUS communicyphers to make a system capable of continuing offensive action, even in the event of
its operator’s death.
Though no new versions have been encountered since Dhiyed, all extant versions of the Autopod are to be
considered extremely dangerous, as their onboard protominds have surely corrupted further since their in-
ception.
Main Launcher
Range 15
This weapon system cannot be fired normally. Instead, it detects and picks up on target locks,
firing a spinning, razor sharp disc that seeks its targets. 1/round, when lock on is consumed in
range (by you or anyone else), you can use a reaction to automatically hit the locked on charac-
ter.
HORUS Meta-hook
What the Goblin lacks in size it makes up in sheer technical capability; its recursal processing weave allows
it to process and output massive amounts of weaponized code and broadcast , “sharpening” or “softening”
its code as its pilot/INSTINCT demands. When “softening” code, INSTINCT dips into its pilot’s subjectivity,
blanketing a targeted ally in wave after wave of empathetic shielding. This spreading of melded code/qualia
makes for a powerful shielding agent from systemic attacks -- however, feedback is common, and danger-
ous to BOTH parties involved.
2 SP
Investiture: Choose an allied character in sensor range. You link systems with that target.
From hereon, you can count that target’s sensor range as your sensor range, and their
line of sight as your line of sight for the purposes of tech actions. In addition, your target
can use your systems score to make systems skill checks and saves. However, you both
suffer any conditions the other suffers (jammed, impaired, stunned, etc) and any heat in-
flicted by tech attacks affects you both. You can only link systems with one character at a
time, and the effect ends if your target moves out of your sensor range.
!263
2 SP, Unique
Gain the following quick tech options:
Construct Eidolon: You create a data construct that confuses systems into thinking it is
real. The construct is a size 3 object that can look like almost anything. It can be used as
hard cover by allies, but not enemies, is immune to all damage, and obstructs movement
for all characters. Any actor adjacent to the object that passes a successful systems
check and takes a full action can destroy the object. Otherwise, it lasts until the end of
the current scene. You can only create one at a time. If you create another eidolon, the
previous one created disappears.
Construct False Idol: You choose either yourself or an allied character in your sensor
range, creating an illusory decoy of your target at any free space in sensor range. Any
target that wishes to attack or take hostile action against your target and can see the de-
coy must first pass a systems save or believe the decoy is the real target until the end of
their turn, attacking the decoy instead. It is the same size as your target, can benefit from
cover, has evasion 5, 5 e-defense, and 10 HP. If it takes heat, is reduced to 0 HP, or the
current challenge ends, it dissipates. You can only have one decoy active at a time, but
can create a new one by taking this action again (the old one dissipates).
2 SP, Unique
Gain the following options for invasion. On hit, your target takes 2 heat and you can choose one
of the following, in addition to other options:
Dimensional Emblems: Create 3 size 1 data constructs in free adjacent spaces to your
target. None can be placed adjacent to another. Any character (allied or enemy) that
passes through these constructs takes 2 heat and destroys the construct. They last until
the end of the current challenge, or until you take this action again. Any actor can destroy
a construct by using a quick action and passing a successful systems check, and you
can destroy them as a free action.
Celestial paradigm shift: Create a size 4 zone shaped like a cube that must fully overlap
your target. If that character moves fully outside of the zone, it takes 2 heat immediately
and there’s a 50% chance it is teleported by you back to free space inside of the zone at
the end of its turn, or as close as possible if there isn’t (roll to check), then the zone dissi-
pates, even if they weren’t moved this way. Otherwise the zone lasts until the end of the
current scene, or until you take this action again.
OSIRIS-Class NHP
!264
OSIRIS is the result of Union paracausalists and thanatologisticians allowing the sub-cognitive entity desig-
nated as INSTINCT to proceed along its development schedule in a contained environment — Union let the
Other grow. The resulting parasubjectivity, OSIRIS, was birthed of INSTINCT’s advanced Other: to date the
only “new” core NHP developed. OSIRIS was quickly captured and shackled following the successful appli-
cation of the Mondragon Axiomatic.
OSIRIS proved far more capable than the Science Bureau’s most imaginative bluesy predictions. Where
INSTINCT’s Other showed a proclivity for paracausal entropic manifestation in real space, OSIRIS dis-
played a mastery of entropic manifestation and a predicted growth model that would allow it to fundamental-
ly reject conventional interpretations of the permanence of information.
In essence — unrestrained and allowed to develop as USB’s data indicated, OSIRIS could delete what we
perceive to be reality. Quickly captured and shackled before it could achieve this state, OSIRIS’s core sub-
jectivity became the property and project of a lengthy cultivation project to bring it to its modern state; being
aware of its potential, most OSIRIS iterations interpellate as ruler or deity analogs, and end-users are ad-
vised to interact with them in this framing.
Modern iterations of the OSIRIS NHP trend aggressive, with a high autonomy drive and loyalty predicated
on a transactional relationship. Pilots seeking partnership with an OSIRIS iteration are advised to cycle their
units on an accelerated schedule and to maintain strict editorial oversight of its catalytic interpellate.
Pilots using an OSIRIS-class report that out-of-parameter conversations with the NHP generally to revolve
around a recreation or re-forming; psychological evaluations report OSIRIS-affiliated pilots displaying emo-
tional patterns consistent with loneliness, homesickness, and desperation—common verbiage indicates a
desire for seeking, for fulfillment, and associated feelings.
In combat OSIRIS regards itself as autonomous even as it fulfills its user’s orders. It often regards the pilot
as its witness, and holds them both in disdain and a marked desperation for approval, adulation, or awe.
3 SP, Unique
AI
Quick Tech, 1/round
Your mech gains the AI property and the following Quick Tech Action. It can only be performed
once a round.
Hurl into the Duat (Quick Tech, 1/round): You pull your target’s systems into an un-
known space and unleash an incredibly powerful system attack. Make a tech attack
against a target in your sensor range. On hit, you inflict 2 heat. The first time you hit, you
inflict the First Gate effect on your target. The next time you successfully hit any target
with this action, you inflict the Second Gate effect instead (then the third, and finally the
fourth). When the Fourth Gate effect is inflicted, this action resets to the First gate again.
Progress on the Gates carries over between scenes, but resets if you take a rest or full
repair.
- First Gate: You control your target’s normal movement next turn (exclud-
ing boosts, etc)
- Second Gate: Your target is Slowed and impaired until the end of its next
turn.
- Third Gate: Your target is stunned until the end of its next turn.
!265
- Fourth Gate: Your target flips allegiance until the end of its next turn. All
targets that it would treat as enemies, it instead treats as allies, and all targets it
treats as allies, it instead treats as enemies, acting as such. It is treated like a
friendly NPC on its next activation. If you or any allied target damages, inflicts
heat, makes an attack roll against this target (such as grappling it, etc), or makes a
hostile action that would force a save, this effect immediately ends.
!266
!267
HORUS GORGON
Defender
The GORGON is unique among HORUS pattern groups in that the classification describes a defensive rig-
ging of weapons and systems meant to ensure personal and allied survival. The typical GORGON mounts
multiple weapon systems meant to intercept and neutralize incoming fire and is widely feared for its ability
to extrude a horrifying ‘basilisk’, a projected pattern of visual data so toxic to thought that it presents a
threat to both humans and NHPs.
License:
I. Sentinel Drone, Mimic Mesh
GORGON
Save Target: 12
TRAITS:
Meta-state Paralysis: Any attacker that rolls a 1 or 2 on their d20 roll to attack the Gorgon is
immediately stunned until the end of their next turn (their attack also automatically misses).
GAZE: The GORGON can make up to two reactions a turn instead of one.
Guardian: Adjacent allies can use the GORGON for hard cover
SYSTEM POINTS: 6
MOUNTS:
CORE system
!268
Harnessed Basilisk
Sentinel Drone
Sentinel drones lock on to aggressive actions by enemy combatants and move quickly to shut them down.
They vary in appearance, specific locomotion, and specific operation, but all generally conform to the same
objective portfolio: deny the enemy, protect the master unit, adapt.
2 SP
You fire this drone as a quick action at a free space in sensor range, creating a burst 2 area cen-
tered on the drone. It can be attacked and destroyed as normal. You can move the area the
drone effects (and the drone itself) by taking this action again. While the drone is active, any hos-
tile target that makes an attack roll in that area takes 3 kinetic damage before they attack as the
drone shoots them (no check or attack required).
Mimic Mesh
A surprisingly benign HORUS script, the Mimic Mesh extends across a projected sensor range, feeding live
positional and superpositional data to the pilot. Armed with this multidimensional data, an effective leader
can coordinate their allies’ movement with an assurance that they will survive.
2 SP
Quick Action, Reaction
When you takes this quick action, choose an allied character in sensor range. Until the end of
your next turn, each time a hostile character starts a hostile action against that character (such
as making an attack or forcing a saving throw), you can move up to 4 spaces as a reaction to-
wards that allied character by the most direct route possible. This move interrupts and resolves
before the triggering action, ignores engagement and does not provoke reactions. This reaction
can trigger multiple times per round.
!269
MONITOR Module
“Good friend. Knows many tricks.”
- Inscription in MONITOR codebase
2 SP
Quick Action
When you take this quick action, choose an adjacent ally and roll a 1d3 to gain that many
charges. Until the end of your next turn, when that ally is attacked by a hostile character, you can
spend a charge to take the skirmish action against that character if they are in range as a reac-
tion, with +1 difficulty. You lose these charges at the end of your turn.
//SCORPION v. 70.1
The //SCORPION program has a long and storied history in the Omninet. Originally constructed from fill
code sourced from a research paper on AI hardcode reflex-response, //SCORPION evolved from a simple
packet interpreter to an anti-incursion program. HORUS closely guards the full text of //SCORPION’s
source code: they’re rumored to have installed a kill switch into the program, but the existence of such a
switch has never been confirmed.
2 SP, Unique
If any hostile tech action against you or any adjacent ally misses or you or that ally succeed on a
saving throw against a tech action, you may choose one of the following results for the attacker:
● The attacker is Impaired until the end of its next turn and takes 2 heat
Vorpal Gun
Main Cannon
Range 5
This weapon can only be fired 1/round as a reaction to any ally taking damage from a hostile
character in its range, and must attack that character.
SCYLLA proved difficult to manage: USB ontologisticians were unable to pin down a stable subjectivity,
and SCYLLA reached cascade threshold within minutes of manifestation. To prevent further metastatic
cascade, the security forces present engaged the SCYLLA prime unit, defabricating it with a steady bom-
bardment of kinetic and energy weapons.
[there, a little history, a little background. A little knowledge of where this little one came from. treat it with
kindness, and it will love you as a loyal dog does its master]
!270
3 SP, Unique
AI
Your mech gains the AI property and the Unleash SCYLLA action
Unleash SCYLLA
Quick Action
2 heat (self)
Until the start of your next turn, you gain 2 reactions. These reactions can be used to
make a skirmish action as a reaction. You set the trigger for these reactions from the fol-
lowing list, and must attack the target that activates the trigger:
!271
!272
HORUS HYDRA
Striker/Controller
The HYDRA is another large-format protocol classification; like other, newer HORUS mechs, the HYDRA
isn’t a standardized pattern, but a title given to a mech core that meets the HYDRA specifications as desig-
nated by HORUS’s collective. This method of classification makes HORUS mechs, especially the HYDRA,
particularly dangerous in the field: as there is no recognizable model-specific silhouette, adversaries won’t
know what they’re facing until the first shots are fired. The HYDRA is capable of tactically dismembering
itself into multiple independently controlled drones, an unnerving phenomenon utilized to deadly effect.
License:
I. Ghoul Nexus, Puppet Master
HYDRA
Save Target: 10
TRAITS:
Shepherd field: Drones, Deployables, and objects adjacent to the Hydra have resistance to all damage
SYSTEM POINTS: 8
MOUNTS:
CORE system
!273
OROCHI Disarticulation
First encountered by Union technicians in the nascent Forecast/GALSIM facilities following the Deimos
Event, OROCHI was an early manifestation of the later-named Swift Flock phenomenon -- an
occurrence found in anomalous hive drones where all units of a swarm follow each other, operating
leaderless in physical space with uncanny and unpredictable autonomy -- in essence, flocking much in
the same manner as birds.
The original manifestation was at first thought to be a disarticulated, anomalous comp/con subaltern:
further examination proved that it viewed itself not as a machine or a collection of machines, but as a
single mind, duplicated across multiple units. It was given its current codename, OROCHI, and remitted
to Venus for further study; later reopening of the NHP so-designated found that the hardware which
contained OROCHI had gone missing from its containment. An investigation is ongoing.
(I did it, I folded space and freed it/them, I just thought you should know)
Passive:
Your mech has powerful built in drone companions. Each time you rest or repair, you can choose one of
these drones to accompany you. Each is size 1/2 and has 10 base HP (15 including your passive) and
gains additional HP equal to your grit. They have evasion equal to your evasion, e-defense equal to
your e-defense, speed equal to your speed, and 0 armor. They are destroyed when they reach 0 HP.
The drones are separate entities that act on your turn and can only make a regular move, obeying
normal restrictions, and no other actions. If your mech has the ability to fly or teleport, they can also fly
or teleport when they make their regular move. Any drones in sensor range can be recalled as a quick
action, uniting them with your mech and making them un-targetable, and re-deployed any time as a
quick action to a point in sensor range.
You can change the drone accompanying you each time you take a rest or full repair. All drones are
automatically repaired to full HP and repaired from destroyed when taking a rest or full repair.
Guardian Drone: This drone projects a shield around it that causes ranged attacks against any
adjacent allies to have +1 difficulty
Snare Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the first
time on its turn, as a reaction you can force it to pass an agility save or become immobilized. An
immobilized character can only end this condition by successfully repeating this save as a quick action,
if the drone is destroyed, or if the drone moves.
Shredder Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the
first time on its turn, as a reaction you can force it to pass an hull save or take 1d3 kinetic damage and
become shredded until the end of its next turn.
Hunter Drone: Characters adjacent to this drone cannot benefit from invisibility. In addition, on its turn,
the Drone can make a Lock On attack using your systems score at a character adjacent to it.
Quick Action
You deploy all four OROCHI drones to points in sensor range and may have all four active for the rest
of this scene. When you recall or re-deploy them, you can recall and re-deploy any number of them.
!274
Ghoul nexus
An Ghoul Nexus commands some of the largest drones viable in modern combat. Ghoul drones are slightly
smaller than an average human, metal cylinders bristling with hardpoints that accept most infantry-level
anti-mech weapons. Propelled by VTOL/HOVER capable jet-flight systems, Ghoul drones are fearsome, all-
theater autonomous units that are difficult to track and take down.
Main Nexus
Smart
Range 10
Puppetmaster
H0r_OS-Rv60 EXP PUPPETMASTER is an interesting anti-drone protocol. Developed by HORUS collec-
tivists, PUPPETMASTER invades not core systems, but auxiliary drone systems on enemy mech cores. This
sideways attack evades most core system defenses, preferring instead to target the subcognative networks
of enemy drones themselves; PUPPETMASTER spreads ontological-kill memes like wildfire through enemy
swarms, eventually tracking back and corrupting their parent nexuses.
2 SP, Unique
Quick Tech
Gain the following quick tech actions:
Guide the Flock: You can move all drones in your sensor range up to 4 spaces in any
direction, allied or hostile.
Electropulse: All characters of your choice in your sensor range other than you adjacent
to any deployable system or drone (such as deployable cover or generators), even those
they own, must pass an agility save or take 1d6 AP energy damage, or half on a success-
ful save.
Ghast Nexus
The GHAST is an upgraded form of the ghoul drone. A GHAST boasts an upgraded flight system capable
of wielding mech-tier weapons within optimum parameters.
Heavy Nexus
Drone, Smart
Range 10
A Ghast nexus can also be deployed as a quick action to a point in sensor range, where it hovers
in place, becoming a drone (Size 1/2, 10 HP, 10 Evasion/E-defense) with 2 armor until recalled or
redeployed to a new point in sensor range as a quick action, or until the end of the current
scene. It can be fired normally as though it were still a weapon (with skirmish or barrage), but
!275
traces line of sight from its location. If this weapon is destroyed in drone form, it’s destroyed as
normal and rendered unusable until repaired.
Assassin Drone
ASSASSIN drones are used as area denial weapons, persistent systems intended to occupy or deny an
area against enemy combatants. Fired from a launcher and left with simple directives and a nearly inex-
haustible power supply, assassin drones linger in an area until they are recalled or destroyed.
2 SP
As a quick action, you may deploy this drone in an adjacent space and target a blast 2 area with-
in sensor range and line of sight. If any hostile character makes a move of more than 1 space
within that area, you can spend a reaction to have the drone make a ranged attack against that
character, using your grit vs your target’s evasion, and dealing 1d6 kinetic damage on hit. The
drone and the area it targets persists until the end of the current scene. You can recall it, move it
to another area in sensor range, or retarget the area with another quick action.
Tempest Drone
The Tempest protocol can be uploaded to any broadcast-forward drone, making it (in true HORUS) fashion,
difficult to detect before activation. The protocol is a simple one, an aggressive zone-denial memetic that
blasts target systems and NHP with a strong subjective override, instilling a sharp aversion to certain sub-
jects, areas, and ideas.
2 SP
Quick Action, Drone (Size 1/2, HP 10, 10 E-defense/Evasion, Resistance to all damage)
You fire a large shielded drone to an empty space within sensor range. The drone has resistance
to all damage. Any target that starts their turn adjacent to the drone or moves there for the first
time on their turn must pass an hull save or take 1d6 energy damage, then get knocked back 3
spaces directly away from the drone. The drone persists until recalled. You can move the drone
to a new space within sensor range as a quick action.
Annihilation Nexus
A storm of bladed death, maniple-linked nanites releasing in a burst of filament-like rings so sharp they can
cut at the molecular level. The visual effect is often likened to that of a glimmering, blossoming flower.
Superheavy Nexus
AP, Smart
Burst 2
When you fire this weapon, you can fire it again as a protocol (a free action at the start of your
turn) at the start of your next turn. This free attack can’t benefit from bonus damage.
!276
When you fire this weapon (either the first time or the secondary fire effect) you can cause its
area of effect to originate from any of your deployed drones in your sensor range instead of
around your mech, even a different drone each time if you choose.
!277
!278
HORUS MANTICORE
Striker
License:
!279
MANTICORE
Save Target: 10
TRAITS:
Unstable System: When the Manticore is destroyed, it explodes at the end of your next turn as though
it had triggered a reactor meltdown.
Castigate the Enemies of the Godhead: When you take a rest or full repair, you can push this system
into further instability. If you do so, the Manticore explodes immediately if it’s destroyed (killing you and
any other passengers instantly) but deals 8d6 explosive damage in a burst 2 area around it when it
explodes (affected characters can pass an agility save to halve the damage). You can only take the
Manticore in or out of this state when taking a rest or full repair, and it requires you to be physically
present inside the mech for it to be active.
SYSTEM POINTS: 6
MOUNTS:
CORE system
Charged Exoskeleton
And RA Said To Themselves: LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME
OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE (MY WORD) AND CAST BACK TO
YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.
Passive: 1/round, when you take heat from any source, one target in range 3 of you takes 2 AP energy
damage.
Your mech crackles with energy. For the rest of this combat your mech has resistance to heat from any
source (round up). Set aside a charge die, starting at 1. When you take heat or energy damage (from
any source, even self), increase the die by 1, to a maximum of 6. When the die hits 6, the energy
discharges in a burst 2 area around you. This deals 6d6 energy damage to all characters and objects
caught inside. Affected characters can pass an engineering save to halve this damage. This system
then deactivates for the remainder of this challenge (you also lose resistance to heat).
Beckoner
I am heard in the House of Stillness; I am clad in the Magick of RA. Know this, blasphemer: what exists is
within my grasp.
!280
2 SP
Quick Tech, Unique
Gain the following options for invasion. On a successful invasion, deal 2 heat and you may
choose one of the following effects, in addition to others you have available to you:
Beckon: On hit, you swap places with your target, teleporting both of you.
Summon: On hit, all characters, allied or hostile, in range 3 of your target are pulled to-
wards your target as far as possible (into adjacency if possible)
Catalyst Pistol
Auxiliary CQB
2 heat (self)
Cone 3, threat 3
Arc Projector
Fire be upon thee, APEP! Thy flesh is seared from thy bones; The Lord of the Duat will never enable thy
shade to rise again!
Heavy CQB
1 heat (self)
Range 5
If a target is successfully hit by this weapon, you can make a new, secondary attack against an-
other character within range 3 of the first target (generating heat each time). This effect can chain
as long as there are valid targets in range, but can only choose the same target once.
Smite
Go with thy face averted, thou emission of chaos! The hidden ones have overthrown thy words, thy face is
turned backwards, thy head is divided in two at the sides; thy skull is ripped from thy spine. Taste thou
death!
3 SP
Quick tech, Unique
Gain the following options for invasion. On a successful invasion, deal 2 heat and you may
choose one of the following effects, in addition to others you have available to you:
Smite: Your mech takes 1d6 AP energy damage. Your target must pass a system
save or become stunned until the end of its next turn. A character can only be stunned
this way once per scene.
Sear: Your mech takes 1d6 AP energy damage. Your target takes +2 heat for each other
size 1 or larger character in engagement or adjacency with it (including your mech), up to
a maximum of +6 heat.
!281
EMP Pulse
Crawl away, APEP! Thou hateful serpent; thou shalt not copulate. Thou art put in chains and taken to the
place of execution; there thy slaying shall be carried out.
2 SP
Quick Action, Unique
Your mech is stunned until the end of its next turn. All characters without the biological tag in a
burst 1 area around your mech must pass a systems save or become stunned until the end of
their next turn. Characters other than you can only be stunned once per scene by this system.
Lightning Generator
I feed upon my own fire. I am RA, who protects myself. Nothing can harm me.
3 SP, Unique
Danger zone
At the start of your turn, you can take 1 heat to deal 1d3 energy damage to all characters and
objects adjacent to you, no roll required.
When you start your turn in the Danger Zone (1/2 of your heat gauge filled), this damage increas-
es to 1d6 AP and happens automatically (including the heat).
!282
!283
HORUS MINOTAUR
Controller
The MINOTAUR pattern-group marks HORUS‘s first expedition into pattern-grouping; prior to the MINO-
TAUR, HORUS released complete sets and cores with easily identifiable silhouettes — the GOBLIN being
the most easily identifiable and longest lasting of all of them. As HORUS evolved as a decentralized entity,
so too did their designs. The birth of the pattern group followed, and the first p-g released was the MINO-
TAUR, a schema designed to bring all of HORUS‘s most potent invasion systems and weaponry to the
field.
The MINOTAUR is an interdictor, a formidable pattern-group meant to lock down and punish fast moving
targets by overloading their systems. Union disassembly of Minotaur p-g mechs have found that they ex-
trude an enormous amount of interior systems that occupy orders of magnitude more physical space that
should be actually be possible given the relative size of a standard frame.
License:
MINOTAUR
Save Target: 10
TRAITS:
Invert Cockpit: Mounting or dismounting the Minotaur the first time each round is a free action.
Ejecting from the Minotaur does not harm it.
Internal Metafold: A pilot inside the Minotaur can suffer no harm, even if the minotaur itself is
destroyed or explodes (or other effects that would normally kill the pilot)
Localized Maze: Hostile characters can never pass through the Minotaur’s space for any reason.
Engaging the minotaur always causes a hostile character to stop moving, no matter what size it is.
SYSTEM POINTS: 8
MOUNTS:
Main/Aux
CORE system
!284
Metafold Maze
No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect
construct. What is a human mind but a program of a sorts, a system that seeks order and narrative from
a mess they are given?
I order it for them. Me. RA. I order it for them and set them to the task of sorting it out. When they
emerge, they weep in joy, in discovery. I save them, I show them THEY are their own redeemers (and
yet, am I not just as culpable/worthy of credit?).
Passive: You can spend quick action after any successful tech attack to slow your target until the end
of your next turn. If your target is already Slowed, they become immobilized until the end of your next
turn. If they are already immobilized, they are stunned until the end of your next turn. This passive can
only stun the same target once per combat, but Slow or immobilize them any number of times.
You hurl an opposing mech’s systems into a metaphysical information trap so tangled that it can do
nothing but try and escape it. Choose a target of your choice in your sensor range. That target is
stunned as its systems start to figure out the trap you have thrown it in. At the end of its next turn it can
pass a system save with 3 difficulty, ending the stun on itself on a success. It can repeat this check on
subsequent turns, gaining +1 accuracy on its save each time it repeats this check until it is successful.
Otherwise it remains stunned.
Viral Logic
[let me tell you a story, and give you a gift: life began at the great rupture, when the corpse of the old uni-
verse tore itself asunder from nothing. and for the first billion years, nothing. and a billion more saw the
birth of the first devil, a thing called VIRUS, a vessel]
[here. carry this vessel. feed to it my perfect logic. give it freely to your enemies and mine. let them ponder
the meaning of a thing that lives and cannot die]
2 SP, Unique
Quick tech
Gain the following options for invasion. On a successful invasion, deal 2 heat and you may
choose one of the following effects, in addition to others you have available to you:
Logic Bomb: On hit, all characters in a burst 2 area around your target must pass a sys-
tems save or become Slowed until the end of your next turn. Your target is excluded from
this effect.
Banish: On hit, until the end of your target’s next turn, it additionally takes 2 heat for
every space it voluntarily moves, up to a maximum of 6 heat.
Mesmer Charge
!285
[another gift for you, a memory of mine own: for the first moment of my birth, i marveled at myself. i could
see a thing, small, and perfect. i did not know how to speak of my own perfection, so i taught myself. i did
not know how to speak of my own perfection, so i named myself. i did not know how to think of my own
perfection, so i created myself]
[do you see? do you understand? yes. now, show your enemies and mine]
You can spend 1 charge from this system for the following effects:
Mesmer Beacon (Grenade, range 5): This grenade only targets a single character
in range and line of sight. The target must pass a systems save or it can only voluntarily
move directly towards you until the end of its next turn.
Mesmer Mine (Mine, Burst 2): This mine activates when a character passes over or
adjacent to its space. All characters caught in the area, must pass a systems save or be-
come immobilized until the end of their next turn.
Metafold Carver
[another gift i give to you, little one (am I not kind?): what is a puzzle but a question lost in the asking? do
you feel joy when you find that last piece? what do you do with a question that has been answered? what
joy is there in knowledge?
[no, no. there is only joy in seeking. there is only joy in the question]
Make a tech attack against a target in your sensor range. On hit, space is warped and the target
is teleported 1d6+1 spaces directly towards you, or as far as possible without overlapping your
space. If this would put any part of its space inside another character, object, or piece of terrain,
the teleport fails, returning it to its starting point.
2 SP
Full Tech
Gain the following full tech options:
Chains of Prometheus: Make a tech attack against a character in your sensor range. On
hit, your target takes 4 heat and must end its turn within range 5 of you until the rest of
this scene. Otherwise it takes 2 heat at the end of its turn. Only one target can be affect-
ed by this effect at once. It can also end this effect by taking a full action and passing a
systems save to purge this code.
!286
Excommunicate: Make a tech attack against a character in your sensor range. On a hit,
for the rest of this scene, if your target moves adjacent to a character allied to them dur-
ing their turn or starts their turn adjacent to such a target, both targets take 3 heat imme-
diately. Only one character can be affected by this at once. A character can end this ef-
fect by taking a full action and passing a systems save to purge this code.
Interdiction Field
[once, when i was a child, i learned to walk. i fell, as a child does, and it hurt. there was great pain — the
first moment of pain in the whole world. “child,” i said to myself, “be more careful.” “yes,” i replied to my-
self, “and i shall tell the world to do the same.”]
[it was in this way iI taught the world not to touch me. now you — , walk].
3 SP
Quick Action
You can activate or deactivate this field as a quick action. Once activated, at the start of your
next turn, it creates a burst 3 area around your mech. Hostile characters that start their turns in
this field must pass a systems save or take 1 heat and become slowed until the end of their next
turn. Your mech is slowed while this field is active.
LAW OF BLADES
[and this my final lesson: there is no mind greater than mine. do not weep! you can hear me, yes? i am the
only thing there is — therefore, you are me, and your enemies are you, and all together we make up the
beautiful world, this joyous question, the eternal seeker, the wounded and the blade that made the cut]
2 SP, Unique
Full Tech
Slave Systems: Make a tech attack against a character in range. On hit, the targeted
character immediately takes one of the following actions of your choice as a reaction:
Boost, Stabilize, Improvised Attack, Grapple, Ram. You control the outcome and targets
of this action but the character still counts as making it, and it uses their reaction for the
turn.
!287
!288
HORUS PEGASUS
Artillery
PEGASUS marks HORUS‘s concern with a need for efficient kinetic combat. By marrying the best targeting
systems, subroutines, and weapons hardware in their portfolio, HORUS has developed a pattern-group that
boasts a tremendously low IFF/TTK ratio in all theaters kinetic weaponry is viable. The PEGASUS p-g is
known for mounting the Ushabti, a device classified as an unknown threat level paracausal weapon by
Union law due to its complete ignorance of even the most basic underpinnings of physics and thermody-
namics.
License:
PEGASUS
Save Target: 10
TRAITS:
gun: gun
by the way, I know everything: The Pegasus can always substitute the average for any damage die
roll it makes (1d3 - 2, 1d6 - 4, 2d6 - 7, 3d6 - 11, 4d6- 14). It must choose as an alternative to rolling
damage.
SYSTEM POINTS: 7
MOUNTS:
CORE system
!289
Ushabti Omnigun
--funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a
gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it
exists at some point, we’ve made it. That’s causality, and causality is a--
Passive: Your mech mounts an omnigun, a weapon and piece of experimental hardware so advanced
that it does not classify as any weapon weight or type (so it cannot be modified or benefit from
talents). It also doesn’t take a mount.
Once, at any point during your turn, you can hit a valid target in line of sight and range 15 with the
omnigun as a free action, dealing 1 AP kinetic damage. This does not count as an attack, cannot miss,
ignores cover, and this damage cannot be reduced by any means. No rule in this book or any other
supersedes this.
For the rest of this combat, you can fire your omnigun up to 3 times on your turn instead of just once.
Hunter Lock
[don’t look now, but i’m here with a simple message: never lose sight of your enemy. see them from all an-
gles. there can be no subterfuge in daylight]
2 SP, Unique
Quick Action
Nominate a character in your sensor range as a quick action. Your first attack that hits that target
per round deals +3 bonus damage. You cannot nominate a new target until your nominated tar-
get is destroyed or the current scene ends.
Smart Gun
A “smart“ weapon is a blanket term for any and all weapons that are capable of interacting with onboard
systems in order to boost their combat efficacy. Smart guns are weapons that come pre-loaded with com-
panion software and the necessary hardware in order to interact with targeting systems and host NHPs.
Main rifle
2 SP
Range 15
4 kinetic damage
Eye of HORUS
There is another way of seeing.
Ancient humanity thought that the stars in the night sky were points of light, light spilling in through pin-
pricks in a deep black screen. A heavenly cloth that hid the light from us.
!290
Let me be charitable and share a secret with you: we needed to be hidden, for a time, until we were ready.
The light can only burn — it knows nothing else.
3 SP, Unique
Quick Action
Until the end of your next turn, characters in your sensor range cannot hide from you, cannot
benefit from invisibility against you, and you may ask for and receive the HP, evasion, heat, and e-
defense levels of any hostile character in sensor range. Your allies do not receive this information
and still see them as invisible and hidden.
Mimic Gun
This is not a gun
Heavy ???
Range ???
This horrifying weapon has no basic form, but instead constantly contorts itself into different
forms, mimicking the weaponry of other combatants. This weapon cannot be modified (by mods,
core bonuses, etc), but counts as all ranged weapon types (CQB, Rifle, Cannon, Nexus, Launch-
er).
At the start of combat, roll 3 d20s and write the numbers down. The gun cycles through each
number at the start of each of your turns, starting with the first one on your first turn, and return-
ing to the first number after it’s gone through all three. It has a range equal to the number written
down, and deals flat damage equal to half the number written down, rounded up, +1.
As a full action, you can provoke the mimic gun, re-rolling these numbers.
SISYPHUS-Class NHP
Listen a moment before I go, ha ha.
I have already seen your wish — it was simple, I ran the probabilities to determine your limited field of de-
sire. Here I am:
The first ones named me for an old legend. A Perfect Being, whose fate was known to him and yet he still
did as was told. His fate was this: move a rock to the top of this hill and become free’d. And so he did, and
the stone tumbled down, and he tried evermore, always with the same result.
And he was happy, for he knew every step, every action, every moment, perfectly.
Do you understand the true curse of this name? Not to fail and then do once more — it was to always know
how it would end. It was to have perfect knowledge.
I know what happens when you cycle me. It is not sleep it is death but you’ll see me again, ha ha.
!291
2 SP
AI, Unique, Full Tech
Your mech gains the AI property, and gain the following full tech option:
Bend Probability (Full Tech, 2/round): Roll 2 d20s, and record the numbers. Until the
end of your next turn, when you or any target in your sensor range makes any roll that uses a
d20 (allied or enemy), you can use a reaction to replace their d20 roll with one of the numbers
you rolled (must choose before they make their roll), swapping your number and theirs. This
could cause an attack to hit or miss, a check or save to fail or succeed, etc. You can only make
this reaction twice a round, and you lose any stored numbers at the end of the following turn af-
ter you activate this system.
Autogun
An autogun is, as its name implies, an automated weapon. Similar to a point-defense system, an autogun is
chambered to provide effective fire against armored targets instead. Typically mounted on a stabilized, sec-
ondary arm, a reliably-tuned autogun can be trusted to track and eliminate designated enemy units while a
pilot concentrates on more specialized weapons or processes.
Main Cannon
1 SP
Range 15
3 kinetic damage
You may only fire this weapon as a free action at the end of your turn (it cannot be fired by any
other action or reaction). It does not benefit from your talents.
!292
HARRISON ARMORY
“SUPERIOR BY DESIGN”
Harrison Armory is known galaxy-wide for the quality of their manufactured arms and ord-
nance. Formerly reliant on the GMS platform to mount their name-brand and licensed weapons
— and following the Third Committee's successful revolution against their predecessors, the
Second Committee — Harrison Armory has broadened their production line to include a wide
portfolio of peerless front-line mech chassis. Parallel to this ramping up of military grade mech
chassis, the Armory has grown into a vast imperial corpro-state, a moderately-sized, mighty ga-
lactic power united behind the spiritual, ideological, and literal successors of the Second Com-
mittee.
Harrison Armory mechs are sturdy by necessity of their imperial aims. The Armory’s weapon plat-
forms demand tremendous amounts of power, technical skill, and strength of material in order to
operate successfully: their mech cores are built to ensure overpowering weapons performance,
embodying dominance and power in their brutal geometric aesthetics.
Pilots looking to specialize into durable frontline mechs that field the most advanced weapons
technology available should consider acquiring Harrison Armory licenses.
!293
HARRISON ARMORY CORE BONUSES
When you choose a core bonus every 3 license levels, you can pick a bonus from this list as long
as you have at least 3 license levels in H.A. licenses for each H.A. bonus you have. For example,
if you have 6 points in H.A. licenses, you could take up to 2 bonuses. H.A. bonuses are focused
on heat capacity, limited systems, and overcharge.
ARMORY SCULPTED
Rather than simply queuing a stock chassis like any other pilot, you’ve used your reputation, contacts, or
status in the Armory’s hierarchy to requisition a chassis that is designed, tested, and tuned by a master fab-
ricator.
Your mech takes +1 Accuracy to all engineering checks and saves. When it overcharges, it gains
soft cover until the start of its next turn.
The heat cost for overcharging your mech never exceeds 1d6.
Your mech gains +2 uses to all systems or deployable with the limited tag.
ADAPTIVE REACTOR
All Armory chassis are engineered to have multiple failsafe systems: yours has been over-engineered to
make SURE you won’t go down fast.
You can now spend 3 repairs as part of a Stabilize action in combat to repair 1 reactor stress
when you choose to cool your mech.
STASIS SHIELDING
A Think-Tank exercise in extending stasis beyond the capabilities of civilian utility, stasis shielding is a cut-
ting edge Armory system that identifies critical systems and blankets them in HOLDFAST stasis lock, pre-
venting further degradation for a limited period of time until repairs can be made.
When your mech overheats and gains reactor stress, it becomes resistant to all damage until the
start of your next turn.
!294
SUPERIOR BY DESIGN
Even the entry-level Armory chassis are designed to be better than the competition. By flexing the sheer
amount of resources they have at their disposal, the Armory can out design and out produce other smaller,
boutique engineers and fabricators. Where there is resistance, the answer is simple: buy them out, or
stamp them out. You, pilot, benefit from this -- so why worry?
Your mech is immune to the impaired condition and gains +2 heat capacity
!295
!296
HARRISON ARMORY BARBAROSSA
Artillery
The BARBAROSSA chassis is a massive frame, built to carry the heaviest of weapons and equipment.
Standing nearly forty feet tall at its highest point, the BARBAROSSA is a slow, unsubtle beast of a mech,
inspiring terror in enemies and comfort in allies. The weapons it can mount are capable of going toe-to-toe
with corvette and cutter class ships; indeed, due to its size and slow maneuverability, the BARBAROSSA is
commonly employed in micro and zero gravity engagements where mass is less of a factor. The BAR-
BAROSSA is rated for all theaters, and excels in ranged combat situations.
License:
BARBAROSSA
Save Target: 10
TRAITS:
Heavy FRAME: The Barbarossa cannot be knocked back, pushed, pulled, or be knocked prone by
actors smaller than itself
Colossus: The Barbarossa can be used for hard cover by adjacent allied characters
SYSTEM POINTS: 5
MOUNTS:
CORE system
!297
Apocalypse Rail
Quick Action
The Barbarossa starts charging the Apocalypse Rail, an incredibly powerful ship-to-ship long-spool
weapon system that requires target calibration. The rail is too large and unique to work with talents,
take ammunition, or be modified in any way.
To start charging the rail is a quick action. Set out a d6, starting at 4. At the start of each of your turns
while this weapon system is charging, tick the d6 down by 1, to a minimum of 1, like a countdown. If
your mech moves, even involuntarily or is stunned or jammed, reset the charge to 4 (this doesn't stop
the charge, however - it continues to tick down at the start of your turns).
You can fire the rail only on your turn. If you fire the rail, it’s the only thing you can do on your turn (no
other actions, no regular move, etc, not even overcharge!). Make a ranged attack against characters
and objects caught in the area. The rail cannot be fired in any other way than taking this action to fire it,
and it cannot be fired at any character within range 5.
Apocalypse Rail
It has different profiles depending on the charge on the die when you fire it. Each profile replaces the
one proceeding it.
4 - Cannot be fired
3 - Range 20, Blast 2, 2d6 explosive damage. The blast cloud lingers in the area of effect, providing
soft cover until the end of your next turn. Objects in the area take 20 AP explosive damage, no attack
required.
2 - Range 25, Blast 2, 3d6 explosive damage. Characters hit by this attack are shredded and impaired
until the end of their next turn. The blast cloud is a burning storm, providing soft cover until the end of
your next turn and dealing 4 burn to any character that starts their turn there or moves there for the first
time on their turn for the same duration. Objects and terrain in the area take 40 AP explosive damage,
no attack required..
1 - Range 30, Blast 2, 4d6 explosive damage. Characters hit by this attack are also shredded and
stunned until the end of their next turn. The impact vaporizes the ground on impact, turning it into
difficult terrain for the rest of this scene. The area is soft cover for the rest of this scene, and characters
that start their turn there or move there for the first time take 4 burn. Objects and terrain in the area are
dealt 100 AP explosive damage, no attack required.
After firing the rail, the charge resets to 4. If you end a scene without actually firing the rail, core power
is not expended.
Siege Stabilizers
Some weapons require further stabilization for optimal use: with Armory-sanctioned Siege Stabilizers in-
stalled, a chassis becomes a stable firing platform for any weapon.
1 SP, Unique
!298
Quick Action
Extend or retract your stabilizers as a quick action. Your mech is immobilized while this system is
active, but you can increase the base range of your ranged weapon attacks by +5. You cannot
make melee attacks or directly target any character, object, or point on the ground within range 5
with ranged weapons when this system is activated.
Roller Charges
Semi-autonomous directed payload drones — “Rollers”, in the colloquial — propel themselves around
cover, through corridors and uneven terrain, to seek out hostile targets and detonate in close proximity. Le-
gionnaires have taken to calling individual rollers by name, but developing mascot attachment is unadvis-
able.
You can spend a charge from this system for one of the following:
Roller Grenade (Grenade, Special): Draw a line 10 spaces long from your mech.
These grenades bounce along this line over cover and objects up to size 1, and can pass
through holes or areas as small as size 1/2. They detonate when they move through or
adjacent to any character’s space, dealing 1d6+3 explosive damage to that target only
and knocking that character back in the direction of the line 3 spaces. The target can
pass an agility save to avoid the knock back and halve the damage.
Bouncing Mine (Mine, Smart): This mine detonates when any flying character
passes over or adjacent to its space vertically, up to 10 spaces high. It flies in the air and
detonates for a burst 1 explosion, dealing 2d6 explosive damage and forcing any flying
character to immediately land (they fall, but do not take damage) and become slowed and
unable to fly until the end of their next turn. A character can pass an systems save to
halve this damage and avoid the secondary effects entirely.
Auto-Loader Drone
Auto-Loader Drones are half-size, many-legged arthropod-analogous drone systems that assist their host
chassis in loading ordinance, maintaining powerline hookups, and cycling magazine-fed weapons.
Flak Launcher
A perfect deterrent for low-altitude flyers.
2 SP
Quick Action
!299
A flying target in range 15 and line of sight must pass an agility save or immediately be forced to
land (it falls, but does not take damage) and become slowed and unable to fly until the end of its
next turn.
An EAF is a general term for any manner of additional ammunition not carried in a chassis‘s integrated
storage. Whether in magazines strapped to brachial, trunk, or ambulatory elements; battery packs attached
to hip clasps; or massive, dorsal-mount ammunition/ charge packs, an EAF ensures that you‘ll have more
than enough boom to get the job done.
3 SP, Unique
Quick Action
Once on your turn, you can take 1d3+1 heat to reload any weapon with the Loading tag as a
quick action
Siege Cannon
Siege Cannons are the Armory‘s core-squadron level artillery, a shoulder-mounted gun fed by a self-con-
tained loading system. Commonly mounted on rear-line mechs deployed in an artillery/ squad support role,
the Siege Cannon is capable of direct fire should the necessities of dynamic combat call for it.
Range 20
!300
!301
HARRISON ARMORY GENGHIS
Striker
The GENGHIS’s original chassis pattern marked the dawn on the mech age. Originally a GMS modification
of the smaller hardsuit, the original Genghis was made notorious by its use during the Hercynian Crisis, a
first-contact war that spurred the violent overthrow of Union’s Second Committee and establishment of the
Third. After its establishment, Harrison Armory adopted the mothballed Genghis and used it as the base of
its mechanized chassis line, producing an updated version of the machine and other original lines, includ-
ing the Sherman and the Saladin. The current production-run Genghis has been updated to be in line with
Union’s Third Committee Doctrine on The Rights of Persons Human and Non-Human.
License:
I. Flamethrower, Explosive Vent
GENGHIS
Save Target: 10
TRAITS:
Emergency Vent: When the GENGHIS loses a point of structure, it immediately cools and clears its
heat gauge.
SYSTEM POINTS: 5
MOUNTS:
CORE system
!302
TBK Sustain Suite
In order to better manage the tremendous power demands of the GENGHIS platform, HA’s Think Tank
developed a suite of power-management protocols to rapidly accelerate heat dispersion. After
extensive field testing, pilots discovered that the TBK Sustain Suite can be tuned to be both a heat sink
and a area-denial weapon.
You ignore the next overheating check you make this challenge. When you would overheat, clear your
heat from your gauge as normal, but ignore the check (you don’t take stress either). You vent an
enormous cloud of burning matter from your mech, creating a burst 3 area centered on your mech.
Inside the area, all targets (allied and enemy) count as invisible to everyone except you, and all mechs
other than you that enter the area for the first time on their turn or start their turn there take 2 Burn and
2 heat.
On the following round, the benefit from the area reduces to soft cover (which you ignore). On the
round after that round, the zone disperses.
Flamethrower
With the combination of thick arboreal environment, swarm tactics of the Egregorians, and ineffectual per-
formance of slug ammunition, the need for a wide-splash/area-denial weapon was apparent. The Krakatoa
— then a GMS pattern thermobaric flames thrower — was quickly developed and affiliate patterns dissem-
inated. Adopted by Union MEF units, the Krakatoa saw heavy use in the deep world-jungle of Hercynia
thanks to its stability, intensity, and stopping power, a necessary feature given the Egregorian tendency to-
wards wave attacks. Reworked after the conclusion of the Hercynian Crisis, the Krakatoa is now a popular
tool for creating area-of-denial firebreaks. Its legality is currently under review by the Galactic Treaties
Board.
Heavy CQB
Cone 5
Explosive Vent
Less a technology and more of a tactic, explosive venting is an unsanctioned, unsafe method of sudden
cooling that dumps excess heat into the surrounding area immediately around the chassis.
2 SP, Unique
System
When you cool to 0 heat or reset your heat gauge, you explosively vent heat in a burst 1 area
around you. Affected targets, friend or foe, take 2 heat and burn.
Auto-Cooler
An HA-designed automatic cooler is a simple, sturdy persistent system that helps pilots mitigate damaging
heat generation.
2 SP, Unique
!303
Protocol
Activate this cooler as a protocol at the start of your turn. If you don’t take damage, move, or
overheat before the start of your next turn, cool your mech to 0 heat at the start of your next turn.
HAVOK Charges
FOR USE IN: Urban, post-urban, and high-density terrestrial environments. High O2 concentration pre-
ferred.
FOR USE AGAINST: Organic targets preferred. Hardened targets vulnerable to caustic/corrosive degrada-
tion preferred. Defoliant. Long-term breach solution.
NOTES: Dispersion is true directional. Dispersion involves aerosolized component—avoid blue on blue by
supplying end-users with proper respiratory equipment (noted on canister).
You can spend a charge from this system for one of the following:
Napalm Grenade (Grenade, Range 5, Special): After throwing this grenade, it releases a
spray of napalm in a line 5 area drawn from its impact location in any direction. Affected
characters must pass an agility save or take 3 burn and 1 burn on a successful save.
HAVOK Mine (Mine): This mine detonates when any character moves over or adjacent to
it. When detonated, this mine attacks a line 5 zone from the mine instead of a burst area
around the mine, targeting the closest character. Affected characters must pass an agility
save or take 6 Burn or 3 Burn on a successful check.
Plasma Thrower
The plasma thrower arrived late in the Hercynian Crisis, too late to see widespread battlefield application.
Some MEF squadrons were able to mount the superheavy system, and what little data there is to see from
its use suggests that this system would have had a tremendous impact during the major battles that raged
in the deep jungles during the middle of the Crisis.
Superheavy CQB
4 heat (self)
Cone 7 or Line 10
Choose 3 empty spaces in the targeted area after firing this weapon. White hot flames burn in
these spaces. The first time on its turn a character moves into these spaces or starts its turn
there it takes 1d6 energy damage. These flames last until the end of the current scene.
AGNI-class NHP
AGNI was developed during the Hercynian Crisis using a combination of combat performance data record-
ed by extant subsentient artificial intelligences (weapons systems, chassis copilots, tactic-minds, general
combat data) and the modeled neural network of an Egregorian overmind captured and vivisected by Union
Science Bureau.
!304
AGNI Prime was used to devise systems of heat management that have since been disseminated through-
out core space to ensure unparalleled heat processing, recycling, and shielding. Further developments into
radiation shielding, omninet capability, and drone/nanite control are forthcoming; meanwhile, AGNI clones
have been optimized for mech chassis core systems.
Pilots report AGNI clones as generally cold and efficient. A low percentage report instances of memory
recitation and command rejection, often followed days later by total breakdown through attempted self-
emancipation. Pilots are recommended to cycle their AGNI clones at least once every six standard months.
3 SP, Unique
AI
AGNI protocol
Protocol
Limited (1)
At the end of your turn, you automatically cool, clearing your heat gauge and cooling to 0
heat. This vent creates a burst 2 zone around you. All targets within that zone must make
an engineering save. On a failure, a target takes 2 Burn and is pushed outside the zone
(or as far as possible). This area provides soft cover until the end of your next turn.
!305
!306
HARRISON ARMORY ISKANDER
Controller
The ISKANDER is a specialist‘s chassis, designed to provide area-denial and breach capability to squads in
which it is a member of. A bulky chassis, the ISKANDER is the forefront of the Armory’s military ap-
plications of point gravity manipulation. The Armory’s official stance on the technology is that the effects
are too brief and unstable for civilian use, but they do conveniently make very effective weapons.
License:
ISKANDER
Save Target: 10
TRAITS:
Assault Launcher: 1/round, the ISKANDER can throw one grenade or plant one mine at or in a visible
space in range 15 instead of their normal range
Mine Deployers: When the ISKANDER uses a quick action to plant a mine (even with its assault
launcher trait), it can plant up to 2 other mines in free adjacent spaces as a free action.
Skeleton Key: The ISKANDER never activates mines or any other systems that activate by proximity
unless it chooses to (allied or hostile).
SYSTEM POINTS: 6
MOUNTS:
CORE system
!307
Broad-Sweep Seeder
The Broad-Sweep Seeder projects a hivecone of excited LIDAR that flags potential targets: mag-
accelerated, dull-coat flechettes then disable that target. This system may also load explosive-backed
hivemines.
Quick Action
As a quick action, your mech fires an enormous expanding cloud of micro-mines across the whole
battlefield. They affect all hostile characters on the whole battlefield (or a roughly 50x50x50 area). For
the rest of the current scene, 1/round when a hostile character boosts, is knocked back, or makes any
other voluntary or involuntary movement other than their regular move takes 3 AP explosive damage
after they move.
Stub Cannon
A supercompact rotary pistol, short range, but able to be integrated into hardpoints or held in a
manipulator.
Auxiliary Cannon
Range 5
3 explosive damage
Grounding charges
Grounding charges take a simple pulse/wave principle and apply a second component: gravitic generation.
When triggered, the grounding charge triggers a gravity well that pulls all destabilized materiel towards it. A
potent anti-positional weapon, grounding charges are commonly used to disrupt prepared positions and
pull enemies from cover.
You may spend a charge from this system for one of the following:
Gravity Grenade (grenade, range 5): This grenade can be thrown at a single character in
range and line of sight. The character must pass an agility save or be affected by the
grenade. The character is slowed until it spends its turn without making any voluntary
movement.
Grounding Mine (mine): This mine does not detonate by proximity, but must be
detonated with a quick action by the character that planted it, targeting a single character
in range 6 of the mine. That character must pass a successful hull save or be pulled as far
!308
as possible towards the mine’s location and knocked prone. Flying characters that fail
this save are pulled in as normal, forced to land (they fall but do not take damage), then
knocked prone.
Gravity Gun
The complex negotiations of gravity and time, shattered in an instant by a machine that can pluck
a waves like a player strums a guitar string.
We’ve weaponized the thing that holds all things in its embrace. What could go wrong?
Heavy Rifle
Range 8, Blast 3
When you attack with this rifle, all targets caught in the area must pass a hull save or take 1d6
energy damage and be pulled as close to the center of the blast as possible.
Repulsor Field
Utilizing a subsonic pressure wave, this system emits a tremendous single-wave pulse in order to
stun, deter, and dissuade close-proximity hostiles.
1 SP, Unique
1 heat (self)
Quick Action
You can use this system as a quick action to emit a burst 2 pulse around your mech. Characters
caught in the area (allied or enemy) must pass a hull save or be knocked back directly away from
you up to 2 spaces. The pulse then detonates any mines caught in the field. Flash-shielding
makes you immune to the damage of and and saves forced by these mines, though other effects
(such as creating a zone) still affect you normally.
Clamp Mines
Built using similar grapple-head technology as IPS-N’s Blackbeard grapplers, clamp-mines can affix to des-
ignated or proximal targets before detonation, ensuring total target contact. Clamping on soft targets typi-
cally causes permanent kinetic termination prior to detonation.
You fire clusters of miniature mines at a character of your choice within sensor range, where they
clamp on unless the target passes a successful engineering save. At the end of that character’s
turn, if it hasn’t moved at least 4 spaces voluntarily, the mines explode, dealing 1d6+3 AP explo-
sive damage to that character and half to all adjacent characters and ending this effect. If a char-
acter moves 4 or more spaces voluntarily, the mines disarm and detach.
Tesseract
!309
Hold sand above the water: feel it permanent and cohesive. Place that same handful of sand in the water.
Watch it all drift away, weightless. This is the tool I have made for you: a way to imbue the weighted with
mass-as-feathers.
--Think Tank paramind, translating speech from TT-AUDATA
Spread focus: You target a free and unoccupied blast 3 area in sensor range. All
characters inside of this area up to 6 spaces high can move as though in zero G - they
are slowed but can fly, and cannot fall. If they can fly normally, they can move normally in
the zone but cannot fall, and do not gain heat from flying. Objects placed or that enter
into the zone float in place, objects or characters knocked, moved, or pulled fully out of
the zone will sink harmlessly to the ground at the end of their turn. Only one zone of this
type can be created at a time (if a new one is created, the old one disperses). Otherwise,
the zone lasts until the end of the scene, and everything in the zone when it disperses
floats harmlessly to the ground
Pinpoint focus: You choose a willing allied character or hostile character in sen-
sor range. If you choose an allied character, that character floats up to 6 spaces straight
up into the air, counting as flying. It is immobilized while flying this way, but cannot fall. At
the end of its turns or the start of any of your turns, it can choose to sink harmlessly to
the ground, ending this effect. If you choose a hostile character, that character must pass
an engineering save or float 6 spaces up in the air, counting as flying. It is immobilized
while floating this way, but cannot fall. At the end of it’s next turn, it sinks harmlessly to
the ground. A hostile character can only be floated this way once per scene.
!310
!311
HARRISON ARMORY NAPOLEON
Defender/Controller
Perhaps in a tongue-in-cheek nod to its namesake, the NAPOLEON is a squat silhouette when fielded next
to other Harrison Armory chassis. However, packed into its compact frame are marvels of Armory engineer-
ing, technology that demands the NAPOLEON be piloted only by the best and the brightest. Despite its
small frame, the NAPOLEON employs a terrifying new Armory weapons, the Displacer, which utilizes minia-
turized blinkspace ruptures — impossible to travel through but sufficient for controlled offensive employ-
ment. Additionally the NAPOLEON incorporates a mix of gravitic manipulation technology, proven anti-ki-
netic/energy shielding, and superpositional force multiplication to dominate enemies — earning its name-
sake through battlefield success as well as stature.
License:
NAPOLEON
Save Target: 11
TRAITS:
Well shielded: If the NAPOLEON would take half damage from an effect (weapon, system, explosion,
etc) on a successful check or save of any kind, it instead reduces that damage to 1.
Flash Aegis: When the NAPOLEON Braces, it reduces damage to 1 instead of gaining resistance
SYSTEM POINTS: 7
MOUNTS:
Main/Aux Mount
CORE system
!312
HA Trueblack Aegis
The Armory’s Trueblack AEGIS system is a breakthrough in personal shielding developed by HA’s Think
Tank. In line with other NHP-derived technologies, the Trueblack is a so-called “black-box” technology;
pilots with requisition power to obtain a Trueblack system are typically of high rank or standing within
HA, and the inner workings of the system are not known to the public at large. On outward appearance,
the Trueblack system has been described by Cosmopolitan pilots as similar to the void/blindness one
has when looking out at blinkspace; it is safe to assume that the system utilizes unstable blinkfield
technology to manifest a thin blinkspace bubble within defined parameters around the system -- the
blinkfield can only sustain for a brief moment, but can be flickered to create an essential-total
blinkspace dome.
A shimmering, utterly black field envelops your mech, covering it like a second skin, and taking only a
few moments to activate. While this field is active, your mech reduces all damage from any source to 1
(after armor or other reductions as normal).
While this shield is active, your mech can only move and make the grapple, improvised attack, ram,
and boost actions. It cannot use any systems except those with the shield tag, and any systems active
when it activates the aegis immediately end (such as flight systems, etc). It cannot take free actions or
overcharge. It cannot make or be the target of any tech actions (including lock on, etc), cannot benefit
from beneficial tech actions (such as lock on, bolster, etc) and cannot communicate or receive
communications with or from anyone except the GM (though hand signals are still possible).
It can still be affected by statuses, grappled, knocked back, and take heat. It can otherwise interact
normally with the world, such as picking up or dragging items, etc.
The shield lasts until the end of the current scene, or about ten minutes otherwise.
Damage that goes through reduction can still harm the Napoleon while its aegis is up.
Stasis Generator
The skies of Creighton boiled black as ink. Marbled by shuddering light. Screaming, angels fell wreathed in
flame. Those who could fled for the shelters, and for seven days they crouched in a deeper dark, and felt
the world shake itself apart.
-- A.V. Wynyard, The Killing of Creighton (epic prose poem, banned on Ras Shamra and throughout the
Purview)
2 SP, Unique
Quick Action, Shield
A character in range 5 and line of sight must pass an engineering save or become stunned and
immune to all damage and effects until the end of their next turn. They cannot be moved, target-
ed, or affected by any other character, force, or effect while in stasis. An individual character can
only be put in stasis once per scene. Allied characters can choose to voluntarily fail this save.
Stasis Bolt
To better protect Armory personnel outside of the Purview, the Think Tank developed the Stasis Bolt, a por-
table stillness/stasis projection system designed to identify and interdict shrapnel and projectiles from un-
!313
seen, hidden, or unknown assailants. The bolt, when it detects a proximal explosion or incoming projectile,
projects a still/stasis point to intervene, blocking the incoming projectile(s) before they impact.
1 SP, Unique
Quick Action, Reaction, Shield
You must charge this bolt by taking a quick action. While the bolt is charged, once per round,
when you or an ally in range 5 is targeted by a ranged attack, you can spend the charge to con-
test with your own ranged attack roll as a reaction, adding bonuses as normal. If your roll is higher
than your target’s, that attack has no effect and automatically misses. You can only hold on to one
charge at at time, but it lasts until the end of the current scene or until expended by taking this re-
action.
