Lancer Sheet 1.5 v2

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LANCER

NAME LEVEL 0 PLAYER


CALLSIGN BACKGROUND

TRAITS PHYSICAL DESCRIPTION

FIELDS

BACKSTORY

LICENSES

PERSONAL INVENTORY

KIT BONUSES
HULL 0 E-DEF 0 HP 0
AGILITY 0 HEAT CAP 0 AIM 0
SYSTEMS 0 SENSOR 0 EP 0
ENGINEER 0 EVASION 0 IP 0
MELEE 0 INVASION 0
ARMOR 0 SPEED 0
REACH 0

TALENTS
LANCER
MECH PLAYER
CHASSIS SIZE 1 SPEED 5 AIM 0 ARMOR 0

SCAN 0 E-DEF 8 MAX HP 10 MAX HEAT 10

0 MELEE 0 0 INVASION
SENSOR RANGE
0
10
ADDITIONAL HP 0 COOLING RATE 5

REPAIR CAP 4
HULL SYSTEMS LOCK ON 0
REPAIR RATE 3

CURRENT HP CURRENT HEAT


0 EVASION 8 0 STABILIZE 0

AGILITY ENGINEER
WEAPONS
NAME EP IP RANGE

TYPE DAMAGE

LOCATION TAGS

NOTE

NAME EP IP RANGE

TYPE DAMAGE

LOCATION TAGS

NOTE

NAME EP IP RANGE

TYPE DAMAGE

LOCATION TAGS

NOTE

NAME EP IP RANGE

TYPE DAMAGE

LOCATION TAGS

NOTE

NAME EP IP RANGE

TYPE DAMAGE

LOCATION TAGS

NOTE

BONDS, ASSETS, EXPERTISE


LANCER
MECH PLAYER
CHASSIS SIZE STORAGE EP IP

SYSTEMS & MODULES


NAME EP IP NAME EP IP
EFFECT EFFECT

NAME EP IP NAME EP IP
EFFECT EFFECT

NAME EP IP NAME EP IP
EFFECT EFFECT

REACTIONS
NAME NAME
TRIGGER TRIGGER
EFFECT EFFECT

NAME NAME
TRIGGER TRIGGER
EFFECT EFFECT

INVENTORY KIT
LANCER
MECH PLAYER
CHASSIS SIZE 1/2 SPEED 10 AIM 1 ARMOR 0

SCAN -2 E-DEF 8 MAX HP 10 REPAIR CAP 2

-2 MELEE 0 -2 SENSOR RANGE 8


CURRENT HP REPAIR RATE 8

HULL SYSTEMS
When a hard suit takes enough heat damage to over-
heat (8), instead take 1d6 energy damage.
5 EVASION 13 -2 STABILIZE -2 Hard suits cannot take critical damage.
Pilots are killed when the HP of their hard suit is
AGILITY ENGINEER reduced to 0.

PILOT WEAPON TYPE Range/Reach PILOT SYSTEMS Jetpack - Propulsion in space/water. Flight 4. Com-
ms. Optics. Lasts 8 minutes outside of mech in harsh
DAMAGE 1d3/1d6 kinetic, explosive, or energy RANGE 8 conditions.

REFERENCES
TURN OPTIONS - Each once per turn
MOVE - Move up to your full movement speed
INTERACT - Interact with an object, system, player, NPC, or environment.
ACTION - Either an offensive or defensive effort on the part of the player. When a player makes an attack with a weapon or electronic warfare
system, attempts to grapple another mech, or do anything tagged with the keyword ACTION, they have taken an action.
OVERCHARGE - At the end of your turn, you can push your mech’s systems beyond their limit. Doing so causes your mech to take heat
damage, and additional damage based on what you overcharge.
MOVEMENT
FLIGHT - Must fly in a straight line. Ignore ground obstacles, enemies, and difficult terrain. Landing in difficult/dangerous terrain takes an agil-
ity skill check. On fail, roll on critical damage chart with no bonus. Attacks while flying are made with +1 Difficulty. Must land at the end of every
turn unless you have Perfect Flight or Hover. If you take damage while flying, pass an agility check or fall, rolling on critical damage table.
DIFFICULT/DANGEROUS TERRAIN - Difficult terrain cuts movement speed in half. Dangerous terrain requires a hull or agility check or
players roll on critical damage chart.
OBSTRUCTIONS - Equal or great than moving object stop movement. Players can pass through smaller objects.
CLIMBING - Reduces movement speed to half. Especially difficult terrain may require an agility or hull check to not fall.
JUMPING - Can jump half speed value vertically or horizontally. Requires legs or jets.
FALLING - Causes damage if mech falls 3+ squares without recovering. Roll on critical damage table for every 3 squares and take highest
result.
COVER - Obscurement from sight or gunfire. Light Cover adds +1 Difficulty to ranged/electronic warfare attacks. Heavy Cover adds +2 Diffi-
culty. Total Cover means the attacker cannot see or attack the target directly.
INTERACTIONS
RULE OF THUMB - If it requires a skill check, it’s probably an interaction and not an action.
OTHER INTERACTIONS - Lifting/dragging an imobile object. Can drag an item up to 2 times your size or lift above your head if it’s your
size or smaller. Anything higher requires a hull check with 1-2 difficulty if it’s especially large.
Dropping or setting an object down safely.
Reading detailed information.
Holstering one weapon and drawing another.
Change ammunition type.
MECH ACTIONS
ATTACK - Attack once with all wielded weapons on your mech, and any integrated weapons. One weapon can be fired with no penalties, the
rest with penalties depending on their size. Aux - no penalty but cannot critical hit. Main - +1 Difficulty. Heavy/Superheavy - +2 Difficulty.
UNARMED ATTACK - Attack with a fist, rifle butt, or improvised weapon in melee.
INVASION - Attempt to hack the systems of a mech in sensor range, generating heat and exposing them for one turn. Invade again to disable
various systems.
LOCK ON - Attempt to lock your systems on to a mech in sensor range, allowing drones and smart missiles to attack it. Lock on is broken if a
mech moves out of your sensor range or breaks line of sight. Grants +1 Accuracy.
SCAN - Attempt to gather various levels of information about the battlefield or combatants.
FULL RELOAD - Reload all weapons with the loading tag.
STABILIZE SYSTEMS - Heal and cool down your mech, and attempt to end conditions affecting it.
BOOST - Move your speed again.
BRACE - Take a defensive stance, granting you immunity to critical damage and making it harder to hit you.
RAM - Attempt to knock down or knock back your target.
ACTIVATE SYSTEM - Activate a system that uses an action.
HIDE - Attempt to hide from your target to gain total cover.
GRAPPLE - Attempt to grab your target, potentially immobilizing it.
SHUT DOWN - Shut down your mech to end system attacks, regain control of AI, and cool your mech.
EJECT - As a last ditch measure, eject your pilot from your mech. Fly 7 in a random direction.
MOUNT/DISMOUNT - Climb safely into or out of your mech.
OVERLOAD REACTOR - As a last ditch measure, set your reactor to go critical and explode.
OVERCHARGE
Incur 1d6 heat damage. Take one of the following actions: Ram, Grapple, Reload one weapon, Activate a system, Fire a single
weapon. Firing a weapon incurs head damage equal to the size of weapon used. Aux - 1 heat. Main - 1d3 heat. Heavy - 1d6 heat. Super-
heavy - 1d6+3 heat.

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