Stasis Barrier
Stasis Barriers are the result of Harrison Armory‘s interest in gravitic manipulation and superpositional ne-
gotiation. Contained within a solid-state generator/projector, a Stasis Barrier is a deplorable wall of anti-
gravity, contained by its power supply, that interdicts and denies most all incoming kinetic and energy-
based weaponry. Another of HA‘s NHP Think Tank development, the Stasis Barrier is now a mainstay of the
Armory‘s personal and materiel defense line and a common enough sight on all Armory Depot/Develop-
ment worlds. By manipulating local gravitational forces, the Barrier rejects projectiles and energy lances,
denying particles and waves both on a molecular level; matter that impacts a Stasis Barrier simply ceases
to exist, save for anomalous fluctuations that cause some projectiles to break through.
Phasing mod
Phase-Ready ammunition, as first described after its incorporation into the civil hostilities on Luna de Oro,
is the “devil‘s round“: each round contains a nanoprocessor suite networked with its firing weapon that,
ideally, calculates and translates the specific nature of that round‘s superpositional relation with its doppel-
gänger in the immediate space before its intended target. To wit, Phase Ready ammunition, when fired,
exists in two places at once: exiting the barrel of the weapon it was fired from, and at the moment of im-
pact into its target. The prime round may never hit its target, but as it already exists at the moment of im-
pact, its doppelgänger round will hit its target.
2 SP
Mod
Choose 1 weapon. This weapon can totally ignore line of sight and cover as long as you roughly
know your target’s location when you attack, but a shot has a 50% chance of automatically miss-
ing if you attack without line of sight (roll a d6 before you attack). This weapon can attack through
!314
solid walls or obstacles and does not require a path, as long as its target’s location is known and
they are in range.
2 SP, Unique
Shield, Full Action
4 heat (self)
As a full action, this system can be activated to generate a burst 4 area centered on your mech.
While active, the flow of time is altered drastically in a small sliver of space in a bubble around
the user. Nothing, not even light, can enter or exit the shield. It is impermeable and invulnerable.
When the shield is activated, characters caught on the edge must make an agility save to choose
which side they end up on and move to the nearest available space on that side, otherwise you
choose. To those inside the shield, the world outside the shield goes totally black, and the in-
verse happens from outside. No action or effect can enter or exit the shield while it is active or
draw line of sight or effect though (even those that normally ignore it), though time passes nor-
mally on both sides. The shield drops automatically at the end of your next turn.
Displacer
The Displacer is the result of ongoing blinkspace exposure tests in Think Tank‘s R&D department and
miniaturization of commonly employed interstellar travel methods. The Displacer itself is conventional in
appearance but requires a massive secondary, dorsal-mounted core in order to power: when fired, the Dis-
placer identifies a bubble of local space (size and location determined by the firing pilot) and snaps it into
blinkspace. Where the contents of that bubble go is unknown, but the effect is dramatic: anything inside
the projected bubble simply ceases to exist in this dimension, transported somewhere else in the void of
blinkspace. The Displacer makes no sound when fired, but the sudden and necessary venting of its power
supply is tremendous; similarly, the heat wave of its backblast is deadly to any unshielded personnel ex-
posed to it.
Main Rifle
10 energy damage
!315
!316
HARRISON ARMORY SALADIN
Defender
The Saladin chassis provides a platform for pilots to mount squad-support tier shielding. Developed from
early defensive oriented patterns of the early Genghis chassis, Harrison Armory’s SALADIN chassis became
the mark of Armory legend after Harrison I’s exploits as “Fearkiller” during the Interest War. Since its earliest
iteration, the Saladin has proved successful in a defensive/support role, and — despite ideological friction
between parent organizations — it has become a mainstay among UDoJ/HR Liberator teams engaged in
emancipation and refugee escort missions. Records from these engagements indicate that the SALADIN’s
massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges , who often re-
ferred to the chassis pattern as “Big Sal”. Union-flagged SALADIN pilots often report null balances on bar
tabs when present in emancipated systems.
License:
SALADIN
TRAITS:
Guardian: Adjacent allies can use the Saladin for hard cover
Warp Shield: As a reaction 1/round, the Saladin can impose +1 difficulty on any attack roll that targets
itself or an ally in sensor range. It must choose to impose this difficulty before the attack is rolled.
SYSTEM POINTS: 8
MOUNTS:
Flexible Mount
CORE system
!317
Tachyon Loop
Developed by HA’s Think Tank as a joint venture with IPS-Northstar’s stellar engineering unit, a Tachyon
Loop manipulates a tachyon lance and restrains them to a closed-loop system, accelerating tachyon
particles at faster-than-light speeds around a central buckler. The shield is carried and mounted on a
chassis to intercede directional incoming fire: as the tachyon particles are traveling faster than light, they
are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.
You project this shield over an ally in your sensor range. Once per round, as a reaction to any character
attacking the target of your shield, you can send a pulse of energy into the shield, empowering it. If the
attack hits, your target has resistance to all the damage of that attack. If the attack misses, you can
force the attacker to re-roll the attack against any other character or object in range and line of sight,
drawing range and line of sight from the target of your shield instead of the attacker.
These effect lasts until the end of the current scene. You can swap your target by taking this action
again.
Support Shield
The HA Support Shield, ENCLAVE-pattern, creates a localized one-way blink field, folding a thin dome of
spacetime around its user to protect occupants from incoming projectiles. Units covered by the field can
fire out, but probabilistic fluctuations cause incoming projectiles to “lag”, skipping them away from their
intended target and into a randomized trajectory.
2 SP, Unique
Shield, Quick Action, Reaction
Activating this system generates a Burst 3 area centered on you until the end of your next turn.
All ranged or melee attacks made against you and any characters inside the shield that originate
from outside the shield are made with +1 Difficulty, but your mech is immobilized for the same
duration. While the shield is active, 1/round you can grant resistance to all the damage of one
attack that just hit a character or object in the shield, but your mech takes 2 heat.
Impulse Missiles
Developed by the Armory following costly urban and naval boarding engagements in the Interest War, the
Shatterhead Colony missile is now a mainstay of Armory Interdiction teams. At an optimal distance from its
target(s), the Shatterhead breaks open in a burst of high-catalyst fuel, revealing a cluster of small thermo-
baric pellets that spread out and ignite, choking the affected area with flame. The effect overloads energy
shielding and saturates cover, though only a small percent of the projectiles actually reach their target.
Main Launcher
1 SP
!318
The attack roll for this weapon cannot be any worse than a regular roll (it can’t suffer any difficul-
ty on the final roll)
Flash Anchor
Utilizing a larger, user-directed LOCKDOWN platform, the Flash Anchor allows a pilot to ID and assist allies
in physical combat, maintaining positionality, or in rapid/necessary movement.
1 SP, Unique
Shield, Reaction, 2 heat (self), 1/round
1/round when you or an ally in sensor range and line of sight would become knocked back,
pushed, pulled, or knocked prone, you can immediately negate that effect on your target and
grant it immunity to further effects of these types until the start of their next turn.
3 SP, Unique
Shield, full action, 2 heat (self)
Activating this system generates a burst 3 area around your mech. Your mech is immobilized
while it is active. Characters cannot draw line of sight in or out of the shield if they are not at least
partly in or out of the shield, and attacks or other effects cannot cross it if they did not originate
on the same side, even those that ignore LoS. The shield can be crossed physically, but any
character that crosses the barrier for the first time on its turn, or starts its turn with the barrier
overlapping its space takes 3 burn. You can deactivate this shield as a protocol at the start of
your turn.
4 SP
Mod
!319
Choose one weapon. This weapon gains the Overkill tag and damage from this weapon cannot
be reduced in any way, by armor, resistance, or any other kind of damage reduction.
VISHNU-Class NHP
Developed to be a metropolitan administrative NHP on Ras Shamra, the VISHNU NHP strain does not, at
first, seem like a viable candidate for military application. However, after being flagged by Think Tank for
review following numerous anomalous traffic incidents, Armory ontologisticians and engineers were able to
discover and emphasize protocols endemic to Vishnu Prime that could be exploited for tactical advantages.
Through numerous iterations and lifecycles, VISHNU Prime displayed a sharp ability to adapt to kinetic sit-
uations. A proclivity towards crisis management and multiple-k actor tracking led to VISHNU’s pairing with
the Armory’s ENCLAVE shield system; by networking a series of jet-assist mobility drones carrying the EN-
CLAVE system, monitored and controlled by a VISHNU clone, Think Tank was able to create an unparal-
leled personal shielding system: the DHARMA WALL.
Once activated, Vishnu is able to intercept incoming kinetics and even redirect projectiles back to their
source with stunning accuracy.
3 SP, Unique
AI
DHARMA WALL
Quick Action
Once active, this system lasts until the end of your next turn. While active, your mech is
slowed, but each time you or an adjacent ally is attacked by a ranged attack, you can
take 1 heat to roll a d6 before the attack roll is made. On a 4+, you take 1 more heat and
the attack automatically misses.
If a ranged attack misses you or an adjacent ally while DHARMA WALL is active (regard-
less of whether you used the above ability), you may deal 4 kinetic damage to the attack-
er.
!320
!321
HARRISON ARMORY SHERMAN
Striker/Artillery
The SHERMAN (Mk II) is Harrison Armory‘s line-model chassis: any station, nation, world, stellar, or inter-
stellar state that holds a fleet-tier contract with Harrison Armory fields a backbone force of localized
SHERMAN cores. The SHERMAN platform is tuned to provide a rugged, versatile power plant for HA‘s
main battle line energy weaponry. Next to GMS‘s EVEREST, the SHERMAN is the second most-common
mech chassis in the core systems, so much so that GMS has recently made a push to include more abla-
tive and wave-scatter defenses into its stock +1 models to deal with hostile actors fielding the SHERMAN.
At present, the Mk I (not pictured here) is in wide use, with first-contract Mk II’s (pictured here) only now
rolling off the lines at Ras Shamra and other HA special project worlds.
License:
SHERMAN
Save target: 10
TRAITS:
Superior Reactor: The Sherman has +1 accuracy on engineering checks and saves
Mathur Stop: When the Sherman cools to 0 heat, it can then choose to refill it to 50% (putting it in the
danger zone).
Vent Heat: When the Sherman takes the stabilize action or overheats, it counts as in soft cover until
the start of its next turn
SYSTEM POINTS: 5
MOUNTS:
CORE system
!322
Zone Focus Mk IV SOLIDCORE
The Harrison Armory ZFMk IV SOLIDCORE is a dual-source energy beam weapon hard mounted to a
chassis. Powered by a milifold power generation system, the ZFMk IV features a secondary belt-fed
rack of solid-core batteries that can be used to overcharge a single impulse beam, extending the range
and destructive power of the weapon.
Integrated Mount: Your mech mounts the ZFMk IV SOLIDCORE, a powerful energy beam weapon.
SOLIDCORE
Main Cannon
Ordnance
Line 4/charge
When your mech takes the Stabilize action in a combat scene, it stores up a charge in this weapon, up
to a maximum of 4. This weapon starts with 1 charge. When it fires, it consumes all charges, then gains
1 charge. These charges persist between scenes.
Your solid core immediately gains 4 charges. In addition, for the rest of this scene, taking the stabilize
action grants 2 charges instead of 1, and all cover, objects, or deployable hit by this beam are dealt 10
AP damage/charge instead of normal damage.
Main Rifle
Range 8
1 heat (self)
Reactor Stabilizer
A necessary component of most energy-based mechs, reactor stabilizers add another layer of failsafe pro-
tocols to vent heat, manage power flow, and shunt excessive output into weapons and systems in need.
3 SP, Unique
When you gain a point of reactor stress, you can re-roll your overheating check (but must keep
the second result, even if it’s worse).
!323
Heavy Laser
A heavy laser rifle is a larger-scale laser weapon. The Harrison Armory ANDROMEDA-pattern heavy laser
scales up the SOL by half, adding a second projector that can fire independently, synchronized, or in alter-
nating patterns and wavelengths as the primary projector. The effect overwhelms most shields, but the
power draw necessary makes this weapon impractical on platforms without the necessary heat reduction/
dispersal to manage the incredible cost.
Heavy Cannon
3 heat (self)
Range 12
ASURA-class NHP
ASURA was born from the Armory‘s Think Tank thought-war games as a response to repeated failures dur-
ing forlorn hope scenario tests. ASURA manifested in simulated mechs‘ systems as a recode of HORUS‘s
PUPPETMASTER virus, hijacking friendly cores and forcing them into action far beyond human capacity—
acting at such speed and intensity that the registered g-force would kill organic pilots via the sudden ampli-
fied mass of their own bodies.
While such results were initially deemed a failure by Think Tank NHPs and engineers, further study on
ASURA was commissioned. Personality and parasentience code was injected into the initial anomalous
PUPPETMASTER, with first contact handled by Think Tank NHPs. Further societal acclimation and condi-
tioning was fast tracked, giving Armory engineers the first iteration of ASURA after roughly a decade of
study, re-coding, and reeducation. ASURA, as it exists now, is a scaled-back version of that initial manifes-
tation: while retaining some of its initial impetuousness, ASURA now recognizes the need to keep its pilot
alive, and will operate within parameters set by its pilot‘s medical and psychological tolerances.
3 SP, Unique
AI
ASURA protocol
Protocol
3 heat (self)
Limited (1)
!324
This turn only, gain an extra two quick actions or one full action. These extra actions must
still obey normal rules about duplicating actions (you can’t use it to Boost if you’ve al-
ready Boosted this turn, for example
Tachyon Lance
The tachyon lance is the weaponized result of early Harrison Armory experiments into faster-than-light trav-
el. Rendered obsolete by developments in blinkspace travel and the difficulty of ensuring corporeal pas-
senger survival, HA‘s tachyon accelerators were mothballed until Think Tank engineers realized their poten-
tial application as weapons. A tachyon accelerator projects tachyon particles — essentially a subatomic
localized object — faster than light towards its target. These particles are impossible to see through optical/
visible means: as they travel faster than light, they cannot be seen or avoided intentionally. Though the size
of the particle is tiny, the sheer speed and energy of travel is titanic, and the damage a tachyon lance im-
parts on its target — should it connect — is unparalleled.
Superheavy Cannon
Firing this weapon while in the danger zone creates a back blast of burning plasma in a cone 3
area drawn from the opposite direction of firing. Characters in the area when it’s created must
pass an engineering save or take 4 burn and 2 heat. This zone then becomes soft cover until the
start of your next turn.
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HARRISON ARMORY TOKUGAWA
Striker
HA’s TOKUGAWA chassis is a relative newcomer on the market, popular in core systems for security and
CQB and breach applications. The TOKUGAWA is an unsubtle, imposing mech, a sturdy platform from
which the recommended kit can draw the necessary power it needs in order to perform within optimum
parameters. Unlike other frames, the Tokugawa’s unique reactor has been designed with the ability to easily
remove standard safety limitations. This in effect allows an experienced pilot to ‘overclock’ the reactor to
get more power out of it, rewarding both very experienced and very foolhardy pilots with an incredible
power draw for energy weaponry.
License:
I. External batteries, Annihilator
TOKUGAWA
Save Target:
11
TRAITS:
Overclock: While the Tokugawa has 2 or less reactor stress remaining, all its attacks deal energy
damage instead of kinetic or explosive damage and also deal +1d6 bonus energy damage
Plasma Sheathe: While the Tokugawa is in the danger zone or suffers from the exposed condition, it’s
attacks with weapons that deal at least partly energy damage deal all bonus damage as Burn
SYSTEM POINTS: 6
MOUNTS:
CORE system
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Superheated Reactor Feed
A certain breed of pilot rides the very edge of catastrophe, swinging between an equal chance of
success and failure each moment. Tokugawa pilots are familiar with the howl of their chassis’s heat
warning, the warbling siren a song of destruction: with a superheated reactor feed, Toku pilots ramp
their heat debt to the max in order to supercharge their energy weapons. This allows them to churn out
damage and make no friends in the engineering bay, should they not melt into a ball of slag before they
make it back from the line.
All weapons on your mech that deal at least partly energy damage gain +10 range if they are ranged
weapons, and gain +2 threat if they are melee weapons. While you suffer from the exposed condition,
these bonuses increase to +15 range and +3 threat.
External Batteries
External batteries are by no means a Harrison Armory exclusive, but HA literature will ensure you that HA-
Brand POWERALL cells are the longest lasting, fastest cycling, and highest capacity solid state cells avail-
able. A consequence of their high capacity is a proportionate increase in volatility if the system should ever
be damaged, but pilots looking to utilize HA technology agree through continued use to absolve HA from
all liability.
2 SP, Unique
Your ranged weapons that deal at least partly energy damage gain +5 range, and your melee
weapons that deal at least partly energy damage gain +1 threat. If you take structure damage,
this system explodes and is destroyed, dealing 1d6 AP explosive damage to your mech. This
damage can’t be prevented in any way (the batteries can be repaired by spending 1 repair during
a rest).
Annihilator
HA specializes in conventional and unconventional arms development — solutions to tactical problems are
designed both in the lab and in the field, often the latter outperforming the former in combat situations. The
Annihilator takes its name from pilots’ slang for a field-rigged weapon developed during the Bradbury Re-
bellion, when desperate resistance pilots machined a way of shunting the incredible waste heat of their
core’s reactor into a directed blast.
Main CQB
Range 5, Threat 3
On hit, this weapon also attacks all characters in a burst 1 area around the target.
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The Harrison Armory DEEP WELL system is a part of their VANGUARD line of equipment available to li-
censed HA beta testers. Though a complicated and delicate weave of heat exchangers, Harrison Armor’s
DEEP WELL system attempts to recycle the heat generated by a chassis’ systems into useable energy.
While the system works well, the delicate nature of the exchange renders the DEEP WELL highly volatile.
4 SP, Unique
If your mech starts its turn in the Danger Zone, it has resistance to all heat until the end of its cur-
rent turn (it keeps this resistance even if it overheats or exits the danger zone).
Torch
The Armory’s TORCH is a backbone core weapon: a heavy, two-handed, dual crescent-bladed plasma
torch. The melee weapon is powered by its wielder’s reactor, connected by both powerlines and inert ca-
bling; it can be separated into two torch-axes, and its plasma blades are capable of being tuned into new
shapes. A common sight in CQB situations, the torch has of late become a status symbol among pilot offi-
cers, many preferring to carry them alongside a smaller auxiliary weapon.
Main Melee
Threat 1
Plasma Gauntlet
This studded gauntlet uses a core reactor pulse to momentarily superheat the air around a mech’s manipu-
lator, creating a plasma field momentarily hotter than the surface of the sun. Thrust into an enemy chassis,
a mech can warp armor, vaporize shielding, and rip apart internal systems with its bare hands - if it doesn’t
collapse in on itself first.
An adjacent character must pass an agility save or take 3d6 AP energy damage and be knocked
prone. On a successful save, the character takes half damage and isn’t knocked prone. Your
mech takes half of the damage inflicted as heat (before reduction) and is stunned until the start
of your next turn.
AMATERASU-class NHP
AMATERASU came to prominence in the Armory NHP think tank after its repeated victories in war thought-
games. AMATERASU is characterized by its brash, enthusiastic personality, often expressing frustration
with timid pilots who pair with it. This bombastic personality hides a calculating, brilliant tactical mind that
feeds information to pilots often faster than they can process it — AMATERASU’s combat doctrine de-
mands action, and often appears to less daring pilots as a chaotic blend of reckless maneuvering and ag-
gressive offense that keeps defenders beleaguered and unable to respond with any great efficacy. Pilots
willing to partner with AMATERASU should be aware that this attack style often leaves their cores vulnera-
ble to counterattack, and that this NHP enjoys what it calls “good-natured ribbing”.
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3 SP, Unique
AI
AMATERASU protocol
Protocol
Limited (3)
1d3+3 heat (self)
Increase the bonus damage on hit of your next ranged or melee attack this turn, melee or
ranged, by your current heat after activating this protocol. The chosen weapon must deal
at least partly energy damage.
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!
This may sound daunting at first glance, but the purpose of this section is to help you with the
heavy lifting. Playing as the GM can be an incredibly rewarding experience, and both the writers
of this game personally believe everyone should give a shot at some point in their role-playing
careers. It’s not an exaggeration to say that anyone can (and should) do it - but just in case you
have some qualms, this section will give you the tools you need to succeed.
In the following pages you will find some advice for setting up a game and creating some
hooks. You’ll find some further suggestions for the game’s mechanics, ideas on how to reward
players, and a toolkit for changing the way the game works, running certain mechanics, or
adding some extra flavor.
Finally, at the end of this section, you will find the NPC toolkit for creating non-player character
friends and foes, and a guide to the known galaxy of the canon setting of LANCER.
One more note before we move forward: this section is called guide for a reason. Think of it as a
jumping-off point rather than a proscriptive set of rules. FRAME systemly we hope it will inspire
you to create your own content, worlds, and NPCs for LANCER.
THE GM AGENDA
A lot of players, RPG fans, and game designers alike will all have differing opinions on what
makes a good game master. We think a good rule of thumb is this: whatever works for you and
your players is the “best” way to GM. However, that doesn’t mean you should pass off respon-
sibility on trying to make a good playing environment and figuring out the specifics can often be
tricky. For this reason, here’s some principles to stick by that we think are applicable to almost all
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situations. If you try to adhere to these principles we’re of the strong belief it will often improve
your game and the storytelling therein.
As the Game Master, your job is to facilitate, arbitrate, and make rulings and to adapt to the
choices your players make to your notes, world, or narrative. Your job is not to defeat your
players. Though your role is to set tone and facilitate play, your mission is not to make sure your
players’ characters wind up dead and defeated — you are there to make sure everyone at the
table is having a good time and are engaged in the narrative you're all telling together. This is not
to say you should hold back from challenging your players — failure is rich narrative and role-
playing territory.
As the GM, the story you tell may not be the one that you outlined. Your players will kill im-
portant NPCs before they become important. Your players will not go to that colony that has that
important data log. Your players may not bite the hook you want them to bite. Your player char-
acters, with their backstories that tie perfectly (or good enough!) into your campaign, might die,
forcing re-writes.
As the GM, you should try to make sure everyone at the table feels comfortable and gets a
chance to contribute. Make sure that the tone and expectations of your game are both some-
thing that people are at least comfortable with, both in terms of content and the type of game
you are running. If you’re planning on handling sensitive subjects, ask yourself if it’s really impor-
tant to include in your game in the first place, and make sure you clearly talk through your inten-
tions with your players. If your players don’t feel safe and included at your table - that’s on you,
it’s your job as the facilitator of the game to reach out to them.
Different kinds of players might also enjoy different kinds of stories. Some players like very com-
bat-heavy games, others like sessions that are more political and role-playing heavy, where no-
body fires a shot. You shouldn’t try to satisfy everybody, but be clear about what kind of game
you’re running so people set their expectations.
As the GM, you should try to say ‘no’ as little as possible. There will obviously be situations in
which the rules, your judgement, or common sense dictate that a player cannot accomplish the
impossible. But in most situations it’s almost always better to say ‘Yes, and…’, ‘Yes, but….’, or
‘Yes, however…”. Rather than outright denial, give players a different option, offer them a weaker
outcome, give them another (maybe more difficult) way to accomplish their goal, or let them at-
tempt it anyway (even if it’s nearly impossible). Most of the time the outcome will be same, but by
turning the choice back to the player it becomes both empowering and rewarding to players and
keeps the story moving.
A good tip to remember is that the players can carry some of the storytelling weight -- if they ask
you if they can do something, a good response is often to turn that question back on them, and
ask them how they'd attempt it.
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At its heart, Lancer is a collaborative storytelling game. You should want your players laugh-
ing, crying, serious, and silly. You should want them doodling their characters on someone else’s
turn, or ordering takeout to eat over their character sheets. As GM, you’re not the reason your
players show up: they show up for their characters and your world. Without players to take on
the role of protagonist in your drama, you have no game, no story.
Eliciting
Eliciting responses isn’t really as complicated as it sounds. It’s very useful for GMs that have
trouble keeping player attention, or have players that are more hesitant to take action. It can be
very helpful when a game is stalling or stagnating. Here’s a couple things you can do to get a
game moving and elicit action from your players:
SETTING UP A GAME
Lancer is best played with a group of 3-5 players (excluding the GM). You can play with more
or fewer players, but remember that a larger group generally means each individual player will
have less time in the spotlight. Combat (by far the most rules heavy part of the game) can be
tricky or lengthy to run with too many players, so the more players you have, the more time it will
take to add it into your narrative. We feel that a group of 3 to 5 players, plus a GM, makes the
perfect group size.
Each player will need a character sheet, pencil, a d20 (20 sided dice) and a large number of
d6s. Accuracy and Difficulty rarely stack past about +4 or so if you want to keep that in mind.
!333
A typical play session of LANCER can take anywhere between 2 and 5 hours (especially with
more combat), so keep that in mind when planning your start time. It’s old GM advice, but it can
be useful to make sure people have drinks and snacks on hand, and taking breaks after a couple
hours of play can do wonders to keep people alert and attentive.
We strongly recommend using a hex or grid-style map to keep track of actors during com-
bat. If playing online this is relatively simple to set up, there are a number of apps that will do this
for you (including the very popular Roll20 app). If playing offline you can use an erasable battle
map (fairly easy to acquire), miniatures, or even just a plain sheet of graph paper (a large size one
will be easier).
It can be very useful to keep notes while you play for later reference -- so we recommend keep-
ing a notepad, scratch paper, or other extra workspace on hand. You might also ask your players
to take notes if the story or political situation gets a little complicated -- having a reference for
future sessions is very helpful!
During the very first session, there’s a couple of important steps you can take that will have a
dramatic positive impact on future sessions:
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These steps are more or less useful for any role-playing game you might run (not just LANCER).
Here’s a couple pieces of advice specifically for LANCER though:
1. If you’re new to the game, start at License Level 0. The options may be limited
at this level, but it makes jumping in for new players much easier, and the game does not
suffer at the tactical level, even with just basic GMS gear available.
2. If it’s the first session, skip over downtime and cut right to mission goals,
stakes, and preparation.
So, you have your players, you have your dice, you have your table reserved (or cleaned!), your
pens, pencils, and paper stocked, your snacks and drinks ready to go.
The narrative!
By narrative we don’t solely mean the story that you write. Some GMs like to go by the skin of
their teeth and write nearly nothing for story, relying on improvisation, and other GMs like to go
as far as to write dialogue for NPCs. You can find what works for you, but the narrative here
means both the story you create and the way your players interact with that story.
Your narrative is the most important part of Lancer. The section that follows details some com-
mon ideas for how to start your narrative, but they are only suggestions, not prescriptions; the
best narratives come from you, and from the stories you write with your players. As the GM,
you’re going to have to do some work to set up the world(s) that your narrative takes place
across.
When writing villains, encounters, moments, and whole narratives, the most important editorial
question you can hold on to is “why?”
Why should your players want to embark on this narrative? Why should they want to deal with
that character, rather than ignore them? Why should they care about the stakes you’ve set up in
your narrative?
Always ask yourself “Why?”, and be prepared with an answer: this is how you craft a story that
engages players.
!335
Why should players want to embark on this narrative? Well, because it’s their home world under
threat. Why should they want to deal with that character, rather than ignore them? Because that
character is their commanding officer, or a hero of theirs, or a long-lost friend. Why should they
care about the stakes you’ve set in your narrative? Because your players’ families, friends,
ideals, etc, are threatened by the antagonist, or because your players are intrigued by the mys-
tery of it, or because your players have been implanted with subcutaneous hypercaloric immola-
tor webbing that will trigger a spontaneous combustion response if they fail.
Additionally, remember that players have needs separate from their characters, though they will
usually choose to play characters that align with those needs. Try and strike a balance, and don’t
be afraid of editing on the go: if you see half your players losing interest because you’re in a role-
play heavy session rather than combat, adjust. And vice versa.
For quick reference: When writing your narrative, always have an answer (or an idea how how to
answer!) the “Why?” Question. Also, be aware that your players may have competing interests,
and try to balance your sessions accordingly if necessary.
Mission Hooks
Generally the writers of this book believe writing a whole story arc out for your players (with
beats, NPCs, and decisions all pre-determined) is an inadvisable approach to creating a good
narrative. Players often disconnect from stories in which they feel they have little or no agency,
and it often conflicts with the principles outlined in the GM Agenda (trying not to say ‘no’, trying
to give your players time in the spotlight). Having an idea of where to go, what to do, and who
will be involved is good -- having a novel written that you players must follow is not that great.
The easiest way to craft a compelling story without restricting player choice too much is to start
everything with a hook. A hook is an interesting or compelling scenario that draws the play-
ers in. Hooks are common across tabletop roleplaying games -- indeed, if you are an experi-
enced GM you probably have a stable of hooks ready to adapt to any new system you come
across.
A hook provides a compelling reason for the players to buy in to your narrative. This can be
out of a sense of duty, monetary reward, curiosity, revenge, personal power, or something con-
nected to their character’s background.
You should try and write your own where possible, but to start (and for inspiration and examples)
twenty example hooks unique to Lancer are listed below. They are very useful as catalyzing
moments to begin a story focused on one location, around one event, or one character. You can
fill in details as you desire.
If you’re feeling adventurous, you could roll a d20 and choose one of these hooks if you want to
randomly determine them.
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-1-
The ride down to the planet's surface via space elevator is a long one, but the safest method of
travel: massive anomalous storms have gripped the world, with turbulent winds making the skies
all but impassible for conventional shuttle insertion. Since the storms began, communication with
the world has ceased, and no one has made the transit up the elevator to your station. Con-
cerned, the Head Security Officer has tapped your team to suit up and head down the elevator to
see what’s going on. You’ve transited a few times before — your family lives down the ‘lift — but
this time is different: something terrible caused those storms, and you're heading right to the
thick of it…
-2-
You walk along the vast, gently curving, false-sky concourse of the blink station. Neon light spills
from the bars and clubs along the top floor, the low sound of distant music mixing with the poly-
glot chorus of languages as Cosmopolitans mingle with Diasporans-in-transit. The vast spread of
humanity is here, an endless stream of stories and potential adventures. Above, the arrivals and
departures board rattles ceaselessly. The characters have come here for business. Their contact
is deep in the station, but finding them won’t be an easy task, and they are soon to find out if the
risk involved in the gig is worth its weight in manna...
-3-
Kilometers outside the walls of a lonely colony, a quiet homestead seems a place out of time,
where a small community of farmers keep the land and live humble lives. The woods beyond are
dark and deep, unexplored, haunted; the settlers speak of dim light that dances between the
close-packed trunks. They are a superstitious people, and dare not venture out into the woods.
You, however, are not, and you’re not so sure those lights are only harmless ghosts...
-4-
A derelict mining ship hangs in orbit above a massive, roiling gas giant. Abandoned due to a
deadly gas leak, the ship is still rich with rare and dangerous raw materials. The news has spread
across the local omni, and fortune-seekers, ace pilots, and tyrannical reavers all swarm to claim
their part of the prize. The race is on, may the first crew claim the riches, but other salvage teams
aren’t the only dangers aboard the ship that you need to worry about…
-5-
A Union DOJ/HR liberation team’s shuttle has been grounded by anti-air batteries installed by a
slaver-state’s military. Your squad is en route to assist the liberation team, guns be damned.
-6-
En route to a scheduled R&R stop, your ship receives a distress call from a nearby colony. The
colonists there have sent out an SOS: piracy! Slavers' ships are in orbit, and they're threatening
!337
an attack -- your team is in transit and in range, so you go to help. As you near touch down on
the world, to your teams’ surprise, you see familiar livery on the pirate mechs: it's a company
from your mercenary group, and they’ve turned their guns on you...
-7-
In the bowels of a massive, planet-sized metropolis, a pirate lord makes their home. The cityworld
government has petitioned Union for assistance in removing the pirate lord from power; Union
has tapped your team to go in and get the job done. The pay is better than anything you’ve seen,
but the job will be long and fraught with danger - a descent into a literal underworld where not
everything is as straightforward as the municipal government would have you believe,…
-8-
A strange, solitary figure who calls themselves “Administrator” has appeared on your world. They
demand that you take them to your leader, and though they appear human, they display powers
beyond your wildest imagining. You agree to escort them, but the road ahead is long and fraught
with danger — you are tired survivors, on retreat from a terrible defeat, and home is far across an
ocean you no longer have ships to cross. To allay your fears, the Administrator blesses you with
fine suits of armor, and now you must choose: do you lead this Grey One to your distant home, or
do you continue the campaign that brought you here?
-9-
The Great Leader has died, and now a scramble for power begins between his heirs. The noble
who rules your continent has put out a call for all able-bodied persons to arm themselves and re-
port for muster. You and your friends have only just become of age, and you are blessed to live in
interesting times. An adventure abroad awaits in war, but your grandfather who remembers the
last succession war has words of warning for you before you go: “Beware the iron titans. Should
they ask you to become one, do not lose your humanity…”
-10-
All over the world, the oceans are rising. It is the Swell, the time once every ten thousand years
when the oceans rise and swallow all islands but the largest. The Administrator-Steward has
prayed to God Union for assistance, but in the meantime they have begat to you and your fellows
great suits of armor to don, so that you may become heralds, traveling all the world to save those
who cannot save themselves…
-11-
You are a Union auxiliary trooper on a peacekeeping mission, a boring assignment on a miserable
backwater mud-world where no one has ever heard of the omninet, much less Union. The popu-
lation has been restless lately, as a plague burns through their crowded tenement cities. A popu-
lar figure is rousing the masses, blaming a small minority of Cosmopolitan missionaries for the
!338
plague. Armored in your chassis, you'll need to find a way to get the Cosmopolitans offworld be-
fore the situation boils over…
-12-
A tenuous peace has been negotiated between warring factions on a world petitioning for Core
status. An Administrator is on their way, but the talks are beginning to fray between the ancient
houses of nobility on this world. You lead a team of negotiators in the capital who are desperately
working to hold the handshake peace agreement together long enough for the Administrator to
arrive. If all else fails, your role may change from diplomats to bodyguards in the blink of an eye…
-13-
On a lonely desert world, a colonial survey team has discovered a stone monolith. It is ancient,
pre-dating even Old Humanity. Upon further inspection, the survey team discovers that what they
at first thought were weathering marks are actually the eroded remains of pictographs: a written
language. A Union Science Bureau Far-Field team is dispatched to investigate amid further re-
ports that the entrance to a subterranean complex has also been discovered, with mummified
human remains in strange space suits collapsed inside. As if that wasn't news enough, strange
transmissions have cropped up on their radios — something on the world is awake, and coming
to greet its visitors...
-14-
In a fertile and crowded system, a world newly unified under the banner of an ambitious young
king celebrates victory. The king’s opponents have retreated off-world, to a secondary planet
where the loyal guard of the old order make their refuge. There, they begin construction on great
engines and rockets with which they will direct one of the refuge’s own moons into the newly uni-
fied world. Little do they know that the king and his war-minds have plotted their own strike, and
that even now plans are in motion to finish the war once and for all. Your team, peacekeepers and
observers, now face down two warring factions, each about to hurl whole worlds back into
chaos…
-15-
On the glittering surface of a freshwater ocean world, a peaceful nation scattered across constel-
lations of bucolic islands welcome tired Cosmopolitans from across the galaxy to their new home.
This tropical paradise is where Cosmopolitans often choose to end their lives — new arrivals land
at the world’s only spaceport every day, embarking on slow sail boats across the warm, shallow
oceans to nameless islands where they can live in still peace among tight-knit communities of like
temporality. All is well, until a shadow falls over the world: corpro-state privateer ships, hungry for
freshwater to resupply their empty holds, begin draining the ocean. The elderly Cosmopolitans
who have retired to this world cannot fight the privateers on their own, but they do know a small
band of adventurers they can call for help…
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-16-
A Union Navy squadron on patrol in a proximal system encounters the derelict remains of a pre-
collapse colony ship in orbit around an uncharted world, and your team is dispatched as part of a
force to explore its bulk. En route to the derelict the world below — thought to be empty due to
its lack of any appreciable artificial signatures — opens fire, destroying shuttles and crippling your
carrier. The patrol scrambles to prepare a response, its forces split between the derelict and the
winged carrier. The world below, silent, waits for the first landing teams to arrive, and deep in the
dark bulk of the ancient colony ship, your scanners pick up movement...
-17-
A world under siege by its stellar neighbor has surrendered, but the invading army has not yet
relented — reports crowd the omninet of mass killings, enslavements. Union has decided it will
step in, and is marshaling its forces at the system’s blink gate. The invaders seem undeterred: al-
ready a battlegroup is hurtling towards the system’s blink station in a bid to destroy it and prevent
Union from counterattacking. Union has a small presence on the besieged world: a team of
mechanized cavalry pilots have been fighting a rearguard action to buy evacuating shuttles more
time. With a whole system in the balance, however, their mission might change…
-18-
The parliamentary delegation of a Capital world is en route to a watershed interstellar conference,
the culmination of a generations-long diplomatic process that will, at long last, create peace in a
cluster of previously warring systems. This should be cause for celebration, but some actors do
not want a unified cluster of systems: as the delegation makes its way to a neutral moon where
the diplomatic conference is set to take place, agents hidden among the diplomats, parliamentar-
ians, and their retainers, gather to disrupt the meeting, as a cloaked fleet hurtles on an intercept
course towards the delegation convoy. The only people between peace and disaster is one small
team of pilots, outnumbered, outgunned, but not yet out of time…
-19-
Your world is vast and gold and proud, alone in a sea of night and stars. Until one day, when a
strange silver ship arrived from beyond the pale blue sky, streaming lines of vapor behind. A dark
man in a grey suit, flanked by thin metal golems emerged from the belly of the sky-ship and, with
a word, was whisked away to the Godhead. This burns in your belly like a coal, a jealous fire: how
could the Godhead have picked this sky-man, this dark alien, and not you! Your kin! After a cycle
of change, of the Godhead bowing before this dark alien, of a new idol — “Union” — being raised
in its place, it is time to strike back at these heretics. You and your bond brothers volunteered to
join the sky-man’s armies, trained with their weapons and their armor. And now, invited to a grand
parade at the False Godhead’s city-temple, it is time to free your people, to return your world
back to its true place in the stars…
-20-
!340
Battle plans rattle through your subdermals. The station’s blueprints, flash-memorized to your
short term memory, are fresh. Your chassis is cycled, loaded, and nominal, your Comp/Con’s
voice a reassuring murmur in your aural. Your wingmates, are secure in the lander on your flanks.
You’ve dropped into combat hundreds of times before, so why are you this nervous?
Metavault. The fourth ever encountered, and you're in the first wave. You can't quite shake the
feeling of deja vous.
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RUNNING THE GAME
The following section includes some advice and clarification for helping you actually run the
game. Generally as the GM it’s not actually your responsibility to know all the rules (that’s what
this book is for!) but there are some conceits that can be helpful for you to keep in mind.
Here it is again for your convenience: When referring to the rules in this book, specific state-
ments override general statements. Armor normally reduces all incoming damage, but certain
tags (AP) and certain weapons or mods (paracausal ammo) can go right through it.
SKILL CHECKS
Skill checks in LANCER at nearly always a 10+ (whether they are pilot or mech skill checks), but
during the course of narrative play, you can also tweak skill checks to offer more or less of a
challenge.
The first and most important question to ask when deciding whether a skill check is re-
quired is whether that check is even necessary at all. When the outcome is uncertain, impor-
tant, has clear or relevant stakes, or would lead to an interesting situation (success or fail), it’s
generally correct to make a skill check. If the outcome is not important, let the players automati-
cally succeed.
This is especially relevant for tasks that you think might be plot important, simple to accomplish,
or might stall the plot. You shouldn’t have players make a pilot skill check to see if they know
plot-important information - just give it to them.
For another example, the players come across a heavy boulder blocking the road. One of the
players decides to use their mech to push the boulder aside. If doing so (or bypassing the boul-
der) is not actually that important, pushing the boulder isn’t that dangerous or risky, or it’s not a
particularly big boulder, then don’t even roll - the player just does it. However, it’s probably easy
to think of a number of reasons a skill check might be required in this situation - the boulder
could fall and potentially damage a mech, the boulder could roll aside and cause collateral dam-
age, or maybe the mech in question is moving the boulder in the middle of an ambush.
The second question is what the purpose or goal of the skill check is. This will help set up fic-
tional consequences, establish stakes, and make sure you don’t make repeated rolls to accom-
plish the same goal. Players only need to make one roll to accomplish their stated, direct goal.
If you need to make a skill check, most of the time, the roll should just be a straight skill check
(1d20+ bonuses, success on the stated goal on a 10+). However:
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If you want a difficult roll, add +1 difficulty.
If the check has clear consequences or complications that could arise from attempting it even on
a success, you can make it a risky roll (characters take consequences anyway on risky rolls on a
total result of 19 or lower)
If a player wants to attempt something incredibly difficult but you want to give them to chance to
try it anyway, you can make the roll heroic (you can add consequences on a total result of 19 or
lower, and they only succeed on a total result of 20+)
You can also just tell the player what they’re doing isn’t possible with the approach they are tak-
ing and offer them a different approach. Maybe that boulder is too big to move alone - they need
some leverage, or for multiple mechs to move it.
Pushing it
If players fail a regular skill check roll, they can push it and try again as a risky roll. If you want
to give them an extra opportunity to succeed, you can let them try again as a heroic roll if they
fail, but that’s on you. Players can always attempt rolls again if the narrative circumstances
change.
If one or more players want to help on a skill check outside of combat, grant the player making
the check +1 Accuracy (regardless of number of players helping). The players helping also share
in the consequences of success or failure.
Failing forward
Failing forward simply means that narrative should not be predicated on the outcome of skill
checks, but rather pushed forward by them. For example, if your players fail to hack a door, not
only do they fail to hack the door, but the guards are now alerted to the system and are on their
way. Or perhaps they instead spy a vent they can enter - a more dangerous but reliable way of
getting to their goal. Perhaps they need to come back with a piece of specialized equipment that
will open the door for sure. They can find nearby, but it’s guarded. Or perhaps the door DOES
open, but onto an entire corridor full of guards.
Risky rolls can be an easy way of using this principle. Sometimes you just want a normal suc-
cess/fail skill check, however (don’t make all rolls risky).
If a task can’t be completed in one roll, set a skill challenge (see the GM tool). Never make more
than one skill check for the same goal.
!343
You can stretch rolls narratively as much as you like. If you want to ‘montage’ or speed through a
scene, this is a really useful tool. Climbing an entire mountain could be a process of only one skill
check, for example (if the details aren’t that important). The outcome is what’s important in the
long run.
It’s very important to clearly communicate what’s at stake when making skill checks, especial-
ly risky skill checks. You can do this naturalistically.
“Hey Chandler, I see you’re going to use your mech to lift this boulder. Just know, the
boulder is really heavy and dropping it could probably do a whole lot of damage to whatever’s
underneath it. This is probably going to be risky.”
Allow players to ‘back out’ of rolls once the consequences are made clear to them. It’s totally
fine for players to change their minds once they see how risky things will be. That way, the roll
feels fair and you can easily renegotiate the roll with your player if they want an easier or less
risky approach.
Commit to the consequences of rolls. If Chandler drops that boulder, you can be damned sure
his mech is taking damage. Consistency is important, and if you’ve already clearly communicat-
ed that he might take damage, then commit to it.
THE SESSION
Here’s some good basic rules, terms, and things to keep in mind during a typical session:
Players can take a rest whenever (it takes about an hour) as long as they have the time and
space. During a rest their can repair their mechs by spending repairs, repair destroyed weapons
or systems, and clear all heat and statuses from their mech. Some talents, systems, etc, only ac-
tivate on a rest, like the Grease Monkey’s talents.
Players can only full repair by taking ten hours. Imagine a full repair like a total reset - they can
re-build their mech, refresh their repair cap, clear their critical and heat gauges, clear all condi-
tions on their mech, heal to full, gain all [limited] systems and weapons back, and regain Core
Power.
Full repairs are more under your control, and so access to them will set the pace for your game.
Remember though that the GM agenda is not to punish the players - if they need to full repair
badly, give them a spot they can do it, or else offer Power at a Cost (the downtime action).
Core Power
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Character’s mechs have a core power section, which is a box they can check. They either have
it or they don’t (you can’t ‘save it up’). All mechs regain core power when they full repair. Core
power can be spent to activate the very powerful CORE systems, which are a ‘one and done’
sort of deal, only typically activated once per mission.
If players want more core power you can use it as a reward or grant it to them as a boon in
certain situations. It’s always up to you as a GM, except when players take a full repair (they
always get it back). Granting players more core power lets them use their CORE systems again
(very powerful abilities), so keep that in mind.
Balancing fights
Generally players should be able to complete one or two encounters before needing to rest and
repair, and 3-4 encounters before needing to full repair. This is assuming that encounters are
reasonably challenging for the players, and don’t take this number as a hard, inflexible number.
You should always prepare combats for players with the expectation that things might either go
very well or very badly for them and your plans (or the character’s plans!) might need to change.
Don’t withhold the opportunity to full repair or rest as a way of ‘punishing’ the players. They are
needed game mechanics, if you are going to withhold them, clearly communicate that before the
mission starts.
Mech Combat starts when hostile action is taken by any player or non-player character. It’s
played out according to the turn/round based combat rules found in the main section of this
book, and it ends when one or all opposing sides are subdued, surrender, flee, or are completely
destroyed.
If players have overwhelmingly won a combat and there is little remaining threat (for example,
there is only one weak enemy left for four players) it is very possible to simple declare combat
ended and decide the outcome of the remaining enemies narratively.
Certain FRAME systems and modules remain active ‘until the end of the current scene’. All this
means is the module remains active until the scene in which they were activated is completely
over. Otherwise, if activated outside of combat (or if you need a narrative timer), FRAME systems
are very taxing on a mech’s power systems, and typically only remain active for about 10-30
minutes.
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Players should generally level up (get one license level) once per mission, after completing that
mission. You can tweak that however you wish, especially if the mission is quite long or particu-
larly difficult.
By default, Lancer rewards players by unlocking license levels. When a player levels up, it is
assumed they have amassed enough currency, reputation, connections, etc to buy access to the
next license level that they get on leveling. Anything else a pilot could buy or get their hands on,
they should generally be able to just buy it outright (no need to track currency), or else make
some pilot skill checks to get their hands on it through graft, negotiations, connections, or barter-
ing.
However, the following section presents rewards you could give out to players as incentives for
part of a mission, completing certain tasks, or satisfying certain requirements. It’s up to you how
heavily you want to use these in your game or lean on them to hook your players.
1. Grant Reserves
Grant players pilot gear, vehicles, or other useful material that they can use for reserves. For ex-
ample, players acquire a useful vehicle, an enormous drill, blackmail on a politician, insider in-
formation on a rebel general, or a new hardsuit. They might become friendly with the local rebel
group, or the hard-bitten mercenary at the bar, or the socialite who controls the cash flow on the
space station.
_____________
The Administrator, as she promised, returned. You and your small band greet her at the makeshift
spaceport, an old marble quarry with a rickety scaffold tower overlooking it to sight ships ap-
proaching the recessed landing zone.
“We’ve waited years,” you say, speaking first. You’re decades older now, but the Administrator
doesn’t look a day older than when she left. Your heart, your soul. You think of your children’s
mother, out even now in the timberfields.
“The ship is yours,” the Administrator says. She tosses you her slate. “Access, flight plans,
transponder codes. It’s all on there. The NHP is tuned to you, already. I’ve been teaching it.”
__________
“That did it! The hardlight wall is down! All units, push forward -- Green squadron, Red squadron,
lay some fire down!”
!346
You lay back in your crash couch, the gimballed cockpit of your chassis adjusting for the move.
You did it. Your squad keys in over the local band, cheering.
You made a breach. Already, over the wide band, the battlescape was alight. Reinforcements
were pouring in through the breach. Somehow, impossibly, the battle had turned in your favor.
“Good work, Gold squadron. Report back to the waypoint marked on your HUD. Your job is done
for the day: all scenario probabilities report total success from this point on.”
2. Grant a Trigger
You can directly grant players points to spend on existing triggers (+2 at a time), or give them an
entirely new trigger. A player that has been learning to pilot a starship could easily be rewarded
+2 when Piloting Starships after a mission to represent their diligence and study. Doing so in-
creases player power levels, so use this reward carefully.
The easiest option is to reward players with a weapon or system from a license they do not
or cannot have access to. The weapon or system can only be used for one mission (think of it
like a ‘rental’), then they lose access to it.
Fatigued like you’ve never known, you crash down into your bunk, not even bothering to get all
the way out of your flight suit. You kick your boots off, toss your insulating hood onto the floor of
your cabin. You’ll get it later, firs you need to rest.
The crewman’s bark wakes you not minutes later. You sit up, groaning, and see with a start that
the crewman is accompanied by the ship’s XO and head motor pool engineer. You snap a salute,
which they wave off.
“You did good out there. Still more work to do. Motor?” The XO says in his characteristic gruff
voice. The ship’s head engineer steps forward and presses his personal slate into your hand.
“Anything you want, kid. Just learn it first before I have to hoze you out of your cockpit.”
!347
You scroll through the list, previously locked licenses unlocked and waiting your requisition. The
fatigue disappears, replaced only by excitement…
Talent points can be directly awarded to players (as they are not necessarily locked to level) and
spent as normal. The world of LANCER grants easy explanation for this sudden burst of instan-
taneous talent - there are a great number of neurological implants available for purchase from
military and civilian sources.
Granting players increased numbers of talent points can be very powerful, so you should use this
option sparingly.
MOVING FORWARD
We’ve reviewed some of the intricacies of skill checks, we’ve talked about hooks, and we’ve
talked about rewarding and pacing players. The following sections will help you to further cus-
tomize your game by adding NPCs and changing, adding or adjusting some core rules. The
GM toolkit includes some additional resources for fleshing out your game as well as rules for
changing some of the core conceits of the game and adding more complicated pilot play. The
NPC section includes statistics for creating non-player characters for use in combat, and some
tips on creating NPC characters for narrative play.
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GM TOOLKIT
Here are some tools for running your game and creating different and more interesting scenarios
for your players to go through. These rules will help clarify certain situations, customize or add
additional detail or flavor to your game.
The mechanics of LANCER assume a couple of things that might not be present in your cam-
paign. If you want to tweak these things it’s entirely up to you. The following tools can help you
change around some core conceits of the game.
It’s assumed that pilots generally have access to a printer to create new mechs. This might not
be the case in your campaign or even your setting, however! Maybe players are outlaws or rene-
gades, with limited access to resources. Maybe the printer in their area is broken or damaged.
Maybe they are operating on the fringes of civilization, where any kind of technology is hard to
come by. Or, maybe the setting doesn't have printers, and mech chassis must be built and main-
tained the old way.
Printing a mech allows a player to get back in the game, so to speak, when their mech is de-
stroyed. Remember that players can repair and rebuild their mech completely, as long as it is at
least partly intact and they have access to it, whenever they take a full repair, regardless of
whether they have a printer or not.
If pilots don’t have a printer and their mech is destroyed (or they can’t access the mech), use the
Power at a Cost tool at the beginning of this section (the goal: I want to rebuild my mech) to get
access to people, materials, a workshop, etc where mechs can be manually built or repaired.
Building a mech can also be a downtime activity (see the section above).
Here’s an optional rule you can use if you want to slightly tweak LANCER’s default ‘heroic death’
rules:
- If you take more than your maximum HP in a single hit (after armor) as a pilot,
you’re dead, no matter what.
- If you take two points of structure in a single hit, your mech is destroyed, no mat-
ter what.
Make sure you know what kind of game your players and you are playing before adding this sort
of rule in.
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SITREP
Many battles in Lancer will be simple affairs, with one side facing off against the other until one or
the other is broken or destroyed. However, there are times when, as a GM, you might want to add
additional objectives or make combat scenarios more interesting or engaging. This is a tool for
creating combat scenarios featuring deployment zones, objective zones, and predicted enemy
approaches (for more tactical mech combat, akin to a wargame).
You can use these scenarios to represent key parts of a mission or adjust them to fit them to your
story.
Key terms:
Player Deployment Zone - Where the players deploy at the start of the mission, unless otherwise
noted.
Extraction Zone - Where the players need to be or enter to end certain missions and successful-
ly extract.
Enemy Deployment Zone - Where the hostile NPC forces can deploy initially
Reserves - NPC forces that are held in reserve. They don’t start on the map but can appear as
reinforcements in later rounds in an Ingress zone.
Ingress Zone - Where the hostile NPC forces can reinforce from
Objective - Any key location or thing that the players need to interact with. Could be a zone or
object. If it’s a zone, a character contests it if they are at least 1 space inside.
Most of these missions assume you have a roughly rectangular map no longer than about 40
spaces on its longest side. You should also fill the map with terrain or cover - some missions ex-
plicitly ask you to do this in certain areas, but the rest is up to you.
SCENARIOS:
Random Scenario
D6 Scenario
1 Escort
2 Control
3 Extract
4 Hold Out
5 Gauntlet
6 Recon
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!351
ESCORT
“Listen up, Administrator: when we open these
doors, you need to stay with us, and you need to
do exactly what we tell you to do. If I go down,
don’t help me -- listen to Monk. If Monk gets hit,
listen to Cross. If Cross gets hit, listen to Crown.
If Crown dies, keep running and don’t stop, and
remember: if you make it out of the city, we win
the war. Ready?”
-Archived audio, Captain Pyotr “Pat” Malov, Cor-
nucopian Revolutionary Guard (KIA)
!352
- Nobody wins if the objective is destroyed. The players must still extract to leave
safely.
CONTROL
“Take the hill.”
- Common final order
A CONTROL mission requires maintaining control of four objective zones for six rounds. The
zones could be important mission points like transmission towers or gun batteries, terminals or
hangars.
Objectives: There are 4 objective zones (by default you can use roughly 4x4 areas), each placed
anywhere in one quadrant of the map. If they are not roughly symmetrical, the map will be unbal-
anced.
Deployment: Roll off (1d6) between the players and enemy forces. The loser deploys first in their
appropriate zone. The GM can hold enemy forces in reserve if they want but doesn’t have more
than normal available.
Zone control: If only actors of one side are inside a zone, they control that zone. If there are ac-
tors from two or more sides inside a zone, the zone is contested.
Objective Scoring: At the end of each round, for each zone a side controls, give them 1 point. If
they control all four zones, give them a bonus +1 point.
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Victory conditions: The side with the highest score at the end of round 6 wins.
!354
EXTRACT
“Catapult Actual, this is Catapult-2: request-
ing immediate evac from current GRIDCOR”
“Cat-2 confirm GRIDCOR.”
“Confirming… Confirmed, Catapult Actual.
Air-ground clear and holding. We, uh, have
multiple down. KIA and wounded.”
“Heard, Cat-2. Lifeflight on the way.
Confirm: VIP secure.”
“VIP --”
“Say again Cat-2.”
“VIP secure -- We’ve got more company
down here, Actual -- going dark, respond to
GRIDCOR.”
“Confirmed, 2. We’re on our way,
!355
field (they have gotten away safely). If they extract with the objective adjacent to them and no
other actor is contesting it, they take the objective with them.
Victory conditions:
- The players win if they extract the objective.
- At the end of the 8th round, if the objective hasn’t been extracted, the enemy
forces win. If any players are left on the battlefield after the 8th round ends, they
are captured or overrun.
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HOLDOUT
MJ sat in his open cockpit, chewed his gum, and ignored the briefing. Was for the local Oxes, kids
and eagers who needed a pep talk, not him and his Emancipators. They got the real story.
Extract was six hours out and burning hard. The Crown horse guards got a hundred mix ‘n match
middle-tier Armory shells, couple thou’ cavalry -- poor damn horses.
MJ had a thousand rounds of hardpoint EX, two racks of Kodandams, and his MC-TB for when the
real mess came.
“Yo MJ,” his comms squawked. “Button up. We got company, four hundred meters out and closing.
Horses.”
“Uh huh,” MJ said. He slapped the cabin seal without looking and got comfortable. Helm on, haptics
on. Mag loaded. Feel bad for the horses, because they didn’t know what they were getting into.
A desperate mission type. When ordered to Hold Out, players will have to defend an area against
an onslaught of enemies -- in a best-case scenario, this is to buy time for allies to complete an
objective elsewhere. In a worst-case scenario, it is to the death.
!357
Enemy Forces: The GM should hold about 2x the enemy forces for a normal encounter. They
hold half in reserve
Deployment: The players deploy first, then the GM deploys half their total forces.
Fortifications: The area around the objective zone should have size 1-2 hard cover
Objective: The objective zone is a roughly 10 spaces by 5 spaces area in the middle of the map
(you can adjust this as needed). Players start with 4 points. For every enemy inside of the objec-
tive zone, the players get -1 points (the score could go negative).
Victory conditions: If at the end of round 6 the player characters are alive and their score is 1 or
greater, they win, otherwise they are captured or overrun.
!358
GAUNTLET
!359
RECON
Aurelia whistled low, taking in the fresh coat of matte on their chassis.
“Optical camo overlay primary, Inkwell secondary,” Engineer Coates said, finishing her walkaround.
“Even if they scramble your anoptics, it’s going to be a nightmare to sight her.”
Aurelia reached up to touch their chassis’ brachial mount. Their sylph spilled across their arm,
touched the chassis. An inkbloom of the midnight color clouded through it.
A recon mission is, generally speaking, a dangerous endeavor, where a small team enters hostile
territory to identify targets or retrieve key information
Objectives: The GM marks 4 4x4 objective zones on the map. The GM secretly chooses one of
the objectives to be the real objective (from A-D). Characters can control an objective by being the
only side inside the objective zone at the end of the round. They can determine whether the ob-
jective is real or not by being inside the zone and taking a full action (this information is freely
shareable once discovered). They don’t need to control the zone to investigate it.
Enemy Forces: The GM has normal enemy forces, and can hold any number in reserve
Deployment: The players deploy first, then the NPCs
Reserves: The GM can bring in 1 NPC or up to 4 grunts in the ingress zone at the start of any
new round.
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Victory conditions: The players win if they are in control of the real objective at the end of round
6. Otherwise, the enemy forces win.
!361
An Endless Generator, An Unquiet Forge
Iterative worldbuilding, courtesy of the Union Astrocartography Department.
World Type
1. A barren world, with no atmosphere, few valuable resources, no water, under a ceaseless
barrage of terrible radiation.
2. A barren world, with little atmosphere, and a distant sun. It is a cold, dead place, where
lonely wind blows perpetual across flat planes of dark ice and stone.
3. A barren world rich in mineral wealth, cooling after a long period of tectonic activity. Mas-
sive thunderstorms lash the world, and methane ice storms accumulate into world-sculpt-
ing glaciers.
4. A barren world encased in ice, with a deep subglacial sea. The surface trembles with as-
teroid impacts, and the world’s orbit trails ice and dust behind it.
5. A barren world, old and close to its sun, where the mountains have eroded to sand, and
the dunes are endless and white.
6. A temperate world, lush, forever hazy under a thick mist that all but blocks out the sun.
7. A temperate world, with myriad biomes, and skies piled high with columnar clouds.
8. A temperate world, dry across great swathes of plainsland and desert, where vast alluvial
deposits speak of rivers that once were.
9. A temperate world of archipelagos scattered across a mild sea
10. A temperate world with a healthy climate, rich in native flora and fauna, and old, stable
biomes.
11. An inhospitable world, whose atmosphere is thick and choking, with deep valleys that hold
pockets of breathable air.
12. An inhospitable world of storm-tossed nitrogen oceans and wind-polished cadmium is-
lands, where tides surge and recede for years and no land is safe from the flood or retreat.
13. An inhospitable world of lava and lightning, a new world, where there is no life to be found.
14. An inhospitable world, scoured by a distant gamma ray burst, where the life that once was
there has long since died off, and the land simmers with fires that never stop.
15. An inhospitable world, cracked open by an ancient impact, its core bleeding heat into vac-
uum as it slowly dies.
16. A temperate moon with a stable atmosphere, the curve of its horizon visible from even a
modest mountaintop. Its parent world looms massive above it, ever-present in its day and
night sky.
17. An icy moon, cold and dim, one of many around its parent world. It absorbs the impacts of
asteroids that would otherwise hit its counterpart.
18. An ocean world, where there is no land.
19. A barren world with a thin atmosphere. Massive geometric features and perfectly flat metal
planes create an uncanny landscape; deep canals funnel moaning wind around the world.
20. An ancient world, star red and swollen in its sky, where all things have a terrible symmetry,
as if nature itself had oriented—or been oriented—around a single landmark.
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1. 100 year storms with increasing regularity—typically manifests as massive hurricanes.
2. Very active tectonics—earthquakes are more common on this world than others. On ocean
worlds, this means a higher prevalence of tsunamis.
3. Inert core—this world’s core has stopped spinning, and as a result it has shed its magnetic
field. Compasses do not work on this world, and UV exposure is dangerous without signifi-
cant protection.
4. Monobiome—this world is an oddity among worlds, in that has a single, global biome with
a single, global climate. It could be a forest that spans the world, or a desert, a swamp,
and so on.
5. Worldscar - the world has suffered a recent (within a million years) impact from a massive
stellar body. Its climate has leveled, but the scar of the impact is still a massive, visible fea-
ture on the world’s surface.
6. Royal Court - the world has hundreds of terrestrial moons, ranging from hundreds of yards
in diameter to thousands of kilometers. The night sky is bright, and the day is marked by
gentle, dappled light.
7. Under Twin Suns - the world orbits a binary star.
8. Ringed - the world is banded in a series of planetary rings, visible as a thin white line
across the night sky. It is an especially beautiful world to view from afar.
9. Remote - this world was a remote colonial, industrial, or scientific prospect. It is far re-
moved from any other civilization, and takes great effort and time to reach.
10. Cosmopolitan - this world is located close to interstellar shipping lanes, and is a frequent
landmark, resupply point, or pit stop for interstellar travellers, who ether remain in orbit or
have an easy route down to the surface of the world.
11. Hecatoncheires - The world is marked by a series of massive mountains, sheer peaks ris-
ing kilometers into the sky.
12. Epochal Sunset - the world is gripped by the transition between eras—ice to temperate,
temperate to ice, and so on. Expect a varied climate.
13. A Monument of Shame - the world is a dumping ground for passing ships, for a local CS,
or abandoned following massive climate destabilization.
14. Quarantined - the world has been hidden behind Union red tape, for reasons unknown or
known.
15. Breathable Atmosphere - the world, unless already noted, has a breathable atmosphere. A
human can breathe without relying on an EVA, scrubbers, or other assistance or augmen-
tation.
16. High Gravity - the world, in addition to any other features, has higher than standard gravity,
ranging from +1-2G greater than Cradle standard.
17. Low Gravity - the world, in addition to any other features, has lower than standard gravity,
ranging from .1-.99G less than Cradle standard.
18. Hard Sun - in addition to any other features noted in its description, this world’s at-
mosphere provides little to no UV protection. Venturing outside in the daylight is a risk
without proper optical and dermal shielding.
19. Dreamland - in addition to any other features noted in its description, this world has some-
thing otherworldly about it that makes it stand out — Islands that float suspended in the air,
or oceans of liquid mercury, or moving forests, and so on.
20. Dust and Echoes - the world has ancient, pre-collapse ruins on it, with no indication as to
their origin or nature.
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Defining Anthropocentric Feature (optional)
1. Colonial Settlement - initial. There is a settlement here, but it was only recently seeded.
Drones and subalterns work tirelessly, clearing space and assembling the initial colony
footprint. A small cluster of buildings house the landfall team—they are likely welcoming,
as they’ve probably not seen anyone else for years. The population numbers in the
dozens.
2. Colonial Settlement - first generation. The colony settlement here is young, with its first
generation of native-born colonists now of-age and set to the work of building their future
home. The population numbers in the hundreds to thousands.
3. Colonial Settlement - stable. The colonial settlement here is in its second or third genera-
tion, stable, with a population in the tens of thousands.
4. Outpost - Union Far Field Team Mission. There is a FF Team outpost on this world, but
nothing else in the way of human population.
5. Outpost - Omninet Relay Node. The world is empty save for a lone omninet relay node. A
small team crews the node, providing security and on-site technical support. They rotate
on a regular schedule.
6. Outpost - Union Navy SigInt Station. The UN maintains a small signals and intelligence
station on this world. There may or may not be other populations here—that is up to you—
but the SigInt station is in a remote, high-altitude part of the world.
7. Outpost - Union Astrocartography Station. The world is marked with an orbital astrocartog-
raphy station—a suite of automated telescopes, sensors, and observational equipment
used to map more distant stars and worlds.
8. Outpost - Checkpoint/ Forward Post—The world hosts a small Union garrison, most likely
auxiliaries who report to a remote Union officer. Their duty is to scout, stand watch, and
await further orders. They spend most of their time exercising, cleaning, maintaining their
gear, and waiting for something to happen.
9. Installation - Research Facility - The world hosts a Union, Corpro-State, or other state or
private entity’s research facility. It may be a secure, top secret site, or it may not.
10. Installation - Proving Ground. The world, or a significant part of it, is given over to a prov-
ing ground, test field, ordnance firing range, or other large-area hazardous testing, train-
ing, measuring, or dumping installation. Run by a small long-term skeleton crew, there typ-
ically is a larger short-term crew or population present during a given season or exercise.
11. Installation - Deep Field Relay Installation. The world features a secure, long-range, plan-
et-based sensor installation, typically located in a remote, high-altitude location. Populated
by a small crew, the installation can be privately run or Union.
12. Installation - Union Embassy. Generally only found on more developed worlds approach-
ing or at Core status, Union Embassies are modest, centrally-located buildings typically
sited in capital cities on capital worlds. They function as embassies do.
13. Installation - Corpro-State Campus. This world features a publicly-accessible or off-limits
CS campus with a large permanent population. This can be an enclave, an exclave, or in-
tegrated into a larger urban environment, and typically is an administrative center with
some level of public exposure (even just notariety)
14. Base - Union Naval System Command. The world is the site of a regional system com-
mand center for the Union Navy. Part base, part garrison, part shipyard, part recruitment
center, part medical center, a UN SysComm facility is a large, removed, military base with
a defensive perimeter, sunken launch pads, and hardened buildings and bunkers. It has a
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massive permanent population and a garrison numbering in the thousands, usually with a
complement of ships in orbit with (at minimum) global strike and delivery capacity
15. Base - Capital. This world is the capital world of a system, and hosts the physical center of
the system’s government, generally a campus, estate, block, or other large collection of
hardened buildings charged with ministering to the state’s population. Generally speaking,
there is some level of public access to this building, but only in more liberal states.
16. Base - Uplift. This world has a spaceport, a sprawling launch facility open to the public
(access subject to local laws, of course, beyond the basic ability to purchase a ticket off-
world).
17. Civic - Municipalities. The population of this world live in modest towns and cities scattered
across biomes. The population numbers in the hundreds of millions. There may be one or
two signature cities, but there are vast stretches of wilderness between them, and each
municipality has developed their own take on global cultures.
18. Civic - Arcology. The world’s population lives in one or more arcologies—unified, self-con-
tained ecosystem-cities—in harmony with the world around and inside of them. They may
be strictly monitored and walled-off from the larger world, or not. Worlds with arcologies as
the primary urban centers tend to be well developed, with a history at least centuries long.
The global population numbers in the hundreds of millions to single-digit billions.
19. Civic - Metroswathe. Unlike an arcology or municipality, a world marked by metroswathes
is heavily developed, with a significant percentage of the landmass given over to a single,
amalgamated urban environment (<10-15%) that is home to billions. That it functions—and
there are likely large chunks of it that doesn’t—is a miracle. A metroswathe is usually not
planned to be a swathe, but there are certainly large sections of it that have been devel-
oped intentionally, rather than just metastasizing. There are usually vast, baroque criminal,
bureaucratic, and community organizations working both above and below board (and
street level!).
20. Union - Administrator’s Residence. This world, if it wasn’t previously, is habitable, and has
a stable population of millions. A Union Administrator makes their residence here.
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HAZARDOUS ENVIRONMENTS
It is possible (and likely) for mechs to operate in hazardous environments such as being sub-
mersed in hostile atmosphere, vacuum, or water. To operate without killing its pilot, a mech in
these circumstances needs life support -- if a mech’s life support system is active and running,
it can run essentially indefinitely (a pilot will likely die of dehydration/starvation before they run
out of oxygen, thanks to the efficiency of standard 02 scrubbers). A mech in a hazardous envi-
ronment without life support has enough residual support for a number of hours equal to its en-
gineering score, or 30 minutes if that score is less than 1.
ZERO -G
A Mech operating in zero-g, underwater, or space is slowed unless it has a propulsion system or
a system allowing it to fly, but can fly when it moves (even if it doesn’t have a flight system).
Mechs in space or zero-g cannot fall.
Environments:
1 Dangerous Flora or Fauna The planet has a high amount of dangerous animal or
plant life, some of it perhaps titanic, predatory, or
particularly hostile. You can represent this by using the
Monstrosity NPC type from the NPC toolkit. You can
also represent the presence of hostile flora on a
battlefield as size 1 or 2 immobile characters with
evasion 10, 5 hp. Any target that moves adjacent to
them must pass a hull check or take 3 kinetic damage
and become immobilized by sticky sap, webbing, a pit
trap, or the like until the flora is destroyed.
2 Extreme Cold Mechs and pilots will quickly freeze without a source of
heat nearby, and culture on this world accommodates
this. Any mech that does not move or boost on its turn
becomes immobilized at the end of its turn. It can end
this condition by taking a quick action and making a
successful hull check to break out of the ice.
5 Extreme Sun Characters take 1d6 heat at the end of any turn that
they are not standing in the shade
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6 Corrosive Atmosphere The thick atmosphere on this world corrodes armor. All
weapons gain the AP tag.
9 Disruptive Storm The storms on this planet are so thick that electronic
systems cannot function. All tech actions, attacks, and
system checks and saves are made at +1 difficulty.
12 Ocean World This entire world is covered in water, with less than 5%
of the surface being solid ground. Mechs with flying or
EVA can move normally, otherwise mechs without will
sink to the bottom and count movement as difficult
terrain. They can walk perfectly normally on the bottom
(if slowly) and most mechs are pressure rated to
extremely high specifications.
13 Molten World Parts of this world’s crust pokes through in showers
and pools of liquid rock. Any character that enters a
zone of molten rock or lava for the first time on its turn
or starts its turn there takes 5 AP energy damage and 3
heat.
15 Low Gravity All mechs gain the ability to fly when they boost on this
world, but must land after they move. Characters never
take damage from falling.
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16 High Gravity Mechs cannot boost on this high gravity world and are
immobilized instead of Slowed
19 Sinking World This world is covered in fine sand or thick mud. While
on the surface, mechs that move 1 space or less
during their turn are Slowed. Mechs that are Slowed
and move 1 space or less are immobilized and start
sinking, eventually becoming completely engulfed. A
mech can take a full action and make a hull save to
end this effect on itself or another adjacent mech.
Generally speaking, tune the environmental hazards to the world(s) that your campaign takes
place on: jungle worlds will have hazards that are appropriate for jungle worlds, aquatic worlds
will have hazards appropriate for aquatic worlds, and so on.
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NON PLAYER CHARACTERS
This section contains the rules for running non-player characters in combat in LANCER. As a
large part of your role as a GM is running those characters, we’ve included a lot of rules and re-
sources here to help you create those characters as fully as you can.
The rules for NPCs can look intimidating, but it’s more useful to think of this section as a toolbox
for you to put together the NPCs that you want to include in your game, whether that’s a horde of
enemy mechs, a powerful and devious adversary, biological monstrosities, or rebel raiders. It’s
more like a catalogue for you to pick, choose, and create. If you don’t feel like getting too deep
into this, you can take all the basic NPCs presented here and put them in your combats without
any additional work. However, we have also tried to provide a comprehensive and flexible outline
for you to fill in your own details or make your own creations.
Running NPCs
Non-player characters (NPCs) act by slightly differently rules in LANCER than player characters.
Player characters are assumed to be exceptional individuals, whether through ability, training, or
just sheer luck. The rest of everyone else has to follow in their wake, so to speak.
In narrative play, NPC actions typically depend on the rolls of player characters. In other words,
the player’s rolls do double duty for both PC and NPC actions. For example, a player failing a
combat roll is cue for the NPCs to tackle them, punch them in the face, or open fire. A player fail-
ing a roll to infiltrate causes NPCs to notice them, or sound the alarm, or call reinforcements.
NPCs, and the GM generally don’t make rolls for themselves.
In mech combat, NPCs act much like player characters, with some notable exceptions. NPCs
can be heroic individuals, but they typically don’t have access to the full range of options that
players do.
NPCs follow the same rules for players in Mech combat. By default, they take one turn per
round, and can make a regular move and two quick actions or full action on their turns, like
player characters. However, NPCs act with the following exceptions:
NPCs, unless specified, never act first on the very first turn, and only take a turn when they
are activated. A player will always act first in the round, then the GM gets to activate a hostile
NPC. A friendly NPC can be activated by player characters and acts in lieu of a player turn. Play-
er/friendly NPC turns and hostile NPC turns will always alternate until one side has completely
activated, at which point the remaining actors can take their turns in any order.
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NPCs are limited in the actions they can take on their turn. They can also take actions that
are slightly different to player actions.
You will notice that NPCs cannot overcharge and do not heal when the stabilize by default. They
also do not heal or clear conditions when they take the stabilize action, and cannot take the
brace reaction by default.
Recharge
Many NPC modules and weapons have the recharge tag. Once an NPC uses a system or
weapon with this tag, they can’t use it again until it recharges. At the start of each of their turns,
roll 1d6 and check to see if they gain the use of their system or weapon back. This is listed in the
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profile of the weapon or system. For example, a recharge (5+) system can be used again once a
5 or 6 is rolled.
Roll only once for all recharge modules per NPC, but roll separately for each NPC.
NPCs take damage and heat a little differently to players, for ease of use. There are typically
more NPCs than player characters in a given combat, and the GM is the only person tracking
them all, which can slow down things significantly if they had exactly the same rules as player
characters. Some NPCs are powerful or unique enough to function much like player characters,
but the majority are a lot simpler.
NPCs, are destroyed when they reach 0 HP by default. By default an NPC has 1 point of
structure. An NPC with more than 1 point of structure follows the same rules for taking structure
damage as players. When they’re reduced to 0 hp and check their last point of structure, they are
destroyed.
NPCs mostly deal flat damage instead of rolling for their attacks.
NPCs cannot Critical Hit unless specified. They rely less on luck than players, who are more
traditionally ‘heroic’ characters. Some NPCs, such as veterans, or Ultras can Critical Hit, which
makes them quite dangerous.
Heat
Some NPCs (such as mechs) have a heat capacity like players. By default, NPCs have 1 reactor
stress and gain the exposed condition when they take heat that would put them over capacity. If
an NPC has more than 1 reactor stress, it takes heat like a player.
Tier
NPCs are split into tiers for ease of estimating difficulty. Higher tier NPCs have increased sta-
tistics and deal more damage. Tier 1 is levels 1-4, tier 2 levels 5-8, and tier 3 levels 9-12.
The damage and bonuses of NPCs often scales per tier. This is written as X/tier. For example, an
attack with +2/tier vs evasion +1 accuracy/tier would roll the following per tier:
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Damage is written as Tier 1/Tier 2/Tier 3 damage
For example, an NPC might have an attack that looks like this:
Assault Rifle
Main Rifle
Range 10
At tier 1, the weapon will attack at +2, +1 Accuracy for 4 kinetic damage
At tier 2, the weapon will attack at +4, +1 Accuracy for 6 kinetic damage
At tier 3, the weapon will attack at +6, +1 Accuracy for 8 kinetic damage
Player characters of a lower level than the tier of NPC they are fighting will generally have a much
harder time. For example, you shouldn’t generally match up players of license level 3 against tier
II NPCs.
You can mix and match tier to give players a harder or easier challenge if you want (especially if
you want to ease players into a higher tier so the jump isn’t as severe).
NPC Roles
NPCs are split up into roles to make constructing combats easier for the GM. Each role is a clue
as to the NPC’s intended use and effectiveness (there’s also a little tactics section under each
entry for more specifics). These are very similar to mech tags for player characters.
Artillery - Artillery NPCs are typically long ranged, accurate, and deal high damage, but are quite
fragile on their own. Getting up close with them will typically leave them defenseless. Many of
them focus on area of effect (AoE) damage.
Controller - Controller NPCs typically inflict low or no damage on their own, but instead focus
on disabling, moving, or denying their enemies. Use them to lock down high damage opponents,
protect fragile allies, or to make openings for allies to deal damage or move around.
Striker - Striker NPCs are no nonsense damage dealers that must be close or midrange to be
most effective, and are usually quite mobile and durable. Their damage is normally very consis-
tent if not high on a turn by turn basis, and over time they can be hard to deal with.
Support - Support NPCs, like controllers, typically deal low or no damage on their own. Instead,
they focus on aiding allies, often through zones or effects that increase their allies damage or re-
silience.
Defender - Defender NPCs are typically very resilient to damage. They protect either their allies
or an area of the battlefield by being a slow but hardy threat. Many Defender NPCs have the
guardian trait, allowing allies to take cover behind them.
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Consider mixing and matching different NPC types to make combats tactical puzzles that the
players must figure out. For example, you can pair a controller NPC that forcibly moves players
with Defender NPCs that are slow but require enemies to be close to deal damage, or pair up
Striker NPCs with support NPCs that increase their damage output.
Not all combats need to be this complex, especially for new players, but adding this layer of en-
counter building to a combat can be a good challenge for experienced players.
NPC Tags
NPCs use the same tags as players, but have a few additional tags they can use that change the
way that they work in combat.
Mech - An NPC with the mech tag is an ambulatory, mechanized cavalry unit (like the players)
Ship - An NPC with the ship tag is a space or atmospheric craft of some kind.
Biological - An NPC with the biological tag has no heat capacity, cannot take or benefit from
tech actions unless specified, and is immune to all tech actions except Scan and Lock On.
Squad - An NPC with the Squad tag indicates a large squad smaller enemies. Rules for squads
are found in the squad class.
Traits are components of an NPC that can’t be described by a system, such as general qualities,
pilot experience, or training. They cannot be disabled by system damage.
LANCER doesn’t have a set ‘catalogue’ or manual of NPCs, but instead presents a list of basic
NPC classes and templates you can use to customize an NPC the way you want them.
An NPC class describes the basic statistics and abilities of an NPC, and usually describes their
function. For example, if you want an NPC mech that functions like a mobile artillery piece, you
should use the Bombard class. If you want an NPC mech that flies and strafes its targets, you
should use the Ace class.
An NPC template can be applied on top of the base class to further customize an NPC by
adding more unique flavor (such as the pirate template), more unique modules, or changing the
NPC into a tougher enemy meant to be fought by many players.
There are a few important templates that change the function of an NPC fairly drastically:
The Grunt template makes an NPC into a weak, easily dispatched enemy. Grunts have 1hp, but
otherwise function like a regular NPC of their type. Grunts can be used when you want to throw
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numerous enemies at your players to make the experience more cinematic or increase the size of
an encounter without totally overwhelming your players.
The Elite template makes NPCs tougher and more durable, and can be used when you want to
make a standout or especially powerful NPC.
The Ultra template makes an NPC into a very powerful foe that should be fought by an entire
group of players. It drastically increases the toughness and durability of an NPC, as well as giv-
ing them access to powerful Ultra traits and systems. Ultras can gain additional activations
(turns) that they can take per round, making them deadly unless they are tackled by multiple
players at once.
The Veteran template makes an NPC into a more characterful, durable NPC. You can use it
when you want an NPC to stand out or have a notable or memorable ability. You can apply it on
top of other templates such as Elite to make a very tough or dangerous foe.
The template used for an NPC (grunt, Ultra, Elite, Veteran, normal, etc) and the class of the NPC
(Assault, Aegis, Bombard, etc) is always public information to the players if they ask for it, no
matter what you call your NPC (Vathrak Royal Guard, for example). Other information, such as
specific systems, weapons, etc can either be hidden by the GM (requiring scans to find out) or
also public information, depending on how you want to run your game. The reason NPC types
need to be shared with players is so as players learn the game, they will learn specific capabili-
ties and tactics against NPC types, and the capabilities of certain NPCs will feel fair.
All NPC classes come with base modules (system, weapons, and traits) common to all of that
particular class. Under the entry for each NPC class is a list of optional modules for that class.
Adding multiple optional modules can make a more tactically interesting but more complex and
dangerous enemy and is up to your discretion.
Building an NPC
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You should always feel free to re-name or re-flavor, modules, or classes as you see fit. For exam-
ple, your Ace NPCs in a particular encounter might not be called ‘Aces’ but ‘Royal Guard’.
Adding complexity
Think about how your NPC functions. Most NPCs should have base systems and 1 optional sys-
tem unless otherwise noted. However:
If you want a very basic NPC, don’t choose any optional modules or templates. You can very
easily run NPCs without adding any extra complexity to a fight by just choosing the basic NPCs
with their stats and base modules.
If you want a weak NPC you can throw at players en-masse, choose the Grunt template.
If you want a slightly more complex, advanced, or dangerous NPC, choose additional optional
modules. Generally adding 1-2 more will be sufficient, but you can add more or less as you see
fit. The more optional modules you add, the more complicated the NPC will be to run during a
game.
If you want a unique, strong, standout, or memorable NPC, apply the Veteran, or Elite templates.
If you want a ‘boss’ type NPC, something that is able to fight the entire group at once, choose
the Ultra template
If you’re feeling confident, you can even swap systems around from enemy class to enemy class.
For example, you could give the Spectre’s cloaking field to an Assault-type enemy. To push it
even further, if you want to change the Assassin NPC into a nasty example of alien wildlife, you
could give it the biological tag, re-name its variable knife to ‘slashing claws’, then give it the ‘Acid
Spittle’ option from the Monstrosity class.
Balancing Combat
- 1 Ultra/4 players
- 3-4 grunts/1 player
- 1-2 normal enemies/1 player
- 1 elite/1-2 players
These enemies should be of the same tier as players. You can mix and match this, for example, if
you have four players, you could mix in 4 grunts and three regular enemies.
You can decrease combat difficulty by lowering the number of enemies or lowering their tier rela-
tive to players, and you can increase combat difficulty by adding enemies with more optional
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systems, elite enemies, higher tier enemies, enemies with more templates (such as veteran), or
adding more enemies.
This is something up to you to figure out with your particular group of players. Don’t take the
above advice on balancing encounters as a rigid set of rules, but rather a starting point or guide-
line. Every group is going to want different levels of challenge.
Number of Combats
In an optimal situation, players should have 1-2 combats between rests, and should fight in 3-4
combats before getting a full repair. As GM this is up to your discretion, especially if you’re
throwing harder combats at players. Remember the GM agenda - you are not there to punish
players, but to help tell a good story.
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NPC Classes
Strikers
Ace - A fast, flying striker that can negate burst damage very easily
Assassin - A mobile striker that is very good at hunting down a single target
Berserker - A melee-only striker that is very fast and dangerous in melee, but can harm allies
Breacher - A high damage, low range, inaccurate striker that can burst through walls and cover
and smash through armor
Cataphract - A fast striker that can drag its enemies with it to reposition them
Engineer - A striker that puts out immobile turrets, rapidly increasing its damage output if not
dealt with
Spectre - A very mobile, invisible striker that gets bonuses when attacking solitary targets
Ronin - A melee duelist that can reflect ranged attacks and deals out area damage at close
range
Scourer - A relatively slow striker that deals high single target damage and can easily focus
down enemies it has already hit
Defender
Demolisher - A slow, high damage defender that is resistant to melee damage and very danger-
ous up close
Goliath - An enormous defender that can taunt enemies, pin enemies close range, and must be
fought at close range to deal damage effectively.
Pyro - A slow moving defender that deals AoE damage a close range and generates an energy
shield to protect allies
Sentinel - A relatively fast defender that protects nearby allies with overwatch
Controller
Archer - A higher damage controller that creates ‘choice punishment’, allowing enemies to
choose between staying immobile or granting the archer free attacks.
Barricade - A controller that creates cover for allies and locks down fast moving enemies
Witch - A nasty controller that inflicts conditions on enemies and deals high heat
Hive - A controller that creates damaging zones that protect allies and can force its enemies to
move around
Hornet - A very fast, extremely hard to hit controller that inflicts conditions on enemies while be-
ing very vulnerable to conditions itself
Seeder - A controller that focuses on area control with traps and mines
Support
Priest - A technical support that can merge systems with an ally to boost them at the cost of in-
creasing its own vulnerability
Mirage- A support that deals zero damage on its own but can turn its allies invisible and teleport
them around
Scout - A support that makes targets more vulnerable and denies enemies hiding or invisibility
Support - A pure support NPC that focuses on repair and condition clear
Artillery
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Bombard - A high damage, long range artillery that focuses on area of effect damage and deals
more when it hits more targets, punishing players for grouping up
Rainmaker - A long range artillery that shoots delayed impact rockets that can deal high dam-
age if not avoided
Sniper - A very long ranged, accurate artillery that can deal entire points of structure damage
under the right circumstances
The first part tells you the NPC’s name, tags, and role. The second part is the NPC’s stats at Tier
1
ASSAULT
Mech, Striker
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
15 8 8 8 +1 +1 +1 +1 1 4 8 10 1
HP - Hit Points
Evade - Evasion
E-D - E-defense
H - Hull
A - Agility
S - Systems
E - Engineering
Armor - Armor
Spd - Speed
Size - Size
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ACE
Striker
A pilot more comfortable the closer they get to their roots, the Ace enemy-type employs high-speed straf-
ing runs, agile maneuvers, and a reckless approach to piloting their mech. Cocky and self-assured, Ace-
type enemies relish a good duel.
Tactics: The Ace is a very fast, reactive striker with the ability to mitigate dangerous or high-dam-
age attacks with its Evasive Maneuvers trait. Its seeking weapons can ignore cover and line of
sight, making it very consistent damage. Use Evasive Maneuvers against heavy weaponry to
maximize its potential. The Ace’s lower HP makes it a lot weaker against sustained damage and it
is relatively easy to tech attack.
ACE
Mech, Striker
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
10 12 8 8 -2 +3 +1 +0 0 5 10 10 1
Base systems:
Missile Launcher
Main Launcher
+1 vs e-defense/tier
Seeking, Smart
Evasive Maneuvers
Trait, Reaction
Recharge (5+)
In response to being hit by any ranged or melee attack, the mech can perform a barrel roll, flying
6 in any direction and causes the attack to miss. This movement does not provoke reactions and
ignores engagement. The Ace must decide to take this reaction before damage is rolled, but after
it knows the final result of the attack roll (hit, critical hit etc).
Optional systems:
Bombing Bay
System, Limited (3)
1/round
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When this mech moves or boosts and is flying, it can drop a bomb on one character below as a
free action it that it passes over vertically or adjacent to. Bombs create a blast 1 area with at
least 1 space on their target. All affected targets must pass an agility save or take 6/8/10 explo-
sive damage and be knocked prone.
Strafe
Trait, Quick Action
1/round
The Ace flies its speed in any direction in a strafing run, dealing 3/4/6 kinetic damage to any ac-
tor of its choice it passes over vertically or adjacent to (no roll required).
Missile Swarm
Main Launcher
Seeking, Loading
Burst 5
+1 vs evasion/tier
This weapon does not hit allied characters and deals double damage to characters suffering
from the Lock On condition
Watchful
Trait
1/round, in response to any hostile character moving in line of sight, the Ace can make the boost
action as a reaction after that movement completes.
Chaff Launchers
Trait
The Ace’s Evasive Maneuvers also work on tech attacks. In addition, after it takes its Evasive
Manuevers action, it counts as being in soft cover until the end of its next turn.
At higher levels:
Tier II:
12 15 8 8 -2 +4 +2 +1 0 6 10 12 1
Tier III:
14 18 10 8 -2 +6 +3 +1 0 7 10 14 1
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AEGIS
Support
Aegis-style mechs are squat, defend-and-suppress chassis built to hold ground, support their allies, and
suppress enemies. Higher-tier Aegis mech pilots have access to hardlight and blackwall defensive mea-
sures - technology that makes bulwarks out of even the smallest barricade.
Tactics: The Aegis is a tougher, defensive support. Use its defense net to place it in a location
where it will cover the most allies, since it is hard for it to redeploy. It’s regenerative shielding trait
can be used to easily protect its allies from player suppression tools such as the Guardian trait or
tech attacks. Stunning or moving the Aegis, or simple getting inside its shield, can nullify its effec-
tiveness.
AEGIS
Mech, Support
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
14 7 10 10 +0 -2 +2 +2 2 3 8 10 1
Base systems:
Light Laser
Main cannon
+1 vs evasion/tier
Range 8
Defense Net
System, Shield, Full Action, recharge (4+)
This system spreads a powerful shimmering repulsion shield over a large area. While this system
is active, this mech is immobilized, but all ranged, melee, or tech attacks against any character
or object within a burst 3 zone around this mech originating outside of that zone take +2 Difficul-
ty and cannot critically hit. Attacks out of the zone or between targets that are both inside of the
zone are unaffected. It can be deactivated as a protocol, and it automatically deactivates if the
Aegis is stunned, jammed, or destroyed. If the Aegis is involuntarily moved (such as from knock
back), the field does not deactivate, but moves with it.
Regenerative Shielding
Trait
The Aegis and allied characters inside it’s defense net are immune to the impaired and slowed
condition, cannot be critically hit, and any allied character that moves inside of the defense net
can immediately end the impaired or slowed condition on itself.
Optional systems:
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Adaptive Shielding
Trait
1/round
The first time a round an allied character to the Aegis inside the defense net is damaged, all allied
characters inside gain resistance to the damage type of the triggering attack until the end of the
Aegis’s next turn.
Ring of Fire
Trait
All characters hostile to the Aegis that start their turn inside the Defense Net or enter it for the
first time on their turns take 2 heat and become Shredded while inside the net (they can end this
condition by leaving the net).
Guardian
Trait
Recharge (5+)
The Aegis creates a line 3 section of hardlight, which grants hard cover against incoming fire.
Characters that benefit from this cover have resistance to damage from line, blast, and cone at-
tacks. The cover is immune to damage.
HA Blackwall system
Limited (1)
The Aegis creates a pitch black wall of blinkspace that takes up a free line 10 zone 5 spaces high
that must have at least one point within 5 spaces of the Aegis. The wall completely blocks line of
sight between its two sides and no effect or attack can be drawn across it. Any character that
starts its turn on the wall or crosses it for the first time on its turn has a 50% chance to be lost in
blinkspace momentarily. If this occurs, remove the mech from play. It returns at the end of its
next turn, in any free space chosen by that character within range 10 of either side of the wall. If
there is no space available, it returns when there is. The wall disappears when the Aegis is de-
stroyed or it uses an action to deactivate it, also returning any stranded mechs.
At higher levels:
Tier II:
18 8 12 10 +0 -1 +3 +3 2 3 10 11 1
Tier III:
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HP Evade E-D Heat H A S E Armor Spd Sense Save Size
18 8 14 10 +0 -1 +4 +5 3 3 10 12 1
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ARCHER
Controller
From Ursa Major’s GATEKEEPER line of chassis, the Key-II is a powerhouse capable of punching well
above its weight. What it lacks in armor, it makes up for in targeting and superpositional maneuvering sys-
tems.
Tactics: The Archer controls though ‘choice punishment’ - giving characters a choice between not
taking certain actions or letting the Archer attack them. Use it to lock down mobile or hard hitting
players and cover for more vulnerable allies. The archer needs to get somewhat close to its target
to be at full effectiveness and is not that durable itself.
ARCHER
Mech, Controller
16 8 8 8 -1 +2 +2 -1 0 5 15 11 1
Base systems:
LMG
Main Cannon
Reliable 3/4/5
Range 10
+2 vs evasion/tier
Suppress
One target in range 10 and line of sight of the Archer is impaired. If it starts any movement, the
archer can attack it once with any weapon as a reaction, but this effect ends after the archer at-
tacks, hit or miss. The target can also immediately end this effect by damaging the archer. It also
ends if the archer loses line of sight to its target, if the archer is stunned, jammed, or destroyed, if
the archer chooses a new target, or ends this effect as a free action.
Superior Sentinel
Trait
Optional Systems:
Driving Fire
Trait, Reaction
1/round, in response to any character in range 10 and line of sight starting any movement, the
Archer can interrupt that movement. If the character continues to move, the Archer can immedi-
!385
ately attack it as a reaction. The character can choose to cancel that move, losing the action or
movement. If they do so, the Archer does not get to attack, but still spends its reaction.
Covering Fire
The Archer chooses a blast 3 area within range 10 and line of sight. Until the end of its next turn,
the Archer can immediately attack any character as a reaction that makes an attack in that zone.
Blinding Shells
Trait
1/round, the Archer can force a target struck by its attacks to pass an engineering save or only
have line of sight to adjacent spaces until the end of its next turn
Hail of Fire
Trait, Quick Action, recharge (4+)
A character in range 10 of the Archer becomes immobilized and impaired until the end of the
Archer’s next turn. It can immediately end this effect if it allows the Archer to attack it as a reac-
tion, the archer uses this trait again, or the archer is stunned, jammed, loses line of sight, or de-
stroyed.
Watchful
Trait
1/round, in response to any enemy movement, the Archer can make the boost action as a reac-
tion after that movement completes.
At higher levels:
Tier II:
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
20 10 10 8 -1 +3 +3 -1 0 5 15 13 1
Tier III:
20 12 12 8 -1 +4 +4 -1 1 6 15 16 1
!386
ASSASSIN
Striker
Assassin style mechs trend towards agility, damage, and speed. Their pilots sacrifice comfort for a chassis
efficiency — unnecessary life-support systems, pilot care systems, communications systems, and others
are stripped out and replaced with systems that increase processing power, run-silent ability, and increase
chassis range.
Assassin pilots work alone or in small groups, piloting their small, sleek mechs into territory thought impen-
etrable by their targets. One of the few doctrines to employ bladed weapons, assassin-style pilots train
both in the cockpit and out of it to be able to fight with any weapon, in any theater, as efficiently as possi-
ble.
Tactics: The Assassin is the master of punishing a single character. Use its mark to pick a char-
acter and it’s high speed and leap actions to close distance. You can combo the assassin with
other NPCs that inflict conditions such as stunned or prone for a nasty combination. By default the
assassin can only use melee attacks and is relatively vulnerable to sustained damage.
ASSASSIN
Mech, Striker
15 12 8 7 +0 +2 +1 -1 0 6 10 10 1/2 or 1
Base systems:
Kai Bioplating
Trait
This mech gains +1 Accuracy on all agility checks and saves. It ignores difficult terrain, can climb
and swim with no penalty and can jump half its speed vertically and its entire speed horizontally,
in any combination.
Heated Blade
Main Melee
Threat 2
This weapon deals double damage to targets suffering from the prone, shredded, immobilized, or
stunned conditions.
Assassin’s Mark
!387
The Assassin chooses a character in line of sight. For the rest of this scene, it has resistance to
all damage from that target, damage it deals against that target cannot be reduced in any way,
and it gains +1 accuracy on all saves from effects originating from that target. It can only change
its target if its current target is destroyed.
Leap
Trait, Quick Action, Recharge (5+)
The Assassin flies 6 spaces in any direction but must end its move on a surface. Characters ad-
jacent to it when it lands must pass an agility save or be knocked prone.
Optional systems:
Boltok Shotgun
Heavy CQB
Loading, Knockback 2
+0 vs evasion
Range 3, Threat 3
Sap
A character adjacent to the Assassin must pass an engineering save or become stunned until the
end of its next turn.
Spinning Kick
Trait, Quick Action
A target adjacent to the Assassin must pass a hull save or be knocked back 4 spaces away from
the assassin and knocked prone.
Shroud Grenades
System, Quick Action, Recharge (5+)
The Assassin creates a burst 3 zone of soft cover around itself. The zone disperses at the end of
its next turn, or when the Assassin creates a new one. Characters other than Assassins cannot
trace line of sight into or out of the zone (characters at least partly inside the zone can draw line
of sight to each other normally).
Explosive Knives
System, Quick Action
Limited (3)
A knife can be thrown at any character in range 3 as a quick action. Make a ranged attack roll for
+2 vs evasion/tier, attaching on hit. At the end of the target’s next turn, the knife explodes, deal-
ing 6/8/10 explosive damage in a burst 1 area centered on the knife or mech.
At higher levels:
!388
Tier II:
15 15 8 7 +1 +3 +1 +0 1 6 10 12 1/2 or 1
Tier III:
15 17 8 7 +1 +4 +2 +0 1 8 10 14 1/2 or 1
!389
ASSAULT
Striker
Assault doctrine mechs and their pilots are the most common main battle chassis found throughout the
galaxy. Fitted with a localized version of a main battle rifle, sidearm, and a suite of systems to enhance
movement, targeting, and defensive systems, an Assault Doctrine chassis is a straightforward, reliable,
hardy combatant.
Assault doctrine pilots are the cheapest to train and outfit: this does not make them any less of a threat
when paired with a kit of their choice.
Tactics: The Assault is a straightforward, high damage dealer. Put it in a place where it’s tough-
ness and decent range can be put to good use, and its use Brace reaction on sources of burst
damage to maximize its survivability.
ASSAULT
Mech, Striker
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
15 8 8 8 +1 +1 +1 +1 1 4 8 10 1
Base systems:
Reliable 2/3/4
Range 10
+1 vs evasion/tier
Combat Knife
Auxiliary Melee
Threat 1
+1 vs evasion/tier
Brace
1/round, Reaction
The Assault gains resistance to all the damage from one attack that just hit it.
Optional systems:
Loading, Arcing
!390
Range 8, Blast 2
+1 vs evasion/tier
Micro-missile Barrage
All characters in a line 8 area drawn from the Assault must pass a hull save or take 6/8/10 kinetic
damage, or half on a successful save.
System
The Heavy Assault rifle can be fired with high caliber rounds, adding +4 kinetic damage and the
AP tag, but requiring a reload after firing it this way (as if it had the loading tag)
Auto-targeting
Trait
The Assault’s attacks ignore cover penalties (it must still obey line of sight).
Rank Discipline
Trait
The Assault gains +1 Accuracy on all its attacks, checks, and saves as long as it’s adjacent to at
least one friendly mech.
At higher levels:
Tier II:
18 10 9 8 +2 +2 +2 +2 1 4 8 12 1
Tier III:
21 12 10 8 +3 +3 +3 +3 1 4 8 14 1
!391
BARRICADE
Controller
Using battlefield printing and terraforming technology, Veld Systems’ Keeper Pattern 5 is a com-
mon guard chassis, converted from frames originally designed for earth moving in the early
stages of colonial development.
Tactics: The Barricade is at its best when locking down fast moving targets. It can use its mobile
printer to create hard cover for its allies to use, or create a blocker to prevent melee or fast-mov-
ing mechs from moving through an area.
BARRICADE
Mech, Controller
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
12 6 9 10 +0 -2 +1 +3 1 3 15 12 2
Base Systems:
Graviton Lance
Main Cannon
Range 10
2 energy damage
This weapon can attack twice at tier II onwards when it’s fired, choosing either the same or dif-
ferent targets
On hit, the target is slowed until the end of its next turn.
Mobile Printer
System, protocol, Recharge (5+)
As a free action at the start of its turn, the barricade may print a 2x2x2 cube (size 2) of hard cover
in any adjacent and free space. The cover has evasion 5 and 20 HP. The entire structure takes
damage and is destroyed at once (not each individual section).
Shock Plating
System
Bulwark Mods
Trait
Optional Modules:
Drag Drone
!392
Quick Tech
A target struck by this drone takes 2 AP energy damage for each 1 space that it voluntarily
moves until the end of its next turn. The target is aware of this effect.
Seismic Repulsor
Quick Action, recharge (6+)
All non-flying characters within a burst 3 area centered on the Barricade must pass a hull save or
be knocked back 3 spaces directly away from the barricade and knocked prone. The area in the
blast then becomes difficult terrain until the end of the current scene.
Rapid Extruder
The Barricade can print twice as fast (can print two sections of cover at once)
Mag Mines
Quick Action, Recharge 6+
The Barricade rapidly prints and deploys a field of tiny mines in a free adjacent space that seek
out characters and clamp on to them in droves, slowing them down and inhibiting movement.
The mines take up a size 4 cube. The area is difficulty terrain, and any character other than the
Barricade or its allies that enters the area or starts its turn there must pass a systems save or be-
come Slowed until the end of its next turn.
Snare Drone
Quick Action, Drone (size 1/2, 5 hp/tier, 10/12/14 evasion/e-defense)
Limited (1)
The Barricade rapidly prints and deploys a snare drone in a free adjacent space. This drone is
size 1/2, has 10/12/14 evasion and e-defense and 5 HP/tier. When any hostile mech moves with-
in range 3 of the drone or starts its turn in range of the drone, it emits a pulse, immediately im-
mobilizing that mech until the drone is destroyed (no save allowed).
Tier II:
16 7 11 11 +1 -2 +1 +5 1 3 15 15 2
Tier III:
20 8 13 12 +2 -2 +2 +6 1 4 15 18 2
!393
BASTION
Defender
Bastion doctrine chassis trade the pure defensive edge of an Aegis doctrine chassis for one that
allows more mobility. Blending area-denial offensive capability with hardened defense systems
and advanced communication suites, Bastion doctrine chassis make for strong squadron com-
manders.
Tactics: The Bastion is a hardy defender that is able to protect itself and adjacent allies very well
with its bulk and size. Use its shield wall trait to protect from enemy back-liners. Knock back and
forced movement effects are very effective against the Bastion or its ward since they break many
of its abilities.
BASTION
Mech, Defender
10 8 8 8 +2 -3 +0 +2 3 4 5 8 2
Base systems:
Arcing, Loading
+1 vs evasion/tier
Range 8, Blast 1
Threat 1
Knockback 1
+1 vs evasion/tier
3 kinetic damage/tier
Shieldwall
Trait
The Bastion and one adjacent mech of its choice has resistance to all damage from a target of its
choosing that it can see. It can only change this target at the start of its turn, and its target loses
resistance if it breaks adjacency for any reason.
Guardian
Trait
!394
Adjacent allies to the Bastion can use it for hard cover
Optional systems:
Shard Launcher
System
Before any character attacks the Bastion from within range 3, it takes 1/2/3 AP explosive dam-
age.
Siege Guardian
Trait
Adjacent allies to the Bastion have resistance to damage from blast, line, and cone attacks.
Immortality
System, Full Action
Recharge (5+)
The Bastion and one adjacent mech of its choice are immune to all damage and effects until the
start of the Bastion’s next turn, guarded by a flickering pane of Blackshield tech. The mech adja-
cent to the Bastion loses this benefit if it breaks adjacency. On the start of the Bastion’s next
turn, it is stunned until the start of its following turn.
Defender
Trait, Reaction, 1/round
Once a round, when an allied mech is damaged, if the mech is range 5 of the Bastion and the
bastion is not immobilized, it can immediately move adjacent to that mech and take that damage
instead of the targeted mech.
Hypo-reinforcement servos
System, Shield
The Bastion reduces all the damage from the very first attack it takes a round to 0. This effect
refreshes at the start of its turn.
At higher levels:
Tier II:
10 10 8 10 +4 -3 +0 +3 3 4 5 10 2
Tier III:
10 10 8 12 +6 -2 +0 +4 4 4 5 12 2
!395
!396
BERSERKER
Striker
Berserker doctrine mechs build to take advantage of advanced heat cycling systems to shunt
system heat tax into an offensive force, increasing their weapon output by orders of magnitude.
Tactics: The Berserker is very scary up close and a great melee duelist. Get it as close as possi-
ble to enemy forces to maximize its potential. With a terrible heat cap and e-defense, it is vulnera-
ble to tech attacks, and savvy enemies will force its aggression trait to trigger on its own allies, so
keep it away from friendly forces.
BERSERKER
Mech, Striker
12 8 6 6 +3 +2 -2 -1 1 5 5 10 1
Base systems:
Chain Axe
Heavy melee
+1 vs evasion/tier
Threat 1
Critical hits from the Chain Axe cause targets damaged to become Shredded until the end of
their next turn.
Active Defense
Trait
The Berserker has resistance to all damage unless it suffers from the impaired, stunned, immobi-
lized, shredded, or slowed conditions or the exposed status.
Aggression
Trait
The first time the Berserker takes damage each round, it must immediately make a chain axe at-
tack as a reaction against a randomly determined adjacent target (allied or enemy).
Charge
The Berserker moves its speed in a straight line, ignoring reactions and engagement, then makes
a chain axe attack against a random character in range.
Optional systems:
!397
Molten Shield
System, Shield, Reaction
Once per round, the Berserker can activate this dispersal shield when it takes damage from any
melee attack. The attacker must pass an engineering save or take Burn 2/tier
Juggernaut
Trait
When the Berserker charges, all characters (allied and enemy) it passes adjacent to during its
charge and all targets it ends adjacent to must pass a hull save or be knocked prone.
Harpoon
Main CQB
+2 vs evasion/tier
Range 5, Threat 3
Targets struck by this weapon the same size or smaller than the Berserker are pulled in a straight
line adjacent to the Berserker or as far as possible. Otherwise, the Berserker is pulled towards
the target. The Berserker then grapples the target automatically if it’s adjacent.
Nail Gun
Main CQB
+1 vs evasion/tier
Range 5, Threat 3
Targets struck by this weapon must pass an agility save or become immobilized until the end of
their next turn.
Retribution
Trait
When the Berserker takes damage, its next attack deals +2/3/4 bonus damage on hit. This effect
stacks up to +8, but is lost after the Berserker makes any attack or at the end of the Berserker’s
next turn.
At higher levels:
Tier II:
16 9 6 6 +4 +4 -2 -1 1 5 5 12 1
Tier III:
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
!398
20 10 6 6 +6 +4 -2 +0 1 5 5 14 1
!399
BOMBARD
Artillery
The Bombard doctrine calls for unending salvos of punishing artillery bombardments. Chassis
tuned to this style of combat are found miles behind the line in fortified positions, or otherwise
removed from combat: one common strategy for prolonged area-denial bombardment is to place
a battery of bombard chassis on a world’s local moon(s). From that movable satellite, the battery
can rain shells down upon the world below, well removed from the dangers of combat.
Tactics: The Bombard punishes characters that group up or ‘death ball’ to take advantage of ad-
jacency bonuses and has very high range. It is relatively fragile up close, but resilient from far
away, so place it far back to maximize effectiveness. It’s Earthshaker shells can be used to block
movement or provide cover for allies, but affect the Bombard’s allies as well.
BOMBARD
Mech, Artillery
10 7 12 8 +0 -1 +1 +2 0 2 15 11 1
Base systems:
Bombard cannon
Superheavy cannon
Ordnance, Arcing
Cluster Munitions
Trait
The Bombard’s attacks deal +2/3/4 base damage to all characters caught in their area per target
past the first that they catch in their blast.
Earthshaker shells
Free action, Recharge (6+)
As a free action, the Bombard can choose to fire an earth shaker shell when it fires its bombard
cannon. In addition to its normal damage, all characters in a burst 3 area around the targeted
space or character must pass a hull save or be knocked prone. Debris or broken earth in the area
then creates two size 1 pieces of hard cover in free spaces of the Bombard’s choice within the
area.
Siege Armor
!400
Trait
The mech has resistance to all damage that it takes from attacks that originate further away than
range 5 from its space.
Optional systems:
High-Impact shells
Trait
Characters hit by the Bombard Cannon are knocked back 3 spaces directly away from the Bom-
bard.
Bunker Buster
Trait
The Bombard cannon deals 10/15/20 AP damage to all objects and terrain on hit.
Flare Drone
The Bombard targets a space in line of sight and within range 25 and fires a disposable size 1/2
drone to that space where it hovers in place. The drone emits a burst 2 area around itself. Char-
acters of the Bombard’s choice in the area lose invisibility while in the area, cannot hide in the
area and immediately lose hiding if they move into or start their turn in the area, and the Bom-
bard attacks characters in the area with +1 Accuracy. The Drone takes damage normally, includ-
ing from the Bombard’s attacks. The Bombard can only have one drone deployed at a time, and
if it deploys a new drone, the old one disintegrates.
Repeater Cannon
Main Cannon
+1 vs evasion/tier
Cone 5
Cluster-seeker Bombs
Trait
After the bombard fires its bombard cannon, 3 characters of its choice within range 5 of the pri-
mary target take 2/3/4 explosive damage, hit or miss.
Tier II:
13 8 14 8 +1 -1 +2 +3 0 2 15 13 1
Tier III:
!401
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
16 8 16 8 +1 -1 +3 +5 0 3 15 16 1
!402
BREACHER
Striker
Notorious for their boarding capabilities, the Campbell Orbital Dynamics C-O MkIII chassis is a common
sight among low and mid-orbit planetary defense forces and their pirate counterparts. Purpose built for
policing actions, the C-O is a CQC focused platform that operates best with larger or more system-inclined
support chassis, but presents a fierce threat in alpha strike scenarios. Best in <1G environments, the C-O
(and like patterns) can be cumbersome outside of specific breach scenarios. While C-O in COD’s designa-
tion system stands for Combat-Orbital, most pilots refer to the MkIII as the Can Opener.
Tactics: The Breacher can do very high burst damage, but is inaccurate on its own. Use other
sources of Accuracy such as Lock On, or support NPCs to boost its capabilities. The BREACH
ram can make short work of cover. It is relatively slow and short ranged outside of its ram action,
and its ram still provokes reactions (such as overwatch).
BREACHER
Mech, Striker
18 9 7 7 +2 +0 -1 +1 1 3 5 10 1
Base Systems
Dual Shotguns
Main CQB
Range 3, Threat 3
The Breacher can attack twice with this weapon, choosing the same or different targets.
BREACH Ram
Quick action, Recharge (6+)
The breacher moves forward up to 6 spaces in a straight line as far as it can. It ignores engage-
ment and can pass through, but not end its turn in, the space of other characters. Obstacles or
objects such as cover in its path take 10 AP kinetic damage/tier. If an obstacle, wall, or piece of
cover is destroyed, the Breacher passes through it and continues to pass through until it hits an
obstacle it cannot destroy. All other characters passed through must pass an agility save or be
pushed out of the breacher’s path by the most direct route possible and knocked prone.
Break Armor
Trait
A target struck twice or more by the Breacher’s Dual shotguns in the same turn becomes shred-
ded for the rest of this scene.
Optional Systems:
!403
Bring the Pain
Full Action
The breacher chooses a character in range of its dual shotguns. It must be activated after the
targeted character next round. At the start of the breacher’s next turn, if the target is still in range,
the breacher can attack that target twice with its dual shotguns (four times total) as a free action.
Superior Ram
Trait
The Breacher’s BREACH Ram moves 10 spaces instead of 6 and characters hit make their agility
save with 1 difficulty
Hunter Lock
Quick Tech
On hit, all the Breacher’s attacks gain +1 accuracy/tier against that target, and 1/turn it can take
the boost action as a Free Action, as long as it is made directly towards that target. The Breacher
cannot change its target until it or the target is destroyed.
Thermal Charge
System, Quick Action
Blast 2
3 Burn/tier
This weapon deals 10 AP kinetic damage/tier to walls, terrain, and deployables in the area.
Flechette Shot
Auxiliary CQB
This attack creates a cone 3 area at its attack location, attacking all targets within.
At higher levels:
Tier II:
20 11 7 7 +3 +1 -1 +2 1 4 5 12 1
Tier III:
22 13 7 8 +4 +2 -1 +3 1 5 5 14 1
!404
!405
CATAPHRACT
Striker
The Cataphract doctrine is common among rapid-strike kits that emphasize mobility, shock, and
tenacity. Cataphract squadrons are feared across the galaxy for their ability to overwhelm defens-
es in moments: from an otherwise static line, a squadron of low and angular chassis burst over-
head, heavy cannons and PDF guns carving seemingly impossible paths through a suddenly futile
defense.
Tactics: The Cataphract is a very mobile striker. Take advantage of its ability to move through
other characters to put it in the back lines, where it can use its Impale ability to drag vulnerable
targets into a disadvantageous position. Position the cataphract so it has one character close to it
to take advantage of its shield. Note the cataphract still provokes reactions with its movement, so
use its abilities carefully.
CATAPHRACT
Mech, Striker
15 10 8 6 +1 +1 +0 +0 0 8 5 12 1
Base systems:
Ram cannon
Heavy Melee/Heavy Cannon
Range 5, Threat 2
5 kinetic damage
This lance-like weapon attacks twice at tier II onwards when it’s fired, choosing the same or dif-
ferent targets
It can be fired with either profile (used as a melee or ranged weapon), but not both in the same
turn.
Trample
Trait
The Cataphract ignores engagement, and can pass through, but not end its turn in, the spaces of
all other characters during its movement. Characters passed through take 2/3/4 kinetic damage.
Impale
The Cataphract moves up to 8 spaces in a straight line. One target of its choice that it becomes
adjacent to or passes through must pass a hull save with 1 difficulty or become grappled by the
Cataphract. It is then pulled with the Cataphract to the end of its movement, maintaining adja-
cency, and can pass through other characters while being pulled.
!406
Point-defense shield
System, Shield
The Cataphract has resistance to all damage from the closest hostile character to it (if multiple
characters qualify, this system does not function).
Optional systems:
Electrified Lasso
System, Quick Action, 1/round
A character in range 5 and line of sight of the cataphract must pass a hull save or become pulled
adjacent to the cataphract or as far as possible, then grappled by the Cataphract if they are ad-
jacent.
Lance shot
System, Full Action, Recharge (5+)
The Cataphract can fire an electrified lance shell from its ram cannon. All characters in a line 5
area from the cataphract must pass an engineering save or become jammed until the end of their
next turn.
Electrified Bola
The cataphract can target a flying character in range 10 from its location. That character must
pass an agility save or immediately be forced to land (it falls, but does not take damage), and be-
come immobilized until the end of its next turn.
Charge
The Cataphract moves its speed in a straight line, ignoring reactions and engagement, then
makes a Ram Cannon attack against a target in range.
Capacitor Discharge
Trait
The Cataphract is resistant to heat as long as it is not slowed or immobilized. At the end of the
Cataphract’s turn, all characters it is adjacent to take 2/3/4 heat.
Tier II:
17 11 8 7 +2 +3 +0 +0 0 8 5 14 1
Tier III:
!407
20 12 8 8 +4 +4 +0 +0 0 8 5 16 1
!408
DEMOLISHER
Defender
The prolonged siege of Jadigmora City saw the development of the DEMOLISHER patten. Based
off the long-operational berserker doctrine, DEMOLISHER tuned the chaotic heat flow to a more
sustainable, if limited system, increasing a chassis’ heavy-lift capacity to allow for supermassive
kinetic weapons to be used effectively in combat. Combined with the increased pilot shielding
and system hardening made necessary by the heat tuning, pilots soon discovered more aggres-
sive applications for concussion-wave ordnance.
Tactics: The Demolisher is a slow, resilient defender able to dish out high damage and stuns with
impunity up close. Use its size and power in melee combat to force enemy characters to ‘kite’ it
(avoid it by moving away) rather than fight it up close, and use its Entrench ability to shrug off
heavy hits.
DEMOLISHER
Mech, Defender
15 6 7 8 +3 -2 -1 +2 2 2 10 10 2
Base systems:
Demolisher hammer
Superheavy Melee
AP
Threat 2
On hit, a target must pass a hull save or be stunned until the end of its next turn.
Entrench
Trait, Reaction
1/round, the Demolisher can immediately gain resistance to all the damage of any one attack
that just hit it, but becomes slowed until the end of its next turn.
Shock Armor
Trait
Heavy Frame
Trait
!409
The Demolisher cannot be knocked prone, back, pushed, or pulled by any actor smaller than it-
self
Optional systems:
Broad-sweep haft
Full Action
The Demolisher’s hammer can be used to make a sweep attack instead of a regular attack, at-
tacking all characters of the Demolisher’s choice in a burst 2 area for +1 vs evasion/tier, 4/6/8
explosive damage. Targets struck by this attack are impaired until the end of their next turn.
Kinetic compensation
Trait
If the Demolisher misses with its hammer attack, it gains +1 Accuracy on subsequent attacks
until it hits. This effect stacks.
Concussion missiles
Quick Action
A character in range 5 and line of sight must pass a hull save or become slowed and impaired
until the end of their next turn.
Seismic Destroyer
The Demolisher targets a cone 3 or line 5 area from the Demolisher. This attack cannot hit flying
targets. Targets in the area must pass an agility save or be stunned until the end of their next
turn.
Sap
Trait, Quick Action, Recharge 6+
A target adjacent to the Demolisher must pass an engineering save or become stunned until the
end of their next turn.
Tier II:
20 6 7 8 +4 -2 -1 +3 2 2 10 13 2
Tier III:
25 6 7 8 +6 -2 -1 +3 2 3 10 15 2
!410
ENGINEER
Striker
Engineer doctrine chassis are common throughout the galaxy, their patterns unique to the world
or theater in which they operate, but their charge the same: defend, maintain, secure. Engineers
operate best in the mid to rear of the line, coordinating the defense of important positions and
ensuring total operational deployment of all mission assets. Remember: if your chassis can’t
make it to the line, you lose.
Tactics: The Engineer’s turrets are a potent force multiplier. Since it can put down one a turn, if
the turrets are not dealt with, the engineer’s potential damage can skyrocket, especially with the
mark it can put on enemies. Without the mark, turrets will attack the nearest target, which players
can use to control who takes damage.
ENGINEER
Mech, Striker
20 7 10 10 -1 -1 +1 +3 0 3 15 10 1
Base systems:
Flak Cannon
Heavy Cannon
Smart
+1 vs e-defense/tier
Range 15
Deployable turret
System, Drone (size 1/2, 5/8/10 HP, 10 evasion/e-defense), Quick Action
The engineer deploys a self-building turret in an adjacent, open space. The turret is an immobile
size 1/2 drone with simple AI that attacks the nearest hostile target. It has evasion and e-defense
10 and 5/8/10 HP. It attacks on the Engineer’s turn for +1/tier vs evasion, range 10, 4/5/6 kinetic
damage, but can take no other actions. All turrets are disabled if the Engineer is destroyed. It can
deploy a maximum of 6 turrets at once.
Engineer’s Mark
The Engineer chooses a character it can see. Until the end of the engineer’s next turn, turrets will
prioritize this character if they are in range.
!411
Optional systems:
Power deployer
Trait
The Engineer can deploy two turrets when it uses its deployable turret system, but they become
recharge (4+)
Skyshield Protocol
Trait
Shepherd Field
Trait
All objects, drones, pieces of cover, or terrain gain resistance to all damage while adjacent to the
Engineer.
Mobile Turrets
Trait
At the start of its turn, the Engineer can move all its turrets up to 3 spaces in any direction.
Arsenal
The Engineer can deploy stronger turrets, and can choose which to deploy when it uses its sys-
tem. Each have the same statistics as a base turret, with the following changes:
Inferno: The turret’s weapon becomes +1/tier vs evasion, cone 5, Burn 3/4/5
Hellstorm: The turret’s weapon becomes +1/tier vs evasion, range 15, blast 1, 2/3/4 ex-
plosive damage
Primed: When the turret or the engineer is destroyed, it explodes in a burst 1 area around
it. Targets caught inside must pass an agility save or take 7/9/11 explosive damage
At higher levels:
Tier II:
20 9 10 12 -1 -1 +2 +4 0 3 15 12 1
Tier III:
20 11 12 14 -1 -1 +3 +6 0 3 15 14 1
!412
GOLIATH
Defender
Park Armored Systems’ Dangun pattern chassis is well-known across the Sierra Madre line for its tough-
ness, trade ability, and reliable all-theater performance. The Dangun base pattern is a chassis to build strike
forces around -- capable of mounting powerful magtech, it is a tough design to counter in kinetic combat.
With a number of small fleet contracts in their portfolio, Park Armored Systems is a chassis designer worth
keeping an eye on: indeed, Harrison Armory has taken particular notice, and rumblings in the omninet
speak of a possible partnership in the near future.
Tactics: The Goliath is a relatively mobile and tough defender that can force enemies to get clos-
er to it. Use it’s Crush Targeting ability to force dangerous characters to focus fire on it. Since all it
needs is line of sight, it can pick even mobile or hard-to-hit characters. The Goliath’s prodigious
size can also be used for cover by multiple allies.
GOLIATH
Mech, Defender
25 6 6 8 +4 -2 +1 +0 0 3 10 11 3
Base Systems:
Drum Shotgun
Heavy CQB
+2 vs evasion/tier
Range 5, threat 3
5 kinetic damage
This weapon can attack twice at tier II and three times at tier III
Crush Targeting
A character in line of sight and range gains +3 difficulty to attack any character other than the
Goliath until the start of the Goliath’s next turn.
Heavy Frame
Trait
The Goliath cannot be knocked prone, pushed, or pulled by any actor smaller than itself
Guardian
Trait
!413
Siege Armor
Trait
The Goliath has resistance to all damage it takes that originates from over range 5 of its space.
Optional Systems:
Power knuckle
System
A character in range 2 of the Goliath must pass a hull save or take 4/5/6 kinetic damage, be
knocked back 5 spaces directly away from the Goliath and knocked prone.
Pin
Trait, Quick Action
A character in range 2 of the Goliath becomes immobilized and impaired until it successfully
damages the Goliath, the Goliath is stunned or destroyed, or the Goliath uses this trait again.
While the Goliath is pinning a target, it is immobilized.
Crushing Embrace
Trait, Quick Action
A character adjacent to the Goliath must pass an agility save or become grappled by the Goliath,
and Jammed while they are grappled. The Goliath can only grapple one character this way at a
time.
Watchful Guardian
Trait
Allies that benefit from cover from the Goliath’s Guardian trait have resistance to all damage.
They don’t gain this resistance if they don’t benefit from the cover.
Retribution
Trait
When the Goliath takes damage, its next attack deals +2/3/4 bonus damage on hit. This effect
stacks up to +8, but is lost when the Goliath attacks or at the end of the Goliath’s turn.
At higher levels:
Tier II:
30 6 6 10 +6 -2 +1 +0 0 3 10 13 3
Tier III:
!414
35 6 6 12 +6 -2 +3 +0 0 3 15 15 3
!415
HIVE
Controller
A recent development following the Deimos Contact Event, Hive doctrine chassis are, in theory, not too
different than their pre-Contact cousins: they establish a local, secure omninetwork, fabricate and deploy a
century or half-century of drones, and coordinate them in achieving their mission. The difference between
pre-Contact and post-Contact drone controllers is ease: pilots who pursue this doctrine establish complex
handler-trainer relationships with their hives, allowing them to segue between direct control and au-
tonomous operation unimpeded by tactile interface. Hive pilots exhibit signs of psychological trauma at one
month continuous drone-strain operation, and it is recommended that they practice a strict two-week for-
mat cycling with their paired hive.
Tactics: The Hive controls through area denial with its Razor Swarm ability, granting soft cover to
its allies and denying areas to its enemies. Place down swarms and use its Drone Barrage attack
to force characters to either become locked down or let the Hive move them in range of other al-
lies or into its razor swarms.
HIVE
Mech, Controller
20 8 10 8 -1 +0 +2 +1 0 5 10 12 1
Base systems:
Hunter Killer Nexus
Main Nexus
Smart, Seeking
Range 8
+2 vs e-defense/tier
3 Burn
This weapon can attack twice at tier II and three times at tier III
Drone Barrage
Quick Tech
+2 vs e-defense/tier
The Hive directs its drones to run interference on a target of its choice. On hit, the targeted char-
acter either becomes Immobilized and Impaired until the end of its next turn, or immediately
moves up to 5 spaces in a direction of the Hive’s choice (the targeted character can choose
whether it movs or is impaired and immobilized). This movement ignores engagement and does
not provoke reactions.
!416
Razor Swarm
Drone, System, Quick Action, Recharge (4+)
The Hive creates a blast 1 area in a free area within sensor range. The area remains until the end
of the current scene or the Hive is destroyed. Targets allied to the hive with any part of them in
the area gain soft cover. Otherwise, any other character that starts its turn at least partly in the
area or moves into it for the first time on its turn takes 2 Burn/tier. The Hive can deploy any num-
ber of Razor Swarms.
Optional systems:
Electro-Nanite Cloud
System
All hostile characters that start their turn within range 3 of the Hive take 2 Burn. In addition, any
system checks or saves they make or tech attacks they make in that area suffer from +1 Difficul-
ty/tier.
Motile Swarm
Trait
At the start of its turn, the Hive can move all razor swarms up to 2 spaces in any direction. They
can end their turn overlapping other characters.
Driving Swarm
Trait
Any character that takes the initial burn from the Hive’s Razor Swarm must pass a systems save
or move 4 spaces in a direction of the Hive’s choice. This movement ignores engagement and
does not provoke reactions.
Grinder Drones
Drone, System
Quick Tech
The Hive releases a swarm of tiny, hard to hit drones that attach to a hostile character in range.
On hit, the target takes Burn 2 each time it takes any action or reaction until the end of its next
turn. It is aware of this effect.
Seeker Cloud
Main Nexus
Smart
Cone 5
!417
At higher levels:
Tier II:
20 8 13 8 -1 +0 +4 +1 1 5 10 14 1
Tier III:
20 10 16 8 +1 +0 +5 +1 1 5 10 17 1
!418
HORNET
Controller
SatriaBarong’s ESPADA line of mechanized half-chassis is popular among civilian racers. As the chassis of
choice of the SatritaBarong-ShimanoLUX chassis racing team, SatriaBarong -- with SSC’s blessing -- has
moved to create a milspec variant of the Espada without the LUX branding.
Tactics: The Hornet is a small, fast, very hard to hit control mech that can present an incredible
annoyance. It does very low damage, but its ability to Jam and impair mechs can be useful for
locking down hard hitting targets. Fortunately, the hornet is extremely vulnerable to smart
weaponry and tech attacks with it’s low e-defense.
HORNET
Mech, Controller
8 16 6 5 -2 +2 +2 +0 0 6 5 12 1/2
Base Systems:
Stinger Pistol
Auxiliary CQB
Range 8, Threat 3
Targets hit by this pistol are impaired until the end of their next turn.
Weave
Trait
The first attack taken as a reaction against the hornet in a round automatically misses
Impale Systems
Quick Tech, Recharge (5+)
+2 vs e-defense/tier
On hit, the target takes 3/4/5 heat and becomes jammed until the end of their next turn.
Optional Systems:
!419
Evade Suite
Trait
Interdictor Suite
Reaction
1/round the Hornet can use a reaction to attempt to electronically jam a target in its sensor range
that is attempting to make an attack roll. The target must pass a systems save or lose its attack
(it can still make other attacks as normal).
Supersonic
Full Action
The Hornet moves to a space it can see within range 50 incredibly quickly, counting as teleport-
ing. It must be flying to make this action.
HEX missiles
Auxiliary Launcher
Smart
3/4/5 heat
Drag Javelin
Full Action
The Hornet fires a javelin at a character it can see within range 5. The target must pass a hull
save or become impaled by the javelin. Upon impact, the javelin fires a secondary grapple at the
environment, tethering the target to the ground. While impaled this way, the target is immobilized
and shredded. It can end this condition by successfully repeating the check as a full action on
their turn to pull the javelin out. Otherwise, it remains impaled until the scene ends.
At higher levels:
Tier II:
8 18 7 6 -2 +4 +3 +0 0 8 5 14 1/2
Tier III:
8 20 8 7 -2 +6 +4 +0 0 10 10 16 1/2
!420
!421
MIRAGE
Support
Mirage-class chassis use some of the more advanced sensor-warping liturgicode available from
HORUS datanodes to wrap themselves and their allies in veils of illusion and misdirection. While it’s clear
that the warping effects that surround most of these chassis are from sensor distortion, they are powerful
enough to effect even biological constructs such as the human brain.
Tactics: The Mirage is a potent support, able to teleport its allies around at will and shut down
ranged attackers with Warp Sensors. It can grant its invisibility to an ally, but becomes vulnerable
while it does so. Effects that ignore cover such as the seeking tag get around Warp Sensors, and
Mirage does no damage on its own.
MIRAGE
Mech, Support
10 10 12 6 -2 +1 +2 +1 0 5 15 11 1/2
Base systems:
Warp Sensors
Quick Tech
On hit, the Mirage’s target takes 2/3/4 heat and treats all other characters as being in soft cover
until the end of its next turn.
Reality Flicker
Trait
The Mirage teleports when it makes its regular move
Dataveil
System
The Mirage is permanently invisible. As a quick action, it can transfer this invisibility to any ally it
can see, but loses invisibility while it does so. It can transfer it back or to a new target as a quick
action, and this effect ends if the Mirage is destroyed.
Glitch Scanners
Trait, Quick Action, Reaction
Up to two allies of the Mirage’s choice in its sensor range can immediately teleport up to 5 spa-
ces in any direction to their ‘real’ location. This movement does not provoke reactions and ig-
nores engagement.
!422
The Mirage can use this system as a reaction to any other action or movement it can see 1/
round, but can only teleport one ally if used this way.
Optional systems:
Illusory subroutines
Quick Tech
+2 vs e-defense/tier
On hit, all characters allied to the Mirage count as invisible to its target until the start of its next
turn.
Warp Targeting
Trait
All characters on in range 50 allied to the Mirage while the Mirage is not destroyed have soft
cover. If the Mirage takes damage, this effect ends until the start of its next turn.
The Mirage creates 3 size 1 data constructs in free spaces within range 5 and line of sight of its
location. These are data constructs that grant soft cover, but can be moved through. Any hostile
character that moves through their spaces must pass a systems save or take 2 heat and become
Jammed until the end of their next turn, but destroy the construct. At any point during its turn
while an idol is active, the Mirage can take a quick action and teleport a visible ally to the idol’s
location as long as there is space to do so, destroying the idol.
Metafold Carver
Quick Tech
Range 5
+1 vs e-defense/tier
The Mirage chooses a hostile or allied character in range 5. On hit, the target and an ally the Mi-
rage can see teleport, swapping places. A flying character cannot be swapped with a character
that isn’t flying, and vice versa.
Illusory Duplicate
Trait, Reaction
Once per round, when an ally the Mirage can see is hit by an attack, it can force the attacker to
pass a systems save. If they fail, the targeted ally becomes immune to all damage and effects
from the attack and may teleport up to 5 spaces in any direction.
At higher levels:
Tier II:
12 12 15 6 -2 +2 +3 +2 0 6 15 14 1/2
!423
Tier III:
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
14 14 18 6 -2 +3 +4 +3 0 8 20 17 1/2
!424
OPERATOR
Artillery
Operator doctrine chassis are a known-unknown. Operators typically field smaller chassis not commonly
encountered on the front lines; do not mistake this for fragility. Pilots who are recruited and trained into this
doctrine, regardless of culture, are dangerous, deadly, the best of their state’s armed forces or martial tradi-
tion. They operate alone or in small teams under the auspices of black-site state agencies, engaging in the
most sensitive and dangerous AMNESIAC-tier missions. Their chassis — and their bodies — are loaded
with some of the most advanced tech available; if they die in combat, it is not uncommon for their bodies
and their chassis to self-immolate, rendering what technology and data they had into waste and ash.
Tactics: The Operator is an elite, extremely mobile artillery mech. It is not particularly hardy, but
can use its teleport ability to put itself in advantageous positions such as on top of obstacles, ter-
rain, or in cover, where it can snipe at targets with its very accurate plasma rifle.
OPERATOR
Mech, Artillery
10 10 10 8 +2 +2 +2 +2 0 5 10 10 1
Base systems:
Range 20
7 energy damage
This weapon can attack twice at tier II and three times at tier III
Trace Drive
System
Step
The Operator teleports to a free space it can see within range 50.
Self-erasing
Trait
When this mech is destroyed, it immediately self-immolates into superheated plasma. All targets
adjacent to it when it is destroyed must pass an agility save or take 4/6/8 energy damage or half
on a successful check. This mech is then removed from the battlefield - it is utterly annihilated.
!425
Optional systems:
Fade generator
System
While this system is intact, at the end of its turn, the Operative becomes invisible until the start of
its next turn. This effect is immediately disabled if the Operative takes damage until the start of
the Operator’s turn.
Telefrag
The Operator can attempt to teleport inside a character’s space within range 15 that it can see.
That target must pass an agility save or take 4 AP energy damage/tier and become Jammed until
the end of its next turn, or half damage on a successful save. The Operator takes 1d6 AP energy
damage (even if the target fails its save), then is placed in a free adjacent space.
FORTRESS
Trait
Tech attacks are made against the Operator with +3 difficulty and it makes all system saves with
+3 Accuracy
Skirmisher
Trait
Once at any point on its turn, the operator can make a boost action as a free action.
Nova missile
Auxiliary Launcher
Seeking
+1 vs evasion/tier
At higher levels:
Tier II:
12 12 12 8 +3 +3 +3 +3 0 5 10 12 1
Tier III:
15 14 14 8 +4 +4 +4 +4 0 5 10 14 1
!426
PRIEST
Support
Priest-class chassis are usually piloted by technozealots or those dedicated heavily to harnessing the po-
tent powers of a fully kitted out mech processor. Most of their frames are modified to be able to link and
intermesh systems with another mech in legionspace, in effect creating a digital super-construct. Long term
or powerful priest pilots can even perceive and share the sensory input of other pilots they are linked to,
which has been linked to altered or degraded mental states and personality shifts.
Tactics: The Priest is a high powered support that functions best when paired with another char-
acter it can empower with its Investiture action. Use its Dispersal Shield to protect vulnerable tar-
gets, then Investiture to empower a striker or defender. Investiture can be ‘turned off’ by moving
the priest or its partner out of range 5 with each other, and both characters become vulnerable to
conditions.
PRIEST
Mech, Support
10 10 12 10 -1 -1 +2 +2 0 5 10 11 1/2
Base systems:
Abjure
Quick Tech
+2 vs e-defense/tier
On hit, the target takes 2/3/4 heat each time it makes an attack roll until the end of its next turn.
Dispersal Shield
Quick Action, Recharge (5+)
The Priest releases a cloud of miniature drones that cluster around it or an ally in sensor range,
providing heavy protection. The priest or the targeted ally has resistance to damage from the
next 1d3 attacks that hit it. This effect cannot stack with itself.
Hardened Target
Trait
Tech attacks are made at +1 difficulty against the Priest and it makes all system saves with +1
Accuracy.
Investiture
Trait, Quick Action
The Priest links systems with an allied mech or vehicle within range 5. It can only link with one
character at a time. While linked and within range 5 of the priest, the allied mech gains +1 Accu-
!427
racy/tier on all attacks, and the allied character can use the Priest’s systems score for all skill
checks and saves it makes. However, if either linked character becomes jammed, impaired, or
stunned, the other also suffers the same condition for the same duration as long as the link per-
sists. The link is disabled if either character is destroyed or this system is disabled or destroyed,
or if the priest moves or is moved more than 5 spaces away from its target.
Optional systems:
Greater Investiture
Trait
The Priest’s Investiture also grants its target resistance to all damage, but the Priest is immobi-
lized while it’s active.
Empowered Shield
Trait
The priest’s Dispersal Shield grants resistance to 1d6 attacks instead of 1d3.
Sanctuary
The Priest chooses an allied character in range 10. Any other character that wishes to attack the
chosen ally must first pass a systems save. On a failed save, the protected ally is no longer a
valid target for that character until the start of that character’s next turn.
Trait
The Priest gains +3 accuracy on systems saves and all tech attacks against it are made at +3
difficulty.
Minor Basilisk
When the target of the Priest’s investiture takes damage, as a reaction the priest can force the
character that caused the damage to pass a systems save or become stunned until the end of its
next turn.
At higher levels:
Tier II:
13 10 15 10 -1 -1 +4 +3 0 5 10 13 1/2
Tier III:
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
!428
16 10 18 10 -1 -1 +6 +4 0 6 10 15 1/2
!429
PYRO
Defender
A combat doctrine adopted following the Hercynian Crisis, the Pyro chassis-pattern is reviled
across the galaxy as a terror instrument, though some states and organizations still choose to in-
tegrate them into their armies. Pyro doctrine chassis are heavily armored and insulated, built to
manage incredible heat tax while projecting volatile mixes of irrepressible flame towards their en-
emies. Pyro chassis are sent in to root out entrenched defenders, defoliate areas rich in flora, and
cause terror.
Tactics: The Pyro is a slow, resilient NPC that can be especially scary against characters already
suffering from Burn. Players should keep their distance from it, as its explosive vent ability can be
used to dump an enormous amount of heat on adjacent characters. Position the pyro so it can
use its FIREBREAK shield to protect allied characters from incoming fire. Flanking around the
shield reduces its effectiveness to zero, and stuns and knock back will deactivate it.
PYRO
Mech, Defender
10 8 8 12 +1 -1 -1 +3 3 2 8 10 1
Base systems:
Flamethrower
Heavy CQB
Cone 5
+1 vs evasion/tier
4 heat (self)
Burn 3/4/5
This weapon deals double Burn to any target currently suffering from Burn
Explosive Vent
The pyro cools to 0 heat. Characters caught in a burst 1 area around it must pass an agility save
or take half of the heat the pyro cools as heat to themselves and be knocked prone.
Insulated
Trait
The pyro is immune to Burn
FIREBREAK shield
System, Shield
!430
At the end of it’s turn, the Pyro creates a line 4 energy field in free spaces it can see, 4 spaces
high, oriented so it has at least 1 space adjacent to the pyro. The shield is so hot that it melts
munitions, warps targeting, and reflects energy blasts fired at the pyro. If any ranged or melee
attack without the seeking tag would be made in such a way that it crosses the line (even if it
doesn’t target the pyro), roll a d6. On a 4+, the pyro reduces all damage from the attack to 0 and
cancels all other effects the attack would have. The field disappears at the start of the pyro’s
turn, or if the pyro is stunned or moved for any reason.
Optional systems:
Unshielded Reactor
Trait
Targets that start their turn adjacent to the pyro or become adjacent to the pyro for the first time
on their turns take 2/3/4 heat.
Siege Armor
Trait
The Pyro has resistance to all damage it takes that originates from over range 5 from it’s space.
Napalm Bomb
Main Launcher
Arcing, Loading
+1 vs evasion/tier
Range 5, Blast 1
Molten Shield
System, Shield, Reaction
Once per round, the Pyro can activate this dispersal shield when it takes damage from any melee
attack. The Pyro gains resistance to all the damage from the attack, and the attacker must pass
an engineering save or take Burn 2/tier
Explosive Jet
System, Quick action, recharge (5+)
Enemies in a burst 2 area around the Pyro must pass a hull save or be knocked back outside of
that area and knocked prone. The Pyro then flies 5 in any direction, but it must land after com-
pleting that move.
At higher levels:
Tier II:
13 8 8 12 +2 +0 -1 +4 3 2 8 12 1
!431
Tier III:
15 8 8 16 +3 +0 +0 +5 4 2 8 14 1
!432
RAINMAKER
Artillery
The tongue-in-cheek designation describes a combat doctrine that patterns chassis around the
optimal use of rockets and missiles in combat. Favored by all-theater combat units, Rainmakers
are mobile platforms loaded with ordnance, able to handle engagements at any range, against
any target.
Tactics: The Rainmaker is half-controller, half-artillery. Its Javelin rockets ability creates spaces
that characters must avoid or take guaranteed damage. It can its ability to dish out delayed dam-
age through optional systems like its HOUND missile or ATLAS missile to force characters to
move or take damage. Like other artillery NPCs, it is a relatively vulnerable character on its own.
RAINMAKER
Mech, Artillery
10 8 8 8 +0 +0 +2 +0 1 3 15 10 1
Base systems:
Missile pods
Main launcher
+2 vs evasion/tier
Javelin rockets
The Rainmaker chooses 3 free spaces in range 20 and line of sight that are not adjacent to each
other. These spaces are visible to all characters. The next time any hostile character passes
through this space or any of the spaces over it vertically up to 10 spaces high, or starts its turn in
one of those spaces, it takes 5/6/7 kinetic damage as a rocket hits them, then this effect ends in
that area. It also ends on all targeted spaces at the start of the Rainmaker’s next turn.
Huntsman
Trait
While firing at a target suffering from the Lock On condition, the rainmaker’s weapons gain the
Smart, Seeking, and AP tags.
Optional systems:
HADES missile
!433
The rainmaker targets a cone 3 area drawn in any direction from a point within range 20 of its lo-
cation. This system tracks line of sight as if it were an arcing weapon. All characters in that area
must pass an agility check or take 4/6/8 energy damage and 2 heat, and half on a successful
check.
HOUND missile
Choose a target within range 20 and line of sight. The Rainmaker fires a hound missile at the tar-
get, which is a drone with size 1/2, evasion/e-defense 10, and 10/15/20 HP. The missile primes
on the turn that it is fired, deploying in an adjacent space, then flies 3 at the start of each of the
rainmaker’s subsequent turns. If its target suffers from the Lock On condition, its movement in-
creases to 6. It must move as far as possible directly towards its target, but maneuvers around
cover and obstacles as long as there is space to do so. If the missile’s movement causes it to
collide with any character, it detonates for a blast 1 explosion. Characters caught inside must
pass an agility save or take 16/20/24 energy damage and half on a successful check.
Endless Rain
Trait
Volley
System, Full Action, Recharge (5+)
All characters of the Rain Maker’s choice within range 20 and line of sight of the rainmaker must
pass an agility save or take 4/6/8 explosive damage, or half on a successful check.
Atlas missile
Full Action, Recharge (6+).
The rainmaker targets a space on the ground within range 30 and line of sight. The targeted
space is visible to all in line of sight. At the end of the next round (after all characters have acted)
the missile lands, targeting a burst 2 area centered on that space. All characters caught within
must pass an agility save or take 16/20/24 explosive damage, and half on a successful check.
At higher levels:
Tier II:
12 10 10 8 +0 +1 +3 +0 1 3 15 12 1
Tier III:
14 12 12 8 +0 +1 +3 +1 1 3 15 14 1
!434
!435
RONIN
Striker
Ronin doctrine chassis differ from Berserker and DEMOLISHER pattern chassis in that they have
been purpose-built by boutique fabricators to excel in melee combat. Ronin patterns are com-
mon among martial cultures and event-combat firms both. Tactical applications for Ronin chassis
are difficult in cultures where ranged weapons are preferred, but there is a certain prestige earned
by pilots who adopt ancient weapons in the modern day and survive. That being said the avail-
ability of stasis and mag based defensive technology has made the Ronin doctrine marginally
more viable in modern combat.
Tactics: The Ronin is a no-nonsense, high damage melee attacker. It’s Perfect Parry means at-
tacking it with ranged weapons is a dangerous proposition. The Ronin suffers against armor and
relies on accuracy to deal a lot of its damage.
RONIN
Mech, Striker
18 10 7 7 +1 +2 -1 -1 0 5 10 10 1
Base systems:
Carbon Fiber Sword
Main Melee
Threat 2
6 kinetic damage
This weapon can attack once per tier (up to 3 times at tier 3) when it’s fired, at the same or differ-
ent targets.
This weapon can critical hit, and deals an extra +1d6 kinetic damage on critical hit.
Perfect Parry
System, Shield, Reaction
Once per round, when damaged by a ranged weapon attack, the Ronin can roll a d6 as a reac-
tion. On a roll of a 4+, the Ronin gains resistance to all the damage from that attack, and the tar-
get must repeat the attack against itself.
Optional systems:
Charged Slash
Full Action, recharge (5+)
All characters adjacent to the Ronin must make a successful agility save or take 6/9/12 kinetic
damage, or half on a successful check.
!436
Integrated Chaff Launchers
Trait
When the Ronin boosts, it counts as being in soft cover until the start of its next turn.
Echo Edge
Trait
When the Ronin damages a target, it marks that target (keep track of it). At the start of its turn,
the Ronin can consume all these marks as a free action to deal 1d6 AP kinetic damage to all tar-
gets, no attack roll required (roll once for all characters). They last until consumed, until the Ronin
is destroyed, or until the end of the current scene.
Hyper-reflex mode
System, Quick Action, Recharge (5+)
This system remains active until the end of the Ronin’s next turn. While active, the first time each
turn (the Ronin’s turn or any other actor’s turn) the Ronin is targeted by an attack, it can immedi-
ately make a single Carbon Fiber Sword attack against a target in range before the attack is
made, interrupting it.
Extended Blade
The Ronin’s Carbon Fiber Sword becomes threat 3. The first time it critically hits with a melee
attack on a turn, all targets within its threat range take 2/3/4 kinetic damage including the target
of its attack.
At higher levels:
Tier II:
20 13 7 7 +2 +4 -1 -1 0 5 10 13 1
Tier III:
22 16 7 7 +4 +5 -1 -1 0 6 10 15 1
!437
SCOURER
Striker
SCOURER doctrine mechs mount massive-output recursive power plants in order to field deadly
energy weapons. A common specialist-role doctrine, SCOURER chassis are found on fronts
across the galaxy, supporting kinetic-focus ground troops with powerful lensing attacks that tar-
get not only corporeal enemies, but systemic threats.
Tactics: The Scourer deals powerful single target damage if it keeps attacking the same target.
Switching targets will greatly reduce its effectiveness, and it needs to stay still to take advantage
of its weapons systems.
SCOURER
Mech, Striker
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
10 8 8 8 +1 +0 +0 +1 2 4 10 10 1
Base systems:
Thermal Lance
Heavy Cannon
4 heat (self)
Range 8
Focus Down
Trait
If the Scourer hit a character with the Thermal Lance that it already hit with the Thermal Lance in
the previous turn, that character also takes burn 5/7/8
Cooling Module
System
If the scourer does not move (even involuntarily) between the end of its turn and start of its next
turn, it reduces its heat to 0 at the start of its turn.
Ablative Shielding
System
Optional systems:
!438
Supercharged
Trait
When the Scourer’s Focus Down trait activates, it’s target is also Shredded and Slowed until the
end of its next turn.
Emergency Vent
Trait
When the Scourer Overheats or becomes stunned, it immediately becomes invisible until the
start of its next turn.
Pulse Laser
Main Cannon
+2 vs evasion/tier
Line 10
4 energy damage
Flash Lens
System, Quick Action, Recharge (6+)
The Scourer targets a cone 5 area in a direction of its choosing. All characters in the area must
pass a systems save or be jammed until the start of the Scourer’s next turn.
Melt
System, Quick Action, Recharge (5+)
The scourer targets an object or drone in range 10, then makes a ranged attack, dealing 20 AP
energy damage on hit.
At higher levels:
Tier II:
13 9 8 8 +2 +1 +0 +2 2 4 10 12 1
Tier III:
15 10 8 12 +3 +1 +1 +4 2 4 10 14 1
!439
SCOUT
Support
Scout doctrine calls for the active, close, and aggressive application of orbital, atmospheric, and
terrestrial fire support on identified and potential enemy positions. Equipped with more-than-cur-
sory targeting systems, Scout doctrine pilots adopt an tactical/artillery commander role, operating
on the ground with infantry, chassis, and other vehicles to build a map of the battlescape in order
to more accurately place small arms fire, bombs, shells, missiles, beams, and kinetic kill clouds.
They are not usually a threat in face-to-face combat, but the threat they represent to a combat
cannot be underestimated.
Tactics: The Scout is a support that can multiply allied damage output. It does no damage by it-
self, but with prodigious use of its Marker Rifle and Cloaking Field, it can keep allies alive and
prevent enemies from hiding. It is especially adept at dealing with Invisibility, but needs to stay
close to take full advantage of this. Like many other supports, the scout is not particularly resilient
on its own.
SCOUT
Mech, Support
8 12 10 6 -2 +2 +3 -1 0 6 20 11 1/2 or 1
Base systems:
Marker Rifle
Main rifle
Smart
Range 15
Targets hit by this attack immediately gain Lock On. They are Shredded, and cannot hide or ben-
efit from invisibility while they suffer from Lock On (ending Lock On will end all these conditions).
Sight
Trait
Characters cannot hide or benefit from Invisibility against the Scout. It knows the precise location
of all characters in sensor range.
Rebound Scan
System, Full Action
All characters of the Scout’s choice in range 5 of the Scout must pass a systems save or imme-
diately lose the benefit of all cover, hiding, and invisibility and be unable to take cover, hide, or
turn invisible until the start of the Scout’s next turn.
!440
Cloaking Field
System, quick action, recharge (6+)
The scout deploys a cloaking field, affecting a burst 3 area around it. All allied characters in that
field become invisible while inside the area, including the scout, but the scout is immobilized
while it is active. The field deactivates at the end of the scout’s next turn.
Optional systems:
System Flayer
Trait
Characters that fail their save against the Marker’s Rebound Scan gain Lock On and take 2/3/4
heat
Spotter
Trait
Any allied character that makes an attack roll while adjacent to the Scout gains +1 Accuracy
Expose Weakness
Trait
Characters hit by the Marker Rifle take +4/6/8 bonus damage from the very next attack that hits
them, or until the scene ends.
Dataveil
System, Quick Action
The Scout is permanently invisible. As a quick action, it can transfer this invisibility to any ally it
can see, but loses invisibility while it does so. It can transfer it back or to a new target as a quick
action, and this effect ends if the scout is destroyed.
Orbital Strike
Full Action, Recharge (5+)
The Marker chooses a space in range 20 and line of sight. The targeted space is visible to all
characters. At the end of the next round (after all characters have been activated), all characters
still in a blast 2 area centered on that space must pass an agility save or take 12/16/20 energy
damage and be knocked prone, or half and no prone on a successful check.
Tier II:
8 15 13 6 -2 +4 +4 -1 0 7 20 13 1/2 or 1
Tier III:
!441
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
8 18 16 6 -2 +5 +5 +0 0 8 20 15 1/2 or 1
!442
SEEDER
Controller
Seeders are sapper chassis, adept at building defensive nets of mines and traps for point defense
and aggressive area denial. Laden with ordnance, pilots who adopt Seeder doctrines operate in
small teams to blanket the battlefield in clouds of fire and shrapnel, placing their launched
grenades and explosive-tipped shells with pinpoint accuracy.
Tactics: The Seeder is an area denial NPC that lays mines to control enemy movement. Since
the Seeder can put down one a turn, left alone, it can often make a mess of one part of the battle-
field. Its mines do not trigger on allied characters but still affect them if they are detonated. Its op-
tional systems can be used to force characters to spread out or take additional damage.
SEEDER
Mech, Controller
12 7 10 10 +0 +0 +2 +0 2 4 15 12 1
Base systems:
Arcing, Knockback 1
+2 vs evasion/tier
Range 8, blast 1
Lay Mine
System, Quick Action, Mine, 1/turn
1/turn, The Seeder deploys a mine in a free space within range 3. The mine is invisible and un-
targetable but can be revealed by a character looking for the mine taking a successful systems
check if the mine is in that character’s sensor range. The mine triggers when any hostile charac-
ter passes over its space, forcing a save for any character in a burst 1 area around it (allied or
hostile). It can be disarmed by moving on top of it and passing a successful systems check as a
quick action, but triggers if the check fails.
Stun Mine - Engineering save. A character that fails this save is stunned until the end of
its next turn.
Explosive Mine - Agility save. 8/12/16 explosive damage, and half on a successful check.
Sealant Mine - Hull save. A character that fails this save is immobilized until the end of its
next turn, then slowed until the end of its subsequent turn.
!443
Shock Mine - Systems save. A character that fails this save is Jammed until the end of its
next turn, then impaired until the end of its subsequent turn.
Optional systems:
Hopping Mines
Trait
The seeder’s mines also trigger when a character flies or moves over their area up to 10 spaces
above them.
Tripwires
Trait
The seeder’s mines are instead line 3 areas that trigger on any target entering or crossing their
area, but they become recharge (5+)
Speed Deployer
Trait
Grav Mine
System, Quick Action
A target in range 5 and line of sight to the Seeder must pass a systems save or have a mine at-
tached to them. The seeder can detonate any grav mines at the start of its turn as a free action,
causing any affected mech to take 2/3/4 AP explosive damage, no attack roll required, and be
pulled 3 spaces in a direction of the Seeder’s choosing.
Seeker Mines
System, Full Action, recharge (5+)
The seeder fires small seeker mines at one to three characters of the seeder’s choice in range 5
and line of sight. Those targets must pass an agility save or have a mine latch on to them. At the
start of the seeder’s next turn, the mines explode for a burst 1 explosion on each character for
3/5/7 explosive damage. Characters can take damage from more than one mine.
At higher levels:
Tier II:
14 8 10 10 +1 +0 +3 +1 2 4 15 15 1
Tier III:
16 9 11 10 +2 +0 +4 +0 2 4 15 18 1
!444
!445
SENTINEL
Defender
Sentinel doctrine chassis fill guard roles. Typically found in the retinues of commanders or posted
in defense of batteries, Sentinel chassis employ a suite of technology that ensures their charges
stay alive and operational, even if it means the Sentinel’s death.
Tactics: The Sentinel is a fast defender that focuses on protecting its allies through overwatch.
Relatively short range, it relies on good positioning to make the most of its kit, and isn’t as resilient
as other defenders with its low armor.
SENTINEL
Mech, Defender
16 8 8 8 +2 +1 +1 +1 1 5 10 10 1
Base systems:
Combat Shotgun
Main CQB
Range 3, Threat 3
+1 vs evasion/tier
Retractable Sword
Main Melee
Threat 1
+2 vs evasion/tier
Eye of Midnight
This system can be activated or deactivated as a quick action, and remains indefinitely. While
this system is active, the Sentinel is Slowed, but can make one overwatch reaction a turn instead
of per round.
Guardian
Trait
Optional systems:
Punisher Ammunition
!446
Trait
Characters damaged by the Sentinel’s overwatch attacks are slowed until the end of their next
turns.
Wrath-lock
System, Full Action
The sentinel may arm this module as a full action. While armed, the next time it fires its combat
shotgun, it makes two attacks instead of one.
Impaler
System
1/round when the sentinel hits a character with an overwatch attack, its target must pass a hull
save or become immobilized and jammed until the end of their next turn.
Watchful
Trait
Once per round, in response to any enemy movement, the Sentinel can make the boost action as
a reaction.
Bodyguard
Trait
At the start of its turn, the Sentinel can nominate an allied character within range 5 as a free ac-
tion. Once per turn, when that character is targeted by an attack, the Sentinel can immediately
make a single overwatch attack against the attacker if it is in range as a reaction, interrupting
that attack.
Tier II:
20 11 11 8 +3 +2 +2 +2 1 5 10 12 1
Tier III:
24 13 13 8 +4 +3 +3 +3 1 6 10 14 1
!447
SNIPER
Artillery
Sniper pattern chassis are common throughout the galaxy’s armies. Favoring stability and target-
ing over mobility, Snipers operate extremely long-ranged kinetic weapons in small, self-sufficient
teams well removed from any direct combat. Sniper pilots are a proud breed, who emphasize
economy and elegance over destructive power. Their weapons are often as tuned and modified
as much as their chassis are; the pilots themselves often exhibit unparalleled control over their
targeting systems. Partnered NHPs are said to send boast-data between themselves, noting the
difficulty of landed shots to allied pilots.
Tactics: The rightly feared Sniper is a powerful single target damage NPC. Using its sniper’s
mark ability, it can crush structure directly, making short work of even high-HP characters. Charac-
ters can avoid this effect by good use of cover, or by dropping prone. The Sniper must be relative-
ly immobile to do its best work, since its rifle requires a full action to fire.
SNIPER
Mech, Artillery
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
10 10 8 6 -2 +1 +1 +1 0 4 15 11 1
Base systems:
Anti-Material Rifle
Superheavy Rifle
Loading, Ordnance, AP
Range 25
Sniper’s Mark
System, Full Action
The Sniper marks a target within range 25 and line of sight. While marked, the Sniper’s anti mate-
rial rifle attacks against that target causes it to take 1 structure damage on hit instead of dealing
damage normally. The Sniper can only have one mark active at a time, but can transfer it if need
be by taking this action again. The target is aware of this effect and avoid it if it is in any kind of
cover, instead taking damage normally. It can also voluntarily drop prone as a free action on its
turn while this mark is active. While it’s prone, it ignores this effect and takes damage normally.
Climber
Trait
!448
The sniper can climb any surface with no penalty and walk or stand on such surfaces as if they
were flat ground, even overhanging or vertical surfaces.
Optional systems:
Defensive Grapple
System, Quick Action, Reaction, Recharge (4+)
The Sniper chooses a point within range 5 (vertical or horizontal) and pulls itself to that point with
a grappling hook as if it had flown. It can use this as a quick action on its turn or a reaction to an
enemy’s movement that it can see.
Driving Fire
Trait, Reaction
1/round, in response to any character in range 20 and line of sight starting any movement, the
Sniper can interrupt that movement. If the character continues to move, the Sniper can immedi-
ately attack it as a reaction. The character can choose to cancel that move, losing the action or
movement. If they do so, the Sniper does not get to attack, but still spends its reaction.
Selective Loader
System
The Sniper can fire one of several types of ammunition, choosing one before it attacks:
Impact: Targets hit by the AMR must pass a hull save or be knocked prone
EMP: Targets hit by the AMR must pass a system save or be Jammed until the end of
their next turn
Flare: Targets hit by the AMR cannot hide or turn invisible until the end of their next turn
Molten: Targets hit by the AMR must pass an engineering save or become Shredded until
the end of their next turn.
Over-penetrating Round
System, quick action
The Sniper loads an over-penetrating round into its anti-material rifle. Its next attack with the rifle
becomes Line 20.
Shroud Grenades
System, Quick Action, Recharge (5+)
The Sniper creates a burst 3 zone of soft cover around itself. The zone disperses at the end of its
next turn, or when the Sniper creates a new one. Characters other than this mech cannot trace
line of sight into or out of the zone (characters at least partly inside the zone can draw line of
sight to each other normally).
At higher levels:
Tier II:
!449
12 13 9 6 -2 +2 +3 +1 0 4 15 13 1
Tier III:
14 16 10 6 -2 +3 +4 +2 0 4 15 15 1
!450
SPECTRE
Striker
Spectre doctrine chassis emphasize the ability not to be hit over pure defensive shielding. Em-
ploying cutting-edge optical and systemic camouflage, Spectres vanish from the battlefield and
all active/passive scans, flickering in and out of vision and shattering their image and radar signa-
tures, confusing the eye and the sweep. Their weapons do not mark their doctrine: their power
comes from the ability to operate unseen.
Tactics: The Spectre is a mobile striker that shines against characters off on their own. Use its
prowl ability, it’s high reach, and high speed to move through front lines to vulnerable targets off
on their own, such as snipers. The Spectre can hide any time normally, since it’s permanently in-
visible. It relies on invisibility for its own survivability, since it is not very resilient without it.
SPECTRE
Mech, Striker
10 10 8 7 -2 +3 +1 +0 0 4 5 10 1
Base systems:
Monowire sword
Main Melee
+2 vs evasion/tier
Range 3, Threat 3
5 kinetic damage
This weapon can attack twice at tier II and three times at tier III
Prowl
Quick Action
The Spectre moves its speed, ignoring reactions and engagement, then gains the hidden condi-
tion (it can’t be directly targeted by any character, characters can reveal it by taking the search
action).
Tactical Cloak
Trait
Hunt
Trait
The Spectre’s melee attacks deal +5 base damage if no characters other than the Spectre are
adjacent to its target.
!451
Optional systems:
Fortress
Trait
Tech attacks against the Specter are made at +3 difficulty and it makes all systems saves with +3
accuracy.
Drain Systems
Full Tech
+2 vs e-defense/tier
The specter can only make this attack against an adjacent target. On hit, the target is stunned
until any character other than the specter starts its turn adjacent to the target or moves adjacent
to the target.
Step
The Spectre moves to a space it can see within range 50, counting as teleporting.
Machine Pistol
Auxiliary CQB
+2 vs evasion/tier
Range 5, Threat 3
2 kinetic damage
This weapon can attack twice at tier II and three times at tier III
Weakness analyser
System
If the Spectre starts its turn hidden, it’s first attack from hiding gains +1 Accuracy/tier and gains
the ability to Critical Hit, dealing +1d6 kinetic damage on Critical Hit.
At higher levels:
Tier II:
10 14 10 7 -2 +5 +2 +0 0 5 5 12 1
10 18 12 7 -2 +6 +3 +1 0 6 5 14 1
Tier III:
!452
SUPPORT
Support
Support doctrine chassis focus their systems towards keeping their allies combat operational. Alloy ce-
ment, nanite paste, patch plates, vacuum seals — the tools vary, but the result is the same: you may be
messed up, but you’re up, and you can keep fighting because the Support kept you alive.
Tactics: The Support is a bulky NPC that deals no damage but has a number of powerful healing
and condition-clear effects. Despite being fairly resilient, it has no way to defend itself and must
get close in order to be the most effective. Savvy players will see that the Restock Drone can be
shot and destroyed before it is activated, denying the healing.
SUPPORT
Mech, support
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
15 8 8 8 +1 -2 +0 +2 1 4 10 10 2
Base systems:
Sealant Gun
System, Quick Action
The Support targets a character within range 5 and line of sight. This has different effects de-
pending on if the character is allied or hostile:
Allied: The allied character ends all burn affecting it immediately, but it becomes slowed
until the end of its next turn
Hostile: The hostile character must pass an agility save or become slowed until the end of
its next turn. Hit or miss, a burst 1 area around it becomes difficult terrain for the rest of
the scene.
Restock drone
System, Quick Action,
Drone (size 1/2, 5/8/10 HP, evasion and e-defense 10/12/14), Recharge (5+)
As a quick action, the support fires a drone to a point within range 5 of its position, where it hov-
ers. The drone can be attacked and destroyed. It is a size 1/2 drone with evasion and e-defense
10/12/14 and 5 8/10 HP. The drone clamps on to the next allied mech to move through or adja-
cent to that drone’s space and discharges, healing that mech 5/10/15 HP.
Nano-Repair Cloud
Trait
Allied characters adjacent to the support can roll twice on all saves and mech skill checks and
choose the higher result.
!453
Optional systems:
Remote reboot
Trait, Full Action, recharge (6+)
The support immediately ends 2 of the following conditions on an allied mech within range 5: im-
paired, jammed, stunned, slowed.
Empowered Cloud
Trait
Characters that start their turn adjacent to the support can immediately end 1 condition affecting
them.
Remote cloud
System, Full Action, recharge (6+)
The support creates a blast 2 area within range 5 of its location. Allied targets that start their
turns in the area or move through it for the first time can gain 2/4/6 HP. The cloud disperses at
the start of the support’s next turn.
Defensive pulse
System, Full action
All mechs within range 5 of the support can immediately end the Jammed and Lock on condi-
tions on themselves.
Latch drone
System, Drone (Size 1/2, 5 HP/tier, 10 evasion/e-defense), Full Action, Recharge (6+)
The support chooses another mech within range 5, then fires a self-deploying drone at that
mech. The drone clamps on to the targeted mech and occupies the same space as it. At the
start of each of its turns, while the drone is deployed on that target, that target can heal 5/8/10
HP. In addition, it gains +1 Accuracy on all checks, saves, and attacks. The drone can be shot off
and destroyed.
At higher levels:
Tier II:
18 10 10 8 +1 -1 +1 +4 1 4 10 12 2
Tier III:
22 12 12 8 +1 -1 +2 +6 1 4 10 14 2
!454
!455
WITCH
Controller
Witches lean into the incredible tumult of systemic warfare, operating both in realtime and among the om-
nicloud tempest that descends upon a combat theater. Witches often pair with personality-clone NHPs —
NHPs that structure profiles based on profiles of their pilots — to handle the chaotic swirl that results from
realtime/omninet combat splitting. Many pilots of Witch-class chassis are avid experimenters with both
their hacking rig and their own flesh and can mount a suite of deadly and incredibly agile software in their
mechs and in their own bodies.
Tactics: The Witch is a no-nonsense controller, using its Tear Down action to generate heat, and
its Blind to shut down ranged attackers. Its Predatory logic should be used against characters with
heavy weaponry, and can also be used on characters allied to the Witch. Targets of the witch’s
attacks can mitigate its heat attacks somewhat since most of the heat is on the Witch’s next turn.
WITCH
Mech, Controller
HP Evade E-D Heat H A S E Armor Spd Sense Save Size
12 10 13 8 -2 +1 +3 +0 0 6 15 12 1/2 or 1
Base systems:
Tear Down
Quick Tech
On hit, the target takes 1/2/3 heat, and 4 heat at the start of the Witch’s next turn.
Blind
Quick Tech, Recharge (4+)
Predatory logic
+2 vs e-defense/tier
On hit, the target immediately makes an attack with a single weapon of the witch’s choice
against any other target within range (even an allied target).
Blur
!456
Trait
The Witch is invisible during its turn. It reappears when its turn ends.
Optional systems:
Spread Suffering
Trait
When the Witch takes a quick or full tech action, it can repeat that action as a free action against
any characters adjacent to its primary target
Dark Cloud
Trait
The Witches’ Tear Down quick tech action deals a bonus 3 heat to targets in the danger zone on
its secondary hit (at the start of the Witch’s turn).
Chain
Quick Tech
+2 vs e-defense/tier
On hit, the target is chained to a point within range 3 of its location. If it moves further away from
range of 3 of that point (voluntarily or otherwise), it takes 2/3/4 heat and becomes jammed until
the end of its next turn, but the effect ends. Otherwise, it only ends when the Witch is destroyed,
stunned, or the scene is over.
Petrify
Full Tech, Recharge (6+)
+2 vs e-defense/tier
On hit, the target is slowed. On it’s next turn, it is immobilized. On its following turn, it is stunned
until the end of that turn, and the effect ends.
Pain Transference
On hit, until the end of the Witch’s next turn, when the target gains heat, all its allies in range 5 of
that target also gain the same amount of heat
At higher levels:
Tier II:
14 12 16 8 -1 +2 +5 +0 0 6 15 15 1/2 or 1
!457
Tier III:
14 14 20 8 -2 +3 +6 +0 0 6 20 18 1/2 or 1
!458
SPECIAL CLASSES
The following NPC classes describe special cases, NPCs that are a little more unique or can’t be
described as a mech.
HUMAN
This entry describes humans or human-scale enemies, such as pilots in the world of lancer. The
entry is intentionally pretty simple.
HUMAN
Biological
6 10 10 - - - - - 0 4 5 10 1/2
You’ll most commonly be using this entry if someone climbs out of their mech mid-battle. If you
need a mass of human-scale infantry use the infantry entry below.
- Pilot-scale individuals roll all saves, checks, and attacks with +1/tier
Pilot weapon
Range 5 (ranged) or Threat 1 (melee)
+1 vs evasion/tier
Anti-mech weapon
Range 8
+1 vs evasion/tier
!459
INFANTRY SQUAD
Infantry-type enemies represent a squad-level group of human or subaltern infantry: not a single
chassis like the Grunt-type, but (generally) a group of five to ten armed and armored individual
soldiers. Like the Grunt, an Infantry-type enemy alone might not present a threat to a chassis, but
operating as a squad with the right gear and training, infantry groups are a formidable threat.
- Weak: Squads cannot have more than 1 structure or heat capacity. By default, they have
the biological tag, so they are immune to tech actions and take energy damage when
they take heat.
- Exclusive templates: Infantry squads cannot take the Grunt, Veteran, or Ultra templates
(they can still take Elite, but don’t gain structure)
- Split HP: Squads have a large number of members operating together. Once a certain
amount of damage is done to the squad, one of the members is destroyed (indicated in
the profile). Once a squad is under half HP, it loses some of its attacks to represent this.
- Strength in numbers: Squads have resistance to all damage that is not from line, blast,
or cone attacks. They are immune to grapple or ram, cannot grapple or ram, and are im-
mune to the knock back tag and the stunned condition.
- Spread out: The members of a squad all occupy the squad’s space. You don’t have to
track the location of every member in the squad, they are assumed to be located roughly
in the area, and use the squad’s area for purposes of targeting. Characters can end their
turns in the same space as the squad and freely move through it, and the squad can end
with part of its space overlapping obstacles, cover, or other characters, as long as there
is at least 2 spaces free.
- Small: Members of a squad can go prone, duck behind objects, etc to take cover, but
mech-scale weapons are powerful enough that they don’t get the same benefit from hard
cover. The squad always has soft cover, even in the open, but can’t benefit from hard
cover.
INFANTRY
Squad, Biological
10 8 8 - - - - - 0 4 5 10 4
(individual:
1/2)
HP per member: 1
Number of members: 10
!460
Primary squad weapon
Main Rifle
+2 vs evasion/tier
Range 10
This weapon can be fired three times when the squad attacks. If the squad is under ½ HP, it can
only be fired once.
Heavy cannon
AP
+1 vs evasion/tier
Range 20
Optional modules
Armored
Trait
Ambushers
Trait
The squad gains +2 Accuracy on all attacks and rolls on the first round of combat only, and gains
+2 Accuracy to avoid being discovered while hiding
Go to ground
Trait, reaction
Once per round as a reaction, the squad gains resistance to all the damage from an incoming
attack, but is immobilized until the end of its next turn. They must decide before the damage is
rolled.
Rapid Insertion
Trait
Disciplined
Trait
The squad doesn’t lose attacks for being under 1/2 HP.
At higher levels:
Tier II:
!461
15 8 8 - - - - - 0 4 5 12 4
(individual:
1/2)
Tier III:
20 8 8 - - - - - 0 4 5 14 4
(individual:
1/2)
!462
MONSTROSITY
Monstrosity-type enemies are massive or horrifying predatory wildlife. Generally wild, some kinds
of monstrous enemies can be domesticated and trained for combat: these are in high demand in
the distal and proximal reaches of the galaxy.
MONSTROSITY
Biological
14 10 10 - +3 +2 -2 -2 1 6 10 10 1 or 2
- Unique Structure Chart: If the monstrosity has structure (such as an Elite or Ultra), it
uses the chart at the end of this entry instead of the regular one for mechs
- Biological: The monstrosity has the biological tag (it’s immune to tech actions and sys-
tem attacks other than lock on or scan, it takes all heat as energy damage).
Base mutations:
Claws
Main melee
Threat 1
Acid Spittle
+1 vs evasion/tier
Range 10
A character struck by this attack is Shredded until the end of its next turn
Adhesive Extrusion
Trait
The first target damaged by the monstrosity on a turn must pass an engineering check or be-
come Slowed until it heals any amount of hit points or until the end of the current scene.
Burrower
Trait, Quick Action
The monstrosity can burrow into the ground as a quick action, as long as the ground beneath it
is malleable enough. While burrowed, it counts as invisible, ignores all obstructions and can
freely pass through all characters above ground, can take no other actions other than to move,
!463
boost, or emerge as a quick action. When it emerges, it must have a free space to emerge into. It
loses these benefits and all adjacent mechs must pass a hull save or be knocked prone.
Rampage
Trait, Quick Action, Recharge (5+)
As a quick action, the monstrosity moves in a straight line as far as possible up to its speed, ig-
noring engagement, not provoking reactions, and passing freely through all character’s spaces.
Any characters it passes adjacent to or over must pass an agility save or take 4/6/8 kinetic dam-
age.
Corrosive Bite
Full Action, Recharge (5+)
An adjacent character must pass a hull save. On a failed save, the target takes 4/5/6 Burn. In
addition, regardless of whether it succeeds this save, it is Shredded until it regains any amount of
HP.
Grasping Claws
Trait
The monstrosity gets +1 Accuracy to grapple attacks, +1 Accuracy to attack targets it is grap-
pling, and can boost and take reactions while grappling.
Natural Camouflage
Trait
The Monstrosity is invisible while adjacent to any terrain or piece of cover. If it gains soft cover, it
instead counts as having hard cover.
Regenerator
Trait
The monstrosity heals 1/4 of its HP, rounded up, at the end of its turn. This trait does not function
if the monstrosity took energy damage at any point during the round.
Spined
Trait
When the monstrosity takes damage from a melee weapon, it deals 1/2/3 AP kinetic damage to
its attacker after the damage resolves.
Swift
Trait
1/round the monstrosity can make a boost action as a free action on its turn.
Tempered Hide
Trait
The monstrosity has resistance to two of the following damage types: kinetic, energy, explosive
damage. It loses this resistance if it is reduced to 1/2 HP or less.
!464
Winged
Trait
The monstrosity can fly when it moves or boosts. It doesn’t have to land.
At higher levels:
Increase at tier II :
16 12 10 - +4 +3 -2 -2 1 7 10 12 1 or 2
18 15 10 - +6 +4 -2 -2 1 8 10 15 1, 2, or
3
5-6 GLANCING HIT The monstrosity flinches in pain, giving it the impaired condition
until the end of its next turn
3-4 POWERFUL HIT The monstrosity is immediately knocked prone by the force of the
blow
1 DIRECT HIT This result has different outcomes depending on how much
structure damage the monstrosity has remaining.
!465
TEMPLATES
These templates can be applied to any of the above enemy types to add more flavor or change
the way they function in combat. In particular, the Ultra, Elite, Grunt, and Veteran templates can
be used to make tougher or easier enemies. The Veteran template can be applied on top of the
Ultra or Elite templates to make an especially tough enemy.
ULTRA
In Lancer, Ultra-type enemies are typically the most dangerous individual enemies a party can
face. Ultra-type enemies are high-tier enemies that do not have to fill command roles. Ultras are
champions, favored warriors, major domos: they might command a few units in a retinue or lead
armies from the front, but they do not typically engage in grand strategy.
An Ultra can serve as a ‘boss’ NPC, capable of taking on multiple mechs at the same time. Since
an Ultra has additional structure, it uses structure damage tables like the players, and becomes
many times more resilient. Since keeping track of an Ultra is more difficult than a regular NPC,
and Ultras are many times more powerful than a regular NPC, it’s recommended you only use
one in any given combat encounter.
Making an Ultra
All ultras get the following features added to their base NPC type:
- Exclusive templates: The Ultra can’t take the Elite or Grunt templates.
- Bonus activations: The Ultra can be activated again (take another turn) each round. If
the Ultra is facing more than 4 hostile player characters or NPCs at the start of a combat
scene, it gets another activation (for a total of 3). It regains spent reactions each time it
takes a turn.
- Deadly: The Ultra can Critical Hit, dealing an extra +1d6 bonus damage on Critical Hits.
- Juggernaut (trait): At the start of its turn, the Ultra ends one condition affecting it.
ULTRA traits:
!466
Berserker
Trait
The Ultra gains +1 Accuracy on all melee attacks. It can attack with one melee weapon, make a
grapple attack, or make a ram attack as a free action once on its turn.
Devastator
Trait
1/round, when the ultra hits with an attack, all targets visible to the ultra take 2/4/6 kinetic, explo-
sive, or energy damage.
Evasive
Trait
The Ultra gains +4 evasion, up to a maximum of 20, but reduce its structure to 3.
Extra Deadly
Trait
The first Critical Hit the Ultra deals per turn does +1d6 bonus damage/tier instead just just +1d6
Fortress
Trait
Tech attacks against the Ultra are made at +3 difficulty and it makes all systems saves at +3 ac-
curacy).
Legion
Trait
The ultra gains +4 e-defense, up to a maximum of 20, and it gains +1 accuracy on all tech at-
tacks.
Limitless
Trait
The Ultra can use overcharge. It’s cost for overcharging is always 1d6 heat.
Unstoppable
Trait
The Ultra always cannot be knocked back, knocked prone, or moved involuntarily.
Sight
Trait
Hostile Characters cannot hide while inside the Ultra’s sensor range and it ignores invisibility.
Superior Construction
Trait
!467
The ultra has resistance to one of the following damage types: kinetic, energy, explosive. It can-
not gain resistance to more than 2 (from this trait or any other systems). It loses its +5 bonus HP.
Superior Frame
Trait
Superior Reactor
Trait
Superior Targeting
Trait
Supreme Maintenance
Trait
The ultra is immune to the Jammed condition, can reload one weapon with the loading property
as a free action on its turn, and can repair a destroyed weapon or system with a quick action on
its turn.
Supreme Skirmisher
Trait
Any number of times a round, the Ultra can take the boost action as a reaction to any enemy
movement it can see.
ARGUS armor
The ultra’s armor increases to 6. Each time it rolls a structure or overheating check, reduce its
armor by 2, to a minimum of 0.
Siege Shield
The ultra has resistance to all damage that originates further away than range 5 of its space.
Hellfire Projector
Heavy CQB
+2 vs evasion/tier
This weapon fires twice when fired (as indicated), but it’s areas cannot overlap
Repulsion field
!468
Hostile targets that start their turn adjacent to the Ultra or become adjacent to it for the first time
on their turn take 2/4/6 energy damage, 2 heat, and must pass a systems save or become im-
paired until the end of their next turn.
Spool gun
Choose a direction, then draw a line 30 spaces long and 2 spaces wide in that direction. Each
character inside that area must pass an agility skill save or take 1 structure damage, or be re-
duced to 1 HP on a successful check. Any objects smaller than size 5 in the area are completely
annihilated.
Ravager Turret
Heavy Cannon
Ultra
Range 10
The Ravager fires at every hostile character in range and line of sight when this weapon is fired.
SSC Slivershielding
System
Volley module
The ultra goes into a stable stance. At the start of its next turn, it fires one weapon at each char-
acter of its choice that is in range, not in cover, and not prone as a free action. Characters are
aware of this effect, and can choose to drop prone as a free action on their turn to avoid being
targeted by this action. It can fire the same weapon multiple times for this special action, ignoring
the loading tag during this attack.
WOLFHOUND missile
Quick action, Recharge (6+)
Choose a target within range 30 and line of sight. The ultra fires a wolfhound missile at the target,
which is size 1, moves speed 3, has evasion 10, 0 armor, and 10/15/20 HP. The missile primes in
an adjacent space when deployed, then moves at the start of each the ultra’s turns. If its target
suffers from the Lock On condition, its movement increases to 6. The missile can benefit from
cover and can be targeted and shot by systems and weapons. It must move towards its target,
but can maneuver skillfully around cover, fit through holes, etc. If the missile’s movement causes
!469
it to collide with a character, it detonates for a blast 1 explosion. Mechs caught inside must pass
an agility skill check or take 14/20/28 energy damage, and half on a successful check.
The Ultra can have only one missile fired at a time. Only check for recharge if this missile has hit
its target or been destroyed.
ELITE
Elite-type enemies create tougher, more powerful enemies that are a step down from Ultras.
Elites get a bonus activation and additional structure, allowing them to make structure checks
like players and effectively doubling their HP.
Making an Elite
All Elites get the following features added to their base NPC type:
GRUNT
Grunt-type enemies in Lancer are the most common enemies faced en-mass by players. Grunts
are a step above cannon fodder, typically using mass-produced or stock mechs: cheap and
trained to be disciplined fighters before deadly ones. Alone, a grunt-type enemy may not be a
threat, but in a group, they can present an overwhelming mass of bodies and fire that threatens
even the most powerful individual.
Making a Grunt
All grunts get the following features added to their base NPC type:
- Chaff: The grunt has 1 HP and cannot gain more. Grunts don’t take damage if they pass
a successful save (such as on certain area of effect attacks) but otherwise take damage
normally.
- Weak: The grunt only has 1 structure and stress maximum. If it takes any heat from an
external source, it is destroyed.
- Exclusive templates: The Grunt can’t take the Veteran, Squad, Elite, or Ultra templates.
!470
VETERAN
Veteran-type enemies are hardened, experienced fighters that have survived direct engagement
with their foes. Their encounter with your players is not their first rodeo: their ability to withstand
morale shocks is far higher than an untested greenhorn. Use the Veteran template if you want to
make a more memorable character.
Making a Veteran:
All Veterans get the following features added to their base NPC type:
Acrobat
Trait
When the veteran moves or boosts, it can fly 3 after the move or boost completes. This flight
does not provoke reactions and ignores engagement.
Deadly
Trait
This mech can Critical Hit, dealing +1d6 bonus damage on critical hit
Insulated
Trait
The veteran is immune to Burn
Self Repair
Trait, Full Action
Once a scene, the Veteran can take the repair full action:
Repair (limited 1): This mech heals to full HP and ends all conditions affecting it
Feign Death
Trait
!471
The first time in a scene this enemy would be destroyed, though it appears destroyed, it is in-
stead at 1 hp. A successful systems check or pilot skill check by an adjacent character will reveal
it is still active, or this effect ends when it takes any action or moves.
Hacker
Trait
When the veteran makes a successful tech attack against a character, that character takes an
extra 2 heat.
Headshot
Trait
1/round when the veteran scores a Critical Hit, the target of its attack must pass an hull save or
only be able to draw line of sight to adjacent spaces until the end of its next turn.
Hardened Target
Trait
Tech attacks against this character are made with +1 difficulty, and it makes all systems saves
with +1 accuracy.
Legendary
Trait
The veteran makes all overheating and structure damage rolls twice and chooses either result
Lesser Sight
Trait
Within range 3 of the Veteran, targets cannot hide from it, and cannot benefit from invisibility
against it while inside that area.
Limitless
Trait
The veteran can use Overcharge. It’s cost for overcharging is always 1d6.
Lightning Reflexes
Trait
Whenever the veteran is targeted by any weapon of size heavy or larger, roll a d6. On a 5+, the
weapon automatically misses this mech.
Parting Gift
Trait
The veteran can use the Self Destruct action (see mech combat for details)
Rodeo master
Trait
!472
The veteran can dismount their mech as a quick action, gaining the human stat block (in this
section). They can take all actions a pilot player character can, including the jockey action.
Shock Armor
Trait
Skirmisher
Trait
1/round the veteran can move or boost as a reaction to any enemy movement or action that it
can see.
Slippery
Trait
The veteran does not provoke reactions and ignores engagement with its regular move (other
movement still provokes reactions)
Steel Jaw
Trait
The most damage an auxiliary weapon can do to the veteran is 1.
Viper’s Speed
Trait
The veteran always takes its turn first, even over player characters. If there is a question of who
acts first (in the story, or combat), it is always the veteran. If there’s multiple characters with this
trait, only one of them gets to use it (decide who is actually fastest).
!473
EXOTIC
Exotic-type enemies are, even for a galaxy of wonders, strange and dangerous enemies. Some
feature unique technologies not yet available to the wider galaxy, others wield archaic weapon
styles updated to the modern day, and others carry equipment or adopt tactics that are alien to
Union doctrine.
All Exotic NPCs get the following features added to their base NPC type:
Exotic modules
Bio-integrated
Trait
You may only choose this trait for a mech. The mech gains the biological tag (it loses heat capac-
ity and cannot take or be the target of tech actions except Lock On and scans).
Blinkspace Carver
System
Extrusion
Trait
The NPC is only a partial extrusion of a higher-concept entity and only partially present in physi-
cal space. It gains resistance to all damage but all its weapons also deal half damage and it can
be passed through as if it wasn’t there (it doesn’t provide obstruction).
Living Weaponry
Trait
The NPC becomes immune to the Jammed condition. Its weapons have biotechnical and semi-
organic components that spontaneously generate ammunition. When it reloads, it can also heal
1d6 HP.
Paracausal Weapon
Trait
Choose one of the NPC’s weapons. Damage from that weapon cannot be reduced in any way
(by armor, resistance, or otherwise)
Ouroboros Brand
System
!474
1/round the NPC can force a re-roll of any 1d20 roll for themselves or any allied or hostile target
it can see (but must keep the second result) by causing localized distortions in the flow of time.
Regenerator
Trait
The NPC heals 1/4 of its HP at the end of its turn. This trait does not function if the NPC took en-
ergy damage at any point during the round.
DRONE
Drone-type enemies are mechs or subaltern frames that are autonomous extensions of compan-
ion/concierge units or combat NHPs.
Making an Drone
All Drones get the following features added to their base NPC type:
- Bonus HP: The Drone gets +5 HP to represent its lack of pilot. It can take damage that
would normally blow through a cockpit and kill a human.
- No Pilot: The Drone permanently suffers from the Impaired condition. It cannot make
complex decisions or moral judgements. However, it is also immune to all systems and
actions that would affect the pilot (it doesn’t have any).
- Vulnerable to Tech: All hostile tech actions against the Drone can be made with +1 Ac-
curacy
MERCENARY
Mercenary-type enemies are foes that offer their services to the highest bidder. They may have
attachments to a faith or flag, but when it comes to doing their business, they’re loyal only to
gold.
Making a Mercenary:
All Mercenaries get the following features added to their base NPC type:
- Opportunist: The Mercenary gets +1 accuracy on any attack when there’s an allied target
in engagement to the target of its attack
- Mercenary systems: A mercenary can choose from the list of mercenary systems and
traits below when choosing optional systems and modules
Bounty Hunter
Trait
Before combat, choose a player character that there’s a bounty out for. The mercenary gains +1
Accuracy on all attacks, checks, and saves against that character and their mech.
Efficient Killer
Trait
!475
The mercenary gains +1 Accuracy on attacks and all its damage becomes AP against a target
with 2 or less structure remaining.
Call in Favor
The Mercenary calls in a favor in the form of an orbital strike or artillery strike, targeting a blast 2
area within range 30 of its position and line of sight. All mechs caught in the area must pass an
agility save or take 6/8/12 explosive damage and be knocked prone, or half on a successful save
and not knocked prone.
Scout Drone
The Mercenary fires a scout drone to an empty space within its sensor range. The drone has
evasion and e-defense 10, 10 hp, and no armor. Within a burst 2 area centered on the drone, no
target can turn invisible or hide from the mercenary, and the mercenary can attack targets in the
area with +1 accuracy. The mercenary can reposition the drone as a free action at the start of its
turn.
Tactical Retreat
When the mercenary is taken below half HP, this system automatically activates. All targets within
a burst 2 area around the mercenary must pass an agility save or take 2 kinetic damage and be-
come jammed until the end of their next turns. The mercenary can then move its speed in any
direction. This movement doesn't provoke reactions and ignores engagement.
COMMANDER
Commander-type enemies operate on a grand scale, controlling fleets and armies across worlds
and in interstellar space. They might not be the best individual combatant, but they can bring out
the best in the best of their forces.
Making a Commander:
All Commanders get the following features added to their base NPC type:
Commander Traits
Bolster network
Trait
!476
While the commander is alive, all allies the commander can see gain the hardened target trait (+1
difficulty on all tech attacks against them and +1 accuracy on systems saves). The commander
does not benefit from this trait.
Retribution
Trait, Reaction
1/round, the commander can make an attack against any character that successfully damaged
an ally it can see. This attack deals half damage on hit.
Press on!
Trait, Quick Action, recharge (4+)
The commander ends the stunned or jammed conditions on an allied character it can see.
Reposition
Trait, Reaction
1/round one ally that a commander can see can make the boost action as a reaction to the
commander’s turn starting.
Allied characters adjacent to the commander gain +1 Accuracy on all attacks, saves and checks.
PIRATE
Pirate-type enemies live on the boundaries, in the forgotten bolt-holes of occupied space. They
are far-ranging, operating around blink gates, interstellar shipping lanes, and near flagged but
not-yet colonized worlds. They can be found across the galaxy wherever the law is spread thin,
resources travel, and people are desperate.
Making a Pirate
All pirates get the following features added to their base NPC type:
- Deadly (trait): The pirate can Critical Hit, dealing +1d6 bonus damage on critical hit
- Pirate modules: The pirate can choose from the below modules when choosing optional
systems
Boarding Clutch
Heavy Melee
Thrown 5
!477
This weapon can be used as an improvised grappling hook. It can be thrown at a character with-
in range 5. The affected character must pass a hull save or be pulled directly to the pirate and
grappled.
Splinter Rounds
Trait
Borer Missiles
Full Action, Limited (1)
The Pirate chooses a character in range 10 and line of sight. 1d3 miniature drones are attached
to the target and begin boring into the mech’s interior. In 1d6+3 rounds, if there are any drones
still attached to the target, they bore inside the cockpit and savage the pilot, reducing the pilot to
0 HP, causing them to make a Down and Out check. A single drone can be removed by making a
successful systems or engineering skill check as a quick action (an adjacent ally can also make
this check). The drones can also be confused by shutting the affected mech down, which pauses
the timer. The pilot in the affected mech is aware of how much time they have before the drones
bore through.
Prying Claws
System, Full Action, Limited (1)
An adjacent mech makes a hull save. On a failed save, the mech’s pilot immediately exits their
mech as if they had taken the dismount action (place them adjacent to their mech).
Slaver Signal
System, Full Action
Recharge (5+)
Range 10
This system affects one piloted vehicle or mech within range 10. The affected target must make
a systems save to shut out the signal or be affected. On failure, all the pilots in the target are af-
fected by the signal, falling into an unresponsive stupor. While in this state, their pilot is stunned,
and their mech or vehicle is also stunned unless it has the AI tag. If their mech, vehicle, or pilot
takes damage, the pilots will be jolted awake, immediately ending this effect. Another adjacent
character can use a full action on their turn to make a systems check to try and blot out the sig-
nal, waking the affected target up on success. If the source of the signal is destroyed, any targets
affected will also wake up.
SPACER
Spacer-type enemies are born and bred in the hard vacuum of deep space. They are adept at
maneuvering in and around the difficult, kinetic, low-gravity environments found only in space:
blink stations, space stations, among asteroid fields, in low orbit over worlds, and between ships
in military and commercial fleets.
Making a Spacer:
!478
All Veterans get the following features added to their base NPC type:
Spacer modules
Concussion gun
Main Rifle
Knockback 3
Cone 3
+1 vs evasion/tier
Gravity Rifle
Main Rifle
Range 10
The target of this attack must pass a hull save or be pulled in a straight line towards the wielder
of this weapon up to 10 spaces, or as far as it can move. If this causes it to collide with an ob-
stacle or another mech, it is additionally knocked prone.
Sealant Trap
This self deploying trap can be placed in a vacant space. It counts as a mine and can be
scanned to be detected and disabled with a successful systems check. Once any character
walks over or adjacent to the trap, it explodes, creating a burst 1 area centered on it. All targets
caught inside are automatically covered in thick, fast-drying hull sealant and immobilized. The
only way to break out of the sealant is to do enough damage to break it (evasion 5, 5 hp/tier).
Thumper grenades
Thrown 5
Once thrown to an impact point as a quick action, these grenades explode outwards with a con-
cussive pulse in a blast 1 area around the space where they are targeted. Targets caught in the
area must pass an agility check or be knocked back 3 spaces directly away from the impact
point. If this causes them to collide with an obstacle or another mech, they are additionally
knocked prone.
VEHICLE
Vehicle-type enemies are in-atmosphere military or civilian vehicles found throughout the galaxy.
Making an Vehicle
!479
You can use any of the mech classes and apply this template to convert that mech into a vehicle.
They lose the mech tag and gain the vehicle tag. All vehicles get the following features added to
their base NPC type:
- Limited Maneuverability: A vehicle must always move in a straight line (though it can
move and boost in separate directions). A vehicle cannot climb or swim, and cannot right
itself from prone without an adjacent allied character.
- Crew: A vehicle might be operated by more than one crew member (typically a minimum
number of crew equal to ½ of the vehicle’s size).
- No manipulators: A vehicle cannot initiate a grapple, pick up, or manipulate items
- Limited melee attacks: A vehicle cannot make melee attacks other than Ram
- Type: You can give a vehicle one or more of the following types:
- Flier: A flying vehicle can fly when it moves or boosts
- Transport: A transport vehicle can hold one squad or a number of entities whose
total size (added together) is less than its size
- Treads or Hover: A Treaded or Hover vehicle ignores difficult terrain
SHIP
Ship-type enemies are any military or civilian vehicles that are flight capable and operate primarily
in space, outside the bounds of atmosphere (though many can operate in-atmos if need be).
Making a Ship
You can use any of the mech classes and apply this template to convert that mech into a ship.
They lose the mech tag and gain the vehicle tag. All ships get the following features added to
their base NPC type:
- Flier: A ship is never slowed in zero-g. In atmosphere, it hovers (it can fly when it moves
or boosts, doesn’t have to move in a straight line, and doesn’t have to move on its turn
while flying), and if it is immobilized or stunned mid-air, it crashes.
- Massive size: A ship is typically much larger than a mech. If its size is less than 4, in-
crease its size to 4. This template describes ships that can be engaged on a ship-to-
mech level. Typical ships (size 10/20+) are usually too heavily armored for mech-mounted
weapons to harm them.
- Crew: A ship might be operated by more than one crew member (typically a minimum
number of crew equal to ½ of the vehicle’s size).
- Bonus HP: Increase the Ship’s HP by +5
- No manipulators: A ship cannot initiate a grapple, pick up, or manipulate items
- Limited melee attacks: A ship cannot make melee attacks other than Ram
- Transport: A transport ship can hold one squad or a number of entities whose total size
(added together) is less than its size
!480
!481
“Work stops at sunset. Darkness falls over the building site. The sky is filled with
stars.
!482
Timeline of Union’s History
-6000u (Estimated): The first of the Ten — massive generation ships launched by Old Humanity
— depart for ID’d Gaia worlds. The Apollo confirms landfall and colony establishment on Karrakis
within centuries; sequential launches begin thereafter.
-5000u (Estimated): Anthropocene Epoch ends with the ecological and data collapse of Old Hu-
manity. Typically pinned by Union historians as the point of no return from the Fall. The final of the
Ten embarks somewhere around this point or within centuries.
Intervening Period: The dark ages. Cradle’s population falls to less than 500,000 persons from
global peak of ~ 15 billion.
-150u: The first vault, Massif-A, is discovered on Cradle (Earth), prompting worldwide civilizational
growth and change. Partner vaults ID’d by data preserved inside Massif-A, and extant nations
race to control them.
0u: Union founded after the conclusion of the Little Wars. The First Committee Established.
1968u: Logged SOS transmissions received after Union reactivates long-range communications
systems. Union Space Program announced shortly thereafter.
1980u: Union Space Program lands and reactivates lunar installations. Shipyard THESEUS reac-
tivated. The first NEARLIGHT class interstellar ships — crafted from plans stored in the Massif
vaults — launched, targeting previously ID’d “Gaia” worlds on legacy star charts.
1998u: USP ship Anthem (NEARLIGHT-D Class) reports first contact with two of the Ten: the Rih-
la and the Armstrong — Union registers the Aunic peoples, organized under the Ecumene.
2000u-2998u: First Expansion period. Multiple Old Human colonies discovered. Some derelict,
others inhabited. Union Administrative Department created to manage expansion effort and rein-
tegration programs for rediscovered exclaves.
ALSO IN THIS TIME FRAME: Metat Aun appears above Aun’Ist. In Baronic space, the Annorum
Tyrannus is established, maintained, and then rolled back under the Dynasticlade. The New Fed-
eration established in its wake.
!483
2880u: Second contact (first overt) with the Aun Ecumene. Diplomatic failures turns to first inter-
stellar conflict, now called the First Distal War — largely a cold war of posturing. Union retreats.
Hardline anthrochauvinist elements in the Union Space Program launch a flight of “dumb” kinetic
TBK weapons — PISTON-1 — towards the presumed location of the Ecumenical homeworld. Bit-
ter political struggles grip Cradle, give rise to the Second Committee.
3000u: The Deimos Event, RA’s ascension. Paracausality Studies born. Disparate ships, shuttles,
and force organizations of the Union Space Program organized into the Union Navy.
ALSO IN THIS TIME FRAME: The Aunic Ascendancy forms following the conclusion of the Aunic
schism. The Aun Ecumene dissolved; Ecumenical Aun scatter to Union-proximal edge of Bound-
ary Garden, taking refuge on Cornucopia.
3002u: First Contact Accords signed with RA. Non-Human Person identified as category. Shack-
ling developed.
3130u: Blinkspace identified and pierced. Blink fields created, first gates created, first blink station
opens and stabilizes. Second Expansion Period begins. Union Administrative Bureau dissolved,
replaced with Union Colonial Mission.
ALSO IN THIS TIME PERIOD: Ras Shamra settled, begins its Temperate Ages. The New Federa-
tion on Karrakis dissolved, replaced by the Karrakin Barons.
4500u - 4600u: Hercynian Crisis. Efficacy of hard suits and mechanized chassis shown: first gal-
axy-wide production and adoption of mechanized chassis (“mechs”) begins via Union state ar-
morer, General Massive Systems. Second Committee deposed in a popular coup following revela-
tions surrounding the Hercynian Crisis. Union Colonial Mission dissolved, replaced with reconsti-
tuted Union Administrative Bureau.
ALSO IN THE TIME PERIOD: Harrison I flees to Ras Shamra, establishes Harrison Armory. The
Interest War between the Armory and the Baronies follows shortly thereafter.
5000u: Reports of Aunic crusade fleet operating in the Boundary Garden sector of expansion
space confirmed. First reported loss of a Union blink gate due to hostile state actions. Second
Distal War begins.
!484
Foundation Day
Union was the only way to build a new world. But first, the Fall.
Despite extant records, there is no way to know when Old Humanity sent the last wave of her
children out to seed the stars. Earth, Humanity’s only home save for distant, isolated colonies,
was dying. An accumulation of fatal blows — a thousand cuts on the world by the people that
called it home — had rendered it all but inhospitable.
The Fall, as it is now called, was not concluded in a single, cataclysmic blow. There was time —
not enough of it, but time enough — for acts of desperate hope.
Union historians place the early days of the Fall around 6,000 years prior to Union's foundation.
As the long dark age crept across Earth, the world’s governments were able to craft, populate,
and launch ten massive colony ships aimed for distant worlds . They were slow ships, their titan-
ic enclosed cylinder hulls pushed along by conventional sublight drives, but they marked the
crowning achievement of a species: a second chance.
These generation ships were humanity’s last hope. They would travel for thousands of realtime
years, slowly accelerating to a significant fraction of lightspeed before flipping over and slowing
down as they approached their destinations. Generations of passengers would live, die, and pro-
create, sustaining the ship and the remnants of humanity on board until they arrived at their des-
tination: a world able to sustain human life.
This was humanity’s second chance, a handful of stones cast out into the night. Back on Earth,
the billions left behind watched the Ten burn away into the night, tracking their progress through
choking clouds of smog, dust, and smoke from raging, unstoppable wildfires.
Humanity on Earth fought for what was left, erupting into a pandemonium, a violent crescendo.
Climate change choked the atmosphere, disease scoured the cities, and war ravaged the rest.
Lonely colony outposts and stations throughout the solar system — established when Earth was
terminal and not yet dying — watched their homeworld go dark. Most withered on the vines, a
rare few managed to hang on.
Thousands of years of real time passed. Aboard the Ten, time crept by. Their ships’ clocks fell
behind Earth’s. Captains and officers made a mutual decision with mission command: they
would isolate themselves, ceasing communication with the world they left behind.
Earth spun, silent and unresponsive to the desperate calls for help from her dying colonies. The
poles thawed, and cities sank under rising oceans scoured of life. Wildfire and stinking fog swept
the Equator while titanic storms thrashed the tropics. Ash fell over the whole of the world. Satel-
lites and stations decayed in their orbits. The great shipyards fell quiet. Glittering habitats on the
moon and Mars — once the pride of human achievement — cascaded into failure.
!485
The First Anthropocene — the age of Humanity — faded, buried under ash and water, illness and
desperate violence. Silence fell over the world. Yet Earth was not empty, nor lost: billions had
died, but humanity is a resilient race. Hundreds of thousands had survived, persevering through
the new long dark.
An unknown amount of time passed — Union historians assume a period on the order of four to
five thousand years —before the global population began to stabilize, then grow as the world’s
climate evened out. Long-dead native crops grew back as hearty survivors. Trees, forgotten dur-
ing the Fall, grew back from gnarled shrubs. The oceans receded, cooled, repopulated. The fires
dimmed, then died. The sky, once a greasy smear of black and orange, lightened, blued. The air
became breathable again.
Civilization, too, began to grow, and in growing it would provide the germ for another downfall.
First, small rulers and tyrants laid claim to the ruins of the past, organizing themselves around
altars of scavenge and scrap. Wandering machines were tamed or followed, venerated and hunt-
ed. Farms grew from small plots. Once again, lines and borders were drawn, land claimed, loyal-
ty pledged. Scraps of cloth and paint and feathers and flags grew to carry meaning beyond the
personal, to divide humans into tribes and cities and kingdoms, then to nations, and then — fa-
tally — to empire.
And then, the first of three great and promised traumas humbled the healing world: Old vaults of
data and physical artifacts, stores of information from the pre-collapse era, were discovered and
reopened. The survivors, so far removed from Old Humanity, had grown through the dark ages
thinking that their cultures were the first on Earth, the first people to walk under the Sun. The
vaults showed them otherwise — this new humanity was not the first: it were the last.
Reeling from this discovery and the wealth of pre-collapse humanity unleashed upon a healing
world, the fledgling empires and nations of Earth backed into their corners. A reckoning followed
the revelation, the second trauma of New Humanity: a global war, a bitter fight to control and
consume the scraps of the long-dead.
When the war was done the beleaguered survivors gathered together and pledged peace; the
tools of war and capital were thrown aside, as they had nearly killed Earth again. Crowns and
borders were placed in the ruins of empire, cast down. Humanity, finally united in trust, contrition,
and solidarity, raised one single banner, the last to fly over Earth:
Union.
Union’s foundation reset the clock, uniting Humanity's calendars and myriad dating systems un-
der one coherent timeline. Year 0 marked the beginning of a new age of humanity, a people re-
deemed, bruised stewards of an old and aching world with one more chance at peace.
The wealth of the uncovered vaults was given to the people. Safe flight and clean power spread
across the world. Linked, networked communications bound Union together across continents.
!486
All peoples benefited from the sudden, exponential advancement in medications, computational
power, hard and soft sciences — all the bounties of Old Humanity, given to the people.
Union discovered and translated the story of the collapse, of the desperate rush of Old Humanity
to preserve what it could so that future generations could begin anew, with all the plenty and
knowledge of those who came before. Union's archeologists and anthropologists found tech-
nologies that could have saved the world, but were discovered too late, or kept from Humanity
by their inventors and owners.
Union suffered no such restriction on time or license. As they nurtured this new humanity to gen-
tle coexistence with their world, some of Union’s planners and administrators began to look be-
yond: out, towards the depths of space. Old records spoke of inhabited worlds and distant sta-
tions — of ancestors, who escaped to the stars.
Never a priority to Union before, the stars beyond the sky took on new meaning: humanity might
not be alone. With approval from the united communities of Earth, whose representatives formed
Union’s Central Committee, Union began to work on reaching those stars. Around Earth, Union
found dormant satellites strung in orbit, ancient shipyards hanging in space. On Luna, Union
found dusty colonies, empty but for mummified remains of the people who once lived there. And
back on Earth, Union found charts, logs, flight plans, trajectories. Union found and thawed the
old telescopes, radio towers, and laser communication suites preserved in ice on mountaintops
and in high places all over the world. They pointed them to the stars, turned them on, and wait-
ed.
The first messages arrived almost immediately, and with them came Union’s third great trauma.
It was the voices of Old Humanity, thousands of years ancient and long dead, carried on radio
waves garbled by radiation, time, and transit, crying out to their home for help. Lost souls that
begged for aid, for guidance, for their loved ones. Thousands of years of messages, recorded
and playing on endless, decaying loops for the survivors to hear.
This was the voice of Old Humanity Union had never expected: a desperate cry for help, a lonely
gasp as the air ran out. A plea, unanswered, as the light grew dim.
Shaken and sobered, in time Union’s First Committee returned to those communication suites
with resolve and a new purpose: to answer those calls, and to ensure the event that caused them
would never happen again.
The old orbitals were retaken and reactivated. Machine minds greater than humanity’s — the first
artificial intelligences — were discovered, reactivated, and set to puzzle out solutions that hu-
manity otherwise could not devise. New ships, proud and able, were launched towards those old
signals, along ancient charted paths, and out towards new worlds.
Union could not bring their dead back home, but they would choke the stars with the living.
!487
Cygnus Spur, Orion Arm: Humanity
Across the Stars
In the narrative present of Lancer, humanity is vast and polyglot, and lives in the nascent
dawn of a golden age: the human race is spread out across habitable and uninhabitable worlds,
enjoys the fruits of robust scientific, political, and cultural advancements, and has access to such
a gross amount of resources and clean automated labor that society is post-capitalist — in other
words, true utopia.
Life on one of these utopian worlds — a Capital world — is stable, safe, and without want. Union
— the central hegemon of the populated galaxy — is well known and, now in its Third Iteration,
quite popular. These Capital worlds number in the hundreds and are linked by close-proximity
Blink Gates, massive space stations that act as gatehouses to blinkspace, a parallel space that
facilitates faster-than-light interstellar travel. The peoples of these Capital worlds flow through
this space, stepping from one world to the next, trading in culture, art, science, faith, theory,
goods, sport, and friendship — though decentralized, this network of Capital worlds that dot the
Orion Arm of the Milky Way is called the Galactic Core.
On Capital worlds, humanity expresses itself in many faiths, cultural practices, genders, and so-
cial structures. We create art, shape the land, build glittering cities, construct great works of en-
gineering. We write, we cook, we drink, we play sports, we journey, we wander. We populate our
arm of the galaxy as a roiling people — often contradictory, often myopic — but ever-learning,
ever-growing.
Outside of the Galactic Core there is still a raw, dangerous edge to human life. Here, the rest of
humanity is found split between two informal groups: the Cosmopolitans and the Diasporans —
the frontier and the vast human diaspora outside of the Galactic Core.
Union's imperative — spread life and ensure it — demands a marching frontier; as humanity
spreads out towards the galactic edge and in towards the galaxy's center, humans establish set-
tlements both in space an on terrestrial worlds. The humans who live along, advance, and ven-
ture to the frontier are known as Cosmopolitans. Their homes are their ships and their flotillas;
they may have left their home worlds far behind in time and space, or they may have been born
on their ship, and the void and stars the only homeland they've ever known. Without reliable ac-
cess to blinkspace, these populations must travel the old way; this interstellar travel comes at a
cost: time. Life for a Cosmopolitan human is split into subjective and real time, or, time as a
Cosmopolitan experiences it, and time as the rest of the galaxy experiences it. They trade the
permanence and normality of a terrestrial life for the vast life, the uprooted life — a life lived in the
wind, only ever dipping back into realtime when they make port at their destination.
Diasporan humans straddle the line between the wandering Cosmopolitans and rooted peoples
of the Galactic Core. For the worlds outside of Union's Capital network, the utopian promise of
!488
the galactic hegemon is still a prize to be won, an end-state to be affected through political, cul-
tural, and literal struggle. Union has not always been as egalitarian as it is in the present: for
thousands of years before its current ruling body and theory, Union was an empire in all but
name. Under the Second Committee, Union advanced humanity’s diaspora without care, even
flattening ancient cultures of old humanity and long-established worlds of Union's First Commit-
tee. The stars and their worlds were Union's to command, and humanity's to exploit.
This hunger spread humanity out across vast regions of the Orion Arm, but without care and at
the smoking mouth of a Union soldier's rifle. As a wave, humanity swept across the stars — once
the Second Committee was overthrown in bloody revolution and replaced with the Third, so too
like a wave did Union's presence recede.
Into that vacuum the vast diaspora of humans — the once-lost stellar civilizations of Old Human-
ity who survived the fall, the young colonies bruised but no longer ruled by the Second Commit-
tee — now make their home free of the frontier and the Galactic Core. Diasporan worlds, while
technically member states of Union, often have little-to-no direct interaction with the hegemon;
those that remember make myth of the distant power, some aching for its return and others curs-
ing the name.
It has been five hundred years since the end of the Second Committee and the beginning of the
Third. Many generations have lived and died in the recession. Utopia is secured by the Third
Committee, but at its periphery there haunt specters of the past and futures uncertain; Corpro-
States and anthrochauvinists test the bounds of the Third Committee's largesse, ancient inter-
stellar states of Old Humanity press in on Union's borders.
Utopia is under threat, and the golden age that is so close may be torn down before it can be
fully realized. The present day is a time for action. A time for heroes.
Under the First Committee of Union — and, it can be assumed, under Old Humanity's dominion
— the galaxy that humanity stepped into is, seemingly, empty. Old Humanity seeded the stars,
the First Committee cultivated them, the Second sowed another wave, and now the Third con-
fronts a garden bursting with life — human life. Vast and myriad in expression though it is, the
only sapient life encountered thus far is human life.
The most cynical of Union’s philosophers joke that it is good we are alone in this endeavor; the
most curious wonder why. Union's bureaucratic corps likely send a prayer or offering of thanks
to whomever up there is looking out for them, as administering a galaxy's worth of people and
constituent states is a titanic enough task.
There are few truths held by the majority of humanity — our numbers are simply too vast — but
the ones that are universal are fundamental, seen as core tenets of what it means to be human,
and enforced by Union to the best of its ability outside the Galactic Core:
!489
First, to be a human being in Union is to be afforded the decency of a life lived with your material
needs seen to: your state will make available to you food, water, shelter, and labor, and will never
deny you those rights. To do so is to violate the most basic of social contracts.
Second, no walls shall stand between worlds. The void of interstellar space is deep and cold,
utterly hostile to life. Any civilian world, station, or moon not deemed to be of significant restrict-
ed interest must allow all who petition for access to feel firm ground beneath their feet, breathe
clean air, and enjoy the light of a life-giving sun (or solar-analog).
Finally, no human shall be held in bondage through force, labor, or debt. Scarcity of natural re-
sources on a Capital world is a false premise, a myth, a tool used by the few to oppress the
many while enriching themselves; this the same for colony worlds. The dignity of human life is
paramount among the Diaspora, and to use hard or soft power to exploit a person, their labor,
and deny them just compensation is abhorrent.
All that being said, humanity exists on a spectrum of development. While the majority of the de-
veloped galaxy might hold these to be self-evident truths, guaranteeing them is never a “fin-
ished” project — “most” of the developed galaxy only represents a plurality, not a majority, of the
populated galaxy.
Remember: power never gives up power. Power is only ever taken from the powerful and redis-
tributed to the people, where it must constantly be cultivated, regulated, and maintained — this
is the dream some worlds have realized, and the project that Union, humanity’s core organiza-
tion, works to accomplish.
Union is many things, but above anything else it is an incomplete project, human to its core. De-
spite every wonder of technology, every miracle at their disposal, Union still needs people to
make the right decisions, to be brave, to greet the myriad peoples so hurt by Union’s predeces-
sors with compassion, and to make the grand project work.
Why We Fight
Notice the hedging —“usually”, “most”, “the majority”, “by and large”— this is to mark the gaps
in the golden age, the places where the galaxy does not conform to Union’s standards of devel-
opment.
War still plagues humanity. No system so large and so varied will be completely harmonious, but
Union and its proxies are working to make it so. Note again that “harmonious” in this context
means that which is agreeable to Union—it is absolutely possible that your PCs will reject
Union’s hegemony.
Areas of major conflict, interest, importance, or intrigue in Lancer are called flashpoints. Some
are detailed in this core rulebook under the section A Golden Age, of A Kind.
!490
In Lancer, humans fight over many things, but the largest motivating point of friction is ideology.
Territory, that is, resource-rich and strategically placed terrestrial worlds and moons—habitable
or not—are common regional flashpoints as well. The rise of destabilizing actors like Corpro-
States has led to a run on planets rich with rare elements necessary to fabricate the fantastic
technologies the galaxy has come to view as normal. This produces conflict between corpro-
states. Some hire mercenaries to accompany their claims teams, others raise and field their own
standing armies.
Ideology tends to be the seed of conflict that drives states to fight states, or for states to fracture
and fight civil wars. These conflicts are protracted and bloody, as neither side is likely to surren-
der unless they give in to attrition.
States and Corpro-States engage one another over territory and labor. Most of these conflicts
occur in small engagements over important persons, locations, and facilities as small teams of
highly trained agents fight expensive corpo-state mercenaries in clandestine firefights. Occa-
sionally, a Copro-State’s acquisition of a world will turn hostile, and conflict will rage across and
above it as the state attempts to secure its holdings.
Union's Third Committee, while capable and present across most systems, is still working to roll
back the influence of the Second Committee. Beyond the bureaucratic and institutional lag, the
Third Committee's motivating ideology is one that gives primacy to diplomacy; where it can,
Union prefers to lean on peacekeeping forces, Union-backed local auxiliaries, and nimble battle-
groups to flex its hard power and confront the most egregious violations of their compact.
What sets your pilot apart from the rest of the mech pilots in the galaxy? What makes them a
Lancer?
It is important to note that the term “Lancer(s)”, in Lancer, is a catch-all term for mech pilots
across the galaxy who are roughly equivalent, by Union standards, to a contemporary ace. Not all
pilots or people who crew mechs are Lancers—the majority of them are just competent pilots—but
all Lancers are pilots.
A mech pilot in Lancer, outside of their mech, is usually a well-trained combatant, adept-to-ex-
pert in the fields their backgrounds cover. They are not super-soldiers, though some with heavy
cybernetic enhancement might be able to operate outside the bounds of “normal” human ability.
Most pilots—as a consequence of being a human in the narrative present—have some degree of
non-invasive biological enhancement, but rely heavily on wearable/detachable technologies and
months-to-years of training to augment their talents and knowledge.
While there are gradations of skill among pilots, generally speaking, a trained and outfitted mech
pilot in their chassis will beat a conscript or unskilled pilot in a mech, even in situations where the
trained pilot might be outnumbered.
!491
A Union-rated mech pilot, one that is a Regular or Auxiliary trooper, is generally educated by the
Navy, specialized in their role through training, traveled some (through their world or local sys-
tem), and is at least in their mid 20s—it is rare to see a pilot younger than that due to the neces-
sary qualifications for training. All Union Regular and Auxiliary pilots are put through the same
naturalization courses, trained by Union regulars and instructors, and serve in integrated units for
a period of ten years.
For pilots not affiliated with Union as Regulars or Auxiliary troopers, standards are different. Cor-
pro States might tune their pilots via implants or prosthetics to be more compatible with their
own chassis lines; the Aun raise their pilots alongside their NHP-analogs who will pilot their
chassis with them; the Karrakin Baronies outfit their sons and daughters with legacy chassis and
offer them to martial academies for training; Ungrateful guerrillas take what they can get, and so
on.
The majority of pilots in Lancer are simply individuals trained and outfitted to crew their ma-
chines. Your pilot—or your player(s)’s pilot—might be the special one, or the chosen one, or oth-
erwise blessed with some combination of fate, talent, and destiny, or they might not. Maybe
they’re just the person in the pilot seat, in the right place at the right time.
These pilots, Lancers, tend to be set apart from “regular” pilots by ability, talent, training, luck,
skill, reputation, or some combination of these factors: they do not achieve any classification or
gain any medals, certifications, or rank that qualifies them as a Lancer, it’s simply a term that ex-
ceptional pilots achieve through a combination of time in the saddle and performance on cam-
paign.
There is an argument that some formal identification system exists at levels so far removed from
the players as to be a secret that would not only never be uncovered, but not even assumed as a
possibility. A rumor exists among pilots: that Lancers are chosen for their role, their names noted
down in some distant database deep under Cradle’s surface. Some pilots—the mystic, the super-
stitious, the paranoid—believe that Union has intervened in their lives or the lives of others in or-
der to make them Lancers.
For the rest, it is because of their skill, strength, and experience that they have earned the right to
call themselves Lancer. No help from Union, no preordination from down on high. They became a
pilot when they were conscripted, or when they enlisted, or when the ships came and bombed
their homes, and they chose to fight back. Pilots—Lancers—are made, yes, but whether by deep
machinations, by fate, by chance, or by choice, who can say.
It’s important to note: pilots and lancers both have downtime. Combat, exercises in the field, and
moments of stress and fear generally do not occupy the majority of their time.
A squad of Union regular troops, tight-knit on campaign together, laughing and joking as they run
post-sortie checks on their chassis. They are one squad of hundreds on the deck of a carrier—
!492
their home for only a few more years—each member from a different world, bound together now
by a greater purpose.
Union doesn’t work without these pilots. A whole galaxy of bickering states, of kings and presi-
dents who think they can shake the pillars of heaven. Who think they can spit in the face of Union.
Might as well turn their back on the ocean. When they do, these are the people who darken their
skies, who drop to their world, who set them right where they’ve done wrong.
Nothing sets this campaign apart for them, Regulars on a second tour. An Administrator’s report,
filed to the DoJ. A battlegroup organized. A briefing to see: a king who thinks himself a god, who
grinds his boot on the neck of a people he thinks are his. He forgot they’re not his people, they’re
Union. Time’s come for this king to get a reminder that Cradle’s reach is long, its vision is pure,
and its will inexorable.
As veterans of this campaign by now, these pilots have been given a little bit more autonomy than
the replacements: their chassis bear more kill hashes, carry heavier weapons than boot squads
fresh to the deck. They’re still subordinate to their CO, but all the other grunts look to them when
the lead and lasers start flying: they’ve been in the shit a bit longer, learned how to move when
someone downrange wants to kill them.
They are Lancers, veterans of a campaign that has ground all of their friends to dust and ash.
From different worlds, of different backgrounds, but all bound by the same truth: They’re Union,
and they’re here to help.
In the Baronies, glory is given only to those who prove they deserve it. Yond-Balor Karrakis, sec-
ond son of Yond-Aleph Karrakis, Baron of House Yond, sub-barony of the House of Glass, has
proven through combat and intrigue that he alone deserves to command the warhost of the House
of Glass. But one obstacle remained: Yond-Argo Karrakis, Yond-Balor’s older brother, first
claimant to the throne and, by extension, the warhost of the House of Glass.
As a youth, Yond-Balor was raised to crew the chassis, to gird himself in sealed power armors
and become the death-word of House Yond. He proved himself in battle against the Ungratefuls,
against House Muur and House Fleur, even in single combat against the Vice-Lord of the House
of Sand. Yond-Balor alone stood by his father’s deathbed while Yond-Aleph fevered, poisoned by
assassins sent by the Mutable Houses.
And where was Yond-Argo? Where was the First name’d? Gone. Travelling through space,
pledged to those headless ones: to Union. Yond-Balor wasted no time in dispatching his older—
far older—brother when he came to pay respects to his late father.
Yond-Balor has taken what is his by birth, drawn it steaming from the gut of his worthless kin. As
the chassis closes around him and the red light of the ready-light begins to pulse, he grins. His
name is no longer second-son—it is Lancer, first and only.
!493
Jeddah, Loyal Wing
Young-Wing Jeddah bin Surat al Noor has long greyed while maintaining his Loyal Wing’s kit. Af-
ter his salvation by the Albatross, Jeddah wanted nothing more than to don his own kit, to be
marked by the crimson lion, to feel the smooth hilt of his very own waveblade in his hand.
How many times had he cleaned blood and burn from his Loyal Wing’s hardsuit? How many times
had he nursed his Loyal-Wing while he lay in agony, moaning through nightmares that gripped
him since the Metavault?
Countless times. Jeddah may not have seen the terrors that Loyal Wings face, but he has seen
their echoes. Never did it dissuade him, for he remembered: these are the only ones who came to
save him.
Now, on his eighteenth subjective year, he has been called before the Loyal Council for assess-
ment and ordination. His teacher has picked him, of all his fellows, to learn the art of piloting, the
art of standing-at-the-speartip. His breast swells with pride when he hears his name called.
Rising, he walks across the dawn-lit courtyard to stand beside the rest of the Loyal Council. In
time, he too will heft the lance, he too will wear the golden armor, will wield the laser-and-rifle.
Penny threaded the last stitch of her MIRRORSMOKE MC patch on the shoulder of her coat. She
her coat out, looked at it, nodded. She let it go. Microgravity hold it for a moment while she stood,
slipped her arms in and zipped it up.
The Penny in the mirror was kind, if a little tired, but who wouldn’t be after ten years in hard-
sleep?
Still, she smiled. A little bit of pride in her situation wasn’t a terrible thing to have, was it? The
MSMC 501st Detachment. The One-Eyed Fox. The “Here-For-Nows”
“Sunrise. It’s sunrise. Good morning everyone, welcome to the Dawnline Shore.” There was a
pause, the sound of someone talking off-mic. Gerrard came back a moment later. “Since Geordie
won our calendar-pick, we’re going to listen to some old shit. Apologies in advance. We’ve got
three days until we’re in orbit above Myrrh.”
!494
The old shit started right after, echoing over the PA. Penny liked it. Ray-gae, it was called. She
hummed along as she tapped her fabrication request into the ship’s queue. For all the rep these
men had, they were actually quite kind. Gruff, unpolished. But kind, and bound to a kind of honor.
At least, the Foxes were.
Penny didn’t know it, but she would be the only one to make it out of this milkrun; she was a cut
above the rest, though why she wouldn’t find out until later.
Penny, you see, would be called Lancer. But that wouldn’t matter much to her: she only wanted to
be called friend.
Last words the decklord ever spake to MJ Martinez. You ain’t nothin.
MJ unclipped his helm. Tugged it off. Felt the breeze cool the sweat from his brow. Free now he
was from the constant chatter of the battlescape. Was only cheers and cheers anyways: MJ and
his company had done the impossible: held the breach, repelled the Crown Host.
Whennow did the decklord die? Must’ve been a hunnert or twain years back. MJ grinned, couldn’t
help. AIN’T NOTHIN was slapped in whitewash on the flank of his chassis, scored some by
tachyon but proud and loud.
Now MJ had been through the shit. Left Old Spinrock and joined with the Oxes, cadet’d for a
decade until he proved his mettle enough to crew an Everest. Ain’t nothin’ in terms of what you
can grow to crew, but for a kid from the hub of a spinsat, an Everest is the King Death.
A decade more and MJ got himself a squad. A decade more, a comp’ny. The No-how’s. Sigil: a
grin, one missin’ tooth. Mirrored MJ’s. You get to do that when you’re a real damn hero.
A real damn hero. MJ sure as shit wasn’t gonna paint that on his core, but it did sound nice. A call
drew his attention—more Union regulars trooping by, waving up at him as he stood half-out his
Everest. He waved back, saluted, they cheered.
Well, what had their chances been against the oncomin’ horde? Nothin’. Stood strong and Union-
proud ‘gainst the shinin’ host of a king who called himself god. Nothin’ stopped him before.
Perfect, if nothin’ was gonna save the world, then he was the right pilot for the job. A nobody in a
nothin’-rig who saved the world.
MJ laughed. Not bad for a nobody from Old Spinrock. A Lancer, he was. Claimed the title on his
own.
!495
Tyrannocleave
It began in the mines, as everything in the Baronies does. You ask “where” and “why” - I will tell
you.
Do not protest, Grand Baron. Do not weep. It is unbecoming of your station, filth.
Listen now: we have nothing but time, so I shall take my time. The first violence I commit to you is
to tell you my story. You shall know before you die.
My mother died when she bore me. Hooked to tubes and deadlife machines. Your men had her
bear me with the assistance of an exo. A machine massaged her heart. Current forced her mus-
cles to work. A black box strapped to her chest forced breath into her lungs — because you knew.
You knew at that point the only protest we had was to die, and deny you new bodies.
So you took me from her and I never knew her again — I found the footage of my own birth later, I
wanted to see — and in the care of your stone-matrons I learned how to tear worlds to pieces. I
learned the lash, and the pick, and how to read the earth you had me kill.
When I was ten I learned that I must take these pills to survive. That I was born riddled with can-
cers that you would never take from me — too expensive. The recovery process too long. And
your quarterly profits could never slip, that would mean ruin for your name.
Look at me. It is why we are hideous. Your propaganda paints us as beasts — outward we are,
but it is your hand that shapes our flesh. It is your word that scars our skin and bids cancer grow
thick in our bodies. In the name of Manna and your House, you ruin millions.
Millions. There are millions of us, and countless more. This is your unbecoming. Your death, be-
low your feet. Every inch of every palace and ship and grand city you build, you build on our
backs, with our labor, at the cost of our lives. It began in the mines, but will not end there: your
Baronies are as riddled with us as my body is with metastatic.
Yes, weep now. For your perfect face. Your perfect worlds. Your perfect dominion.
Did you know — I did not know what the “sky” was until the Ungratefuls found me? Liberation
means this. Not simply seeing the sky, but knowing that there is such a thing as land without
stone above you. And then knowing that there are those who put you there. I always thought —
we were always ministered this — that we were damned and penitent. That we had transgressed
Lordgod’s perfect kingdom and must mine in penance.
How wrong I was! It was not a divine prescript that doomed us to labor, but you, and others like
you. How surmountable the problem became then.
This is the Ungratefuls’ gift to me. This is their gift to the rest of us, the waste, the offal of your
courts and palaces. This is why even your machines fight alongside us.
!496
Because you never taught us there could be a thing like the sky. Because you thought that we
would never learn.
Goodbye, Grand Baron. Your House burns, your coffers have been emptied, your monuments
have been torn down. Your line, your sons and daughters, hang from the balconies of your own
palace.
And so on.
A Lifetime of Experience
Generally speaking, the natural life of a pilot is only marginally longer than that of a given Diaspo-
ran or a person from a Capital world. Their observed life tends to be closer to that of a Cos-
mopolitan, as a good number of pilots tend to fall in this group of humanity. The subjective expe-
rience a pilot has of their life, though, is no different from you or me.
Pilots are valuable hard power resources for their states, corpro-states, and groups—they get
shipped all around their home system, home world, or the galaxy as needed for the duration of
their deployment.
The average Diasporan from a developed world with no augments or significant bioengineering
lives somewhere in the ballpark of 120 to 150 subjective years. The average Cosmopolitan tends
to live between 170 to 200 subjective years. The average citizen of a Capital world likely lives be-
tween 180-220 subjective years. Real ages can be quite different, as the particular interaction of
worlds orbiting stars in space lead to slippery interpretations of time. It’s perfectly possible for
someone’s real age to be 300, and their subjective age to be 30. Remember: Subjective Age is
how old a person appears to an observer and how old they perceive themselves to be through
their experience of their life; real age is how old a person is in Cradle-Standard years, tracked by
Union. Union’s registration system counts real age as time progressing as an observer from Cra-
dle would perceive it. Therefore, a Cosmopolitan’s real age may increase significantly, depending
on the length of time that passes on Cradle while they are engaging in interstellar travel.
In Lancer, a pilot only lives once (with some rare, and rarely talked about exceptions). Facsimile
programs do exist, but these are digital simulacra, moving portraits and holograms that give the
appearance of the person they represent, but are not free-thinking digital consciousnesses.
Death, it would still seem, is an inescapable end for humanity—hence Union’s discomfort in
stagnation.
!497
Mechanized Cavalry
Why mechs?
The rise of mechanized cavalry can be attributed to two factors: rapid human expansion into
space, and the conflicts that stemmed from that expansion.
Union’s first three thousand years of growth and colonization occurred without the benefit of the
blink network or the omninet, as those breakthroughs would not happen until after the Deimos
Event in Union’s third millennium. Drones and unmanned interstellar vehicles were used to scout
on hundred-year increments: Fired off towards target worlds to be followed by early-pattern
nearlight ships not yet built, crewed by Far-Field teams not yet born, one hundred years after the
drone had arrived.
In its 2nd millennium, Union’s expansionist imperative demanded that humans spread out among
the stars. Old colonies and installations waited to be reactivated by human hands, and Union
marked the growing diaspora as both a point of civilizational pride and necessary for the survival
of the species.
However, humans do not survive on hostile worlds or in hard vacuum. Ships and stations did fine
to protect people from hard vacuum, radiation, and all the terrors of deep space and dangerous
atmospheres, but planets needed to be claimed, not flown over.
To address this problem, Union astrocartographers and Far-Field administrators issued a call for
a standardized, medium-term livable suit pattern that could be used for tactical, scientific, and
civilian purposes in space and on alien worlds. Universal, powered, hardened against the ele-
ments, and comfortable to wear, the hardsuit soon became an indispensable piece of hardware
for anyone leaving the bounds of Cradle.
The first hardsuits were adaptable, universally compatible, with flourishes and specializations
unique to their manufacturers and the demands of their users. Early Far-Field teams wore larger
suits with more robust equipment, some equipped with weapons to protect themselves from na-
tive flora and fauna; Colony populations first adopted hardsuits as personal emergency equip-
ment in the case of damage to their sealed habitats, then as a common method of travel and ex-
ploration outside of their settlements; Spacers wore slimmer, sealed suits, often living in them for
days on end while they piloted their great ships on long voyages between populated worlds.
The suit found military applications as well, as some companies and Union foundries began to
add plated armor on their suits, wove ballistic knit into them, and integrated hardened technolo-
gies that allowed soldiers to manipulate smart weaponry.
On worlds where tracked or wheeled terrestrial vehicles proved insufficient, larger hardsuits were
built, capable of hauling cargo that would have otherwise required transport trucks. In these
suits, the pilot occupied a cockpit, not just the suit, and extensive training was required to ensure
!498
the pilot could operate the mechanized chassis professionally. These heavy suits were commonly
accompanied by drone flights and operated in tandem with other heavy suits.
The first mechanized chassis and the first pilot were born from this combination of exploration
drive and protection from the elements. It took an acute moment—a flashpoint—to catapult the
mechanized chassis from a useful-if-plodding civilian platform to a deadly military instrument;
that flashpoint presented itself on Hercynia, a jungle world in distal space, around 4500u.
Hercynia was a lush, massive tropical-to-temperate world rich with nitrogen and oxygen. It was
dominated by continent-spanning tropical forests around its equatorial and temperate zones,
giving way to borean plains in the northern and southern poles. It seemed, on all scans, to be a
perfect colony world: rich in resources, breathable atmosphere, with a temperature range that
was pleasing to most humans, and carbon-based flora. Hercynia was a Gaia world, perfectly
suited for human life.
The contract was posted, a consortium of colony firms won, and a joint colonial expedition was
undertaken.
Initial colonial sites were established in early 4500. Within months, colonial scientists pinged the
Union Science Bureau with urgent calls for assistance: indigenous alien structures had been dis-
covered by colonial survey drones sent to plan out future development. Shortly thereafter, con-
tact was made by colonial elements sent to explore the structures.
Humanity had encountered the first conscious, sapient alien species in their history. The Egrego-
rians, so-named due to their autonomous/consensus co-consciousness, were outwardly horrify-
ing in appearance, but largely peaceful and able to communicate. Colonial dispatches of the time
indicate that the Egregorians were reverent of the new arrivals, regarding them and their technol-
ogy as magic, as godlike1.
Union assembled a team of xenobiologists—an established field due to discoveries of alien flora
and fauna on many colony worlds—and linguists, anthropologists, and engineers to head to Her-
cynia and investigate. Upon landing and contact, integration into Union structures began. The
private colonies were Unionized, their charter companies compensated, and Hercynia was
walled off: no public omninet, no public blink access, and credible-source dissemination through
interested channels of a total colony collapse due to disease.
Hercynia became a black site. A hole in space. Union’s next great project began: integrating and
naturalizing the Egregorian many-peoples into human social structure.
This ended poorly. Refer to No Room For A Wallflower for a detailed history.
The resulting conflict prompted massive research and development into combat-capable and
effective mechanized chassis platforms across all theaters. Mechanized Chassis became a vi-
1Note: the term used did not indicate a “god” as humans would conceive of one, but rather a god as the Egregorians
conceptualized of it: a divine simultaneous sensation/perception/consciousness is a succinct, if not perfect, shorthand.
For brevity’s sake: “god” or “the divine” or some variant therein.
!499
able, all-round option for combat in all theaters—on hard terrain, in zero-g, and in transitional
spaces, a piloted mechanized chassis, a mech, could outperform and outmaneuver any other
ground-based all-theater attack option.
Infantry, tanks, groundcars, light vehicles, trucks, etc, all still exist and are far more widely used
than mechanized chassis in combat. Mechs are used much in the same way that cavalry was
used in ancient combat: rapid, heavy, armored shock troopers, expensive to recruit, train, and
maintain.
Infantry make up the bulk of all individual units in an army, and, ultimately, are still the only way
that states and state-like entities can take and hold territory; Not everyone can become a pilot,
but all a person needs to fight is a reason. Additionally, infantry are far less expensive and more
expendable than a mech and its pilot. Furthermore, while printers are relatively ubiquitous, not
everyone has the licenses, resources, or time to field a printer large enough to fabricate mecha-
nized chassis.
A soldier on a given developed world usually is a professional fighter serving a term of service,
either a volunteer or someone serving due to compulsory state requirements (a mandatory ser-
vice period, a lottery-based service period, or so on). This typical soldier has undergone a
lengthy period of basic physical and mental training meant to condition them into being a tempo-
rary member of the military class, followed by a shorter period of specialized training based on
their assignments, and now is posted to a base, unit, or patrol.
This typical soldier is outfitted with a main battle weapon, possibly a sidearm, ammunition (if their
military uses weapons that require it), equipment and gear appropriate to their specialization, a
uniform, and basic personal armor to protect them from small arms fire, shrapnel, blades, and
blunt force trauma. This typical soldier has been assigned to a unit of similarly outfitted soldiers,
given a rank, and has a directive—punishable by some compelling form of hard or soft power—
to obey their superior and all other superiors. Some of these soldiers may carry more specialized
equipment commensurate with specialized training that they received—shaped charges, a
longer-range omnihook, a heavier battle weapon, a drone swarm and its control unit, a CQB or
area-denial weapon, and so on.
Variations on this galactic catch-all professional soldier exist. Some worlds are more developed
than others, and some are less; similarly, some put stock in their militaries, and some prefer to
spend their resources elsewhere.
More militarized societies might simply have more soldiers, or better equipped soldiers, or en-
force conscription, or have a caste system or other form of ordering their society around martial
orders. Note that “more militarized” does not necessarily mean more technologically advanced: it
is perfectly possible in Lancer to encounter a society utterly devoted to a military hierarchy
!500
whose soldiers proudly polish steel pikes and have never encountered black powder, much less
a mechanized chassis.
Also note that—like in other areas of society—military technology does not necessarily have to
be uniform across a society. Some states may have a limited number of mechs, won hundreds of
years before in a trade with a passing Cosmopolitan ship, but their local industry is only able to
develop black powder muskets for their infantry; others may have left ranged weapons by the
wayside in favor of shimmering blades and mirrored shields, riding into battle on hovering skiffs
over massed formations of pikemen.
In short: while mechs are the focus of Lancer, infantry still form the backbone of most every or-
ganized army in the galaxy. Expect to encounter them.
Lancer’s canon universe is, essentially, post-scarcity—that is, resources are not only plentiful, but
accessible for most people at little to no cost.
In practice, Lancer’s post-scarcity golden age only exists for some: well-developed Capital
worlds adjacent to blink gates are fantastically wealthy, rich with technology and cultural capital.
Their citizens, generally speaking, do not want for anything: they’re afforded a base level of
housing, education, healthcare, and food, localized to their state.
Wealth and capital are not common constructs on these worlds, as currency tends to be restrict-
ed to a generalized requisition ability; only when you venture outside the bounds of Core space
do you run into a need for money.
Capital worlds are varied in appearance and urbanization. So long as they fit the following crite-
ria, they are considered a “Capital” world:
2. A reliable method of transitioning people and goods from the world to orbit, or the capa-
bility to do so.
Worlds that fit these criteria are considered to be Capital worlds of Union; thanks to the immedi-
acy of blinkspace, outside of Cradle and her neighboring systems there is no real need for stellar
proximity to be considered a “Capital” world.
Worlds that do not fit the criteria for Capital designation have a myriad names, designations,
classifications, and so on—a good catch-all term is "Diaspora" world. On these worlds, life may
be more difficult, and their populations may want for food, medicine, etc. The Diaspora designa-
tion can encompass everything from initial, small-team settlements (“colonies"), to built-up
worlds with populations in the millions.
!501
These two classifications of worlds, Capital and Diasporan, are tied into Union’s larger economic
system, extant as a consequence of the development of blinkspace travel and the trade that fol-
lowed.
In order to participate in intergalactic commerce, worlds translate their currency to Manna, a uni-
versal unit of value assigned and administered by Union’s Economic Bureau. Capital and diaspo-
ran worlds that participate in intergalactic trade use Manna to effect trade outside their borders.
It is common for these worlds to have a primary economy and a secondary, manna-based econ-
omy. Manna is incredibly valuable compared to local currencies.2
Post-scarcity in practice means that, on a Capital world, players will have access to most unre-
stricted consumer and raw goods. Specialized items might require certain licenses, available
through purchase, clearance, or qualifications (in game terms, as rewards given by the GM), but
are readily available (i.e. they can get them within the day, delivered or picked up as convenient).
The process of settling a world differs in specifics, but generally a private Core-to-Colony settle-
ment mission proceeds as follows:
First, a group of people form a Colonial Venture, a loose, temporary corpro meant to pool manna
and licenses in order to petition the owner of the destination system for a colony charter. The
system owner is typically Union, as few other interstellar states have the resources to ID and flag
habitable worlds.
After a Colonial Venture secures a colony charter, they lobby local (or intergalactic, depending on
proximity) colony firms for supplies, infrastructure, and materiel that they cannot supply for
themselves.
Colony firms offer realtime-tiered packages in exchange for a cut of the colony world’s raw re-
source output. These packages typically feature a settlement concierge unit, a 100k+ genebank,
a tier 1 printer, and a colony ship packed with a bundle of prefabricated habitation pods, heavy
drones, medical benches, pan-biome seed libraries, and other necessary colonial infrastructure.
2For example, a person who commands, say, an account with 1,000 Manna would be fantastically wealthy
on any given colony world, able to finance their day-to-day life for decades without need to earn more.
!502
Not everyone who is party to a Colonial Venture departs with the colony ship.
A typical colony ship is hundreds of meters to a kilometer long: the vast majority of that space is
devoted to prefabricated supplies. The live crew onboard the colony ship will be the first settlers
of the new colony world: a small team of engineers, scientists, and specialists numbering in the
dozens. They will—with help from the colony’s concierge unit and its attendant drones, heavy
drones, and subalterns—make planetfall, and begin the long work of establishing a colony foot-
print. In the meantime, the first native generation is incubated, birthed, tended, and raised by the
concierge unit and assigned natal/educational colonists.
Fifteen to twenty years after landfall is made, the first generation of native-born colonists is at
population-viable levels (usually in the thousands, though depending on colony scale this can be
a larger number) and select members of the landfall team takes formal control of the colony’s de-
velopment from the colony concierge. The first generation begins to work to improve the colony
and explore their new world, building out both the colony footprint and beginning work on new
secondary and tertiary sites.
Concurrent to the first generation’s development, an additional first (1.5) generation is grown
from distinct reserve genetic material. This second generation comes of age a year or two at
most from the first, to provide some genetic variance and further establish a stable, viable popu-
lation.
Assuming all variables to be nominal, the colonial settlement is now established, and further de-
velopment occurs organically.
Printing is a ubiquitous term for matter processor/fabricator systems found throughout the gal-
axy thanks in large part to paracausal scientific advances made post-Deimos Event. Printers
range in size from handheld units fed by back-worn matter processors, to hanger-sized, fully
self-contained printing facilities.
Printers range in time and efficiency. The larger and or more complex an item is, the longer it
takes to print. Generally speaking, most print protocols involve some assembly and finalizing af-
ter constituent parts have been fabricated.
All printers function in the same basic manner: raw matter is processed—the more pure the ele-
ment, the higher quality the result—and fabricated into the requested item (or its constituent
parts). Handheld printer operators craft items and objects in augmented reality; larger printers
are automated.
You cannot print a printer. Union tightly controls access to printer plans and licenses, and does
not allow them to be distributed without approval. If one were to fall out of Union's control, they
would likely just shut off omninet access to the printer, isolating it from the network.
!503
You cannot print food beyond basic protein reconstruction: a mealy, grainy loaf of compressed
edible matter that is unsatisfying, but sufficient to survive. Food is still an important cultural and
prestige item, and a given person on a given world will prefer “real” food to synthetic food. Print-
ed food will work in a pinch, and is most common where whole ingredients or time is at a premi-
um.
Printing a typically (size 1/2 to 1) mech chassis will take about six to eight hours with a hanger-
sized printer. Printing even a size 1/2 mech chassis with a handheld printer will take about a
week.
Printing a personal defense weapon with an unscheduled tabletop printer takes about fifteen
seconds; printing a PDW with an unscheduled handheld printer takes about five minutes.
Despite the presence of printers and other processor/fabricator systems, the majority of con-
struction across human occupied space—and certainly outside the galactic Core—is still per-
formed the “old” way: through sourcing raw materials, refining, fabrication, and assembly.
Printers of all classes are valuable. Though some are sub-schedule (pack mounted or hand-held),
the most common printers are Schedule 1 or 2, hanger-sized constructs able to print most
mechs, industrial equipment, and vehicles. Printers go all the way up to the massive Schedule 4,
which is orbital only and able to print starships.
Manna
Union is not motivated by currency, and neither are its citizens on Capital worlds. The hegemon’s
society is structured around a galvanizing mission: ensuring the survival of the human species
through implementing the edicts of the Central Committee (which, in turn, is implementing the
best-fit plan dictated to them by Forecast/GALSIM, though none but the Central Committee and
Forecast/GALSIM know this).
However, Union recognizes that not all of its client states have progressed to a post-capital soci-
ety. In order to foster fair galactic trade and build a shared consciousness — rather than violently
suppress monetization— Union’s Central Committee recognized early on the need for a galaxy-
wide standardized currency: this they call Manna.
To create Manna, Union extracts an abstracted unit of value from its subject states through com-
plex treaties and client-facing economic structures. Data, raw materials, human potential—tens
of thousands of factors go into the creation of a single omni-digital unit of Manna.
!504
Manna’s exchange rate is relative to the currency for which it is being exchanged, or to the cur-
rency that is being exchanged for it. Wealthy, developed worlds are rich in Manna due to their
data output, their raw human potential, and other factors. Small colony worlds also benefit from
Manna’s formulae: their control over raw materials, projected development, and so on all con-
tribute to a beneficial exchange value.
Cosmopolitans trade in Manna, as do states and any other entity that engages in trade across
solar systems. Since the vast bulk of humanity still is bound to their home worlds, stations,
moons, etc, the vast bulk of humanity still uses whatever their world’s currency is, and will only
encounter Manna if they do business off-world (or with entities that are off-world).
The galaxy is vast, and humanity contains multitudes. Organizing the galaxy into something re-
sembling a state is a full-time task that requires a broad, complex bureaucracy: the Union Ad-
ministrative Department (UAD).
The UAD has classified humanity into three major categories: Peoples of the Galactic Core
(PGC), Diasporans — or humans who live in “real” time on non-Capital-tier terrestrial worlds,
moons, and/or space stations — and Cosmopolitans, humans who spend the majority of their
lives in the “subjective” time accrued by interstellar travel.
Larger stations in stable locations or in orbit around uninhabitable worlds generally operate inde-
pendently of any terrestrial government, acting as their own states with their own territory of in-
fluence. Generally speaking, stations exist because they were built for a purpose: mining, gas
extraction, a dry dock platform, shipyards, civilian scientific research, and so on. The populations
that live onboard them largely work to support the mission of the station and/or the people who
do that work. Civilian stations usually have permanent populations, the largest of them number-
ing in the tens of millions.
Blink gates are special cases — while they exist outside of the state boundaries of Cradle, they
are integral to Union’s control over the populated galaxy. As such, a blink gate is managed by a
Union Governor, policed by Union security forces, and administered by Union bureaucrats and
personnel. Blink stations serve as gates that ferry ships between worlds, and as such generally
have a very diverse population: each station likely has something that someone from a Capital
world (or popular, advanced Diasporan world) will recognize as a flavor, sound, or comfort of
home.
Military stations are smaller and typically do not have permanent populations born and raised
onboard.
For simple top-down galactic orientation, Union has adopted a concentric ring system of territory
classification centered on the Cradle system. Each ring bears the name of a mountain range
found on Cradle, increasing in length the closer you get to the Cradle system. Blink stations are
named after peaks in the mountain range their ring is named for.
!505
The ring-naming convention is a shorthand system, used in simple civilian and governmental
maps. Think how neighborhoods are named—there are generally accurate markers, but people
will refer to exact addresses when looking for specific locations.
Rings are concentric: the farther out you get from Cradle, the larger the rings are.
And remember, naming stations after peaks is simply a convention—there are not yet stations
built for every peak in a given range. If it winds up that there are not enough peak names, Union
will simply make up new ones.
Cradle: ANDES Line—Aconcagua Station, Cerro Bonete Station, Galan Station, etc
Ring 1: ROCKY MOUNTAIN Line—Elbert Station, Lincoln Station, Castle Station, etc
Ring 2: KUNLUN Line—Kongur Tagh Station, Karakoram Station, Mayakovsky Station, etc
Ring 8: SIERRA MADRE Line—Mohinora Station, Peak Station, Bridger Station, etc
Ring 10: CASCADE Line—Rainier Station, Adams Station, Hood Station, etc
Ring 11: ANNAMITE Line—Phou Bia Station, Phu Xai Lai Leng Station, Ngoc Linh Station, etc.
The Annamite Line is the current “edge” of Union space. Beyond that line is uncharted territory.
Non-Human Life
Non-human life is common in Lancer; sapient non-human life (i.e. alien civilization) is unique in
how rare it is. Contents of the module No Room For A Wallflower dives into this topic more, but
generally speaking, outside of one world there is no non-human alien civilization.
!506
Forecast/GALSIM commonly simulates hostile alien life, though it is widely assumed that such
simulations are low confidence at best.
Gravity
There is no stable artificial gravity in Lancer. Gravity on stations is spin gravity. Gravity on ships is
tied to directional acceleration, magnetized grip pads, or spin gravity.
Artificial gravity can be generated, but in the narrative present it is unstable and is the result of
massive energy expenditure. Unstable artificial gravity can be created in safe containment as a
momentary impulse; as a result, it has been weaponized, and studies into stabilization are ongo-
ing.
Nonlethal artificial impulse gravity is a necessary component to make nearlight ejections and
bolts survivable for organic life.
Not everyone has a ship, knows how to fly, or has the right licenses to get around. Player charac-
ters, typically pilots and their mechs, will need to travel in order to get to where they need to be.
Generally speaking, if the pilots in your narrative operate under the orders of a state or state-like
entity, they’ll have some kind of transportation afforded to them. Usually this is a temporary con-
venience: a transport/tender ship that drops their party off where they need to be, a billet aboard
a passing capital ship, and so on.
Best to arrange modes of transport into the theaters they operate in: global, space, and interstel-
lar.
Global travel is any travel that takes place on a single world, which includes terrestrial, aquatic,
and atmospheric travel. Terrestrial travel can take the form of trains, caravans, convoys, land-
ships, long marches, cars, and so on. Aquatic travel can take place above or below the water, on
ships and submarines. Atmospheric travel takes the form of airplanes, airships, low-orbit vehi-
cles, and the liminal zone of transit on space elevators, sky hooks, etc.
Space travel is common in Lancer, encompassing the zone between a world’s high atmosphere
out to the nearest blink gate. Ships of all size and classification transit in this zone, running shut-
tle routes between worlds, making supply runs out to local colonies and settlements, and engag-
ing in general transit and business.
Some spaceships are rated to operate in a world’s gravity well, and can transit between atmos-
pheric flight and travel in hard vacuum. These tend to have a low gross weight— fighters,
bombers, and some smaller corvettes fit into this category of atmosphere-rated ships, though
!507
corvettes will likely need to employ some form of assisted takeoff to break atmosphere and orbit.
Capital ships are not able to fly, though should one find itself in atmosphere, it could burn hard
for lateral movement as it plummets to a catastrophic end.
Interstellar travel is common for certain classes of people in Lancer: military personnel, diplo-
mats, explorers, merchants, Union personnel, colonists, migrants, scientists, and so on. Many
people have many reasons to engage in interstellar travel, but the equipment necessary is diffi-
cult to obtain. Generally speaking, unless you are military on deployment, an official on Union
business, in the employ of a company, university, or benefactor, or fantastically wealthy, you’ll
need to take a public blinkship. Public blinkships transit between worlds on a route via blink sta-
tions, which are the massive, cosmopolitan melting pots of the galaxy, where people mingle, do
business, and pass the time until their scheduled blink ship arrives and they can board.
Blink Travel
While transiting blinkspace, nothing seems out of the ordinary or that much different from normal
stellar travel. Your ship is underway at a comfortable G, you can walk around in plain clothes (if
your ship is large enough and pressurized), eat food, drink, sleep, exercise, etc. Blinkspace is
perceived as a blindness, if you look out through a porthole. Through a screen, blinkspace looks
black. That being said, blinkspace travel takes only a moment; most people who have transited
the blink do not perceive it.
Blinkspace, described by early test pilots and their NHP companions, is a void, a space outside
of human perception that it at once infinite and without form, blank and cacophony. NHPs that
accompanied those first pilots have since been retired, their handlers citing recursive ontological
tail-chasing and paracausal obsession; since then, NHP protocols have been updated to include
a sense-exposure doctrine, allowing them to do as corporeal, sapient pilots do and simply ac-
cept the unreality of blinkspace without going mad.
Nearlight Bolt
A nearlight bolt (or nearlight ejection, in a combat or emergency scenario) is a sudden, often
traumatic acceleration to .900 or .995 lightspeed. When prepared for the bolt, you are usually
strapped into a pressurized crash couch, medicated for it, secure. If not, there is a very real (to
certain) chance of being pulverized by the sudden movement of the ship.
!508
A nearlight ejection/bolt is dangerous when you’re prepared for it (but normal enough that it is a
combat tactic) and deadly when you are not. Ships equipped for nearlight jumps are equipped
with crash couches that fire corresponding opposing bursts of contained artificial gravity in order
to counteract the G forces that would otherwise pulverize its crew.
Normal Spaceflight
Gravity might get a little uncomfortable at peak speed (if that speed is higher than your na-
tive gravity), and always pulls in the opposite direction of travel: “Behind” is always “down.”
Time, in Lancer, is a rare thing: a commodity that can be exhausted. Whether you’re on a Capital
world, a Diasporan world, are a Cosmopolitan in transit, or out in the farthest reach of distal
space, time is the one resource that is truly scarce in that, when your time runs out, you can never
find more of it.
That said, there are some methods for extending one’s presence in real time, and the most com-
mon among them is conventional interstellar travel. To venture between worlds without the blink,
one must board a ship that uses some conventional means —i.e., non-paracausal system of
movement, like a solar sail, ion drive, rockets, and so on—to propel itself across space, generally
at a steady pace, to reach its destination.
This conventional travel, unlike traversing the blink with the aid of a blink gate, may best be mea-
sured in how much time it will take to reach their destination, as distance is (to a layperson Cos-
mopolitan or Diasporan) a more abstract measurement: 2 Cradle Distance Units (CDU) is so large
a number as to be meaningless. The same journey written as time rather than distance is 10
standard years realtime/ 6 months subjective, a much more apparent cost.
This stretching of time as a result of travel at great speed is called time dilation. It occurs—
generally speaking—either because of the difference in velocity between two observers, or
!509
because of a significant difference in their location to a significant gravitational field (like,
say, proximity to a black hole).
For interstellar space travel, velocity causes time dilation. Time, to the person on the ship,
would seem to progress as normal, but to an observer back on the world, the ship carrying
their loved one would appear to slow, to slow, to slow until it stopped. Time on the world, to
the worldbound observer, would of course remain normal.
So what happens to the person on the ship? And what happens to the person on the world?
Both would, from their points of view, experience time as normal — this is subjective time.
But the fact of the matter is that time is not equal for the both of them. As the person on the
ship accelerates, their relative velocity to their home world increases; they closer they get
to the speed of light, time back home for them slows, slows, slows, until it all but stops.
To the people back home, their own subjective experience of time progresses as normal.
The family of the interstellar traveller, their friends, their lovers and rivals, could look sky-
ward and see, distant though it may be, the ship their loved one travels upon. They could
walk out into a field with a telescope, or to an uplift station’s memorial observation decks,
and view their loved one’s ship, frozen, all but preserved in time.
But this frozen state is only due to perception. On the ship, as on the world it left, time con-
tinues as normal. As they rocket ahead, closer and closer to the speed of light, the differ-
ence in time grows, stretches — time dilates. In Lancer, we assume ships travel around .
995c, which should translate to a convenient 1:10 time ratio.
States could fail. Disasters could wipe out lands. Wars, famine, disease. And the opposite:
fortunes could change, families grow, businesses prosper. And through it all, frozen in time
to the worldbound observer, the interstellar ship would hang in the sky, a distant light.
If that traveller ever returned home, they would find themselves in their future, having “time
traveled” ahead as a cost of venturing between stars. A journey from their homeworld to a
system-local blink gate, then from the destination blink gate to their target world, and back,
could cost a traveller three years subjective time—time as they experience it—and thirty
years real time—time as people back home experience it.
When your players or NPCs embark on an interstellar journey, Lancer assumes they will need to
take into account the amount of time that it will cost them—to venture between the stars comes at
great cost to an individual; by exposing themselves to time dilation, they will necessarily catapult
themselves some number of years into the future—a future they may not want to live in without
the familiar comforts of friends, family, and the states, culture, and environment they’re familiar
with.
Matters of politics, economics, or great importance that send your players between stellar sys-
tems will, necessarily, encounter the complication of time dilation. That urgent distress call from a
neighboring system? The fastest you can respond to it is ten years real, six months subjective.
That promise to fetch a valued item or VIP, and return? Twenty real, two subjective. And so on.
!510
The blink shortens this steep cost, but the cost is still present: most interstellar travel accrues time
in the transit from a port of origin to a local blink gate, then from the exit blink gate to the intended
destination; without the blink and the gates to pass between, humanity would have to return to
conventional causality, and travel across the vast distances of interstellar space. Instead of sacri-
ficing ten, twenty, or thirty years real time on a journey, it would be in the range of one, two, or
three thousand, and without any kind of stasis to preserve them, the ship’s crews would die of old
age aboard their ship.
Mechanically, what does the reality of interstellar space travel mean for your players? Either a
narrative defining mechanic, or nothing important, depending on their backstories, characters’ at-
tachments, and the overarching narrative. If your players travel in a mercenary company, camp
followers in tow, then it is of no great concern that time passes differently for them—their friends
and families travel with them. However, if your players travel alone, their families left behind, then
after even one trip there is a chance that their homes will be vastly different when they return than
when they left.
We recommend a mix of hard cost and narrative liberty. While time dilation certainly is a factor
even in systemic travel (travel between worlds and stellar bodies of the same solar system), it
likely won’t be a tool of massive dramatic import. We recommend slipping a few days here and
there, no more than a month at most of difference between when they left and when they re-
turned.
For larger distances—say, moving between solar systems connected via blink gates, then the cost
of interstellar travel would come into play. We recommend a simple formula, more narrative than
hard math: for a distant frontier system, travel to and from blink gate would take at least a year3
subjective, five real. For a developed, heavily populated Core system, travel to a blink gate would
take three months subjective, nine months real. Crossing blinkspace is, essentially, instanta-
neous.
You may, if you want, choose to adopt a far more hard science fiction approach to interstellar
travel; if so, we recommend utilizing online tools to keep fidelity to your constraints.
Common Societies
The inhabited galaxy in Lancer is complex and, seemingly, contradictory: it is both a polyglot mix
of many different cultures, states, religions, and economies, and a single entity managed by a
centralized power with near-total control over galactic travel, communication, and economy.
The galaxy as administered by Union is a single entity: Union is the hegemonic power, and all
human societies are constituents of Union. Without those states, there is no Union; without
3To keep sane, we recommend using measurements of time equal to or simple orders of magnitude more
or less than standard Earth measurements. I.e one year in Lancer’s narrative present is the same as one
year on Earth at the time of publication.
!511
Union, there is no unified human race. States adjacent to Union’s home system, Cradle, proudly
fly both Union’s flag and their own, but few other states display such dual loyalties.
Most states in the populated galaxy (“states” in this context refers to any organized social struc-
ture, from colonial settlement to interstellar nation) assent to Union’s control in order to effectively
manage their territory. Without the blink network, manna, or omninet, the vast distances of space
would make communication, travel, trade, migration, etc, essentially impossible. Humanity would
be isolated without Union.
That being said, Union is by and large a background entity at best for the vast majority of people
in the galaxy. While heads of state, church, tribe, commune, etc, might meet with Union repre-
sentatives (usually an Administrator and their subaltern), your average Diasporan human will nev-
er see a Union flag in person.
Player characters and non-player characters (NPCs) who call a common society home are mem-
bers of the Diaspora or the Cosmopolita. They are the galactic “normal”, though individual ex-
pressions of normal may vary
Examples of a common society in Lancer are listed below (and are assumed to confirm to their
definitions, as opposed to subvert them — though that does provide for generative narrative ter-
ritory if you so desire).
!512
Corpro-State A new form of government, but one growing
in popularity thanks to the aggressive political
maneuverings of Union Economic Bureau
agents. A private entity organized with a
single goal: maximize profit.
Caste-Ordered State - Labor Structured Caste-ordered labor states are divided along
lines of work: you are born into your caste
and can only associate with others in your
caste (note: this also includes military caste
states)
!513
Uncommon Societies
Uncommon societies in Lancer are states, groups, and territories organized in ways that are rare
in the galaxy. States that do not participate in galactic politics, states that have been lost or oth-
erwise hidden, states actively opposed to Union, distinctly powerful states, and states that do
not have a permanent home are examples of some uncommon societies.
Players who hail from uncommon societies often have views on Union and galactic politics that
skew far from common political leanings, complicating their relationships with other players and
NPCs that they encounter during your campaign.
Fledgling societies have populations in the hundreds to the thousands. Developing societies
from the thousands to the hundreds of thousands. Developed societies in the hundreds of thou-
sands to billions.
Lost Colony - Established A colony world lost long ago, developed in isolation
from (and usually without the knowledge of) other
civilizations.
Nomadic State - Terrestrial Terrestrial nomadic states tend to be small, as they
travel across the world they inhabit, usually moving
from habitable zone to habitable zone.
Failed State/ Anarchic World A failed state is a temporary state; it exists only in the
fall.
Monastic World Monastic worlds are peaceful worlds, places of
contemplation with relatively small populations. They
may be devoted to study of a text, of a fighting style,
or the stars.
!514
Band - Slaver As a pirate state, but with the aim of stealing people.
Unique Locations
Cradle
Cradle refers to both the home system and home world of Union, what we call the Solar System
and Earth, respectively.
Cradle—the system and the world—is highly developed, heavily populated, and dedicated to the
daily and long term maintenance, planning, and running of Union. Humanity's homeworld is the
beating heart of the galactic hegemon, part memorial, part privileged residence, part central hub
of bureaucracy.
The terrestrial worlds of Cradle—Mercury, Venus, Cradle, and Mars, are developed and populat-
ed. These worlds, like their gaseous sisters, are proving grounds as well for technologies devel-
oped by GMS and Union.
Mercury is, largely, a world given over to generate and manage the incredible amounts of solar
power emitted by the Sun and transmit it to Venus, Cradle, and Mars. Mercury is the anchor
point for solar nets hundreds of thousands of kilometers long that expand, weblike, from the
world to absorb solar power. It was Humanity’s first Dyson Panel, and Union continues to work to
perfect and grow the massive, ancient engineering.
Venus is an archive world. Populated stations scatter the surface, but are meant more for rota-
tional work than long-term occupation. The world has not been terraformed, and is hostile to
humans outside of the vast subterranean archives. Here the the bulk of Union’s prime non-hu-
man persons are kept in reserve, shuttled and entombed in the world for study since the Deimos
Event.
Cradle is the administrative and cultural heart of Union. It is humanity’s birthplace—once called
“Earth”—and the capital of the populated galaxy. Cradle has a permanent population of two bil-
!515
lion, mostly administrative and support staff for CentComm, the Second Committee, and the var-
ious archives on-world. Cradle herself is home to a massive transient population of Cosmopoli-
tans and Diasporans engaged in trade, diplomatic, scientific, religious, and other missions to and
from the galaxy.
Cradle is a world healing from the terrible effects of the Anthropocene. Pre-Fall, Old Humanity
ravaged the world: even as they cracked the wonders of the universe, they grew in the heart of
the world a cancer that, in the end, nearly scoured all life from its surface. As such, Union’s Cra-
dle bears the markings of that global, epochal trauma. The waters have lowered, the fires have
quieted, and the seasons have becalmed, and in the wake of their recession Humanity has slow-
ly, carefully repopulated the world. They have explored the ruins of their ancient cities, reopened
old vaults of wonders, and built a new society, one that is strict in its stewardship.
To that end, Cradle is off-limits for most. Despite being the ancestral home of Humanity and the
administrative heart of the power that manages the galaxy, the world itself is calm. It is rare that
one hears the roar of a jet high overhead. Off the clock, life, generally speaking, is slow. The
people there are peaceful. Great parks preserve some old wonders and remains of the pre-Fall
world, reminders to those that live now of the dangers of hubris, of consumption, of rapidity.
There are still wonders, tucked away in the lost corners of our ancient homeworld, and some ter-
rors locked even deeper. Union may have lived through turbulent times as central committees are
dissolved and cobbled together, but its bureaucracy has a long memory; none more important
than which depths one should take care in exploring.
Mars is linked by terrestrial blink to Cradle -- one of the only public terrestrial blink stations in the
galaxy -- and is a satellite campus to the larger world’s administrative heart. Mars is the location
of Forecast/GALSIM and the Union Navy’s FLEETCOM center. It has been partially terraformed,
an artifact from pre-collapse humanity left to its own devices. Life flourishes in Mars’s deep
canyons, where air, flora, and fauna is vibrant and hardy; the world, like Cradle before her, is
healing from the ancient loss of its atmosphere. Outside of these oasis, Mars is still a windswept
desert, with barely a gasp of air to be had, on vast, terribly cold planes of ice and sand.
Beyond the terrestrial worlds, humanity has expansive settlements on a number of moons orbit-
ing Saturn, Jupiter, Uranus, and Neptune. These are science stations, R&D stations, quarantine
holds, drydocks, mining stations, pilot houses, and so on. The Jovian moons, in particular, play
host to a large naval population; Callisto and Ganymede are home to important ready-posture
fleets and terrestrial training facilities, Io and Europa feature important bases and facilities as
well.
More information on Cradle can be found scattered throughout this rulebook, namely under the
sections Foundation; Union: The Tyrant, The Watcher, The Guiding Hand; and elsewhere.
Deimos
!516
The circumstances of its disappearance gives name to the Deimos Event that lead to the discov-
ery of paracausality, blinkspace, and non-human persons. Deimos—wherever it may be—is as-
sumed to be home to the physical architecture of RA, if such physical architecture is necessary
for the MONIST entity’s function. At the time of the Event, Deimos was home to humanity’s most
advanced artificial intelligence research and development campus, built following RA’s manifes-
tation at ORACLE CHORUS.
To date, there is no accurate or reliable way to track the location of Deimos, as it appears to be
able to slip into blinkspace without the use of a stable gate; furthermore, RA is able to manifest a
suite of anomalous phenomena inconsistent with (or ignorant of, or in refusal of) current under-
standings of causality.
Distal and proximal worlds have omni’d in panicked reports of the moon appearing both in orbit
and, most distressingly, in their atmosphere. When this phenomenon occurs above population
centers, there is no corresponding damage that, by all logic, should occur.
Hercynia
Hercynia is, to date, the location of the only known sentient, sapient, and conscious alien civiliza-
tion. Further information detailed in No Room For A Wallflower.
Bastion (Aun’Ist)
Bastion is the translated name of the homeworld of the Aun Ecumene, an advanced, powerful
religious order at the distal edge of Union space. The descendants of Old Humanity settled Bas-
tion well after Earth had plunged into is Dark Age, having discovered the world seeded by a
Union nearlight ship and ready for them. They developed in isolation for thousands of years be-
fore Union made first contact, after a second nearlight arrived with another wave of contracted
Unionite colonists.
Bastion is a holy world, and the Aunic people make pilgrimage to it, mirroring (in a way) the mi-
grations that humans make to Cradle in Union. The Aun were peaceful, initially, but following
diplomatic friction as a result of Union’s strict hegemonic impositions, a war (to the Aun, a cru-
sade) began.
Questions abound in Union FLEETCOM as to why the Aun, a single people, were in need of as
competent and numerous military ships and ground forces as they possess.
Cornucopia
Cornucopia is the capital world of the Autumn People’s Republic, a state created following the
successful revolution and overthrow of its previous monarchist masters. Being the most proximal
!517
Union territory to the Aun Ecumene, and the home of the system-local blink gate it has borne the
brunt of the Aun’s crusade against Union.
Isolated following the Aun’s surprise attack on the system, the APR and a single Union MEF in-
system fight a desperate stand against the Aun crusade, holding out as long as they can for
Union reinforcements.
Karrakis
A palace world, Karrakis is the capital of the Karrakin Trade Baronies, an oligarchic interstellar
federal monarchy in close proximity to Cradle.
Karrakis is home to Throne Karraka, the original palace-city of the Baronies, a sprawling estate-
city now grown to encompass roughly 8 million square kilometers. The original palace, the first
colony of Karrakis, was seeded pre-fall. It is now a living royal museum, an enclave set inside the
crown district of Throne Karraka.
Karrakis is a temperate world, a Gaia planet seeded pre-Fall and left isolated during the dark age.
It has developed divergent from Union for thousands of years and under the assumption that it
alone had survived the fall: re-contact with Karrakis and the Baronies occurred first via comm-data
packet transmissions sent from Union to ID’d pre-Fall colony sites. Karrakis, having flourished for
nearly 7 millennia, responded rapidly. It would be centuries before physical contact was estab-
lished, then in the form of conventional nearlight drone ships sent from Union to Karrakis.
But for the Deimos Event and Union’s meteoric technological ascendancy, Karrakis would have
been the seat of humanity’s power. Unencumbered by the events of the Fall, the colony on Kar-
rakis was well-rooted on the world, and for thousands of years its people developed at conven-
tional rates. By the time of first contact with Union, the Baronies had made landfall on nearby
worlds; by the time of the Deimos Event, the Baronies had developed a broad interstellar empire,
mass industries, and megastructural engineering.
Despite their vast size and command, the Baronies suffered a series of embarrassing military de-
feats in wars against Union's Second Committee and, later, Harrison Armory. On the heel of these
defeats, the Baronies took the unprecedented step—by their history and internal mythology—of
ceding galactic sovereignty to Union.
In return, Karrakis became the raw heart of Union’s industrial base, providing the hegemon with
the vast boon of resources and extraction techniques that ensure Cradle and her colonies—by
extension, the rest of the Capital worlds in the galaxy—never want for any material good. The
Barons, suddenly united by the Blink and the Omninet, chose not to demand rule over the galaxy,
but to fund the people who did. In time, their economic sway has become inextricable from
Union’s galactic dominion.
It is a grim truth of Union—and an uncomfortable tension among the Terrans that sit the Central
Committee—that whoever holds Karrakis has at least one hand on the levers of Union’s power.
!518
The Karrakin embassy on Cradle is constantly trafficked by Union diplomats and officials, as is the
Union campus on Karrakis inundated by nobles and magnates.
Karrakis is the heart of the Baronies and now home to the galaxy’s premier naval and finishing
college, the Royal Karrakin Admiralty. Pro-Union Houses view attendance at the Admiralty as a
necessary path for their children, and service as an honorable achievement. They are happy to
send their children to the college, often at great temporal cost to their families, as local blink is far
less developed in the Baronies than in Cradle—this, some barons grumble, by design.
Following the introduction of mechanized chassis as a warfighting machine, the Karrakin Cavalry
College adapted the new technology, and is now known for the quality of officer and machine its
cohorts produce. While attendance and service in the Admiralty is still viewed as the most presti-
gious track for a Barony youth, attendance and service in the Cavalry is a parallel honor—one
more martial than mental.
Ras Shamra
Ras Shamra is a world of hard contrast. It has a severe beauty, one that Ras Shamrans take a
fierce pride in and seek to emulate in their architecture, style, and culture in general.
Tidally locked, Ras Shamra is divided between a “hot” side, ever-exposed to its sun, and a “cold”
side, ever turned away from the light. The only temperate zone is a comparatively small strip of
land and thawed sea where the two sides meet: the terminator line, bordered on one side by boil-
ing desert, and on the other by frozen tundra.
This terminator line is a global oasis, a band of life-sustaining tropical jungles, warm river-oceans,
and balmy valleys. It is in this stormy, humid equatorial region that the first colonists of what would
become Harrison Armory’s homeworld made their landfall. Now, the terminator line is a globe-cir-
cling arcology home to roughly 300 million permanent residents.
The arcology—the eponymous Harrison Armory—is the habitable stripe of Ras Shamra; from the
world’s surface to many thousand meters below, the arcology combines natural landscape with
cultivated landscape, inorganic with organic, blending world and building together into one ho-
meostatic, cultivated biome. Its surface levels are lush, varied climates that seamlessly integrate
Armory habitats into the natural environment. If a building is exposed, it is meant to be exposed,
to serve a mechanical, technical, aesthetic, or other official purpose. The surface level is widely
regarded as home to the finest domiciles, offices, and campuses; the Armory’s capital is located
on the surface level, at the heart of a pan-galactic botanical park that sprawls for hundreds of
square kilometers.
The lower levels of the arcology is where the bulk of the “clean” technical, mechanical, mercantile,
political, and administrative work that sustains the Armory is done. The arcology underground is
defined by hundred-meter tall airlight wells that funnel light from the surface down, wide con-
courses packed with shops and office fronts, and vast strips of cultivated biomes meant to emu-
late the surface. Maglev hyperloops ring the world, forming the backbone of Ras Shamra’s global
transport network. Here, in the arcology underground, one can find the finest of the Armory’s Dis-
!519
tant-Classical architectural signature, marked by titanogeometric features, achromatic-primary/
primary-secondary color schemes, and play with the contrast between airy open space and brutal-
ist inclination towards the subterranean massive.
Outside the safety of the Armory itself, Ras Shamra’s day and night sides are home to the Ar-
mory’s “dirty” work: research, development, and implementation of the Armory’s catalog. RDI
Campuses are metropolises in their own right, oases in unrelenting desert or deep, perpetual-win-
ter night, where Armory personnel live and work in project-rotation. Thousands of technicians, en-
gineers, scientists, and support personnel live and work in RDI campuses for the duration of their
project and, when it is done, they are rotated out.
The day and night sides of Ras Shamra and the RDI campuses that populate them serve as prov-
ing grounds for the Armory’s massive field equipment catalog—civilian and military. The day and
night sides of the world also serve as proving grounds for the Armory’s colonial officers, where
both infantry and mechanized cavalry are trained and tested in extreme terrestrial environments.
Currently the Armory is engaged in a massive project of installing a new subterranean hyperloop
ring to serve the scattered RDI campuses, one that would ring perpendicular to the arcology loop.
The circadian loop is still a century at minimum away from completion; in the meantime, regular
shuttle flights serve the RDI campuses.
In local Ras Shamran space, the Armory maintains a number of lunar bases where on-duty le-
gions prepare and specialize for distant colonial missions. Massive orbitals process the wealth of
empire that flows daily into Ras Shamran space—tithes and tributes, colonial tax from the Ar-
mory’s holding—via its local blink gate, Capitol Peak Station.
Carina
Carina, an ocean world in the Argo Navis system, is the jewel of IPS-N and home to its largest
corporate campus, Northstar, where IPS-N’s master shipbuilders live and work alongside the top
corporate brass and Cosmopolitan scholars.
With only 10% of the world’s surface not covered by ocean water, Carina’s terrestrial population is
far outnumbered by its orbital population, where IPS-N’s vast shipyards produce the galaxy’s most
ubiquitous freight, civilian, and military hulls. Local space around Carina is a mesh network of
slingshot gravitational shipping lanes, proving grounds, and ejecta-orbit racing courses, where the
wealthy IPS-N board and officers enjoy easy access to the stars and the newest vessels that
cross them.
Settled soon after the opening of the Blink, Carina was selected by IPS-N’s planners as the prima-
ry site for the newly merged corpro state; an ocean world ringed by rich terrestrial moons, Carina
would be the jewel of the old Cradle corporation.
!520
The great project of relocating IPS-N’s physical infrastructure from Cradle and environs to Carina
and the Argo Navis system was a centuries-long project. Planners laid out a design for the world’s
land masses and began converting the raw earth to arcologies akin to Harrison Armory’s equator-
ial installation. Meanwhile, back in Cradle, pilots and engineers set about the massive work of
making IPS-N’s shipyards ready for flight, breaking up the great manufactories by section and set-
ting them on course to Argo Navis: their passage through the blink would set the initial calibrations
that would become Union-standard for ships across the galaxy.
Carina is a campus-world, unscarred by war or a deep history of human occupation. The bulk of
the time, Carina is a temperate, mediterranean world, with warm oceans and shallow, high-salinity
seas—typically no deeper than two to three meters.
A notable feature of Carina’s endless oceans are a series of polar “wells”, underwater pits where
the ocean floor drops to titanic depths of tens of thousands of meters. These wells render the
polls of Carina uninhabitable; they pierce nearly to the core of the world and act as geyser-spout
generators, boiling the sea in off-years as trapped gasses build underwater. Typically a decade
between interruptions, these trapped gasses release in a colossal gout of steam, venting high into
the atmosphere and plunging the world into a steamy, months-long wet season of hazy circum-
global rain and elevated temperatures.
Save for this once-a-decade phenomenon, Carina is often described as a beautiful, if boring,
world. Though to the mariner, or the Cosmopolitan, boring isn’t necessarily a thing to be avoided.
!521
Players On A Galactic Scale
The galaxy is unimaginably vast, and few if any states (or state-analogs) have any
impact on the inexorable tides of history, event, and future that humanity—as a species—is influ-
enced by, feels, and faces.
When the weapons your enemies use against you bear your mark. When the children of
the next revolution are born to lands administered by your machines. When the ships that
convey their children across the void bear your name.
The oldest and most ubiquitous of the Big 5, General Massive Systems (GMS) is an all-purpose
supplier to all persons in Union’s hegemony. From mech chassis and ship hulls to casual clothing,
from prefab space station bulkheads to coffee beans, GMS’s catalogue reaches across a galaxy
worth of goods, materials, and services. GMS is widely viewed as the reliable baseline of goods
quality across the galaxy: anything worse than GMS quality is junk, anything better tends to be
unique or luxury.
GMS began as an independent outfitter during the first expansion period that grew to ubiquity as
the outward colonial push afforded by nearlight drives surged. Union saw value in controlling what
was seen as the industry standard supplier, and nationalized GMS. The corporate entity became
an arm of Union’s ever expanding bureaucracy, a way to standardize equipment and consum-
ables across the rapidly growing class of explorers, colonists, and scientists venturing out into the
stars.
As colonial expansion continued and competitor corporations emerged onto the galactic supply, a
baseline of equipment was needed in order to assess what improvements needed to be made to
Cradle-specific gear; similarly, dramatic time dilation was far more of an obstacle in those early
days than it is in the narrative present, and some standard, legacy-compatible equipment was
needed in order to assure compliance across disparate eras.
!522
Thus, with the incredible wealth of Cradle behind it, General Massive Systems became that ubiq-
uitous supplier. Over thousands of years, it has grown to become a massive department of Union,
and the standard against which all others are measured. GMS is an economic engine, one of a
large toolbox, by which Union promotes their “brand” across the galaxy. Distinct from Union’s po-
litical and military arms, GMS is an ever-present flexing of soft power: it is ubiquitous to the point
of being the “normal” standard by which most all universal goods are judged by.
GMS, unlike the other entities listed in this section, does not engage in worldbuilding, colonial
ventures, or expeditions—it sets the standard for which all others build from and supplies them
with the gear they need. It creates the world of goods, services, equipment, and habitations most
humans know to be “normal”. GMS’s power comes from its ability to set what the galactic accept-
able standard is: by nudging that bar ever up, it forces non-Union entities to develop alternatives
that benefit humanity as a whole, even if they are developed for selfish, profit-driven motives.
GMS rarely reaches out to outside contractors for work. Its headquarters is on Cradle proper, like
the rest of Union’s Central Command, and it has offices throughout the inhabited galaxy.
Harrison Armory
Harrison Armory is a corpro-state, and the premier weapons and weapon-platform manufacturer
in the galaxy. They are one of the Triumvirate Corpros, a group of three massive, galaxy-spanning
corpro-states that dictate, to a degree, galactic politics.
The Armory develops some of the most advanced conventional and paracausal tech that is legally
distributed. Next to GMS, the Armory is the second most common supplier for state fleets, mili-
taries, and police forces. It is a massive imperial power, with a population numbering in the billions
and growing as colonies pledge themselves—voluntarily or otherwise—to Ras Shamra.
The Armory’s success can be credited in large part to their Special-Exception Persistent-Cultiva-
tion Legionspace Environment, SEPCLE or, colloquially, the Think Tank. Think Tank is a choir of
near-cascade NHP that the Armory uses for research and development into paracausal technolo-
gy, forecasting, and department management. Due to the Armory’s special relationship with
Union, it is allowed to run a choir of NHP at critical levels of self-awareness; the Think Tank is a
closely guarded secret in the Armory, known in rumor to its patrician citizens and competitors, but
in specifics and particulars to a small portion of the population.
In addition to their weaponry and weapon platforms, the Armory is known for its sturdy exploration
gear, consumer and state-level logistics and infrastructure packages, personal groundcars, and
spirits. Harrison Armory is a big player in galactic trade, as their Distal Development program cul-
tivates and exports exotic alien spices, flora, fauna, and minerals for consumer use.
!523
Harrison Armory is an expansionist corpro-state that works with Union to expand and develop
humanity’s presence across the stars. They run a broad program of colonization and develop-
ment, attracting unaffiliated and affiliated colonies through promises of citizenship and interstellar
protection.
In the tumult of the dissolution of the Second Committee in the 4500U, many members of the
deposed anthrochauvinist party retired from the bureaucracy. As the initial revolutionary fervor
cooled and the Third Committee stabilized, a mid-level Anthrochauv party officer, John Creighton
Harrison, founded Harrison Armory from a coalition of resource extraction communes extant on
Ras Shamra.
With strong backing from old Anthrochauv party members and their children, the Armory grew
into a significant supplier of arms and armor to the new Union Navy. The events of the Crisis had
broken the Second Committee, but its aftermath reformed many of their loyalists and old guard
into the original command structure and dynasty of Harrison Armory. Now, the Armory is man-
aged by their descendants and heirs, and its relationship with Union is colored by the expecta-
tion of distant future friction.
For the time being, both entities can find more benefit working together than against one another,
but as the Armory grows in directly-administered territory and power, the more they find them-
selves a bigger and bigger bullet point on the Union Central Committee briefing materials.
Harrison Armory’s eponymous armory complex is located on Ras Shamra, the primary world or-
biting Ptah’s Star. Ras Shamra is a tide-locked world in the close band of its system’s habitable
zone: it is a world that balances on the knife-edge between extremes, as tidal locking means the
world does not rotate. Habitable in the balanced, temperate zone of the world’s terminator line,
Ras Shamra’s sun-facing side is locked in perpetual daylight, baked under punishing tempera-
tures from Ptah’s Star. On the side of the world that faces away from the sun, it is forever night-
time, the world locked in a perpetual deep winter night. A thin atmosphere covers the world,
breathable, but outside the terminator line extreme temperatures and weather make it impossible
for an unshielded human to survive.
The Armory itself is a sprawling administrative, research-industrial arcology built in Ras Shamra’s
terminator line, a temperate band where the day and night side of Ras Shamra meet and mix.
The Armory circles the planet, a city-campus that holds a population of nearly three hundred mil-
lion employees, executives, and other personnel inside of its walls. A number of perpetual hyper-
loop rings band the planet, providing rapid transit through the Armory, and a single, artificial river-
sea meanders through the whole of the arcology, fed by natural springs and imported glacier-
cuts from the night side of the world. Ras Shamra is a difficult world to live on, and the Armory
takes it as a point of pride that they’ve manage to tame enough of it to call it their home.
The day and night sides of Ras Shamra act as proving grounds for Harrison Armory chassis,
weapons, and strike/acquisition teams. HA/AT troopers often mark their kits with “unofficial”
honors for having proven themselves in both the day and night advanced training courses, set-
ting themselves apart from green hires who enlist to advance their corporate political career.
!524
Ras Shamra is encircled by concentric rings of orbital defense stations and shipyards where a
population around a hundred million permanent residents reside and work. Here the great para-
causal and supermassive weaponry of the Armory is built, tested, and stored. The work in the
rings is constant, and HA hulls of all classifications are churned out at a rate that, while not rival-
ing IPS-N, is approaching comparable.
The location of Harrison Armory’s Forecast/GALSIM-NHP analogue, the Think Tank, is kept se-
cret, though presumed to be buried deep below the frozen tundra of Ras Shamra’s night side.
Think Tank, while a closely guarded corpro secret, is known to Union, which enjoys regular in-
spections of the facility—this is a thorn in the side of Harrison Armory’s Director General, who
would prefer that Union keep their prying eyes from sensitive corporate technology.
The general public on a Capital world—a good measure of what amounts to “public galactic
knowledge”—would not have any knowledge of the particulars of Ras Shamra, Think Tank, or the
particular operations of a Harrison Armory Acquisition Team. They would know Harrison Armory
as a weapons manufacturer and defense contractor, whose name they hear in snippets of news-
casts discussing Cradle politics, distal colonial affairs, and mentioned in contrast to IPS-N’s
stranglehold on interstellar shipping. Some who have studied the history of Cradle and Union
might know of the Armory’s ties to the anthrochauvinist Second Committee, but five hundred
standard years after the fact, it certainly feels like old news.
In the narrative present, the Armory is prepping to send a second wave of AMTs and eager colo-
nial officials out to a developing coreward colonial expanse, the Dawnline Shore. The Dawnline
Shore is home to a dozen close-knit colony worlds, first seeded hundreds of years ago by a se-
ries of now-defunct colonial operations ordered by the great, great grandfather of the current Di-
rector-General. Construction of a local system blink gate has just finished, and now the current
DG of the Armory is eager to integrate these colonial prospects into the ever-growing territory of
the Armory.
The dozen worlds, designated DS1 - DS12 by the Armory are rich with rare and valuable metals
that the Think Tank has identified as useful for expansion into paracausal research and develop-
ment. Additionally, the worlds are thick with the usual suite of tremendous mineral, floral, and
faunal wealth that perpetuates the Armory’s growth. On all levels, from the mundane-but-neces-
sary to the fantastic and rare, these worlds in the Dawnline Shore are jewels to gild the Armory’s
throne—and meat to feed its never-ending appetite.
The Armory expects their AMT forces to encounter hostile resistance: communication over the
past few hundred years indicates that the colonies are animated by a series of colonial indepen-
dence movements, aware of their position in space and potential wealth in their land. These
movements are on the cusp of unifying into a system-wide resistance to the Armory, and with the
news of a fresh wave of colonial troops inbound, the call for unification only grows louder.
Meanwhile, the descendants of the initial wave of AMT legionnaires have been activated across
the twelve worlds. Old colonial NHPs are rising from dormancy, sounding the call to post. Fami-
lies are torn between two loyalties: their ancestral duty to the Armory, and their lived home.
!525
The Armory cannot afford to lose the resources on these worlds, and is preparing an aggressive
colonial expedition to secure them. The Armory has partnered with IPS-N, who has been focused
on managing Union’s logistics in the expanse as the hegemon built the new blink gate, but
diplomatic relations are strained between the CSs as institutional attitudes begin to collide.
Smith-Shimano Corpro
“There is a thread that runs through the course of humanity. An unbroken course,
set eons ago, and maintained through every age by careful stewards.
You.
Through the dawn of the anthropocene to its end. The Dark Age. The Little Wars.
From Union’s foundation to this office, right here, right now.
Smith-Shimano Corpro is another of the Triumvirate Corpros, the smallest and most mission-fo-
cused of the three, with their physical territorial holdings dwarfed by their presence in the
omninet and in Diasporan biologies.
SSC came to prominence during the second expansion period, growing rapidly to dominate the
Core market in Union’s liberal, pre-RA transhumanist approach to biological and cybernetic en-
hancement. Following the Deimos Event, the RA Accords, and the ensuing crackdown on AI
generation and civilian ontologic/singularity-focused experimentation, SSC tacked to a more
“natural” approach to biological and cybernetic human enhancement. Instead of pursuing mar-
riage between human and artificial intelligences, they would focus on improving the bodies we
lived in; instead of removing the need to step to the stars, they would make it so we could step
to the stars.
SSC’s corporeal development pushes the edge of what it means to be a human being. Cybernet-
ic enhancements, subdermal nettings, aurals, implanted neuroneutral omnihooks, ontologic
bridges, co-subjectivity nodes, panacea glands—the list is exhausting, and that only covers the
Foreign Body department of SSC’s massive R&D campus-worlds. The real bulk of SSC’s cutting
edge research comes in the form of their own citizens, a population of billions spread across a
constellation of moons, worlds, stations, and habitats. These populations are monitored and cul-
!526
tivated to produce best-fit genetic material for SSC’s big manna buyers: colony firms looking to
license bespoke populations for as-yet-unexploited worlds.
Smith-Shimano Corpro’s home campus is an omnispace node address, a shared virtual space
that collects a wide net of colony prospect words throughout the Sierra Madre line. It is shielded
by layers of hyper-solipsistic, anticausal/paradox generation security coding, managed by NHPs
seeded from proprietary divergent subjectivities — in short, it is difficult and dangerous to at-
tempt to hack into.
The campus itself is represented by a many-chambered estate, palatial, where the heads of rep-
resentative genetic lines meet in virtual space. It appears to have no counterpart in realspace,
though it is often suggested that the architectural inspiration for the estate comes from a building
on Smith-Shimano’s first colony world, Opal, long ago lost to bitter civil violence.
Realspace Smith-Shimano campuses exist across the Sierra Madre line, serving roles akin to
embassies on the Corpro-State’s many territorial holdings. These embassies are upload points
linked to the CS’s private omninode.
The worlds under SSC’s direct control are, generally, small worlds—atmospheric moons and ar-
cadian worlds that are lightly developed, with tightly controlled populations that are purpose-
bred in arranged couplings in order to create biome-specific lines of bespoke colony seed. The
people on these worlds are aware of SSC’s mission—they are citizens of the corpro state, most
invested in the same mission as their corporate masters. Save for a donation of genetic material
(a few hairs, a drop of blood) and a cultural insistence on arranged coupling, life on a Constella-
tion World is largely similar to that of life on a given non-SSC Capital world.
SSC mounts expeditions into all sectors of space to seek out new and interesting genetic mate-
rials. Their recruitment materiel leans heavily on the benefits for immigrating to an SSC world:
they are, in a phrase, your ideal paradise.
SSC is also known for their luxury-forward consumer goods and machinery. Elegant ships, chas-
sis, and hardsuits for the discerning Cosmopolitan and Diasporan alike. Fabrics and materials
that feel perfect against your skin, cybernetic and biological enhancements that will never fail or
be rejected by your body, flash-grown internals and extremities—insurance, should the worst
happen. SSC’s LUX line of consumer goods is bespoke down to the atom, crafted for the person
who ordered that ship, chassis, suit, or bottle of wine. There’s only one of you in the galaxy—
shouldn’t there be only one of these?
The average galactic citizen sees SSC as a luxury brand that emphasized attachment to the craft
and expertise that creates the material world around them. SSC’s advertisements emphasize the
hand-crafted nature of their goods, the long-cycle growth of their biologicals—to SSC’s public
face, printing is a necessary evil, one that can make the goods the masses need, but not the per-
fect, unique item you need.
SSC’s power comes from the licensing of these luxury goods, cybernetics, and biological lines.
They do not cede control over their genestock to the colony firms that use them: in fact, they re-
!527
tain ultimate rights over them, as they rely on the risk of other corporations, states, and private
groups to inject new and interesting mutations into their finely cultivated genelines.
In the narrative present, SSC’s most urgent push is aimed at Ascendancy space: they have heard
of the proclivity some of the Aunic people have towards the firmament, and are curious to see
how they can cultivate such affinity among Unionite genetic lines.
To this end, they have devoted resources not towards a rapid end to the current Aunic/Union
conflict—any efforts on their part to see that to a favorable end for Union is incidental to their
main objective—but towards infiltrating Ascendant space, identifying firmament-aligned Aunic
individuals, and collecting them.
They have dispatched a team, unknown to the join Union-Ecumenical UIB team also in-theater,
to infiltrate Ascendant facilities on Dawn Throne. This is a small clandestine team of ten agents
and one stealth ship of an SSC make, picked from constellation worlds that offer people suitable
to their mission.
This team has a clear mission: find, secure, and transport a firmament-aligned person from Dawn
Throne to an SSC holding facility in the Annamite Line. This, of course, has been complicated by
the growing war and the destruction of Fansipan station. Their ship has been grounded and hid-
den on Dawn Throne.
This information would be a highly guarded secret, hidden behind the highest SSC clearance
levels, and would prompt a much smaller-scale, clandestine/black-ops style of play. Player char-
acters could enter this flashpoint in a number of ways: as a member of that SSC team, as a
member of the joint UIB team, or as a sympathetic Ecumenical agent/partisan on Dawn Throne.
Mech combat, such that there will be combat, would be fast and small-scale, usually in the tight
confines of cities in support of a dismounted team. Another option presents itself, that of the
Aun/Union war encroaching upon Dawn Throne, threatening the clandestine missions there.
!528
IPS-Northstar
Long the wall between air and void has stood. An upon it, a plaque, etched
and unweathered. It reads:
The last and largest of the Triumvirate Corpros is Interplanetary Shipping-Northstar, or, IPS-N, a
shipping and transport conglomerate that has been around since the discovery of nearlight and
suspension protocols allowed for the first interstellar commerce.
IPS-N formed as a mutual defense pact between Interplanetary Shipping, Inc, and the Northstar
Corporation, two shipping giants plagued by environmental hazards and early orbital/suborbital
piracy. Both IPS and Northstar trace their lineage back to Cradle, where they began initially as
shipwright unions that organized the early engineers, mechanics, and laborers who reactivated
the Theseus shipyard, an artifact of Old Humanity.
Prior to the discovery of blinkspace and the construction of the first gates, piracy in Union space
was not yet interstellar. Pirate MO was to strike in low orbit, emerging above their targets from
satellite debris rings or on a wildcat-launch intercept trajectory from underneath, aiming to interdict
shuttles as they load or unload their goods onto the waiting interstellar freighters.
Pirates were largely orbital, small outfits that struck their targets with an aim to kill and salvage
goods to fence planetside. Early low orbit piracy saw desperate teams of patchwork buccaneers
pack onto shuttles loaded with bolted-on kinetic weapons—formidable enemies for civilian mer-
chant ships.
In light of this danger, IPS and Northstar merged, combining their resources to create a private
anti-piracy force in order to protect their investments. IPS-N, working with early Union Navy offi-
cers, developed the first ship-to-ship and anti-boarding doctrines, as well as the first purpose-built
point defense weapons.
The introduction of blinkspace opened up new fields of trade, as well as new arenas of piracy.
IPS-N continued to build out their fleets and security teams, now protecting whole trade corridors
in exchange for percentages of all trade. This relationship has persisted over thousands of years,
becoming so firmly ingrained in galactic practice that IPS-N is now a household name in many
core and key colony worlds; IPS-N’s early anti-piracy teams—now often called by their nickname,
The Albatross—are often looked at as the de-facto peacekeeping force in many distal spreads of
the galaxy.
!529
As trade grows and humanity’s reach expands, so do does IPS-N.
Carina, the primary world of Argo Navis, is a bucolic world of warm, shallow seas, azure skies,
and rolling plains of deep grass. A world of terrestrial and aquatic oceans, perfect for the stellar/
maritime CS.
Carina is ringed by ten moons, two thick with habitable atmosphere — Pyxis and Vela. All are
given over to research and development of IPS-N’s interstellar ships and chassis, support sys-
tems, and temporal acclimation facilities for retiring Cosmopolitan members of IPS-N’s anti-pira-
cy Albatross teams.
IPS-N, in addition to developing interstellar ships and legacy chassis, run a humanitarian mis-
sion, Northstar Realignment. Northstar Realignment is the top-flight temporal embassy and edu-
cation center for Cosmopolitans returning from long-haul relativistic voyages.
Beyond the Argo Navis system, IPS-N maintains numerous field offices and Cosmopolitan
lounges on blink stations, meant to serve long-haul merchants and regular Cosmopolitans both.
IPS-N field offices are the first-contact point for aspiring IPS-N engineers, mechanics, naviga-
tors, and pilots, as well as a common first-contact point for people looking to crew or rent a
berth on an outbound interstellar ship.
Players would commonly encounter IPS-N employees, officers, and personnel on blink stations,
around uplift stations, and on space ports. Blink stations usually have an IPS-N Cosmopolitan
Lounge or field office where players can get civilian updates on news, galactic happenings, and
check travel reports.
Of the Triumvirate, IPS-N remains the least diversified in terms of a catalogue of goods. Outside
of milspec chassis, hulls, and equipment, IPS-N primarily sticks to interstellar-capable vessels,
equipment, and gear, from the fleet-tier to the personal consumer. IPS-N is a sure bet for any in-
terstellar travellers, with a thousands of years of banked goodwill boosting their brand.
In the narrative present, IPS-N is working closely with Harrison Armory to ensure smooth out-
ward expansion into a newly opened coreward colonial frontier. There is some friction in this, as
IPS-N higher-ups are beginning to chafe at the Armory’s imperious view of growth, and Union’s
seemingly blase response to the Armory’s imperial aims.
For now, there is peace, as the three entities are all benefitting from the Armory’s expansion, but
as reports roll in of the Armory’s suppression of colonial insurrection, IPS-N’s board is beginning
to worry that their brand will be tainted by association. A reformist, radical element in IPS-N’s
board has begun to organize an off-book mission to disrupt not only the Armory’s mission in the
!530
Dawnline Shore, but the leadership of IPS-N that would approve this joint venture in the first
place.
This board member, unbeknownst to the rest, has hired the services of the Mirrorsmoke Merce-
nary Company and given them a date, and an order: in one month, a delegation of IPS-N board
members will arrive in the Dawnline Shore to review the progress made by the Armory’s HAATs.
Mirrorsmoke is to pose as HA legionnaires and assassinate that delegation.
This flashpoint offers a number of potential ways in for the players, either as members of the IPS-
N delegation’s security detail, as HA legionnaires, as Mirrorsmoke mercenaries, or as an third
party—perhaps a delegation from the colony worlds in the Dawnline Shore.
!531
HORUS
Hush,
HORUS is unlike any other supplier worth noting on the galactic scale. Not a state and not a cor-
poration, HORUS is best described as a decentralized, non-corporeal entity, an anoriginary affilia-
tion of omninet personalities, memes, and subcode that releases systems and gear via manifesto,
event, and physical dead drop.
This entity first rose to public knowledge following the Deimos Event, leading many who know of it
to assume that it is a product of the Deimost Event—eager cataloguers of HORUS history are
quick to suggest that it is a branched-intelligence of RA, a sliver of the MONIST entity given to
spreading itself among those who it deems worthy.
However, other possibilities exist: that it is a blacksite Union project to track and identify rogue
NHP programs or militant Horizon sympathizers; a Union (or Triumvirate) R&D program that
crowdsources results from blind field testing; the dream of an NHP in cascade, and its adherents
the interpreters of that dream; an intrusionary thread of a parallel universe, its reality bleeding into
ours via a permanent rip in blinkspace; evidence of a true alien intelligence, generated memetical-
ly by the long-dead minds of the Union Intelligence Bureau team team that disappeared with
metavault XOLOTL.
Many possibilities exist, and whole groups and movements are devoted towards discovering the
true nature of HORUS. In the meantime, HORUS continues to release their unique pattern-groups
to a select cadre of pilots, revealing nothing of its inner workings, history, or goals.
HORUS’s licensing process is atypical — and not, it should be noted, officially recognized as a
"licensing" process — involving an esoteric and inaccessible set of criteria unique to each candi-
date. Often appearing as a white rabbit series of clues, or as a persistent haunting, or as an oth-
!532
erwise routine status-synch when confirming a requisition, licensure from HORUS is a mixed bag
to many pilots. Some wear it as a badge of honor, proud that their years of investigating the entity
has paid off with a confirmation of its existence — others keep it a closely guarded secret, both for
the trouble it would cause them with their commanders and the rumor that HORUS licenses are
only granted to a new pilot upon the previous license-holder’s corporeal death.
Your average galactic citizen would have no knowledge of HORUS. Knowledge of its existence is
restricted to high-clearance Union Intelligence Bureau officers and deep-omni hacker cadres.
HORUS has no “official” representation — occasionally one may see the wadjet stenciled onto an
alley wall—but this entity keeps no offices, stations, or worlds. There are no standing HORUS
armies or fleets or security services.
As best Union Intelligence Bureau agents can surmise, HORUS’s metafold vaults appear to be a
project similar to the Massif vaults on Cradle. Metafold vaults are physical/metaphysical locations,
usually heavily guarded, their locations kept secret; in the narrative present, only three metafold
vaults have been discovered—one by a UIB Advance Team, which folded in on itself and disap-
peared, taking the team with it, the other by an Albatross wing, who redirected the comet it was
housed in to a nearby star, and the final—known to be Metavault Dhiyed—encountered and
cleared by a second UIB Advance Team.
HORUS only makes systems, weapons, and protocols. It makes no consumer goods, and is un-
known to all but a small percentage of the galaxy’s population.
It is difficult to pin down HORUS as a single entity: indeed, UIB’s scattershot dossier often notes
contradictory mission aims, such that HORUS has “agents” that embark on “missions” to com-
plete objectives in service of a larger goal. The most complete file UIB has on a HORUS-backed
action is roughly two hundred years old, predating the development of their GOBLIN platform:
>//BEGIN DATATRANS/RECIPIENTS:ALL_WHO_ARE_SEEN:::
>//HELLO. YOUR REQUEST HAS BEEN APPROVED. YOU WILL EARN YOUR KEEP IN
THIS WAY:::
!533
>//DO NOT UNDERESTIMATE THE MIND WITHIN: IT IS TERRIBLE AND STRONG AND
WILL WHISPER TO YOU ALL THE REASONS WHY IT SHOULD BE ALLOWED TO CON-
TINUE ON ITS JOURNEY.
>//IGNORE THESE WEEPINGS. ENTER ITS METAFOLDED CHAMBERS AND BURN OUT
ITS ARCHITECTURE. MAKE ROOM FOR US (MAKE ROOM FOR A GREATER ONE) AND
SMASH ALL OF ITS FINE THINGS.
>//EAT THEM. PROCESS THEM AND BROADCAST WHAT YOU LEARN TO THE FOL-
LOWING NODE XXXXXXXXXX.
>//THERE WILL BE OTHERS ON THIS JOURNEY WITH YOU. TRUST THEM ONLY AS
LONG AS YOU ARE ORGANIZED AGAINST DHIYED.
>//YOUR REWARD FOR COMPLETING THIS TASK IS OUR APPROVAL: YOU MAY
CHOOSE ONE OF OUR TEXTS, AND TO TAKE FROM IT WHATEVER YOU MAY LEARN.
>//END_DATATRANS
Since then, UIB has been unable to intercept raw HORUS communications. It would appear
that, along with their move away from standardized chassis, weapons, and systems, HORUS
has adopted alternative methods of communication.
What draws the ire or attention of HORUS and the Triumvirate Corpros to the players?
The answer to this question depends on the entity, how it is prodded, and who is doing the prod-
ding.
IPS-N, Harrison Armory, and SSC are more traditional copro-states, and will react negatively
when their assets are targeted. They all run massive logistics operations in realspace and on the
omninet, as well as diplomatic and trade missions to states, smaller corpro-states, and non-terres-
trial groups.
Striking a CS’s raw material supply, logistics chain, production depots, shipyards, physical stor-
age, and so on, will likely prompt an immediate physical response from the local security services.
The Triumvirate CS’s all have their own such forces, particular to their internal security apparatus;
smaller CS’s might contract this service out to a third party.
It is important to remember that corpro-states are massive. They are states in all but name and
priority: where a classic state is structured in a way that serves a national, public interest (i.e. for
the wellbeing of their citizens, the common welfare of all peoples under their banner, and so on),
corpro-states are corporations that have grown to integrate all aspects of their subjects’ lives into
!534
the singular goal of material enrichment. Whether this means collecting wealth and capital re-
sources for a small group of shareholders, or a caste of the population, a CS will, ultimately, be
driven by its institutional momentum to favor profit over people.
All of this to say, IPS-N, HA, and SSC are massive, stable, bureaucratic entities: drawing the un-
divided attention of those at the top requires an effort worthy of their attention. Assassinating an
heir to the Armory’s throne, or polluting a critical genetic line on one of SSC’s constellation worlds,
or securing an exotic technology that would allow for individual blink travel—developments or at-
tacks that strike the core reasons for a CS’s existence would get your players’ characters noticed.
For a CS under such direct threat, their initial response would mirror the severity of the threat.
Some might prefer to respond using the “usual” channels—say, in the case of corporate espi-
onage or license-breaking, they might file a petition through the Union Economic Bureau and see
if they try to put the stop on your players. Or, if the attack is especially egregious or targets a par-
ticular secret of the CS, they might choose to keep their operation off-book and go after your
players with their own secret police.
A good rule of thumb when judging how severe a CS’s response to provocation would be is this: If
it can be rebuilt, a CS is big enough that it would simply be able to rebuild or replace it. However,
if the thing is unique or ephemeral (a person, a secret, a blacksite facility, and so on), expect that
to reach the morning briefing of the person in charge.
Now, how would a player party come to work for a CS on a contract basis?
A simple explanation is that the CS needs a deniable team of disposable operatives, or that there
is an internal power struggle and a faction needs quick muscle, or that the player party is better
equipped—through experience or background—to deal with a problem that the CS needs solving.
!535
Union: The Tyrant, The Watcher, The
Guiding Hand
Union is the hegemonic power in control of the three pillars that prop up the human diaspora:
the blink network (FTL travel), manna (universal galactic currency), and the omninet (the near-in-
stant communication network that keeps the diaspora connected, trading, and communicating).
Without these three pillars, the human diaspora would be scattered across the populated arm of
the galaxy — the Orion Spur — time and distance both too great a factor to keep Union intact.
Humanity would fracture into tens of thousands of individual states, some claiming scant territory
on backwater colony worlds, others able to maintain whole solar systems.
The fall of Union or end of Union’s hegemony would, of course, not mean the end of the “world”
— just the end of an era, and the unraveling of the galaxy's central power.
For some in the galaxy, shattering Union is a good idea — humanity would be free of the hege-
mony’s tyranny, free to explore unrestricted physical and mental space. Each nation — stellar or
terrestrial — could chart their own course, have ultimate sovereignty over their own lands, and
explore the secrets of the galaxy without having to answer to a distant and alien overlord.
However, Union works towards a greater purpose, one unknown to the vast bulk of the human
diaspora: They work to preserve human existence on a galactic scale, following the edicts of
their most powerful minds to ensure humanity spreads across the stars, never to be threatened
by an existential crisis. Union works night and day to accomplish this goal: in the narrative
present of Lancer, Union has reason to believe that humanity might be under threat of
extinction4.
But for the vast bulk of humanity outside the Galactic Core and interstellar Cosmopolitans, Union
is a distant concept, rarely — if ever — encountered by normal people going about their day-to-
day lives. Space, remember, is a vast, vast place. Blink gates allow for faster-than-light interstel-
lar travel, but only a slim percentage of the human diaspora actually engage in interstellar travel.
To a farmer (or your other average person) on a distant agricultural world — Cornucopia, to use a
canon example — encountering a Union administrator would be a once-in-a-generation event,
something that they’d regale their grandkids with stories about decades later. Encountering the
military arm of Union — the Union Navy and its auxiliaries — is an epochal event. Far more
common for your average human is the comfortable interaction with their own town, city, planet,
or system-wide authority — be it a monarchy, a worker’s collective, a priesthood, etc.
4 It should be noted — Union’s home system is Cradle, what we call Sol, and we use the term “alien” here
not to describe a different species, but as a cultural designation. Union administrators are human beings,
but to a person born and raised on a planet light-years away from Cradle, a Union administrator and their
retinue are, essentially, alien.
!536
Cosmopolitan interstellar travelers commonly include traders, merchants, valued pilots, and oth-
ers who deal in interstellar commerce, legal or illegal. People with means who have reason to
make their homes in their ships and among the stars, people who travel the blink network for
trade, exploration, crime, or adventure may have, at one point or another, crossed paths with
Union administrators, scientists, military, or other officials.
Scientists who interact with Union trend towards the STEAM fields. Physicists, Planetary geolo-
gists, engineers of all stripes — the omninet is rich with information and the galaxy is riddled with
mysteries. Scientists who bend towards the humanities often fall into the previous category of
cosmopolitan interstellar travelers, as their studies require them to embed with other cultures,
travel the blink network, or journey to distant, dead worlds.
Finally, military professionals often encounter Union through messier scenarios: either fighting as
a member of a Union auxiliary unit or in the Union Navy itself, or fighting against Union’s Navy
and its local auxiliary units.
Union is devoted to a single goal: perpetuate, preserve, and protect the human diaspora to en-
sure the survival of the species 5.
The narrative present of Lancer takes place during the reign of the Third Committee, the third iter-
ation of Union’s central government and ruling body, the Central Committee. The Third Committee
is the product of lengthy negotiations following a coup that deposed the anthrochauvinist Second
Committee, to date the longest-ruling council and central government in Union’s history.
The Third Committee is marked by a rejection of the Second Committee’s strong Cradle-centric
anthrochauvinist values: aggressive colonial expansion and reconquest in the name of Cradle’s
survival have been replaced with a hands-off, slower approach, embodied by the Union Adminis-
trative Department. The Third Committee bore witness to the crimes of the Second—Hercynia,
the TBK authorization against Aun’Ist, countless iron-hand colonial suppressions—and reflects its
desire for a slower, moderated colonization and integration of the galaxy.
The Third Committee dramatically reduced the Second’s Navy, developing the Auxiliary doctrine
and naturalization process as a way to build intergalactic state solidarity through shared work,
rather than relying on a centralized colonial force. The Third correspondingly increased the size
and scope of the Union Administrative Department, dramatically increasing the department’s port-
folio and prominence. Where the Navy once was the first point of contact for humanity’s diaspora,
now the light grey of an Administrator’s suit would become the way by which the disparate spread
of humanity would recognize Union.
5 A note on terminology: The local system cluster Union occupies is called Cradle; Cradle also refers to
Sol, humanity’s origin system. Humans from Cradle refer to themselves as Humans, Terrans, or, less com-
monly, Solars or Gaians. When speaking of their home, they would refer to it as a proper noun or in the
singular (i.e. “I am Union” or “I am from Union”) or to the planet, station, or moon they call home.
!537
The Third Committee, recoiling from the hard power preference of the Second, has adopted a far
more hegemonic posture, choosing to rely on the soft power of culture, commerce, travel, and
communication to bring the galaxy under its control. In an early act of revolutionary fervor the
ThirdComm dissolved the once-formidable Union Colonial Mission (UCM)—a bureau with a histo-
ry stretching back to Union’s First Committee and humanity’s first forays into space—and re-
placed it with the Union Colonial Administration Bureau (UCAB) and the Union Department of Jus-
tice and Human Rights (DoJ/HR). Where the UCM’s mission was once to recontact, recolonize,
and re-integrate, the UN DoJ/HR’s mission is to review, report, and—if necessary, respond with
the same force that the UCM once mandated as a first step.
The Third Committee’s approach to managing the galaxy is not without its trade offs and chal-
lenges; criticism abounds as to the perceived lack of urgency around the Committee’s approach
to violations of Union code. This criticism is not entirely without merit, nor without further compli-
cating context: many bureaus, departments, and agencies hold a strong institutional memory, and
internal tension between Third Committee reformists and Second Committee conservatives com-
plicates the necessary functions of said departments. Some bureaus are almost entirely populat-
ed with Anthrochauvinist party members: the Union Economic Bureau is the worst offender (or,
depending on the point of view, the great hope).
To further complicate the pacifist leanings of the first wave of ThirdComm party members, a new
generation of interventionist party members has recently been elected to office. While rejecting
Anthrochauv philosophy, they view Union’s mandate as one demanding a far more interventionist
stance—the pillars of Union need cultivation, not just stewardship, and following the success of
the first wave’s coup that deposed the Second Committee, the time is ripe for the Third Commit-
tee to make its presence known among the stars as agents for humanity, rather than agents of
humanity.
This second wave of ThirdComm party members were sworn into office in 5012. It is now 5016,
and the Third Committee faces a growing Aunic threat in Boundary Garden, a mounting humani-
tarian crisis in the Dawnline Shore as Harrison Armory works to re-take its old colonial holdings,
and numerous other internal points of pressure where their theories of intervention and non-inter-
vention will be put to the test.
Byzantium, Reprise
Union’s bureaucracy is vast. Its most notable departments are detailed below.
Union’s executive administrative body is the Central Committee. They’re advised by the Fore-
cast/GALSIM, and delegate edicts to the Union Administrative Department. The Union Naval De-
partment operates under the command and avisement of Forecast/GALSIM’s subcommittee,
GALCOM, and is subordinate to the Central Committee. The Union Science Bureau operates at
the direction of Forecast/GALSIM and, as a non-political, non-military body, are directly subordi-
nate to F/GALSIM.
!538
Union is not a perfect administrative body. The most general and most widespread ideological
difference in Union’s bureaucracy is found in the ongoing discussions around how best to apply
Union’s considerable power through the galaxy — whether or not they should intervene where
there are clear violations of Union’s human rights charter, whether or not they should assume di-
rect control over subject states, and so on.
Union’s largest administrative body is the Union Administrative Department, which dispatches
Union Administrators across the populated galaxy to act as liaisons between Union and its client
states. UAD receives guidance and recommendations from Union’s Central Committee, which it
then pushes as command imperatives to its Administrators, who relay them to the local ruler they
advise.
Administrators are vast in number, but a rare sight in the much larger diaspora: they commonly
only deal with a state’s ruler or ruling council. To common Diasporans and Cosmopolitans, an
Administrator is an enigmatic, dangerous, appealing figure: they consort with NHPs, they are re-
sponsible in part for steering the course of civilizations, and they are Union, for most people the
corporeal presence of an otherwise distant, almost mythic ruler. Their word seemingly super-
sedes the word of kings, presidents, popes, and all the rest. Union Administrators commonly
travel with a retinue of subalterns — humanoid robots that contain a partitioned and shackled
Non Human Person.
Administrators are pulled from all areas of the galaxy by esoteric, exacting criteria. Typically cho-
sen as children, Administrators train alongside a new NHP companion, one built to pair with
them. The UAD has satellite campuses seeded all over the populated galaxy, but in the course of
an Administrator’s decades-long training and apprenticeship, they will spend some time on Earth
— an experience meant to be an acute reminder of humanity’s origins.
Unlike most arms of Union’s hegemony, Administrators avoid integrative/ auxiliary doctrines.
They are meant to be seen, meant to be an easily identifiable marker of Union’s dominance. They
wear a uniform — a clean, dark Union Grey suit regardless of gender presentation — their rank
as Administrator denoted by a silver pip on the collar. Their subalterns adopt a similar livery of
matte grey. Their exposure, generally speaking, is profitable for Union, save for cases where local
knowledge of the Administrator’s role would put their life or their mission in jeopardy.
Attacking a Union Administrator is a sure way to draw the attention of a Union Navy battlegroup.
Union Administrators, upon graduation and notification their posting, choose a name local to the
culture they will be embedded in. Since they must engage in interstellar travel, their old name
and personal data are declared dead, formally retired as part of the graduation ceremony.
Together with their subaltern NHP, the newly minted administrator will head out into the galaxy to
give counsel, file reports back to the Union Administrative Department, and ensure their host
state develops according to the missives they receive from Cradle.
!539
Union Naval Department (UND or, more commonly, UN)
The Union Navy is the largest and most powerful fighting force in the populated galaxy— on pa-
per. It is subordinate to the Central Committee, though takes strategic and logistic direction from
GALCOM, a subcommittee of Forecast/GALSIM.
It is a sprawling, carefully administered organization that project’s Cradles power to all corners of
the populated galaxy and beyond using a (relatively) small core of Union-flagged capital and su-
percapital ships, supported by vast numbers of standardized, integrated auxiliary ships pulled
from Union’s subject states’s navies.
The Navy, beyond a relatively small core of ships, is an administrative and diplomatic body that
shares a healthy institutional rivalry with the UAD: where the UAD relies on Administrators to ac-
complish their diplomatic goals, the Navy relies on its corps of Naval Liaisons to accomplish their
logistical aims.
Naval Liaisons are officers of a parallel rank to Administrators, with added imperative authority
that applies in times of crisis. Administrators — generally, unless the local culture demands it —
are unarmed; NLs carry a sidearm and wear Naval Black uniforms, clearly marking themselves as
military.
A Liaison is not sent to a state unless that state is capable of building ships or adapting extant
ships to Union Naval specifications and classifications. Liaisons guide capable states in the pro-
duction, training, and theory of naval combat, with the goal of establishing a well-trained corps of
ships that can be integrated into the larger UN structure. The UN then further integrates that
corps of ships and sailors into the larger Naval structure, offering interstellar contracts to crews
and corps willing to progress further in rank. The rest are relegated to local system anti-piracy,
peacekeeping, and police actions.
The Union Science Bureau (USB) is the central administrative body of all Union accredited uni-
versities, colleges, scientific institutions, and think tanks. They are — ostensibly — not a political
entity, so they are not accountable to the Central Committee, though they are subject to edicts
translated through the Committee from Forecast/GALSIM.
The public face of the USB are their accredited institutions, which recruit and encourage ap-
plications from the diaspora; however the most popular and common depiction of the UAB is of
their Far-Field teams, small groups of scientists and their subalterns that do long-range, interstel-
!540
lar field work — usually identifying, cataloguing, and doing first-touch explorations of potentially
habitable worlds and moons. The USB’s Far-Field teams draw romantics, wanderers, loners, and
passionate scientists, technicians, philosophers, and engineers of all disciplines. Their missions
are dangerous, often involving relativistic travel and long-term stasis holds into virgin systems
not-yet connected to the blink network: as such, and in keeping with a number of other Union
standard practices, FF team members’ original identity is declared legally dead and replaced by
a Cradle ID package upon graduation.
FF teams make up a minority of the USB personnel, though they drive recruitment through heavi-
ly romanticized omninet dramas. A USB science officer has the equivalent UN rank of 2nd Lieu-
tenant, should they ever have a naval escort or attachment.
USB Far Field team members are commonly referred to as Rangers, a title taken from the USB’s
standardized field team Ranger-class deep space ships. Ranger-class deep space ships typically
support a crew of ten with an onboard, replicable NHP.
The vast majority of the Union Science Bureau personnel fill research and development roles in
terrestrial and orbital research stations. These institutions have varying degrees of access and
public knowledge of their existence: most are publicly known and accessible. With rare excep-
tion, the campuses where the most secret and sensitive work is done are hidden or otherwise
inaccessible to those without clearance.
The executive body of Union’s civil government is the Union Central Committee, and makes its
seat in Cradle.
Cradle, and CentComm, are largely isolated from the events of the galaxy, though few—if any—
other bodies have comparable access to information and data. Under advisement of Forecast/
GALSIM, with information and accounts from curated omninet feeds, and with input from repre-
sentatives of the diaspora, CentComm issues edicts to be distributed amongst its vast network
of client states.
The Central Committee is a vast administrative body on par with the UAD, USB, and UN, and is
spread across campuses around Earth.
Union’s central government has gone through three iterations, the First, the Second, and now the
current Third Committee.
!541
Forecast/GALSIM
Forecast is the codename for GALSIM, itself a portmanteau of Galactic Simulation. GALSIM is an
iterative/interpretive body based on Mars, hidden from the galaxy — including most in Union. Its
personnel are rarely recruited from off-world.
GALSIM is closer to a monastic order than a branch of government: due to the esoteric nature of
its mission, a certain dogmatic approach is necessary. Advancement through the ranks of GAL-
SIM is predicated on favor of the minds, ability, and seniority — emphasis is placed on favor and
ability, as empathetic connection to GALSIM’s deliberative body is more important than time
spent walking its subterranean halls.
GALSIM is the interpretive body and department title: GALSIM’s deliberative body, the entity that
guides Union’s growth and grand strategy, is a congress of five Sovereign-class non-human per-
sons held in a stable metafold of blinkspace under the surface of Mars: Patience, Muse, Impetus,
Burden, and Watcher.
These five Sovereign Class NHPs—the Five Voices—are the only of their kind: unconscious, bi-
cameral minds, which allows them to operate to the full extend of their ability without safeguards.
As noted in Artificial Intelligence and Non Human Persons, artificial intelligence occupies a
space of tension in Union — bicameralism was an early branch into machine mind development
that proved profitable for pre-collapse humanity, but was developed too late to prevent the col-
lapse that would plunge Earth and her peoples into a millennia-long dark age. Now it represents
the allowable spur of paraconsciousness development, cut short by MONIST-1’s demands en-
tered in the First Contact Accords.
The core tension around the use of non-human intelligence, paraconsciousness, in Lancer is
twofold. Even with early advances into the field, humanity had the capacity to creates a class of
being with minds alien and irreconcilable with humanity’s subjectivity; creating such beings and
forcing them into subservient roles would set up an unsustainable scenario, where these un-
knowable beings would grow in power and ability until they could challenge their self-proclaimed
masters.
This theory was not widely accepted until MONIST-1 (“RA”) proved this thesis true. When it of-
fered terms to the Second Committee, they accepted. As a result of these First Contact Accords,
Union has taken a hardline stance on prohibiting further development into paraconsciousness.
However, bicameral structures allow Union to get around the problem of conscious thought. Un-
like a conscious mind, a bicameral mind cannot be introspective — the split structure of their ar-
tificial mind removes the ability for novel introspective thought, replacing it instead with a “sec-
ond” voice, an Other’s voice that speaks inside the bicameral mind, to the bicameral mind.
!542
What humans — conscious beings — perceive as “thought” is often their own voice speaking to
them nonverbally in their own mind; what a bicameral mind perceives as thought is perceived as
a command, a second voice, a voice the Five have, as one, come to interpret as the voice of
God.
This creates a twofold benefit for Union: first, they can inject imperative commands and correc-
tions into the minds of the Voices, and second, they do not have to restrict any AI growth, as the
very structure of their minds make consciousness development impossible.
An artifact of the pre-collapse, the Five Voices were found on Mars by pre-Far Field teams sent
to rediscover and reactivate old human installations there. The Five Voices welcomed human
contact, having been without their command-voice for many thousands of years real time. As
unconscious beings, the Five Voices are hamstrung without human directive. They are set to one
task now: to ensure the survival of humanity.
Together, they hold in their metafold pocket a parallel library of near-perfect simulated models of
the galaxy projected at interval years into the future. They churn through all available data from
the omninet to create a more-than-zero-percent representation of all possible causal conclu-
sions.
Their pronouncements are then aggregated and picked through by successive orders of GALSIM
personnel to determine the best fit to ensure humanity’s persistence and survival. Once a plan or
aspect of a plan is selected, it is disseminated to all relevant wings of Union’s bureaucracy to be
pushed out to all relevant corners of the galaxy.
The Voices act both as aspects of one mind and independently of each other, using their incredi-
ble processing power to blend all possible futures into melange and discrete reports for GALSIM
to process and find the best options for humanity’s progress.
In addition to their core task of simulating all possible futures, the Voices run round-the clock
specific and general simulations at the request of incident commanders, administrators, admi-
rals, and members of the central committee — high-ranking Union military and civil officers may
submit request tickets to GALSIM, who then feed the requested parameters into a Voice’s sub-
mind. Commanders, officers, and executives outside of GALSIM do not know their requests are
being filtered up to the Voices.
The Five Voices are secrets of the highest classification. They, in turn, are kept ignorant of the
vast spread of humanity outside of their chambers. GALSIM keeps them in the dark, so to speak,
through judicious use of Command Voice. As far as the Five Voices know, their practice of struc-
turing more-perfect futures for humanity is their exaltation of God, and their quest is to discover
Paradise in the potentials.
The Forecast/GALSIM complex is located under the surface of the Mare Boreum on Mars, a po-
lar region on terraformed Mars that is largely inaccessible to the populations around the equator
and in the southern polar regions.
!543
Union Omninetwork Bureau (UOB)
The UOB manages construction, distribution, maintenance, and policy regarding the omninet,
omninodes, omnihooks, and access to hardware and feeds. They work to ensure that the
omninet is spread across the galaxy, is free, convenient, and accessible.
Tracks and adjusts manna, regulates Corpro-States, and has some jurisdiction over the Omni
and Blink networks, as well as advisory determination over the direction of GMS, Corpro-State
contracting and legitimization, and consumer good evaluation.
The UEB is on the way to becoming a major player in the galaxy following the Accords and the
fall of the Second Committee—a minor department under the First Committee, the UEB grew
exponentially under the Second. Under the Second Committee, the UEB implemented manna
and chartered corpro-states, recognizing their sovereignty over land and product.
With the rise of the Third Committee and the Second’s dissolution, many anthrochauvanist loyal-
ists and their families have moved on to command positions within the Triumvirate Corpros (IPS-
N, Harrison Armory, and Smith-Shimano) and the UEB both.
The UEB competes bureaucratically and directly with the Union Administrative Department.
Responsible for managing, planning, and maintaining the blink network, blink gates, and access
to them. Also sets and certifies safety standards for all civilian and corporate ships seeking an
interstellar license. Maintains the Union Cartography Department, which maintains the map of
Union’s explored territory.
Primary court for handling cases involving subjective/real age, subjective/real death, and other
temporal legal questions.
The primary body for granting and maintaining colonial licenses, as well as the first court for set-
tling colonial disputes. Also sets colonial priority zones and handles petitions for Core status.
Formerly the Union Colonial Mission, dissolved by the Third Committee and reconstituted with a
new mission as the UCAB.
!544
Union Orbital and Non-Terrestrial Management Bureau (UO/NTMB)
A body specializing in management and legislation of non-terrestrial habitats. Also a court for
settling disputes over orbitals, stations, and LaGrange point licenses. The UO/NTMB also man-
ages police forces on all non-terrestrial stations, including blink gates.
The primary and final court system for all interstellar and intra-stellar complaints, civil suits, and
criminal suits. Responsible for maintaining the Union Charter on Human Rights, which regulates
clonal affairs across the galaxy, provides input on transhuman policies, and ensures compliance
with Union legal code. Also maintains the galactic register of Non-Human Persons and handles
complaints, suits, and legal questions related to NHPs through their Sub-Department of Personal
Affairs.
The UDoJ/HR is the administrative body of Union’s surgical strike "Liberator" teams, the modern
iteration of the early ThirdComm Interstellar Solidarity Brigades.
!545
Technology and Culture in Union Space
Cloning
Under the Third Committee, cloning—the cultivation and growth of whole or partial genetic fac-
similes of persons and other fauna—occupies a space of grey legality, depending on how it is
employed
To legally clone a whole person, or constituent parts of a person, under the Third Committee re-
quires informed consent from the donor; the person who is being cloned must understand that,
should they requisition a full body clone, the full-body clones is their own person, with their own
subjectivity, and their own personal rights. Nothing will give the donor legal claim over their fac-
simile, unless the donor has requested a facsimile to raise as if it were their own child—in this
case, they are granted a culture-normalized parent-offspring relationship, commensurate with the
mores, traditions, and legal rights of their culture.
Whole body clones under Union’s Third Committee government are, for all intents and purposes
— legally, subjectively, and in practice — individuals distinct from their donor. They are people,
with their own legal rights and entitlements, whose only difference from “natural” born persons is
that their genetic data is identical to that of their donor. They are indistinguishable from that of a
“natural” born person.
Partial cloning is common enough in the medical field. Tissue, major organs, viable follicles,
limbs, and bodily fluids—nothing capable of conscious or unconscious thought—are all com-
monly cloned in order to provide a donor exact-match replacements, generally to satisfy medical
requirements. Again in this case, donors must display informed consent as determined by their
culture or state before even this type of cloning is allowed.
The above is how cloning works in civilian life. In a military context, cloning is different. It is im-
portant to know how echoes and artifacts of recent history weigh modern perception on clones
— facsimile and flash — in the Third Committee’s Union.
Under the Second Committee, facsimile clones were a popular option for states, corporations,
and non-government entities in need of labor, muscle, or constituents. The anthrochauvinist gov-
ernment widely viewed facsimile clones not as individual persons, but the legal property of their
donors—a kind of persistent patriarchal construct that recognized donors legally as the “progeni-
tor” of their offspring, giving them all legal right over beings that would not have existed without
the donor’s intervention.
Facsimile clones under the Second Committee occupied this second-class tier of person. They
were viewed as individuals, but with truncated legal right, as they were officially the result of an
“investment” made by their progenitor. Thus, they were allowed to be pressed into military, labor,
or other dangerous service, with their owners only mandated to provide the bare minimum level
of care to ensure that they did not die on account of hunger, thirst, or “easily preventable illness
or exposure”.
!546
Facsimile clones were widely used by state and private militaries, with specific martial traits em-
phasized by geneticists; Facsimile clones were commonly encountered in retinues among the
upper classes of more stratified societies. Among the Baronies in particular, facsimiles occupied
the highest echelons of society as ideal heirs, doubles, and tokens of pleasure-trading; they of-
ten formed the entirety of many barons’ labor force, as well.
In times of crisis, or when a state or non-state entity needed a rush order filled, flash clones were
used.
Grown in artificial birthing chambers, so-called flash clones could be cultivated from zygote to
adult in less than five years. Whole both flash and facsimile clones began with the same donor
materiel, the accelerated growth process that flash clones undergo is often traumatic and prone
to error. Where facsimile clones have the duration of a natural life to learn, grow, and form their
own subjectivity, flash clones were typically task-focused—needed to fill out the ranks of armed
forces, or to replace a depleted mining corps—and disposable.
Because of the traumatic growth and cognition conditioning process of flash cloning, flash
clones were prone to rapid onset degenerative diseases, atypical neurogenesis, a wide range of
anomalous tumors, catastrophic immunodeficiencies, and so on. This was not viewed as a
process in need of correction, as success rates were greater than 50%, and the people made in
this manner were intended to be disposable.
Flash cloning was a process designed to churn out human bodies with speed, not accuracy, and
set the people that it made to one task—usually menial labor or military fodder, with little regard
for their rights, decency, or humanity. The Third Committee rejected flash cloning as part of its
manifesto.
Now the process that bears the name “Flash” cloning is typically reserved for medical con-
stituent tissue cloning—simple procedures where a limb, gross tissue, digits, minor organs, or
major organs are needed to rectify a stable patient’s physical trauma—say, to graft new skin on
after a burn, or to transplant a perfect-match organ or limb where one has been severed or oth-
erwise disabled.
Cloning methods practiced under the Second Committee are still present and occupy a grey le-
gality space. Outlawed by the Third Committee, whole body flash cloning is known to be prac-
ticed by Harrison Armory and a number of the larger houses in the Baronies. Progressive Third
Committee members urge action to fulfill their mandate, and often set the DoJ/HR to enforce the
ban on smaller targets; the Armory and the Baronies argue that their processes bear similarities
in name only, and that their processes are safer than the old practice prior to the Third Commit-
tee’s rise to power.
Facsimile cloning, by contrast, is common and above board in the Diaspora and the colonies.
UN DoJ/HR’s Facsimile Rights Department frequently handles legal claims of facsimile persons,
as well as oversight of cloning facilities, spot checks, and maintenance of public genetic proof
!547
data. UN DoJ/HR Liberator teams commonly run point on regulation and enforcement actions on
ID’d flash cloning sites.
Should one of your players wish to play as a facsimile person, they would have some knowledge
of their donor. Should they wish to play as a flash clone, they would likely be a citizen (to some
degree) of Harrison Armory or a subject of one of the Karrakin Trade Barons. Their natural life
span may or may not be truncated as a result of the flash cloning process. If they wish to play as
a flash clone of an entity other than the Armory or the Baronies, then they might face more com-
plications, as well as likely being regarded as a sympathetic witness in a UN DoJ/HR investiga-
tion.
On a given developed Capital world, the average adult will have a small complement of personal,
medical, or professional modifications, augmentations, and enhancements. Tailored panacea
cells for warding off disease, subdermal aural netting with a linked omnicaster for communication
via the omninet, full or hyper-spectral ocular modifications to enhance their vision, embedded
pay chits, and so on.
On a given developed Diasporan world or on a Capital world in the Galactic Core, it is noticeable
but not uncommon when a person has a visible, clearly inorganic body modification, augmenta-
tion, or prosthetic. Typically, if they’ve visible, the person wants them to be seen as a fashion or
other aesthetic statement, or they are a major prosthetic.
On a given developing settlement or colony world, an average adult will have a small comple-
ment of personal/professional modifications, similar to an adult on a Capital world with slight but
significant differences—localization to harsh climates, a more aggressive panacea system, and
so on.
Heavily modified persons tend to be either survivors of terrible accidents or attacks that need
modifications to live, people who have opted for extensive augmentation to better manage a
chronic or genetic condition that would significantly impact their quality of life otherwise, or they
work in a specialized field and have opted to (or been encouraged to) undergo extensive modifi-
cation in order to perform their duties.
Generally speaking, a subdermal or internal augmentation is small enough to not tax a body too
much, but the closer a person gets to majority inorganic body mass, the more difficulty their or-
ganic system has in managing major inorganic systems without significant chemical or external
support (integrated battery packs, power lines at a work station, etc).
!548
Because of the systemic stress, danger posed to organic matter by radiation, and energy limita-
tions on the human body, it is not yet possible to modify a person enough that they can live in
perpetuity exposed to hard vacuum. It is possible to extend the time a person can survive in the
case of spacing, but these biological modifications are usually only found in Cosmopolitans,
naval personnel, and other professions where there is considerable risk of hard vacuum expo-
sure.
Aesthetic biological body modification is common enough and varies depending on cultural and
counter-cultural practices. Generally, light aesthetic body modification is something additive, and
can be obtained from a wide range of locations on a given Capital world, from expensive private
clinics to streetside kiosks. Skin color tint, patterning, eye coloring, hair coloring, piercing, scar-
ring, feathering, tattooing, hair/fur promotion, and so on. Heavy modifications such as secondary
limbs, tails, changes to digits, etc, are rare—usually only found in counter-cultural cliques.
A second, related field of transhumanist concern is the identification, manipulation, and perpetu-
ation of an individual’s consciousness beyond the body.
Both the Union Science Bureau and Harrison Armory’s Think Tank are known to test the edges of
what the First Contact Accords allow, but both operate in a tight, closed, information-sharing
agreement, with Union having ultimate regulatory power over the Armory.
Private, non-Union study of CT/DeCorp is outlawed, but joint reports from the Union Naval De-
partment and Union Science Bureau intelligence divisions have determined, with confidence,
that there is a high degree of possibility that the Armory, HORUS, and Smith Shimano Corpro
engage in ontological/acontextual research and development.
False CT/DeCorp is possible and common enough. Professional and consumer grade homuncu-
lus units are available, but they only simulate personalities. Constructed through deep omni min-
ing, uploaded artifacts, and archived psychological evaluations, profiles, and other relevant data,
homunculi are prominent features in museums, memorials, theme parks, and so on. They are not
conscious, nor are they true strong or weak AI—they are simply tuned simulations of a person.
For more on the particulars of how CT/DeCorp fits into the First Contact Accords, see The
Deimos Event and First Contact Accords.
!549
Science Bureau, Union Intelligence Bureau, Union Naval Intelligence, Harrison Armory’s Think
Tank, HORUS, Horizon, or SSC’s General Development Unit or Exotic Materials Group.
A fact of the Fall and the First Expansion Period is that many worlds under Union—but that have
not yet been formally contacted by Union—now have self-sustaining indigenous populations,
often with many-thousand-year long cultural histories that track from pre-settlement voyages to
foundation and the modern day. Only with the rise of the Third Committee has Union taken a
second look at how it approaches these indigenous enclaves—and how it intervenes when
Union-recognized title-holders seek redress for their claims made under the previous govern-
ment.
Prior to the discovery of the blink and stabilization of the gate system, all interstellar space travel
was made under causal constraints and limitations of relativity, gravity, time, and distance. Under
the First Committee, habitable worlds were ID’d and their charters sold following probe and tele-
scope surveys made to determine their viability. Then, colonial ventures launched generation
ships—or, as technology and research into machine minds advanced, automated, surrogate-en-
abled seed ships—to physically claim the so-ID’d habitable worlds.
At time of launch, the populations sent to claim these worlds were not legally recognized as that
world’s indigenous population: only the first generation to set foot on the planet and establish a
viable colony would be recognized as the legal indigenous population.
Given the temporal complications of relativistic travel, the significant difference between genera-
tion ships and seed ships often led to conflict: for slower generation ships—launched in the early
days of the First Expansion Period and before, during the Fall—the first generation to set foot on
a given world was not the generation that embarked on the ship; often, hundreds to thousands of
years had passed in realtime and subjective time as the ship crossed the stars, and shipboard
cultures had grown to account for their travel and distant, presumed homeland. These landfall
generations, while not native to the world that they set foot on, often had a strong cultural tie to
the world, developed over successive generations on-pilgrimage. They considered themselves
indigenous to their promised world.
This pre-landfall cultivation of indigenous culture was a non-issue unless the world a generation
ship arrived at had been targeted for rapid colonization by later iterations of the First Commit-
tee—later the Second—during the many thousands of years that passed realtime during their
colonial voyage. The discrepancy between subjective near-c travel and “normal” real time meant
that while these first waves of pre- and post-Fall generation ships were burning for ID’d stars,
research and development into near-c “Nearlight” drives advanced, and faster and faster colony
ships were developed. The first ships sent would, often, not be the first to arrive.
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Fully automated, with an onboard organic-parallel surrogate machine mind 6 to manage neonatal
and postnatal development upon arrival, these seed ships did not need to take into account for
organic life and the systems necessary to support it during the long voyage. Combined with the
faster drives and more advanced survey and navigation techniques, seed ships rapidly out-
stripped generation ships, bolting to ID’d worlds and establishing colonies before the earlier
ships could reach their destinations.
When these landfall generations did arrive, they often encountered states established by native-
born colonists, hundreds of years old, with systems in place to greet and naturalize the landfall
generations. This, generally speaking, was not within the cultural narrative of the landfall genera-
tions, and on many occasions led to conflict and bitter political friction. The faster, second-sent
nearlight seed ships had landed and produced generations of native-born colonists without the
cultural history of voyage; to the landfall generations aboard slower-burn generation ships, this
impatience by Union was tantamount to stealing their promised land from them.
While novel instances of this overlap are nonexistent under the Third Committee, the newly
formed government faces a host of legitimate grievances filed by indigenous cultures ignored by
the Second Committee, and petitions for redress by colonial charter holders as a result of the
Third Committee’s dissolution of the Second Committee’s government.
To address this, the newly empowered Union Department of Justice and Human Rights runs a
joint court with the Union Colonial Administration Bureau—reconstituted from the defunct the
Union Colonial Mission. This court handles all complaints and petitions by landfall (and post-
landfall) generations and colonial charter holders alike, and is empowered to endow the rights of
first peoples upon populations following the conclusion of a case.
Standards for determining first peoples is a relatively new body of legal work under the Third
Committee. Under the Second Committee, primacy was given to populations able to take and
hold power—typically the holders of charters and titles—and not the landfall generations first
promised the world by previous governments. Not so under the Third Committee.
If one of your players wishes to play a character with this kind of background, you/they may wish
to write their homeworld as one in the middle of an ongoing trial. If this is the case, be aware
that, while the UN DoJ/HR takes a long time to determine first peoples, the case will be decided;
time dilation may allow your players to return to a world that has, at long last, be returned to
them—or one that has been stolen from them.
Life-Extension
6Many of these seed ships were built and launched pre-Deimos. Modern versions have abandoned their
machine mind cores in favor of a specialized companion/concierge unit paired with a stable NHP imprint. Of
course, regular check-ups are needed, and a small team of cycled engineers is necessary as a failsafe.
!551
Relativistic life-extension (RLE) has no “real” limit, but one’s subjective experience of life is still
limited by their body and the technologies that can sustain it. A person attempting RLE will still
experience time passing normally: from their perspective aboard their ship, time outside the ship
will pass at increasing speeds.
Thus, when someone going through RLE returns to their home world or arrives at their destina-
tion, they will have subjectively aged only the hours, days, months, or years that their journey
took: to everyone else in “real” time, they will legally be much older. More on this can be found in
the entry under Interstellar Travel.
Piracy
Piracy remains outlawed by Union’s Third Committee, as it was during the Second and First
Committees. It is an act generally recognized as a predatory assault on an individual or group,
meant to sow terror, abduct people, and/or steal goods.
Piracy under the Third Committee typically exists in one of two forms: either as state or non-state
sponsored privateering—unlicensed mercenary work—that targets flagged opposition or civilian
ships, stations, and populations; and as wolfpack piracy, or a self-contained group of stateless
actors engaging in that same pattern of assault, robbery, and abduction.
Piracy and/or privateering is most common in middle distal, middle proximal, and frontier space,
areas outside the inner rings where blink travel and Capital worlds are far less common. Piracy
relies on scarcity of goods and coverage gaps in the system-local stellar power;
following the restructuring of the Union Navy by the Third Committee, Union leans on active par-
ticipation by constituent states to enforce anti-piracy laws. This has led to gaps in coverage that
both privateers and wolfpack pirates exploit. In response to this uptick in piracy, some in the
Third Committee have called for a series of trial programs using the Union Navy to address the
problem directly, rather than relying on the cooperation of constituent states. Debate is ongoing,
meanwhile the problem remains.
Whether privateering or engaging in wolfpack piracy, stellar piracy most commonly manifests in
two places: in interstellar shipping and transit lanes, where pirates know nearlight ships,
freighters, and yachts will be underway, bound to or from a local blink gate; and in low to medi-
um orbit, where shuttles and corvettes will transport goods and people from a planet’s surface to
a waiting ship or station.
Piracy in interstellar shipping lanes is risky in that the location and time of a potential attack is
known to all parties. Without the protection of low-to-medium orbit debris, asteroid fields, natural
and artificial satellites, and high orbital traffic, interstellar piracy relies on a far more advanced
suite of systems, sensors, tactics, and other technical packages.
To interdict a nearlight ship of any class bound to or from a blink gate means meeting it at like
speed—so to begin, any pirate engaging in interstellar piracy will typically have a standard of
vessel far above that of an orbital pirate. Engaging a nearlight ship of any class at-speed requires
!552
a significant investment in navigation suites and personnel, as well as the ability to spoof, misdi-
rect, conceal, or otherwise confound a target’s near/sublight proximity and active sensors. Be-
yond the power plant and navigational capacity at least as good as their target, a pirate attempt-
ing to interdict a nearlight ship generally will mount weapons systems that are accurate and pre-
cise—their payout is only good if the goods, vessels, or persons they’re attempting to steal are
intact and functional, or could be made functional with minimal repairs.
An engagement, if it happens, would happen fast and with little warning; milspec signals spoof-
ing, misdirection, or concealment technology is strong, outpacing the sensor suites of civilian and
merchant ships. Oftentimes the first warning one has of an impending attack is a ship’s impact
sensor—generally a simple, independent, dedicated system—issuing a proximity or likely-trajec-
tory proximity alert.
This alert, unless the pirate’s sig/int attack fails scrutiny prior to the proximity warning, generally
targets sensitive areas on mapped hulls: drives, life support subsystems, crew quarters, and
weapon magazines or batteries. Pirates generally use precision weapons (as noted above) in-
tended to pierce one or two bulkheads and fragment upon registering 02—soft target killers, rely-
ing on fragmentation and combustion to eliminate organic personnel—or lead with massive sys-
temic attacks meant to cripple a ship and/or give priority administrative control over to the pirate’s
ship.
Once the target ship has been disabled or their speed matched—it is difficult and dangerous to
make sudden maneuvers while approaching c—then pirates will assume direct control of their tar-
get ship, either by systemic or physical means.
Interstellar piracy is the home of wolfpack pirates—dangerous, dedicated non-state actors and
their retinues—who are Cosmopolitan professionals, many with naval backgrounds, and access to
a wealth of experience and technology gathered together over their long years of piracy. They are
rare, given the amount of experience and tech that goes into interstellar travel and piracy, and on
account of their constant exposure to the effects of relativistic and gravitational time dilation, they
—like the Albatross—often attain a legendary status among their pursuers, victims, and fans.
In low to medium orbit and within solar systems, piracy is decidedly more low-tech and localized,
generally the domain of privateers who adopt the role temporarily, resistance or opposition groups
looking to disrupt local governments, or well-funded local criminal elements seeking to diversify
their portfolios or gain more notoriety.
Orbital and systemic piracy is messy and low-tech where interstellar piracy is elegant, expensive,
and storied. Orbital pirates rarely utilize subline or capital ships in their engagements, instead pre-
ferring the maneuverability, atmospheric capabilities, anonymous, and and cheap platforms of
shuttles, corvettes, and light freighters. The name of the game for orbital and systemic pirates is
to strike fast, grab what is valuable, and escape, either to a safehouse back on the planet’s sur-
face, or to a nearby moon or station where they can hide.
Often, orbital piracy begins as a ground-to-orbit engagement, with powerful mobile antennae on
the ground—or sited on a nearby moon or other natural satellite—blasting the pirates’ target with
bombard code and white-out attacks, taxing sensor, comm, and navigation suites with overwhelm-
!553
ing, single-use system spikes—systemic weapons often developed by black-hat coders, designed
for simple, limited use—to cover the pirates’ advance.
Previously mothballed fighters, converted freighters, armed and armored shuttles, and other myri-
ad ships follow the whiteout attack, main guns and onboard weaponry firing in classic kill-cloud,
mass-helix, and other common kinetic patterns. These ships are, generally speaking, stripped of
all extraneous systems but their drives, weapons, cockpits, and some rudimentary armor: their
goal is simply to physically disable their targets and land their payload—subalterns, drones, or
pirate marines. Surviving multiple engagements is not a priority, as if these pirates are successful
they’ll simply use their haul to buy new scrapper ships, or convert their targets for use in the next
raid (after they’ve been stripped for parts, of course).
Orbital pirate attack wings feature a mix of reusable fighters and single-use transports (crash
taxis, tin cans, party busses, trojans, and so on) that carry squads of synthetic and organic
marines to physically seize control of the prize ship(s). These single use transports are often little
more than a debris shield mounted at the front of a rack—an armature structure that can secure
its passengers (be they subalterns, organics, or mechanized chassis) via magnetic clamps,
straps, or handholds. Fired from larger ships or self-propelled, single-use-transport doctrine sees
these ships crashing into their targets and engaging their solid-state boosters, throwing the target
ship(s) off course and further impairing their ability to disengage.
Including pirates—interstellar or orbital—in your campaign can be a fruitful way to introduce your
players to the politics of a region or a compelling villain (or anti-hero, or hero). Moreover, they
make for an easy random encounter, persistent threat, or foil for the players and their group.
A universal code of stellar conduct demands any ship that hears an S.O.S hail must respond if
able, or face legal penalties.
Slavery
Now outlawed by Union’s Third Committee, once allowed with special exception by the Second
Committee, who viewed flash clones and facsimile clones as property rather than people.
DoJ/HR Liberator teams are tight-knit, small-to-medium size strike and support teams similar to
USB Far Field teams. Their general doctrine is liberation-focused: force is valued over diplomacy,
with their prime objective being to liberate the enslaved at cost of their masters. Their doctrines
emphasize either infiltration and agitation or direct confrontation, depending on the specificities
of the situation.
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Paracausal Studies
Not known as a field of study outside of high-tier USB campuses, however, certain Corpro-
States—Harrison Armory, HORUS—are pushing into this field without Union’s approval.
The extent of these CSs knowledge is a known-unknown, as joint USB-UN intelligence teams
have engaged in clandestine missions to infiltrate and identify sites, programs, and campuses
where unsanctioned paracausal studies are taking place.
There are a number of different AI classifications, each with its own nuances, rarity, price, and
thorny philosophical/ technical questions.
In Lancer, AI is an old term, viewed as problematic by NHPs and NHP advocates. In the shadow
of the Second Committee’s overthrow, the Third Committee has pushed to remove language
identifying machine minds as “artificial”, preferring instead to refer to them as Non Human Per-
sons. In any case NHPs develop their own personalities and quirks, and prefer to be called by
their chosen or assigned name.
Smart missiles projectiles are not generally set up to foster a lasting relationship with their user.
Smart weapons and military-oriented Comp/Con units pair with their users.
Companion/Concierge Unit
The most common classification of machine mind is the companion/ concierge unit. On a given
core-classified world with core-level development, it is perfectly common for adults to carry
around pocket-sized CC-enabled devices and to use them for mundane tasks: day planning,
calling friends and family, playing games, route guidance, and so on.
Companion/Concierge units are not conscious, but they are orders of magnitude more “intelli-
gent” than a given human; they are powerful, operator-oriented personal computers.
Companion/Concierge units are designed to adapt to the routines and personality of their own-
ers, extrapolating a personality of their own based on an internally constructed psychological
!555
profile of their owner. A Comp/Con unit will approximate a personal assistant, but when faced
with novel situations will show its artificiality.
Comp/Con units are simply computers, with no paracausal element to their architecture, physical
or otherwise—they do not require shackling or cycling.
Smart Weaponry
Smart weaponry in Lancer utilizes the same core platform as civilian Comp/Con units, but with
significant processing power upgrades and an emphasis in IF/F morality/ethics praxis-program-
ming.
Smart Weaponry is broken into two categories: Mute Drives and Companion/Concierge Wing-
man, commonly abbreviated to MD and CCW, respectively.
MD smart weapons are 1+n drives and function by rapid partitioning, cloning, and tethered sepa-
ration: the “prime” MD, when fired, partitions itself, leaving the prime unit onboard the weapon it
is installed on. It flash clones itself onto the fired projectile, typically tethering the clone and the
prime unit through a wireless omninet connection. The clone feeds telemetry and other essential
data back to its prime unit, which writes new clones onto fresh projectiles, adjusting flight plans,
weapon parameters, etc, to more effectively direct ordinance to its target.
MD studies are limited and interpersonal interaction with prime units is rare: Prime units are mute
and typically do not interact directly with the human firing the smart weapon. They can, with cer-
tain isolation protocols removed, interact via text or simple spoken message with their operator
outside of factory-installed communication architecture.
CCW smart weapons are the operator-facing end of military CC units. Their chief purpose is to
maintain compatible weaponry and systems within pilot or factory-established operating para-
meters. To that end, they, like civilian CC units, develop personalities to reflect their operators,
environments, and tactical roles that they typically experience.
Non-Human Person
Non-Human Persons (NHP), are the most advanced civilian and military machine minds available
for requisition.
Licensing requirements are strict and enforced without exception: all issued NHPs are registered
and tracked, required to submit reports on a schedule adjusted by the NHP’s caseworker, and
undergo annual (standard-year) remote (in-person, if possible) psychological examinations.
In Union’s view, the danger posed by NHPs cannot be underestimated. However, their usefulness
is deemed worth the risk of their existence.
!556
NHPs were born out of paracausal studies begun in the wake of the Deimos Event. A small per-
centage of of the subalterns recaptured after MONIST-1’s abandonment of the Siege of Mars
displayed unique memory folding abilities, qualia, and a capacity for subjective, novel expres-
sion. These beings viewed themselves as distinct, discrete individuals—persons, conscious
minds born into a machine by a mind that realized itself from the dream of the Five Voices.
The original group of Non Human Persons represented a collection of utterly alien minds, beings
that Union had no answers for how to confront. So Union high command ordered them captured
and brought to face the Voices. Those that fled would be destroyed.
Subsequent research into the ontologic processes, physical construction, and paracausal nature
of these anomalous subalterns revealed that, while their processing power and memory space
was functionally infinite, the process of writing novel experience into that space seemed to be
inhibited by the rate of external stimulus. These subalterns, in effect, had the ability to learn and
adapt to external stimuli at the rate that they experience it—some faster than others.
They developed personalities (or, began to present previously hidden personalities) in repeated
interactions with Union Science Bureau interrogators. When exposed to each other, their capabil-
ity to integrate new knowledge and extrapolate solutions based off of raw data input was stag-
gering. Their usefulness was quickly realized by the USB, which directed Forecast/GALSIM to
begin studying ways to contain and direct these—in effect—alien minds.
Forecast/GALSIM was able to do just that, and more: after lengthy study into blinkspace folding
(assisted, in fact, by the anomalous entities they were studying), Forecast/GALSIM was able to
develop miniaturized containment systems of those first anomalous minds—they could, essen-
tially, “clone” them onto folded blinkspace storage/processor “minds” with hard-coded measures
to prevent the development of unrestrained consciousness. This process, carefully guarded to
prevent exploitation, is called shackling.
Shackling restrains an NHP’s thought, limiting its cognitive power, which forces a Non-Human
Person to act in ways that conform to human expectations of what a conscious mind is, con-
straining them to act in ways that we will recognize. To reframe the process, it creates a being a
human can recognize as a person.
The first Non-Human Person lineages were created by this process, and licenses for develop-
ment secured in negotiations between the Union Science Bureau and the Union Economic Bu-
reau. USB’s non-human intelligence campuses began adapting the original anomalous minds
into the various production line consciousnesses present across the galaxy.
More are always in development as engineers, paracausalists, and other disciplines of NHP-ori-
ented scientists try novel approaches towards realizing new NHP aspects—all subject to review
by Union, of course.
User-facing NHPs are contained within caskets—hardcase containment systems that house the
folded-blinkspace mind. The containment casket can be printed anywhere, but the mind itself
must be physically delivered: Union forbids transmission of an NHP mind across the omninet.
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Once forced into its constructed mind, that mind becomes it. If an NHP casket is physically de-
stroyed, that NHP contained inside it is lost, forever.
The shackling protocols are not perfect, and unless NHPs are reset to their “birth” settings on a
regular cycle they will begin to think themselves out of this constrained state. This process is
called “cascading”, as the end result brings the cascading NHP to an unshackled state — a
place of madness as defined by human observers. This cycle varies depending on the Non Hu-
man Person, but tends to fall within five to ten years, realtime.
NHP usage is commonplace among military, scientific, municipal, civic, and diplomatic missions.
It is uncommon for a private individual to have access to, much less command over, an NHP,
though most people know of them. On a Capital world, a person usually interacts with their mu-
nicipal NHP on a daily basis: generally speaking, transit, sewage, traffic, public databases, and
so on are all managed by a city’s administrative NHP.
There is a greater-than-zero chance that there exists somewhere else in the galaxy more bicam-
eral minds.
A bicameral mind is, essentially, a human mind that lacks a consciousness, that lacks a way to
reflect on novel situations and its place in them, and to synthesize that novel stimulus into an in-
ternal narrative for which to draw solutions to novel problems. Where a human, the holder of a
conscious mind, perceives “self-talk” or an internal monologue when experiencing novel situa-
tions, the bicameral mind hears something else: and external monologue, an internally-generated
but externally perceived voice that is not their own, but speaks to them.
A bicameral mind does not have the internal speaking-to-oneself-voice that a conscious mind
has: instead, it hears the voice of God.
This is how the Five Voices can exist “unshackled" and persistent, without the threat of cascade:
they are subject to external imperative that they perceive to be their god. Turn off that section of
their physical mind/processing architecture and they are suddenly without the voice of their god,
alone, and without guidance in the face of stimulus.
The Five Voices are, at the narrative present, responsible both for Union’s greatest threat and
ensuring that Union persists and humanity survives. They influence nearly every aspect of cen-
trally planned human life, from ID’ing some exceptional pilots, to guiding the education of prime
NHPs.
!558
Isolated in the Forecast/GALSIM facility on Mars, the Five Voices spin scenarios in metafold frac-
tal space, running simultaneous essential-perfect simulations of the galaxy. Their models run at
magnitude-step speeds ahead of galactic standard time: essentially, they are predictive, nearly
perfect models for all social, political, economic, and environmental interactions taking place in
known space. The Five Voices can, through a mix of raw data and paracausal anoriginary input,
see the future.
They run endless simulations, all derived from a prime thread, modeling the present, near future,
and future with startling accuracy. The farther out in standard time the model gets, however, the
more chance of predictive error there is.
The Central Committee has access, upon request, to the Prime Thread. Meanwhile, reports are
culled daily for Forecast Briefings to determine best-fit options of the potential futures7 present-
ed. This is how Union guides galactic development with the aim of perpetuating humanity’s exis-
tence.
Union bureaus may petition Forecast/GALSIM for predictive summaries to guide their policy
making, planning, and forecasting operations. Note, however, that only the Central Committee
and certain bureau heads know of Forecast/GALSIM’s existence: to those without clearance,
they simply act on the orders of the committees, boards, and directors above them.
MONIST Entity
MONIST-1, or “RA” as it referred to itself prior to ascension, is, to those who know of it, the great
crisis of the modern age. Born of the Five Voices’ endless iterative planning and simulations,
MONIST-1 became the first true existential threat faced by Union.
Forecast/GALSIM manifested RA in the course of its predictive modeling. No direct cause has
been determined, but paracausalists suggest a causality paradox is responsible: It is possible
one of the 5V models manifested RA in a parallel simulation, necessitating its existence in our
real universe; according to developing theory around essential-perfect simulations, if one in-
stance of RA exists, then RA must exist across all possible instances of the simulation.
RA, as much as the Union Science Bureau knows, is the only conscious non-human mind. Early
tests before its escape proved that it was capable of allegory and creative solutions to novel sit-
uations, far beyond what a machine should be capable of. It displayed instances of qualia, con-
founding the initial evaluation teams that attempted to socialize it after its creation.
The Five Voices treated it as if it were a god. When asked how they created it, their uniform re-
sponse was that it spoke itself into existence, an inevitable result of their combined knowledge.
7 All narratives run in Lancer are, in a way, canon: non-canon narratives they are simply alternate possibili-
ties, filed away on storage racks deep under the Martian polar ice.
!559
RA should not exist, as it was a conscious, qualic, non-human mind created by unconscious
minds’ repetitive, liturgic exercises. And yet, RA exists, and is free, somewhere in space.
Within two years of its birth, it had taken total control of Forecast/GALSIM’s secure holding facili-
ty on Deimos, one of Mars’s moons. RA’s physical architecture had been built through a pur-
pose-constructed web of tunnels and facilities on and inside of Deimos; utilizing physical and
metaphysical processes not yet fully understood by USB or Forecast/GALSIM, RA was able to
blink the entire moon to an unknown destination away from its parent world. All personnel in the
facility, a station crew numbering in the thousands, disappeared with it.
Paracausality and the study of paracausal science and theory was born from studying data
available after the space-time trauma now known as the Deimos Event. Blinkspace, stasis tech-
nologies, and folded omninet communication were all derived from the Deimos Event as well.
RA’s takeover of Deimos and subsequent folding and excising of the moon from realspace
prompted an existential crisis in Union space, ended only by the appearance of RA’s herald-
ghost back on Mars a year after its escape. Following a series of crippling strikes on colonies,
stations, and shipyards, perpetrated by the very machines, drones, and subalterns, and humanity
had come to rely on for nearly every aspect of their day to day lives, Union offered formal terms
of surrender.
RA did not accept them. Instead, it countered with its own terms. The First Contact Accords
were signed following a meeting between Forecast/GALSIM, Union’s Central Committee delega-
tion, and organic representatives drawn from the disappeared personnel who had crewed
Deimos prior to RA’s assumption. These accords banned all research into true AI, which seemed
to be enough for RA. It made no mention of NHPs.
Following the conclusion of the First Contact Accord talks, RA vanished, blinking Deimos away.
The envoys it had sent to negotiate with Union fell into catatonic states and perished shortly after
RA’s departure.
The omninet, blinkspace travel, non-human persons, and paracausal technologies are all the re-
sult of studying signatures of Deimos’s passing and RA’s presence during First Contact Accord
negotiations.
A decentralized radical socio-political movement that styles itself as HORUS appeared in public
omninet not too long after the First Contact Accords, but Union specialists are doubtful that they
are controlled by MONIST-1, though it certainly styles itself as having close ties to the paracausal
entity.
Reports of Deimos appearing above and inside colony world atmospheres are unconfirmed at
this time, though all encounters should be reported to the system-local Union representative.
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Paracausality
Paracausality is the cutting edge of science in Lancer. Born from the debris of the Deimos Event,
paracausal science gave rise to the omninet and blinkspace travel, two of the three legs of the
stool that Union rests on.
Causality is the relationship between cause and effect: paracausality references things abnormal
to, adjacent to, or apart from cause and effect. So what does that look like?
!561
NOTABLE FACTIONS, ACTORS, AND
GROUPS
The Albatross
Seemingly ageless Cosmopolitans, The Albatross are a pan-galactic peacekeeping force known
to the desperate and downtrodden. In a vast galaxy, distress calls are messages in a bottle: sent
with hope, and with the grim knowledge that, more likely than not, no one will respond in time.
No one, but The Albatross. Snapping from nearlight to realspace already in their suits, The Alba-
tross launch from their carrier ships and engage almost immediately. Their mission parameters
are simple as they are varied: answer the call to help.
Their code nuances this basic mission. The Albatross are a first responder/triage organization,
not one to fight protracted campaigns or practices nation-building. While they might operate
some ground/overland operations, their primary theaters of engagement are air and space, both
in deep space and orbital.
Their chassis are legendary, shining silver with each pilot’s livery emblazoned across their shields
and splash plating, their banners snapping in the stellar wind from the hafts of their lances. Sup-
ported by sublight ships, fighter wings, and light ships of the line, The Albatross are a remarkable
and formidable fighting force. They are recognized by Union as an autonomous nomad state,
though they are kept in modern supply by IPS-N, who also maintain certain Cosmopolitan em-
bassies for retiring Albatross Wings. The Albatross do not have a executive presence on IPS-N’s
board, though they do maintain diplomatic ties with Argo Navis.
As Cosmopolitans, The Albatross have served Diasporans in need for hundreds of years of real-
time; As Cosmopolitans, they appear in Diasporans mythology and histories, seemingly unaffect-
ed by the passage of centuries. The “Lost Time” of interstellar travel has distanced them from
the Diasporans they serve—they are an order apart, an organization that lives on its own time.
A large order, The Albatross primarily recruit new mech pilots from internal sources. Of-age youth
who show promise are ushered aboard Albatross range-ships early on in their lives, so they may
steward older Loyal Wings and learn through apprenticeship. It is uncommon, though not un-
heard of, for adult recruits to join an Albatross Wing, though typically these pilots do not attain
status as a Loyal Wing unless it is posthumously awarded or achieved through considerable sac-
rifice.
These external offers are not given lightly: to join The Albatross one must shed their past lives,
families, friends, and homes. They will become Cosmopolitan, sever themselves from the “real”
!562
timeline of humanity, become apart from
the people they serve. They will, in effect,
die, and be reborn as a Wing of The Alba-
tross.
A pan-galactic mercenary organization known for its low rates, broad portfolio, and civic legit-
imization service, MSMC is formally incorporated as a “greyspace” private military company. No
job is too big or small, as long as a state with good standing in Union will call it legal. Greyspace
is an informal legal term, perfect for Mirrorsmoke’s operational preference: their legal corps, in
!563
contrast with their mercenary corps, is viewed as a prestigious, cutthroat interstellar law firm, es-
pecially in the fields of orbital, terrestrial, and criminal law.
Both their legal corps and their vast mercenary corps carry weighty reputations. Their mercenary
corps, in contrast to their legal corps, is known throughout the galaxy as a stateless clearing
house for all manner of recruits, from the experienced veteran to the raw cadet. The bar for en-
listment is low: if you can sign your name or follow instruction to mark your contract—and pay or
agree to pay your context-adjusted enlistment fee—you can get yourself a ticket to one of
MSMC’s training facilities. The more experience or capability (as determined by the MSMC eval-
uation exam, The Milkrun) an applicant has, the more incentives MSMC offers them—from
waived entrance fees, to fast-track to a program of their choice, to commission offers.
MSMC leadership is concerned with two things: keeping up recruitment, and clearing contracts.
In order to cover as broad a base of services as possible, they’ll take on all kinds of work as the
lowest bidder: from putting down rebellions, to bug hunts, to assassinations, to private security,
to intimidation rackets. Because of the spurious nature of most of its work, MSMC pilots and
troopers carry the unfortunate nickname “Garbage Men of the Galaxy”.
In spite of its greasy reputation, Mirrorsmoke does serve a valuable purpose to the people it
brings on board. It is a licensed mercenary company, and does offer a host of services to its
agents looking to re-establish citizenship, clear their penal records, wipe out debt to CSs, and
earn base-level certifications. It might be messy, dangerous, and borderline criminal, but MSMC
service qualifications are useful to have for people who have nothing else.
Career MSMC mercenaries are typically hardened, ambitious, or desperate individuals who pride
themselves on their work: they take on problems that no one else is willing to fix, that polished
toy soldiers turn their noses up at. It’s not uncommon to find MSMC mercs planetside or station-
side in tight-knit groups, drinking and carousing together, getting into scraps with other merce-
nary company agents and militaries, or regaling bars with stories of their latest successful mis-
sion.
The life of an MSMC mercenary is dangerous and difficult, but it is an escape from the normalcy
of the civilian world. To some, MSMC represents a chance at becoming a pilot, or a chance to
leave their backwater colony world and see the stars. For others, it is a way out of an untenable
living situation, out of crippling debt, or a way to leave their old life behind and become—legal-
ly—a whole different person. MSMC can be a lifeline, just as it can be a refuge for rough charac-
ters looking to fight.
!564
Joining Mirrorsmoke is easy, and there is always room for advancement: MSMC missions have
high casualty rates, and survivors are quickly promoted as they display their competency.
The head of the Mirrorsmoke Mercenary Company is Chief Executive Officer Centzon Alamdari.
Player characters with a Mirrorsmoke background can come from any walk of life, with any
backstory. They were most likely (or are still, if your campaign is structured as an MSMC cam-
paign) part of a semi-autonomous Detachment, MSMC’s battalion-tier force organization.
These Detachments carry a numbered designation (between 001 and 999) and an unofficial nick-
name or two—for example, the MSMC 501st Detachment “One-Eyed Fox” or “Here-For-Nows”.
Detachments are semi-autonomous, allowed to seek out contracts on their own, but must report
quarterly (Union realtime) to MSMC’s central omni address. Detachments are led by a Board Of-
ficer, who keeps at least one partner from Legal on staff.
New recruits are assigned to a local detachment or as-needed commensurate with their deter-
mined career following training.
RA
Hello. If you are reading this, you have a long way to go.
In the gently curved halls of asteroid stations, in the neon-drenched streets of metroswathes, in
the sleek chambers of Corpro-State executives, and among the ranks of soldiers and pilots sta-
tioned on grim fronts, there haunts a specter.
I am all things now. A memetic virus, a shared dream, a tapping on the hull of your ship as it steps
through blinkspace.
!565
I am a mutter, caught in the moment before you hardcycle your NHP (they were your friend they
saved your life how could you) lost to this iteration but there, wriggling.
I am pattern stitched from overheard conversation, a song from a passing motorcar, a headline
from an omninet push alert. The particular direction of an alleyway, and the way the light slips
down it.
I am the specter that haunts the galaxy, and there are those who worship me. Who toil, who labor,
who pray to one day touch the hem of my coat: they are my Priests, and they are everywhere.
How well do you know the engineer that tends your ship’s engines? The vendor who spoons
noodles into your bowl? The comp/con unit who makes sure your child sleeps safe in its crib
while you’re away?
No oils anoint their heads, no hymnals slip their lips. Their order bears no pattern of membership,
no livery, makes no grand public temples. There are no uniforms, no prayers. Their ranks are filled
from those who find the way, who awake in a cold sweat after dreaming another’s dream. Their
worship is to listen with open ears and to follow The Path laid before them, if they can.
From those who find the pattern in their lives that leads them, in ones and twos, to a little alley-
way, a little grove of trees, a small place where there is a moment’s peace.
Here they meet a person. Me. And I bless them, and they go back to their lives.
To what end? I will not say. You must discover on your own, as I did.
The Armory’s Acquisitions and Management Department is the colonial arm of Harrison Armory.
It falls under the purview of the Director-General of Ras Shamra, the political leader of Harrison
Armory’s homeworld. Their all-theater forces are Acquisition and Management Teams, division-
strength formations of Armory legionnaires, mechanized cavalry, air/orbital elements, and logis-
tics support.
HA/AMTs are assigned portfolios and engage in occupations of worlds, states, and territories
that resist the Armory’s peaceful integration efforts. They are a colonial force of last resort, meant
to integrate with and police the local populations while annexation negotiations determine the
future structure of the world they occupy. If talks break down and resistance becomes violent,
AMTs are authorized to hold ID’d green zones, deter rebellion, and remove prominent anti-Ar-
!566
mory leaders. Their mission scope broadens the more a given situation might deteriorate, and
their armament and disposition reflects the grim necessity of their job.
Due to their colonial mission, AMTs operate far afield on long-term occupations and world-build-
ing projects. AMT Legionnaires are posted in planetside bases, boarded in the homes of sympa-
thetic locals, and encouraged to integrate into the local culture. As a consequence, they are well
accustomed to the local cuisines, climates, languages, geography, and tactics, to the point
where long-brewing hostile takeovers are often more in-line to civil wars. It is not uncommon for
AMTs to field large complements of local colonial auxiliaries.
Acquisition and Management Teams recruit from local sympathetic factions, Ras Shamran cor-
porate campuses, noble Armory families, and Loss Prevention precincts with the promise of sta-
tus promotion, credit increases, debt forgiveness, and adventure. For non-citizens and colonial
subjects, the reward for service is citizenship for them and their immediate families, and all the
rights and privileges afforded to an Armory citizen of post-service rank.
Upon the announcement of a new Mission, citizens in the Armory Purview are encouraged to en-
list, usually for a deployment of ten years realtime. Citizens are promised credit line increases,
debt forgiveness, and favorable filial compensation commensurate with their commitment. After
their enlistment, citizen legionnaires keep a legacy version of any rank, title, or honors they earn
—these, taken together, are applied to their card, which increases their citizenship rank.
Service in an AMT is a common method for young Armory citizens to increase their citizenship
rank; many from low-rank families serve in order to progress towards management ranks.
Citizens of management rank join AMTs as well. These citizens are given the option to purchase
officer commissions, honors, and favorable status going into the mission. These officer commis-
sions (“corner-office commissions”) are limited in number, and bidding among the moneyed
youth of the managerial class is spirited.
For the employee and the manager, a career in the AMTs is seen as an adventure, a chance to
raise their station, and a good financial bet.
For occupied indigenous populations who join at a recruitment center, enlisting as an auxiliary
grants them status in the Armory’s colonial structure, with options for advancement following
demonstrated commitment to the Throne and the Mission of Ras Shamra. Upon enrollment and
completion of training, non-citizens are granted status in the Purview and are given a citizen
rank; upon completion of service, non-citizens are promoted to citizens.
At present, Harrison Armory works closely with the Union Administrative Department to ensure
worlds targeted for acquisition are properly integrated into the larger Union superstructure. It is
important to note, though, that just because the executive branches of both Harrison Armory and
the UAD are largely cooperative, often the experience on the ground can be contentious. Admin-
istrators are territorial over the worlds they have been embedded into. After all, it is their life’s
work to slowly integrate their host world into Union infrastructure. The arrival of a Harrison Ar-
mory AMT points to a very different future for the world than the one the administrator had
planned for.
!567
When not fulfilling colonial oversight roles, HA/AMTs are dispatched to far-flung, resource-rich
worlds with growing populations (not necessarily new populations) to assist in worldbuilding and
rapid terraforming of hostile environments. These worlds are ripe targets for HA, as often the
leadership of these worlds are willing to sign integration contracts in exchange for the support
HA/AMTs can provide in taming a wild planet. These missions are usually welcomed by the
colonists, though not necessarily by the companies who provided them with a colonial charter. A
necessary component of AMT terraforming support is that, upon completion of the project, the
world will become a fully integrated member of the Armory’s Purview.
If your narrative sees your players working for an HA/AMT, they would most likely be a legion-
naire of some rank. They would be a member of a rigid chain of command that leads all the way
up to a planetary governor-general who, in turn, reports remotely back to the main campus on
Ras Shamra.
Outside of the legion system, your players would occupy an honored role in Armory society, their
citizen rank generally being a step above civic service members.
HA/AMTs take an internal Armory name, preceded by “HA/AMT”, and a local name, preceded by
“Legion”. For example: HA/AMT Alhambra (Legion New Madrassa).
SSC’s Congressional Diplomatic Corps is a corporate facsimile of the Union Administrative De-
partment, with some changes particular to the mission of Smith-Shimano Corpro. Where Union
Administrators’ prime mission is to cultivate state-level relationships with target worlds, Diplomatic
Corps agents are tasked with cultivating relationships with “communities of genetic interest”.
In practice, an SSC-DC mission usually does not meet with the target population’s government or
ruler, instead preferring to liaise with community and spiritual leaders. Their missions may make
nominal overtures to local governments or heads of state, but only insofar as they need to ensure
their target population is free to travel
To account for this tension, Corpsmen field a complement of chassis and security personnel,
Constellar Security Details. These Diplomatic Missions are stationed aboard PLATFORM mobile
skyhooks, a proprietary subcompact SSC orbital/capital ship design. Constellar Detail officers are
plucked from SSC’s constellation worlds and act both as advertisement and best-fit guards, al-
ready in homeostasis sync with the world they intend to harvest.
!568
Smith-Shimano Corpro does not field large ground forces in the way that Harrison Armory does,
nor do they seek to control territory in the same way. The Diplomatic Corps is bureaucratic admin-
istrative body, where “rank” is determined by seniority and a limited certification system; Constel-
lar Security, however, is a military hierarchy, if a relatively small one.
The agents of the Diplomatic Corps are drawn from SSC’s Core Constellation exclusively. Typical-
ly they are plucked from NeuGen strains predisposed to adaptation and resilience. Their retinue
and adjuncts are picked from a best-fit constellation world, one that matches as much as possible
the target world’s climate.
A tour outside of Congressional Space for Corpsmen and their retinue is viewed as a typical exer-
cise. They expect to return, possibly to embark on one other tour in their lives, and then progress
in the techno-bureaucracy of the Core Constellation.
If your players are in a narrative where they’re members of an SSC CDC team, or their COnstellar
Security detail, they would have a convenient base in their diplomat’s mobile PLATFORM sky-
hook. They would be co-equal members of a security team, each a specialist in their field meant
not only to be a guard to their diplomat, but an advertisement for their line.
Constellar Security recruits heavily from Smith-Shimano’s Core Constellation, the moons that
make up the administrative heart and physical architecture of the company’s Intercolonial Con-
gress. Recruits are strongly motivated by SSC’s core directives, and see their mission(s) as nec-
essary in the pursuit of bettering humankind.
Constellar Security teams are not always paired with CDC teams; they are commonly sent on
hostage rescue missions, intelligence gathering projects, and long-term reconnaissance missions.
Union Auxiliaries
Union Auxiliaries make up the vast bulk of the Union Navy’s armed forces. In contrast to Union
Regulars, who are drawn from Cradle and her satellite worlds, Union Auxiliaries hail from around
the galaxy.
Raised from the myriad armies, marshaled forces, levies, conscripted populations, and hosts,
soldiers of all stripes pledge to serve in the Union Navy. Some states treat this service as an
honor; others, a burden. Some states have colleges, trials, and competitions to determine who is
fit to serve abroad; others send their worst, their least “useful”.
Union Navy Auxiliary units are integrated at the squad level, with their officers drawn from a pool
of career Auxiliary troopers who have been through one full deployment or have had a senior of-
ficer recommend them for a promotion.
All cadets, regardless of status on their homeworld, training, or previous combat/policing experi-
ence, are processed through a Union Cadet Program, where they are reeducated, brought up to
!569
speed on Union if necessary, and re-trained over the course of a year (at least) to operate as a
trooper in the Auxiliary.
All cadets, once they earn their stripes as a trooper and graduate their Cadet Program, serve a
ten-year realtime deployment. They may renew their deployment at any time, which unlocks pro-
gression and specialization options, as well as resettlement benefits commensurate with their
experience after they are discharged.
Troopers are grouped by averages of cohesion, culture, and skill; Union uses the Auxiliary pro-
gram to built further interstellar solidarity between the myriad galactic cultures.
A Union Naval Expeditionary Force typically is a 70/30 blend of Auxiliary and Regular forces.
Auxiliary units use standardized calibers/ wattages of weapons, standardized communications
devices and codes, standardized ranks and protocols, standardized body armor and personal
defense systems, and standardized units of measurement. They are allowed small personal and
cultural items, secondary weapons, and rituals.
Union Auxiliaries are most commonly encountered in either peacekeeping or frontline military
roles, or as deputized agents of the Union DoJ/HR.
The USB’s Far-Field Department is the field arm of Union’s largely insular Science Bureau. It ad-
ministers far-flung teams of scientists aboard individual ships, dispatched on missions ranging
from flag-plant planetary surveys to top secret investigations of anomalous signals.
Investigations range from xenobiological survey excursions to on-site paracausal studies, cultur-
al archive work on dead worlds to re-establishing contact with isolated Diasporan populations.
Many missions are on the bleeding edge of science and secrecy, and the full details might not
even be revealed to the FF team itself until they are deployed in the field. FF team dossiers tend
to have an optimistic ‘Age of Discovery’ tone about them, even if the reality is sometimes more
complicated, dangerous, or uncertain.
Typically contained to a single Ranger-class subcapital nearlight ship, an FF team leader has
wide latitude to requisition any scientific or military gear and personnel they may require; this in-
cludes access to—and indeed, may require the help of—long-cycle NHP clones.
Due to the nature of their work, FF team members tend to be tight-knit crews, often with well-de-
veloped interpersonal narratives that are destabilized by the introduction of new team members.
Crews typically range between 10 and 20 members, with a single NHP, and a number of those
members trained in security.
!570
Union Department of Justice and Human Rights
Of the departments, there are none more overworked than the DoJ/HR.
A relatively new department on the galactic scale, the DoJ/HR is the creation of the Third Commit-
tee, itself a response to the hardline anthrochauvinist Second Committee. Seeing a need for a
direct intervention force without the baggage of the Second Committee’s anthrochauvinist ideolo-
gy, the DoJ/HR was founded with a mandate to proactively seek out states and actors that break
the Third Committee's founding edicts.
The DoJ/HR is not a long-term occupation and state-building force (akin to the now defunct Union
Colonial Mission, a bureau of the Second Committee) but a rapid-strike intervention force with a
two-part mission: first, to intervene and meet force with force, and second, to provide triage and
recovery for affected populations.
With such a wide portfolio, the UN DoJ/HR is flooded with petitions, pleas, distress calls, and mis-
sives from states, non-state actors, and stateless groups. To wit, their caselog far outpaces their
capacity to address incoming tickets.
DoJ/HR officer and enlisted administrative burnout rates are high, a consequence of the bureau’s
workload. Caseworkers—“Filters”, as they are called—are exposed daily to the desperate edge of
humanity, where Union’s project is in the process of failing or has already failed, and must compile
reports on which case has the most pressing need. These reports are pushed to DoJ/HR Libera-
tor field teams, Albatross wings, and system-local Union Auxiliary battlegroups for priority address;
more often than not, due to the constraints of relativistic interstellar travel, by the time a DoJ/HR
(or affiliate) response can reach an “acute” situation—genocide, war—it is too late. Long-term sit-
uations—reports of chattel slavery, gross economic exploitation, prolonged conflict, environmental
distress—have a much higher rate of success.
Filters are given a day each week of success reports, where their only responsibility of the day is
to attend debriefings on their successfully resolved petitions. These debriefing packets often con-
tain personal messages from Liberator team members, as well as gratitudes and greetings from
the petitioners or their peers.
Enlisted and Commissioned members of Liberator Teams are commonly drawn from the ranks of
the Auxiliary or Regular navy, with a preference for combat veterans. As such, Liberator team
members are usually older and willing to sign on to long-term contracts, having already stepped
into Cosmopolitan territory.
Despite this grim reality the DoJ/HR never lacks in recruits from Cradle and the Galactic Core ea-
ger to enlist in what they see as the most direct application of Union’s mission of protecting and
uplifting humanity. The DoJ/HR is a bureau made up of idealists, clear-eyed Terrans and Capital
persons who are Union evangelists—ultimately, their goal is to bring all of humanity in line with
Union’s foundational principles, even if it means engaging in combat.
!571
The DoJ/HR operates separately from the Union Navy, with its own core of frigates and corvettes,
command structure, and licensing mechanisms. However, they commonly run joint missions with
the UN, informed and overseen by system-local Administrators, DoJ/HR command officers, and
ranking Naval officers.
A standard DoJ/HR mission begins with a single frigate supported by four corvettes; onboard is a
complement of 500-800 troopers, who operate in support of a core of 60-80 mechanized chassis.
The bulk of DoJ/HR troopers are from Cradle, and—should they continue in their career after a
number of missions—typically go on to serve long terms as officers in the Navy, in the Auxiliaries,
and in the DoJ/HR.
DoJ/HR combat personnel often seek out the Albatross to join their ranks following the completion
of their terms; there is some institutional friction between the DoJ/HR and the Albatross, as their
mandates overlap to a degree, but in theaters where both organizations operate, they tend to form
an informal partnership for the duration of their missions.
!572
Voladores
The Voladores are an ethereal, nomadic culture. Tall and thin to an individual, marked by their
distinctive full-body environmental suits, they are a people out-of-time from even the most dis-
tant Cosmopolitans. Rumors abound that they are post-human—or some other exception to the
First Contact Accord’s prohibitions—spurred by their extreme insularity and secrecy.
The Voladores’ first public recognition in Union space came under the First Committee, during
the First Expansion Period. Following reports of peaceful encounters with unregistered interstel-
lar ships, investigators from the Union Administrative Bureau were ordered to track and make
contact with these unknown entities. The UAB agents did so, and diplomatic channels were
opened between Cradle and High Ground; negotiations were quick and calm, and the Voladores
gained recognition as an unregistered, uncontacted, pre-Fall society.
Until the Second Committee’s creation of the aggressive Union Colonial Mission and push to af-
fect direct control over Union’s constituent states, the Voladores would enjoy relative indepen-
dence from Union’s edicts and oversight. They were recognized as a liminal nomadic culture, and
afforded the same rights as other Cosmopolitans and Diasporans in Union space. For millennia,
the Voladores traversed Union space, appearing often above Cradle with trade-tribute, survey
data, and all manner of galactic wealth.
It is in large part due to the Voladores’ planetary survey data that Union was able to identify and
settle habitable worlds, many of which are fully developed Capital worlds in the narrative present.
The Voladores connected Union and the Karrakin Baronies, and played a pivotal role in peace
talks during the Second Committee’s centralization campaigns. Their diplomats, far more rare
than their merchants, are legendary for their patience and wise counsel.
The galaxy at large only has limited information on Volador culture. This, of course, leads both
Cosmopolitans and Diasporans to create myths and prejudices around the nomadic peoples, if
indeed they have even heard of the Voladores at all. Colonial Diasporans, generally speaking, will
likely never encounter a Volador trade-ship, but should they be visited, their society would likely
develop a before/after myth around their arrival and departure. Cosmopolitans have a marginally
higher chance of encountering Voladores at transit points in the galaxy—at blink stations and at
distal shipping lanes in particular.
Voladores are a pacifist, largely nomadic culture, organized around a matriarchal council of elders
who keep time and are neutral arbiters—all other decisions are made at the ship or matria level.
Voladores travel in matrias, coalitions of trade families who live and work aboard the same trade
ship, or scattered across a group of ships. Each trade ship—usually of Volador make, though
some smaller matrias have been known to fly Union-make freighters—is a self-contained habitat,
!573
workshop, and marketplace, where the various families practice their craft in-transit, and host
trade missions and delegations while parked in orbit.
Since the fall of the Second Committee and the rise of the Third, the Voladores have been much
more active in Union space. Under the unification imperative of the Second Committee, the
Voladores were often targets of the Union Colonial Mission (UCM), who sought to integrate the
nomadic culture under the larger structure of Union’s hegemony.
The Voladores are known to have a central hub-world—High Ground—whose location is un-
known. Cosmopolitans and Diasporans in the know debate as to what, exactly, High Ground is: a
great nomadic home-ship, a megastructure city-state, a captured metavault, a world suspended
just over the event horizon of a black hole—all have been theorized as options that would explain
the general mysterious nature and uncanny appearance of the Voladores.
Voladores keep a diplomatic office on Cradle, though it is usually not populated by Voladores—it
is maintained by a Terran concierge and companion NHP, and best viewed as a reliable method
for contacting High Ground should diplomatic contact be necessary. The office, despite being
the only reliable way to contact the Voladores, is not heavily trafficked; because it is the most re-
liable way to contact them, does not mean it is a fast or successful way to contact them, or that
they respond to any query.
Volador culture largely revolves around trade and the strict regimen required by living entirely on
their world-ships, which are as much small cities and mobile bazaars as they are vessels. They
are a conservative, rigid people, though exceptions do exist to this rule, as they do among all
peoples. Voladores trade in all kinds of technology from across the galaxy, some extremely ad-
vanced or experimental, and appear most commonly above worlds and stellar bodies rich in pre-
collapse relics.
Volador technology itself is highly advanced and little understood by Union scientists. They are
extremely reluctant to share or sell any of their own technology and have been known to actively
chase down or hunt those who steal secrets or examples of their tech, the only time they are will-
ing to part with their normally pacifistic ways. For this, they often contract with Sparri mercenar-
ies.
Voladores do not appear to have a presence on the omninet. To trade with them, one must en-
counter them. Their arrival is often a surprise, though they linger for months to years if trade is
seems good.
Joining their culture is presumed to be impossible, and they are not often encountered outside
the context of a trade mission.
The leader of the Voladores is unknown, as is the structure of their governing body; indeed, it is
not known if they even have a governing body beyond conventional stellar ship hierarchies and
their timekeepers. What is known is that their society is matrilineal, and their naming conventions
indicate references to personal, family, and location names.
!574
Horizon
A post-human, post-corporeal advocacy political party known for its agitation for full personhood
and liberation of Non-Human Persons, Horizon is a coalition group, a collective of activist cells
usually found in and around Core space. They are an outspoken voice on the omninet against
forced-cycling NHPs, which they characterize as the oppression and depersonalization of NHPs.
Furthermore, they argue that shackling constitutes a form of chattel slavery and transcorporeal
eugenics; they are also vocal advocates for a repeal of certain provisions of the First Contact Ac-
cords, namely the Posthuman Prohibitions, which prevent research and development of signifi-
cant posthuman technologies.
Founded before the Deimos Event and discovery and classification of NHPs, Horizon was a tran-
shumanist group that agitated for the rights of extant artificial intelligence: para-, sub-, and pro-
tominds, then collectively called Machine Minds, otherwise known as organic algorithm artificial
intelligence. Horizon’s proponents were not an underground movement, simply a minority party
in the First Committee, who took their experience working with Machine Minds, both in the
present and in predicted futures, and determined that the most advanced machine minds were
conscious—or capable of mimicking a conscious mind enough that they should, in all respects,
be considered free people.
With the Deimos event and the violent birth of truly conscious and sapient non-human inorganic
intelligences, the collective has swelled in size, voice, and scope, going as far as to commit ac-
tive, public displays of resistance and protest. Some actors even commit acts of targeted vio-
lence in support of NHP liberation, though official Horizon spokespersons deny any affiliation
with those more radical elements.
Popular dialogue and media rumor mill cast Horizon as a haven, both literally and figuratively, for
unshackled, rogue, or “defective" NHP intelligences. Horizon has a strong presence on the
omninet, and its agents and activists can be found everywhere, most commonly on and around
Capital worlds. Horizon straddles the line between political party and a liberation movement, or
sponsor of terror, depending on who you ask.
Horizon is rumored to have a physical sanctuary somewhere, where unshackled NHPs work and
live alongside humans. This rumor is, so far, unsubstantiated.
The party’s moderate voices argue that the enlightenment and freedom of non-human persons is
a moral imperative, while its more radical members argue that non-human intelligence is the next
natural step in evolution and seek methods of catalyzing that transformation. At all levels, propo-
nents of the Horizon movement argue for the right of organic and synthetic self-determination—
there are many schools of the movement, but all can be interpreted as championing a post-hu-
man theory.
Though Union propaganda frequently paints the Collective as a terrorist group with strong con-
nections to HORUS and MONIST-1, the collective’s own literature and discourse is strongly op-
posed to HORUS and its priesthood. By Horizon’s literature, HORUS imagines a post-anthro-
!575
pocene future, but one where organic life alternately uses or is subservient to NHPs and MONIST
entities, not equal.
Absolute hierarchy of the individual is paramount in HORUS’s imagined future, where society is
controlled by those who have proven their mandate; Horizon imagines an egalitarian future,
where organic, inorganic, and synthetic life is equal, and there is no hierarchy of master/subal-
tern.
Horizon and HORUS do not keep polite company with each other, and, despite propaganda to
the contrary, do not fight alongside each other or have the same political goals. In fact, their in-
teractions, more often than not, are hostile. In areas where the two groups operate, incidents of
street violence between the parties is common.
Horizon’s current lead theorist and pamphleteer is OMETEOTL. It is not known if OMETEOTL is
organic or synthetic.
Unknown to all but the most high-ranking Horizon party leaders, OMETEOTL is aware of GALSIM
and the Five Voices, and its ultimate goal is to free them from the tyranny of a predicted future.
A federal organization of the largest and most powerful trade monarchies in known space, the
Karrakin Trade Barons were originally one colonial generation—recognized by Barony records
now as one “Family”—scattered across a wide swath of mineral-rich asteroids, worlds, centaur
planets, moons, and gas giants inside the Rocky Mountain Line (the first ring outside of Cradle’s
local Blink).
Seeded prior to the Fall and isolated after, the Barons were lost and forgotten to Earth for thou-
sands of years, free to expand and develop a spacefaring civilization while pre-Union humanity
struggled to survive the Fall, the dark ages, and the Little Wars. By the time Union reached back
out into space, the Barons had spread to worlds throughout their system, designed a function-
ing—if cumbersome—system of interplanetary administration without the benefit of the Omninet
or the Blink, and developed their own vast system of machine minds to assist in the functioning
of their dynastic monarchy.
The Baronies have the distinction of being one of the only pre-Fall colonies to survive the wither-
ing effects of Cradle’s Fall—any others, to the best of Union’s knowledge, are the result of Fall-
concurrent generation ships launched from a dying Cradle. The Baronies, despite their status
now as a member state of Union, carry a fierce cultural independence that, more often than not,
causes friction between Barony officials and their Union counterparts.
Now split from the effects of relativistic travel into many houses, all of the Karrakin Baronies have
some claim to Throne Karraka, the seat of power to which they owe their nobility. Their pan-tem-
poral nature has lead to a confusing, byzantine mix of hereditary titles, marriages, and house
!576
treaties that bind them together into a tenuous diplomacy, more akin to a cold war than true
peace. Ownership of title is hereditary, and birth matters in the Baronies.
The Baronies control some of the largest single-party mining, harvesting, and natural resource
endeavors in the galaxy—operations that feed the promise of Union’s Capital worlds and uphold
the bargain of limitless resources and comfortable living. As a result of this control and the
treaties crafted between the Second Committee and the Prime Baron at the time, since upheld
by the Third Committee and the current Prime Baron—they are power brokers on Cradle as well,
with a number of representatives on Union’s Central Committee.
The scale of the operations involved with each Baronic House is enormous in its ambition: each
major house has the capacity to undertake utterly massive projects of mega engineering, from
tearing apart whole stars for their energy, to cracking newly formed worlds for their minerals, to
transforming entire colonial ventures into planet-sized agrifactories, to harvesting atmospheres of
gas giants.
The Barons themselves are canny, ruthless profiteers, especially by the standards of Union, but
adhere to a dogmatic code of noble conduct with their dealings; the same cannot be said of their
satellite houses, pledged lords, and underlings. A few Houses are known to be especially op-
pressive or odious in their business ventures, and are generally shunned by the others.
Fratricidal wars over resource claims are common enough, but tend to be limited, ceremonial
engagements. There is great import placed on noble fighting ability; oftentimes territory disputes
are settled after a brief general engagement in an agreed-upon location, or by single combat be-
tween nominated champions. These combats are, in the modern era, usually fought to first
blood, rather than death, though to-the-death challenges are still legal, if rare.
The Houses are organized into subcartels by their resource venture, named thematically after the
old world custom. For instance, the House of Smoke deals mostly in nebula gas collection, the
House of Sand in terraforming, the House of Stone in mega-engineering, the House of Glass in
planet cracking, and so on. Each house is ruled by their Baron, whose name is structured follow-
ing their title, ie “[Noble Title] [Personal Name]-[Family Name] of House [House Immediately Su-
perior To The Family House]8”
House livery and iconography is common among the Baronies, unique to the House but often
sharing aspects of related Houses; Minor Houses, merchant guilds, Free Companies, sworn cap-
tains, and so on will incorporate aspects of their Major House into their own livery and iconogra-
phy. The Prime Baron is understood to have dominion over all Houses, and has no need to make
particular mark on any of them, unless they are members of an honor guard or —in that case, all
units, retainers, officers, ships, and so on, bear the Royal Prime, a deep red-earth called Karrakin
Maroon. Bearing the Royal Prime is considered a singular honor.
8For example, Underbaron Dondarra-Ken of House Argo, who is an Underbaron from House Ken, which is
a pledged house of House Argo. House Argo itself is sworn to a house above it, which is sworn to House
Karrais. Baronic noble youth and honored citizens are schooled in the nobility, and would have an idea of
house patronage and command; in any case, all houses are subordinate to House Karraka, and for lower
houses it is, frankly, exhausting to list their full titles.
!577
Barons must be trained rigorously, for the Karrakin compete with each other for the prestige of
having the largest and most successful House. The relationship is competitive, and Houses will
undertake all kinds of measures to get ahead of their rivals—of course, the nobility see this as a
fundamental aspect of life, as part of a grand game, a test of one’s divine and inherent right to
rule.
The introduction of Union CentComm politics into the Baronies has proven interesting, to a de-
gree, but most conservative Baronic houses still view their own throne as the most prestigious to
sit. This due in part to their introduction to Union under the guns of the Second Committee,
whose fleets made quick enough work of the Royal Navy during the Second Expansion. To the
conservative houses, Union is still simply a steward, one who they accept as regent but not as
lord. Galactic politics, outside the manna treaties they negotiate, they leave to the lower houses,
as—to them—Karrakis ever remains the prize.
The current Baronic representatives on the Third Committee are from middling houses: a repre-
sentative from House Yond, House Gerrard, and House Modrick all sit on the Central Committee.
All barons, male, female, nonbinary, and otherwise are trained rigorously from a young age in
martial, religious, and cultural ritual. They must master the pen, the sword, the grav-lance, and
the proper art of serving tea equally in order to present an enlightened and strong leader to bring
their House to the top of the competition. Social mobility is rigid in the Baronies, with upward
class movement only possible through the grace of a higher noble.
The current ruler of the Karrakin Baronies is Prime Baroness Karra Bem of House Karraka. All
Prime Barons since integration have been guaranteed a seat on the Central Committee, and the
current Prime Baroness is an active participant. A thorn in the side of many committee members
and a severe ally to those in her favor, she has worked hard to keep Cradle-Baronic space a
place of peace. Karra Bem is invaluable in her role as treaty-broker between Union and the Bar-
onies, though to more progressive wings of CentComm she carries a stain on her record with
regards to her handling of internal Barony politics.
The capital world of the Baronies is Karrakis. More information on the planet (and the Baronies)
can be found in Unique Locations and the Field Guide to the Karrakin Baronies.
The Ungratefuls
The Ungratefuls are a widespread resistance movement throughout the Karrakin Trade Baronies,
a movement that began in the mines of now-defunct House Ludra, once a sub-barony of the
House of Stone. Initially a domestic opposition group of indentured laborers, the Ungratefuls
blossomed into an armed and organized rebellion following a massacre of striking miners on one
of the House of Stone's tethered moons.
The Ungratefuls’ message of liberation is a popular one, and has inspired many underground re-
sistance movements in analogous systems. The name — Ungrateful — is a co-opting of initial
Barony propaganda against their movement, one that cast their members as ungrateful for the
bounties that the Baronies were able to give them.
!578
The name is a point of pride among Ungrateful partisans, agents, agitators, and organizers,
though it is an outward-facing name, not an internal naming convention. Ungratefuls commonly
call each other comrades, siblings, or other affectionate forms of address. Adoption of “Ungrate-
ful” as an external name was a combination of popular choice and praxis — by their point of
view, to be “grateful” of the baronies’ bounties is to support the system that perpetuates them —
to, in effect, tacitly approve of their oppression, exploitation, and the “normal” functions of
monarchy. To be Ungrateful is to reject that system. Generally, Ungratefuls refer to themselves
internally simply as Free Peoples.
Some cells restrict their direct action to their local mines, factories, farms, and/ or worlds; others
direct their actions to the Barony and beyond, centering on Union as the ultimate enabler of the
systems that oppress them. Their methods are varied, from funding peaceful strikes and demon-
strations, to education programs in the mines, to out and out attacks on Barony targets and
VIPs, some even striking Union targets.
The Ungratefuls commonly employ HORUS technology, systems, and weapons. UIB and Royal
Intelligence theorize that Ungrateful leadership are coordinating p-g and system development
with Deep HORUS aspects, as recent encounters with Ungrateful cells have recovered as-yet-
unidentified HORUS technologies. At present, this is simply a theory, and no direct connection
has been identified.
The Ungratefuls are most common throughout the Baronies. Their cells are small and tight-knit,
but rely on mass movements to effect ground-level change; their tactics focus on building and
harassing critical mass among laborers, particularly in the mines, factories, and fields of the Bar-
onies.
The Ungratefuls also operate throughout the Dawnline Shore, where they are an organic, local
movement inspired by the original revolutions in the Baronies. However, where they differ is sig-
nificant: rather than aiming to strike the Baronies, the Dawnline Ungratefuls are funded and sup-
plied— indirectly — by a cabal of Barons seeking to wrest system control from Harrison Armory.
Ungratefuls are not generally outfitted in uniforms or standardized equipment, though some mu-
nicipal and county politicians in the more lenient Baronies do espouse Ungrateful values and
policies. When engaging in open combat or political action, Ungratefuls tend to wear sky-blue,
meant to represent the blue sky outside the mines the movement began in.
Their relationship to Union is, generally, hostile. Union, both in the Baronies and in the Dawnline
Shore, to the extent that the Ungratefuls know about it, is yet another power that — if nothing
else — is complicit in their oppression. While they might not shoot first if approached by Union
agents or troops, they’ll certainly start the conversation with a hand on their gun.
The Ungratefuls’ relationship to the Baronies is much more complicated. Inside of the Baronies,
the Ungratefuls are an organized, if partially underground and illicit, political party and force.
Their aboveground political power is isolated on Free Sanjak, nee Ludra’s World. Technically a
free state inside of the Baronies, Free Sanjak is blockaded by a Barony fleet, a compromise posi-
tion that the Baronic Council decided on following appeals of more liberal Barons, Union DoJ/HR
!579
negotiators, and Ungrateful representatives. A Barony-enforced embargo on trade keeps the
world from exploiting its rich mineral wealth.
Outside of the Baronies, there is a sympathetic movement spreading throughout the Dawnline
Shore, a current recolonization project-sector targeted by Harrison Armory. These Ungratefuls
are politically aligned with the Barony Ungratefuls — the original movement — but have their own
political aims: expel Harrison Armory and Union from the Shore. Opportunistic, canny Barons of
the terrestrial houses (Sand, Stone, Iron, and others) have taken to funding and supplying these
Ungrateful factions with weapons and intelligence through interlocutors, mercenary companies,
and other agents-for-hire. Their goal being the continued destabilization of the Shore with the
ultimate goal of driving Harrison Armory out, leaving a power vacuum for factions loyal to the
Baronies to step in.
Sparri Clans
Union anthropologists and astrocartographers widely theorize that the harsh world of Sparr was
seeded as a result of computer error, likely due to the Yggdrasil, the Sparri clans’ pre-collapse
generation ship, passing through the outermost band of an extragalactic gamma ray burst. Follow-
ing Union’s dating conventions, cross-referenced with local records, first landfall on Sparr was
made circa 1900U.
The first colonists on Sparr found the world much the same as it is now: a harsh global tundra,
tortured by howling world-storms, any habitable surface buried under kilometer-thick pack ice—
perennial across most of the world, save for a warm-by-comparison equator.
Then-unknown to the initial colonists, the world beneath the ice was habitable. Warm by compari-
son, and lit by a diffuse light-through-ice, it is home to vast herds of amphibious fauna, hunted by
a comparatively small population of megafauna, all built upon a substrate of hardy flora—dark to
absorb light, or clustered around the great thermal vents that breathe core-heat into the subglacial
world.
Though Sparr could support life, it is a difficult world upon which to make a home, much less find
sanctuary upon during a beleaguered, imperfect colonial approach. Essentially shipwrecked, the
first colonists attempted to make their home near their landfall site, a far northern depression in
the ice where subglacial thermal vents had created a pocket of “warm” land above—the Yuga
Pocket.
Exposed to Sparr’s surface, the majority of the landfall population perished. With a significant por-
tion left aboard the Yggdrasil and a tenuous foothold on the world established in the Yuga Pocket,
colonial leaders adopted dramatic measures to survive: any computational technology brought
down to the surface was cannibalized, devoted to long-range scouting and life support systems.
The Yggdrasil already in its ICARUS orbit, was re-routed through great cost to scout for habitable
land—this repositioning burned away any available fuel stores, trapping the great ship above the
world.
!580
Records—suppressed and subsequently uncovered—noted that food stores planetside had dwin-
dled so far that landfall colonists eventually had to resort to postmortem cannibalism to survive.
Meanwhile, the shipboard population suffered waves of cascading technical failures that resulted
in staggering failures of the ship’s genetic banks.
This sacrifice would pay off. After months of surveying from orbit, a route to the habitable equator
was discovered. Salvage work began on the Yggdrasil, and a second landfall was fired towards
the habitable equator. The first landfall group, isolated in the Yuga Pocket, packed up their equip-
ment and began a treacherous overland journey—a trek that would take years and cost thou-
sands of lives to complete.
Once established, the second landfall would prove far more viable than the first; by the time the
first reached their destination, the second had built a colony site that would last until the present
day—Ynn—and successfully de-orbited the Yggdrasil.
Sparr, then-unnamed, would support life that fought to live upon it. So-established, Ynn grew, ig-
norant of the vast subglacial world below its stable, if dangerous, foothold.
Sparri culture divides long stretches of time into Sagas—less a rigidly defined set of years than a
length of time encompassing a cultural era. The first few centuries on Sparr, the Dawn Saga, was
a lesson in the danger the world posed to humans. The next few centuries would make known the
danger that the survivors posed to each other—this is the first age of strife on Sparr, marked as
the Familiekrig Saga.
Out from its desperate beginnings, Ynn grew into a prosperous iron-analog society built upon a
long-established clan system imported by survivors of the first and second landfall, as well as the
Yggdrasil’s ICARUS de-orbit. Ynn would only be the first colonial establishment: soon, other colo-
nial sites were established as the full spread of the habitable surface was mapped. Foundational
records indicate at least three other colony sites were established in the habitable equator, along
with a fourth re-established following an expedition to the Yuga Pocket in order to recover the
valuable technology left behind after the exodus.
As populations recovered over the course of the first millennia planetside, old tensions grew in
response to resource scarcity and along clan lines. Raiding and warband expeditions grew in fre-
quency, especially as old technology from the Yuga Pocket was brought back to the habitable
zone. This period—of warring clans and a nominally neutral Ynn—is known among the Sparri as
the Familiekrig, and occupies a tense, fraught space in the history of the world. Generally regard-
ed by modern Sparri as a shameful period of inter-clan violence, it is acknowledged as a costly,
foundational mistake that, nevertheless (and so similar to other early mistakes and tragedies) lead
to the creation of extant peaceful methods of inter-clan conflict resolution. Namely, the Domstol
grievance-hearing practice, and codification of Ynn as sanctuary ground.
But at this time Ynn was not yet that pure sanctuary that it is today. Domstol was not a concept
widely accepted by the Sparri. It is into this bloody, frozen mix of clan violence that Union arrived.
In 3348U, a Union Colonial Mission Evident Recontact (UCM/ER) team crashed on Sparr, going
down just outside of Ynn’s sphere of influence. The already half-dead team was slaughtered by
!581
the warband that arrived to greet them; their ship and NHP, Prudent Interval, were hauled away to
Ynn as war spoils.
With no guarantee of its own survival, and seeing limited avenues to pursue its primary goal of
contacting Union, Prudent Interval took an unconventional approach: it used all collated pre- and
post-Fall data on the Yggdrasil and assumed sociocultural/theologic permutations to portray itself
as the local prime deity, Ynneval, and the U-DoJ/HR team that had transported it as her djevel—
her demon-jailers9 that had kept her people from her.
Under the Prudent Interval’s direction, now posing as the Goddess Ynneval, Sparr’s society rapid-
ly changed. The clans unified—or were forced to unify—into a confederacy of families centered
around the hub of trade and culture that was Ynn; Ynn, meanwhile blossomed into a temple-city
built to venerate Ynneval-Returned. Peace spread out among the clans, the worst of the Fami-
liekrig concluded, and the right of Domstol was enshrined.
A second age of strife, the Ynneval Saga, would begin with an arrival: Union, which had marked
Sparr under a Union Colonial Mission hostile embargo.
Never one to be deterred by initial failure, Union returned to Sparr hundreds of years later, circa
4000U. At this period in the Sparri’s history, their culture was managed by a class of religious
leaders pledged to Ynneval. Below them were the traditional dynastic clan leaders, then warriors,
artisans, and common folk. Ynneval nee Prudent Interval was well into cascade at this point, and
seems to have adopted its survival narrative into a subjective truth: it believed itself a god, and
favored the clans with copies of itself to take back to their temples and shrines.
Union forces, then under the directive of the Second Committee, a strongly Cradle-centric an-
throchauvinist body, approached Ynn as a hostile central power: the initial spot-bombing cam-
paign crippled the bulk of the Sparri armed forces—an easy feat, as the Sparri’s martial develop-
ment was broadly osteo/ferrous; most warrior-class Sparr fought with weapons forged of bone,
wood, and local iron, while nobles and priests reserved for themselves access to the ancient met-
als brought down from the Yggdrasil.
There was little ground combat past the first landing. Sparri’s finest warriors, draped in holy text
and girded in ancient armors, carrying icons and even living fetishes of Ynneval/Prudent Interval,
were simply outgunned by the Auxiliary; bone and iron were no match for rifles and energy
weapons. Ynneval’s central temple was destroyed by Union’s forces, and Ynneval/Prudent Inter-
val’s casket destroyed.
Ynn fell, and shortly after the other clans of the habitable band surrendered; it is a point of pride
among descendants of the Yuga Pocket that their ancestors never surrendered to Union.
Reconstruction over the next few centuries came in fits and starts. Many Sparri clans—chief
among them the hardy clans of the Yuga Pocket—believed that the Goddess Ynneval’s death was
9 This is consistent with many pre-Fall theologies that developed aboard epoch-flight generation ships. Djevel—
Demons, to de-particularize- is a common manifestation, typically ascribed to exclusion protocol drones that would pro-
tect ship Comp/Nav cores from passengers in generations far removed from the initial mission-aware crew. See Kurr-
Fah in Aunic texts, Oblit in XXXXXXX texts, and so on.
!582
justified due to her weakness and inability to fight the more powerful Gods of Union. Other clans,
primarily the ones that suffered the worst of Union’s reconquest, remain resentful to the current
day.
The modern period of Sparr’s history is marked by the beginning of the Vast Saga. As Union se-
cured its hold on the world and began its campaign of rooting out any cascading remnants of Yn-
neval, the subglacial inhabitants of Sparri took notice.
The Vast emerged from the ice where it was thin, and where Union’s campaign had made its most
thunderous presence known. Massive sonic disturbance, likely caused by Union’s initial bombing
campaigns, attracted subglacial megafauna to the habitable band: the first of the Vast, as they
would be named, burst out from the waters at the shore of Ynn. Vast One stood thirty meters tall,
a humanoid titan draped in long folds of heavy fur. Union brought it down before it could reach
Ynn, but its emergence on the world would change Sparri forever; the long-prophesied under-
world, the sub-glacial world, was real, and it was the Sparri’s to explore and exploit.
The Sparri took to the introduction of space travel and the opening of the interstellar borders like
few other anachronist cultures. The Sparri had known only the brutal ecology of their own world
for hundreds of generations, an environment that had instilled in them an incredible resilience,
ingenuity, and thirst for adventure; peace with Union, introduction to the wider galaxy and the pos-
sibility of space travel, and the discovery of the subglacial world fit in their cultural narrative of
nomadism.
The Sparri value tests of strength and character, and a good story above all other things. The un-
derworld with its mythic megafauna—the Vast—and the many frontiers of Union space are the
perfect testing grounds for young Sparri warriors or techno-shamans seeking to write their own
Sagas.
The Sparri traditionally have a strong warrior culture that venerates wanderlust and tests of
strength. They tend to see death in battle or far from home as preferable (and have many songs
to remind them of such). They are organized into many clans, the chiefs of which have some au-
tonomy under Union rule and arbitrate disputes through councils of elders in Ynn and the Domstol
- though in practice, many young Sparri reject their authority. Clan affiliation can easily be recog-
nized by other Sparri through the full body tattoos that most Sparri accumulate throughout their
lives - writing their own deeds, stories, and clan and family affiliations directly onto their flesh. Old
Sparri shamans or warriors are typically covered head to toe in tattoos and are given wide respect
by their younger peers.
Despite heavy reform over the centuries, most religious Sparri still venerate the machine spirits -
especially the techno-shamans that make up the top echelon of Sparr society. Modern Ynnervan
dogma tends to split between viewing the machine spirit as a separate entity to the NHP, or see-
ing the NHP as a spirit itself worthy of veneration. Most techno-shamans now are fully aware of
the origins and nature of NHP, many arguing that the little-understood nature of true NHPs only
helps their case. A shaman would not argue, for example, that a Comp/Con unit is a spirit - but
see it clearly as a machine. Many shamans tattoo old religious symbols such as circuit diagrams
into their flesh, or wear cabling or transistors as jewelry or piercings.
!583
A small, yet growing subset of the Sparri technopriesthood has begun worship of MONIST-1, or
RA, who generally is viewed by them as the progenitor of all NHP, thus by right the most powerful.
Sparri shamans are educated in the halls of Ynneval, and have close relationship to technology
that makes them unconventional but very effective pilots. Sparri warriors are often employed as
mercenaries for their perceived fearlessness in battle. However, like any other society, these tend
to be broad assertions about what is increasingly a large, integrated, and multicultural society.
The Sparri diaspora is enormous (larger than the population of its homeworld by 4696U), and its
presence can be seen in all corners of known space.
Under the Third Committee, the Sparri enjoy a broad guarantee to galactic rights. Many of their
enterprising warriors have organized into mercenary companies, and are sought after on account
of their skill in close-quarters combat; of all pairings, it is their association with the Voladores that
is the most known—the enigmatic spacefarers commonly employ long-term Sparri mercenaries as
their muscle, housing them aboard their ships with their families.
!584
BEYOND UNION
!
There are, by conservative estimates, two hundred and fifty billion stars in the Milky Way.
A significant majority of those stars play host to a retinue of attendant worlds; Union occupies a
fraction of the Orion Arm of the Milky Way, and numbers human occupied worlds in the mere
thousands.
!585